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.
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