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FINAL BOSSES |
Below is information on the boss characters you will face at the end of the single player fighting mode. You will face one of the 2 from each table here, but which ones you face are determined by which character you are. The left column with the blue cells have characters affiliated with WOOHP, while the right column have characters that are loyal to King/Wily. The Story Continuations pages will mention which characters you'll fight.
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BOSS 1 |
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NARUTAKI |
SHADOWMAN |
| HT: 4' 11'' WT: 97 Birth: --- Blood: A | HT: 5' 6'' WT: 126 Birth: --- Blood: --- |
| Family: None | Series: W3 No.: #DWN024 |
| From: Steam City | From: Kyoto, Japan |
| Likes: Peace, Coffee | Likes: Night, Zen, Strong foes |
| Dislikes: Putting his friends in danger | Dislikes: Foolish People |
| Origin: Steam Detectives manga | Origin: Mega Man 3 |
| Other games: Totally Spies! 2, TS New Class | Other games: Mega Man III (GB), Mega Man: The Power Battle 2, Rockman Battle and Chase, Rockman and Forte, Totally Spies! 1 and 2, TS New Class |
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BACKGROUND Narutaki is the best detective in Steam City, despite his young age. He has grown up an orphan, accompanied by Kawakubo (family butler), Ling Ling (teenage nurse and Narutaki's partner), and Goriki (Ling Ling's steam-powered megamaton). His defined skill allows him to solve any mysteries that come to his door. Recently, there have been reports of a bright light in a warehouse by a port. Narutaki investigates to find a steel trap door with a WOOHP logo on it. Puzzled as to what this could be, he discovers it hides a bluish hole of light, which allows things that pass through it to be taken to another place instantly! What could this possibly be doing here, and what kinds of things will come out of it?... |
BACKGROUND Shadowman is one of Dr. Wily's most efficient warriors, trained to use ninja abilities with elite skill. Rather than assist Wily off the bat, he traveled to Kyoto, Japan after creation to hone his skills. In spite of the fact that Wily created him, it's rumored that Shadowman may not be as loyal as he may seem, and that he may have unknown intentions. Yet Shadowman still carries out whatever tasks are given to him, usually break ins and infiltrations. Along the way he has not encountered anyone that put up a remotely decent fight, and now begins to doubt that Wily is capable of using him to maximum potential. Which way will Shadowman go? Continue down the road of evil, or take the path unknown?... |
NOTE: TEXT IN YELLOW INDICATES A SUPER COMBO.
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MOVE LIST |
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NARUTAKI |
SHADOWMAN |
| Button Bomb: Narutaki pulls off one of his coat buttons and tosses it in front a small distance. It detonates after 5 seconds. | Shadow Blade: Shadowman throws a large Ninja Star, which stays in it's destination for a second, then returns back to Shadowman. |
| Smoke Attachment: Narutaki fires a smoke canister that forms a cloud in the area it hits, covering and slowing the enemy. | Shade Dash: Shadowman dashes a short distance, and is followed by a burred image of himself. The image can also go halfway and take to the air in the event of an airborne enemy. |
| Coat Shield: A jump backwards in a defensive position. During this time projectiles will not harm him. | Hozanto: A jump backwards, and a flying kick forward. |
| Grapple Attachment: Narutaki fires his grappling attachment to hook the enemy, then pull them in. | Smoke Bomb: A cloud of smoke flashes where Shadowman is, and he warps from that spot to another spot. |
| Flying Evade Kick: Narutaki jumps over and behind the enemy, kicking them in the back of the head as he goes. | Yaga Counter: When attacked, by any kind of attack, Shadowman throws out 3 Ninja Stars in the direction of the attack. |
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Goriki: Narutaki calls out the megamaton, who charges, grabs and throws his victim with a mighty force. |
Zanei: A dash forward, and the enemy is struck many times by an unseen force if Shadowman passes through them. |
Alternate Super
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ROULETTE: Narutaki fires off 5 attachments at a very rapid speed. Each one has a different effect. |
GRAND BLADE: A much, MUCH larger version of Shadow Blade. |
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NARUTAKI VICTORY QUOTES:
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SHADOWMAN VICTORY QUOTES:
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BOSS 2 |
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SAM CLONE #026 |
DUO |
| HT: 5' 6'' WT: --- Birth: N/A Blood: A | HT: 6' 8'' WT: 300 Birth: --- Blood: --- |
| Family: Other clones, Snakeman, Darkman | Series: --- No.: --- |
| From: N/A | From: N/A |
| Likes: Serving her superiors (whoever they are) | Likes: Fighting, Sleeping, Card Games, Stargazing |
| Dislikes: Bad hair days | Dislikes: Strategizing |
| Origin: Totally Spies! (Fugitives episode) | Origin: Mega Man 8 |
| Other games: TS New Class | Other games: Mega Man: The Power Battle 2, Rockman Battle and Chase, Rockman and Forte, TS New Class |
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BACKGROUND Darkman and his accomplice Snakeman once created a whole army of replicas of Sam, Clover, and Alex. Soon all clones and villains responsible were apprehended after the 3 spies cleared their names. Then came the big question: What would WOOHP do with hundreds of clones made from their top spies? One answer was that WOOHP was a big place, and Jerry proposed that the clones be rehabilitated by being used for base maintenance and the labs they were born in. Through this they were able to forget any memories of the mission to cause trouble and saw WOOHP as their new master. Wally mentioned that it might also be a wise idea to use some clones for agent training, since the combat skills of the base material are quite impressive. Sam Clone #026 is one of these combat training clones, and additionally defends the HQ. In this version of TS, Macker is replaced by Snakeman and Darkman. |
BACKGROUND Duo is a mysterious robot that King found near the outskirts of a military base during his testing. Duo was inactive, and wasn't quite complete, but Wily improvised his missing parts, including the mechanics of his giant metal hand. Any knowledge that was implemented in his brain about serving the military was also removed, so Duo does not know who truly built him, and he doesn't really care either. King has enlisted Duo to be his body guard and right-hand robot. Duo serves King with pride, and sees him as his brother. Duo is a bit of a muscle head, but he still has some smarts and reasoning in him too. However, he prefers action to thought any day and often charges into situations without any forethought. His huge left arm is his favorite weapon, able to do severe damage with it. For MM buffs: Yeah, I made Duo evil and kinda dumb here. Give him a chance, it works in the end. |
NOTE: TEXT IN YELLOW INDICATES A SUPER COMBO.
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MOVE LIST |
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SAM CLONE |
DUO |
| 19328: A variation of Sam's Flowing Kick. A 1-2 kick covering a lot of ground ended with an uppercut. | Pressure Fist: Pressure is charged and built up, then released as it powers a strong punch. |
| Lip Static: (Sam uses this in the show's intro) After using it, Sam's "lipstick" fires a wave of electric energy at the target. | Barrel: Duo lowers his head and runs toward the enemy, then tucks and does a spinning cannonball in the air. |
| Spring Sobat: A hop backwards followed with a roundhouse towards the enemy. | Hill Bust: After jumping backwards, Duo slams his big hand down forwards. |
| Rolling Cat: Sam does a short mid air roll followed by a upward leap with the cat-fight gloves. | Blister Flip: Duo slams his big arm down and uses it to catapult himself into the air as a rotating cannonball. |
| Shield: Creates a 2 second shield that damages what it touches. | Blast Bomber: Duo sweeps the enemy, then jumps and pounds them with his big arm. |
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Spiral Stomp: Sam jumps so she's directly over the enemy's head, then spins very quickly while descending. Sam will be dizzy for 3 seconds after this is performed. |
Glacier Cracker: Duo swings his arm down and the impact creates a wave of ice. Must be charged for at least one second. Maximum charge at 5 seconds. |
Alternate Super
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CLONE STRIKE: Sam performs the Jetsumaru and hits the enemy upward, where a clone of Clover and Alex will flying kick into it. |
MAX. BREAKER: The Blister Flip catapult followed with Duo flying into the enemy with his big fist forward and spinning in a drilling motion. He then pounds the victim to the ground with his big arm. |
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SAM CLONE VICTORY QUOTES:
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DUO VICTORY QUOTES:
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FINAL BOSS |
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JERRY LEWIS * |
KING |
| HT: 5' 9'' WT: 158 Birth: N/A Blood: AB | HT: 6' 2'' WT: 200 Birth: --- Blood: --- |
| Family: Mother, children and wife (??) | Series: WX No.: --- |
| From: London, England | From: N/A |
| Likes: Tea, His team of spies | Likes: Fighting, Money, Pride, Giving Orders |
| Dislikes: His baldness (slightly), trying to "get with the times" | Dislikes: Humans, Taking Orders |
| Origin: Totally Spies! | Origin: Rockman and Forte |
| Other games: Totally Spies! GBA, Totally Spies! 2, TS New Class | Other games: Totally Spies!, TS New Class |
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BACKGROUND Jerry has been working at WOOHP very close to the organization's beginning. He has worked his way up from desk jobs to field work to chief of the spy units Beta 3 and 4. (Sam, Clover, and Alex's team. Beta 4 is Mega Man, Protoman, and Bass) While he's not THE big cheese around WOOHP, he is pretty high up on the command latter, and is well respected by everyone. Jerry is a witty sort of person that has the experience to keep his cool in many situations, and has a book of corny puns and jokes in his pocket. (He's almost like my dad...-ed.) He puts business before anything else, which is why his agents seem to be called-in during times of personal crisis. Should things really get messy and his team's are in danger, Jerry pulls out experience and steps out onto the field, and can put on quite a show using the skills he has picked up over the years. * Yes, that's Jerry's last real name. The source was Robert Lamoreaux, one of the show's Head Writers. |
BACKGROUND King is the cream of Dr. Wily's crop of robotic warriors. He was built to be able to shrug off most explosions easily and was programmed with incredible combat skills. Wielding a formidable battle axe, King is a force to be reckoned with in a fight. King is known best for his legendary destruction of 3 military bases one day after his completion during his testing stage. Such feats have made King Wiy's favorite robot, sporting the power and competence to get things done. King doesn't really like to take orders, but tolerates whatever big missions Wily gives him and approaches them as an "exercise". King's most recent assignment is the greatest yet. Wily has ordered him to use a detachment of other Robot Masters and use them to fulfill any missions King can come up with. Either it's a test of King's rank, or Wily has just gotten lazy. Regardless, King begins to work on some of his own breed of evil schemes, seeking to take the world as is his own. |
NOTE: TEXT IN YELLOW INDICATES A SUPER COMBO.
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MOVE LIST |
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JERRY |
KING |
| Shield: Creates a 2 second shield that damages what it touches. | Impending Doom: King charges his axe until it glows a reddish tint, then brings it over his head and slams the ground in front of him with it to create a pillar of flame that roasts opponents. |
| Steel Heel: A very fast snap kick where Jerry kicks the enemy with a flat foot, damaging them with the steel soles of his shoes. | Avant Guard: King swings his axe in different directions as he steps forward, making a direct attack difficult. This can be done many times in series. |
| Blaster: A jump backwards and a shot is fired forwards. | Sapphire: While jumping backwards, King fires a laser from the jewel on his forehead that bounces of walls and certain objects. |
| Teleporter: Jerry tosses a blue object, then presses a button in his pocket to teleport to wherever the blue object ended up. It the blue object hits an opponent, that person and Jerry switch places. | Swooping Be-header: King jumps into the air at an arc and homes into his opponents. When close enough, he swings down at them with his axe. |
| Turntable Kick: Jerry does a 360° semi-sweep followed with a 360° roundhouse kick. | Counter: King adjusts his cape. If attacked he'll either swipe with his axe, fire a red X from his chest that curves upward, or perform Sapphire. |
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Agent Raid: Jerry snaps his fingers and a WOOHP agent dashes in and does a Code B: Takedown while Jerry does whatever, be it standing around or relocating himself for after the attack is completed. |
X Barrage: King fires 20 red x's from his chest that fly in random directions. He then fires one at the target that grows larger as it moves. |
Alternate Super
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SURPRISE COMBO: Jerry unloads a series of fast punches and kicks, (surprising for a man his age) giving the target a good pummeling, ending with a Steel Heel and Jerry straightening out his tie and jacket. |
BLACK SLASH: King steps forward and slashes with a powerful swipe that halves life energy. A shadow image then does the same one second later, again halving damage. This requires King's Super Gauge to be filled to MAX and takes a charge time of 3 seconds (His axe turns a blackish color as it charges). |
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JERRY VICTORY QUOTES:
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KING VICTORY QUOTES:
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| PICTURE CREDITS | |
| Narutaki- http://www.ex.org/4.3/14-anime_steamdetectives.html | Shadowman- http://www.geocities.com/MM8EliteEight/ |
| Sam Clone- http://www.totallyspies.co.uk/ | Duo- http://www.rockmanvortex.com/rrc/ |
| Jerry- http://www.geocities.com/pathfinder_0200/ | King- http://www.rockmanvortex.com/rrc/ |