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Mega Man: Battle Network (GBA)

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Walkthrough
-=-=-=-=-=-=-=-=-=-=-=

Lan's House
-----------

This game starts in Lan's (the character you control) house. He is sleeping
and after his mom calls, he'll get up (press Start to skip that whole scene).
Now, go right to the desk in the corner and press A to take your PET
(MegaMan). It'll start beeping (notice the icon in the upper-left corner of
the screen), so access the menu screen and check your E-Mail. Read both
pieces of mail (the one from Dad will give you a CrossGun C chip), then leave
the room. Downstairs, check the food on the checkered red table to get a
Recov10 A chip. Talk to your mom if you want, then continue out of the house.

ACDC Town
---------

Outside your house, you will meet a friend by the name of Mayl. You'll both
walk to school together while she talks about the latest happenings of ovens
spitting fire (press Start to skip the walking sequence).

School
------

When you enter the classroom, walk around and talk to anyone you want. Make
sure you talk to the big kid in green in the back corner of the room known as
Dex. He'll challenge you to a fight, and Yai run up and stop it. The bell
will then ring and class will start. The teacher will speak; after she's
done, press R to enter MegaMan's cyber-world. There, the teacher will speak
some more and then a battle will start between MegaMan and a couple weak
enemies. Here, you'll learn the basics of how to take part in a battle.
Follow the on-screen commands and defeat the 2 hardhat enemies (Mettools)
quickly with the 2 Cannon chips you selected. After that, you'll enter a
second battle against 3 Mettools. Use the Steal and WideSwrd chips as
directed to defeat these guys. You'll then enter one final battle against 3
more Mettools. You'll learn how to use the Add command in battle as well.

After you win all 3 battles, the training session will be over and you'll
return to the real world. You are now free to move, so you can leave via the
upper-right exit (you could talk to Dex and say yes to fight his GutsMan if
you want, although you may want to just to get it over with).

ACDC Town
---------

Outside, MegaMan will beep, so read your 2 new pieces of E-Mail. Then, head
southwest for one block, then you'll come to your house (the blue one on the
corner of the next block). Before you go inside, check out the small doghouse
in front of your house and press R to transmit MegaMan into it.

Doghouse (Outside Lan's House)
------------------------------

In the Cyber World of the doghouse, move north and west to the corner of the
room. Take the Shotgun K chip there, then talk to the robot in the other
corner. You may also end up fighting some Mets in random battles; defeat them
and collect whatever is dropped (you may get the ShokWave chip as well).
Then, step back into the transporter at the start to exit here. Now, enter
your house.

Lan's House
-----------

At home again, go north and your mom will welcome you home. You'll notice a
repairman is there fixing the control panel to prevent the oven accidents as
Mayl mentioned. Then, continue upstairs to your room. Go up to the computer
and press R to transmit MegaMan into Lan's Access area.

Lan's Access
------------

Upon arriving in this cyber world, talk to the green robot to find out how to
get out of this world (press R to pull out). Then, step into the transporter
up ahead to reach the Internet.

Internet (Area 1)
-----------------

In this area, go straight up the path and talk to the robot you see, who is
known as Glyde. After a brief meeting, he'll give you @Yai, which you'll need
in a bit. Now, head straight up the path behind Glyde and follow the path
east. Continue north and west past the WWW Gate, which you can't access right
now. Keep going until you go down a ramp; at the bottom, continue west and
south, then east along the path. Continue along and you'll reach another
robot standing on a platform; talk to him and he'll offer to sell you some
goods. Take a look and buy something if you like, then continue along the
path until you reach a green robot who seems to be lost. Talk to it, then
head all the way back to the bottom of that ramp you came down before. Follow
that path south to an Access point. Use it to warp to Yai's Access area.

Yai's Access
------------

There, talk to Glyde again and he'll give you the Spreader I chip. Next,
follow the spiral path all the way around, collecting items in Mystery Boxes
and defeating enemies along the way. After that, press R to exit the Internet
and return home.

Lan's House
-----------

Back in the real world, try to leave your room and your mom will call you in
a panic. Go downstairs and you'll find that there is a fire in the kitchen.
Approach it and press R to transmit into the fiery oven world.

Oven (Lan's House)
------------------

When you enter the burning oven, talk to the 3 green robots (they're known as
programs, and I'll refer to them as such from this point forward). Then, go
south and west along the red pipes, and take the Mystery Box's contents. Talk
to the program nearby, then continue southeast along the red pipes to another
large area. There, talk to some more programs and take the purple Mystery
Box, which has 700 Zennys inside. Take the path northwest, then continue
northwest along the path to a large area with one program and a Mystery Box.
Talk to it and take the Steal A chip from the Mystery Box. Go back south and
take the green Mystery Box sitting on the red pipes to get the Sword B chip.
Then, continue southwest to a large green area with another program sitting
on it. Talk to it and you'll be given Ice Blocks to get through the fiery
areas! Now, go back north and an explosion will occur, knocking MegaMan down
and returning control to Lan in the real world.

Lan will become worried about MegaMan in the burning oven, and the repairman
from earlier will call and taunt you. After that, run up to your room and
check the dresser where you originally picked up MegaMan in the beginning of
the game to find a Water Gun. Go back downstairs and use it to extinguish the
flames in the oven so MegaMan can progress. When you gain control of MegaMan,
head north and east across the red pipes. Then, go south and use an Ice Block
to remove one of the flames so you can pass. Open the Mystery Box up ahead to
get 200 Zennys, then talk to the program before continuing to the next area.

In this area, go northwest and open the Mystery Box to get a Shotgun Q chip.
Then, go back north and use an Ice Block on one of the flames so you can
pass. Continue northwest to the corner and head southwest from there. Take
the 500 Zennys from the box and extinguish one of the flames to the left with
another Ice Block. Continue north and west along the path, then at the dead
end, clear one of the flames to the left so you can continue some more. Go
along that path to continue south, then open the Mystery Box you reach to get
a LilBomb Q chip. Now, extinguish the flames up ahead with some Ice Blocks,
then go south and talk to the program there. Before you continue, be sure to
equip MegaMan with all the better chips you have for the upcoming battle
(Cannon, ShokWave, Dash, and maybe a couple of Sword chips will be good).
When you're ready, continue along the path to meet FireMan. The repairman
from before reveals his true nature at this point. You'll then enter battle,
so read the Bosses section if you need some assistance.

After the battle, the evil repairman will taunt you some more before leaving.
You'll then end up back inside your house in the real world. There, talk to
your mom if you want, then leave home completely.

ACDC Town
---------

Before staying home to rest, it's time to go exploring for a few moments.
Start by going south to Mayl's house (the pink house next to yours). Inside,
talk to Mayl and transmit MegaMan into the piano.

Piano (Mayl's House)
--------------------

Inside this empty place, simple follow the path up and around to the very
end. Defeat the enemies you may have to fight along the way; you may even get
the Quake chip if you're lucky. Anyway, check out the 2 Mystery Boxes at the
end to get a Recov50 L chip and @Mayl. Then, go back out the same way you
came (or press R to get out if you don't want to waste time walking).

Mayl's House
------------

Back in the real world, go upstairs and into Mayl's room. There, check out
the yellow doll in the lower-left corner of the room and press R to transmit
MegaMan.

Doll (Mayl's House)
-------------------

In this cyber area, head towards the northeast corner of the room. There,
check out the Mystery Box to get an HPmemory item. Now, talk to the program
near the entrance if you want, otherwise get out of here and continue out of
Mayl's House completely.

ACDC Town
---------

Back outside in town, head south and east to the southeast corner of ACDC
Town. Then, go north and enter the house on the corner next to the Metroline,
which is Dex's House.

Dex's House
-----------

Now that you're in the house of the green-shirted bully at school, take the
time and transmit MegaMan into his computer!

Computer (Dex's House)
----------------------

In this area, go north and follow the path all the way to the end. There,
open the 2 Mystery Boxes to get @Dex and the X-Panel3 B chip. Then, go back
to the transporter in the beginning to get out.

Now, transmit MegaMan into the small Gamecube console set up in front of the
TV.

Game (Dex's House)
------------------

In the cyber world of the video game system, talk to the nearby program, then
get to the northwest corner of the room. Check the Mystery Box to get a
CrossGun K chip. Now, go back to the transporter and get out of this place,
then continue out of Dex's house completely.

ACDC Town
---------

Outside once again, head northwest along the street all the way towards your
house. Pass it, and go around the bushes and enter the house directly to the
north, which is Yai's House.

Yai's House
-----------

In this young girl's home, go straight ahead and check out the phone on the
dresser in the corner. Transmit MegaMan into its cyber world.

Telephone (Yai's House)
-----------------------

In this area, talk to the program you see and open the Mystery Box to get the
Escape J chip. Go back through the transporter to exit this area.

Yai's House
-----------

Now, go back down the hall and continue out of the house completely.

ACDC Town
---------

Outside, head south and enter your house.

Lan's House
-----------

Back at home, go straight upstairs to your room. Since you should have enough
Zennys by now, transmit MegaMan to your PC and visit the Merchant on the
Internet, and buy some upgrades/chips. I'd recommend getting the PowerUP and
a couple HPmemory upgrades while you're here. After that, get out and check
the bed, save your game, and go to sleep.

Over the night, you'll see a scene where a mysterious man tries to get into
the school gates. The next day, Lan and MegaMan run up to the school after
oversleeping and being late!

School
------

Upon arriving here, check and read your E-Mail when MegaMan alerts you. Then,
head south to the next area of the school. Start by entering the Nurse's
room, which is the first room to the left. There, check out the cabinet in
the corner directly to your right to get a Recov50 G chip. Now, leave this
room and continue down the hall, then enter the second room to the left. In
this room, check out the teacher's desk to get a Repair A chip. Then, go
south and out the door at the other end of the room. Continue down the hall
and go west through the door to get upstairs. There, go north and enter the
first room to the left, which is the Library. Go north and check the
bookcases in the very back of the room to get an Escape H chip. Now, leave
the library and continue north through the hall. Check out the desks at the
end to get a X-Panel1 B chip. Then, go all the way south to the last door to
the left and enter your classroom.

Upon entering class, your teacher will be introducing a substitute teacher
known as Mr. Higsby. He also happens to be that weird guy hanging around
outside the school the previous night. After the introductions and you have
control of Lan, go around the room and talk to everyone. Dex will challenge
you to a fight against his GutsMan; accept it if you didn't last time you saw
him in school, and win this battle (read the Bosses section if you need help
here). After you're done talking to everyone, the bell will ring and the
substitute teacher will come and begin class. He'll speak briefly before
transmitting the lesson for the day. After he leaves, "ERROR" will flash on
the blackboard and you'll hear alarms making noise. A mysterious person will
speak for a moment, too. After that, walk up to the blackboard and talk to
Dex. A bunch of others will stand around while Dex tries to stop it, but with
no success. When you get control of Lan again, talk to Mayl standing to the
right of the board. She'll give you the Roll R chip. After that, transmit
MegaMan into the blackboard, which leads to the school network.

Network (School)
----------------

When you arrive here, go forward and talk to the robot standing there. Then,
head north and along the path, going across the thin bridge and continuing
north from there. Head northeast across the red and white platforms and check
the Mystery Box to get a ShokWave L chip. Then, go back south and follow the
path west and north. Go down the ramp and continue along the path until you
reach another green robot. Talk to it and answer its question however you
like, then continue northeast to the next area. There, go north and east
along the path; you'll see a path heading south. Pass it for right now and
continue north to the very end. Open the Mystery Box to get 800 Zennys. Now,
go back and take that other path to the next area.

In that area, head all the way south across the red and white bridge to the
end, then check out the door blocking your path. It requires you to find out
the number of chairs in classroom 5A in the school. Gameplay will then switch
to Lan in the real world. Since 5A is your classroom, there are 9 desks
total, so press L and say yes to the question. You'll then be asked to enter
the passcode, which is "09", so input that and say yes to open the door.
You'll then gain control of MegaMan again.

Now, continue along the thin path to reach another cyber classroom. Talk to
the green robot there and continue north to the left of the blackboard to
reach the next area. Follow the path down the ramp and to the north until it
splits. Then, take the path all the way southeast and north. Follow it all
the way to the end, then take the Mystery Box that contains a HiCannon I chip
inside. Now, go all the way back to the intersection where the path split,
and take the middle path north and up the ramp. Talk to the green robot you
come across, then check out the next door you need a passcode to get through.
The hint is the number of the World History books, so MegaMan will ask for
Lan's help again.

With Lan, leave the classroom and head up the hall to the Library. Go
straight ahead and check out the bookcases to find that the number for
History is "30". Press L and input the passcode, then you'll get control of
MegaMan and the door will be unlocked! Now, continue along the path to reach
yet another locked door. This time, the code for the door is randomly
generated, and you must guess it to proceed. When you guess wrong, you'll be
told whether the number is higher or lower; that way you can narrow things
down a bit more. After you get through here, continue ahead to the next area.
There, go straight ahead and talk to the green robot, then take the Mystery
Box that contains 400 Zennys inside. Then, follow the blue bridge south to
the next area. Continue all the way south and west to the southmost passcode
door. It's another randomly generated code, so take the "higher and lower"
hints after each guess to figure it out. After you get through, continue into
the classroom and take the Mystery Box to get an HPmemory upgrade!

Now, go back out of this room and take the path you passed just moments ago,
and check out the other passcode door. The hint asks you how many doors there
are in the school building, and MegaMan will ask Lan for help. Take a quick
run through the building if you want, then press L and input "15" as the
passcode. The door will then open and you'll have control of MegaMan. So,
head into that classroom and follow the path northwest to where it splits
again. Take the path all the way south to a Mystery Box, and open it to get a
Spreader H chip. Then, head all the way north to the following area. Here, go
north and take the path to the west and talk to the program you see. Then,
continue along to where you reach 2 thin paths to take. Take the right one
and MegaMan will get caught in a trap! You'll then gain control of Lan in an
attempt to help free the PET.

From your classroom, exit the room and head north in the hall. Go through the
3rd door to the left (the one further back than the others) to get
downstairs. Then, go north and try to enter the AV Room (it has the sign
saying PC above the door). The weird substitute teacher will push you out and
walk away, causing you to wonder what he just did. Anyway, enter the room and
head towards the upper-right computer in the room. Restart it to free MegaMan
from the trap in the same position within the cyber world. Now, with MegaMan,
continue along the path until it splits once again. Take the west path to
find a Mystery Box containing an Quake1 A chip. Go back around and take the
other path to find a passcode locked door. Use the "higher or lower" method
like on previous doors to figure out the code. After that, continue into the
next area.

In this area, go north until you see a path going to the west. Take it to
find a Mystery Box; open it to get a Cannon C chip. Go back south to the main
path and continue north to the final passcode door. You'll be asked to find
your teacher, who is tied up somewhere in the school. As Lan, leave your
classroom and head downstairs. Go north and through the double doors to the
next hall. There, continue through the following set of doors to another
room. Enter the first door to the left, which is the storage room. You'll
find the teacher in the corner, so go and help her out. She'll give you the
SchoolID, which you'll need to open that last door! Now, leave this room and
continue north to the final door and the panel next to it. Check out that
panel and you'll be given access to input a passcode since you have
possession of the SchoolID. Do the same procedure as before to open this
door, then you'll meet NumberMan, who is controlled by Mr. Higsby (no
surprise there)! After a brief conversation, battle will begin, so read the
Bosses section if you need help on winning here.

After the battle, Higsby will regain his senses. Lan will then restart the
server, which stops the evil WWW's re-education program. Now that that's
done, you then go back to your classroom.

School
------

After class, you learn that the Metroline has opened and MegaMan suggests
visiting Dad in the SciLabs. Now, leave the classroom and head downstairs,
then north through the halls through 2 sets of double doors. Enter the
storage room where you found your teacher earlier and check out the cabinet
to get an HPmemory upgrade! Then, leave the room and go south to the
following room, and then exit the school.

Outside School
--------------

Outside in the parking lot, check out the yellow car to the left and transmit
MegaMan into it.

Car (Outside School)
--------------------

Inside the cyber world of the car, talk to the programs standing around. Open
the Mystery Box in the middle of the area to get another HPmemory upgrade.
Now, go back out the same way you came in.

Outside School
--------------

Now, go around and talk to the people if you like, otherwise head south and
off the school property completely.

ACDC Town
---------

Back outside, head all the way to the southeast corner of town. You'll see
the Metroline Station there, so go down and enter it.

Metroline Station (ACDC Town)
-----------------------------

When you enter this area, talk to the police officers and the people standing
around. You'll find out that the metroline is not currently running, which
means you should come back later on, so leave this area.

ACDC Town
---------

As soon as you get outside, head northeast 1 block, then northwest 1 block to
reach Lan's House on the corner.

Lan's House
-----------

Back at home, head upstairs into your room. There, transmit MegaMan into the
PC to reach the Internet.

Internet (Area 1)
-----------------

When you arrive in this cyber world, continue straight through the next
transporter to the following area. Now, follow the path all the way until you
reach that merchant selling those chips and items from before. Buy some chips
or upgrades if you have the money, then continue on your way. When the path
splits, take the north path past Dex's Access pad, then continue to the dead
end, which is also known as a link. Try to get through, but you are told you
have no authorization. So, press R and jack out MegaMan, then go outside.

ACDC Town
---------

Once outside, MegaMan will alert you of a new E-Mail that was received. Read
the mail from Dex, who challenges you to fight against his GutsMan right now.
So, head southeast and enter the house next to the metroline station, which
is Dex's House.

Dex's House
-----------

Here, talk to Dex and he'll ask you for a Recov50 chip. Let him have one and
he'll thank you, then enter battle with his GutsMan against you! Read the
Bosses section for help on winning here. After the fight, he'll give you his
GutsMan G chip as a reward. You'll also receive /Dex as a result of this
battle. Now, leave Dex's home completely and head back to your own house,
which is the blue house to the northwest from your current position.

Lan's House
-----------

Here, head upstairs and transmit MegaMan into the computer to access the
Internet.

Internet (Area 1)
-----------------

Here, make your way to Dex's Link area that you couldn't access earlier.
Since you have /Dex, you can pass through to the second area of the Internet.

Internet (Area 2)
-----------------

In this new area of the cyber world, head straight ahead and when the path
splits, take the west path. Take the path heading south, then follow it
around and up the ramp to the upper area. Continue to the round platform,
then take the north path straight ahead. Take the first path going east all
the way to the next path split. At that point, take the southbound path and
follow it until you reach the giant stone creature known as StoneMan. Read
the Bosses section for help on defeating this guy. After you win, StoneMan
will be gone and MegaMan will remove the stone blocking the Metro Train's
access to the station. Now you'll be able to take the Metroline to wherever
you want to go!

Now, press R and pull MegaMan out of the Internet, and regain control of Lan.
Head out of the house and go south to the Metroline once again.

Metroline Station (ACDC Town)
-----------------------------

Here, head towards the counters that the police officer in the back is
standing by, and get a ticket. Then, go through the open gate by the other
officer with your ticket and you'll automatically be taken to the next
station in Government Complex. When you arrive there, talk to the people and
exit the station when you're done.

Government Complex
------------------

Outside here, talk to all the people you come across. Head northeast all the
way to the end, then go north and you'll see a girl behind a counter.
Transmit MegaMan into the cash register there.

Sal's Register (Government Complex)
-----------------------------------

In this cyber area, follow the path all the way through here. Check out the
first Mystery Box you see to get @Sal. Then, continue north to the end and
open the other Mystery Box to get a Recov120 A chip.

Government Complex
------------------

Now, talk to the girl behind the counter. She'll introduce herself as Sal,
and challenge you to a fight. Accept the challenge against WoodMan (read the
Bosses section for some help if needed). After the battle, she'll give you
/Sal so you can access Internet Area 3 via her link. Now, go south and take
the path going towards the west. Enter that building, which is the
Waterworks.

Waterworks
----------

In this building, head straight and take the first left into an area with a
TV and seats nearby. Transmit MegaMan into the TV.

TV (Waterworks)
---------------

Here, go northwest a little and check the Mystery Box to get an Escape L
chip. Then, talk to the program and robot nearby before leaving via the
transporter.

Waterworks
----------

Now, continue north through the room, talking to the people along the way if
you want. In the upper-left corner, there is a soda machine (to the right of
the counter with the people standing behind it). Transmit MegaMan into it.

Soda Machine 1 (Waterworks)
---------------------------

Inside the soda machine, talk to the program and green robot to the northwest
of your position. Then, go north and open the Mystery Box you find to get a
Spreader J chip. You can then get out of here by stepping back into the
transporter or by pressing R.

Waterworks
----------

Back in the real world again, head southeast towards the blue elevator. You
can't get on it, so continue to the next area. Just follow the path into the
following area, which is the SciLabs.

SciLabs
-------

In this area, go all the way to the north corner where you'll find another
soda machine. Transmit MegaMan into it.

Soda Machine 2 (SciLabs)
------------------------

Here, the only real important thing for you to do is open the nearby Mystery
Box to get 5000 Zennys. Talk to the program and robot if you want, otherwise
step back into the transporter and return to the real world.

SciLabs
-------

Now, go back south and west to the red elevator you passed before. If you
haven't already, talk to the woman behind the counter to the right of the
elevator and tell her you want to visit your Dad. After that, check out the
panel on the wall by the elevator to reach the next floor. There, follow the
path all the way into the office room, which is your Dad's. Start by heading
directly east to the giant monitor on the wall, then transmit MegaMan into
it.

Monitor (SciLabs)
-----------------

Here, head straight ahead and check the first Mystery Box to get a HiCannon J
chip. Then, talk to the robots in the back corners of the area if you want,
then leave.

SciLabs
-------

Back in the real world, head west and south, then east into the cubicle.
Check out the computer on the desk and transmit MegaMan into it.

Computer (SciLabs)
------------------

Inside your Dad's computer, talk to the program up ahead. It'll mention that
MegaMan's special program isn't there, so Lan gives MegaMan a message to
leave with the program. After that, continue all the way to the back of the
area and open the Mystery Box to get @Dad. To the right is the Virus Machine,
which you can use to train yourself against fighting random enemies. Train if
you want, then go back to the transporter and leave here.

SciLabs
-------

Now that you've done all you can here, follow the path northwest to the red
elevator. Check out the switch on the wall to the right of the elevator to go
on it. When you get out on the first floor, go south to the next area. Follow
the path through the hall to the Waterworks area.

Waterworks
----------

Here, continue west and south, then out of the building completely.

Government Complex
------------------

Out here, head straight ahead to the main path, then go south. Continue all
the way to the metroline station, then go down into it.

Metroline Station (Government Complex)
--------------------------------------

Here, go and check out the computers to the left of the turnstiles for the
metroline and get a ticket. Now, head through the far right turnstile and
you'll be on your way to ACDC Town again. Once there, exit the station.

ACDC Town
---------

As soon as you step outside, MegaMan will alert you of a new E-Mail that was
just received. Read the mail from Dad; he sent you 1 HPmemory and 1 PowerUP
for you to use! Be sure to apply the PowerUP upgrade as soon as possible,
too. Now, head northeast 1 block, then go northwest to your house on the
corner.

Lan's House
-----------

When you get here, talk to Mom if you want before heading upstairs. There,
check out your bed and go to sleep for the night. During the night, you'll be
given more news as to what's going on with the evil WWW crew. When you wake
up, head downstairs and talk to your Mom (you can't avoid her this time).
She'll explain that there is no water in the house. After she's done, head
out of the house.

ACDC Town
---------

When you step outside, you'll be met by Mayl. You two will talk while walking
up to the school.

School
------

When you get to school, you'll notice the lack of water in the pond as well.
Mayl will run off to check something else out. When you get control of Lan
again, head north into the actual school building. Inside, head south through
to the next room, then continue down the hall. Go through the door that leads
upstairs, then continue south to room 5A, which is your classroom. There,
talk to everyone, especially Yai in the back. After talking to Yai, class
will begin. Listen to the conversations between the teacher and other
students if you want (press Start to skip). After class, go around and talk
to everyone if you want. Talk to Dex in the back and accept his challenge to
fight GutsMan for the 3rd time. Read the Bosses section if you still need
help here. After you win, leave the classroom and make your way outside of
the building the same way you came in. Continue south through the gate to
exit the school property completely.

ACDC Town
---------

Back outside, go south. You'll notice a new shop "Higsby's" has been opened,
and is run by that nutty substitute teacher from earlier in the game. Go in
and buy some chips if you want, and fight/win against NumberMan at the
machine near the counter. Then, exit and continue south to Lan's House.

Lan's House
-----------

Here, go upstairs and transmit MegaMan into the PC, then continue straight
ahead to the Internet.

Internet (Area 1)
-----------------

Here, make your way to Dex's Link like before, and continue to Area 2.

Internet (Area 2)
-----------------

In this area, go north and west, then take the first path going south. Follow
it up the ramp and to the east, then when you reach the path split, go north.
Take the first path you see going east and follow it to yet another split in
the path. Head north, west, north, and east, all the way to Sal's Link. Since
you have /Sal, you can progress to Internet Area 3.

Internet (Area 3)
-----------------

In this new area, follow the path up to where it splits again. Continue north
and walk into Sal's Access. Doing so will open the path between this Internet
area and her register, giving you quicker access back to here. Now, go back
south and take the west path to reach the merchant. Buy the WoodArmr at this
time; you can win just about every chip there in battle in the following
areas of the game. Also, buy HPmemory if your funds allow.

Then, continue along to the next path split. There, take the east path and
enter Dad's Access area using @Dad, which will also open his computer to the
Internet, giving you quicker access from there. From there, jack out by
pressing R.

Lan's House
-----------

Back in Lan's House, head downstairs and exit the house completely.

ACDC Town
---------

Outside, head to the southeast corner of town and talk to the old man there.
He seems to have lost his dentures in the park, so head north to the park.
Check out the trees in the northeast corner of the park to find Dentures.
Bring them to the old man to get a Recov80 G chip as thanks. Now, go into the
Metroline Station.

Metroline Station (ACDC Town)
-----------------------------

Here, MegaMan will alert you that you have yet some more new E-Mail to check.
Read the mail you received from Yai, then get a ticket via the computers.
Next, go through the right turnstile to continue to the Government Complex.
Once there, exit the station and continue into the building like before.

Waterworks
----------

Inside this building again, head north and east to a counter where a white-
haired kid is standing. Try talking to him and you'll see a brief scene.
After he's done at the counter, he'll give you an attitude before leaving via
the blue elevator. You need an ID Card to ride the blue elevator, so continue
southeast to the next room. Continue east through the hall to the SciLabs.

SciLabs
-------

Here, ride the red elevator to your Dad's office. There, check his jacket
hung on the wall by the computer to get the SciLabID you need.
Now, go back down the elevator and back to the Waterworks half of the
building.

Waterworks
----------

Here again, check the switch to the left of the blue elevator like you
normally would, and you'll be given access to ride it. When you get off,
follow the hall all the way to the end, then go through the red outlined door
to the next room. In that room, enter the middle lab area and talk to the man
in the upper-left area. Hear what he has to say, then check out the lockers
to the right to get an HPmemory upgrade! Also, transmit MegaMan into the red
panel to the right of the man you just talked to.

Control Panel (Waterworks)
--------------------------

In this area, go southeast and open the Mystery Box to get a Recov200 R chip!
Then, get to the northeast corner of the area and open that Mystery Box to
find 3000 Zennys. Now, wander around and fight enemies if you want, then
leave via the transporter.

Waterworks
----------

Now, get out of this middle area and take the path east and north through
another red door to reach the next room. Take the path here straight until it
splits, then head west and you'll find that kid you saw earlier, who is known
as Chaud from this point forward.

Talk to Chaud, although he still gives you an attitude. So, backtrack through
several rooms and back up the blue elevator to the lobby. Then, head east 2
rooms to the SciLabs.

SciLabs
-------

Here, use the red elevator and go up to Dad's office. When you enter the
office, you'll wait until 12PM, which is lunch time, before going elsewhere.
At that point, nobody else will be around in the building, so go downstairs
via the elevator and make your way to the blue elevator.

Waterworks
----------

When you reach the blue elevator, go down it, then check out the green
console nearby and transmit MegaMan to it. Before you can do so, a woman
catches you down there. She'll tell you to leave since you don't belong
there. After she leaves, transmit MegaMan into the water cooler, which leads
to the Water Treatment Network.

Water Treatment Network
-----------------------

When you enter this area with MegaMan, head straight ahead along the icy
path. Open the Mystery Box you reach to get the SoniWave J chip. Then, take
the path going south and slide across the ice. You'll notice that you cross
another path along the way; at the other end, maneuver yourself so you slide
north across the ice onto the side path. Follow it up the ramp and you'll
reach a faucet; check it out and MegaMan will turn it off, stopping the water
flow below. Now, go back around and down, then head southwest along the main
path.

Continue around the looped path ahead to the next icy slide. At the other end
of that, turn around and slide diagonally southwest to the small ledge. Then,
slide northeast across the ice and continue up the path. Drop down to the
lower platform further ahead, then go up the ramp and step on the transporter
to reach the next area. There, you'll meet ProtoMan . He is controlled by
Chaud, whom you met earlier, and he'll swipe at you with his sword. Chaud
will reveal that he is an Official Net Battler, and he controls ProtoMan.
After that, he'll leave, so continue to the green robot up ahead. From there,
continue up the ramp and follow the path to reach a weird robot standing
there. Talk to it if you want, then take the path southwest to a Mystery Box
containing an HPmemory upgrade!

Now, go back north and west to the faucet you passed before. Turn it on, then
turn it off again. Doing so gets rid of the ice that the water ran through.
Continue ahead and down the ramp, then go past the green robot and slide
across the first small section to the newly cleared area. Follow the path
south and into the transporter to the next area. In this area, go straight
along the path and when it splits, continue straight along the icy path.
You'll drop off at the opposite end of the platform. Then, continue along and
open the Mystery Box you reach to get a WideSwrd C chip.

Next, drop down the icy edge up ahead and this time, take the southwest path
along the pipes. At the next split, take the north path up the hill and
across another icy area. Turn around and diagonally slide onto the small
ledge, then slide across the intersecting path to a facuet. Turn it off to
stop the water flow, then go back across the ice and continue northwest along
the path. When you pass the second faucet, shut it off as well. Then, go
south and drop down at the end of the path. Head north and take the Mystery
Box to get the IcePunch B chip. Then, go south along the path, slide across
the ice, and continue northwest. Follow the path all the way to the
transporter leading to the following area.

In this area, follow the path until you reach the icy areas. Go straight
along the path to the end, then go west and south along the westmost path.
Follow it all the way to the lower-left corner and open the Mystery Box there
to get a M-Cannon L chip. Then, go southeast and slide along the southmost
icy path. At the first stop, take the north ice path to the end. Go north and
drop off the edge to a lower platform. Drop off this one by going east, then
follow the next path all the way to the end. When you reach the wider area,
get ready for a battle, so equip MegaMan with some powerful chips. When
you're ready, continue and you'll enter battle against 2 bears: Ice Cube 2
and Ice Cube 3. Read the Bosses section for help on defeating them.

After the fight, MegaMan and Lan will notice the giant machine up ahead. Lan
will tell MegaMan to melt it, so MegaMan will shoot the ice off. With the
machine taken care of, you'll be automatically sent back to the real world.

Waterworks
----------

Back in the hall here, go up the blue elevator again, then continue all the
way southwest to exit the building completely for now.

Government Complex
------------------

Outside, head east and south to the Metroline Station.

Metroline Station (Government Complex)
--------------------------------------

Here, get a ticket from the computers, then go through the right turnstile to
take the metroline to ACDC Town. Once there, exit the station.

ACDC Town
---------

When you get outside here, MegaMan will tell Lan to head up by the school.
You are now automatically taken to the school grounds.

School
------

In the outside lot of the school, Lan will notice the poisonous water that is
around now, which means your mission at the Water Treatment Network is not
complete! A man will stumble in and drink the water before you tell him it's
poisonous. Chaud will contact you at this point to blame you for the poisoned
water mess. After that, head south and exit this area.

ACDC Town
---------

Back outside, MegaMan will alert you of new E-Mail. Read the mail you get,
then head all the way south to the Metroline Station and enter it.

Metroline Station (ACDC Town)
-----------------------------

As soon as you enter the station, you will receive an E-Mail from Yai with
new information on the kidnapped kid, whose name is Froid. Read it, then
leave the station.

ACDC Town
---------

Now, head north to the Higureya shop. You should see a car parked nearby;
check it out and you'll free the kid known as Froid that was trapped inside.
He'll give you the Handle you need. You will also get his Message. Now, head
south to the station, get the ticket and head to the Government Complex. Once
there, head into the building like before.

Waterworks
----------

This time through the waterworks, head north and east to the blue elevator.
Take it downstairs and transmit MegaMan into the green console like before.

Water Treatment Network
-----------------------

Back in this network, head straight ahead until you reach the path going
west. Take that west path and then the north path you cross after sliding
across the ice. Turn off the faucet, then go back down and continue to the
following area. There, go straight ahead and past the green robot, and up the
ramp. Pass the faucet you see, then when you reach the next path split, take
the path north and east to the faucet with no handle. Use the Handle you have
to turn off the water. Now, go back west and south, then down the ramp and
continue along that new path. After you go up the first ramp further ahead,
take the west path to a Mystery Box containing a Recov80 C chip.

Now, go back and continue north to the second path going west. Take that and
drop off the edge, and follow the path north to a faucet. Turn it off, then
make your way south and back to where you found that Mystery Box just moments
earlier. From there, go north all the way to the end, then follow the path to
the transporter and the next area. In this area, go straight and slide across
the large ice patch. At the other end, turn around and slide directly south
to the small platform there. Then, slide northeast and follow the path up to
the faucet. Turn it on and off to melt the ice in its path, then go back down
and slide across the ice to the corner area. Slide directly north to get out
of it, then take the path going northwest.

Follow the path across another icy path and past a Mystery Box you can't
reach from there. Go around the path and take the first one going southeast
to reach that box, which contains a Triple Arrow A chip. Then, go back and
continue west to the transporter that leads to the next area. There, go
straight across the first line of ice into the large area. Talk to the
program nearby if you want, too.

This next part is a bit tricky, so please try to follow along as best as you
can to get where I'm directing you. To the right of the program, you'll see 4
more icy rows before the end of the platform (not including the one that the
program is standing in front of). Stand directly south of the westmost one so
you're lined up with the vertical line going through it. Then, walk straight
to the north and slide across the ice field along the straight line. If you
did this right, you should be able to walk north and continue to the ramp.
Open the nearby Mystery Box hidden nearby underneath the ice field to get a
PowerUP item! Go up the ramp to the top, then turn on and off the faucet to
melt that row of ice. Now, talk to the nearby program and drop off the icy
edge to slide across the field by the start of this area again.

Now, head west to the second-to-last row of ice. Walk straight northeast onto
that row and if you did this correctly, you'll fall into a hole in the floor
and onto a platform below, from where you can head west. If not, make your
way back up and try again. When you get this right, go up the ramp to the
faucet, turn it on and off to melt some more ice, then slide off the edge to
the north. You'll stop at the melted row in the middle of the ice field.
Follow it east to the gap at the end, but before you reach it, walk directly
east onto the ice and slide to the other melted row. Walk south along that
dry path until you're one row south of the melted one you just came from.
Then, walk directly southeast and you should slide onto a platform above the
other ones; follow that path to the transporter and into the next area.

Here, drop off the icy edges to the bottom, then go north along the pipes to
the ice field. This will take some precision movement in order to get where
you need to be, so try to follow along, although my directions seem to be
shoddy at times. Anyway, go north as far as you can without stepping on the
ice, then walk directly east onto the ice and slide to the northeast corner.
From there, slide northwest to that stop, then directly south to that one.
Once in the southeast corner, turn around and go northeast; you'll drop off
the edge onto another ledge below. Follow the path all the way to the faucet,
then turn it on and off to melt some ice.

Now, go back north and you'll see an icy edge you can slide off of. Slide
down and continue northwest across the ice field to that corner. Then, go
directly south to the southeast corner. Next, follow the path along the
melted area, then go east and follow the path all the way until you reach
IceMan. You'll see a scene with ProtoMan after what appears to have been a
fight against IceMan. After a conversation with Chaud, ProtoMan will
disappear and you'll be left to fight IceMan. Read the Bosses section for
help on winning this battle.

After the fight, you'll give IceMan Froid's Message, and he'll unfreeze the
network for you at the command of his master, Dr. Froid. Then, you'll see
ProtoMan catch the real culprit, who happens to be that weird robot you saw
earlier in the network. That robot's master will pull her PET out, then
MegaMan and IceMan will run in. After another quick meeting with you and
Chaud, they'll both leave. You'll then be taken outside to ACDC Town, where
you'll meet oth Froids briefly. After that, you'll see another scene at the
WWW base where Wily (apparently he's back in this game, too) will be
instructing his servants and you'll hear of their new plots as well. After
that's done, you'll be in control of MegaMan in Lan's Access area.

Lan's Access
------------

Here, you'll meet Roll again when she walks out of the other transporter.
Roll will give you some mail from Mayl to Lan. After she leaves, MegaMan will
alert you of the new mail. Check it and read them both; especially the one
from Mayl. It happens to be Yai's birthday soon and Mayl wants to know if
you'll go shopping with her in Dentown. Choose to reply and say you'll go
with her. Now, head north and into the first area of the Internet.

Internet (Area 1)
-----------------

Here, go north to the first path split. Go west and south to reach Mayl's
Access area.

Mayl's Access
-------------

Here, talk to Roll and MegaMan will give her Lan's Response to the letter.
After that, press R and jack out of the cyber world.

Lan's House
-----------

Back in the real world, head downstairs and exit your house.

ACDC Town
---------

Outside, MegaMan will alert you of another new E-Mail that was just received.
Read it; it's from Froid. He'll tell you about the official NetBattler's
Mailing List in the letter, and how he got you added to it. After you're done
reading the mail, head southeast and enter the Metroline Station.

Metroline Station (ACDC Town)
-----------------------------

Here, go north to the computers and get a ticket to Dentown. Then, go through
the right turnstile and you'll be taken to the city of Dentown. When you
arrive at the Dentown station, go south and exit.

Dentown
-------

As a quick note, Dentown is split into 5 areas; Blocks 1-4 and Central
DenCity. Here's a quick layout of where everything in comparison to each
other is:
                                    _ _
                                _ _|_1_|_ _
                               |_4_|_C_|_2_|
                                   |_3_|

You start off in Block 3, which is where the Metrorail Station is located.
For now, go back to the station and head back to ACDC Town.

ACDC Town
---------

When you get outside, Mayl will run up and meet you. She'll tell you that she
has something else to do, so you get to go to Dentown by yourself for now.
So, get back into the station.

Metrorail Station (ACDC Town)
-----------------------------

As soon as you enter this station, you'll be alerted of new mail. Check your
E-Mail from the BattleML, then get a ticket and head to Dentown. There, head
outside.

Dentown
-------

When you step outside, you'll receive a second E-Mail. This time it's from
Mayl; she tells you to head to Block 1 in Dentown, and she gives you the
Roll2 R chip! Now, there are a couple more things which I will explain about
this place now. Again, you start off in Block 3 (consult the above diagram of
how this place is laid out for help on navigating here). There are actual
crosswalks which you can only go through when they're open. If you're too
impatient, you can walk down the stairs nearby in most areas to end up across
the street.

From the start, head north and west along the path to the next area. There,
you'll receive another E-Mail from the BattleML. Then, in Central DenCity,
head north to the street corner, then go west and past the stairs to the
following area, which is Block 4. There, go southwest and across the street,
then go north across that street as well. On that corner, enter the building,
which is a school room apparently.
There, check out the shelves in the back of the room to get a Barrier R chip.
Then, talk to the students and the teacher (answer Yes to her question).
After that, transmit MegaMan into the blackboard.

Blackboard (Dentown School)
---------------------------

In this area, head to the northeast corner and open the Mystery Box to get a
PowerUP item. Be sure to use this right away! Then, exit to the real world
and continue out of the school completely.

Dentown
-------

Back out in Block 4, head south across the street, then northeast across the
other street. Then, continue north to Central DenCity. Keep going northeast
across the street and north past the old man to reach Block 2. In this area,
go northeast and cross the street, then cross the other street to the west.
Enter the antique shop on the corner you reach. There, talk to the girl
behind the counter known as Miyu. Challenge her to a battle, then enter
battle against SkullMan. Read the Bosses section for some help here; you'll
need it! After you win, she'll give you /Miyu as a reward. Then, press R and
transmit MegaMan into her register (it won't mention anything if you press A,
but just try to jack in as if you're going to talk to her).

Register (Antique Shop)
-----------------------

Here, go north and follow the very straightforward path all the way through
this area. Defeat some enemies along the way, and be sure to open the 2
Mystery Boxes to get @Miyu, and a Barrier S chip. Then, when you're ready,
jack out by pressing R or running back to the transporter.

Dentown
-------

Now, check out the large vase in the corner and transmit MegaMan into it.

Vase (Antique Shop)
-------------------

In this area, talk to the programs and open the Mystery Box to the north to
get a Quake3 C chip. Then, wander around and fight some enemies if you like,
then leave via the transporter.

Dentown
-------

Now, leave the shop and head southwest across the street, then continue to
Central DenCity. There, go straight to the corner, then head northwest past
the building to Block 1. Go straight ahead and go across the street in front
of you. Talk to the old woman and she'll tell you that something bad's about
to happen. So, go southwest across the street and a scene will take place.
The traffic lights will go haywire, then some cars will crash because all the
lights are green! You'll then be alerted of an E-Mail from the WWW. Read it
to hear WWW's newest scam. After you're done, you'll see some nearby people
running off to buy that pricey program from the WWW. Anyway, to stop this
all, you'll have to jack in to the traffic light system, so transmit MegaMan
into the nearby traffic signal to enter the town network.

Dentown Network
---------------

When you enter this area, talk to the nearby program, then go north along the
blue path. Follow the path all the way through this area, stepping through
the flashing orbs and changing the colors of the paths along the way. When
you finally reach a split in a blue path further ahead, take the north path
and continue until you go through the orb, changing the colors from blue to
red. Go south just a little, then turn around and go back through the orb to
make the paths blue. Head west and south to a Mystery Box containing a
Bubbler K chip.

Now, go back north and east to the flashing orb. Change the colors to red,
then go south and east to the red path. Follow it south and west, then when
you reach the split, continue west and north to another Mystery Box. Open it
to get 800 Zennys. Now, go back east and south to the start of this area.
Press the color switch in the corner; doing so will fix the traffic lights in
Dentown Block 1.

Dentown
-------

With control of Lan again, head southeast across the street, then continue to
Central DenCity. There, continue south and west, then go down the stairs to
get across the street. Keep going southeast and you'll see the people with
the WWW operator trying to buy that scam program. Talk to all 3 of the people
and Lan will convince them not to buy the program. After they're all gone,
talk to the WWW operator. After she leaves, go back through the underground
stairs to the north to cross the street. Continue north towards Block 1 and
you'll be alerted of a phone call via MegaMan. It's Mayl on the line; she's
trapped on a runaway bus! She says they passed Block 3 already and are
heading for Block 4, which means that's where you're heading now.

From here, go south to the stairs you just came from. Go back down them to
cross the street, then head southwest to Block 4. There, go south and down
the stairs you reach to cross another street. Go north to the corner, then
transmit MegaMan into the traffic light.

Dentown Network
---------------

Back in the network, head south along the blue path until you reach the
split. Go south through the orb to make the paths red. Go all the way around
along the red path (do NOT go through the next flashing orb you pass). When
you get back to the first orb, go south through it again to make the paths
turn blue. Continue along the blue path to the next split. Continue southwest
and then north to a Mystery Box. Open it to get 800 Zennys. Then, go back
south and east to the intersection; this time take the blue path all the way
north to the end. Then, go west and through the orb to make the paths red.

Now, follow the red path up the hill, then continue all the way northeast
along the path until you reach a red path going northwest (next to the 3rd
flashing orb). Go along that path and open the Mystery Box to get an Escape N
chip. Then, backtrack to the top of the red hill you just came from. Go
through the orb to make the paths blue, then go northeast along that path to
the next orb. Go through that to turn things red again, then continue north
to another orb. Walk through it and make the blue paths light up, then follow
the path around to the next blue path. Go through the final orb to make it
red, then take the red path to the start again. There, hit the color switch
to make the lights red, although it's too late!

Dentown
-------

With control of Lan once again, go northeast across the street and continue
to Central DenCity. There, you'll be phoned by that WWW girl from before.
She'll taunt you and reveal more of the plan, which means you have to catch
the bus again! So, go through the stairs straight ahead to cross the street,
then go down the other stairs to cross the other street. Now, head northeast
to Block 2. In this area, go north to the stairs. Go down them to cross, then
transmit MegaMan into the traffic light at the corner.

Dentown Network
---------------

Back in the network once again, follow the blue path to where it ends. Then,
take the west path and go through the orb to make the red paths light up.
Take the first red path north to a Mystery Box containing a Heater O chip.
Now, go back to the intersection between the 2 orbs, then go through the east
one to turn on the red paths again. Go around the red path back to that point
between the orbs, then go west and through the other orb to turn on the blue
paths.

Now, continue to the blue ramp and follow the blue paths until you reach
another flashing orb. Walk through it and to the west, making the paths red,
then go east through it again, making them blue. Open the Mystery Box on the
blue path to get 500 Zennys. Then, continue to the next orb and make the red
paths light up. Head north and west, then northeast along the first path you
pass, going through the orb to turn the path blue. At the top of the hill, go
west and down the regular path, then continue through the orb at the bottom
to turn the red paths on again. Continue all the way west to the end, then up
the red hill to the top. Go east through the orb to turn on the blue paths
again, then open the last Mystery Box to get a FireTowr T chip.

Next, head back through the orb to turn the path red again. Then, continue
west to the start of this network area. Check the color switch to turn the
traffic lights in the block above to red. Apparently you're too late again,
and the bus continues speeding past.

Dentown
-------

Back outside with Lan, head southwest across the street and continue down to
Central DenCity. When you enter that area, you'll be alerted of E-Mail. Read
Mayl's message; she's still in a panic since she's aboard that bus! Now, head
straight to the stairs and go down them to cross one street. Then, go south
and through the other stairs to cross the other street. After that, continue
heading east to Block 3. Here, go forward and through the stairs to cross the
one street, then the other stairs to cross the other. Then, transmit MegaMan
into the traffic signal next to the bus stop sign.

Dentown Network
---------------

Here once more, follow the nearby blue path until you reach an intersection
where the first flashing orb is located. Continue north to the next blue
path, then go around and then east through the orb you just passed. Continue
north and east along the red path, making sure to open the Mystery Box you
pass along the way to get 1000 Zennys. Then, go north and through the next
orb, then continue all the way along the blue path. When you come across
another intersection, take the south path and go through that orb to turn the
paths red.

Now, go back south and west, then north and east the same way you just came.
Instead of taking that south path again, continue to the next south path (the
one with the red path going down the hill). Go south and east along the
southmost path, opening the Mystery Box to get a HPmemory along the way!
Then, go back up the hill and head south, heading through the orb to turn the
paths blue again. Continue south along that path to yet another orb. Make the
paths red, then head southeast along the red path and continue to another
split in the paths.

You'll see 2 paths you can take here; continue west and south on the westmost
path. Then, go southeast through both orbs, and follow the path around the
bend and through one more orb. Then, continue along the blue and the red path
up ahead to the start of the area again. Check the color switch to turn the
signals above to red.

Dentown
-------

Once again, the bus gets through the red light, and turns towards the center
of town. So, head across the street and use the stairs to cross the other
street. From there, go north to Central DenCity. There, you'll automatically
run ahead of the bus and transmit MegaMan into the final traffic signal.

Dentown Network
---------------

When you enter this area, Lan will tell MegaMan to change all the signals
here to red. So, head south on the blue path to the first intersection. Go
east through that orb, then around the red path to the same spot between orbs
again. Now, go through the west orb and continue along the blue path, going
through the next orb at the end of that path. Then, go west and northwest
along the path to a Mystery Box on the red path containing an AquaTowr C
chip. Now, go back off the red path and take the regular path northeast and
then south. Then, continue north on the red path to the first color switch
here. Switch it to make one light turn red up above.

Now, go west and through the orb, then follow the blue path to the next orb.
Go through that one and head along the red path, then when you reach the
corner, go northeast. Take the first path to the east; go through the orb and
open the Mystery Box on the blue path to get 2400 Zennys. Then, go back
through that orb and continue north along the regular path to the end. Get on
the red path going southeast at the end, then follow that path to the next
color switch. Hit the switch to turn the second light to red.

Next, go north through the orb to make the blue path light up. At the 3-way
intersection, take the west path through the orb. Take the red path to the
corner, then go through the orb and continue north and east along the blue
one. Go through one more orb at the end to turn the path red, then hit the
next color switch to make the third light above red.

Now, go south on the blue path and you'll see 3 different paths you can take.
Go straight through the orb up ahead and open the Mystery Box to get a
Recov80 G chip. Then, go back through that orb and head north, then southeast
through the middle path. Follow the path all the way south and west to the
final color switch. You'll see the bus get trapped at the blocked off
intersection, so hit the final switch to block it in completely.

Dentown
-------

Now, Ms. Madd (the WWW woman from before with the scam product) tells you she
activated the gas program virus, which means the bus will explode! However,
it doesn't work out since ColorMan is inside the bus bothering Roll, Mayl's
PET. With control of Lan, go next to the bus and transmit MegaMan into it.

Bus (Dentown)
-------------

Inside the bus, you'll witness ColorMan messing with Roll some more. After
MegaMan challenges him, you'll enter battle, so read the Bosses section for
help on beating ColorMan here. After the battle, ColorMan will disappear and
you'll have rescued Roll! After a reunion scene with Lan and Mayl, they'll
run off and get the present for Yai as planned.

ACDC Town
---------

The scene opens again with Lan talking to MegaMan in the park in ACDC Town.
After the conversation, read all 3 new E-Mails you're alerted of. Then, head
west to your house.

Lan's House
-----------

Here, go straight ahead and talk to Mom in the kitchen. She'll run off to get
ready, and Lan will choose to go by himself to the SciLab. So, head back out
of the house again.

ACDC Town
---------

Once outside, head south and west to the Metrorail Station.

Metrorail Station (ACDC Town)
-----------------------------

In the station, get a ticket to the Government Complex like usual, then go
through the right turnstile to depart. Once you get there, exit the station.

Government Complex
------------------

When you arrive here, you'll be alerted of new E-Mail. Check it; it's from
the BattleML. After that, head northeast all the way to the northmost area by
Sal's cart. You'll notice that there is now a second cart run by Masa nearby.
Talk to Sal if you want to fight WoodMan again for his chip. Then, talk to
Masa and challenge him to a fight. You'll then have to fight SharkMan, so
read the Bosses section for help (you WILL need it). After you win, Masa will
give you a HPmemory upgrade as a reward. Before you leave here completely,
transmit MegaMan into Masa's cart.

Masa's Cart (Government Complex)
--------------------------------

Here, head southeast along the middle path, making sure to check all
branching paths for Mystery Boxes. Open the one you can to get @Masa; the
other one has data that's not decodable, so don't worry about it. Now, go
back out of here through the transporter at the start.

Government Complex
------------------

Back outside again, head south and west into the building.

Waterworks
----------

When you enter this building, head north to the end, then go east to the next
area. Continue through this hall to reach the SciLab.

SciLabs
-------

Here, continue straight ahead, then east towards the TVs. You'll see Chaud
there, so go talk to him. He gives you the only attitude once again before he
walks off. After he's gone, go talk to the other people in this area, then
wander back to where Chaud was standing. Your Dad will then come towards you,
late though. After a quick few words, Mom will come and you'll all head down
to the Restaurant floor.

Restaurant
----------

On this lower floor, head east and south through the hall all the way to the
next area. Here, talk to the people by the entrance as you make your way
towards your Mom and Dad in the middle of the room. Talk to your Dad until
he's paged and he leaves, then go talk to more people. You'll see a table of
new PETs to the north, so go transmit MegaMan into them.

PET Pile (Restaurant)
---------------------

When you enter this cyber area, talk to the 2 programs in the middle if you
want. Then, get to the northwest corner and open the Mystery Box to get a
HPmemory upgrade. Now, fight some enemies if you want, otherwise jack out of
here.

Restaurant
----------

Now, go around this room and talk to EVERYONE, including Chaud. After you do
that, the guest will start to speak. He ends up being a WWW Operator with
electrical powers, and causes a total blackout in the underground power
plant. That shuts down all air vents in the building, which will kill
everyone due to lack of air if it isn't fixed soon! After he leaves, you'll
have control of Lan in the dark room again. Head northeast and exit this
room. Go up the hall to the dust chute; check it out to slide down it.

Power Plant
-----------

When you arrive at the lower floor, head south and into the following room.
Go down the hall to the end and talk to the scientist, who is trying to open
the door to the control room. Then, go and talk to the guy trying to open the
middle room into the power plant itself. You'll find out that the control
room door is now open, so go down and enter that room. Get to the middle of
the room and talk to the scientist once again. Then, go to the keyboard next
to him and attempt to transmit MegaMan into the system. The scientist will
then warn you of the possible consequences, and after a tough decision, Lan
transmits MegaMan into the power plant's network.

Power Plant Network
-------------------

Upon entering this network, you'll notice a meter in the top-right area of
your screen. It shows how much power MegaMan has; if it runs out, MegaMan
cannot heal after battle, and will obviously have less a chance of surviving.
There are also many invisible paths throughout this place, so try to follow
along as I try to navigate you through this all. One more thing; you'll
notice certain platforms with 3 battery boxes and a switch on them. You have
to plug a Battery (you'll get those from a program within the network) into
the right box, then hit the switch to open a new path.

Anyway, from the start, go directly south on an invisible path to the first
platform with battery boxes. From there, go northwest on another invisible
path. You'll see a single visible square along the path; when you get to it,
head south. Continue along the invisible paths from here (it's
straightforward for now) until you reach a visible platform with a program
standing in the middle. Talk to it and it'll explain how to use the
batteries, then it'll give you the BatteryA program. Now, backtrack all the
way back to the platform with the 3 boxes that I pointed out before.

There, place a battery in the leftmost box, then pull the switch. Doing so
will open up a new path to the south. So, take that blue path south to the
next path split. Take the east path to the end, then walk north onto the
small tab and continue onto the invisible path. Open the Mystery Box you
reach to get 5000 Zennys. Then, continue south and west onto another
invisible path. Hold Down while moving west and you'll go down a side path to
another Mystery Box containing the X-Panel3 G chip. Now, go back north and
continue west to the visible path. Go south and west onto another invisible
path, and talk to the program you pass by to fight the RingZap 1 (some
programs here are corrupt and will fight you if you talk to them; defeat them
to make them disappear).

After you beat it, continue along the visible and invisible paths until you
reach another altered program. Defeat it, then go west on the invisible path.
Go north and west to the transporter leading to the next area. There, follow
the visible path all the way to a path split. Continue west to a Mystery Box
containing 1000 Zennys, then go back and take the north path to the end of
the visible path. Then, go west on the invisible road, then continue north to
the very end of this visible path. Then, go east and north on an invisible
path to reach another corrupt program. Defeat it and then continue along the
rather straightforward invisible path to a normal program. Talk to it and
continue south to the next group of battery boxes.

Continue southwest to a path leading to a program; talk to it to get BatteryA
and BatteryB. Go back north to the battery boxes you just passed, and place
batteries in the bottom-left box and the upper-right box. Then, hit the
switch to turn both lightbulbs and make a new path appear. Go south and along
the blue and red path to where it splits. Take the east path and continue
north along all the invisible paths until you reach a program. Talk to it and
it'll give you a hint regarding the boxes connected to the light bulbs not
being adjacent to each other.

Now, this is where it gets a bit tricky to navigate. Head north past the
program you just talked to and hold Up on the Control Pad so you can find an
invisible path leading to the west (just before the Mystery Box). Take that
path north onto a visible platform, but as soon as you get onto the visible
platform, go southeast across an invisible path to another visible one. Go
north and east, then go south and follow the invisible paths to the platform
with more battery boxes. There, go northeast and head north along a path to
find the program with the batteries. Talk to it to get the BatteryC, D, and E
programs.

Now, go back south to the platform with the battery boxes on it. There, place
batteries in the upper-right box, the middle box, and the lower-right box.
Hit the switch; all 3 bulbs will light and reveal a new path. So, go south
and follow that colorful path to the next area. Here, follow the visible path
all the way to where it ends, then go north on the invisible path to a single
panel. At that point, go east to a Mystery Box containing 1000 Zennys. Then,
go back to that square and head west to another single square. Go north to a
visible path, then go east and north, then go west onto an invisible path.
Cross it to another visible one, then as soon as you step onto it, walk
northeast and follow an invisible path going east.

When you reach the next visible path, go east on it while holding Up, then
walk onto another invisible path with a program floating on it. Talk to that
altered program and defeat it, then go west on the invisible path to another
visible path. From there, go north on this path and when you reach the end,
go east to a single square. Then, go north to a visible path and follow it
east to the next group of battery boxes. Take the path going north from there
to find the program; talk to it to get Battery A, B, and C programs for those
boxes!

Now, go back down to the boxes and insert batteries into the upper-left and
upper-right boxes, leaving you with 1 battery left. Then, hit the switch to
turn on the red and green bulbs to open a new path. Follow that path to the
next set of battery boxes. Put the battery you still have into the bottom-
right box, then hit the switch to turn on a blue path to the northeast. Go
northeast and past the program, then take that blue path to the previous
battery boxes. Turn off the switch there, and remove both batteries, then go
back down that blue path and talk to the program to recharge the 2 batteries
you're currently holding. Then, shut off the switch and remove the first
battery you had there. Put the other 2 batteries into the upper-left and
middle boxes. Hit the switch again to create a path to the south, so go
southeast on the path to reach another group of boxes.

Here, talk to the program in the lower-right corner to recharge the one
battery you still have. Then, put the battery in the lower-right box and hit
the switch; a blue path in the northwest corner will turn on. Go up that path
and shut off the switch on the previous group of boxes, then remove those 2
batteries. Go back down that blue path and talk to the program in the corner
to recharge these dead batteries (they'd be dead by now, depending on whether
or not you recharged them prior to use in the other set of boxes). After
that, shut off the switch and remove the battery that's already there. Then,
in the second row from the north, put the 2 batteries in the left and right
boxes in that row. Hit the switch to make the red and green bulbs turn on and
reveal a new path. Go south and along that path to one last battery
box/switch.

At this last box, put the battery you have into it and hit the switch. Then,
go north on the blue path to the next area. There, go around the path to
where it splits, then go west and take the first path going southwest. Follow
the invisible path south and west to a Mystery Box containing a Typhoon D
chip. From there, go directly northeast and up the invisible hill to the next
visible path. At the path split, go all the way southeast to a Mystery Box
with 1800 Zennys inside. Then, go back and take the first path heading
northeast, which leads to another Mystery Box containing 2000 Zennys. Follow
this invisible path all the way to the final set of battery boxes.

There, go south and follow the path there to reach a program with more
batteries. Get the Battery A, B, and C programs from it, then go back around
that path to the battery boxes. Now for placing the batteries: one goes in
the middle box in the southmost row, another in the left box of the northmost
row, and then the right box of the northmost row. After that, hit the switch
to open the last path. The path to the generator should then be open, and
you'll gain control of Lan again outside.

Power Plant
-----------

Now, head south and exit this room. Go north through the hall to the middle
door that the man couldn't open earlier. It's now open, so walk into the
generator room. You'll realize that the lights are on in this room for some
odd reason. Go straight ahead and check out the electrical generator at the
wall. Lan will then have MegaMan go and check out the generator area again.

Power Plant Network
-------------------

With MegaMan once more, go northwest along the path you just opened up. At
the end, you'll meet ElecMan and enter battle against him. You can't really
hurt him now since whenever you attack, he'll recover all his health. Just
last a couple rounds and the battle will end. ElecMan will then hit MegaMan
with an electrical attack and trap him, giving you control of Lan again.
Check out the generator with Lan and he'll shut it down, thus stopping
ElecMan from healing himself all the time. You'll then enter battle for real
this time, so read the Bosses section for help on beating this boss. After
the fight, ProtoMan will appear and Chaud will order him to delete you. For
this second battle, read the Bosses section for some more help on winning.

After you win against ProtoMan, him and MegaMan will talk before Chaud pulls
ProtoMan out. Lan will then decide to pull MegaMan out as well since it's
time to fix the power in the building.

Power Plant
-----------

In the generator room, turn on the generator once again. Doing so will
restore power to the entire building again. You'll then be brought back to
the Restaurant upstairs.

Restaurant
----------

In this room, go and talk to your Mom, who's worried about where you went.
You'll then receive an E-Mail from Dad. After that, your Mom will decide it's
time to leave and head home, and Lan will go as well.

Lan's House
-----------

Back here again, you'll get another E-Mail. Check it; it's from Dad telling
you to go talk to Chaud at the labs. So, go downstairs and exit the house.

ACDC Town
---------

Outside, head south and into the Metrorail Station.

Metrorail Station (ACDC Town)
-----------------------------

Here, buy a ticket and head to the Government Complex. Once there, MegaMan
will alert you of new E-Mail. Read the mail from the BattleML regarding the
aura viruses. Then, exit the station.

Government Complex
------------------

Here, go all the way north to Sal and Masa's carts. Challenge Sal and fight
WoodMan if you want the chips or some cash, then challenge Masa to fight
SharkMan2. Win that fight to get the SharkMan S chip. After that, go south
and west into the building.

Waterworks
----------

Inside this half of the building, head north and east as usual, past the
elevator, and into the next room. Go east through the hall and into the
SciLab area.

SciLabs
-------

Here, go around and talk to the people here. You'll find out that Chaud has
gone to Dentown, as well as information on the WWW's address and the
Undernet. After that, go back through the previous couple rooms and exit the
building.

Government Complex
------------------

Back outside, go south and west and into the Metrorail Station, then get a
ticket and head to Dentown.

Dentown
-------

When you arrive here, head north and west to Central DenCity. There, head
north and cross the street, then go northeast and cross the other street as
well. You'll find Chaud bothering some girl, so go talk to him. He'll give
you an attitude once again, and Lan will decide to try and find the WWW's
address himself. So, go back across both streets and head south to Block 3
again (if you want, you could head to Block 2 and challenge Miyu's SkullMan
again). Then, enter the Metrorail Station and go back to ACDC Town.

ACDC Town
---------

Back in town, head north and east to Higsby's shop. There, go behind the
counter and talk to Higsby. As thanks for getting him out of the WWW early in
the game, he'll give you the code for the WWW via the Internet. Take the Hig
Memo, then buy some chips if you want, otherwise leave. Now, go south and
enter Lan's House.

Lan's House
-----------

Here, head upstairs and transmit MegaMan into the PC. In that first area, go
straight ahead and through the transporter to enter Internet Area 1.

Internet (Area 1)
-----------------

In this area, go straight ahead and up the hill past the first green robot.
Continue east, north, west, and south going down a hill. Continue west and
south, then east to the merchant. From there, go all the way east and make
your way to Dex's Access area. Pass it, then go through the link at the end
to reach Area 2.

Internet (Area 2)
-----------------

Here, go north to the green robot, then take the east path. Follow it all the
way through this area until you reach a path split. Continue north and east,
then north at the next split to reach a link. Use /Miyu to get through it and
enter Internet Area 4.

Internet (Area 4)
-----------------

In this area, follow the path all the way until it splits. Then, take the
east path and head north at the following split. Continue along until you
reach Miyu's Access area. Enter it just to bookmark it (as a shortcut to this
Internet area for later), then get back out. Keep going to another split,
then take the north path all the way to the merchant. Buy some HPmemory if
your funds allow, as well as the Heat Armor if you can (if not, just come
back later to get it). Then, head all the way south again past the first path
going east. At the second split, go east and take that path all the way to
yet another split. Go north and down that hill, then continue along and go
east when you can. Follow the path all the way past the WWW gate, until you
reach a weird link. Use Hig's Memo to get through it and enter the Undernet,
also known as Internet Area 5.

Internet (Area 5)
-----------------

Here, you'll receive a new E-Mail from Higsby. Read it and he'll tell you to
go to the SciLabs to see an ex-WWW member. So, press R and jack out of here.
Then, exit Lan's house completely.

ACDC Town
---------

Outside, head south and west to the Metrorail Station. There, get a ticket
and head to the Government Complex.

Government Complex
------------------

Here, head north and take the first path west into the Waterworks building.

Waterworks
----------

As usual here, go north and east to the following room. Then, continue down
the hall to reach the SciLabs.

SciLabs
-------

Here, go straight ahead and southeast. Find the scientist that's walking
towards you and talk to him. He'll give you the Lab Memo, then tell you of 2
other ex-WWW members in Dentown. So, go back a few rooms and exit the
building completely, then head to the station and depart for Dentown.

Dentown
-------

When you get here, head across the street to the south and talk to Chaud.
Challenge him to a fight, then defeat ProtoMan2 to get the ProtoMan B chip!
Now, go back across the street and continue north into Central DenCity.
There, go straight to the corner, then go west to Block 4. In this area,
continue west and cross the street, and then cross the street to the north as
well. From there, enter the school on the corner.

Dentown School
--------------

Here, talk to the teacher known as Ms. Yuri. She'll reveal that she's an ex-
WWW member as well, then she'll give you the YuriMemo. Now, just leave the
school.

Dentown
-------

Now that you've seen the young woman, head back across both streets and go
northeast to Central DenCity again. Cross the street directly ahead and talk
to the old man you see. He'll deny being a WWW member, but he'll refer you to
an old man he knows in ACDC Town that was. So, go back across the street and
go south to Block 3. Then, continue south and west into the Metrorail
Station.

Metrorail Station (Dentown)
---------------------------

Here, get a ticket and head back to ACDC Town. Once there, just exit the
station.

ACDC Town
---------

Back in town, go directly north of the station and talk to the old man there.
He'll admit to being an old WWW member, then he'll check your Navi and give
you Pa'sMemo. Now, head back to the station and go to Dentown.

Dentown
-------

Back here again, go north to Central DenCity. From there, go to the corner
and cross the north street, then cross the other street to your right. Then,
head past the girl and go north to Block 2. Continue straight ahead and cross
the street, then enter Miyu's antique shop. There, transmit MegaMan into her
counter, then make your way to the end of the area and step into the
transporter to reach Internet Area 4 (as a shortcut I mentioned earlier).

Internet (Area 4)
-----------------

From where you arrive here, head west, then southwest along the path. At the
next split, go east and south and follow that path all the way to the next
split. There, go north and down the ramp, then east at another split. Pass
the WWW gate and continue to Area 5.

Internet (Area 5)
-----------------

Here, go forward and talk to the purple robot, then head west along the path.
Continue all the way to the first path split, then go southwest all the way
to the merchant. Buy some stuff if you have the money, then take the
northwest path to an area with 2 links: a regular link and a WWW link. Go
north and through the WWW link with the LabMemo to reach Area 6.

Internet (Area 6)
-----------------

Here, follow the path all the way until it splits, Then, take the northeast
path and continue east at the following split. Keep going until you reach yet
another split in paths, then go north to the dead end. You'll run into
ElecMan2 here, so read the Bosses section if you need help on winning. After
that, go back and take the west path to another split. For the next 2 splits,
take the north path. At the final split, take the east path first to a
Mystery Box containing 6000 Zennys. Then, go north and use the YuriMemo to
reach Area 7 of the Internet.

Internet (Area 7)
-----------------

In this next area of the Internet, go straight ahead and continue east along
the path. At the path split, go east and north along the path to the end.
Then, go north until you reach another path split. At that point, go south,
then south again to the WWW link. Use Pa'sMemo to get through to Area 8.

Internet (Area 8)
-----------------

In this area, go north and take the first path going east. At the next split,
head north and when you reach the intersection, continue going north. When
you reach the following split, go north, then east to a Mystery Box
containing 10000 Zennys! Now, go back and take the west path to find a Hammer
F chip. Now, go back to the intersection where you can go either north, west,
or east. Then, follow the west path to yet another split, then go east and
down the hill until you reach BombMan. After a quick conversation, you'll
enter battle, so read the Bosses section for help on winning here.

After you defeat BombMan, you'll gain the WWW's Address (@WWW). However,
BombMan will close off the passage to the net since you defeated him, so
you'll have to get there another way. Lan suggests that he goes to see his
Dad about what to do, so press R to jack out of here.

Dentown
-------

When you arrive back in the antique shop, exit the shop and go southwest
across the street. Then, continue southwest to Central DenCity. There,
continue straight ahead and cross that street, then go southeast and cross
that street as well, and continue to Block 3. Here, just continue south and
enter the Metrorail Station.

Metrorail Station (Dentown)
---------------------------

Here, get a ticket and head to the Government Complex. Then, exit the
station.

Government Complex
------------------

Outside here, head north and west and enter the Waterworks.

Waterworks
----------

In this building, go north and east to the next area. Then, continue through
the hall to reach the SciLabs half.

SciLabs
-------

Here, check the switch by the elevator, and go down to Dad's office. Go
through the hall to the actual office, then approach Dad to talk. Lan will
show him the @WWW, and Dad will become surprised. After some coaxing, Dad
will agree to give you the location of the WWW lair when he gets it, only if
you agree to his condition. Say yes, then he'll let you leave. So, go back
upstairs via elevator and continue west through the Waterworks and out of the
building completely.

Government Complex
------------------

Outside again, go south and into the Metrorail Station, then head back to
ACDC Town.

ACDC Town
---------

Here, head north and west into Lan's House.

Lan's House
-----------

At home, head upstairs and choose to turn in for the night. Save your game
and go to bed.

Meanwhile, the scene will open in the WWW lair with Wily combining the
superprograms to form the LifeVirus. The EndGame will then begin soon, which
can be a problem to the rest of the world. The game then shifts back to Lan
at home in the morning.

When you wake up, MegaMan will alert you of new mail. Read the E-Mail from
Dad regarding the WWW location. Then, go downstairs, where your Mom will stop
you to watch the TV screen. Wily will be on TV telling everyone of his plans,
then Lan will run off. When you have control again, exit the house.

ACDC Town
---------
Once outside, you'll receive another new E-Mail from the BattleML regarding
the aura virus. After you read it, go north and enter Higsby's shop. Go to
the counter and take the WWW Pass from there, then exit the shop. Back
outside, go all the way south and into the Metrorail Station.

Metrorail Station (ACDC Town)
-----------------------------

Here, talk to the police officers standing around to find out that the WWW
Pass cannot be used here. Also, you'll hear about a second train line nearby
that may possibly exist. So, go back outside again.

ACDC Town
---------

Now, head north and enter the School gates.

School
------

In the parking lot of the school, you'll hear some rumbling sound below you.
So, go ahead and check out behind the statue to find a hidden door and
staircase. Lan and MegaMan will try to get in, meanwhile Mayl shows up and
tries to get your attention, but she's too late.

Secret Metroline Station
------------------------

When you land down here, Lan will decide to see if the expired WWW Pass will
actually work. However, it doesn't, and an alarm starts to sound. So, go
south and exit this station, then continue out of the School property
completely.

ACDC Town
---------

Now, head south and into the Metrorail Station, then get a ticket and go to
the Government Complex.

Government Complex
------------------

When you step outside here, you'll be alerted of new mail. Check the E-Mail
from the BattleML to hear some more about the aura virus. Then, go north and
west into the building, then make your way through the Waterworks half to
reach the SciLabs.

SciLabs
-------

Here, check the switch at the elevator and go down to Dad's lab. There, go
down the hall and talk to Dad. He'll change the expiration date on the WWW
Pass so it works again! Now, go back upstairs and exit the SciLabs/Waterworks
building altogether.

Government Complex
------------------

Back outside, go south to the Metrorail Station and return to ACDC Town.

ACDC Town
---------

Upon arriving here again, you'll receive yet another E-Mail from the
BattleML. Read it, then head north and into the School.

School
------

Here, go behind the statue and you'll end up in the secret Metrorail Station
again.

Secret Metrorail Station
------------------------

Here, just go through the right turnstile and you'll be off to the WWW Lab. A
scene will then open with Mom calling Dad at work, worried about Lan. Dad
will then ask a nearby scientist for help, and you'll hear some more bits and
pieces of information regarding the story. You'll then see a scene of the WWW
Lab and the hacking rocket at the top. After that, you will have control of
Lan.

WWW Lab
-------

In this area, head east along the path and go through the door you come to.
There, you'll find Higsby, Ms. Yuri, and the old man tied up in the room.
After you free them, continue north and try exiting at the end. You'll be
told there's a jack in port there, so press R to transmit MegaMan into a
replica of FireMan's Lair.

FireMan's Lair (WWW Lab)
------------------------

Here, head west and follow the path all the way until you reach a green
robot. Talk to it to receive the IceBlock program you'll need for the
following areas of this lair. Then, head north and use an IceBlock on the
upper-left flame, then take that path west and south to a Mystery Box
containing a Recov200 C chip. Now, go back to that green robot and talk to it
to get a full supply of IceBlocks. Then, go east and melt the north flame
with an IceBlock. Take the north path to a Mystery Box with 5000 Zennys
inside. Continue east and melt one of the flames so you can pass by, then
keep going north. Pass the next group of flames and follow the path all the
way to the next set of flames in your way.

Here, melt one of the flames in your way (I melted the left one), then go
west and south to some more flames blocking the middle area. Melt one of
those, then take the Mystery Box to get 3000 Zennys. Now, go back west and
continue south to the next platform. Go all the way to the east end to find
another Mystery Box; open it to get a FireSwrd P chip. Then, melt a flame
blocking the path to the south, then go south and melt one of the flames in
the way of the last path. From there, continue south and east to a large
group of flames. You can't extinguish them, so Yai will send Glyde to help
you. After the fire is gone and MegaMan destroys the lock program, jack out
of this area.
WWW Lab
-------

Back here, talk to Yai and she'll give you the Roll3 R chip, courtesy of
Mayl. Now, go through the door you just unlocked to get outside. There, go
east to another locked door and transmit MegaMan into it, which is a replica
of NumberMan's Lair in the School Network.

NumberMan's Lair (WWW Lab)
--------------------------

In this area, go south and you'll be in a large area with 4 passcode
protected doors. Start with the upper-left one (go by higher and lower
hints). After you open it, follow the path to a Mystery Box containing 8000
Zennys. Go back to the middle area, then unlock the upper-right door in the
same fashion as the previous one. Go south to the first passcode-locked door
to your left, then open it and follow that path to reach a Mystery Box
containing a Huricane L chip.

Now, go back to that large middle area and unlock the lower-right door.
Follow that path to another locked door; unlock it and continue to another
area with 2 more locked doors. Unlock the west one and take that path to a
Mystery Box containing a FtrSword P chip. Next, go back and unlock the east
door this time, then follow that path all the way to the lock program. Check
out the large passcode-locked door, and Mr. Higsby will send in NumberMan to
unlock it for you. MegaMan will then destroy the lock program; after that,
jack out of here.

WWW Lab
-------

You'll then see a scene with Wily and one of his followers, Yahoot, on the
roof with the rocket. After being alerted of intruders, Yahoot will be sent
to take care of it. With control of Lan again, enter the room you just
unlocked and go up the hallway. At the top, you'll reach another locked door,
so transmit MegaMan into the replica of IceMan's Lair.

IceMan's Lair (WWW Lab)
-----------------------

From the start, follow the path and slide straight across the ice field. At
the small dry ledge you reach, go directly north, then turn around and go
straight to the southwest. There, check the Mystery Box to get 4000 Zennys.
Go back west and north across the ice field, then go up the hill and slide
off the edge, going across the ice field again. You'll slide off the edge of
the ice field and onto another platform. From there, follow the path around
and all the way up the hill, then go northeast. Go all the way up the paths
of ice to the end, then slide off the edge to the east and across the ice
field, and open the Mystery Box you reach to get a Recov300 L chip.

Now, slide northwest across the ice field to a dry ledge, then slide directly
south and fall off the edge. Follow the path south and off another edge, then
go up the hill a second time. This time, take the first path going east and
drop off the edge. Go towards the edge of the ice field as close as you can
without sliding onto it, then go directly east. If you did it right, you'll
hit the wall and slide northeast to another path. From there, just follow the
path to a giant ice block in the way. Dr. Froid will send IceMan to thaw it
out, allowing you to reach and destroy the lock program. After that, just
jack out.

WWW Lab
-------

Back in the lab, talk to Froid and challenge him to a fight if you want,
otherwise continue outside. Head east to yet another locked door, and
transmit MegaMan into the replica of ColorMan's Lair.

ColorMan's Lair (WWW Lab)
-------------------------

In this area, go straight ahead and take the path going southwest across the
blue path. Continue south to the flashing orb, then go through it and head
north on the red path. Take the first path going southeast, then go west and
across the red path again. Go through the orb to make the path blue, then go
south and follow the path to the next flashing orb. Continue through the orb
and go south to a Mystery Box containing a TimeBom3 P chip. Now, go back
through the orb and head north and west. Continue through another orb and go
northwest on the blue path. Go through one more orb up ahead and continue to
a Mystery Box with a HPmemory upgrade inside!

Now, go back north and east through the orb again, then go south on that blue
path to the intersection. This time, go west and through one orb, then north
on the small red path. Next, go west through the orb and continue south onto
a long blue path. Continue along the path until you reach the large boulder
in the way. Dex will arrive and send GutsMan to destroy the boulder, leaving
you to destroy the lock program. After you're done, jack out of here.

WWW Lab
-------

Outside, talk to Dex again and challenge him if you want, then go through the
door you just unlocked. Here, you'll be alerted of new E-Mail. Read the mail
from the BattleML, then go straight ahead and enter Wily's room. In this
room, get to the back corner and you'll see a portrait of Wily on the wall.
Check it out twice to reveal that there's a jack in port there. So, transmit
MegaMan into the portrait, which leads to a replica of ElecMan's Lair.

ElecMan's Lair (WWW Lab)
------------------------

Here, go straight ahead and across the invisible floor to the next visible
area. Then, go north and across the next invisible path, then go west to the
following visible area. Head north and follow the paths all the way to the
large platform. From there, go east and across an invisible path to another
visible one. Continue along the visible path to a Mystery Box containing 2000
Zennys. Then, go northwest and onto the invisible path, then follow the
rather straightforward paths until you reach a split in the visible path.

Head west at the split, then follow the invisible paths until you reach a
Mystery Box further ahead. Open it to get a BigWave K chip. Now, continue
west and follow the rest of the invisible and visible paths until you reach a
green program. Talk to it, then SAVE YOUR GAME (I DEFINITELY recommend that
you do so at this point)! Then, continue ahead and you'll reach a hole in the
path. Mayl will come to help, and Roll will fill the gap, leaving you to
destroy the final lock program. After some thanks, Lan will be ready to pull
out when MagicMan appears. Yahoot controls MagicMan, and you'll enter battle,
so read the Bosses section for help on beating this boss. After the battle,
Wily will send MagicMan some of the LifeVirus, and MagicMan will retaliate
and defeat(?) MegaMan. ProtoMan will then appear and defeat MagicMan, and the
scene will change to the real world.

WWW Lab
-------

Mayl and Chaud are standing outside the portrait with Lan after MegaMan's
defeat. Chaud will give Lan the "Hub.dat" from Dad. You'll then receive a
call from Dad, and he'll explain quite a bit of background information
regarding MegaMan. After that long chat, Lan will apply Hub.bat to MegaMan
and he will become revived, giving you control of MegaMan again.

ElecMan's Lair (WWW Lab)
------------------------

Here again, talk to Roll and ProtoMan if you want, then jack out of here.

WWW Lab
-------

Back in the real world, talk to Mayl and Chaud if you want, then walk
straight through Wily's portrait into a secret room. You'll confront Wily
here, and after some more background information being explained, Lan will
transmit MegaMan into the hacking rocket.

Rocket (WWW Lab)
----------------
In this final area, just follow the path all the way to the end. You'll meet
up with the LifeVirus at the end, and battle will begin. Read the Bosses
section for help on defeating the LifeVirus. After you win, congratulations
on completing this game!

BOSSES
-=-=-=-=-=-=-=-=

FireMan
    Found: Oven (Lan's House)
    HP: 300
    Strategy: Your first boss battle of the game isn't really something to
              worry about. FireMan basically moves around randomly, then
              stops and shoots a stream of fire across an entire row for
              several seconds. You can easily avoid that, though. Use lots of
              long distance, quick shooting attacks to be effective; WideSwrd
              chips are useful for when he stops to shoot fire at a row.
              Also, FireMan can shoot fire diagonally at you, so be careful!
              After you deplete most of his energy, he'll start flinging a
              few bombs at a few panels, which will explode and cause fire to
              appear for a few moments. He'll also shoot streams of fire at
              that time, so be prepared to move to avoid it. Just continue
              your long-distance barrage of attacks until you defeat him.

FireMan2
    Found: Varies (randomly shows up in Internet Area 1)
    HP: 400
    Strategy: This time fighting against FireMan should be a bit easier than
              last time. Avoid FireMan's straight fire shots and bombs he
              throws at you, and hit him with strong water-based attacks to
              cause lots of damage. Continue that until you win this battle.

FireMan3
    Found: Varies (randomly shows up in Internet Area 1)
    HP: 500
    Strategy: For the final version of FireMan, nothing's here to worry about
              except a bit more HP than before. As with the last 2 versions,
              avoid its fiery attacks and counter with water-based moves, as
              well as other good and strong attacks until you win.

GutsMan
    Found: School
    HP: 200
    Strategy: Although he's big and strong, GutsMan is not too much trouble.
              Use lots of strong, long-distance attacks to take this guy on
              from a safe distance. Be careful not to stay on the row next to
              the opposing side or GutsMan will run up and punch you! GutsMan
              also uses his hammer to send a shockwave through a row, or to
              crack the entire row's panels, so be careful. Continue the
              strong attacks until you eventually bring the big guy down.

GutsMan2
    Found: Dex's House
    HP: 400
    Strategy: The battle plan for the second round against GutsMan is the
              same as before. He'll use his shockwave attack to hit an entire
              row, or his hammer to crack an entire row's worth of panels. Be
              careful not to stay towards the line between sides or GutsMan
              will run up and punch you! Use lots of strong attacks and keep
              moving, and you should be able to win here in no time.

GutsMan3
    Found: School
    HP: 600
    Strategy: No doubt, the third round is definitely going to take some more
              skill to win than the previous two rounds. GutsMan is not only
              stronger, but he is seemingly faster as well. Avoid his attacks
              as listed in above strategies, and hit him with strong attacks
              when he stops for a moment. Repeat such a pattern until you
              win.

NumberMan
    Found: School (Network)
    HP: 500
    Strategy: The battle against NumberMan is more predictable than anything,
              in my opinion. He stays in one place and sends a row of 3 black
              orbs to advance towards you. Each orb has a number on it,
              representing the HP value it has. Destroy the least powerful
              one to get around the other two so they pass, then shoot your
              strong attacks directly at him. NumberMan will send a small
              timer bomb on your half of the playing field, which counts down
              from 3 before exploding, hitting your entire area with an
              attack. Destroy that quickly and it'll be no problem. When you
              deplete most of its HP, NumberMan will start to drop dice on
              you. The amount of HP the die has is dependent on the number
              shown on the 3 visible sides. If not destroyed quickly enough,
              it'll explode and hit your whole area just like the time bomb.
              Avoid those attacks as mentioned above and hit NumberMan with
              strong attacks when you can to whittle him down until defeated.

NumberMan2
    Found: Higsby's Shop
    HP: 600
    Strategy: This version of NumberMan is exactly the same as when you
              fought him in the School Network. He'll send the column of
              numbered orbs at you, each number representing the orb's HP.
              Destroy the weakest one and stand in that row to avoid damage,
              and attack NumberMan with your strong attacks as he does NOT
              move. Also, watch for the dice he'll throw to your area later
              in the battle. Destroy those as quickly as possible, and
              continue your attacks until you win.

NumberMan3
    Found: Higsby's Shop (After defeating IceMan the first time)
    HP: 700
    Strategy: This most powerful version of NumberMan is just as easy as the
              last two. The only difference is that he has 100 more HP this
              time around. Destroy the lowest-numbered orbs and avoid the
              dice he sends at you, then blast him with all your best chips
              until you win.

StoneMan
    Found: Internet (Area 2)
    HP: 600
    Strategy: Despite its size and high HP, StoneMan can be taken down quite
              easily if you're careful. He does not move at all, but his
              attacks definitely make up for it with their power. StoneMan
              will send 3 giant boulders to fall on 3 different panels on
              your side when he hits the floor, so be ready to move when that
              happens. He sometimes makes a large block appear on one of your
              panels, which blocks you from moving past it. It can be
              destroyed, but it takes a while and isn't worth it for the most
              part. I recommend using lots of strong, long-distance attacks
              to take this boss on, since swords and other shorthand attacks
              won't reach. After you take enough HP away, a small version of
              StoneMan will emerge on the other side and shoot a powerful
              laser across an entire row, then it'll go back into the ground
              and move elsewhere. When that happens, get out of the way
              IMMEDIATELY! Anyway, just keep up the same pattern of avoiding
              the attacks until you win this battle.

StoneMan2
    Found: Varies (randomly shows up in Internet Area 3)
    HP: 700
    Strategy: For this battle against StoneMan, you shouldn't have much, if
              any trouble winning. Avoid the boulders he drops on certain
              panels, as well as the stone blocks that appear every now and
              then. Since StoneMan doesn't move, get as close as you can and
              unleash all your shots with chips and the regular Buster
              continuously. Keep pummeling him with attacks like that until
              you win!

StoneMan3
    Found: Varies (randomly shows up in Internet Area 3)
    HP: 800
    Strategy: This version of StoneMan is no different than any other you've
              fought so far. Just watch out for falling boulders and the
              stone blocks sent to your area, and hit him with lots of good
              and strong attacks until you win.

WoodMan
    Found: Government Complex
    HP: 500
    Strategy: This battle against WoodMan can be tough, but if you pay
              attention to the floor panels on your half, you can stay fairly
              safe. WoodMan will jump around, shaking the ground each time he
              lands. Also, several panels in your half will flash before
              wooden towers come out of those panels. Quickly move onto a
              non-flashing one to be safe. When WoodMan jumps straight up and
              down, there will be 3 consecutive rounds of wooden towers
              coming out, so be quick and careful! Also, WoodMan will throw
              some seeds on the ground; some will produce a row of wooden
              towers to attack you, and some will produce trees. Be careful
              of the trees since it'll has an apple that WoodMan can
              replenish his health with if touched! Fire-based chips are very
              effective here (FireSwrd, FireTowr), so be sure to use those as
              well!

WoodMan2
    Found: Government Complex
    HP: 600
    Strategy: Fighting WoodMan is not exactly the easiest of jobs, but it's
              quite simple when you get the hang of his attacks. My advice is
              to keep moving; do not stay still, especially on the flashing
              panels since a wooden tower will come out almost instantly! Use
              lots of fire-based attacks and avoid WoodMan's attacks, and you
              can get through this battle in good shape.

WoodMan3
    Found: Government Complex
    HP: 700
    Strategy: For this final version of WoodMan, you still have to deal with
              its strong attacks, as well as an added amount of HP. Remember
              how to deal with WoodMan from your past fights with him, and
              use that strategy to win here as well!

Ice Cube 2/Ice Cube 3
    Found: Water Treatment Network
    HP: (Ice Cube 2) 250, (Ice Cube 3) 300
    Strategy: The battle against these giant polar bears isn't really all
              that tough. They both stay in place and constantly slide ice
              blocks at you. After one set of blocks is sent, the bears will
              pause before sending another couple blocks at you, which will
              destroy the first batch sitting in your back row. If you have a
              Steal chip to use, that'll definitely help since you could then
              get close enough to use your Sword chips for even more damage!
              Concentrate on beating one bear at a time, then after you beat
              one, follow the same pattern with the other until you win here!

IceMan
    Found: Water Treatment Network
    HP: 500
    Strategy: The battle against IceMan can be a bit tough if you aren't
              quick enough. To attack, IceMan moves around to the front of
              each row and creates an ice block, which blocks him from attack
              when standing behind it. The ice blocks can be destroyed with
              enough hits from your Buster/weapon chip. He'll also throw an
              orb in your area, and wherever it hits, all surrounding areas
              will have large pieces of ice appear, freezing you upon impact.
              If you get frozen, press A and B quickly to become unfrozen. If
              you can, I'd highly recommend using a Steal or a GutsMan chip
              if you have either equipped, then use strong long-range attacks
              to fight here. Avoid the two icy attacks and keep moving, and
              you should be in good shape here.

IceMan2
    Found: Waterworks
    HP: 600
    Strategy: Fighting IceMan again is the same as before, although this time
              I recommend you be ready with electric-based attacks. When he
              creates ice blocks in your way, try to destroy one as quickly
              as you can with a strong chip attack. Avoid the ice balls he'll
              throw at you, since they'll break in a cross formation,
              freezing anything it hits, so be careful! Just use lots of
              electrical attacks and you'll defeat him in no time at all!

IceMan3
    Found: Waterworks
    HP: 700
    Strategy: This final fight with IceMan is just the same as the previous
              two, with the same attacks and everything. Avoid his ice blocks
              and balls of ice he'll throw in an attempt to freeze you. Then,
              attack with lots of strong electric-based attacks to finish him
              off quickly.

SkullMan
    Found: Dentown (Block 2; Antique Shop)
    HP: 600
    Strategy: Your fight with SkullMan is going to be quite tough. To start,
              he has lots of HP and some powerful, yet avoidable attacks. He
              will stand still and shoot spirits through an entire row, which
              you can simply move out of that row he's in to avoid the
              attack. SkullMan will also send 2 spinning blades to your area,
              which move one panel at a time rather slowly, but you can
              destroy them with a good strong attack. Use lots of long
              distance attacks on SkullMan and avoid his attacks, and you
              should be able to win this difficult fight.

SkullMan2
    Found: Dentown (Block 2; Antique Shop)
    HP: 700
    Strategy: The second fight against SkullMan is just as tough as the
              first, but now he also has more HP than before! Avoid the
              spirits shot at you, as well as the 2 spinning blades sent into
              your area every now and then. Hit SkullMan with lots of strong
              and hard hitting attacks to finish him up quickly.

SkullMan3
    Found: Dentown (Block 2; Antique Shop)
    HP: 800
    Strategy: As with the previous 2 battles with SkullMan, just avoid the
              spirits and spinning blades he uses to attack you. When he's in
              one place, blast him with strong attacks until you win.

ColorMan
    Found: Dentown (Bus)
    HP: 600
    Strategy: The fight against ColorMan isn't so much hard as it is a pain
              in the neck! In addition to fighting ColorMan, there are 2
              penguins (red and blue) that move up and down in their
              individual rows, hitting you with fire and water towers to
              cause damage. You cannot harm them, so you're basically being
              blocked from hitting ColorMan in the back row. I recommend
              using chips with attacks you can throw above the penguins to
              hit ColorMan directly. If you have a GutsMan chip around, you
              can use it when both penguins aren't in the way; that way they
              move along, destroying the panels in their row along the way.
              Therefore, they can't move, giving you free shots at the boss
              for several moments. Just try your best to shoot around the
              obstacles and you'll eventually beat ColorMan.

ColorMan2
    Found: Varies (randomly shows up in Internet Area 9)
    HP: 700
    Strategy: In battle with ColorMan is more annoying than anything since
              the 2 penguins are there as well. Just try to shoot around them
              and avoid their fire/water attacks, and hit ColorMan with
              strong attacks when you can. Just continue that process until
              you win.

ColorMan3
    Found: Varies (randomly shows up in Internet Area 9)
    HP: 800
    Strategy: As with the previous versions of ColorMan, his attack patterns
              are the same. Avoid the fire and water attacks from the colored
              penguins moving up and down in the rows in front of ColorMan.
              When you have a clear shot, hit ColorMan with your attacks.
              Keep up that battle plan until you end up winning.

SharkMan
    Found: Government Complex
    HP: 700
    Strategy: No doubt, SharkMan is the hardest Navi you'll fight at this
              point in the game! He's not only strong, but it's tough to
              distinguish which is the real SharkMan. There are 3 fins
              sticking out of the ground, one in each column, and they all
              move back and forth in their columns. One is the real SharkMan;
              the others are fake. Shoot your buster at a fin to try and
              bring out the real enemy; if you hit a fake one, water towers
              will be sent your way, so be careful! If you get SharkMan,
              he'll be stuck above the ground for several seconds so you can
              attack, so be ready with all your electrical attacks! That's
              all you really have to worry about in this battle, so remember
              that and you'll be able to beat him.

SharkMan2
    Found: Government Complex
    HP: 800
    Strategy: Now with more HP, SharkMan is even worse than last time! You
              still have to worry about the other 2 "fake" fins that are
              moving around with SharkMan, but since you've fought him
              previously, you should know how to deal with this by now. Be
              ready with lots of electrical attacks to cause the most damage.
              Avoid the water attacks and fins when they dash at you, and
              attack the real SharkMan when he surfaces. Then, just repeat
              that pattern until you win.

SharkMan3
    Found: Government Complex
    HP: 900
    Strategy: This most powerful version of SharkMan is HARD! If the attacks
              weren't bad enough, he has 900 HP as well! Avoid the fins and
              water towers, and try to attack him whenever you can. Keep that
              up and you'll eventually win this long and tough battle.

ElecMan
    Found: Power Plant Network
    HP: 600
    Strategy: The fight against ElecMan is one of the easier boss battles
              I've seen this far into the game. He moves around the area
              several times, giving you good opportunities to blast him with
              strong attacks (wood-based chips are great here). When he stops
              to charge up, he'll send 3 electrical towers, all adjacent to
              each other. They'll send electrical bolts from tower to tower,
              so you may want to avoid standing between 2 towers in the same
              row and destroy one as quick as you can. When one is destroyed,
              the others disappear as well. Another of ElecMan's attacks is
              one where he'll try to hit you with several lightning bolts.
              The panel he's about to hit will turn green prior to impact,
              giving you a quick warning to move. Just avoid those 2 attacks
              and hit him with strong attacks, since you have PLENTY of great
              chances to do so, until you win.

ElecMan2
    Found: Varies (randomly shows up in Internet Area 6)
    HP: 700
    Strategy: When fighting ElecMan again, you won't have trouble winning
              here either. Just attack him whenever he stops for a moment,
              and keep moving when he starts trying to hit you with lightning
              bolts. Also, when he makes 3 electrical towers appear in your
              area, destroy one as quickly as you can to destroy them all,
              then continue your assault on ElecMan until you win.

ElecMan3
    Found: Varies (randomly shows up in Internet Area 6)
    HP: 800
    Strategy: This final version of ElecMan is obviously the same as its
              weaker versions, too. Follow the previous battle patterns while
              avoiding ElecMan's lightning bolts and destroying the towers he
              sends to your area every now and then. Continue your strong
              attacks and you'll quickly defeat him.

ProtoMan
    Found: Power Plant Network
    HP: 500
    Strategy: This meeting with ProtoMan is quite easy, but you cannot damage
              him for the most part since he puts up his shield every time an
              attack is shot at him. Just wait until he comes to the front
              row of his area to swipe his sword, then hit him with a strong
              attack. Just repeat such a pattern of attacking until you win
              this battle.

ProtoMan2
    Found: Dentown
    HP: 600
    Strategy: This fight against ProtoMan is just the same as the last one;
              he reflects all attacks with his shield as he moves around his
              area. Just don't attack him until he comes in close, then get
              out of the way because his sword hits the entire row in front
              of him! After the attack disappears, quickly move and hit him
              with an attack. When he starts teleporting into your own area,
              back up 1 panel since his sword will be shorter for that
              attack, then hit him with a strong shot. Repeat that pattern
              until you win.

ProtoMan3
    Found: Dentown
    HP: 700
    Strategy: As with previous fights, you should know that ProtoMan blocks
              just about any attack you throw at him. If you wait for a few
              moments, he'll come to the front row to attack; that's when you
              should release a strong Cannon shot or something to cause
              damage. Just repeat that sort of pattern and you should be in
              good shape here.

BombMan
    Found: Internet Area 8
    HP: 800
    Strategy: Fighting BombMan is certainly not hard at all, fortunately! He
              sets up a column of bombs in front of him, then stands still
              for several moments before going to kick one into your half of
              the battlefield. You can quickly destroy those bombs with your
              Buster, though. If he does kick a bomb by your half, make sure
              you're not in the same row or column as the bomb, since it
              explodes and the flames move in a cross formation. Just blast
              the bomb in front of BombMan out of the way, then let loose
              some strong attacks to cause lots of damage. Every now and
              then, BombMan will use Mine1 to try and attack, but that won't
              matter too much. Just keep destroying the bombs and repeatedly
              attacking and you will defeat him.

BombMan2
    Found: Varies (randomly shows up in Internet Area 11)
    HP: 900
    Strategy: As with the previous battle with BombMan, this one won't be too
              much of a problem, either. Just get rid of the bomb in front of
              him, then let loose with some strong attacks. When a bomb is
              kicked to your area, get out of the row/column it's in or
              you'll get hurt! Avoid that rather simple attack and continue
              your own attacks, and you will win.

BombMan3
    Found: Varies (randomly shows up in Internet Area 11)
    HP: 1000
    Strategy: This final version of BombMan is just as easy as the other two,
              except there is a bit more HP this time around. Avoid/destroy
              the bombs and continuously attack BombMan with strong attacks
              until you finally win.

PharoMan
    Found: Varies (randomly shows up in Internet Area 12)
    HP: 800
    Strategy: This Egyptian-themed boss is not too hard to deal with when you
              encounter it. He moves back and forth in the back row, and
              summons a giant coffin to appear and perform one of several
              attacks on you. Those can be easily avoided as long as you're
              not right in front of it when the coffin opens. Also, PharoMan
              will send a trap into your area, so try not to step on that
              either. It isn't hard to attack this boss, so let loose with
              your attacks as much as possible, and you'll win.

PharoMan SP
    Found: Varies (randomly shows up in Internet Area 12)
    HP: 1000
    Strategy: Fighting PharoMan's second and final version is not too tough,
              either. Just keep blasting him as he moves back and forth along
              the back row. Avoid the attacks that come out of the coffins,
              as well as his PharoTrap move (just don't step on the switch
              and you'll be fine). Continue attacking him often and avoiding
              those simple attacks, and you'll easily defeat him.

MagicMan
    Found: WWW Lab
    HP: 700
    Strategy: To let you know now, you'll have a HARD time getting through
              this battle in good shape. You'll notice 3 circular pads in the
              area, and MagicMan standing on the one in the back row. He
              summons random enemies to appear and fight you as well. You now
              have to deal with whatever enemies are there, as well as trying
              to attack MagicMan as well! Use lots of really powerful attacks
              that can go through all the enemies in a row (HeroSwrd and
              KngtSwrd, for example). Just hope that the enemies summoned are
              not TOO bad, and concentrate on landing strong hits on
              MagicMan, and you'll eventually win.

MagicMan SP
    Found: Varies (randomly shows up in Internet Area 14)
    HP: 800
    Strategy: Fighting MagicMans second and final version is a little bit
              harder than before. He has more HP and summons his allies much
              quicker, and they are stronger as well. I recommend using using
              StoneMn3 chips, among other powerful/far-hitting chips to
              attack and eventually win.

ShadoMan
    Found: Varies (randomly shows up in Internet Area 15)
    HP: 800
    Strategy: This ninja-themed boss is a little hard to deal with when you
              encounter it. He moves around the entire area and flies high to
              avoid most of your attacks. When you attack, it sometimes
              splits into 2 and hits you with an explosive line attack. Try
              using Steal chips to take away ShadoMans moving space, and
              attack when he comes down. Its recommended you use SkullMn3
              chips since they are really powerful against this boss.

ShadoMan SP
    Found: Varies (randomly shows up in Internet Area 15)
    HP: 1000
    Strategy: For ShadoMans more powerful form, he is much quicker than
              before, and obviously more powerful with his attacks. Just be
              quick and use the same strategies you did with the first
              ShadoMan, and you can win this battle.

Bass
    Found: Varies (randomly shows up in Internet Area 16)
    HP: 1000
    Strategy: Bass is a special boss, since you can only encounter him in
              Area 16 after youve collected every chip except #127. He has a
              100 HP shield that cannot be penetrated unless hit by a really
              strong elemental attack. Bass is always moving around, except
              when hes charging up his attack, so thats the time you should
              go and attack. Hit him with a strong elemental attack to break
              his shield, then continue and physically harm him with other
              strong chips. Be careful of Basss attacks though; he can shoot
              lines of thunder at you, hit 5 panels in your area with ring
              zappers, or shoot multiple charged thunder shots at you. Avoid
              those attacks and concentrate on breaking his barrier/attacking
              him, and you can win it. You get the #127 chip for winning this
              battle, too.

LifeVirus
    Found: Rocket (WWW Lab)
    HP: 1000
    Strategy: This is the final battle against the toughest virus in the
              game, and it sure is challenging! The LifeVirus itself has 1000
              HP and usually protects itself with a 100 HP shield that cannot
              be penetrated unless hit by a really strong elemental attack.
              There are 3 holes in the entire front row of the enemy area.
              From the holes, enemies of different colors can emerge to
              attack, depending on their elemental color (red enemies use
              fire, blue use water, yellow use electric, green use wood).
              Just attack those things and avoid their attacks, while trying
              to hit LifeVirus itself with some strong blows as well.
              LifeVirus will usually be charging up for a strong attack, so
              the second it stops charging, get out of that middle row or
              you'll be blasted by a strong beam! LifeVirus will sometimes
              send a meteor of sorts to hit your area, sending a shockwave
              through your half, which you can avoid by moving forward to the
              next column when it's about to hit your own column. But anyway,
              just remember all the attacks LifeVirus is capable of, and keep
              on trying to cause damage while keeping yourself in shape, and
              you will end up defeating this virus!

Battle Chips
-=-=-=-=-=-=-=-=-=-=-=

1. Cannon (Neutral)
     Chip Codes: A, B, C, D, E
     Stars: 1
     Damage: 40
     Effects: Shoots a single shot straight at the enemy.

2. HiCannon (Neutral)
     Chip Codes: F, G, H, I, J
     Stars: 2
     Damage: 80
     Effects: Shoots a stronger single shot straight at the enemy.

3. M-Cannon (Neutral)
     Chip Codes: K, L, M, N, O
     Stars: 3
     Damage: 120
     Effects: The strongest cannon; shoots a strong single shot straight at
              the enemy.

4. Shotgun (Neutral)
     Chip Codes: K, M, N, Q, R
     Stars: 1
     Damage: 30
     Effects: Shoot a single shot straight ahead, but it goes through the
              enemy you hit, hitting the one directly behind it as well.

5. CrossGun (Neutral)
     Chip Codes: C, E, F, J, K
     Stars: 1
     Damage: 30
     Effects: Shoot in an X formation at the enemies.

6. Spreader (Neutral)
     Chip Codes: H, I, J, K, L
     Stars: 2
     Damage: 30
     Effects: Shoot at an enemy, but also hits all surrounding panels.

7. Bubbler (Water)
     Chip Codes: A, K, L, P, S
     Stars: 1
     Damage: 50
     Effects: Shoot a bubble at the enemy. It hits all surrounding panels as
              well upon impact.

8. Heater (Fire)
     Chip Codes: C, F, G, K, O
     Stars: 2
     Damage: 70
     Effects: Shoot a fireball at the enemy. It hits all surrounding panels
              as well upon impact.

9. MiniBomb (Neutral)
     Chip Codes: C, E, J, L, P
     Stars: 1
     Damage: 50
     Effects: Throw a bomb 3 panels ahead to hit the enemy.

10. LilBomb (Neutral)
      Chip Codes: B, D, G, O, T
      Stars: 1
      Damage: 50
      Effects: Throw a bomb 3 panels ahead to hit all enemies in the row it's
               thrown at.

11. CrosBomb (Neutral)
      Chip Codes: B, D, H, J, L
      Stars: 2
      Damage: 70
      Effects: Throw a bomb 3 panels ahead; it'll detonate, hitting enemies
               in a cross pattern on any surrounding panels.

12. BigBomb (Neutral)
      Chip Codes: B, G, O, S, T
      Stars: 4
      Damage: 90
      Effects: Throw a bomb 3 panels ahead; it'll detonate, hitting enemies
               on all surrounding panels.

13. Sword (Neutral)
      Chip Codes: B, K, L, P, S
      Stars: 1
      Damage: 80
      Effects: Hit an enemy directly in front of you.

14. WideSwrd (Neutral)
      Chip Codes: C, K, M, N, S
      Stars: 1
      Damage: 80
      Effects: Hit all enemies in the entire column in front of you.

15. LongSwrd (Neutral)
      Chip Codes: D, E, N, O, S
      Stars: 2
      Damage: 80
      Effects: Hit enemies up to 2 squares in front of you.

16. FtrSword (Neutral)
      Chip Codes: B, K, L, P, S
      Stars: 4
      Damage: 100
      Effects: Hit enemies up to 3 squares in front of you.

17. KngtSwrd (Neutral)
      Chip Codes: B, C, E, G, H
      Stars: 4
      Damage: 150
      Effects: Hit enemies up to 3 squares in front of you.

18. HeroSwrd (Neutral)
      Chip Codes: B, D, F, G, I
      Stars: 5
      Damage: 200
      Effects: Hit enemies up to 3 squares in front of you.

19. FireSwrd (Fire)
      Chip Codes: B, F, G, N, P
      Stars: 2
      Damage: 100
      Effects: Hit an enemy in the column directly in front of you with a
               flaming sword.

20. AquaSwrd (Water)
      Chip Codes: A, M, N, O P
      Stars: 3
      Damage: 150
      Effects: Hit an enemy in the column directly in front of you with a
               watery sword.

21. ElecSwrd (Electric)
      Chip Codes: E, G, L, O, S
      Stars: 3
      Damage: 120
      Effects: Hit an enemy in the column directly in front of you with an
               electric sword.

22. Muramasa (Neutral)
      Chip Codes: C, E, G, J, K
      Stars: 5
      Damage: N/A
      Effects: Attack enemies according to how much damage you've taken (you
               lost 200HP, so you deal 200HP of damage).

23. ShokWave (Neutral)
      Chip Codes: C, K, L, N, P
      Stars: 1
      Damage: 60
      Effects: Send a shockwave straight ahead, hitting all enemies in its
               path.

24. SoniWave (Neutral)
      Chip Codes: C, D, J, M, S
      Stars: 2
      Damage: 80
      Effects: Sends a stronger shockwave straight ahead, hitting all enemies
               in its path.

25. DynaWave (Neutral)
      Chip Codes: C, M, R, S
      Stars: 3
      Damage: 100
      Effects: This is the strongest of the shockwave attacks; it sends a
               shockwave straight ahead, hitting all enemies in its path.

26. FireTowr (Fire)
      Chip Codes: E, F, L, M, T
      Stars: 2
      Damage: 80
      Effects: Make a row of flaming towers appear, damaging any enemies that
               touch the flames.

27. AquaTowr (Water)
      Chip Codes: A, C, G, H, R
      Stars: 2
      Damage: 120
      Effects: Make a row of waterspouts appear, damaging any enemies that
               touch the water.

28. WoodTowr (Wood)
      Chip Codes: B, C, H, K, N
      Stars: 2
      Damage: 140
      Effects: Make a row of giant wooden towers appear, damaging any enemies
               that touch it.

29. Quake1 (Neutral)
      Chip Codes: A, E, H, K, Q
      Stars: 1
      Damage: 90
      Effects: Throw a ball 3 squares ahead of you, causing a giant Quake to
               crush the enemy.

30. Quake2 (Neutral)
      Chip Codes: B, C, I, K, Q
      Stars: 2
      Damage: 120
      Effects: Throw a ball 3 squares ahead of you, causing a giant Quake to
               crush the enemy. Dust will hit the surrounding panels to cause
               damage to nearby enemies, too.

31. Quake3 (Neutral)
      Chip Codes: C, D, H, M, Q
      Stars: 3
      Damage: 150
      Effects: Throw a ball 3 squares ahead of you, causing a giant Quake to
               crush the enemy. Explosions will hit the surrounding panels to
               cause damage to nearby enemies, too.

32. GutsPnch (Neutral)
      Chip Codes: B, H, M, N, T
      Stars: 1
      Damage: 60
      Effects: Hit the enemy directly in front of you with a punch.

33. IcePunch (Water)
      Chip Codes: B, H, M, N, T
      Stars: 2
      Damage: 80
      Effects: Hit the enemy directly in front of you with an icy punch.

34. Dash (Neutral)
      Chip Codes: B, D, G, L, O
      Stars: 1
      Damage: 50
      Effects: Dash straight ahead to hit an enemy.

35. Howitzer (Neutral)
      Chip Codes: A, C, G, H, O
      Stars: 4
      Damage: 150
      Effects: Shoot a rock 3 panels ahead to make the panel it hits
               disappear. Any enemies in the way will be damaged greatly.

36. TriArrow (Neutral)
      Chip Codes: A, B, C, D, E
      Stars: 1
      Damage: 40
      Effects: Shoot 3 sets of arrows straight ahead at the row you're in,
               hitting all enemies in that row threefold.

37. TriSpear (Neutral)
      Chip Codes: F, G, H, I, J
      Stars: 2
      Damage: 50
      Effects: Shoot 3 sets of spears straight ahead at the row you're in,
               hitting all enemies in that row threefold.

38. TriLance (Neutral)
      Chip Codes: K, L, M, N, O
      Stars: 4
      Damage: 60
      Effects: Shoot 3 sets of lances straight ahead at the row you're in,
               hitting all enemies in that row threefold.

39. Ratton1 (Electric)
      Chip Codes: A, B, C, D, E
      Stars: 1
      Damage: 80
      Effects: A small mouse-shaped missile moves straight ahead, turning as
               soon as it passes an enemy to hit it.

40. Ratton2 (Electric)
      Chip Codes: F, G, H, I, J
      Stars: 2
      Damage: 100
      Effects: A small mouse-shaped missile moves straight ahead, turning as
               soon as it passes an enemy to hit it.

41. Ratton3 (Electric)
      Chip Codes: K, L, M, N, O
      Stars: 3
      Damage: 120
      Effects: A small mouse-shaped missile moves straight ahead, turning as
               soon as it passes an enemy to hit it.

42. Wave (Water)
      Chip Codes: A, D, I, L, M
      Stars: 3
      Damage: 80
      Effects: A wave moves forward, one row at a time, hitting all enemy
               panels to cause watery damage.

43. RedWave (Fire)
      Chip Codes: B, E, J, N, P
      Stars: 3
      Damage: 100
      Effects: A lava wave moves forward, one row at a time, hitting all
               enemy panels to cause fiery damage.

44. BigWave (Water)
      Chip Codes: C, H, K, L, Q
      Stars: 4
      Damage: 160
      Effects: A giant wave moves forward, one row at a time, hitting all
               enemy panels to cause water damage to all enemies.

45. Gaia1 (Neutral)
      Chip Codes: C, D, L, O, T
      Stars: 3
      Damage: 100
      Effects: Slam a hammer down, sending a shockwave through 3 columns in
               front of you.

46. Gaia2 (Neutral)
      Chip Codes: C, F, K, P, S
      Stars: 4
      Damage: 130
      Effects: Slam a hammer down, sending a shockwave through 3 columns in
               front of you.

47. Gaia3 (Neutral)
      Chip Codes: C, G, M, N, T
      Stars: 5
      Damage: 160
      Effects: Slam a hammer down, sending a shockwave through 3 columns in
               front of you.

48. Thunder1 (Electric)
      Chip Codes: A, E, G, H, S
      Stars: 1
      Damage: 90
      Effects: A small electrical ball moves ahead, hitting any enemy that
               touches it with a strong electric attack.

49. Thunder2 (Electric)
      Chip Codes: B, C, F, I, L
      Stars: 2
      Damage: 120
      Effects: A small electrical ball moves ahead, hitting any enemy that
               touches it with a strong electric attack.

50. Thunder3 (Electric)
      Chip Codes: D, F, G, K, N
      Stars: 3
      Damage: 150
      Effects: A small electrical ball moves ahead, hitting any enemy that
               touches it with a strong electric attack.

51. RingZap1 (Electric)
      Chip Codes: G, H, M, N, P
      Stars: 1
      Damage: 100
      Effects: A ball of lightning circles you once, hitting any enemies in
               its way.

52. RingZap2 (Electric)
      Chip Codes: C, E, G, J, L
      Stars: 2
      Damage: 100
      Effects: A ball of lightning circles you twice, hitting any enemies in
               its way.

53. RingZap3 (Electric)
      Chip Codes: A, B, O, R, T
      Stars: 3
      Damage: 100
      Effects: A ball of lightning circles you 3 times, hitting any enemies
               in its way.

54. Typhoon (Neutral)
      Chip Codes: A, B, D, E, G
      Stars: 1
      Damage: 30
      Effects: Shoot 3 twisters straight ahead to hit any enemy in its way.

55. Huricane (Neutral)
      Chip Codes: G, I, J, K, L
      Stars: 2
      Damage: 30
      Effects: Shoot 5 twisters straight ahead to hit any enemy in its way.

56. Cyclone (Neutral)
      Chip Codes: E, F, G, H, I
      Stars: 3
      Damage: 30
      Effects: Shoot 8 twisters straight ahead to hit any enemy in its way.

57. Snakegg1 (Wood)
      Chip Codes: B, E, G, M, N
      Stars: 1
      Damage: 130
      Effects: A small snake is released into the enemy area, and whatever
               enemy that gets hit by it will sustain wood-based damage.

58. Snakegg2 (Electric)
      Chip Codes: C, E, H, N, P
      Stars: 2
      Damage: 140
      Effects: A small snake is released into the enemy area, and whatever
               enemy that gets hit by it will sustain electric-based damage.

59. Snakegg3 (Fire)
      Chip Codes: A, C, F, L, S
      Stars: 3
      Damage: 150
      Effects: A small snake is released into the enemy area, and whatever
               enemy that gets hit by it will sustain fire-based damage.

60. Drain1 (Neutral)
      Chip Codes: A, B, D, K, O
      Stars: 2
      Damage: 50
      Effects: Dash straight ahead quickly to attack the enemy, recovering
               some HP from that attack.

61. Drain2 (Neutral)
      Chip Codes: A, C, H, N, T
      Stars: 2
      Damage: 70
      Effects: Dash straight ahead quickly to attack the enemy, recovering
               some HP from that attack.

62. Drain3 (Neutral)
      Chip Codes: A, E, F, L, Q
      Stars: 3
      Damage: 90
      Effects: Dash straight ahead quickly to attack the enemy, recovering
               some HP from that attack.

63. BodyBurn (Fire)
      Chip Codes: E, F, K, M, N
      Stars: 4
      Damage: 100
      Effects: All surrounding panels are hit by fire for a limited time,
               damaging any enemies that touch them.

64. X-Panel1 (Neutral)
      Chip Codes: B, D, G, L, S
      Stars: 2
      Damage: N/A
      Effects: Remove the panel directly in front of you for a limited time.

65. X-Panel3 (Neutral)
      Chip Codes: B, D, G, L, S
      Stars: 3
      Damage: N/A
      Effects: Removes the entire row of panels directly in front of you for
               a limited time.

66. Hammer (Neutral)
      Chip Codes: A, F, I, M, Q
      Stars: 2
      Damange: 100
      Effects: Slam a hammer on the enemy on the square in front of you.

67. MetGuard (Neutral)
      Chip Codes: A, C, E, G, L
      Stars: 1
      Damage: N/A
      Effects: Puts up a shield in front of you to protect from attacks; hold
               A to keep it up. It lasts only for a few seconds, though.

68. IronShld (Neutral)
      Chip Codes: A, B, O, R, T
      Stars: 2
      Damage: N/A
      Effects: Puts up a shield in front of you to protect from attacks; hold
               A to keep it up. It lasts only for a few seconds, though.

69. Recov10 (Neutral)
      Chip Codes: A, C, E, G, L
      Stars: 1
      Damage: N/A
      Effects: Recover 10 HP in battle.

70. Recov30 (Neutral)
      Chip Codes: A, C, E, G, L
      Stars: 1
      Damage: N/A
      Effects: Recover 30 HP in battle.

71. Recov50 (Neutral)
      Chip Codes: A, C, E, G, L
      Stars: 1
      Damage: N/A
      Effects: Recover 50 HP in battle.

72. Recov80 (Neutral)
      Chip Codes: A, C, E, G, L
      Stars: 1
      Damage: N/A
      Effects: Recover 80 HP in battle.

73. Recov120 (Neutral)
      Chip Codes: A, C, E, G, L
      Stars: 2
      Damage: N/A
      Effects: Recover 120 HP in battle.

74. Recov150 (Neutral)
      Chip Codes: A, C, E, G, L
      Stars: 2
      Damage: N/A
      Effects: Recover 150 HP in battle.

75. Recov200 (Neutral)
      Chip Codes: A, C, E, G, L
      Stars: 3
      Damage: N/A
      Effects: Recover 200 HP in battle.

76. Recov300 (Neutral)
      Chip Codes: A, C, E, G, L
      Stars: 4
      Damage: N/A
      Effects: Recover 300 HP in battle.

77. Steal (Neutral)
      Chip Codes: A, E, L, P, S
      Stars: 3
      Damage: N/A
      Effects: Steal an entire row of panels so you can walk on them.

78. Geddon1 (Neutral)
      Chip Codes: F, H, J, L, N
      Stars: 3
      Damage: N/A
      Effects: Cracks all enemy panels, making them disappear after being
               stepped on for a limited time.

79. Geddon2 (Neutral)
      Chip Codes: A, B, E, I, K
      Stars: 4
      Damage: N/A
      Effects: Makes all enemy panels that aren't being occupied disappear
               for a limited time.

80. Escape (Neutral)
      Chip Codes: F, H, J, L, N
      Stars: 3
      Damage: N/A
      Effects: Allows you to escape from battle.

81. Interupt (Neutral)
      Chip Codes: F, H, J, L, N
      Stars: 3
      Damage: N/A
      Effects: Destroy an enemy's chip data, preventing them from attacking
               you in battle.

82. Repair (Neutral)
      Chip Codes: A, G, H, K, S
      Stars: 1
      Damage: N/A
      Effects: Restores one of your panels knocked out in battle.

83. TimeBom1 (Neutral)
      Chip Codes: E, G, J, L, Q
      Stars: 2
      Damage: 80
      Effects: Throw a time bomb over to the enemy's half of the playing
               field. If it is not destroyed before the timer counts to 0,
               all enemies will be hit and lose 80 HP each.

84. TimeBom2 (Neutral)
      Chip Codes: C, F, J, L, S
      Stars: 3
      Damage: 120
      Effects: Throw a time bomb over to the enemy's half of the playing
               field. If it is not destroyed before the timer counts to 0,
               all enemies will be hit and lose 120 HP each.

85. TimeBom3 (Neutral)
      Chip Codes: A, B, G, O, P
      Stars: 4
      Damage: 160
      Effects: Throw a time bomb over to the enemy's half of the playing
               field. If it is not destroyed before the timer counts to 0,
               all enemies will be hit and lose 160 HP each.

86. Cloud (Water)
      Chip Codes: B, G, H, O, R
      Stars: 1
      Damage: 30
      Effects: Make a cloud appear and send it to one of the enemy rows. It
               will then move north and south, raining on any enemies in the
               way to cause damage.

87. Cloudier (Water)
      Chip Codes: A, D, I, M, P
      Stars: 2
      Damage: 50
      Effects: Make a cloud appear and send it to one of the enemy rows. It
               will then move north and south, raining on any enemies in the
               way to cause damage.

88. Cloudest (Water)
      Chip Codes: C, F, J, K, O
      Stars: 3
      Damage: 100
      Effects: Make a cloud appear and send it to one of the enemy rows. It
               will then move north and south, raining on any enemies in the
               way to cause damage.

89. Mine1 (Neutral)
      Chip Codes: G, H, M, N, P
      Stars: 2
      Damage: 160
      Effects: Place a hidden mine in a random panel of the enemy's area.
               When the enemy passes over it, it detonates to cause damage.

90. Mine2 (Neutral)
      Chip Codes: C, E, G, J, L
      Stars: 3
      Damage: 180
      Effects: Place a hidden mine in a random panel of the enemy's area.
               When the enemy passes over it, it detonates to cause damage.

91. Mine3 (Neutral)
      Chip Codes: A, B, O, R, T
      Stars: 4
      Damage: 200
      Effects: Place a hidden mine in a random panel of the enemy's area.
               When the enemy passes over it, it detonates to cause damage.

92. Dynamyt1 (Neutral)
      Chip Codes: B, G, O, Q, S
      Stars: 3
      Damage: 100
      Effects: When used, you place a grenade ball in front of you, and it
               causes damage to anything that passes within the row it's in.
93. Dynamyt2 (Neutral)
      Chip Codes: A, C, K, M, N
      Stars: 3
      Damage: 120
      Effects: When used, you place a grenade ball in front of you, and it
               causes damage to anything that passes on any panel diagonally
               from it.

94. Dynamyt3 (Neutral)
      Chip Codes: G, K, M, O, P
      Stars: 3
      Damage: 150
      Effects: When used, you place a grenade ball in front of you, and it
               causes damage to anything that passes within the column it's
               in.

95. Remobit1 (Electric)
      Chip Codes: A, C, F, N, O
      Stars: 1
      Damage: 80
      Effects: A Remobit appears in front of you, and an electrical claw
               floats in the air above the enemy panels, removing any panels
               hit with its lightning. If the Remobit is destroyed, the
               attack ends as well.

96. Remobit2 (Electric)
      Chip Codes: B, D, E, H, I
      Stars: 1
      Damage: 100
      Effects: A Remobit appears in front of you, and an electrical claw
               floats in the air above the enemy panels, removing any panels
               hit with its lightning. If the Remobit is destroyed, the
               attack ends as well.

97. Remobit3 (Electric)
      Chip Codes: G, J, K, P, Q
      Stars: 1
      Damage: 120
      Effects: A Remobit appears in front of you, and an electrical claw
               floats in the air above the enemy panels, removing any panels
               hit with its lightning. If the Remobit is destroyed, the
               attack ends as well.

98. Lockon1 (Neutral)
      Chip Codes: C, D, H, I, L
      Stars: 1
      Damage: 10
      Effects: Make a target appear and move around the enemy area. When an
               enemy is targeted, the satellite will start rapidly shooting a
               machine gun at the target.

99. Lockon2 (Neutral)
      Chip Codes: B, E, G, H, M
      Stars: 2
      Damage: 15
      Effects: Make a target appear and move around the enemy area. When an
               enemy is targeted, the satellite will start rapidly shooting a
               machine gun at the target.

100. Lockon3 (Neutral)
       Chip Codes: A, D, K, N, O
       Stars: 3
       Damage: 20
       Effects: Make a target appear and move around the enemy area. When an
                enemy is targeted, the satellite will start rapidly shooting
                a machine gun at the target.

101. Candle1 (Neutral)
       Chip Codes: C, F, I, P, S
       Stars: 2
       Damage: N/A
       Effects: Make a candle appear in your back row, which constantly
                recovers your HP as long as it's left undamaged.

102. Candle2 (Neutral)
       Chip Codes: B, E, G, J, L
       Stars: 3
       Damage: N/A
       Effects: Make a candle appear in your back row, which constantly
                recovers your HP as long as it's left undamaged.

103. Candle3 (Neutral)
       Chip Codes: A, D, H, K, M
       Stars: 4
       Damage: N/A
       Effects: Make a candle appear in your back row, which constantly
                recovers your HP as long as it's left undamaged.

104. Anubis (Neutral)
       Chip Codes: C, L, M, Q, T
       Stars: 5
       Damage: N/A
       Effects: Make an Anubis statue appear, which damages all enemies as
                long as it's undamaged.

105. IceCube (Water)
       Chip Codes: A, C, I, L, M
       Stars: 2
       Damage: N/A
       Effects: An ice cube is created in front of you to block from attacks.

106. RockCube (Neutral)
       Chip Codes: B, E, G, M, O
       Stars: 3
       Damage: N/A
       Effects: 3 stone blocks are created and appear on random positions on
                the enemy's playing area.

107. BstrGard (Neutral)
       Chip Codes: A, G, K, N, R
       Stars: 3
       Damage: N/A
       Effects: For an entire turn (until you access the chip selection menu
                again), you can constantly use MetGuard to attack with the B
                button instead of the regular Buster.

108. BstrBomb (Neutral)
       Chip Codes: D, H, J, O, T
       Stars: 4
       Damage: 50
       Effects: For an entire turn (until you access the chip selection menu
                again), you can constantly use MiniBomb to attack with the B
                button instead of the regular Buster.

109. BstrSwrd (Neutral)
       Chip Codes: B, E, L, P, S
       Stars: 4
       Damage: 80
       Effects: For an entire turn (until you access the chip selection menu
                again), you can constantly use a sword to attack with the B
                button instead of the regular Buster.

110. BstrPnch (Neutral)
       Chip Codes: C, F, I, M, Q
       Stars: 4
       Damage: 60
       Effects: For an entire turn (until you access the chip selection menu
                again), you can constantly use GutsPnch to attack with the B
                button instead of the regular Buster.

111. SloGauge (Neutral)
       Chip Codes: H, K, N, O, Q
       Stars: 2
       Damage: N/A
       Effects: Slows down custom gauge at top of screen during battle.

112. FstGauge (Neutral)
       Chip Codes: A, C, E, L, N
       Stars: 2
       Damage: N/A
       Effects: Speeds up custom gauge at top of screen during battle.

113. Invis1 (Neutral)
       Chip Codes: I, J, L, O, Q
       Stars: 2
       Damage: N/A
       Effects: Makes you invulnerable to attacks for a limited time.

114. Invis2 (Neutral)
       Chip Codes: A, C, F, J, M
       Stars: 3
       Damage: N/A
       Effects: Makes you invulnerable to attacks for a limited time.

115. Invis3 (Neutral)
       Chip Codes: B, D, H, K, N
       Stars: 4
       Damage: N/A
       Effects: Makes you invulnerable to attacks for a limited time.

116. Drop-down (Neutral)
       Chip Codes: A, B, O, R, T
       Stars: 5
       Damage: N/A
       Effects: You are invisible to all attacks until you start attacking.

117. Popup (Neutral)
       Chip Codes: C, D, H, K, N
       Stars: 5
       Damage: N/A
       Effects: When you're not attacking, you're invulnerable to all
                attacks!

118. IronBody (Neutral)
       Chip Codes: C, D, L, Q, R
       Stars: 2
       Damage: N/A
       Effects: MegaMan turns into an iron statue that stays in one place for
                30 seconds. You are able to attack with your Buster during
                this period, and any damage enemies inflict on you will be of
                minimal damage.

119. Barrier (Neutral)
       Chip Codes: D, F, M, R, S
       Stars: 2
       Damage: N/A
       Effects: A barrier surrounds MegaMan to protect him from damage. After
                hit once, it disappears.

120. BblWrap1 (Water)
       Chip Codes: C, E, G, I, M
       Stars: 1
       Damage: N/A
       Effects: A bubble shield surrounds MegaMan and protects from attacks.
                When hit, it disappears momentarily before returning. After
                you access the chip selection screen again, it stops.

121. BblWrap2 (Water)
       Chip Codes: D, F, H, K, N
       Stars: 2
       Damage: N/A
       Effects: A bubble shield surrounds MegaMan and protects from attacks.
                When hit, it disappears momentarily before returning. After
                you access the chip selection screen again, it stops.

122. BblWrap3 (Water)
       Chip Codes: A, B, L, Q, R
       Stars: 3
       Damage: N/A
       Effects: A bubble shield surrounds MegaMan and protects from attacks.
                When hit, it disappears momentarily before returning. After
                you access the chip selection screen again, it stops.

123. LeafShld (Wood)
       Chip Codes: C, D, F, K, Q
       Stars: 3
       Damage: N/A
       Effects: A shield protects MegaMan, and when attacked, you recover HP
                instead of taking damage. The shield disappears after being
                hit once, though.

124. AquaAura (Water)
       Chip Codes: D, E, L, R, S
       Stars: 2
       Damage: N/A
       Effects: A shield protects MegaMan from all attacks that cause less
                than 10 HP of damage. If hit by an electric-based attack or
                an attack over 10 HP, the shield will disappear.

125. FireAura (Fire)
       Chip Codes: B, G, I, N, T
       Stars: 3
       Damage: N/A
       Effects: A shield protects MegaMan from all attacks that cause less
                than 40 HP of damage. If hit by a water-based attack or an
                attack over 40 HP, the shield will disappear.

126. WoodAura (Wood)
       Chip Codes: C, F, J, O, Q
       Stars: 4
       Damage: N/A
       Effects: A shield protects MegaMan from all attacks that cause less
                than 70 HP of damage. If hit by a wood-based attack or an
                attack over 70 HP, the shield will disappear.

127. LifeAura (Neutral)
       Chip Codes: A, H, K, M, P
       Stars: 5
       Damage: N/A
       Effects: A shield protects MegaMan from all attacks that cause less
                than 100 HP of damage. If hit by an attack over 100 HP, the
                shield will disappear.

128. Roll (Neutral)
       Chip Codes: R
       Stars: 3
       Damage: 60
       Effects: Summon Roll and she'll attack the nearest enemy. You'll then
                recover some of the HP taken from the enemy.

129. Roll2 (Neutral)
       Chip Codes: R
       Stars: 4
       Damage: 80
       Effects: Summon Roll and she'll attack the nearest enemy. You'll then
                recover some of the HP taken from the enemy.

130. Roll3 (Neutral)
       Chip Codes: R
       Stars: 5
       Damage: 100
       Effects: Summon Roll and she'll attack the nearest enemy. You'll then
                recover some of the HP taken from the enemy.

131. GutsMan (Neutral)
       Chip Codes: G
       Stars: 3
       Damage: 40
       Effects: GutsMan is summoned and he shakes the ground, cracking all
                panels on the enemy's half of the battlefield, as well as
                causing the specified amount of damage.

132. GutsMan2 (Neutral)
       Chip Codes: G
       Stars: 4
       Damage: 70
       Effects: GutsMan is summoned and he shakes the ground, cracking all
                panels on the enemy's half of the battlefield, as well as
                causing the specified amount of damage.

133. GutsMan3 (Neutral)
       Chip Codes: G
       Stars: 5
       Damage: 100
       Effects: GutsMan is summoned and he shakes the ground, cracking all
                panels on the enemy's half of the battlefield, as well as
                causing the specified amonut of damage.

134. ProtoMan (Neutral)
       Chip Codes: B
       Stars: 3
       Damage: 140
       Effects: ProtoMan is summoned, and he attacks the enemies in the
                column closest to him with a sword attack.

135. ProtoMn2 (Neutral)
       Chip Codes: B
       Stars: 4
       Damage: 160
       Effects: ProtoMan is summoned, and he attacks the enemies in the
                column closest to him with a sword attack.

136. ProtoMn3 (Neutral)
       Chip Codes: B
       Stars: 5
       Damage: 180
       Effects: ProtoMan is summoned, and he attacks the enemies in the
                column closest to him with a sword attack.

137. FireMan (Fire)
       Chip Codes: F
       Stars: 3
       Damage: 100
       Effects: FireMan is summoned, and a row of fire appears, damaging all
                enemies in the way.

138. FireMan2 (Fire)
       Chip Codes: F
       Stars: 4
       Damage: 120
       Effects: FireMan is summoned, and a row of fire appears, damaging all
                enemies in the way.

139. FireMan3 (Fire)
       Chip Codes: F
       Stars: 5
       Damage: 150
       Effects: FireMan is summoned, and a row of fire appears, damaging all
                enemies in the way.

140. NumbrMan (Neutral)
       Chip Codes: N
       Stars: 3
       Damage: Varies
       Effects: NumberMan is summoned and a dice is thrown; 20x the amount
                shown on dice determines damage all enemies take.

141. NumbrMn2 (Neutral)
       Chip Codes: N
       Stars: 4
       Effects: NumberMan is summoned and a dice is thrown; 20x the amount
                shown on dice determines damage all enemies take.

142. NumbrMn3 (Neutral)
       Chip Codes: N
       Stars: 5
       Effects: NumberMan is summoned and a dice is thrown; 30x the amount
                shown on dice determines damage all enemies take.

143. StoneMan (Neutral)
       Chip Codes: S
       Stars: 3
       Damage: 100
       Effects: StoneMan is summoned, and 3 sets of boulders are dropped on
                random enemy panels to cause damage.

144. StoneMn2 (Neutral)
       Chip Codes: S
       Stars: 4
       Damage: 100
       Effects: StoneMan is summoned, and 4 sets of boulders are dropped on
                random enemy panels to cause damage.

145. StoneMn3 (Neutral)
       Chip Codes: S
       Stars: 5
       Damage: 100
       Effects: StoneMan is summoned, and 5 sets of boulders are dropped on
                random enemy panels to cause damage.

146. IceMan (Water)
       Chip Codes: I
       Stars: 3
       Damage: 60
       Effects: IceMan is summoned, and giant ice blocks come out, row by
                row, to attack all enemies.

147. IceMan2 (Water)
       Chip Codes: I
       Stars: 4
       Damage: 80
       Effects: IceMan is summoned, and giant ice blocks come out, row by
                row, to attack all enemies.

148. IceMan3 (Water)
       Chip Codes: I
       Stars: 5
       Damage: 100
       Effects: IceMan is summoned, and giant ice blocks come out, row by
                row, to attack all enemies.

149. ColorMan (Neutral)
       Chip Codes: C
       Stars: 3
       Damage: 90
       Effects: ColorMan is summoned and water and fire towers are sent to
                attack the enemies.

150. ColorMn2 (Neutral)
       Chip Codes: C
       Stars: 4
       Damage: 110
       Effects: ColorMan is summoned and water and fire towers are sent to
                attack the enemies.

151. ColorMn3 (Neutral)
       Chip Codes: C
       Stars: 5
       Damage: 130
       Effects: ColorMan is summoned and water and fire towers are sent to
                attack the enemies.

152. ElecMan (Electric)
       Chip Codes: E
       Stars: 3
       Damage: 90
       Effects: ElecMan is summoned to hit all enemies with lightning.

153. ElecMan2 (Electric)
       Chip Codes: E
       Stars: 4
       Damage: 120
       Effects: ElecMan is summoned to hit all enemies with lightning.

154. ElecMan3 (Electric)
       Chip Codes: E
       Stars: 5
       Damage: 150
       Effects: ElecMan is summoned to hit all enemies with lightning.

155. BombMan (Fire)
       Chip Codes: B
       Stars: 3
       Damage: 120
       Effects: BombMan is summoned, and throws a bomb into the enemy area.
                It explodes in a cross fashion, hitting enemies in the same
                row or column as the bomb.

156. BombMan2 (Fire)
       Chip Codes: B
       Stars: 4
       Damage: 140
       Effects: BombMan is summoned, and throws a bomb into the enemy area.
                It explodes in a cross fashion, hitting enemies in the same
                row or column as the bomb.

157. BombMan3 (Fire)
       Chip Codes: B
       Stars: 5
       Damage: 160
       Effects: BombMan is summoned, and throws a bomb into the enemy area.
                It explodes in a cross fashion, hitting enemies in the same
                row or column as the bomb.

158. MagicMan (Neutral)
       Chip Codes: M
       Stars: 3
       Damage: 100
       Effects: MagicMan is summoned, and a fiery wave attacks some of the
                enemies.

159. MagicMn2 (Neutral)
       Chip Codes: M
       Stars: 4
       Damage: 120
       Effects: MagicMan is summoned, and a fiery wave attacks some of the
                enemies.

160. MagicMn3 (Neutral)
       Chip Codes: M
       Stars: 5
       Damage: 140
       Effects: MagicMan is summoned, and a fiery wave attacks some of the
                enemies.

161. WoodMan (Wood)
       Chip Codes: W
       Stars: 3
       Damage: 60
       Effects: WoodMan is summoned, and giant wooden towers come out, row by
                row, to hit all enemies.

162. WoodMan2 (Wood)
       Chip Codes: W
       Stars: 4
       Damage: 80
       Effects: WoodMan is summoned, and giant wooden towers come out, row by
                row, to hit all enemies.

163. WoodMan3 (Wood)
       Chip Codes: W
       Stars: 5
       Damage: 100
       Effects: WoodMan is summoned, and giant wooden towers come out, row by
                row, to hit all enemies.

164. SkullMan (Neutral)
       Chip Codes: S
       Stars: 3
       Damage: 150
       Effects: SkullMan is summoned, and a giant skull is dropped on one
                enemy to cause lots of damage.

165. SkullMn2 (Neutral)
       Chip Codes: S
       Stars: 4
       Damage: 180
       Effects: SkullMan is summoned, and a giant skull is dropped on one
                enemy to cause lots of damage.

166. SkullMn3 (Neutral)
       Chip Codes: S
       Stars: 5
       Damage: 210
       Effects: SkullMan is summoned, and a giant skull is dropped on one
                enemy to cause lots of damage.

167. SharkMan (Water)
       Chip Codes: S
       Stars: 3
       Damage: 90
       Effects: SharkMan is summoned and 3 fins, one in each row, dash
                straight ahead, hitting any enemies in the way.

168. SharkMn2 (Water)
       Chip Codes: S
       Stars: 4
       Damage: 110
       Effects: SharkMan is summoned and 3 fins, one in each row, dash
                straight ahead, hitting any enemies in the way.

169. SharkMn3 (Water)
       Chip Codes: S
       Stars: 5
       Damage: 130
       Effects: SharkMan is summoned and 3 fins, one in each row, dash
                straight ahead, hitting any enemies in the way.

170. PharoMan (Neutral)
       Chip Codes: P
       Stars: 5
       Damage: 100
       Effects: PharoMan is summoned, and 3 coffins appear, one in each row,
                and blast all enemies with a laser attack.

171. PharoMn2 (Neutral)
       Chip Codes: P
       Stars: 5
       Damage: 120
       Effects: PharoMan is summoned, and 3 coffins appear, one in each row,
                and blast all enemies with a laser attack.

172. PharoMn3 (Neutral)
       Chip Codes: P
       Stars: 5
       Damage: 140
       Effects: PharoMan is summoned, and 3 coffins appear, one in each row,
                and blast all enemies with a laser attack.

173. ShadoMan (Neutral)
       Chip Codes: S
       Stars: 5
       Damage: 80
       Effects: ShadoMan is summoned, splits into 3, and shoots stars at all
                the enemies, resulting in up to 240 HP damage.

174. ShadoMn2 (Neutral)
       Chip Codes: S
       Stars: 5
       Damage: 90
       Effects: ShadoMan is summoned, splits into 3, and shoots stars at all
                the enemies, resulting in up to 270 HP damage.

175. ShadoMn3 (Neutral)
       Chip Codes: S
       Stars: 5
       Damage: 100
       Effects: ShadoMan is summoned, splits into 3, and shoots stars at all
                the enemies, resulting in up to 300 HP damage.

 
 
 
 
 
 
 
 
 
 
 
 
 

Dashboard Clock

P.S. A big thanx to Gamefaqs for letting me use SOME walkthroughs.