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Ribitta
Rampant
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http://img527.imageshack.us/my.php?image=urkiddin7mm.png you're kidding right? which trader was it?



Edited by Ribitta on May 17, 2006 at 10:20:19.

Morphman
Niz-Da
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XD

The one in the Beach Hospital.


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All hail the Supreme Comrade Cossack!

Ribitta
Rampant
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Dang, I gotta try this...

Morphman
Niz-Da
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It IS about 1 in a 500 chance, though.


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All hail the Supreme Comrade Cossack!

Ribitta
Rampant
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yah -_- you're right

Morphman
Niz-Da
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2647 posts
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Hey, over half the time, you get Standard chips. For most of the rest of the time, it's non-Navi Mega chips or V1s, and sometimes V2. V3 and 4s are RARE.


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All hail the Supreme Comrade Cossack!

Ribitta
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You'd think that you could get it from the bugfrag trader, but no...

DreamSword
Shade.EXE
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While playing MMBN Double Team DS on Team Colonal I noticed something. While in undernet area one there is a blue, winged navi with a portal leading to him. Can someone tell me how to get to that portal?


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"Made by X-shunin and slash beast"

Ribitta
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DreamSword
Shade.EXE
Inactive
368 posts
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Quote:
Originally posted by Ribitta
thanks Dr. Cossack: http://www.interordi.com/mega_man_pc/games/mmbn5/maps/Endo-1.PNG


Yes, thank you doctor.
:)


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"Made by X-shunin and slash beast"

Megaman_501
Pro skater
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Quote:
Originally posted by Bryan
Quote:
Originally posted by Bass SP
Quote:
Originally posted by Bryan
can someone give me a list of all HP memory?



List of places where you can find all 45 HPMemory Upgrades:

Den Area 1 (Merchant) x2
Den Area 3 (Merchant) x3
Official Square (Merchant) x3
Kotobuki Square (Merchant) x3
Netopia Square (Merchant) x3
Undernet 1 (Merchant) x3
Undernet Square (Merchant) x3
Gas Comp 2
Yai's PC
Mayl's Piano
Bomb Comp 2
Reward of Job 2
Defeating GateMan V1
Guardian Statue
Reward of Mission 3/Job 5
Mother Comp 1
Hotel Refrigerator
Netopia 3
Castle Comp 1
Curtains (NAL Airplane Business room)
Air Comp 4
Air Comp 2
Reward of Job 12
Defeating HeatMan V1
Undernet 1
Undernet 2
Mansion 2
Mansion 9th Floor leftmost door (Lan's world)
Exchange #3
Reward of Quiz #2


thanx , but what is a mansion? do u mean gospel's hq?

i dunno about the mansion but gospel hq is simple. the kotosquare has a lockd cyberdoor that leads there. you need gospelID to get there.Also I have a question of my own. i play my friend's mmbn3 game every friday. i can't get the navi customizer to work. that means i cant get him the +100 hp thing. plz help!


^_^^_^^_^^_^^_^ Tony hawk's underground 2 roolz! ^_^^_^^_^^_^^_^^_^

Mystic
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I think the mansion is the castle. That's the only place in there like it.


Wow... its been so long since ive been on here... 04.07.2010

Slash Beast
Irken Invader
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Quote:
i dunno about the mansion but gospel hq is simple. the kotosquare has a lockd cyberdoor that leads there. you need gospelID to get there.Also I have a question of my own. i play my friend's mmbn3 game every friday. i can't get the navi customizer to work. that means i cant get him the +100 hp thing. plz help!



Your problably placing the program on wrong maybe try not putting it on he command line.


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I know I don't post ofen around here but I need some help on MMBN6vr Greiga (you might not have that thought). when in the underground 2 area you can use the bat key that you got from bass in undernet 0 next to the bugfrag trader at the North-East corner, the bat key should open up the path to The Imoretal zone (not in my best spelling) but... the
path does not open/apear at all! can anyone help me? I have beaten the game a few times but nothing has changed, can anyone help me?


"I worship the Supreme Comrade Cossack!" yeah, I passed the n00b test.

Poor Hardman.


Mr.Mettaur
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The Django sidequest isn't included in the American edition of Battle Network 6, thus rendering the bat key useless.

Tri-Edge
Bobo
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I present to you the full Megaman Battle Network 6 Cybeast Gregar Walk-through.


################################################
# .-=~| YE OLDE TABLEE OFE CONTENTSE |~=-. #
################################################
# #
# Section 01: Overview/Updates - [Intro] #
# Section 02: New Systems - [Cross] #
# Section 03: Main Walkthrough - [Wkthr] #
# Section 04: Post-Game Walkthrough - [Extra] #
# Section 05: Chip Library - [Chips] #
# Section 06: Program Advances - [PrgAd] #
# Section 07: Thanks/Notes - [Askss] #
# #
################################################


================================================
= Section 01: Overview/Updates - [Intro] =
================================================

Well, folks. Here we are again for the last time. Why last? Because EXE6 is the
final game in the series on the GBA. My guess is that they're jumping to the DS.
So unless a viable DS emulator comes out between now and then (doubtful) then
this is it.

But Capcom seems to be taking it out with a bang. More abilities, the ability to
commandeer other Navis, and gaining super powers. Hey, works for me. Since the site
I WAS a part of decided to fling me to the wayside, I've decided to post my guides
up here after all. Rejoice and be merry!

As I'm sure you've noticed, Greiga and Faltzer are really similar. The only real
things that change are your Link Navi scenarios and the final boss. The rest is
all basically the same. I - and many others at this point - have gone over the
guides and I believe I've dealt with anything that MIGHT linger from the amount of
copy and pasting I've done. But, should a Navi/Operator name show up in one version
when they're clearly in the other - I apologize. I'm only human.

Well, no one reads these anyway, I'm sure, so let's get down to bidness.

================================================
= Section 02: New Systems - [Cross] =
================================================

________________
/ Cross System /
--------------

The big change that looked EXACTLY like Souls to us for so long. The Cross System
is much different. First of all, you can stay in the Cross you choose for the rest
of the battle if you so desire. Hit up while in the Custom Window to access the
Cross Menu. From there, it's a simple matter of choosing your poison and rockin'
the flare.

_______________
/ Cross Beast /
-------------

You can activate a stronger version of a Cross by invoking Juuka-Rockman statis
while in one. Alternately, you can Beast Out first THEN choose a Cross. Either way,
you're gonna be tearing up the field.

_____________
/ Beast Out /
------------

Hereby to be referred to as the Juuka System since 'Beast Out System' is both
longer and clunky in English. Remember where the Add/Soul Unison button used to
be? Well, that's where the Beast Button is now. Once you gain the ability, you
can activate the Juuka System at any time. Rock will Beast Out and you then get
three turns to kick ass as you so please. When this time is over, however, you
can activate another interesting feature.

______________
/ Beast Over /
------------

Consider this your new Chaos Unison. When the 3-turn Beast Out ends, you can
hit the Beast Button again to force a Beast Over. Juuka-Rock's power will be
increased even further, but it comes with the distinct disadvantage that you
lose almost all control over Rock. All you can do while he's in this 1-turn
frenzy is send battle chips.

______________
/ Link Navis /
------------

These are the Navis you can Cross with. You gain control over them for a bit,
do some fun stuff, and eventually get their help. Your band of merry men grows
to five plus Rock by the end of the game.


================================================
= Section 03: Main Walkthrough - [Wkthr] =
================================================
= =
= I: Hello and Goodbye - [Movng] =
= II: Hot For Teacher - [Blast] =
= III: Fishy Business - [Pengn] =
= IV: Aquarium Antics - [Dvemn] =
= V: Hot Links - [Cross] =
= VI: Awakening of the Beasts - [Beast] =
= VII: Iron Chef - [Faran] =
= VIII: Law and Disorder - [Judge] =
= IX: Darkened Skies - [SkyTn] =
= X: Weather or Not - [Elmnt] =
= XI: Steamy Dealings - [Power] =
= XII: Killer Charge - [FnlCr] =
= XIII: Home, Sweet Home - [Akiha] =
= XIV: Revelations - [BrCol] =
= XV: The End, The Beggining... - [Raito] =
= =
================================================

________________________________________________
/ I: Hello and Goodbye - [Movng] /
-----------------------------------------------

"Um, I'm Hikari Netto! It's the year 20XX!"

For once, Netto and Rock give the intro to the game. Netto messes up, so Rock
has to help him out. We then cut to home room at the school! And we start off
with sad news - the class is going to lose a member! Dekao asks Netto if he
knows who it'll be and, reluctantly, Netto says he does. Mariko-sensei asks
Netto to the front of the class.

Netto then explains that they're moving because of Yuuichirou's job. And after
a lot of sad dialogue, including Mariko-sensei getting choked up, we cut to after
school. Everyone gathers in front of the old Hikari residence. Yuui thanks them
for looking after Netto up 'til now. He then explains the plot. >_> After that,
Haruka says a few things to everyone, then both leave for the car and let Netto
say his goodbyes on his own.

Dekao says that no matter where Netto goes, they'll remain rivals. Yaito gets
choked up. Mariko-sensei REMAINS choked up. The nameless kids cheer Netto on.
Meiru gets choked up. And that, in turn, gets Netto all choked up. He wishes
everyone well and the screen turns to black.

We then fade in on Netto's new room. Apparently they now reside in Central Town.
Head downstairs and look at HOW MUCH COOLER his new house is! Seriously. Totally
worth the move. They have a bathroom now! Talk to Haruka and Yuuichirou, then
head on out of the house. Welcome to Central Town!

You even live by another chip shop! It's called Asuta Land. There's a Sub-Chip
Dealer behind it selling:

Mini-Energy - 100z
Open Lock - 4000z
Enemy Search - 7000z

When you're ready to continue, head for the girl getting harassed by the rather
large robotic dog. You'll plug-in (R Button, remember) and here we set up the
generic, ever-present tutorial. If you've EVER played an EXE game, you know
exactly what's happening here. After you save the day (already), Netto goes up
to the girl and introduces himself. The girl seems really, really shy, though.
She mumbles a thank you and scurries away. You can plug back into the dog later
for 600z.

I'm sure you have to talk to everyone in town, too, to continue along. Yuui will
send you an e-mail. You now get to go home and plug-in to Netto's computer! So
go do it.

You may notice an e-mail Program right when you plug-in. Why you need one of
those when you have your PET is anyone's guess at this point. So Netto's new
homepage looks nice, eh? Head across it and into...
________________
| Central Area 1 |
----------------
| BMD 1:
| BMD 2: Mini-Energy

The green path is your guide here! The sign you encounter past the green navi is
a map of the area! There's a purple sign leading into a yellow area - this is
the Net Cafe! The blue Navi behind the counter offers the following Sub-Chips:

Full Energy - 1000z
Enemy Search - 7000z
Shinobi Dash - 500z

Head to the back of the Cafe and inspect the purple gate. It requires a
{Reflect Met 1} chip to pass. Well, you should've racked up a good half dozen
of those by now, so there's no problem! Later in the game, you can talk to the
Net Cafe's master, buying a bunch of coffee in the process, to get a number of
things, the best of which is the {Bug Stopper} Navi Customizer Part. Anyway,
head on through that gate.

________________
| Central Area 2 |
----------------
| BMD 1: Regular Up 2
| BMD 2: Copy Damage *

Oh wow, a NetDealer RIGHT there. His wares are:

HP Memory - 1000z, 2000z, 4000z, 8000z
Spread Gun 1 L - 600z
Recovery 30 * - 1000z
Senshahou 1 R - 2400z
Yoyo L - 4600z

Once again, follow the green path. You'll reach another map kiosk eventually, so
take a look at it. Notice the single upper path? Lotta back alleys here too, huh?
Continue your way forward and talk to the green navi in front of the purple gate.
We need [Key Data] to unlock the gate. You need to talk to everyone in Central
1 and 2 to end the scenario. Plug-out for now and go to bed. It's been a very
odd (and SHORT) first day in town.

________________________________________________
/ II: Hot For Teacher - [Blast] /
----------------------------------------------

Annnnd Netto oversleeps on his first day of school. Which wouldn't be an issue
if this was his OLD school. Head out of the house and up towards the northern
point of town. The school gate here looks like the old one, only it has a post-it
note on it.

You'll pass through a metal detector and trigger an alarm! Security Robots flood
the area! Netto has a back-and-forth with them... but then they halt and ask if
he's Hikari Netto. Things get cleared and we get to pass on from the lobby. Dumb
new school and its psychotic deathbots! As Netto walks on, he sees... oh no, it's
a Copyroid Dummy... Yeah, THAT can't possibly be good! When you regain control,
go through the nearby gate that was just unlocked.

Go around and talk to the guy with the pompador. Mahha Gou...-sensei. (Mach Go?!)
GO SPEED RACER! You'll get a [Seito Techou/Student Notebook] from Mach-sensei.
Man, that guy's a few plugs short of an engine. Head back out into the lobby and
go over to the PINK gate. With your notebook, you gain entry. Head to the end of
the hall and go through the green double doors. And there it is - classroom 6-1.

Mach-sensei announces to the class that they have a new student. Netto nervously
introduces himself. We get to be seated behind a Kojirou. Aragaki Kojirou. Not
much for talking, is he? Netto introduces himself as he passes by, but Kojirou
just brushes him off. Dick.

After class, introduce yourself to your new classmates! There's even a tiny
Yaito-girl here! Plug-in to the blackboard for a {Thunderball *} chip and 700z in
a pair of BMDs. Plug-out and finish your classmate introductions with Kojirou.
Netto and Rock will talk a bit, then Kojirou comes in. He seems to tell Netto
that the next class involves virus busting. Netto wonders what's with his attitude.

Everyone plugs-in for the next lesson. You can tell the orange one's Kojirou's
because of the attitude. Dick. Senseibot then lets Rock take a crack at the virus.
You'll fight some heat-based viruses (Hell's Burner chip). They move like the
Wide Shot viruses did and shoot flames three spaces ahead of them. Incredibly
easy to avoid.

And so we become the marvel of the class! Mach-sensei praises us and tells Kojirou
to stay after. Ha-ha, emokid got in trouble! Plug-out to see a cutscene with
Kojirou and his Navi bickering. In fact, Kojirou's downright mean to his Navi,
calling him useless. The Navi isn't gonna sit there and take that crap, so he
leaves. His Navi gone, Koji blames Netto.

But then what's this? Someone calls out to Kojirou. It's from his PET! ...Who's
THAT Navi? I smell trouble...

Next class, we get a Copyroid! Another student explains what a Copyroid is.
Basically, you can plug a Navi into one to allow it to walk around in the real
world. Netto plugs Rock in and, after a brief transition - poof! And then Rock
prods the hell out of Netto. Haha. We then get control of Rock... is this feelin'
really frickin' WEIRD to anyone else?

Talk to everyone and end with sensei to continue. Rock then goes back into Netto's
PET and the Copyroid changes back to Dummy form. Meanwhile, Kojirou and Blastman
plan something sketchy.

One of the deathbots has busted in! Takamura-s...er...Mach-sensei tries beating
the robot up with Mr. Satan-inspired karate. Sensei is passed out and even more
deathbots float in. Kojirou then reveals it's him that's behind things. Once
again: Dick.

When you regain control, go over and inspect the Copyroid. You'll transfer Rock
in. Head out of the class as CopyRock and run down to the first floor. See the
kid in trouble in the hall? He's got a bucket on his head. Talk to him to get
the [Bucket]. Now head back up to 6-1! Rock gets the security bots' attention
and douses them with water. We then transfer Rock back into the PET. Now that
we have control of Netto again, we can go hunt down that ass Kojirou!

Head to Class 1-1 and plug-in to the blackboard for a {Full Energy} Sub-Chip and
an {Energy Bomb K} battle chip. Plug-out.

Class 6-2's board has a {Common Snake H} in a PMD and a {Regular Up 2} in a BMD.

When you're ready to continue, talk to Mach-sensei to get [Shokuin/Personnel Pass]
Head to the lobby and go over to the yellow gate - we're going into the office!
Kojirou's having trouble controlling the security bots, which have the teachers
under fire! But Blastman isn't going to listen. He tells them that they can all
die there, basically, and leaves.

The front door opens and a security bot guards the way out. Things do not look
good for Homestar Runner! Netto slams Kojirou against a wall and demands to know
where Blastman is. After some talk, we plug-in to the security system.

___________________
| Robo Control PC 1 |
-------------------
| BMD 1: HP Memory
| BMD 2: Spread Gun 1 M

Head forward and Rock and the Program will talk for a bit before it gives you key
item [Water Data]. And th--WHOA! Fire bombing! You basically have to go from safe
spot to safe spot, hiding from the fire, or else Rock will lose 10HP. Watch which
way the sparks go beforehand so you know which side of the safe blocks you need
to get behind.

Make your way SW to the end, then go NW and then NE along the parallel path to
the one we just went down. There's a Program-kun on fire! Run up to him and Rock
will use the Water Data to douse the flames. He then goes off to safety.

Head across the conveyor tile and go SE. You'll see another Program on fire. So
go put him out, too. You should also see another one to the SW. Make your way
back to the central path and go SW again. Go all the way to the end again and
go to the SE. All the way to the end. Then head NE to get to that third Program.

That's all you need to put out the big fire near the original Program! We're
free to continue in further! Also, the area is free of Blastman's curse, so
you don't have to hide anymore. Go back to the Program and head NW to get to

___________________
| Robo Control PC 2 |
-------------------
| BMD 1: Recovery 30 *
| BMD 2: Regular Up 2

Unfortunately, this area IS still affected. Head forward and...waugh! Rock gets
surrounded by giant flames! We cut out to Netto - we've gotta stop those fires!
Go talk to Kojirou. He'll ask where Kojirou's Navi is. Talk to him 3 times. Now
then, see the monitor flashing orange nearby? Go inspect it. Kojirou's orange
Navi! But he's still pissed off at Koji. Who can blame him? Kojirou heads over
to the master control annnd gets his ass set on fire, literally. The orange Navi
risks his life to activate the sprinkler system. It works, and the fires are
put out! The staff is safe and so is Rock. Now we can continue!

From the Long Platform we start on, go to the long platform to the NE. At the
bottom-right on a path is a Burning Program. Now, take the SW path onto another
big platform. From the Regular Up 2 BMD, you should see the second burning Program.
Take the lower-right path off the platform and make your way around to him. Make
your way all the way back, almost to the Long Platform. From the first safe block
on the platform we're on, head NW as far as you can go. Then head SW and then
SW along the nearby path. Head to the end, turn SW, and put out Program 3. Head
back the way we came and this time go NE from the junction. Program 4 is at the
end of this short path. This will put out the fire in from of Blastman. Go and
save, your first boss fight lies in wait.

############
Blastman.EXE
############

HP: 400

Attacks:
*1) Blastman 'throws' explosions in a line in front of him.
*2) Blastman uses some kinda of firey tornado. Remember Gyro Soul's charged shot?
Think that, only on fire.
*3) Just like in his area, he'll rain fire on all three rows.

Strategy: Blastman will rarely attack here, and all of his attacks are fairly
telegraphed. He'll flash before using attack 1, the panels on the ground light
up before attack 2, etc. If you have some Machinegun chips, they work wonders on
this overgrown, mutant toaster. The battle's just about as simple as they get,
really. You should have no trouble here. When he's low on life, he'll break out
his desperation attack - thankfully, there should be some safe blocks on the
field. Hide behind those. This attack is telegraphed by those firey sparks, just
like the ones that signalled you to hide in the past two areas.

You'll get 1000z for winning. But Blastman sets fires in between the two of
you and escapes! Well, that's rare. Anyway, Kojirou comes up to apologize for
his behavior afterwards, which is nice of him. Seems like this experience changed
him for the better, eh? Netto thinks Koji's a lot like Dekao. Oi oi...

Just then, someone calls out to Netto. This guy is Oomori Asuta. But he's being
too formal, calling our dipstick heroboy Netto-san. We then get [Rakugaki] from
Kojirou. Which...seems to be grafitti/scribble/scrawl. The hell? Seems like this
might just open up something. After Kojirou leaves, Asuta invites Netto to come
by Asuta Land. ... So this brat with hero worship owns a chip shop? Wonderful.

It's time to leave school, finally, so head back out into the sunlight. Head home
and upstairs to get an e-mail. Seems we have e-mail waiting for us on our homepage!
Talk to the E-mail Program and... oh, hey, Meiru-chan e-mailed! She fills us in on
how everyone's doing - seems Dekao's still kinda bummed out - and gives us a
{Roll R} chip!

Now then, head for Central Area 2. If you inspect Koji's note, it mentions
something about a Navi and a hole. Hm. Okay, around where you go under the
overhead path, there are two shaded panels. Inspect the lower of the two. Here,
you'll find the buried [Key Data]. Now we can open the path forward! So go over
there to the gate and unlock it!

________________
| Central Area 3 |
----------------
| BMD 1: High Cannon L
| PMD: Elec Sword E

The map is right there as you enter, so take a gander. Pretty funky shape, ain't
it? You can't get by the SWmost path, since the NetDealer-lookin' Navi stops you.
You can't get past BMD 1 because of a sketchy thundercloud (*shudder*...). There's
a water spill to the east, so you can't go THAT way. And some sort of Jell-O
Christmas Tree is blocking the northern of the two exits there. Nurrr...

In the back are statues of our title characters - Greiga and Faltzer. Read the
legend of them to trigger a cutscene. Haruka gets onto you for, assumedly, being
up too late. So head for bed. Tomorrow's another odd day here.


________________________________________________
/ III: Fishy Business - [Pengn] /
----------------------------------------------

Yuuichirou walks into the office of Smarmy Pompousman. Maybe it's my spider sense
acting up, but I don't like the looks of that guy...

The next day, we begin at school. Kojirou is late and...has a penguin following
hi--WHAT?! He tries ushering it out, but it comes right back in! Mach-sensei
tries telling Kojirou it's a penguin, but he's retarded and thinks it's a
pelican. ...Netto thinks it's a pelican too, but we all know HE'S an idiot.

After class, the penguin's about to do this-and-that to Kojirou up near the
blackboard. ...And now we have to get it some food. Capcom, what the hell?

Head to the office downstairs. Talk to the old scientist-lookin' dude. While
we're heading back upstairs, talk to the little girl in class 1-2. She'll want
to trade you a Double Shoot C for an Energy Bomb K. Well, we grabbed one of
those in a BMD earlier. Make the trade! Now head upstairs and into 6-2. Talk
to the kid over near the books and such.

Now we can leave the school. There's an old man with a cane - I'm sure you've
seen him around - that you need to speak with. He's over near the tall, purple
building. Choose 'yes' when given the option and you'll get into a virus battle.
From the old man's bugged cooler, we get [Sakana/Fish]! Now head back to 6-1 and
feed that penguin!

Now we need to go log onto the net and find out just what's going on. So head home
and plug-in. You'll have four new e-mails waiting on your homepage! Mariko-sensei,
Dekao, Meiru, and Yaito all mailed you with random chatter. Anyway, head for
Central Area 3.

You'll get a real e-mail from the Net Police once you enter Area 1. There's an
internet storm warning, apparently. Whatever the hell THAT is. You'll have to
talk to the aqua-colored Navi in the Net Cafe to continue to Central 2. Upon
going through Area 2, you may notice a gnarly-looking black Navi. Talk to him to
get into a virus battle. Win and you'll get a [Sub Memory] - it lets you carry
more Sub-Chips!

Once in Area 3, talk to the pink Navi by the southeast exit. The flooded one.

Go back to the Net Cafe. Talk to the aqua-colored Navi again. He'll fix the leak,
but we need to find some tools for him, first. Plug-out and head for the toilet.
Yes, the damn toilet. Haruka's in there - there's a problem with the terlet
itself. *sigh* ... Plug-in to the damn toilet.

PLUNGER METOOL.

And BOY, does Netto want to kill it. Rock doesn't. It's so cute! Look at it!
Sadly, we do have to destroy it. But Rock is really, really reluctant to do so.
We get the [Kougu/Tool Program] from the poor dead Plunger Met. It's the aqua
Navi's operator! Plug back in to the toilet and grab the {Open Lock} Sub-Chip
from the toilet first.

Now plug back in and head for Central Area 3 again. Head to the leak and talk
to the aqua Navi. Rock hands over the Navi's tools and he cleans up the spill.
Needs more Mop Program.

Just then, a massive earthquake hits the internet! Anyway, continue forward and
into...

________________
| Seaside Area 1 |
----------------
| BMD 1:
| BMD 2:

Make your way along the only path you can run on and look at the map. A pair of
double spirals with a large, flat lower area. Got the place memorized? Good. I
hereby will name sections of it. You've got your Central Exit, where we entered
from, Top Spiral, Bottom Spiral, and Seaside 2 Exit, which is down south.

The Top Spiral warp takes you to the lower platform! There's a BBS down here. Go
over to it. Rock goes to inspect it and, after losing himself in battle techniques,
he sees that, apparently, someone has lost their penguin! We auto plug-out.

So head back to school. Talk to Kojirou. And, after a long sequence, exit the
school. Now head over to the tall, purple building. Kojirou + Pengin will appear.
This is the Linear Bus! Yay for flying cars!

You'll arrive in Seaside Town. And look at that big honkin' whale building thing!

Plug-in to the cyllinder-lookin' things on the lower-left area. You'll find a
{Barrier 100 H} battle chip in a BMD. Plug-in to the taiyaki stand that Kojirou
is standing in front of for a {White Capsule *} and an {Open Lock} in BMDs. Then
talk to the Program to buy a [Seaside Key] for 100z. Now plug-out and head on
downstairs. There's a Sub-Chip Dealer here WITH:

Full Energy - 1000z
Enemy Search - 7000z
Shinobi Dash - 500z

Now head northeast towards the whale building's entrance. You'll get a cutscene.
Some grizzled old salt is having a fit. He bitches awhile, then walks past Netto,
Kojirou, and Pengin. The doors to the building are locked, though, so you can't
get in, either. There's nothing more we can do right now. So head for home and
go to bed.

________________________________________________
/ IV: Aquarium Antics - [Dvemn] /
----------------------------------------------

You get mail immediately the next day. It's from the Support Center and talks
about the Navi Customizer! Yay! And right into the usual tutorial we go! Take
the Undershirt and put it touching the Command Line. Now put the Attack +1
somewhere NOT touching it (Textured blocks can't touch). Finally, add the Rapid +1
somewhere not touching Undershirt (same-colored blocks can't touch). Finally, hit
Run to install the programs. If you did things right, Rock won't be glitched up.

Head out and take the Linear Bus to Seaside Town again. Go talk to Kojirou in
front of the whale building. After some talk, head inside. Oh, look - an
aquarium! Penguin and owner will meet - the penguin apparently is named Ginjirou -
and they have a happy reunion.

Since we brought Ginjirou home, the owner seems to wanna let us look around as
we see fit. Sounds good to me. Head down the stairs and look at the ugly-ass
marine life. Then head through the SW exit. Go upstairs in the next room. There's
a glowing, green screen on the left side. Plug-in here to get an {HP Memory} in
a BMD and a {Tornado L} battle chip in a PMD! For the record, this is Seaside's
Homepage (HP). And you'll be able to create a banner that leads back to Netto's
PC at some point in the game.


In addition, a green Navi wants to trade a Deathmatch A for a Panel Return *, so
once you find one, there's the man to talk to. The warp here takes you to Seaside
Area 2.

Note: It would seem some people, for whatever inane reason, cannot find the
glowing, green screen in the aquarium. I am not sure why. It's in the room
with the penguins, gators, and dolphins. The aquarium is only a few rooms large.
That some people have difficulty in locating a GLOWING, GREEN SCREEN in a small
area saddens me deeply as a gamer. These stupid kids wouldn't have lasted five
minutes back in the 80s, when all we had was word of mouth and gaming mags for
guidance.

Plug-out and make your way back towards Kojirou, checking all the animals as you
go. To make sure, go to the little plaques in front of them. Once you inspect them
all, a chime will sound, telling you a show is about to start. Must be the one
the old man yesterday wanted in on, huh?

Head for area 2 and go through the door upstairs (It's near that green plug-in
point). Netto and Koji will watch the live marine show for awhile. Netto will get
chosen to ride the dolphin! (That has GOT to be a reference to his never getting
laid... >_>) Netto will yell at Kojirou, who thinks the whole thing is wholly
embarassing. After, Kojirou's ready to get the hell outta there. Seems he doesn't
like being around all that water and such. Before leaving the room, check that
green/orange box near the tank's corner for a {Regular Up 1}.

Head for the front of the building. Hey, the old sea guy got in today! Anyway,
once outside, head for the Linear Bus. But before we can leave, some woman screams!
There's pirahnas in the fountain! And sharks in the water! And Koji's worried
about the penguins. Aww.

Head back to the aquarium and into the second room. Head up the stairs for a
cutscene. There's a gator in the penguin pen and Kojirou's defending them with
a broom! Gah! And the manager's in the gator pen... with a gator! Dumbass.


After you talk with the manager, head back to the receptionist being harassed
by a turtle. She's no longer at her post. So go past her desk and down the
stairs. This next room gets you onto the marine show's stage. But a bigass
seal thing is blocking the way forward! So head back and towards the water.
Yuh-oh. The seal's ball is at the bottom of the tank - that ain't good. Netto
wants to jump in, but Rock wants him that the jellyfish are poisonous. That
stops THAT idea.

Head back into the main part of the building, go past the desk and down the
stairs. Netto will notice the girl he saved from Asuta Land's robot dog at
the beginning! She'll teleport around and escape. Netto heads outside after
her, but she's gone by then. But he turns around and there she is on top of
the building!

She points off to the southwest. Netto is briefly distracted by pirahnas, giving
the girl enough time to vanish. When you regain control, head in the direction
she pointed. Back up near the fountain is a Copyroid! I think you know what to
do now. Plug Rock in!

In control of Rock, head back to the show's stage. Take him down the stairs and
into the drink. Grab the ball to trigger a cutscene. Rock will return to the
PET. Now go give the ball to the seal-walrus-sealion-whatsit. Head through the
door now unblocked!

Hey, that grizzled old sea captain's behind this! Big surprise there, eh?
This guy is Captain Kurohige (That's 'Blackbeard' to you and me) and he's
Diveman's operator. After a LONG back-and-forth, Netto plugs rock in to the
Main Computer.

_______________
| Aquarium PC 1 |
---------------
| BMD 1: Life Synchro *
| BMD 2: HP Memory

Run forward and talk to the Program near the gate. Once the conversation FINALLY
ends, plug-out. As Netto, check the ladder leading into the pool for an
{HP Memory} first of all.

Now go plug back in. Make your way past the Life Synchro BMD and grab the
Program on the platform. You have to make it back to safety WITHOUT running into
the sharks that pop up. Nurrr. Take him back to the starting platform. You know
those aquarium tanks we passed by? Take him to the first one of those. He'll
revert to a pirahna.

Time to go find our next fishy friend. Urgh.

Our next Program can be found to the southeast. This time there's a longer haul
back, so don't get stressed if you have to try a few times. Once you get back,
drop him in the first tank. Order is important. If you get him in the wrong one,
you have to fight viruses AND recollect him.

One more, thank the gods.

This one's furthest south of all, near the HP Memory BMD. Be quick when you grab
him and get outta that southern bit, because a shark will patrol the only way out
if you don't. Take him back up and drop him into the second tank. Thankfully,
this is the last one here. The gate will open and we're free to proceed.

_______________
| Aquarium PC 2 |
---------------
| BMD 1: Regular Up 1
| BMD 2: Fast Barrier Navi Cust Part (NCP)

In here, head past the gate and through the warp. Three more tanks to fill. At
least these areas are fairly small.

Our first sharkfood candidate is sorta to the northwest. Go grab him and take
him back. This little fellow goes in the third tank! He's a turtle!

Now then, head back out. Our next buddy is almost directly SW of where we start
from, so just keep going and you'll see his platform. Stick him in the middle
tank!

The final one's to the southeast. Not much else over there, either. Go grab him.
You'll probably need to hop up onto the BMD 1's platform as you go, else you'll
probably have a hard time avoiding the sharks. And, of course, this guy goes in
the upper tank.

You'll want that NCP, too. It's damn useful. It's a blue 2x3 block and can fit
into your NCP as it is. It'll give you a barrier at the start of every battle.

When you're ready to advance, head back across the warp and into Aquarium Area
3.

_______________
| Aquarium PC 3 |
---------------
| BMD 1: HP+50 (NCP)
| BMD 2: High Cannon M

Oh god. Four tanks. *rubs eyes* Well, at least Capcom's getting the annoying stuff
outta the way early. And this isn't the hardest thing ever. You just need to
save (state) often.

Okay, let's get to work. ><

The first one's across an odd little bridge area just west of the first BMD. Go
get him! Yes, a shark appears on the path. But don't worry. It goes in a straight
line. Just duck into the little alcoves and you'll get to the bridge again. From
there, it's a short jog back to the tank platform. Tanks are gonna be numbered
1-4 this time to avoid confusion. Tank near the purple gate is 1 and they go to
the right. Got it? stick this guy in tank #4, all the way at the end. Pengin!

The next victim is next to BMD 2. He belongs in tank #3.

Head southeast after leaving the tank platform and you'll reach Program 3. You'd
think he'd be easy to bring in since he's relatively close, eh? This is true to
an extent, but I had two sharks right on my tail as I got back out into the main
part of the area. So be careful. This little guy goes in tank #1.

One left! He's in the southern part of the area, furthest away. Surprisingly, it
didn't seem that tough getting him safely home. Maybe I lucked out in shark
placement? Anyway, drop him in tank #2, the only empty one remaining. Save.

Why?

Well, you may have noticed little skull tiles. Once before fighting Blastman,
once now. These signify that a boss is coming up. It's a nice little touch, if
a bit unneccessary. Anyway, get ready for a fight!

###########
DIVEMAN.EXE
###########

HP: 500

Attacks:
*1) Twin torpedos will fire regularly, going along two rows.
*2) When Diveman emerges, he'll lob 2 mines from his chest. It'll hit where you're
standing.
*3) Diveman will emerge, a 3x3 area will flash, and he'll use a huge tsunami
attack.

Strategy: Good heavens, look at him! Seems he does have legs, they're just
submerged. Speaking of, Diveman will immediately submerge once the fight begins.
Be friggin' alert, because the torpedos will fire fast and furious. Avoiding
them while tagging Diveman when he comes up isn't exactly easy. Be sure to keep
your distance, as he can bust out with #3 at any time. You're safe on your back
column, though.

You'll get 2000z for winning.

Rock will ring the feeding time bell, thus getting all the animals back to their
own pens. Order is restored, but Kurohige is gone! Head to where Kojirou and the
manager were keeping gators at bay. Kurohige has Kojirou hostage!

Just then, a ball comes rolling in. It's Ginjirou riding that bigass lardbutt
thing! Whomp.

The police haul away Kurohige.

The manager and Ginjirou see the two boys off.

Just then, Kojirou thinks he sees Kurohige! ...But it's just that creepy fat
person who's still lingering from EXE5! When it cuts back, Netto and Koji have
escaped. Seems Ginjirou wanted to leave with them. Good thinking on their part,
huh? Seems Koji took a liking to the penguin after all, though.

Meanwhile, some shady Navi reports in to a mystery person. You can head home and
go to bed when back in control.
________________________________________________
/ V: Hot Links - [Cross] /
-----------------------------------------------

We see a weird dreamlike sequence with Rock running through nothingness. Something
roars. Greiga appears behind him, a ghostly blue hue to it. Faltzer also appears,
its color pink. The Dennoujuu attack Rock, who cries out for Netto to save him.
Netto starts to call Rock's name...

Mach-sensei then wakes him up. And gives him detention. Sorta.

Leave class and you'll get mail from the aquarium's manager. You'll get [Tag Chip]
from him. There will be more info on this crap second pass around or in another
guide, as the concept sounds goofy and dumb to me, anyway. >_>;

Head to the office and talk to Mach-sensei. And look who comes a-saunterin' in!
It's Hinoken, come to kill us! Er... I mean... Yeah. Hinoken seems just as
surprised to see Netto as Netto is to see HIM! Looks kinda weird all dolled up
like that, doesn't he? Anyway, the two talk and Mach-sensei wanders off. Then
Hinoken goes into what's presumably his new office. Guh. Head back to class and..

Gah! It's that girl again! She finally introduces herself as Iris. But before
Netto can get too far with her, Hinoken calls us! Head on back down to his office.
Surprisingly, it's Hinoken who tells us about the Cross System. We'll get a
P-Code from him, too. Go up to the PC behind Hinoken and inspect it. You'll now
be in control of Heatman! Hinoken will show you what you need to do - find and
ignite those four kettle viruses.

Grab the {Fire Punch 1 F} chip and {Suikomi *} in the BMDs nearby.

Get used to controlling Heatman and using his attacks. It's sorta like Liberation
Missions from EXE5. Including that the Navi you control gets his own specialized
battle chip. Heatman's is Heat Breath. Go on, use it. You know you wanna. His
charge shoots flames ahead one and then spreads out.

Now head through the warp portal on the northeast end of the area to get to
Central Area 1! Unlock the block using the P-Code we got, and let's begin our
mission.

Virus 1: Net Cafe - You can't miss it. Talk to it to get into a battle. Now the
point is - raise their temperate to 100-degrees Celsius. You do this with, of all
things, FIRE. Your charged shot, heat-based chips, anything you can think of. It's
not hard. Stay out of these things' way when they blow, because they take out a
nice chunk of property when they go.

Head on in to Central Area 2.

Virus 2: Right near the end. This one's out of charged shot range! Either use an
Area Steal beforehand or just line up some Hell's Burner chips and multi-tag him.

Virus 3: Central Area 3, of course. Back near the Dennoujuu statues. This time
there are TWO of those things! Remember: You CAN kill them just using your charged
shots, but you'll hafta release as SOON as it's charged, and it'll take forever.

Virus 4: Final one, located in Central Area 3, as well. It's near the long
staircase up to the thundercloud. Yup. You'll hafta deal with THREE here. Take
out the one in the back row first. The others are in charged shot reach.

Now talk to Hinoken and you'll get to FIGHT Heatman.

###########
HEATMAN.EXE
###########

HP: 700

Attacks:
*1) He'll throw his hands out and send a slow-moving fire tsunami your way.
*2) He'll summon a flamethrower from behind you. It chars the row you're on.
*3) Heat Breath. He'll launch into the air and smash down on your side.

Strategy: You've played as him, but don't think you know his powers. He'll bust
out with crap he held back when you got to control him. When he uses attack 1,
just move forward when the tsunami of flames reaches you. It'll pass by you.
When he uses attack 2, move up or down. The number of times he uses it in
sequence seems to be related to how much HP he has left, as he only used it
twice at the start, and towards the end, he really kept going with it. Heat
Breath is simply to avoid. It hits in the same cross-shaped pattern it hit in
when you used it. Towards the end, he'll send attack 1 out, then launch himself
before it gets to you. This can get tricky, so be careful.

You get {Heatman H} when you win. Yay! AND you get Link Navi powar! You then get
a tutorial on how to use all of this. When on the Custom Screen, press up to
access the Cross Menu. All Heat chips you use get an automatic +50 boost. Your
buster gets a +1 power boost. And, of course, you're alligned fire. So beware
aquatic attacks. Your charged shot is Fire Arm, which does the same thing Hell's
Burner chips do. There's a pretty gnarly delay on this after you use it, so be
aware of that. Now get the hell outta that school!

Nearby, a group of people are gathered. Kojirou's with, so Netto calls out to
him. Hmm. Custom sprite. That ain't good. There's a...Dance Show? Wha? Koji and
Asuta seem kinda smitten with this girl or something, because they keep friggin'
stuttering. They leave, Netto leaves, and Iris watches on. You get an e-mail
from Hinoken regarding Heat Cross once you regain control. But before going in,
go to Asuta Land! It's FINALLY open!

There's a strange-lookin' Number Trader near the 3-Chip Trader. Speaking of, go
get rid of the billion Reflect Met chips you surely have now. There's a...Program
over there in the corner. He's the Information Desk, basically. Tells you about
the Traders and the Request Board that's nearby.

I'll hafta do a section on that later.

Go talk to Asuta (see him behind the counter?) do get the full list (well... full
so far.)

Gun Del Sol 1 C - 1000z
Air Hockey N - 3800z
Drill Arm G - 5000z
Long Blade M - 6200z
Wide Shot P - 7000z
Django D - 10000z

That's a NICE selection. Especially for those prices! Wanna see what the Number
Trader can give you? You sure? Well, alright! Thanks to Labmaster, here's what
we've got!

87341489 - Full Energy (Sub-Chip)
45566783 - Full Energy (Sub-Chip)
39345472 - Full Energy (Sub-Chip)
79459146 - Shinobi Dash (Sub-Chip)
15511679 - Shinobi Dash (Sub-Chip)
74198795 - Shinobi Dash (Sub-Chip)
59485971 - Untrap (Sub-Chip)
22812406 - Untrap (Sub-Chip)
09000465 - Untrap (Sub-Chip)
98766899 - Untrap (Sub-Chip)
68008194 - Enemy Search (Sub-Chip)
16336487 - Enemy Search (Sub-Chip)
37495453 - Enemy Search (Sub-Chip)
04789479 - Open Lock (Sub-Chip)
99910954 - Open Lock (Sub-Chip)
41161139 - Open Lock (Sub-Chip)
82564319 - Open Lock (Sub-Chip)

19790420 - Buster Pack (NCP)
28271002 - Bodypack (NCP)
32132348 - Rush Support (NCP)
70741543 - Beat Support (NCP)
69548756 - Tango Support (NCP)
12046210 - Rapid Max (NCP)
94305487 - Charge Max (NCP)
37889678 - HP+50 (NCP)
49951337 - HP+100 (NCP)
24823665 - HP+200 (NCP)
54654618 - HP+300 (NCP)
08749780 - HP+400 (NCP)
55031325 - HP+500 (NCP)

77837421 - Spin Red (NC Accessory)
41976910 - Spin Yellow (NC Accessory)
09256524 - Spin Green (NC Accessory)

71757977 - Airwheel 3 O (Battle Chip)
51702791 - Aquaman * (Battle Chip)
69544569 - Bamboo Lance * (Battle Chip)
24616497 - Blastman * (Battle Chip)
97049899 - Blizzard Ball H (Battle Chip)
92070765 - Chargeman * (Battle Chip)
51378085 - Circle Gun V (Battle Chip)
44892547 - Colonel's Army * (Battle Chip)
23722234 - Count Bomb 3 M (Battle Chip)
38116449 - Deathmatch * (Battle Chip)
32310827 - Diveman * (Battle Chip)
57656595 - Django * (Battle Chip)
60884138 - Drill Arm M (Battle Chip)
79814666 - Dustman * (Battle Chip)
30424514 - Elecman * (Battle Chip)
08789369 - Element Wrap * (Battle Chip)
10414878 - Groundman * (Battle Chip)
14212857 - Gun Del Sol 3 W (Battle Chip)
12110031 - Hakushaku * (Battle Chip)
12404002 - Heatman * (Battle Chip)
84387543 - Killerman * (Battle Chip)
88674125 - Mega Boomerang M (Battle Chip)
75641392 - Recovery 300 Y (Battle Chip)
55910601 - Slashman * (Battle Chip)
00297421 - Tenguman * (Battle Chip)
67520179 - TomahawkMan * (Battle Chip)
97403000 - Uninstall G (Battle Chip)

Now go home and head for bed. Seems like something important's happening tomorrow.

________________________________________________
/ VI: Awakening of the Beasts - [Beast] /
-----------------------------------------------

Two Navis discuss the upcoming storm.

Netto will start to plug Rock in, but Haruka cuts it off. Go downstairs and talk
to her. Seems Iris came by! Head for the bird statue just in front of the school
to find her. She seems to think something bad's about to happen on the internet.
Just then, Kojirou calls. Seems something bad IS happening on the internet...

Circusman begins to dance.

Shit, I'd say that's bad. Clowns are creepy as is, I don't wanna see one dance.
Especially one as rotund as THAT clown!

Seems the Navis think that too, because Circusman's dance screws their HP and
causes them all to collapse. What I'm gonna assume is their souls pop out and
that fat banana split sucks 'em all up! It's the Navi version of a Dementor!

Circusman then floats - yes, floats... In there, they all float. And if you
plug-in, you can float, too!

Gah, sorry. I had to. I'm so sorry I had to reference that.

Anyway, Circusman spits the Navi soul things into the giant gaping pit in the
center of the area. In fact, he loogies a LOT of them in. It looks like tubby
butterball reawakened the Dennoujuu! Greiga and Faltzer have been revived! See?
THIS is why you should never trust a clown, they ALWAYS lead to destruction!

Circusman then opens some gate in its body and tries sucking the Dennoujuu in.
Unfortunately, he only captures one of them - Faltzer. But the Net Police show
up before he can try getting Greiga! Greiga does not like waiting and attacks!
Circusman plugs out before it happens, but the Net Police get caught in the
blast!

Head inside and you'll get an e-mail from the Net Police, warning people. Go
upstairs and plug-in! Yuh-oh. Darkened internet = bad voodoo. All the Navis have
collapsed, too. DAMN CLOWNS! Plug-in - Dekao's got an HP Mail waiting. Head for
Central 3, quick! The internet SHAKING as you arrive is a bad sign. Run up past
the Net Police to where Circusman was. You start to battle, but Greiga bats you
away easily. Rock plugs-out.

Head downstairs and talk to Yuuichirou! Ah, he's useless! Go back upstairs!

Rock tells Netto to shut up. He asks why. Rock says he can hear something. Seems
Yuuichirou is hollering about something. He's on the phone, apparently. And talking
about sealing the Dennoujuu. ...Inside a Navi's body. Kinda like Circusman did, I
guess. Why do I not like where this conversation is going? It'd take a lot of
memory to take in one of the Dennoujuu. He mentions Rockman and an [Ekusa Memory].

Rock wants to go back. Plug him in and return to Greiga. A downed Net Policeman
will stop you before you get far. He mentions a few things: Soul Knife, Soul
Sword, Soul Axe, and Soul Gun. He gives us the [Soul Weapon]. We then get a
counter in the upper-right.

Knife x 2
Sword x 2
Axe x 1
Gun x 1

Apparently some funky things are going on. I don't quite get it all, but... See
that red thing? Go up and choose Soul Knife. You'll take out the virus. We've
gotta go drop the rest of the evil spirits now. Near the map here, you'll find
two more. Get on the NE side of them and use a Soul Sword. Now use a Soul Knife
on the remaining one. Head for the Net Cafe. Use the remaining Soul Sword. Then
go to the SE of the three remaining, aim NW, and use the Soul Gun to hit the
yellow spirit on the end. Finally, get in the middle and use the Soul Axe to
delete all three. The barrier forward will be released! You'll also received
{1 Bug Frag} for your effort. Continue on.

Talk to the Net Policeman in Central Area 2 and get a new supply of Soul Weapons.

Knife x 2
Sword x 2
Axe x 4
Gun x 1

Head forward. You'll come across a four-pack of evil spirits. Go a few tiles down
from the three in a row, aim at them, and use the Soul Gun so that it hits the
yellow spirit. Okay? Now, go use a Soul Knife on the single red spirit on the
right. Then turn and Soul Axe the three remaining.

Continue along. You'll see a three-pack on one of the alleyway paths. Knife the
yellow one and Axe the lot.

The next one's another of those damn Tetris-block shapes. Use an Axe on the
two yellow ones, then Sword them all. The path to the end will then open. You'll
get {1 Bug Frag} again.

In Central 3, even more evil spirits have set up shop. Once more, talk to the
downed member of the Net Police to get your Soul Weapons recharged. This time, we
get:

Knife x 3
Sword x 4
Axe x 4
Gun x 2

This area also introduces blue spirits. If red is level 1, and yellow is level 2,
then blue is level 3. Got it? Blue takes three hits. Soul Gun the blue one nearby.
Twice. That's right, use all of them on him. Then Sword him and the red spirit
behind him. Take out the neighboring red spirit with the Knife.

On the right is an L-shaped block. Sword both yellows. It'll fully delete one
of them. Now go around and Sword the remaining reds.

Nearby, another L-shaped sort of block. Sword the yellows. Knife the neighboring
red. Then Axe the two you initially Sworded.

Continue around to the three in a row. Axe twice then Knife the remaining red.
The final flame barrier will open. You'll get yet another {1 Bug Frag}. Now then,
Greiga's right there - go over to it!

Rockman isn't going to fight Greiga...he wants to absorb it! Yuuichirou calls
in and addresses Rock by his true name. Netto even gets in on it with a
'Saito-niisan.' Rock says goodbye to Netto and begins to install Dennoujuu Greiga!
He succeeds...but he's down for the count.

Back on Netto's HP, he pleads for Rock to open his eyes. But the massive task of
asborbing Greiga has taken its toll on poor Rock. His body is trying to deal with
the huge amount of power it just took in. Iris e-mails Netto and mentions something
about [Iyashi no Mizu] which...seems to translate to [Evil Water].

You'll get an e-mail from Asuta and Kojirou, as well.

Well, we need to get to Seaside Area 3...but Rock's down for the count. What
can we do?

Well, don't we know someone whose Navi we can borrow?

Head to the school. Talk to Hinoken, then inspect the nearby computer to plug-in
with Heatman. We're about to dive headfirst into an area filled with water viruses.
This oughta be fun. Head for Central Area 3. Seems the Navis online are still out.

Uh-oh. Seaside Area 1's looking pretty gnarly, isn't it? But we took in Greiga!
What's going on? Could Circusman be unleashing evil spirits now? Talk to the fallen
Net Policeman. Heatman gets equipped with Soul Weapons now.

Knife x 4
Sword x 4
Axe x 3
Gun x 3

Head around and Sword the red/yellow duo in the first four-pack. Sword the next
two.

Leave that blue spirit there and head along the Bottom Spiral. Get between the
two yellows and Axe once. Now Knife the remaining reds. Go back to the center.
Gun the blue from behind for an instant kill.

Kill the single red along the path into the Top Spiral. Turn and shoot the yellow
one in the back for another instant kill. Continue around and through the warp
to the lower platform.

Sword the back two twice. Now Axe the three remaining in the back. The dark flame
will fall and we'll get {3 Bug Frags} this time. Head back to the bottom spiral,
near where we dropped those two yellows.

There's still a purple gate blocking the way forward. Thankfully, all it needs
is a [Train Arrow 1] chip. Should have plenty of them by now, eh?

________________
| Seaside Area 2 |
----------------
| BMD 1: Panel Return *
| BMD 2: Vulcan 2 D

Nearby Net Policeman for the reload!

Knife x 3
Sword x 3
Axe x 3
Gun x 3

Lotta threes. There are two nearby blues, but look at how many conveyor tiles
are here! Buh. We are NOT attacking them from the front. It's all about
assassination here. Head southeast. Snipe the blue spirit in the 3-pack, then
unlock the nearby security cube for 100z. Axe the two remaining, then Knife the
last one.

Continue north. Gun the sole red. Use a Sword on the red/yellow combo. Then
Knife the remaining red. Sword the two yellows for an instant kill.

Make your way around and Gun the red in the back from across the conveyor belt.
Get behind the blue and use an Axe. Take out the remaining red with a Knife.

Now go down and Sword those two blues from earlier in the back. The flames will
fall! You'll only get {1 Bug Frag} this time. The purple gate here demands a
battle of you! It's a 3-in-a-row battle, so be aware of that.

Head on through to our destination!

________________
| Seaside Area 3 |
----------------
| BMD 1: Regular Up 2
| BMD 2:
| PMD: Wide Blade B
| YMD: Blastman SP B

NetDealer
---------
HP Memory - 2500z, 5000z, 7500z, 10000z
Bamboo Sword W - 4200z
Recovery 80 K - 3000z
Barrier 100 H - 3800z
Count Bomb 1 H - 8800z

Hey, a Net Policeman NOT down. Talk to him for a refill, anyway.

Knife x 3
Sword x 5
Axe x 4
Gun x 3

Get behind the Net Policeman and Gun the yellow in the back. Then Knife the red
NW of him.

Head southwest, being careful to avoid the conveyor tiles. Sword the yellow from
the side, then Knife him to finish. Sword the blue in the back for instant death.

Hug the southwest wall and hit the conveyors at the lowest point so you can
continue southwest. Once again hug the SE wall and hit the conveyors. You'll hit
the friggin' motherlode.

Sword the yellow/red duo, then knife the remaining red. Get behind the blue and
Axe. Sword two of the reds and Axe the remainder. Now make your way back to the
blues at the start. You should have 1 Sword, 2 Axes, and 2 Guns remaining.

Get on the conveyors nearby so you can Gun the middle of the three blues. See
the spot? On your way back, Gun another blue in the back. The closest one. In
other words, shoot so you can get behind the other one. Now get up behind the
remaining blues and drop them from behind. You'll have one Soul Weapon left over.
You get to pick how to finish things here. You'll get {1 Bug Frag} for finishing.

The double flames drop. Make your way back over to where the motherlode of evil
spirits were loomin'. Inspect the Bigass Faucet. Heatman will attain some of this
so-called [Iyashi no Mizu/Evil Water] stuff.

Uh-oh. Circusman dropped by to play. He unloads viruses for you to play with!
Once you smite them, Circuman gets outta there. Plug-out, then plug-in again.
It's faster than walking back to Netto's homepage. Go up to Rock and inspect him
to administer the voodoo juice.

Uhhh-ohhh...

Well now we're in TROUBLE! Rock's awake again... but he's not exactly feeling like
himself. Juuka-Rockman lets out a net-shaking roar. Yuuichirou tells Heatman to
get the hell outta there, but Heatman stays. Juuka-Rock lets out another roar.
And then I guess Heatman bitchslaps him or something. Whatever he did, it reverts
Rock from Beast Out form and back to normal. Annnd then he collapses again. D'oh!
Heatman then plugs out, as he's pretty torn up at this point.

Days later, Rock's back. He overcame the Dennoujuu.

The next day, Netto wakes up on his own. Yuuichirou e-mails us then, basically
telling us of the benefits we get by having Greiga within us. And then, you guessed
it, we get thrown into a tutorial.

See the button pointed out? Thassa Beast Button. You use it to Beast Out. This
will invoke the Juuka-Rock form that Heatman bitchslapped. Now watch the Kokoro
Window. We get three turns like this. On the fourth, if we hit the Beast Button
again, we go into Beast Over. Rock goes completely out of control, moving and
attacking on his own. The only input you get is the chips you send him that
turn. Once Beast Over is done - it's a 1-turn deal - you reach your limit. The
Kokoro Window shows an exhausted Rock. Your hit points will drain, your Buster
falls to 1/1/1/, and you cannot Cross with anyone. So use Beast Over wisely.

Just try it out. Hold down B and witness the badass power of your Beast Buster.
Use some battle chips!

After the tutorial, Kojirou stops by! And he isn't bringing good news. Circusman
has been spotted again!

You get an e-mail from Yuui detailing Beast Out features again. Go plug-in.
Yaito's sent your HP mail, if you wanna read. Head for Central Area 3. While you're
on your way, play with your new powers a bit. Beast Over and see what happens.

You may notice that, after using Beast Out and, say, killing viruses in one turn,
your Kokoro Window will read a '2' next time you enter battle. It'll drain down
like that until you go through a fight WITHOUT using the Juuka System. The count
goes up for each battle you DON'T use it. Got it?

Once in Central 3, head for the statues. It's time to get revenge on that damned
clown!

#############
CIRCUSMAN.EXE
#############

HP: 700

Attacks:
*1) Two hands will appear on the column you're on. They come together in attack.
*2) Circusman summons a hoop through which an animal will come flying from.
*3) He'll come over to your side in an odd form.

Strategy: His attacks come FAST, so watch out. The quickest and EASIEST way to
beat him is to Beast Out at the start of battle and just use your Feather Shoot
to eat away his hit points. Watch out for that third attack. If he lands the
big top on your melon, you're in for deep hurting. In addition, if he has a
desperation attack, I didn't keep him alive long enough to see it.

You'll get 3000z for winning. Plus the pride in knowing that you just beat a
clown up.

Circusman's operator will report to that same mysterious figure that we 'saw'
earlier.

________________________________________________
/ VII: Iron Chef - [Faran] /
----------------------------------------------

Netto's in school. There's a banner for some World Fair going on, and the kids
are gathered. Then the two idiots try working out a word...and getting it all
wrong. Kojirou and Netto start to dash away when someone calls out to them.

Unique sprite warning - operator ahead.

Watch EXE Beast? Then you know exactly who THAT girl operates. Pakuchii Faran is
her name. Cooking is her game. She came from Ajiina to Japan for random cooking
reasons. Anyway, once Faran leaves, we're free. Head for home, plug-in, and hit
up the Net Cafe.

Oh, and uh...Chip Order in effect at Asuta Land. >.>

Dekao and Meiru have left you mail in the usual spot. You get a {RollV2 R} chip
in Meiru's, so you might wanna stop off to check in.

In the Net Cafe, talk to the yellow, female Navi. We need to find a "Dennou
Ashika" ... Annnd Ashika means Sea Lion. So... we gotta find a friggin' sea lion
on the internet? Nurrrr...

Head to Seaside Town. Go into the aquarium and behind the reception desk. There's
a man in the next room partially hidden. Say yes to his virus busting challenge
and you'll get 5 Bug Frags.

Now continue on to the Main Computer - the one where you had to save fish
Programs from sharks. There's an aqua-colored Navi here. He'll give you another
fight. You'll get a Charge +1 NCP for your troubles!

Now plug-in to that glowing, green screen to get to the aquarium's HP and talk to
the yellow and pink twins like we saw in the Net Cafe. The next clue is "A fish
that can't swim" - well, that taiyaki stand is a pretty good place to check. It's
outside the aquarium, next to the stuffed-animal stand by the fountain. Inspect
it - you can plug-in. Grab the {White Capsule *} battle chip and {Open Lock}
Sub-Chip in the BMDs, then talk to this set of twins.

After that, plug-out and head back to Central. Go to class 6-1 at school and
inspect the bug jar things the kid is staring at. Then talk to the kid himself.
Now go over to the right side and inspect the camera. Plug-in! Grab the 3000z and
{Jungle Land} NCP from the BMDs, then talk to the girls. You'll get an {HP Memory}
for all your running around! And a new folder! Plug-out. We get an e-mail then and
after, Rock says we need to go to a place called Green Town. Head to the Linear
Bus. You now have two options.

Seaside on the left
Green Town on the right

Got it?

Ooh, lookit. It's all leafy and stuff. Saloma would love it here.

There's a statue you can plug-into here. It has a {Regular Up 2} and 2400z in
BMDs.

Sub-Chip Dealer sellING:

Enemy Search - 7000z
Shinobi Dash - 500z
Untrap - 800z

Yay, Untraps! Bit PRICY, but...

Also, near him is a shady character in a cloak and hat. Hmm...I don't buy it.
Head up the stairs by this person and you'll trigger a cutscene. The cloaked
figure tells you to stop, then comes up to you. Jerkman tries ordering us about.
We don't listen. Naturally!

...Annnd then we trip an alarm. God dammit, what's WITH this place?! Oh look,
deathbots. Eventually, the manager of the aquarium comes in and stops the bloody
rampage. He'll talk for a LONG time and give you key item [Masakari] which
references something being in full bloom or somesuch.

Plug-in to the nearby machine.

____________
| Green's HP |
------------
| BMD 1: HP Memory
| PMD: Black Bomb F

Sub-Chip Dealer
---------------
Full Energy - 1000z
Open Lock - 4000z
Untrap - 800z

*clears throat* CORN VIRUSES! Man, I got a Corn Shot from the Chip Trader when
Asuta Land first opened. Lemme tell ya, that stuff's awesome.

As you can see, there's a lot of...wood here. Break out Heat Cross as you see
fit. Roast some bees and corn! Talk to the aqua-colored Navi before you leave,
else Rock won't LET you.

______________
| Green Area 1 |
--------------
| BMD 1: Spread Gun 2 C
| BMD 2: HP+100 NCP
| PMD: Bamboo Lance W

NetDealer
---------
HP Memory - 4800z, 8400z
Custom1 - 4600z
Mega Folder 1 - 3000z
Float Shoes - 3800z
Search Shuffle - 6000z
Attack +1 - 2000z
HP+200 - 4200z

Mmm, NCPs.

Eww, portal area.

One set of portals leads over to one of those weird Jell-O Xmas Trees and a warp
to a Jiten HP. There's a {Yoyo *} and {Sub Memory} there in BMDs. So get those.

The path to the PMD is via the northwesternmost portal (upper-left) shortly after
you enter the area.

Okay, um... Yeah. Portal your ass around until you reach the center of the area.
>< After that, head down the stairs on the left. This'll let you reach Central Area 3!
The right set of stairs lead to a gate that needs the [Houritsu no
Chishiki] or Law of Knowledge. The hell that is.

Well, after inspecting the Law of Knowledge gate, Netto starts babbling about
a Program-kun's head. Hmm, lesse here. Okay, back to Green's HP. Talk to the
Program, then to the aqua Navi near the other two. He seems to make you pay 1000z
for something or another. But the other two Navis wouldn't talk to me until after
I did it. Talk to the green Navi next. He'll tell you to, apparently, make a
Program-kun MAD or something.

And this is somehow the answer to the Law of Knowledge. >< Nurrr logic nurrr.

______________
| Green Area 2 |
--------------
| BMD 1: Rapid +1
| Gate BMD 2:


Run forward and look at that map. Look at that map. LOOK AT THAT MAP.

Oh my god, why do I write these each year?!

Okay... Follow me here. I've been writing almost 12 hours straight as of this
moment. I'm exhausted. I'll fix anything on the second pass.

Get to the Net Cafe here. The green Navi will give you the [Kyoka Data].
Firebrand? Okay. Whatever it is, I'd say it burninates something. Plug the hell
out. Head for the security thing we stepped through earlier.

The manager will call us over and... unique sprite alert. I'm thinking he calls
himself Roppou, but that's just going on kanji alone. Netto wants to call
him Kenji. I agree. Anyway, after the talk, go into the courtroom. Talk to
everyone, then head to the front to trigger a scene.

Netto tries getting...I'm guessing the judge's...attention. Then there's a
blackout! Then the damn deathbots act up! Then there's a flash of light and the
cloaked figure from earlier saves us! Then the Kenji guy pops in.

Ahh, that's why we're here. Kurohige's trial! Netto gives his testimony in front
of the court, nervously. Then a deathbot comes to haul the Cap'n away. If you
aren't thinking something fishy's up here, you haven't played enough EXE.
You then get an e-mail about Faran.

Head outta the courtroom.

You'll find her nearby, with some books set up. She'll ask two questions. Answer
yes to both. There will now be Dennou Cooking. Talk to the big, electronic book
nearby to gain control of your next Link Navi - Slashman.

We must apparently find 80 grams of cooking ingredients. Nurr.

Head northeast to see...Digicabbage WHAT? Basically, you have to input the
directions shown. Slice up one of those cabbages perfectly for 40g. And that's
how we do Dennou Cooking.

In battle, Slashman's special chip is R (Rolling) Slash. His charge shot brings
out a trio of kunai. If you're on the middle row, they hit all rows. Head through
the portal at the top to get to Green Area 1.

Here, we need 120 grams of stuff! While you're over here, let Slashman tear up
that damn Jell-O tree! HP+100 NCP get! The A and B buttons are incorporated into
the cooking commands.

Carrots are the speciality here. Perfect cooking means 40g in the pot! Get three
carrots perfect sliced and diced and we can head on to Green Area 2!

In Area 2, we need 160 grams of stuff and ...You know, I dunno if those WERE
carrots, because there's white one

Edited by Elk on July 1, 2006 at 19:38:41.


In memory of .hack//Chat I say one last time: "Let's meet again sometime, in that place we love to go. The Root town of Mac Anu!"
.... .hack//kyat....we miss you dearly

Inactive
330 posts
Quote

Quote:
Originally posted by Mr.Mettaur
The Django sidequest isn't included in the American edition of Battle Network 6, thus rendering the bat key useless.

I don't have the American edition, I have the English edition but you might have it.
Oh yeah while I'm here I will also say that Elk's Walkthought is from gameFAQs, But probably it's Elk,in which he made it or he borrowed it from gameFAQs (and Its one of the Best walkthought I have ever read ;))


"I worship the Supreme Comrade Cossack!" yeah, I passed the n00b test.

Poor Hardman.


Tri-Edge
Bobo
Offline
590 posts
Quote

Crap I forgot to say I didnt make that, sorry for not explaining it, I decided to find a walk-through for you guys so I looked everywhere. No it wasnt from Game FAQs it was from somewhere else.


In memory of .hack//Chat I say one last time: "Let's meet again sometime, in that place we love to go. The Root town of Mac Anu!"
.... .hack//kyat....we miss you dearly

Mr.Mettaur
Superstar!
Offline
1396 posts
Quote

The walkthrough cuts off after "Rescue Rockman!" I have no use for the walkthrough but I thought I might point it out.

Tri-Edge
Bobo
Offline
590 posts
Quote

Well I looked at it and said to myself "You know what, Im getting a better one" so I did, I completely overwrote the old one with this other one, you may or may not like this one better.


In memory of .hack//Chat I say one last time: "Let's meet again sometime, in that place we love to go. The Root town of Mac Anu!"
.... .hack//kyat....we miss you dearly

Morphman
Niz-Da
Inactive
2647 posts
Quote

SO... BIG.

You could at least have left out the NON-walkthrough parts. @_@


Image
All hail the Supreme Comrade Cossack!

Tri-Edge
Bobo
Offline
590 posts
Quote

It looks like there is more to it...I cant seem to put the whole thing in one post. anyways here is the last of it....I hope.

(Continuation to the walk through)



Radishes maybe. Just flay
that crap! L and R buttons are now a part of the commands. 4 perfect scores and
we're done.

After you're done, you'll plug-out. Talk to Faran to get into a battle with
Slashman!

############
SLASHMAN.EXE
############

HP: 800

Attacks:
*1) Slashman shoots over in front of you and slashes the column in front of him.
*2) He'll use Rolling Slash on you.
*3) He'll use his kunai charged shot on you. Multiple times in a row. Note that
it will only be two at a time, not three.

Strategy: The new Blues? Could be. He has Shadowman's trails, too. When he speeds
up, he's about to attack. The hardest thing to avoid is the Rolling Slash. You'll
surely get hit by the first attack, but the third's easy to avoid. The easiest
way to win, obviously, is to Heat Cross. Slashman's wood-alligned and thus weak
to fire.

You'll get {Slashman S} when you win. Plus you can now officially Link Navi with
him! That's Slash Cross! You'll get an e-mail from Faran about Slash Cross soon.

After that, it's finally time to head home. It's been a long day. Unfortunately,
it isn't quite over yet. As soon as you step off the Bus, Yuuichirou calls out
to you. Thankfully, it's nothing important. Head inside and go to bed.

________________________________________________
/ VIII: Law and Disorder - [Judge] /
----------------------------------------------

The next day, special maintenance is mentioned and Netto falls asleep in class
again. When he wakes up, there's some odd noises coming from the locker behind
him. After class, we get an e-mail from Haruka.

Yuuichirou's been arrested.

Head home and talk to Haruka. She mentioned something about someone hacking
Green Town's Judgement System. Y'know, the stupid digital judge thing. Netto asks
where Yuui is now, she says he's been taken to Green Town. So that's where WE
need to go!

Once there, head into the courtroom. The sentence gets passed and a deathbot
starts to tote Yuuichirou away. Rock smells a rat and I do too. Yuuichirou isn't
smart enough to do anything sneaky, for one thing. Speaking of rats, head up the
side of the room and look at who's there. That creepy Kenji guy. But he does give
us something that loosely translate to [Case Files] (Jiken no Shiryou) so...

Netto has no idea what an alibi is, so he asks Rock. The crime was committed at
4 yesterday... but THEY were with Yuui at that hour. So now our job is basically
to get people who can vouch for Yuuichirou being around at the time of the
hacking. Rock suggests that strange dude in the cloak. I concur! Head back to
Central Town!

Anyway, we need to talk to people who might have seen or had contact with Yuui
at 4 yesterday. When we got off the short bus, he was comin' outta the school,
so that's a good place to start, eh? Go in and talk to Mach-sensei. But that
lead's no good. The blackboard maintenance took place before the hacking did.
Near Mach-sensei, plug into the board right in front of him. Grab the {Enemy
Search} Sub-Chip.

While you're here, plug-in to class 1-2's blackboard. You couldn't before. You
can find a {White Capsule *} and an {HP Memory} in BMDs. Also there is another
one of those evil-looking punk Navis. For 2000z you can get a [Battler Card].
This allows you to gain access to Virus Battler. See the post-game walkthrough
for more on this.

Go check out the green blackboard in the office for a {Charge +1} NCP and
a {Regular Up 1} in BMDs.


Now then, go to 6-1 and plug-in to the camera. Go up to that funky machine and
inspect it. Viruses will pop out! After a LONG back-and-forth, a Program will
float up to Rock. After even MORE talk, we get to see a playback. Kojirou walks
in, followed by a securitybot. The lights go out when the bot inspects the locker
that Rock thought was making odd noises. Looks kinda bad for ol' Koji, doesn't
it?

Go inspect that locker! Mach-sensei comes in and accuses Netto of swiping the
robot. And then more talking. Next, go to the office and plug-in to the main
PC. Y'know, the one where we fought Blastman.

Head for the actual spot Blastman was sitting and inspect the giant face-looking
thing there. We get another video playback. Sure enough, there's Yuui! Later that
day, no one's around. At least, no one until Kenji enters. We get the robot's
[Vision Data]. Plug-out and get back to Green Town.

Go into the court building and talk to the man standing in front of the courtroom
doors. After speaking with him, head to the right and into the side door usually
guarded by a copbot. The bots seem to be administering shock treatment to him.
Ouch. The nearby jailer dude can't do anything. So, as usual, it's up to us. Nurr.

Head past him and into the open cell. Plug-in to the chair! Grab the {Full Energy}
Sub-Chip in the BMD and the {Ojizousan O} in the PMD.

Now plug-out and head into the Court through the jail-area's door. Kenji's
lingering around. Unfortunately, he has control over the cyberjudge and THAT
thing declares you guilty. So a league of deathbots swarm the room! And not only
there - they're terrorizing Central Town, too!

After you regain control, head through the side (blue) door usually guarded by
that old man. The brown door nearby is locked, it seems. We need the password
to gain entry.

Go back into the main building and plug-in to the Green HP. Talk to the aqua Navi.
He'll give you a three-digit number (153 in my case). Input this to gain access.
Once inside, head around and climb the ladder. This will get you to the cyber
judge's tree platform in the center of the courtroom! Netto will converse with
Kenji, who's still hanging around.

________________
| Judgement PC 1 |
----------------
| BMD 1: Coming Load *
| BMD 2: Fumikomizan L

Rock's hearing things. Okay, this area's kinda odd. Basically you have to walk
over all the buttons to pass... But you can't get stuck. Screw up and you get
waffled for 100HP and get thrown back to start. That's not a good thing. You
can hit L to look around.

Head forward and you'll encounter your first button puzzle. Now once you step
on a brown tile and make grass sprout, you cannot step on it again, else you'll
lose 100HP and have to restart, so be careful. Here's a guide. [S] is the starting
place and [G] is the gate. ^ is up, < is left, > is right, and v is down.

[_][G][<]
[>][>][^]
[^][<][_]
[S]

Head forward and grab the BMD, then continue on to the second button puzzle.

[G][_]
[>][^][v][S]
[>][^][_][v]
[^][_][_][v]
[_][^][<][<][<]

After that, head forward and take the long way around to get the second BMD.

The next button puzzle's right around the corner and fairly long.

[_][G][_]
[_][^][<]
[>][^][_][v][<][_][_][_][_]
[_][^][<][<][<][^][_][_][_][_]
[S]

And that's the end of area 1. Simple, isn't it?

________________
| Judgement PC 2 |
----------------
| BMD 1: Yoyo N
| BMD 2: HP Memory

It doesn't matter which path you take leading out, so long as you aren't an idiot
and come right back to start. Anyway, the first button puzzle's up ahead.

[>][G][v][<][<]
[^] [>][v][^]
[^] [v][^][<]
[^][<][<][<][>][^]
[S]

When you reach the next junction, hit L so you can see the path you need to take
to the BMD. Continue around to reach the next button puzzle.

[>][G][_]
[>][>][^] [v][<][<]
[^] [v][<][<] [^]
[^][<][<] [>][>][^]
[_][S][^]

Now just continue yourself up the narrow path to the fourth button puzzle.

[_][_][_] [G] [v][<][<]
[>][>][>][>][^] [v] [^]
[^] [v][<][<][<][<] [^]
[^][<][<] [>][>][>][>][^]
[S]

Now head on to area 3.

________________
| Judgement PC 3 |
----------------
| BMD 1: Regular Up 3
| BMD 2: NCP Expansion Memory

Final area. Pay close attention to the multiple paths leading out of the starting gate.
Don't take the third. In fact, to make things easier, take the rightmost
path. Head up and into the first puzzle.

[>][G][_]
[>][>][>][>][^] [v][<]
[^][_][_][_][v][<][<][^]
[^][_][_][_][v] [_][^]
[^][<][<][<][v][>][>][^]
[S]

Go through the gate and right into puzzle 2.

[G][<][<][<][<][<]
[>][>][v][_][^]
[^] [v] [^]
[^][<][>][>][^]
[^][<]
[S]

This one isn't as difficult as it looks. It's just LARGE.

[_][v][<][<]
[v] [^]
[v] [^][_]
[v] [^][_][_][v][S]
[G] [^][<][v][<]
[>][v] [^][v]
[^][v] [^][v]
[^][>][>][^][v]
[^][<][<][<][<]


And now save, because there's that skull gate. But who could we be fighting?

...Colonel?

Not good - Colonel's jumped ship and is workin' for the other team now! You'll
live to regret this! After a long talk, Colonel charges, there's a flash of
light, and... ...Colonel is stopped in his tracks! But how? Another flash of
light! Colonel isn't liking this. He plugs out, leaving his buddy Judgeman there
to deal with us. As expected, Kenji's the operator for him. So what about Colonel?
Hmm... oh well. No time to think about old allies becoming new enemies, we've got
a fight ahead of us!

############
JUDGEMAN.EXE
############

HP: 800

Attacks:
*1) He'll shoot out some kind of electrical whip along one row.
*2) Judgeman summons a few Monster Book of Monsters to chase you.
*3) Judgeman summons a blue book. If you attack it, it attacks you.

Strategy: Judgeman always comes up to his frontmost column to use attack 1, plus
the ground will flash before he uses it. Easily avoidable. I swear, his second
attack looks like that book from the third Harry Potter movie. He'll summon two
of them and they'll slowly home in on you, so watch out. You CAN destroy the
books. The third attack acts like Gateman's gate from EXE2, sort of. Only this
one attacks with random virus attacks. I've had it shoot bubbles, use Golem Punch,
and use a Fire Arm-ish attack. It eventually goes away, but it's definitely
annoying while it's out. You have to watch and avoid its attacks while keeping
mind of Judgeman's movements.

You get 4000z for beating him.

Rock runs up and fixes the computer which, in turn, fixes the guardbots. Nearby,
the cloaked figure watches on. Later, Kenji is found guilty and is presumably
hauled off. Kojirou, meanwhile, is made to stand in the hall with a bucket of
water on his head as punishment.

Meanwhile, some dude with bad teeth comes up to...Barrel? Yup. That ugly, yellow
jacket is unmistakable. Seems Barrel wants the WWW to revive or somesuch.

Back at home, Netto watches TV. You then get an e-mail. Actually, it's two, but
only one is important. The first mentions an 'An Electel' ...I'm taking a stab
at that since the kana is Erekiteru. Anyway, '-sensei- is attached. Ereki-sensei.
Elec-sensei. ...God dammit.

________________________________________________
/ IX: Darkened Skies - [SkyTn] /
----------------------------------------------

So yeah. Hey, Asuta Land has two new chips in for sale:

Full Custom * - 7800z
Number Ball N - 12600z

Head over to the Linear Bus. You now have a third destination. The list is now
as follows:

Seaside | Green Town
Sky

We want to go to Sky Town. Unique sprite alert - the broad in the yellow dress
and purple hat. She introduces herself as An Electel, in fact. She mentions
Elec Operating. Head down the stairs nearby. Plug in to the thing that looks like
a battery pack. This is the Elevator PC and it has a {Rapid +1} NCP in a BMD.
Also, you're gonna start encountering electric-type viruses. So remember to use
Slash Cross if things start getting sketchy. Wood > Elec.

Talk to the manager-type dude before trying to use the elevator.

Once in Sky Town proper, walk around and plug-in to the fan thing. There's 1600z
and the {Oil Body} NCP in BMDs there.

The next plug-in point is a cooler. A {Regular Up 1} and a {Color Point *} chip
are in BMDs here.

There's a heater near the cooler. Plug-in there, too. You'll net a {Charge +1} NCP
and 1000z in BMDs.

Yup. That light-lookin' thing can be plugged-into, too. Inside, you can buy an
item called [Rush Food] from a sketchy-looking Navi for 3000z. Do so, because you
KNOW it's gonna come into play sometime. Grab the {Bug Frag} and {Regular Up 1}
before plugging out. This is actually called the Shower PC. Grab... oh, two
'cans' of Rush Food if you've got 6000z laying around. Why? Because there are
two really nice shortcuts you can make with them - you'll thank me for at least
one of them.

Once you're done pillaging Sky Town of its goods, head inside the building. This
is the Operate Room. Hey, Koji's here. Go inspect those airtank things down
southwest for an {HP Memory}. Then plug-in for {3 Bug Frags} in a BMD and a
{Bug Shuusei P} in a PMD.

Now plug into the thing displaying the world map. In here you'll find a {Regular
Up 2} and 3000z in BMDs.

When you're done, talk to the aqua Navi standing at the top of the stairs. A lot
of talk happens. Basically, we gotta find something called Weather-kun. Head into
the nearby elevator.

Another unique sprite warning! The kid looking like a pallette-swap of Captain
Harlock! Another one's nearby - the captain-looking guy. Inspect the Weather-kun
compy for an [Amagasa] or 'Rain Hat'. >_> WELL WE CLEARLY DO NOT NEED THIS AS
WE WILL NEVAR GET LAID.

*ahem*

Head southeast and past the girl to go outside. There's a partially-hidden
Sub-Chip dealer behind the next elevator.

Full Energy - 1000z
Open Lock - 4000z
Shinobi Dash - 500z

Head through the elevator - there's a 10-chip trader there! Head on up the
stairs. Somehow, we're below the platform we were on earlier. Go over to the
satellite dish and plug-in. This is the Sky HP. Talk to one of the Programs here
for a Sky Banner. Now you can get here from Netto's HP.

__________
| Sky's HP |
----------
| BMD: Vulcan 3 A
| PMD: Self Recovery (NCP)

Talk to one of the Programs to get a banner back to Netto's HP. It's the most
useful out of all of the banners you can get. Head out the other end to get to...

____________
| Sky Area 1 |
------------
| BMD 1: HP+100 NCP
| BMD 2:
| PMD: Spin Blue

NetDealer
---------
Bubble Wrap Q - 24 Bug Frags (BF)
Stealth Mine S - 30 BF
Poison Seed P - 48 BF
Steal Revenge Q - 65 BF
Neo Variable N - 80 BF
Bug Rise Sword V - 100 BF

Whatcha wanna bet that Central Area 3's bigass staircase leads to somewhere here?

We need... a Victory Card. Head forward and, at the crossroads, go NW for the
first BMD. NW leads to Sky's Net Cafe. At the far end is a Net Police-lookin'
Navi. Talk to him for a virus battle. It's a triple set. But once you win, you
get [Victory Card A]! Head back to the crossroads and go down the SW set of
stairs.

There's the map, so take a look. Confusing, huh? Thankfully it's not too large.

If you want to blow some bug frags, there's a dealer just up the NW stairs. There's
some nice stuff, including Giga Chip 'Bug Rise Sword'...but it's the most
expensive.

Go SW down the nearby stairs and make your way SE then NE to get to another
Net Police-looking Navi. This time you'll get in a five set battle. For winning,
you get [Victory Card B]. Head up the nearby stairs and you'll get to the exit
leading to:

____________
| Sky Area 2 |
------------
| BMD 1: Regular Up 3
| BMD 2: Mega Cannon S
| BMD 3: Django V2

Head forward and up the large staircase. Check the map. The area's got a lot of
access points, huh? Take the SW path to get to a warp. Make your way through this
next area and go through the next warp. Make your way past the exit gate and
down more stairs to reach the next Net Policeman. After a grueling 10 set battle,
you get [Victory Card D].

Head back over to the warp portal. But instead of taking it, go across the
one-way tile to get to the next virus busting challenge. After a 5-set battle,
you get [Victory Card C].

Use your Rush Food on that dog bone tile. See how that works? Now you have a
shortcut! Go down the stairs and talk to the aqua-colored Navi for a cutscene.
You'll fork over your four Victory Cards and get [Vacuum Data] in their place!
Now we can suck up some damn clouds! Kojirou and his Navi didn't fare so well.
Rock tries stopping an argument between them.

Shortly after Kojirou's Navi leaves, and the aqua Navi mentions the Ura Internet,
you call a call. Kojirou needs help! Head up the nearby stairs, across your
Rush Road path, across the one-way tile, and through the gateway.

________________
| Ura Internet 1 |
----------------
| BMD 1:
| BMD 2:
| PMD: Murasama Blade M

Ahh, the Uranet. And what a waffle of pathways it is! Head northwest. You'll
find a path through. You'll get to a big platform. At the NE end is a Sub-Chip
Dealer, of all things.

Full Energy - 1000z
Enemy Search - 7000z
Untrap - 800z

You've probably seen that gnarly Dennoujuu statue over <-- thataway, right? Well,
that's where we need to get. Head back to the waffle path and take a one-way tile
to the east to find a warp portal leading to some personal PC. The second NCP
expansion is here in a BMD! There's also a PMD in there with a {Fumikomizan B}.

Head back to Ura 1 and make your way north. When you get to the platform with
the PMD on its westernmost tip, head northeast. You'll see a wide staircase
nearby. Go up it and you'll reach Kojirou's Navi and the gnarly Dennoujuu
statue.

Yuh-oh. A gang of punk Navis. They seem to be the ones who shanked Koji's Navi!
And it seems they're a Dennoujuu Cult of some weirdass sort, because they try
to extract Greiga from Rock's body! Koji's Navi scrams while he still can,
apologizing that he was useless.

The Cult seems unprepared for the sheer power they start to feel. Juuka-Rock
emerges on his own. But Rock overpowers it and collapses promptly afterwards.
Crap. Rock's down again - we need... we need someone to get us back there to
help. Looks like it's Link Navi time again!

Head for Green Town. Take control of Slashman - he'll be more useful than Heatman.

Make your way to Central, then up the long staircase. With the Vacuum Data, we
can suck up the cloud blocking the way back to the Sky Area! Once you get there,
slash up that Jell-o tree and talk to the brown-ish Navi for the NCP [I'm Fish].
Now then, head for Area 2. Once there, head into Ura 1 and to Rock. The Cult
didn't move him, thankfully.

Unfortunately, he Beasts Out right when he wakes up. Juuka-Rock lets out another
net-shaking roar, there's a flash of light... and normal Rock is down again. This
time, a Navi in a blue cloak stands behind him. The Navi speaks to Netto then
plugs out. Slashman and Rock plug-out. This hasn't been a good day.

________________________________________________
/ X: Weather or Not - [Elmnt] /
----------------------------------------------

The end of another school day. Kojirou's feeling pretty guilty. But the boys
cheer him up, so that's good. Head outside and... oh lord, now what? It's
mighty dark out, isn't it? And just as strange as the darkness was, it's even
stranger when it lifts. But then it friggin' starts snowing! Then the snow
stops and high winds pick up. What's going on?

Head home to see a weather report coming in from Sky Town. An earthquake rocks
the place. And for some reason, Iris was there. Let's go to the source, see
exactly what the fruits is happening. Take the short bus to Sky Town.

The elevator to the upper level is busted. Head downstairs and plug-in to its
computer. Go NW and check that flashing box thing out. Viruses attack! Elevator
fixed once you beat them. So plug-out. Go and talk to An on the heliport and
answer 'yes' to her twice. She doesn't want to be called 'Obsaasan' she wants the
title of Elec-Fujin, or Madam Elec. After the lecture, inspect the nearby panel to
take control of...you guessed it...Elecman.

Netto doesn't hold any grudges from way back when, but Elecman can't seem to
grasp the fact that Elec-Fujin is allowing him to operate. Now, we need to head
to Sky's Net Cafe. Grab the {HP+50} NCP and {Open Lock} Sub-Chip from the BMDs,
then head out. His special chip is the D Elec Sword. Use it, test out his charge,
which takes FOREVER but hits everyone.

Elecman seems to move faster. Maybe it's my imagination. Anyway, you start in
Sky Area 2. Head out and across the Rush Road back to Area 1. When you get to
the Cafe, talk to the master (the Police-lookin' guy behind the counter) to
trigger a scene. Elecman powers up the signpost... but then there's a blackout!

You'll have a circle of light around you so you can see a little. It's big enough
that you shouldn't get lost. Elecman's Elec Power appears in the upper-right
corner. There are 3 batteries in Area 1 and 5 in Area 2 that we need to get. But
there's a problem. Go down the stairs and see. See that punk Navi zombie? If he
grabs you, he'll steal a bar of your Elec Power! It should go without saying, but
AVOID THE ZOMBIES! The more Elec Power you lose, the smaller your light becomes.
If you lose all of it, you have to start the Area over with. Don't worry, if you
get to Area 2, you restart there.

Continue down the stairs and step on the switch to light the area up while you're
on it. A zombie wanders around it slowly. Continue southwest, being careful to
avoid the next zombie. Head southeast - be careful, a zombie patrols the path -
and step on the next light switch. The second battery is just ahead. Keep heading
for Area 2. There are zombies all over the place down near the next light switch,
so be careful. Head up the stairs and zigzag past the two zombies up here for
the third and final battery in Area 1. The lights come back on and the zombies
die.

Head to Area 2.

The first battery is on the big, empty platform sorta to the northeast. Be careful
when making your way through and step on the light switch to watch the zombies'
paths.

Head back and go up the stairs. There's a light switch near the map. Head down
the SW stairs behind the map, avoid the two zombies at the bottom, and grab
battery 2. Now head back upstairs. Head down and through the two warps. Be sure
to grab battery 3 near the second.

Go across the one-way panel and you'll find yourself back near where we entered.
Head southeast of the light switch to grab battery 4.

Head past the Uranet gate and go down the SE stairs. Battery 5 is at the end of
the path here.

Lights on! Elecman will plug-out. Talk to Madam Elec to fight. Got some Wood
chips handy?

###########
ELECMAN.EXE
###########

HP: 900

Attacks:
*1) Elecman sends two electrodes onto your side. But instead of them shooting
electricity back and forth, Elecman strikes them directly. In addition to
the row he attacks, any electrodes hit will shoot lightning out above and
below.
*2) He'll shoot lightning forward like with the electrodes.
*3) Selected panels on your side will light up. Lightning will then strike down on
them.
*4) Dash Elec Sword. He'll fly over to your side and slash you in the puss.

Strategy: Elecman moves veeeeryyyy slooowlyyyyy. Seriously, he's easy pickings.
Trouble is, his attacks are a pain in the ass. Especially the D Elec Sword. He
moves pretty quick when he wants to. Want to do something fun? Get ahold of a
Black Bomb chip, lob it onto the center of his side, then strike it with fire.
I was touting a mostly-firebased folder at this point. Between the Black Bomb
and Flame Hook, I was able to beat him down pretty quick.

You get {Elecman E} when you win and can now Elec Cross. Bully for you! You'll get
an e-mail about it soon.

Now then, back to what we were doing.

Head up the stairs for a cutscene. Gak. All the programs are messed up. Head
behind the fan and plug-in. Go inspect the control panel here, just like in the
elevator. And, like there, virus fighting commences.

Now head up, plug into the heater, and repeat.

Once that's done, head upstairs, past the satellite, down the other side, and
repeat this process for the remaining two machines. Careful with the cooler's,
it's a bit tough.

Once you deal with all four machines, head inside. Iris walks through a door
next to a Copyroid. Yuh-oh. Go over and inspect the lockers. The manager dude
was inside! Now you can follow Iris. Head towards the stairs outside and an
earthquake will knock Netto to his knees...and knock the stairs away! Gah.
Netto starts to make a long jump, but chickens out. So Rock wants to have a go
at it!

Go back and transfer Rock into the Copyroid. Now head out the front door, the
way with all the machines. Go around behind them, up the stairs, past the
satellite, and down the long path over where we just were. Rock makes the jump
over to the other side! Netto jumps... and tries floating with an umbrella. Of
course he fails... but thankfully Rock catches him.

Head into the elevator. Now go into the Weather-kun PC room. That manager-type
dude is...standing on the computer. Ahh...no, it's that shady teeth guy from
before - the one who was talking to Barrel! This guy controls Elementman, who
wants to take the Force Program. Netto runs up and plugs Rock in.

__________________
| Weather-kun PC 1 |
------------------
| BMD 1: Spread Gun 3 S
| BMD 2: Regular Up 1

'Tis raining here. And we have a rectangular box in the upper-right corner of the
screen. Pretty weird area, huh? Run NW and talk to the Program. Apparently we need
some kind of Rainbow Power, whatever the fruity hell THAT means.

Anyway, head up the stairs to the right of the Program. Hop on the cloud. Now then,
you must collect all the pieces of the rainbow that're floating around up there.

Red
Orange
Yellow
Green
Blue
Indigo
Violet

Watch out for the swirling death in the center of the area. You can dock with
the cloud platforms by going to the blue/green panel. Note that it does NOT
matter what order you collect the rainbow pieces in. You get Rainbow Data once
you complete it, though. Once you get all seven parts, you can hold down A
to unleash a rainbow trail. Then all you have to do is circle the typhoon virus
(swirling death thing) while holding A. Rainbow Power will kill the virus and
stop the storm!

__________________
| Weather-kun PC 2 |
------------------
| BMD 1: Shield NCP
| BMD 2: HP Memory

The area is bigger, and there's more than one typhoon virus, but the strategy
is the same. Collect Rainbow Power, circle typhoons, continue on. There are two
typhoons here, if it wasn't obvious. They get a bit more aggressive, but don't
worry. The most that can happen is you needing to go get another cloud. Your
cloud can take two hits safely. On the third, it vanishes.

__________________
| Weather-kun PC 3 |
------------------
| BMD 1: Spin Pink
| BMD 2: Recovery 120 F

Two typhoons again here. Even more aggro than the last. The path to Elementman
opens up at the end. So save your game. But if he's as easy as his little area
here was, he shouldn't pose a threat.

##############
ELEMENTMAN.EXE
##############

HP: 900

Attacks:
*1) Elementman will throw a pair of tornados at you.
*2) Wood Tower. Leaves Grass Panels behind.
*3) He'll call down lightning to follow you around.
*4) Ices over panels
*5) Calls down meteors for multiple panel hits.

Strategy: As his name would suggest, Elementman can switch elements at any given
time. You can tell which one he's alligned to by what color he changes to. He'll
throw tornados at any time, often comboing them with elemental attacks. The only
one that's really annoying is #3. #4 he'll actually zip over in front of you
and smack you with if you aren't careful. And #5 may as well be a meteor battle
chip because that's what it is, only faster. He's not a hard boss, just a tricky
one. He's actually really easy to beat since, if he isn't weak to the chips you
have out, just wait a bit and he WILL be.

You get 5000z for winning.

The operator tries using ninja vanish skills, but Weather-kun grabs his ass before
he can escape! But just as Netto walks away, someone cries out "Screen Divide!"
Weather-kun is destroyed and Elementman's op is free! And there, in Copyroid
form, is Colonel. Elementman's operator vanishes in a puff of smoke and Colonel
tries attacking Netto!

The screen goes black and when it ends, Iris is standing over Netto, arms spread.
Colonel seems stunned: "Wh...why... are you... here?" When Iris doesn't reply,
Colonel turns around. "Ch... Hikari Netto... You barely escaped death. You won't
be so lucky next time."

And with that, Colonel leaves the Copyroid's body.

Iris is glad that Netto is alright. But before anything further can be said, the
ground starts quaking! Iris goes to work on Weather-kun, typing away. And, through
a lovely plot device, she manages to know enough to stop Sky Town from being
destroyed. The elevator dings, causing Netto to look away. Iris vanishes in that
time.

Meanwhile, with Barrel... Kenji and Kurohige stand before him. Circusman and
Elementman's operators walk in. And, if they're in order and I'm reading
Elementman's op's kanji right, their names are Chiroru and Nyuudou.

And then in walks Mach-sensei. Blastman's operator.

Plot twist? You betcha!

The WWW members chat amongst themselves. Barrel goes off to talk to... Dr. Wily.

You know, I have to wonder. Wily's faced Netto a few times. Barrel knows what
Netto's capable of. Do these two REALLY expect to win against him? I mean really.
This is getting silly at this point, don'tcha think?

________________________________________________
/ XI: Steamy Dealings - [Power] /
----------------------------------------------

Meanwhile, in Central. A female addresses Netto and several other Netbattlers,
including the captain and the Harlock kid. In walks that grey-haired man that
Yuuichirou spoke with earlier and the cloaked figure. The man says stuff, then
both leave.

Before we get started, head to Asuta Land. Look who's there - it's Meijin! And
he's sellin' chips this time? I guess he got tired of constantly switching Navis,
huh? Here's what he's got:

Heavy Gauge * - 5800z
Bad Medicine A - 6900z
Bug Bomb G - 8000z
Navi Scout L - 9200z
Element Wrap S - 10600z
Uninstall L - 12000z

Well, we need to go to the Uranet again, apparently. Plug-in at home. We have
the banner to get there quickly. Plus you have HP E-mail waiting from Yaito and
Dekao.

Talk to the reddish punk Navi at the start of Ura 1. He'll tell you that we need
to go to Ura 2. Well where's the exit located? Check the map up ahead. We clearly
can't get out the right exit. So head for the NW one. Talk to the punk Navi there.
We need to find a password, it seems.

To find the guy who'll help you, go to jail. Go directly to jail. Go not pass
'GO,' do not collect 200 zenny. The guy in the greenish shirt at the NW end of
the jail-dungeon is the one you talk to. If you don't get it - you need to be
in Green Town, genius.

Next, we need to find someone with a part-time job. Head to Seaside Town and
talk to the girl in the pink maid-ish outfit by the stuffed animal stand. You'll
have to talk to her three times before she forks over some info. And man, she
talks awhile. Go back to Uranet 1. Finally you can unlock the gate and move on
forward.

________________
| Ura Internet 2 |
----------------
| BMD 1: Recovery 150 M
| BMD 2:

NetDealer (NCPs)
---------
Shinobi Dash - 20 BF
Super Armor - 35 BF
Reflect - 48 BF
Collector's Eye - 62 BF
HP+400 - 76 BF
Giga Folder 1 - 100 BF

As soon as you enter, you're told to stop. Punk Navis on the upper level! Four
of 'em! They teleport down and start blathering about Rock having the Dennoujuu's
power. They mention a 'Kyouso-sama' ... Kyouso = founder of a religious sect.
They ARE a cult, y'know. Just as they start to try extracting Greiga again...

Chargeman appears!

He uses Crazy Locomotive and seems to LAND on the four Navis. His operator,
the conductor dude who was hanging with Captain Harlock Lad, asks if we're
alright. This is Kurogane Kunio. He introduces himself and Chargeman. They
then take their leave. Nice folks, those two.

Head up the stairs. Going SW leads nowhere. So head NE. Go down the next slope
and NE across the one-way tile. Up the following slope and straight ahead. Go
around the corner, under the upper area's slope, and all the way to the end
where the map is. Cool, a skull.

Anyway, head down the left of the two conveyor paths. Go straight SE down the
slope, then SW and around the corner. Grab the BMD on the next platform. Head
up the ramp at the northwestern end and continue NW. A warp portal here will
take you to a 'Jihan PC' where you can nab the {Battery Mode} NCP and 1200z from
BMDs. Head back to Ura 2 and we'll continue.

Continue all the way NE until you reach a portal and some conveyors. Take the
portal to get to the lower level. See the way those two punks are facing? There's
an invisible path leading out into the dead space of the Uranet. This is where
we'll find the Moon Stone we're looking for. Plug-out and leave the house!

You'll get an {HP Memory} for your troubles. Talk to everyone around the statue.
It's time to end the day.

________________________________________________
/ XII: Killer Charge - [FnlCr] /
----------------------------------------------

Seeing as how the grey-haired guy answers with "...Kochira Kein da ga." I'm gonna
say his name is Cane/Cain/Kane/Kain. I like Cain. Lotta shady bidness goin' on.
Meanwhile, Rock's on TV! And people cheer Netto's name! And Rock is still
embarassed.

We then get a call. But whoever it is isn't showing. But then Meiru pops up!
Seems she saw the commercial thing, too! Everyone misses each other. Netto says
that the sound of Meiru's voice makes him think of Akihara. Aww. So he's gonna
go home for a visit!

The next day, you get a pair of E-mails. Yup. Two new teachers. Kurohige-sensei
and a Kirisaki-sensei.

Now you have four options for the Linear Bus.

Seaside | Green Town
Sky | Akihara

Yup. We can go home now! But first, we're getting ourselves some more power.

Head for the office at school. The door next to Hinoken's is Harlock kid's office.
This guy's name is Dark Kirisaki. Talk of Navi deletion goes on and Dark Miyabi
(Shadowman's operator) is mentioned. Go over to Kirisaki-sensei's PC to gain
control over Killerman.

The first thing he says is "Welcome to dark side" Hoo lord...

Anyway, there's a gang of Navis on the Uranet. They're our target. Killerman's
charged shot is swinging his scythe. Basically a sword-type attack with a
different sprite. His special chip is K (Killer's) Death Beam.

We start out on Ura-1, which is nice. While we're out here, press and hold A
to make Killerman vanish into thin air. You can't move, but that doesn't matter.
The point here is that there are numerous punk Navis here. They will target
anything in their line of site and will turn around a lot to face other directions.
Hide when they're facing your way and rush up and 'inspect' them with A to kill
them. The screen will go white and Killerman will scream "Fall into hell! Hyahaa!"
And the target will be deleted. If you get spotted, the punk will send viruses
out after you. Killing them is the same as killing the punk, so either way you
roll, they die.

But it's SO much more fun to yell "Jigoku ni ochi na!"

There are eight gang members in Ura 1. You'll know you have them when Killerman
cackles about the area lacking targets. Head on to Ura 2. I really don't need to
guide you to them because the Ura areas are pretty easy to navigate and the guys
are EVERYWHERE.

In Area 2, one of the punks is down on the lower level and then there's two on
the skull. A total of eight here, too. Time to plug-out and fight!

#############
KILLERMAN.EXE
#############

HP: 800

Attacks:
*1) Killerman summons three shadowy ghosts to fly at you.
*2) Killer's Death Beam. He'll throw a target reticule out. If it hits you, you
get frozen and he'll fire.
*3) Charged shot. He'll come up and swipe at you with his scythe.

Strategy: The biggest pain is the Death Beam. The ghosts are annoying, but you
can shoot them to kill them. Honestly, Killerman's a much easier enemy than you'd
think, considering he touts himself as the cyber world's hitman. He's really a
pushover. All of his attacks are easily avoidable. To avoid the Death Beam, stay
in the middle front or middle center tiles. It goes around the outside.

You get {Killerman K} and can Link Navi with him after the battle. And, of course,
you get an e-mail about it shortly after.

Killer Cross is strange. Cursor-type chips get a power bonus, like heat chips
do for Heatman. Your charged shot is the Killer's Death Beam. It's nice, and
is as strong as Elec Cross' charge, but it's got a MASSIVE delay on it. It takes
a long time to use. Be careful when letting it fly.

Now head to the Seaside aquarium. In the second area, Kurogane-sensei is
loitering. Inspect the vending machine to get control over Chargeman. Now it's
time to get our final Cross!

Chargeman's special chip is Volcano Charge. It lobs burning chunks of coal or
something at random panels. His charged shot sends him and some phanton train
cars charging off to the right. It's a bit odd to get used to, and you can get
hit upon returning if you aren't careful.

Let's head for Ura Internet 2. Luckily, we get spit out there. Now we need
to find the Dennou Station. Head down the nearby ramp. There's a yellow
BBS-looking thing there. Inspect it and select yes to start a minigame. Avoid
the rocks, collect the Navis, and hold A to use your charge shot to bust THROUGH
rocks. If you miss a Program, that's one off your four hit point things. If you
hit a rock or Met, you lose one. Also, with each area you go through, your speed
increases. Still, it's really, really easy. You'll wind up in the Sky Area.

Before going further, head down to that burning gate. Chargeman can take it down.
Grab the {Django V2} behind it. Now, back to business. Inspect the yellow board
again to make another trip. This time, Mets will jump onto the track randomly! So
keep your charged shot going at all times - just be careful of the rocks. As long
as you make it with at least one Program left, you'll pass. If you fail, just retry.

Now we'll be in Central 3! Once more, inspect the board. You'll have to use your
charged shot twice near the end, so be aware of that.

And now we're in Seaside. End of the line! You'll plug-out. You know the drill.
Talk to Kunio to battle for your final Cross.

#############
CHARGEMAN.EXE
#############

HP: 1000

Attacks:
*1) Volcano Charge. He'll lob those firey spheres as he passes.
*2) Crazy locomotive - he'll charge up and, with his train cars, rapid charge you.
*3) Chargeman brings in a pair of train cars to travel along the rows he isn't on.

Strategy: Chargeman constantly charges you. Surprise surprise. If you break the
path, he'll be stuck, though. Think of it as fighting one of those viruses that
gave you Dash chips in previous games, only tougher. Attack 2 is tough to avoid.
If he shows up with his train cars, get ready to dodge up and down, as his speed
will dramatically increase. He's tricky, but not tough.

You'll get {Chargeman C} and, finally, you'll have your fifth Link Navi. Expect
the e-mail soon. Give the Cross a whirl, it's fun! You can charge heat chips up to
100. Re-read that. You can get up to a +100 damage bonus to heat chips! His
charge will send Rock flying forward.

________________________________________________
/ XIII: Home, Sweet Home - [Akiha] /
----------------------------------------------

Remember how I said we had four options for the Linear Bus? Take the fourth.

Go home, Netto.

Everyone is waiting for Netto by the Metroline station. In the park, Netto talks
about Kojirou to everyone. There's a 10-chip trader near the Higure-ya, which is
sadly closed at the moment. Higure seems to be vacationing. Now go around and
talk to everyone. Let 'em know you're back!

Plug into the old house's doghouse for {3 Bug Frags} and a {Going Load *}
chip. Aww, the Program-kun in there gets all choked up if you talk to him.

A Sub-Chip Dealer is staring at some girl's butt near Yaito's.

Full Energy - 1000z
Enemy Search - 7000z
Untrap - 800z

Check Dekao's door for an {HP Memory}. After you talk with everyone, you get
another scene. After that, head to the park and plug-in to the squirrel.

______________
| Akihara's HP |
--------------
| BMD 1: Ice Seed *
| PMD: Variable Sword W

Roll is waiting. She's also missing one Program-kun. Urf. Well, let's go. It
figures that everyone is helpless when we're around, huh?

______________
| Akihara Area |
--------------
| BMD 1: Spin White
| BMD 2: HP+300
| PMD: Attack +30 *

NetDealer
---------
HP Memory - 4000z, 7500z, 10000z, 13000z
High Boomerang B - 5000z
Fuujin Racket F - 7200z
Magnum F - 8800z
Quick Gauge M - 12000z

No number? Nope. It's just one area. But check out the size. It's a pretty nice
little community. Head northwest and through the portal here. You'll wind up on
that secluded little platform with a gate on it. Unfortunately, the Program we're
looking for is BEHIND it. Seems someone pulled a prank on him or somesuch. He's
stuck, in any case.

Now let's find that prankster.

Uwaa. Check the shogi piece on Dekao's "homepage" (Man, they got shafted this year,
huh?) for the Akihara Key. Seems like Dekao and Kojirou really ARE alike. ~.~;
Go back and free that poor Program. We get an [Air Passport] for our troubles,
which mean we can now get to Akihara Area from Sky Area 2. Now go back and talk
to Roll.

Now head to Yaito's HP, the biggest one of the three. Gutsman and Glyde have
arrived! For old times' sake, Rock and Gutsman decide to have a friendly battle.
But before they can start, there's a flash of light and when it dissipates...
Blastman and Diveman stand between Rock and his friends! They kidnap Roll-tachi
and take them to Uranet 2, those dicks!

Head through the warp portal to access Sky 2. Head down the loooong staircase
to get to Central Area 3! You'll show your newly acquired Passport to the desk
Navi and you can pass on. Head up the long staircase here to get back to Sky.

When you get to Ura Internet 2 again, head for the map. Instead of taking the
left conveyor path, take the right one to get up onto the 'skull' part of the
map. You're gonna have to fight both Blastman and Diveman again...only this time,
it's their EX version. In EXE 6, the Navi power list goes Normal -> EX -> SP.

It's basically the same stuff, though. Blastman's toting 800HP. But he's a
friggin' pushover, anyway. They both have new attacks, though.

Blastman's new attack takes awhile to charge. And you'll know it's charging
because he'll hang in ONE spot for awhile and fire sparks will rain from the
'bove. Then a row of flames rains down on you.

You also do NOT get a break between the two fights.

Diveman's got 1000HP now, which would be slightly worrysome...if we didn't have
Elec Cross. Get ready to fry that submarine black. Elecman's charged shot normally
does a whopping 100 damage. It does twice that to thuddbutt here. If Diveman
gained a new attack, he never used it on me in the five minutes I sat and waited
for him to do something new.

Shortly after destroying those two... Circusman drops in...to try and absorb
Rock like he did with Faltzer! And he succeeds! Circusmas plugs out. Let's...
let's go back to Central now.

_______________________________________________
/ XIV: Revelations - [BrCol] /
----------------------------------------------

WWW members Kurohige, Kenji, Nyuudou, and Mach-sensei stand on Seaside's pier,
talking. But Mach-sensei doesn't seem to like what's going on and splits. But
then Chiroru comes in, bearing good news.

Return to your house and you'll get a call. It's Kojirou. And he bears good news,
too. For US. Head to Seaside! Gah! That isn't good! That's BAD! Rock's in a
Copyroid body and in Beast Out form! Netto runs in and tries snapping Rock back
to normal. The WWW four watch on from above, Chiroru confident that Netto's
arrival isn't anything to worry about.

Juuka-Rock roars, the screen flashes... Apparently, Iris has selective THE WORLD
powers, because Juuka-Rock is frozen in place. She encourages Netto, who resumes
trying to get Rock to remember him. Juuka-Rock rears back and screams again. The
screen then goes white again and...the Copyroid is vacated! But Rock still isn't
with us.

Iris apologizes. The people nearby talk. Then Cain and the cloaked figure come
in. Cain calls Juuka-Rock a monster, so Netto goes over to gripe at him. He goes
in for a punch or something, but the cloaked jerk steps in-between. A girl walks
in, talks to Cain, and all three take off. You then get e-mail...from Mach-sensei!
He says they need to talk. He's waiting for you in Sky Town.

Head up top and around the giant satellite dish at the top. He's waiting on that
area we jumped from earlier.

Mach: Netto... I'm sorry.
Netto: Eh? For what?
Mach: Your Navi friend's abduction... and Rockman's violence is... is because
of me.
Netto: Wh...what are you saying, Sensei? That isn't funny. Hahaha...
Mach: I'm Blastman's operator. Your changing schools, Kojirou's tricks... the
manipulation of the deathbots... it was all my doing.
Netto: N...no way... You've gotta be kidding, sensei...
Mach: [Something I can't quite get]. Right now, Rockman is underground.
Netto: What?! Sensei, you know where Rockman is?!
Mach: [Something about Central 3's giant hole and jumping in >_>]
Netto: Sensei... So it was a lie, about being Blastman's operator... because
you're worried for Rockman now...
Mach: You're wrong, Hikari Netto. [Blar.] I'm truly a bad person. [Something
about forgiveness of some sort]

Anyway, some manager-type calls out and interrupts the conversation. Mach is
already by the door when it cuts back. He then drops the bomb that Barrel is
around, something Netto still apparently didn't know.

Before he leaves, he says one final thing: Sarabada, watashi no oshiego yo...

"Farewell, my student..."

We need...to get to Central Area 3.

Well, lesse. We used Heatman to revive Rock. We used Slashman to save Rock. We're
in Sky Town already, so let's use Elecman to rescue Rock! Talk to Madam Elec and
examine the panel to gain control over Elecman. Sakusen kaishi! ><

Talk to the Net Policeman by the spot Circusman awakened the beasts. We have
to plug-out for now. Head for the school. Head into the office and into the
door at the back. Go around and talk to the securitybot. But it won't let you
in. Damn robots. Go down to the lobby and talk to Kojirou. He's gonna create
us a distraction. He plugs-in to the main monitor there and starts screwin'
with stuff. The robot from above zooms down and, in an instance, Kojirou's
surrounded. Head upstairs!

Ah, I see. That dick Cain is the principal. So why's Kurohige talking to him?!
God dammit, is the whole school affiliated with the World Three? We then get a
story. Either Greiga is related to Gospel, or Gospel is related to Greiga. Either
way, bug frags of mass proportions are involved. The people couldn't stop Greiga,
so one man created something that could - Faltzer. Dadadada, they threw them in
a big f-off hole. And if I read that right, Cain was Faltzer's creator.

Cain and Kurohige close in. Then the cloaked figure walks in. Looks like Cain's
bodyguard wasn't working for him after all. Copyroid Net Police enter! If you
haven't figured out who that guy is yet...you aren't very good at observing.

Enzan has arrived! Cain and Kurohige get hauled off. Enzan then explains the plot
to anyone who hasn't worked out what's happening and what's GOING to happen. And
I pray I'm right here, because Enzan ends on "...Hikari, youjin shiro yo." ...
Which, if I'm reading it right, means "...Hikari, you're important to me."

Insert your own Netto x Enzan jokes here.

Anyway, commandeer the Navi of your choice and get back to Central 3. The old
Net Policeman is down and another one is nearby. Head out for where Circusman
inhaled Faltzer. In we go! ...Crap, Colonel shows up.

_______________
| Underground 1 |
---------------
| PMD: Circle Gun P

Downed Navi. ...Oh lord, it's SOUL WEAPON time again!

Knife x 4
Sword x 6
Axe x 4
Gun x 6

Head downstairs and go around to where that cloud is in the southwest. The Navi
there babbles button commands at you. Make your way to the map. See the blue
spirit nearby? Shoot him in the back. Head SE. There's a line of four there;
three blues, one yellow. Gun the first blue in the back. Go around to the yellow
one and Axe, then Knife. Then Sword the blues in the back.

Go through to this new, big area. Go up to the blue/red/red combo and Axe them.
Sword the yellows, then Axe them. Sword the blue/yellow duo in the back. Sword
the yellow/red.

Now go down to the yellow and the 3 blues in a triangle. Gun all three blues in
the back, then go around and Knife the yellow.

Only a few left. Go east. Gun the lone red from behind. Sword the blue one from
behind and Knife the red. DING! You'll get {3 Bug Frags} for this area.

For anyone who cares, the Navi is just leftover data that keeps repeating
the following: A R L A L A L LAB.

Anyway! Head onward.

_______________
| Underground 2 |
---------------
| BMD 1: HP Memory
| BMD 2: Sub Memory
| PMD: Super Vulcan V

Refill your Soul Weapons.

Knife x 3
Sword x 4
Axe x 5
Gun x 3

At first look, it seems there are more evil spirits than you have ammo for.

Head around the only way you can, until you reach a blue/red/red. Axe the center,
leave the yellow. Go around until you see a blue near two one-way tiles. Go around
behind him and Knife. Go down and Gun that lone yellow we just left behind in
the back.

Go all the way around until you reach a yellow/blue/yellow inverted L-shaped
block. Axe the yellow/blue pair. Go across the SE panels, turn around, and Sword
the yellow in the back.

Now go all the way back around and to the red/yellow/red L-shaped set. Sword
the red/yellow two in the back, then Knife the red.

There are only two clusters left, both T-shaped. One's to the west, one to the
east. Head to the eastern one. Go across the one-way tile and Gun the yellow
in the blue/yellow/red trio in the back. Now go to where it was and Sword the
yellow/blue duo in the back. Go down and Axe so that you catch the blue and
red that remain.

One cluster remains, so head for it. As you head for it, gun the blue facing
away from you in the back. Knife the lone red so that you just have the
yellow/red/blue trio left. Go up to the red and Axe, then Sword the remaining
red. You'll get {1 Bug Frag} for winning.

Head on through and go up the ramp. It's Rock...who... begs to be deleted!
He then enters Juuka-Rock form. And then, since we have no choice... we fight.

###############
G-Beast Rockman
###############

HP: 900

Attacks:
*1) He'll slash twice - Long Sword range, then Wide.
*2) Beast Buster - he'll machinegun your face in.
*3) Juuka-Rock will launch a Thunderball at you.

Strategy: He's fast. He can also float over broken panels. His slashes paralyzed
me. If he hits with his slash, chances are he'll launch into the Beast Buster.
The best way to do is wait on your front column. When Rock launches at you to
slash, dodge and let go of your charged shot. Aside from that, try to luck out
and land a chip hit or two. Juuka-Rock will not be kind to you, so don't be kind
to him.

After the battle, Rock reverts to normal and collapses. But he's alright. We got
to him in time. But then that DAMNED CLOWN arrives to complicate things. Circusman
starts to do his creepy dance... but then that mysterious, cloaked Navi arrives
and stops him!

And if you haven't guessed who THIS is after Enzan revealed himself, I'm-a come
over to your house and punch you in the kidneys.

Blues throws his cloak away and stares Circusman down. The clown scrams. Blues
uses some deus ex machina to heal Rock. Everyone senses some bad voodoo and look
to the southeast. Then Blues yells for Rock and [Link Navi] to hurry and plug-out.
They hesitate... and [Link Navi] gets struck by Colonel's sword. Your Link Navi
choice will then plug-out.

And now, Barrel finally reveals himself to Netto and Enzan. Blues tells Rock to
leave this to him. But Rock refuses, instead choosing to try and talk reason to
Colonel. Colonel charges! Blues takes the hit! Even then, Netto and Rock don't
want to leave. And so it comes to pass that we must fight Colonel.

#######
COLONEL
#######

HP: 1200

Attacks:
*1) Missile rain - Colonel fires into the air and they come down randomly
*2) Colonel will slash in one of those <, >, /, or shaped attacks.
*3) Colonel's army - a goon pops up and fires at you.

Strategy: Colonel isn't hard at all. He rarely combos his attacks and when he
does, it's following up attack 3 with attack 2. He's easy to hit and stands still
for a good while during attack 3. Catch him with a Number Ball when your HP ends
in 90 and you'll REALLY put the hurt on him. I stuck with Elec Cross because of
its charged shot's reach.

You'll get 6000z for winning.

Barrel speaks of fate, Netto says fate is bullpuckey. That the Barrel he knew
believed in his OWN path. Barrel says it's been a long time since he thought
that way or something. But he still won't leave the WWW. Barrel zips back and
fades into nothingness.

Chiroru, Kenji, and Nyuudou talk at the piers. Annnd Wily laughs maniacally - aww,
he thinks he's gonna wiiiin.

________________________________________________________
/ XV: The End, The Beggining, and The Future - [Raito] /
------------------------------------------------------

At school, Netto basically fills Kojirou and Asuta in. Then a weird noise sounds
and...the three WWW members appear at the front of the class! Chiroru calls their
group the... uh... Chiroru Lovelies. Which isn't as dirty as it sounds. Kenji wants
it to be the Justice Club. Nyuudou calls them the Cloudy Bombers. ...What the name
of goblin hell just happened here? Who knows, but they argue about the name.

They want Netto to tell them where his girlfriend is. In other words - Iris.
Kenji calls on Judgeman. And in come the Green Town deathbots! Christ, just call
them the Keystone Kops and get it over with. Netto insists he doesn't know where
she is, so he gets shocked by one of the bots.

And there she is. Iris appears at the back of the class. Chiroru orders the robots
around her... but Iris has deus ex machina powers like Blues and asks the robots
to step aside, which they do.

When Netto awakens, Iris is gone. Netto asks about the WWW, but Kojirou says they
were too cowardly to try stopping them. Asuta explains stuff and we regain control.
We need to head to the Ura Internet's BBS.

But before we do that - remember way back, when I mentioned how you can get
crap from the masters of the Net Cafes? Let's go cash in. Bring a couple hundred
zenny and a port-a-john, because Rock's gonna be laced with java by the time we
get through. Just keep buying coffee until you get Rock's "Item Get" pose.

Central Net Cafe: Bug Stopper NCP
Green Net Cafe: Shirahadori *
Sky Net Cafe: HP Memory

You may notice them mention lotto numbers - the masters will just hand over
random tidbits of info as you become regulars to their Cafes. That Shirahadori *
is gonna be useful after we beat the game, too.

Head for the Ura Internet. You have new HP E-mail from Meiru, Yaito, and Dekao.
Mostly apologizing for what happened. Oh well. When you get to Ura 1 and are on
your way to Ura 2, you'll run across a punk Navi. You'll have to get in a virus
battle to beat him. You'll have to face another one after going across the one-way
tiles nearby.

In Ura 2, you'll face one of them just after climbing the first slope. There's
another en route to the map. Take the eastern of the two conveyors and you'll
face a third before the ramp up to the skull.

Once on the skull, head over and check the BBS that's on the right. Check the
top message (It has 'WWW' as a part of it) and we can plug-out for now. Head out
and go to Sky Town. Once you get there, head towards the heliport.

Seems the rest of the WWW aren't too happy with Barrel, ya? Iris is still with
them, too. Netto will run in and demand that they let Iris and Barrel go. Nyuudou
and Kenji go to lob Barrel in the sea. Netto cries out for someone to help... and
in drops Mach-sensei! In a flash, he drops Nyuudou and Kenji. The WWW members make
their escape, leaving both Barrel and Iris behind.

Mach talks for awhile about some daughter of his or...something. Long-ass speech.

Afterwards, you end up back in class with Kojirou, Asuta, and Iris. The boys leave
and Netto probably could've gotten to first base with Iris if they hadn't called
for him to hurry up. Head out to the bird statue area outside the school. They
talk a bit, then four Copyroid Navis wander in! They just seem to be talking
amongst themselves, though, heading down the road.

Head for home. Haruka isn't home. We get an e-mail. That night, thar be funky
noises. The next day, we start in class. Now we must find and talk to Kojirou,
Asuta, Iris, and Enzan. And then invite everyone from Akihara. Kojirou's at his
normal spot in class. Iris is down in the lobby. Asuta's in Asuta Land, in front
of the counter.

Go home and plug-in. Check your HP E-mail. You'll have e-mail from Mariko-sensei!
Now head for the Akihara Area. Blues is just SW of the warp portal on the mainland.
Talk to him. Now go to Meiru's HP and talk to Roll, Dekao's and talk to Gutsman,
and Yaito's and talk to Glyde. Plug-out when you're done and go to bed.

Meiru, Yaito, and Dekao sneak in the following morning to scare Netto awake.
Head downstairs and talk to Haruka. Then head outside and to the bird statue.
The group of five talk amongst themselves for awhile. Netto comes in with Iris,
so all we're missing is Enzan. Head for the western point in town. That spot
behing Asuta Land is now open, so head through!

An aqua Copyroid Navi greets you. He then points out all the pavillions to your
group. Seaside's, Green Town's, Sky Town's, and Central Town's. He gives us a
[Stamp Card]. The boys all decide where they want to go, leaving Netto with the
girls. Then they all depart. Before you go anywhere, plug-in to that statue of
the Copyroids and grab the {Mega Cannon *} chip and {Regular Up 1} from the BMDs
within.

Now we need to get stamps from the various pavillions. Head for Seaside Town's
first. There's a "Stamp Rally" booth in the eastern corner. Inspect for your
first one. Then go inspect the fountain Kojirou's standing at for a {Regular
Up 2}. Head out and go to Green Town's area. The stamp booth is right near
the entrance. Sky Town's booth is way up at the top, near Weather-kun. Head
outside to continue. The group heads off into Central's pavillion.

Chiroru, Kenji, and Nyuudou watch on.

So many Copyroids. Iris seems to sense something bad about to happen. We've learned
that we should trust Iris' instincts, as she's always right. And sure enough, in
saunters Dr. Wily himself! He calls out Iris, then every Copyroid in the pavillion
is taken over by punk Navis! The screen goes black and Netto's friends get carted
off.

But then a light flashes and in comes Copyroid Blues, slashing down all the punk
Navis! Enzan enters after him. Enzan pulls Blues from the Copyroid and he and
Netto take off. They get chased out of the building by an army of punk Navis.
Maybe it would've been wise to keep Blues in Copyroid form awhile longer?

The punk Navis are searching the town. Netto and Enzan escape to the school for
the time being. Mach-sensei saves them when a trio of punk Navis enter. He's
about to explain stuff when more punks head their way. Mach and Enzan head off.
We should too. Head for the lobby. They start to head for the principal's office,
but another trio of punks arrive. Enzan stays behind this time.

Head past the two punks in the office and make your way upstairs. When you get
to the principal's office, inspect that suspicious, yellow book. Pulling at it
causes a secret passage to appear.

Elsewhere, the group minus Iris are still trapped by Copyroids. Head into the
secret passage when it comes back to you. You'll be in the Seaside pavillion!
Chiroru and Nyuudou stand nearby. Kenji's off messin' with a panel. He screws
up the animal pathway so we can't follow. Oh yeah? We'll fix THAT.

________________
| Pavillion PC 1 |
----------------
| BMD 1: Recovery 200 Z
| BMD 2: Spread Gun 3 *

Aa. Water tanks! Looks like we'll hafta collect Programs and escape sharks once
again, huh? Head down the ramp and go east and across the yellow bridge. Grab
the first BMD and continue north to reach the first Program. As you may have
guessed from the paths, you'll have to duck into the little alcoves when
escorting your fishy Program friend back to safety.

When you get back to the tanks, drop him in the first and... hey, that's not a
fish!

Head back out into the troubled waters, making your way south this time. Get the
second BMD and continue south to reach our next Program. Drop him in the third
tank when you get back. This one IS a fish.

One left! Head southwest. He's pretty far out there. Be sure to head up onto
the yellow safety platforms if you need to, because you'll probably have to use
one this time. Drop him in tank 2, the only empty one, and the gate forward will
open. Go over and flip the switch to reset the animal pathway.

Go along the newly reset path and through the exit. You'll wind up in the Green
Town pavillion this time. This time, Judgeman stays behind and knocks a tree in
front of the exit over. Run over and plug-in.

________________
| Pavillion PC 2 |
----------------
| BMD 1: Regular Up 2
| BMD 2: Gun Del Sol 2 E

Yup, this one's modelled after Green Town's main 'net. Head forward and towards
the first button puzzle. Here, take this route - G is the gate, S is your
starting point:

[G]
[>][>][^][_]
[^][v][<][<]
[^][<][>][^]
[S]

Head up and when you get to the split path, head left. There's nothing in that
loop. Take a look (Remember - use L to look around) at the next button puzzle,
then follow this diagram:

[G]
[>][^][v][<][<]
[^] [v] [^]
[^][<][<][_][^]
[_] [_] [^]
[_][_][>][>][^]
[S]

Head through to the next one. Look around, then, again, follow this diagram.
By the way, I'll go back during my second pass and do these diagrams for the
real Green Town scenario. It's much easier. This one's REALLY easy, though.
You shouldn't need a diagram, but I'm a nice guy and I kinda like making these,
so there ya go.


[>][G]
[_][_][^]
[>][>][>][>][^]
[^][<][<][<]
[S]

Head up and around the path. The next one's pretty easy, too.

[>][G]
[>][^]
[^]
[>][^][v][<][<]
[^] [v] [^][S]
[^][<][<][_][_]

Now continue around and save. You've got a skull gate, so you've got a boss fight
ahead. Judgeman EX has 1100HP. And as far as I saw, he has no new tricks up his
sleeve. I used Elec Cross here because A) it's my favorite and B) the charged
shot can hit him even if you're holed up on your back column. After smiting him,
Rock will run up and fix the tree, allowing you access to the next area.

Yup, you guessed it - Sky Town pavillion's next. Nyuudou's plugged into Weather-kun
and has Elementman mess up the cloud path overhead. He uses his awful ninja skills
to appear up with his WWW chums. I betcha we're gonna be invoking Rainbow Power
again.

________________
| Pavillion PC 3 |
----------------
| BMD 1: Attack +1 NCP
| BMD 2: HP Memory

Sure enough, it's a stormy day in the neighborhood! You know what to do here -
get on your magical cloud and collect the seven pieces of the rainbow. Then do
donuts around the typhoon viruses that're rampaging all over tarnation. Be sure
to grab and install that Attack+1 into your NCP while you're here. There's only
two typhoon viruses, but they move a fair bit, so be careful. Save when you
clear them both and get ready to fight Elementman EX. He's got 1300HP this time
around. He also see


In memory of .hack//Chat I say one last time: "Let's meet again sometime, in that place we love to go. The Root town of Mac Anu!"
.... .hack//kyat....we miss you dearly

Tri-Edge
Bobo
Offline
590 posts
Quote

Please forgive me, I am not trying to spam....Im just trying to get the walk through posted and over with....it seems there is even more, no I cant get it all into one post, not possible...so if you can be real kind please do not call me a spammer...Im trying to help...really! Oh and this is the last post for the walk through hurray!

(continuation to the continuation of the walk through)

He also seems to jump around a lot faster. I saw no new attacks... but
then, he had a fair amount to begin with. He doesn't really NEED any more.

Rock will run up and fix the clouds. Head on up and go through. You're now in
Central's pavillion, where Wily was. Chiroru is waiting. She and Circusman set
up an electric barrier, preventing us from getting further.

________________
| Pavillion PC 4 |
----------------
| BMD 1: Long Blade B
| BMD 2: 6000z

Run up and talk to the Program. This area is just like Blastman's. Remember that?
Man, it seems like forever since we did that. At least to me it does. Anyway,
we need to kill some evil spirits. Head SE from the Program's platform
and take the first SW path. Go SE from there until you reach the end, then turn
SE again. Go around the corner and head NW to almost the end. You'll see a blue
evil spirit nearby! But... we don't have any Soul Weapons here! Oh well. Run up
and talk to it to initiate battle. You'll face a couple of grey Mets and a
dragon-lookin' virus that snakes onto your side of the field. Aqua chips, anyone?

I'll be giving directions to the next one from the main platform, so head back
that way. Head SE off it and take the first NE path out - directly opposite the
one we just came from. Make your way SE and around the corner to reach a yellow
evil spirit. You'll fight one of those Machine Sword chip enemies and a pair of
those yellow sand dragon things. Head back to the starting platform and head
straight southeast.

Head all the way SE, then hang to the SW. At the end is a red evil spirit. You'll
fight a flame sword enemy, a grey met, and a candle ghost thing. The candle ghost
will set a 2x2 chunk of your field ablaze regularly. When you finish off the evil
spirit, the path to that infernal clown will be opened. You'll definitely want to
save before fighting Circusman EX. He's got 1200HP and is as quick and evil as
ever. He doesn't have any new attacks... but he doesn't NEED any. He's faster
than before and his attacks come quicker, as well. I used Elec Cross here due to
the charge being quick and having good range. If you can attack him when he's
about to launch something, it'll stop the attack. His third attack, the one where
he turns into a top thing, will come down about three times in a row, so keep
moving.

After the battle, Rock will run up and turn off the laser barrier. Netto runs up
to where the WWW three are. Chiroru hides behind the men, who advance on Netto.
Just then, an aqua Navi and a swarm of punk Navis appear. Roll, Glyde, and Gutsman,
all in Copyroid form, appear and blow up them guys real good. Meiru, Yaito, and
Dekao are above, too!

Seems Wily has Iris. Asuta and Kojirou's Navis are down below dealing with the
punk Navis there. Or they would be if they didn't suck so much. It's a good thing
Blues wasn't busy. Our collected group corners Chiroru, Nyuudou, and Kenji.
Chiroru tries sweet-talking her way out of things. Fat lot of good that'll do
with Enzan around. So she runs and leaps off the southwest ledge! Nyuudou and
Kenji follow suit. Well crap.

Netto's friends wish him luck and head off, presumably after the WWW members. But
then Barrel comes wobbling up the ramp! Seems Barrel wants to do things his way
again. Netto steps aside to allow him access. The final battle lies ahead. Save
your game here.

Now those are some bigass Copyroids. It seems Wily's plan was to put the Dennoujuu
into Copyroid form. He needed some monsterously large Copyroids for it, obviously.
Seems like Wily created Colonel. And I believe Wily raised Barrel, too. Something
like that. They're familiar. Wily prattles on for awhile and then the screen
shakes. Iris then enters and stands by Wily's side. Turns out, Iris is a Navi and
Colonel's little sister.

Iris stands before one of the massive Copyroids and calls forth Faltzer.

Gah!

Iris then leaves the Copyroid and enters Faltzer.

Barrel tries plugging Colonel in, but his energy finally leaves him and he
collapses.

Rock starts screaming. The power can't be contained and the second Copyroid gets
taken over by Greiga.

All over Saiba City, things are going haywire.

From inside Faltzer, Iris calls out to Netto, apologizing. She talks for awhile,
asking Colonel to defeat her. Rock asks you to plug-into Greiga. Colonel takes
care of Faltzer, we take care of Greiga.

Final plug-in.

_____________
| Copyroid PC |
-------------

Make your way forward and around the path. Greiga awaits.

Next to you, Iris and Colonel are taking care of Faltzer.

######
GREIGA
######

HP: 2500

Attacks:
*1) Greiga jumps up. Each time he lands, 2 bits of debris falls onto random panels.
*2) Greiga charges up and fires an electrical beam forward.
*3) Greiga uses a Heat Breath attack. It hits the middle of your rightmost
column and engulfs both back columns completely.
*4) Greiga whips his tail overhead and fires the tip along one column repeatedly.
*5) Greiga launches offscreen. A panel will flash and his claws, then his head
come flying in to attack. Sorta like Beastman on steroids. The claws will
hit a 3x3 block and the head targets a single panel.
*6) When he comes down on the final jump of attack 1, sometimes a LOT of rubble
will fall from overhead. Seems to only affect one column.
*7) Towards the end, Greiga will roar and fly forward along one row in a charge.

Strategy: This is it. Final boss time. Greiga is possibly the most mobile of all
the final bosses in EXE history, being able to leap off screen and all. Greiga
will jump around constantly. When he stops, he likes to immediately to into
attack 2. Avoiding his attacks really isn't the problem. The problem is finding
a time to friggin' ATTACK him. If you're feeling brave, equip Slash Cross and
hang around the front column. Use your charged shot when he lands from his jumps,
and dodge up/down when he prepares for attack 3. Staying in the front column is
actually the safest place to be, oddly enough. You want to be close enough to
both attack and avoid HIS attacks. Towards the end, he'll start adding attack 6
to the end of the 1st.

Congrats! You've beaten the game! Now let's see how Iris and Colonel are doing!

Yayz, they've won, too!

Yuh-oh. Greiga doesn't want to go down with the ship. He shoots back into Rockman,
causing him to enter Juuka-Rock form. He leaps over to the Faltzer side. Netto
cries for Iris and Colonel to run. Iris says that they can help Rock. Colonel
tells Netto to pass a message on to Barrel. Iris starts to say something to
Netto, but catches herself, saying she's just a Net Navi.

Iris and Colonel turn gold and merge together. They shoot forward and banish
Greiga from Rock's body. Netto plugs Rock out. Netto calls for Iris and Colonel
to hury and plug-out as well, but it isn't possible. They're going to go down
with Greiga.

"Hikari Netto, Barrel, and Dr. Wily... Farewell."

Wily and Netto talk a bit, then Barrel returns. Netto tells him he shouldn't
be moving. Barrel asks about Colonel. Netto passes along Colonel's message.
Netto says they need to go... and Barrel throws Netto down the stairs.

Netto's friends all run in. Wily murmurs a "Farewell" too and the room explodes.

Back in Akihara's school...

Kojirou, Asuta, and some nameless folk seem to've joined Netto back home. Mach
came with them! After homeroom is over, Mariko-sensei calls Netto up. After that,
Netto and his friends group around his old house. Enzan comes in and everyone
talks for awhile. Netto once again loses a chance to score with Meiru. Idiot.
Netto then goes inside and comes back out...with Rock in a Copyroid.

"Everyone, I want to introduce Saito-niisan!"

Rock thinks he heard Iris' voice. Off in the park, everyone heads for the internet.
And, as always, we end on Netto plugging Rock in.

After the credits...

We hear someone waking up late. Someone called Raito (Light) being told to hurry
up. In the end, Netto and Meiru ended up getting together at last and having a
kid, apparently.


In memory of .hack//Chat I say one last time: "Let's meet again sometime, in that place we love to go. The Root town of Mac Anu!"
.... .hack//kyat....we miss you dearly

Mega X.exe
Forum Nun
Offline
6445 posts
Quote

You posted the entire walkthrough? What's wrong with you? Would a simple link not have sufficed?


Weekly Horoscope
Cancer

Jun 22 - Jul 22

"You've never considered yourself much of a music person, which means you'll have a lot of adjusting to do after a high-speed collision with a harpsichord leaves you tragically harmonious."

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Tri-Edge
Bobo
Offline
590 posts
Quote

Eheheheheh ^.^;; you should know by now that Im not one to think things through.....sorry...at least I got the job done...


In memory of .hack//Chat I say one last time: "Let's meet again sometime, in that place we love to go. The Root town of Mac Anu!"
.... .hack//kyat....we miss you dearly

Ms. Sunday
Baroque Works officer
Inactive
89 posts
Quote

I need help one in number 3 white version and 3 in Falzar. First the white version. I'm stuck on that thing where u help people. what does this mean. The back pillars rise straight to heaven(wheres that?). Now falzar. Whats the 3 coded pass word for undernet 2 for how many flames in some area. The other 2 for falzar are things where I help people. On that one about diet money where u get they fat boys money back I need to know where u can find a person who knows fraud. I forgot my third reason. I'll post again when I remember.


Image
http://www.youtube.com/watch?v=PBtgN5U1bCM
All thanks for Slash Beast on making this.

Tri-Edge
Bobo
Offline
590 posts
Quote

OH I remember that pillar that goes to heaven! Its in undernet but you need to have beaten all the fire navi phases, I cant remember the name of that navi but I know its a fire navi of some sort. The pillar is in the undernet, not the secret undernet the regular undernet. Its pretty deep within the undernet too, sorry I dont know which undernet its in.

I hope these undernet maps help you out.

http://faqsmedia.ign.com/faqs/image/megaboy_mbn3_Undernet_2.gif

http://faqsmedia.ign.com/faqs/image/megaboy_mbn3_Undernet_1.gif

My guess is under net 4,5, or 6....I hope I helped you out well.


In memory of .hack//Chat I say one last time: "Let's meet again sometime, in that place we love to go. The Root town of Mac Anu!"
.... .hack//kyat....we miss you dearly

Mr.Mettaur
Superstar!
Offline
1396 posts
Quote

If memory serves, the pass key in Undernet 2 is either 012 or 014.

The man who knows about fraud is a lawyer, standing around in the JudgeTree courtroom.

Ribitta
Rampant
Inactive
1303 posts
Quote

I need to know something, is the immortal area in bn 6 only available in the Japanese version?

Ms. Sunday
Baroque Works officer
Inactive
89 posts
Quote

thanks you guys.It was 012 . Ribitta you talking about that undernetzero place? I mean I only found that place by looking on that side of the giant x-mas tree in green area 2. You have to look and press A button on the tree where the tree hides megaman or any link navi. Im mad though that road leads to a dead end where at the dead end you have to fight bass. Hes strong. I'm going to have to improve my chip folder before I can beat him.

Edited by Tron on July 2, 2006 at 15:38:58.


Image
http://www.youtube.com/watch?v=PBtgN5U1bCM
All thanks for Slash Beast on making this.