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 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