Blink animation, you rascal! Other than that, it sadly isn't too notable. And look at my chips. Delivering the plunger back to the repair Navi, the pipes get fixed. Grab your monitor and shake, folks! A NetQuake strikes. We can't investigate the source of them, so all we can do is finally head to SeasideArea and look for penguin-related information. We're currently blocked from progressing to the later SeasideAreas, but before we go investigate the penguin, there's something very important here.
A warp to the Stuffed Toy Zone! This area is the hub of most of the things the patch added to the game. It doesn't have much yet, but we can have a sneak peek at what's available already. The patch came with a readme, so I know what to expect from here later, but for now, this area doesn't have a lot. They are. They'll also change over the course of the game, for now there's only one battle that will appear. Also, you can buy SubChips from the program.
It sells FullEnergy and LocEnemy SubChips, and considering what will be appearing here later, which I won't spoil, it's very helpful to have a ready supply at hand. DarkMech: These viruses normally appear in the Undernet, this is far earlier than the normal game will have you fight them.
They warp around the field and have a very nasty attack pattern. First they'll fire balls of electricity note the Starfish If it hits MegaMan, he'll be paralyzed. And if MegaMan is ever paralyzed, DarkMech viruses use their second attack: teleporting in front of him and slashing him for very high damage with both of their blades. At this point in the game, this combo is an instant kill. BigHat: These viruses teleport around and occasionally throw FlashBombs onto your side of the field.
You have one second. If that FlashBomb goes off, MegaMan is instantly paralyzed. Great synergy with the DarkMech! TestVirus: These do not appear in the normal game. They're just walls of HP that don't do a single thing. They were presumably used to test the effects of various chips while the game was in development.
The battle looks intimidating, huh? Well, I admit I was surprised at first, but it isn't all that hard. The first priority is killing the BigHat and DarkMech. It does damage to the whole perimeter of the field, automatically killing the Starfish and BigHat, while the DarkMech gets reduced to 80 HP. And guess what, thanks to the new element system, which I will describe at the end of this update, DarkMechs take double damage to Cursor element chips, which include MachGun1s.
That leaves the TestVirus, which has effectively HP, far more than can be dealt at this point in the game by your folder. OldStove viruses in CentralArea3 drop the creatively-named FireBurn1 chips, which shoot fire down the 3 panels in front of MegaMan, but also crack those panels. That gets rid of the Holy panel, and mopping the TestVirus up afterwards is easy. Overall, I like this fight very much! It's a test of how well you can strategize and problem solve with the resources available to you this early in the game.
The fights in the Stuffed Toy Zone award you with rare chips. Do I get something better for an S rank? This makes me think that the fights are coded to only drop their chip rewards once so you can't farm them. Well, back to SeasideArea! Yeah, this is how silly-looking the Puffies get after hit 3. Here's the BBS! MegaMan narrates a recent post of relevance.
The penguin escaped from the Aquarium, of course. So we'll be off to return it! Mick's Navi chimes in what Seaside Town's contribution to the Expo is. You know, compared with CopyBots, water treatment just kind of Wait, no, water treatment means no more WaterGods in NetFrica. Praise this wonderful advancement! More Mick abuse at the hands of the writers! Oh my god, the penguin acts just like my puppies do! Wow, that was kind of embarrassing. We arrive at Seaside Town, which is mostly dominated by the Aquarium, which has the novelty whale entryway.
Also, we meet Blackbeard here. Yes, that's his name, and that's also what it was in the original Japanese. Kurohige And he's just been thrown out of his job as animal trainer. Blackbeard may be a throwback to Inukai from MMBN3, who was a zoo director who mistreated the animals and caused them to go berserk. Speaking of animal mistreatment, guess why the penguin fled the aquarium?
And guess what, we came here for nothing! Tormenting you! Still tormenting you! Alright, now onto the new element system for MMBN6, as promised. There are now more weak to-strong against relationships. There are also the occasional enemies that are weak to or only able to be hit by certain elements but not actually the element that would be weak to that attack normally. Match sort of has a Goatee Of Evil going on.
Thankfully, each cube gives a hint which Navi needs to be beaten to unlock it. Beware the Nice Ones : Mamoru all the way. Despite being a sick little kid in a wheelchair, it is revealed in the third game that his father was a SciLabs scientist who created the Undernet, and Mamoru is its current owner. Guess which Navi's icon that is—Serenade!
It isn't entirely confirmed, but it is widely speculated and is very likely that Mamoru not only owns the Undernet, but is Serenade's operator and thus the ruler of the Secret Area and the operator of one of the most powerful Navis in the series. Also, 6's Prosecutor Ito. It doesn't help that he resembles Mega Man Juno from Legends with a bowl cut and dye job.
He also has a hand in almost every other game. Regal of 4 and 5 is his son. And in at least one scenario per game, usually near the game's climax, they're the ones who need the backup. Big Fancy House : Yai lives in the largest building in ACDC Town it's in the corner in the first half of the series, and on the edge in the second half.
It has a maximum of at least three visible rooms in the second game Lan's own home never gets more than two until the sixth game, when they move into one that adds a toilet , which includes Yai's room other games only allow you to visit this , the large central corridor, and a luxurious bathroom which is larger than the one in Lan's new house, anyway. Bit Character : The games feature many different BBS boards with members talking amongst themselves about game mechanics and plot events, and in a few cases even having miniature storylines of their own.
Black Screen of Death : Often used to avert moments of violence like when ShadeMan kills a mook in the fourth game. Sometimes used to abridge cutscene battles. There's a link with a giant red and black W-sign on it five feet away that specifies only WWW personnel are allowed entrance.
Subverted in that he's technically right. He's standing at an entrance to that same Undernet, but you have to travel deeper into the WWW-sequestered sections to get to the Server. Red Sun and Blue Moon are the most blatant offenders of this, filled with simple and obnoxious grammatical errors most commonly - and oddly, considering the series - the game always using "viruses" in the plural.
Here's a list of samples at the Mega Rock blog while here is an entire Let's Play dedicated for it. Bodyguard Betrayal : Happens in the sixth game, when Chaud reveals his true identity and arrests Mayor Cain right as he orders him to arrest Lan. Boisterous Bruiser : GutsMan is loud and fight-happy. So is Mr. Match, from time to time. Rarely, you might meet a NetNavi without one, such as Bass. Bonus Boss : Every game in the series Gaiden Games, too have secret bosses that can only be fought after completing the main story, most commonly and famously Bass.
The latter half of the series mostly consists of Bass appearances and upgrades of bosses from the main story, though in the original Japanese version of 6 , a Boktai subplot ended with a special boss fightagainst The Count of Groundsoaking Blood. Several of these do not allow you to jack-out, so you must haul Mega all the way back to the entrance if you want to leave. Bootstrapped Leitmotif : The music used for NumberMan's stage in the first game became this for MegaMan in his Guest Fighter appearance in Onimusha Blade Warriors Boring, but Practical : Obstacle chips and Terrain-changing chips, especially in the third game where lots of strategies are made and broken by the same kind of chips.
Their potency results in subsequent games reducing the availability, strength, chip synergy and range of most terrain-changing abilities. Powering up a single chip by 30 or 40 points hardly seems worthy of a Mega Chip. Except when attached to a multi-hit chip, the boost works for all of the hits that chip deals.
This makes the chips obscenely good in the right combinations, and they're even compatible with certain Program Advances. The basic Roll chip, the first Navi chip you're likely to get in any of the games, summons Roll to hit a single enemy with her ribbons, then heal MegaMan.
It gets better in later games, which makes the ribbon attack multiple hit, allowing it to benefit more from the aforementioned Atk up chips.
FastGauge is a support chip that doubles the speed at which your Custom Gauge fills. This gives you access to chips twice as often, and is crucial to speed deletions, especially when you're aiming to S-Rank a Navi in 10 seconds for maximum SP chip power. See the painting here. When the remake came about, they reverted all the changes of the localization but this one. Zigzagged with the Geddon series of Battle Chips. The original name of the series was "Death Match", but translation teams invoked Never Say "Die" and instead re-titled the chips with a veiled reference to the biblical end of the world.
Boss in Mook's Clothing : Battle Network 3 has a handful of higher-level virus encounters dispersed throughout random computers that you can hunt down with search programs.
Disjointed virus assortment can result in dangerously powerful viruses hiding in early areas. Elehornets are the third version of a virus whose first and second versions, Elebee and Elewasp, are found in The Very Definitely Final Dungeon and the Bonus Dungeon , respectively.
Again, the third version hangs out at your school , which is the first major area in the game. Such examples tend to be rare encounters — merciful for the player just progressing through the game, but potentially frustrating for those trying to hunt them. Boss Rush : The final dungeon of most games usually pits the player against improved versions of antagonistic bosses. In addition, the time trials in 3 , but they come with asinine requirements. Brain Uploading : MegaMan himself is based on the mind of Lan's brother Hub, who contracted a terminal heart condition and died as an infant.
It has a stronger Palette Swap named Void, and then an even stronger one called Higsby's shop in the fourth game has a sign that reads "A NumberMan sign. Higsby's Navi and a Higsby's sign Navi". Breakout Character : SearchMan is one of the more popular Navis introduced in Red Sun , thanks to his design invoking a badass sniper and his Soul Unison being one of the most useful in the game. This resulted in him returning as a playable character in Team ProtoMan , as well as becoming the tritagonist in Stream.
Despite only showing up in 1 as a Bonus Boss , he became a central character in the following two games, and kept showing up in the second trilogy, thanks to his incredible popularity among fans and even the developers themselves.
Breaking Out the Boss : The Sealed Evil in a Can immediately swallows up Wily in the third game after the program limiting its power is destroyed. Broad Strokes : Battle Network 3 was released after MegaMan NT Warrior had gained some popularity, and quite a bit of the anime-adaptation seeps through. Higsby has his famous crush on Ms. Mari, there's an Inevitable Tournament that shares a name with the Tournament Arc from the first season at which Ribitta is reporting, and which also centers on the rivalry between Lan and Chaud , Yai is suddenly a NetBattler, and there's even a Dummied Out jack-in sequence reminiscent of the anime's.
The two Gaiden Games released after 3 also draw on the anime a little — Network Transmission has voice-acting work by the original Japanese seiyuu and an Official Art style clearly informed by the anime note The western release even included a promotional DVD containing the first episode of the anime, which was being run on Kids WB!
Broken Bridge : Faulty electronic equivalent or sometimes a bad net connection are used to prevent MegaMan from going too far into the net. Sometimes Lan will have to meddle with objects or people in the real world to correct this.
The lack of important broken bridges in the first game's internet overworld can lead to the player wandering into the Undernet way before they're supposed to visit it. This can lead to some severe Sequence Breaking and, if you're terribly unlucky, some Beef Gate. While the characters in the game seem only barely aware of this, it is an essential part of folder building to streamline it by using only one or two codes some will go as high as three or four for fun to allow you to maximize the number of chips that can be used in one turn.
Mega and Giga class chips have with almost no exceptions the first letter of their name as their chip code. Call-Back : The first problem that Lan solves is an oven that spits fire in his house. In a later game, someone complains, "My oven's spitting fire! Also of note, the fourth game in which FireMan returns allows you to Jack In to the oven again, though nothing of particular note happens there except for the tutorial.
Calling Your Attacks : FlashMan. Same goes with the bosses in said missions. Also the cameos of Boktai characters, especially Django. Canon Foreigner : While many special Net Navis are based on characters from other Mega Man series, there are several that were created for this series. Many of Mr. Famous's Net Navis are actually Contest Winner Cameo , which were fan-made design that got added into the game.
The one exception is Punk. Several Net Navis like NumberMan. EXE, ColorMan. EXE, Meddy. EXE, JudgeMan. EXE, etc. By some technicality, BlastMan. Caps Lock : All Mr. Progs speak like this from the fourth game onwards. Dark Chips' descriptions are also in all caps to denote their ominousness. Every single one of them talks about how they're totes in the WWW, some of them do an Evil Laugh , and one even composes a song about it. It's almost as though they're going out of their way to prove how obviously WWW they are.
Which, in fact, is what they're doing. Everyone employed by Nebula, which goals include corrupting the world to evil via dark power.
Cast from Hit Points : Dark Chips in 4 and 5. One of the most extreme examples of this trope: using a Dark Chip only deducts one hit point from your total, but that hit point is gone permanently. Cast from Sanity : Using the Dark Chips also takes away your "sanity" from the invisible sanity gauge. Using them frequently enough will always make MegaMan be in the "dark" state, where he can get access to certain other powerful chips, but disables Soul Unisons and makes him unable to use "holy" chips like Sanctuary or Gun Del Sol.
To get out of such a state, you have to do battles without using those chips, and you'll gradually turn better. Casting a Shadow : Battle Network 2 introduced shadows as a type of defense with shielding, invisibility, and barriers , which rendered users immune to all damage that didn't have the sword attribute. ProtoMan used chips from this family in Battle Chip Challenge.
To use the ability, Navis have to win chips from the demonic "shadow" virus family , amorphous shadows that have batwing designs near their head and turn into solid bladed weapons to attack targets with. Battle Network 4 had two unique Bonus Dungeon enemies, the "navi shadow" and "navi black", which were normal navis and heel navis who respectively succumbed to Dark Power and become Living Shadows themselves. This connection between Dark Power and the shadow body-type was never elaborated on.
Cerebus Rollercoaster : The first game is rather light-hearted but isn't moreso than any saturday morning cartoon or Shounen Anime. The second game and third games up the ante, despite the silly situations. The fourth game then changes it to a borderline Random Events Plot and the later games are much more unrealistic. It's notable that the series was intended to end with three and that were a Post-Script Season.
Chain of Deals : Most, if not all of the games feature one, with a new step becoming available after defeating a boss. Chaos Architecture : The Internet is constantly undergoing updates so massive, people don't even bother to care that the immediate cyber-neighborhood looks nothing like it did in previous games.
You might find a few similar areas here and there a particular section of the Undernet in Battle Network 4 is reminiscent of an area from Battle Network 2. ACDC Town has a remarkably different geography in the second half of the series, having stripped out every building except for four houses Lan's, May's, Dex's, and Yai's , Higsby's chip shop, and the Metroline station. The fifth game includes a visit to a digital recreation of ACDC Town as it was ten years ago, and it has the same layout as it does in the present.
The school grounds and Lan's friends' houses don't actually change design between installments, but which parts of those buildings you have access to does. It's only in the first game, for example, that you can even see the entrance to the school grounds, while the third game gives you access to the principal's office. Hikari's office is almost identical in between the first and second games, but for some bizarre reason, it's set in two different hallway structures in two different buildings the Government Complex in the first game and the Official Center in the second.
The third game gives him a new office design entirely, which apparently he's always had. SciLabs in general also revamps its appearance in the third and fifth games. Character Model Karma Meter : The fourth and fifth games have MegaMan's appearance change depending on whether or not you use Dark Chips in battle: the more you use them, the darker his color becomes, but going for a long time without touching them causes him to turn a lighter shade of blue.
Character Name Limits : Appears everywhere, with a limit of 8 characters for all key items, battle chips and Navi names when displayed on the battle screen. Most terms end up being very compressed as a result. The fourth game in particular applies this limitation to almost everything, even to Navi names in conversations. Character Select Forcing : Shadow and Nightmare Viruses are immune to everything except for cutting attacks like swords, meaning that they're downright unbeatable without those in your folder or fusions.
The Kettle Viruses in HeatMan's scenario lack conventional health and are immune to everything except for Fire attacks, which causes their temperature to rise.
If their temperature hits degrees, they explode. Fortunately, you're playing as HeatMan who uses fire. Later variants subvert this by being vulnerable to anything, though they still keep their temperature health. Charged Attack : MegaMan can charge his Buster to unleash stronger attacks. While under the effects of a transformation, his charge shot behaves differently and gains different properties, depending on the transformation.
From the 4th game onward, certain transformations also have the ability to charge a chip for additional effects — and frequently, double damage. Chekhov's Classroom : Every once in a while in the first few games.
For instance, in Battle Network 3 , we find the class discussing program compression at the beginning of the BubbleMan chapter which integrates into the game the small cyberworld paths that Mega must compress himself down to use.
Chekhov's Gun : Lan's house has a doghouse behind it. In the first four games, nothing is ever said about it and you would just think it is for security like the other one, but then the fifth game finally makes it a plot point. Many fetch quests usually have you running across the item you need in the background somewhere, but you don't notice it until you're told you need it, then you need to go looking for it. Chekhov's Gunman : A certain gray-haired boy makes a brief appearance near the end of Battle Network 2 during the MagnetMan chapter, the main significance of which is to trigger the Law of Conservation of Detail.
Cossak, the creator of Bass. Another notable Gunman from Battle Network 3 is a little boy you meet named Mamoru whose chief characteristic is that he's suffering from the same heart condition that took Lan's brother's life. Turns out he's the administrator of the Undernet. Iris in the sixth game. You meet her in the opening exploration of Cyber City and she then goes on to be the sixth game's Mysterious Waif. Mach as well, whose introduction in the beginning actually sets up a big reveal later in the story.
Chest Insignia : Just about every Navi has a "Navi Mark" even Normals , and if it's not on their chest, they'll definitely have it close by. Their operators tend to display that same insignia on some piece of clothing or accessory. In case of Bass, he has a massive scar over his insignia that he keeps as a reminder of his betrayal by humanity.
Chest Monster : Viruses inside trapped mystery data, which is usually found in the less regulated parts of the internet. The Untrap sub-chip will automatically dismantle this trap and give you direct access to the Green Mystery Data's original contents - very useful. Chuck Cunningham Syndrome : Many enemy operators and more than a few allies fail to make reappearances in later games. Sean who was introduced in the second game and Mamoru from the third each have a powerful influence on their games each happens to be a Walking Spoiler , unfortunately , but neither appear in the latter half of the series.
Other villains and antagonists have left and never returned. Rarely, one will receive an explanatory Hand Wave usually involving jail , some may even be killed Gospel doesn't like its members failing , but many have just vanished without a trace the original WWW members. Almost all of the allies and villains from the first three games show up in some way or another in Battle Chip Challenge , notably sans Mamoru especially bizarre in that you can fight his mother , the proprietor of the Ura Inn.
Shun's the final battle of one of the last tournaments, and the WWW members have at least one scene to themselves. Funnily enough , they're discussing curry. And Sean was part of the ensemble finale of Lan's friends in 3.
Of course, then he and Mamoru both disappear. Fortunately, MegaMan intervenes. Cold Sniper : SearchMan's stoic personality and nearly heartless efficiency are made apparent at the beginning of his Red Sun scenario. See also " Not Allowed to Grow Up " below. Composite Character : This universe's version of ProtoMan seems to be a mix of the original and Zero , being based on the former but with the hair, Laser Blade and social standing of the latter.
Many an enemy Navi has the ability to ignore certain rules laid out for MegaMan. Enemy Navis can not only use Battle Chips, they have a limitless supply of Special Attacks and abilities that Mega Man can't duplicate even with the Navi Customizer—SharkMan is able to dive into the floor. Mega can only move between adjacent panels, while enemy Navis nearly always are free to warp to unconnected panels. There are some non-warping Navis, like Woodman, who springs from panel to nonadjacent panel instead.
Enemy Navis are free to ignore field boundaries; if they want to jump into Mega's area, they will jump into Mega's area. Navis who aren't Mega frequently get casual Cutscene Power to the Max ; many can Jack-in to Mega's immediate vicinity whenever they feel like it, while Mega is stuck at whatever port he used and has to wander into the depths of the Cyberworld the long way.
Battle Network 3's BubbleMan freely ignores cyberworld barriers at will. Those security cubes you can't circumvent without the P-code? He can jump over them. Those tiny paths you need the Press program to move across? He can jump over them, too. Continuity Drift : Battle Network's For Want of a Nail premise was accidentally tripped over in Battle Network 4 with the introduction of a certain character from outer space.
The second game from Mega Man Star Force introduces the concept of Precursors to the universe with the Murians, raising Battle Network's own Legend of Network for the cell phone introduced a different set of Precursors the Atlampeans , raising even more questions. Continuity Nod : There are a number of little hints spread throughout the games, but the most obvious example consists of the battle chips.
Later games will often use battle chips that are heavily simplified forms of previously appearing battle chip series, often featuring darkened artwork of the viruses they originated from the common Tornado chip, for example, is based on the Typhoon-Hurricane-Cyclone series from the first game. A woman in Battle Network 2 complains that her oven has spat fire. The clerk she's talking to says that's an old story it happened to Lan in Battle Network 1. Jennifer and Johnson were both present at the international anti-Gospel conference, Koetsu and Yosh were both regular BBS commentators, and Bonzu is implied to be the same guy who challenged Lan to the ridiculous rap-off.
In Battle Network 3 , a late-game scenario has the Net itself catch fire and Mega must douse all the flames. This time, the Water Gun is pitifully ineffective, but Lan gets an upgrade from Higsby. In SearchMan's case, it could be justified that he's a random possibility among many in Red Sun. In NapalmMan's case, it could be that the bonus areas of the games aren't canon.
Among the e-reader cards for Battle Network 5 is an item card called "Present from Meiru", which provides you with the chips Roll, Recovery , and Barrier While they can't be used as such in this game, these were the ingredients for the Big Heart program advance in Battle Network 3. She also mentions the Cache incident from the previous mobile phone game Phantom of Network. Contrived Coincidence : With few exceptions, most of the catastrophes Lan and MegaMan confront merely happen to occur when the boys are in the area.
Cooldown Manipulation : Here, cooldowns appear in form of the Custom Gauge, the gauge that will fill itself and, when full, lets you access the Custom Screen to load Battle Chips, after which the gauge will be reset to 0 and fill itself again. There exist chips that lets you manipulate this gauge: Slow Gauge slows down the filling of the gauge. Commonly used when you just like to take your time for your tactics, or, if you use Custom Sword or Custom Volt, chips that get stronger as the gauge fills but plummet back down to their weakest strength once it fills.
It can also be used during the Liberation Missions of Battle Network 5, extending the player's turns in battle. Fast Gauge makes the gauge fill faster, allowing you to get chips faster. Full Custom is its stronger counterpart; using it instantly fills the gauge to full. The Corruption : Dark Chips have immense power and force themselves to the top of the deck when you're hurting, but will permanently remove one hit point per use and slowly twist users into an evil, mindless Living Shadow.
Cybeasts in BN6 provide great strength, but will take over and rampage if given half a chance. Just say no, kids. Or, in the case of the Cybeasts, just make sure not to use it for more than three turns in a row.
A vengeful Navi that has died in the Internet comes back as a corrupted Virus or a series of them. Cosmetic Award : Completing your collection of Secret Chips — battle chips either exclusive to your game's other version or as multiplayer rewards — awards you with the Secret Complete badge on the title screen. Cosmic Flaw : Battle Network presents virtual versions: The Final Boss of the 2nd game is a living aggregate of computer bugs that come to life and threaten to overload the Internet's servers called "Gospel".
The Final Boss of the 3rd game is the faulty "alpha" version of the Internet that, when released, threatens to consume the whole current internet like an amoeba, aptly named "Alpha". Counter-Attack : Established as a game mechanic from 3 onwards. Successfully landing this will cause a noticeable sound to play. In 3 , if the final blow on an enemy is a counter hit, the player gains BugFrags in addition to the other rewards from the battle.
In virus battles, the player can gain anywhere from 1 to 8 BugFrags depending on how many viruses were defeated this way; defeating a boss this way will give In 4 to 6 , the player can only perform this with non-dimming chip attacks. Their reward is the enemy becoming paralyzed, even if they are immune to other status effects, along with the Full Synchro status if MegaMan is not in a transformation.
The player's next chip attack will be at double strength, and enemies will flash during their attack frames, making it easier to maintain this status should the player not get hit or miss an attack in the process. In fact, the Counter series chips in 4 is exclusively designed for this purpose, only damaging enemies during their counter window. Creative Closing Credits : The games in the first half of the series each featured a montage of wordless cutscenes of the characters enjoying peacetime.
Creator Cameo : Multiple characters in the game are incarnations of people involved with the games in Real Life. The most obvious is Meijin Eguchi Mr. Chapter 1: New kid on the block c. Chapter 2: Blast Off d. Chapter 3: Watch the birdie e. Chapter 4: Under the Sea f. Chapter Hello Ladies l. Chapter Tell it to the judge m1. Chapter 12a: Gone with the wind m2.
Chapter 12b: Slicin' and Dicin' n. Chapter Locked up, won't let me out. Let's buster some heads open p. Que tiempo hace? How's the weather? Chapter 16a: Chop Chop your pee pee q2. Chapter 16b: Watts happening? Moonstone hunt s1. Chapter 18a. Murder Death Kill Erase em' s2. Chapter 18b. Choo Choo s3. Chapter 18c. Drill Time s4. Chapter 18d. Eat my dust t. Daddy's home u. Beast unleashed v. The love you save w. Invitation n' Expo Time x.
Old scenarios revisited y. The final fight z. Bonus Chapter - Stuff to do after you beat the game. Chips List a. Standard Chips b.
Mega Chips c. Mega Chips - Falzar d. Mega Chips - Gregar e. Giga Chips - Falzar g. Giga Chips - Gregar IX. Program Advances X.
Customizer Parts XII. Enemy List XIV. Upgrades XV. Number Trader XVI. Credits XVII. Welcome everybody to the final storyline related episode of the Megaman Battle Network series called Megaman Battle Network 6 available in 2 packs: Falzar and Gregar. At least in chronological order its the final episode. There is still a window of a game similar to that of Network Transmission which is in between 1 and 2 storylinewise. Enough jibba jabba. On with the show.
They all belong to Capcom of America, Japan, Europe and other regions. However, this FAQ is the sole copyright of yours truly and cannot be used without proper permission and credit. One of their own fellow students is moving away and that student is NO WAY!!!
Sadly it's true. Lan's father, Yuichiro, jas been transferred to a new town called Cyber City. It's so sad that even Lan's teacher, Ms. Mari is crying. On that Sunday, Ms. Mari and all of Lan's classmates gather in front of the Hikari house well not the Hikari house anymore to see him and his family off as they drive away to a new town.
A new day, a new town, a new adventure begins. EXE Rockman. EXE - they are the main heroes of the series. They are responsible for the downfall of the www twice and Gospel. Now they face a new crime organization called Nebula. EXE was created with the mind of Lan's twin brother Hub Hikari Saito Hikari who died of a heart disease during infancy which we find out in Megaman Battle network 3 when a kid had a similar problem but was saved.
She is always there to support Lan and Megaman when they're in need along with her navi Roll. EXE - You can consider her to be Megaman. EXE's girlfriend. Like Mayl, she is there to support the Hikari brothers and has the ability to heal and even charm viruses.
In this game, you get to go up against her. Dex Ooyama Dekao Ooyama - Lan's biggest rival. Try and try he might, he and his net navi Gutsman. He takes after his net operator Dex as the big guy uptown. His fists pack a punch big time.
Yai Ayanakouji Yaito Ayanakouji - Little rich girl with an enourmous forehead which probably explains she was smart enough to be in Lan's class despite her being 3 years younger than the rest.
Exe - Yai's net navi. He is not really a fighter, he is built to be more of a butler type navi but he'll get in there and fight if he has too. Eugene Chaud Enzan Chaud - He is Lan's age and already an official netballer he's a bigger rival to Lan than Dex is and at least he stands a better chance than Dex does against Lan. EXE Blues. EXE - Chaud's net navi. He carries a mean sword around and cuts any enemy he faces down to size.
Iris - a mysterious girl that Lan meets in Central Town. You'll see a tease at a LanxIris parining throughout the game. Mick - Lan's new rival at Central Town. He hates Lan's guts bad and tries to make life hell for him.
Tab - he is just like Mr. Higsby from ACDC. He sells Lan chips in his store. She is sad to see Lan go but she wishes him the best. Elements In previous games there were 4 elements non-null elements. They still work the same way. Battle Grounds Cracked: breaks if stepped off of. Broken: Can't be stepped on without airshoes but restores itself Hole: stays there for the whole fight. Can't be crossed over minus airshoes Ice: Slippery. Emotions Normal: nothing special Angry: Being counterhit, doubles Megaman's next attack except and enemies don't flash red before attack.
Full Synchro: COunterhitting put Megaman in full-sychro and gives him a chance to score more counterhits since enemies flash red during their counter animation. Speak to everyone outside. One boy speaks about virus busting, another tells you about the town locations, An old man talks about jacking in.
A grown man talks about PETs, a grown lady talks about dashing. Finally, there is a girl being attacked by a robodog. Jack in to it by pressing R. Fans of the series know what the expect next and for the ones that are noobs First lesson teaches you about using same chips in battles, another lesson teaches you about chips with the same code and then the last lesson is about countering and full synchro-mode.
The dog is back to normal and Lan checks on the girl and she seems to be a shy one and she walks off. Lan gets an email from Yuichiro and he says that Lan's computer is now connected to the net and you have a special mailbox to recieve mail from friends in ACDC in the shape of a Prog. Head home and jack in to your computer and head to Central Area 1. Central Area 1 Take the time to get accustomed to the net and you'll notice that you will need to fufill conditions to move onto the next area of the net only one time and that's it.
Here you need a Reflector1 chip which you should have at the very start of the game. Central Area 2 There is a net dealer at the entrance.
Speak to everyone you come across. You need a key to get into Central Area 3 which you don't have yet so with school being tomorrow, it's time to jack out and go to bed. Chapter 1: New Kid on the block Old habits die hard as Lan wants to sleep some more but Megaman is not going to allow that to happen.
Exit the house and go to school. As soon as Lan walks in past the screener, an alarm goes off and a bunch of security bots emerge and they think that Lan is an intruder. Lan says he's the new student and one of the bots speaks.
This infuriates the security bots and Lan gets ready to take action but the head bot tells the others to back off. It sounded like a human voice though and the bot asks if Lan is Lan Hikari which he confirms and the bot says Lan had a lot of guts to not run from the security bots and get ready to fight them instead.
It introduces itself as the homeroom teacher. A security bot is the homeroom teacher? Oh wait the real teacher is using a speaker that's on the security bot. He motions you to the Teacher room on the left. On the way, Lan spots a wierd doll. Enter the Teacher's Room and speak to the guy in red.
His name is Joe Mach! He gives you your student ID. Exit and head to classroom through the front door 2nd door on the second floor. Lan is nervous. Mr Mach introduces Lan to the class.
One kid got a sour lil attitude. That kid is Mick and he too is sporting the FILA outfit and he's a freakin' turd as you will find out soon. Talk to everyone to move onto the next segment where Mick approaches Lan and asks him to show his stuff. Break Time is over.
Everyone jacks in. Mick's navi volunteers Megaman to take on the virus. Ooh that Mick must be up to some evil stuff to be grinning like that and he yep he did. You fight a OldStov instead of the Mettaur. You have no water but their flames only reach 3 panels ahead. That period is over noww. Mick is sent to the Teacher's Room and class is dismissed. Chapter 2: Blast off Mick is still reeling from the toungelashing he got from Mr.
After he and his navi have a falling out, the Navi leaves. Mick really wants to crush Lan now. A new navi appears by the name of Blastman and he offers to help Mick with his plans and Mick accepts. Search for others! BtlrCard: Buy it for from a HeelNavi in the class blackboard. This lets you find Virus Battler Mr. You get hints from each one as to the location of the next one. You use these on the bone-shaped tiles you will see. Tricks and Secrets.
General Tips. Okay, this is just wrong. You might be standing in the future second Undernet if you keep ignoring those HeelNavis standing nearby
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