In the far back, some sort of ridge or mountain can be seen. The sky is a deep sea blue, and it is lighter near the horizon. It is near sunrise. Kumamon's air attack targets downward, so attack from above. Other than that, just do your thing and use commmon sense. In the back, you can see industrial bric-a-brac, such as tubes and ducts.
To the upper corners of the field are some yellow striped hazard signs. There is a platform to the side which I stay at which is perfect for ambushing with a charged attack. The DSp always bounce off the wall and right towards me, so there's no needless collecting. The best part is that the AI battler falls for it again and again.
For those of you who actually want to do real battling, just try not to get caught too close to Lobomon. These will not only sap a DSp from you, it will knock you back, too.
Pipes, apparently from the same metal as the furnaces, run from one structure to the next in an odd, angular tangle. These pipes are what forms the plat- forms, while the ground appears to be some sort of metal grate. The sky reflects the scene, and it is a placid hue of orange red.
Flattened clouds populate this sky, around an enlarged sun. It is near sunset. And the Gotsumon, who appear out of nowhere, certainly don't help the tight situation. My only advice is to block often. Those fireballs that drop down can give Agunimon the perfect opening for one of his attacks. Moving Trailmon in the far back. Yes, Kerpymon is pretty much the only think that stands out in this field. I guess the designers figured it was hard enough battling this thing without other things distracting you or getting in your way.
The plat- forms are large pieces of debris, colored a pinkish violet. Rings of fractal code spin around them towards the center.
When Kerpymon summons his storm- cloud, his enlarged eyes will appear in the black, glowing an evil yellow gleam. Harder than any you've faced before, including Milleniummon.
In fact, I think this merits its own section of the guide You now have a set number of D-Spirit, only eight actually. Consider this as your shield, the only thing protecting you from Kerpymon.
When it's gone, you will be knocked out if you are hit. It is critical that you try to retrieve every DSp you lose, especially since Kerpymon sucks them in. Kerpymon, too, has a limited mortality. The number of hits it takes to defeat Kerpymon vary by the difficulty setting you choose. However, even on "easy", this number will still be very high.
Too high, in fact, for a mere game guide writer like me to keep track of while trying to play the game at the same time. Luckily, there are indicators of how many hits Kerymon has taken. About mid-way, Kerpymon will shoot 5 shadow balls instead of 3, during his "Attacking" phase more on this later. Then when he comes really close to being defeated, Kerpymon will turn red, and the music changes to something more upbeat. You are given on the clock.
Don't worry about timing out; it's only happened 2 times to me, and I've faced Kerpymon dozens of times. On the other hand, don't waste time either. It's a cycle of three phases: Attack, Black Hole, and Stormcloud. This will help you greatly, as you know exactly what's next.
The Attack Phase is where Kerpymon starts out, and where he's the most vulner- able to your attacks. The number of times he appears should vary. When he attacks, Kerpymon shoots 3 or 5 shadow balls, in the directions marked below. The values are in degrees, and this is based on Trigonometry's Unit Circle where 0 degrees is to the right. I didn't actually get out a protractor and measure. You'll notice I marked some numbers on the field map.
Locations 1 and 2 are the ideal places to be during this phase, since you can easily attack at three out of five of Kerpymon's appearing spots. You'll also be safe from attack, at least until he starts firing 5 shadow balls. When you attack Kerpymon, don't charge your attack if it's chargeable.
You simply don't have enough time, and what good is a charged attack if it doesn't hit? Go for quantity, not quality. If you're not careful, you could lose over half of your DSp shield here. This phase starts when Kerpymon drifts towards the center of the field unlike when he teleports, like in the Attack Phase.
From] there, he'll start up this energy portal thing, and you will lose 2 DSp if you touch it. However, that is not the main danger of this phase. The energy portal thing will start sucking in things. Although you can easily outrun its gravitational pull, there will be rock fragments that are being pulled in as well.
If these hit you on their way in, they'll not only take a DSp off of you, but they'll knock you right into the Hole with them and you lose another 2 DSp.
The other four locations marked on the map are your safe spots for this phase. However, you're usually not given enough time to go to these corners. Locations 3 and 4 are almost as safe, but there will still be one rock fragment that can hit you. If you see it coming, you can just jump over it. Kerpymon can be attacked in this phase as well, though I should warn you against doing so. This is extremely foolish, as the Black Hole will get you right after.
Only in the most ideal conditions should you attack Kerpymon in this phase, like being able to Digivolve and land an effective finishing blow. The stormcloud will patrol back and forth. If it senses that you are under it, it will shudder, then shoot down a thunderbolt that shocks you out of 2 DSp.
You have two options during this phase. One: you can put your life on the line to attack the stormcloud, or two: you can take the safe route and just avoid it.
Attacking the stormcloud has two plus sides to it -- your energy bar will go up on the finishing blow only though , and you don't waste any time on the clock. However, the risks sometimes overweigh the perks, especially if you're playing as someone slow and you can't dodge the bolts right after attacking. How many hits the stormcloud takes depends on the character you're playing as. The chart below is based on mornal air attacks, not special air attacks.
Hits Lobo. As I mentioned before, just avoiding the stormcloud is the safe route, though it takes longer for the phase to end and you don't get that energy bar bonus. The stormcloud takes so much time to shoot its bolts that you can easily dodge them if you stay on the ground.
Just walk back and forth, but stay low. The platforms can block some of the bolts. Good luck, and battle your best! My email is aniki at hotmail dot com. Also, try to make the message's subject revelant to this guide, as so I don't confuse the message for something else ie. I am in no way affiliated with any of the aformentioned, and no copyright infringement was intended in writing this guide.
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