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Vandread

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I'm personally hoping that there isn't a sequel. I don't see much room or reason for a follow-up, but others disagree.
 

TheMuffinMan

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So, looking through some of my old text documents, I found a little tip/guide list for TWEWY of my favorite pin set-ups, Neku/Partner clothes set-ups, and other such useful information, so i figured I'd copy/paste it here.

Pin Combos

Boss/Comboing:

Yoshimitsu -> Boomer -> Kusanagi -> Spider's Silk -> Excalibur

Yoshimitsu is 18 slashes forward which backs them into a wall, Boomer is 8 vertical downward slash combo, Kusanagi is 2 powerful uppercuts knocking them into the air, Spider's Silk rains down boulders comboing him in mid-air and slowing their descent, then hold down L and use Excalibur which is 4 spiked electrical chains (ala Love Me Tether) which damage them as they fall

By the time this entire chain of events has taken place, Yoshimitsu has completely recharged and is ready for you to use, and the entire process happens all over again uninterrupted. Each loop of this is around a 50 hit combo, on Megumi I completely comboed his entire Health bar with this setup

Noise/Grinding:

Mink
Drake
Indestructo-Man

This is my entire attack setup (for the sake of grindan, not necessarily for having fun, or bosses). Blow into the Mic to paralyze all enemies with Mink, Drake is Press Empty Space to Erupt Flames (the most powerful pin of this type in the game) which toasts every paralyzed noise, Drake also has a chance of inflicting HP Drain which will basically kill anything the initial attack didn't, and Indestructo-Man increases and damage and longevity of HP Drain

Then the defensive is Peace Full (5 uses of 50% healing), Psych Support (+2 uses to Peace Full for 7 uses of 50% Healing), and Splish Splash Barrier which wards off all enemies from attacking Neku to stall for time while Mink and Drake recharge, also heals Neku.

Symbiotic Pins

Eden Set - Neku in invincible when holding the puck, puck damage multiplier is x5 from the start
Cat Set - Equip all three and you get a big reboot speed boost
4 Elements Set - The pins will float around the screen, touch it and a pulse will damage anything in the path. You can press start to pause and relocate the pins.
Black Set - All pins work individually, damage up when all 6 equipped at the same time
Big Set - Big Bang and Big Crunch are both needed to activate the psych.

Where To Grind For Materials

Orichalcum: Shibuya River - Another Day (Hard)

Dark Matter: 104 - Week 1 Day 4 (Ultimate)

Adamantite: Bus Terminal - Week 2 Day 5 (Ultimate)

Adamantite: Station Underpass - Another Day (Ultimate)

Shadow Matter: Hachiko - Week 3 Day 6 (Ultimate)

1 Yen: Scramble, 104 - Week 1, Day 4 (Easy)

5 Yen: AMX - Week 3 Day 3 (Easy)

5 Yen: Scramble - Week 3, Day 3 (Easy)

10 Yen: Scramble, 104 - Week 1, Day 4 (Normal)

Minamimoto Boss Help

Lightning Pawn, Lightning Rook, Boomer, Lightning Anger, Splish Splash Barrier, Peace Full

Draw a circle to use the Lightning Pawn, which will chase him down and make him flinch, which completely opens him up to attack via the other Pins. Use Lightning Rook to deal massive damage, and if it's the Dark side of Minamimoto, pass the Light Puck to Neku and blow into the Mic to deal ridiculous damage with Lightning Anger, then follow up by raping him with a full set of down slashes using Boomer.

Obligatory Splish Splash Barrier for protecting yourself while dealing out the hurt with Joshua, or just to avoid one of his attacks, and Peace Full is 5 uses of 50% healing (I prefer it over Healing Whale simply because HW has a big startup time which means that there's a chance you'll get hit and interrupt the healing)

Equips: Go for stuff with regeneration, and -combo panels for your Partner. Good accessories for regen are the Plumeria Studs (shop at Statue of Hachiko), Darling Lock (Shibu Dept Store), Green with Envy (I don't remember where), and Lovely One-Piece (I think it's at Cadoi City > le Grand).

Neku/Partner Armor Setups

Boss-Rush Mode / Ultimate Armor Setup

Neku - +88 ATK +103 DEF +950 HP
-Samurai Helm (+20/+20/+500, +Combo Map Time, +Hits Time)
-Pi-Face's Coat (+15/+25/+200, Puck Power 3)
-The Dead Slammurai (+10/+15/+50, Puck Power 2)
-My Phones (+43/+43/+200, +Hits Time)

Puck power items give you a 5X puck right from the get go and are needed on Neku, since you'll be switching partners. Samurai Helm is the headwear that grants the most HP and will carry over to each partner. This is a solid, obvious setup, and I don't see how it can be much better without sacrificing puck power.

Shiki - +103 ATK +55 DEF +355 HP
-Samurai Wig (+30/+0/+0, Dual Resistance 1)
-Pi-Face's Jeans (+30/+15/+100, Combo Map "Upgrade" 2)
-Maid Costume (+28/+25/+100)
-Her Stuffed Animal (+15/+15/+250, Shiki Fusion +3)

The reason the jeans are on Shiki and not Beat is because its ability is actually a curse. Longer combo maps mean that it takes longer to pass the puck back to Neku, and it also means that there is a higher chance of your combo being interrupted, since Shiki has a Fusion that requires more of your attention, a longer combo helps you find the proper Tarot Card. Samurai Wig is the headwear with the highest attack, which should help with Shikis now longer combo, and the Fusion +3 is something best to have with every parter to start out with a lvl 1 Fusion.

Joshua - +88 ATK +90 DEF +2600 HP
-Pi-Face's Cap (+20/+25/+200)
-Lollipop's Parka (+10/+10/+300, Dual Resistance 2)
-Maid Costume (+28/+25/+100)
-Angel Feather (+30/+30/+2000, Joshua Fusion +3)

This setup is pretty self explanatory, giving Joshua his lvl 1 Fusion from the start of the battle, and with Angel Feather allotting +2000 HP, this set helps Joshua easily become one of the best partners in the game.

Beat - +101 ATK +70 DEF +175 HP
-Your Cap (+35/+0/+100, Beat Fusion +3)
-Patchy Biker Jacket (+21/+0/+75)
-Iron Maiden's One-piece (+20/+45/-75)
-Shades' Headphones (+25/+25/+75, SOS Powerup 2)

If you want to have nothing but oodles of attack, you can equip everyone with a Samurai Sword, the +53/+0/+0 accessory. Of course, it's a total pain to get four of them, and isn't worth the defense and HP loss unless you need to shave seconds off your time attack. I believe the maximum ATK Neku can have is 238 (Samurai Wig, Pi-Face's Jeans, Head Honcho, Samurai Sword). However, that setup only gets +5 DEF.

Puck-Combo Emphasis Armor:

Neku - +76 ATK +69 DEF +25 HP
-Iron Maiden's One-piece
-Pi-Face's Jeans
-Biker Gloves
-Purple Sneaks

Partner - +37 ATK +55 DEF +256 HP
-The Dead Slammurai
-Pi-Face's Coat
-Pochette
-Purple Sneaks

You may notice that this setup doesn't have much in the department of actually boosting your Def/Atk, but what is very fun about this setup is that every armor equipped gives Puck+ abilities in some form, meaning that with this setup you start a battle with a 5x Damage Multiplier from the Puck, and because of the Puck Speed+ abilities, the Puck has no transition period between the two screens, it instantly teleports to the other screen! So, despite there not being Atk+ stats to these armors, this setup grants you 5x damage via properly utilizing the green Light Puck.

Pin Type Analysis

Flame Blast/Lightning Arrester:
These psychs deal powerful AOE damage and juggle from a distance, but they are obtained late maingame. Try to get a Blue Blood Burns Blue pin when the opportunity presents itself. Blue Blood Burns Blue is the best flame blast pin for the maingame, and it's still very powerful in the postgame. In the postgame, there is an angel class pin called Drake, and it's probably the best AOE damage pin in the game. You can have both Blue Blood Burns Blue and Drake in your deck for constant juggling. Put BBBB before Drake so that BBBB almost reboots before Drake is drained. Lightning Rook has a faster startup than BBBB, but has less juggling time.

Shockwave:
Many people love the shockwave psychs. Kanesada is 99x10 hits, while Yoshimitsu is 88x16 hits. Even though they are easy to use, they are outclassed by better and faster pins at the end of the maingame. The main problem with shockwave is that the execution of the full combo takes too long, which means you cannot take advantage of the puck too well. Kanesada is better than Yoshimitsu because it frees you up sooner, but some people swear by the latter.

Vortex Saber:
This is a great psych when you are holding the puck, as the massive one-shot damage is guaranteed to return the puck. Lightning Rage is the most powerful option, but Tin Pin Blade can be used when you need an unbranded pin.

Other puck finishers:

Anguis has no equal, although it will deal disappointing damage until you master it. Dope Line can replace a vortex saber psych, but it is more difficult to pull off. Anguis cannot be comboed with the pins that grant more uses.

Healing/Cure Drink/Barriers:

Both healing and cure drink are different psychs, so you can put one of each into your deck for double the healing. Healing Flamingo is the fastest healing psych with 4 uses, while Monkey Leisure has the most uses with 6. Peace Full is the best cure drink psych pin with 5 uses, but you may use a branded pin for influence. I Live for Food is the unbranded cure drink pin for Pork City. Note that all healing/cure drink pins will full heal when Neku has the puck, so avoid Healing Whale. Splish Splash Barrier is an unorthodox healing pin, but some people like to use it.

Thunderbolt/Lightning Bolt/Rounds:
The Natural Puppy beam/magnum pins may look nice, but they are very poor projectile weapons. For the main game, use Network Spider as your projectile weapon, since locking on ensures hits. Ovis replaces Network Spider in the postgame as the best thunderbolt psych. However, lightning bolt is even faster than thunderbolt. Once you get Excalibur, it becomes the ranged weapon of choice, but you may complement it with Ovis in a sub-slot whenever Excalibur is rebooting.

Rapid Flurry:
Lolita Chopper is faster than the shockwave pins and deals more damage, since each use counts two hits. However, it is prone to missing entirely, especially against flyers. Since most of the postgame pins focus on ranged attacks, Lolita Chopper is still useful for taking out Noise #4, Brassenfrog. You can cancel it quickly into a vortex saber when needed.

Gatito:
The eden set forces a 5X puck that does not disappear and invincibility to the puck holder. Other than that, the pins from the postgame brand are disappointing. Big Bang+Big Crunch is underwhelming, while the X as the Y set is terrible. The cat set isn't worth the waste of three pin slots. Lastly, the planet set can only be completed by defeating the final boss on ultimate, so there's not much of a point.

Grinding pins:

Black Rose and Raven are good for grinding, and so is Tin Pin Thrift, since it raises attack. Just make sure you switch them out when you're facing a boss.
 

Marly

All right, don't have a crap attack
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Ill have to try those X_X

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Vandread

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Ill have to try those X_X

Spoiler Spoiler Show

Heh, I've only bothered with the main story of Another Day. I decided to grind in order to get strong enough to take on Hakenoma and Joshua, but got bored in the process and stopped. I really do need to pick it back up sometime.

Use Lightning Rook to deal massive damage

ahahahaha giant crabs

I'll have to read this whole thing next time I play TWEWY.
 

Marly

All right, don't have a crap attack
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I've only just managed to beat the Tin Pin Slammer part of Another Day.
 

Trimms

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Oct 14, 2008
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One of my all time favorites!

Bought it about a month ago and it took me a couple weeks to beat. I feel like playing it again already. Didn't do any of the extras but I feel like starting fresh.
 
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