Mega Man Battle Network 6

MegaMan Battle Network 6 is the sixth and final installment in the MegaMan Battle Network series by Capcom, released on the Game Boy Advance in 2005 (Japan) and 2006 (USA, Europe). There are two versions of the game: Cybeast Falzar and Cybeast Gregar. It introduced several new characters whilst retaining the existing ones. It arrived in two versions, each with its own Cross Changes (significantly modified Soul Unisons) and Beast Out features.

Story
The game commences with Lan explaining the current situation in the world, but is quickly interrupted by MegaMan, who reveals that Lan is practicing for a presentation he is going to make to the class at school. At school, Lan reveals some shocking news that will shape the course of the game.

Playable Characters
Lan Hikari is one of the two stars of the game. Along with his NetNavi, MegaMan, he has been called upon to save the world five times in the past. Can he do so again? Lan is one of the best Virus Busters in ACDC, but apart from that his grades are fairly dismal. Can he really fit in in Cyber City?

MegaMan.EXE is Lan's NetNavi, a virtual person who can explore the second reality that the Internet has become. He is actually Lan's twin brother Hub, turned into a Navi to save him from a terminal illness, HBD.

AquaMan.EXE returns from Battle Network 4 Blue Moon, once again operated by Shuko Kido. He helps Shuko with her part-time job at the aquarium, which she takes up in order to support her family, and is Lan's first Link Navi in the Falzar version.

HeatMan.EXE returns from Battle Network 2 as Mr. Match's Navi, while Mr. Match works as a new teacher in Cyber City. He is Lan's first Link Navi in the Gregar version.

TenguMan.EXE is the NetNavi of Mr. FengTian (Fuuten Roushi in the Japanese version). He helps out Fuuten Roushi's apprentices master the use of the wind. He appears only in the Falzar version.

SlashMan.EXE is Phakchi's NetNavi. He helps Phakchi gather ingredients and in her cooking, using his ginat claws as knives. He appears only in the Gragar version.

TomahawkMan.EXE returns from Battle Network 5 Team Colonel, once again operated by Dingo. This time, he assists Dingo in introducing people to the cultures of his home town. He appears only in the Falzar version.

ElecMan.EXE returns from Battle Network 1, this time operated by Count Elec's wife, Ann Elec. He makes up for the crimes committed whilst he was in the World 3 organization by maintaining the lighting in Sky Area. He appears only in the Gregar version.

GroundMan.EXE is the Netnavi of Moliarty (Dotarou in the Japanese version). He aids Moliarty in his work by drilling through rocks and other obstacles throughout the Net. He appears only in the Falzar version.

EraseMan.EXE (Killerman.EXE in the Japanse version) is the Netnavi of Dark Scythe (Dark Kirisaki in the Japanese version). Him and Dark Scythe are assassins, being trained by Dusk (Dark Miyabi), operator of Shadowman.EXE. He appears only in the Gregar version.

DustMan.EXE is the Netnavi of Mr. Press, and is in charge of recycling the trash throughout the Net. He appears only in the Falzar version.

ChargeMan.EXE is the Netnavi of Mr. Ferry (Kuno in the Japanese version). He runs a railway express through the Net, transporting goods and Navis. He appears only in the Gregar version.

Removed Features
With the Boktai series' dwindling popularity in the US, Konami had decided to not release a US version of the 3rd game. As such, Capcom had decided to remove most of the Boktai related things in the game. Gun Del Sol EX, Otenko, Django 1-3, and Hakushaku (Known as Hack Jack in US chips)1-3 were chips that were removed from the US version. Some, however, can be obtained via Gold Mystery Data. Django and Hakushaku chips both freeze the game, But the Crossover PA (Django 1, Django 2, and Django 3 in order) still works. It, and Otenko, however, use a white dot rather than the actual sprite. The normal GunDelSol chips still exist naturally in the game, aswell as the Bat Key and Django poster in Lan's room.

Another Removed feature was additional areas in the game. Undernet 3 and the Immortal area were all removed from the US version. Graveyard 1 was also removed, while Graveyard 2 remained, renamed simply as "Graveyard". The Bat Key has a different function in the game now. It opened the Immortal area in the Japanese version, while in the US, it simply opens a purple gate in the Graveyard which has the Attack MAX NCP.

Battle Changes
Various effects have been changed from the previous installments. Enemies on Ice panels no longer take double damage from elec attacks, but now get freeze status when hit with an Aqua attack. Enemies in Freeze Status take double damage from Breaking Type attacks. Another new status effect is "Bubble", normally caused by the Bubble Star chip series. Enemies will be encased in a bubble, unable to act, and will take double damage from the next Elec attack. Lava, Sand and Water panels do not make a return, however, but other new panel types exist. The chips "Coming" and "Going" Roads make draw panels, which do as the name describe. Another panel, which is rare and cannot be made via chips is the Geyser, which periodically causes fire damage to those standing on top of it and may be removed if hit by an Aqua attack.

Folder Building
Chips are now restricted depending on their MB, and this has hence resulted in several chips coming from being Mega chips to Standard chips now, allowing the player to load more Navi chips into his folder. A Tag System also has been introduced, where the two selected chips (both chips' capacities must not exceed 60MB) are "tagged" and always appear with each other in the Custom Screen. Additionally, a notable number of chips have been given the * code, inclusive of some Navi chips, allowing more fluid unicode folders to be constructed in the game.

Cross Changes
The Cross change system is an almost unique system, which is surprising for the last installment in a series as long as Battle Network. It is similar in concept to the Soul Unison/DublSoul from previous games, in that MegaMan merges with another Navi (here called a Link Navi) but it does not use Navi chips, and may last for the whole battle unless MegaMan is hit with an attack the Cross is weak to, in which case he takes double damage and loses the cross for the rest of the battle. EVERY cross now has a weakness, as 4 of the other attacking chip types (Wind, Sword, Break and Cursor) now have their own cycle of weaknesses (Wind->Cursor->Break->Sword->Wind)

Crosses in Falzar Version
Spout/Aqua Cross Type: Aqua Weakness: Elec type attacks Features: Non-dimming Aqua chips can be charged for double damage. All such chips will restore 5% of MegaMan's maximum HP. Charged shot becomes a quickly charging Bubbler shotgun. The Cross also features no-slip on ice.

Tomahawk Cross Type: Wood Weakness: Fire Features: Can charge non-dimming Wood chips for double damage. Charged shot becomes a slowly-charging Tomahawk Swing with the range of a Lifesword Program Advance. This counts as both Wood and Sword (i.e. does double damage to Elec and Wind). With this Cross on, you will never be afflicted by abnormal status.

Tengu Cross Type: Wind Weakness: Sword Features: MegaMan gains Airshoes and Floatshoes, allowing him to stand on holes and most harmful panels without receiving their effects. Charged shot becomes a WindRink attack that blows all surviving enemies as far back as possible. B+Left on the control pad will suck all enemies as far IN as possible, so a lot of movement occurs with this cross. Wind chips gain +10 damage.

Ground Cross Type: Breaker Weakness: Cursor Features: Charged shot becomes a DrillArm that will home in on any enemies in your row, despite any holes. MegaMan will duck down, come up in front of the nearest enemy on your row (does not work if there is a hole in front of the enemy) and drill, basically. It knocks enemies back. SuprArmr is turned on even if you do not have it, meaning that MegaMan will not be knocked back and does not lose S-Rank for taking damage. Charging Breaker-type chips will drop rocks on the enemy's field. It also increases the power of Breaker chips by +10.

Dust Cross<BR> Type: Breaker<BR> Weakness: Cursor<BR> Features: Charged shot will become Scrap Reborn, as with DustMan. Scrap Reborn fires a man of junk along your row. The first obstruction it meets, including the back row of the field, it will punch onto, cracking the panel. Dust Cross has one additional feature: every turn, you can dump selected chips to the bottom of your folder and draw new chips in their places. Pressing B and left on the control pad will suck in all obstacles, including BlastMan's normally indestructible metal blocks, on the field. You can then use the normal buster to fire them. Each does 200 damage. Note: Although it works in BlastMan's arena, it's not advised unless you're confident that you can stop his fireball attack, the one you have to hide from to avoid.

Crosses in Gregar Version
Heat Cross<BR> Type: Fire<BR> Weakness: Aqua<BR> Features: Charged Shot becomes a FireArm that has the same range as a FireBrn chip and will multi-hit if the enemy moves. Whilst in this Cross, non-dimming Fire chips gain a +50 Attack bonus. Also, your basic Buster Attack level increases by 1.<BR>

Elec Cross<BR> Type: Elec<BR> Weakness: Wood<BR> Features: Non-elemental chips can be charged. Their attack level will remain the same, but they gain Paralysis. Also, non-dimming, non-PA Elec chips gain a +50 Attack bonus. Charged Shot becomes a Thunderbolt, basically the same range as a DolThdr chip.<BR>

Slash Cross<BR> Type: Sword<BR> Weakness: Breaker<BR> Features: Charged shot becomes WideSlash, which has the same range as the LifeSword Program Advance. Sword chips gain a +50 attack bonus. The first time you use a Sword chip in any battle, the charged shot increases in power by 50. This bonus does not apply to PAs or screen-dimming chips. Also, charged sword chips fly forwards as a sonic boom, retaining the width range as it moves (therefore, Longsword and normal sword chips have the same range in this cross)<BR>

Erase(Killer) Cross<BR> Type: Cursor<BR> Weakness: Wind<BR> Features: Cursor chips gain a +30 Attack bonus. When a non-elemental, non-screen-dimming chip strikes an enemy virus with 4 in the HP, that virus is instantly deleted. When a non-elemental, non-screen-dimming chip strikes a Navi with a 4 in its HP, the Navi receives an HP bug. This is because in Japan, the word for 4 is similar to or the same as the word for death. Charged shot becomes eyebeams which deal cursor damage, pierce invisibility, cover then entire row and will multi-hit if the enemy moves.<BR>

Charge Cross<BR> Type: Fire<BR> Weakness: Aqua<BR> Features: Fire chips can be charged for up to a +100 Attack bonus, depending on how long they are charged for. Every turn spent using this Cross, another one of the empty chip slots on the Custom Screen can be used. Charged shot is another 3-panel long shoulder charge which will be blocked by holes, but hits with both Fire and Breaking damage.<BR>

Beast Out and Beast Over
The Beast Out system, initiated only after a certain point in the plot, adds a new dimension to gaming. The transformation, in both versions, gives a boost to non-dimming non-elemental chips, auto-targets to use a chip, and can even charge non-elemental chips to unleash a special attack. Gregar Beast Out gives the player Super Armour, along with a very fast-firing Beast Buster, while Falzar Beast Out grants Float Shoes and Air Shoes, and the rapid-fire buster spreads across 3 rows. Both Beast Outs also can utilize Full Synchro, and also can be used with Crosses to create a Cross Beast, combining the abilities of both transformations in question.

Beast Out lasts 3 turns at max, and in the same battle if you attempt to Beast Out once again, you will enter Beast Over, where Megaman goes berserk, turns invincible, and randomly fires off buster shots, and uses loaded up chips. This is usually an opportunity to turn the tide of battle and defeat the opponent, but if the Custom Gauge fills Beast Over immediately expires, leaving Megaman with several severe drawbacks.

Boss Characters
In order of appearance:

Name: BlastMan<BR> Notes: BlastMan, operated by Lan's apparently friendly teacher Joe Mach, is a fire-type. His arena always contains two invincible blocks, which for his first version are in the top-left and bottom-right corners, and in all subsequent versions are in the middle of each field. These blocks have infinite HP, will not be moved by TankCannon or AirShot and can only be removed with DustCross's B + left ability or BlizzardBall. His catchphrase is "Kwohohohoho."<BR> Attack 1: Shoots a fireball up to the end of the row you are on, usually from his own back column.<BR> Attack 2: Every three fireballs, he will shoot instead a piercing fire wave attack down your row. He will try to stand at the front of his area for this attack.<BR> Attack 3: First, tiny harmless enbers will travel in one direction across the screen. These indicate which way the large fireballs which follow will fly. The only way to dodge these fireballs is to place one of the large metal block between you and them.<BR> Chip Attack: Blastman appears and uses Attack 3. The fireballs will always travel horizontally to the right and give no warning.<BR>

Name: DiveMan<BR> Notes: DiveMan is operated by an old sea captain, Captain Blackbeard. Most of the time he is "dived", no matter what sort of panel he's on, and is thus invicible to most chips. Floor-hitting and JudgeMan chips have been found to be able to hit him whilst dived. His catchphrase is "Awooga!"<BR> Attack 1: Every few seconds, missiles come up from the arena on two rows, then speed towards you. The missiles will not appear on an occupied panel.<BR> Attack 2: Before this attack is performed, only one missile appears, then they stop altogether. DiveMan will throw two large sea-mines at your side of the field.<BR> Attack 3: Missiles stop, DiveMan generates a massive tidal wave which hits your two front columns and his front one, assuming no arena modifications. If the areas have been modified, the waves will appear on his front space of each row.<BR> Chip Attack: Attack 3.<BR>

Name: CircusMan<BR> Notes: CircusMan is an elementless circus-themed Navi, operated by the vain Yuika. His catchphrase is "Ahoo hoo hoo!"<BR> Attack 1: Two big hands appear at the top you and bottom of your row, attempting to clap you.<BR> Attack 2: Cracks his whip and summons lions to attack you.<BR> Attack 3: Turns into a tent and tries to drop on you. If he succeeds the tent will cover you and begins to bulge rapidly whilst slapping noises are made and purple buster impacts appear all over the tent. At his SP level this causes confusion, and at RV level it causes blindness.<BR> Chip Attack: Attack 3, hitting the third square ahead of you.<BR>

Name: JudgeMan<BR> Notes: A tall book-based Navi with no catchphrase or element, operated by the crooked Prosecutor Ito.<BR> Attack 1: Uses a three-panel Elec-type whip.<BR> Attack 2: Sends two evil books flying down the top row and the bottom row. They may converge in the middle row.<BR> Attack 3: A GateMan style Book appears to block your attacks. When you hit it, its pages flick and it performs a chip attack. In order, it perform BblStar, Firebrn and GolmHit. It disappears after a while and always stays on your current row.<BR> Chip Attack: JudgeMan appears and uses Attack 1. If any of your panels have been captured, a book appears on each captured panel and attacks the enemy. After this chip is used, all area stolen is returned to you as soon as possible.<BR>

Name: ElementMan<BR> Notes: ElementMan does what it says on the tin, every so often he changes element like so: Normal, Wood, Fire, Elec, Aqua, Normal. His operator is Vic. ElementMan's gimmick is to talk in a strange language that only Vic can understand. This language is translated below the original language.<BR> Attack 1: Generates two whirlwinds that hit like a Boomerang, i.e. your top row, bottom row and back column, so your front two middle squares are safe. He will always do this no matter what the current element.<BR> Attack 2: Wood: similar to Wood Tower, sends a succession of sharpened stakes that home in on you similar to WaveArm. The stakes also leave grass panels behind, which increases the risk of the Fire attack that follows.<BR> Attack 3: Fire: Drops a set of meteors on you.<BR> Attack 4: Elec: Bolts of lightning strike from the sky, and slowly home in on you.<BR> Attack 5: Aqua: Attempts to turn column into ice. If you are on that column, you get frozen.<BR> Chip Attack: ElementMan appears and starts flicking through elements. Press A to choose an element. Fire: Drops one meteor on all enemies. Wood: WoodTwr. Elec: Strikes with lightning. Aqua: Turns the row in front of him into ice, freezing enemies that get in the way.

Name: Colonel<BR> Notes: Colonel returns from Battle Network 5 Team Colonel, once again operated by Baryl, with a vastly different personality from the aforementioned game.<BR> Attack 1: Colonel uses his Screen Divide from the previous game, usually cutting across the centre of your area.<BR> Attack 2: Colonel uses his Screen Divide from the previous game, in a V-form centered at the centre of your area.<BR> Attack 3: Colonel uses his Screen Divide, this time in a Z-formation centered at the centre of your area. He often does this to follow up from Attack 1 or 2.<BR> Attack 4: Colonel fires three missiles into the air, and they rain down into your area, cracking the panels they hit. This attack is Fire-attributed.<BR> Attack 5: Colonel summons a soldier or two in front or behind you, just like in the previous game, sans Rock Cubes. The soldiers only fire guns this time.<BR> Attack 6: Used only in the RV version, Colonel will throw his cape at you. If it connects and you are defenseless, the screen will go black, he pulls off a slash across the screen, and instantly deletes you (or reduces your HP to 1 if you have Undershirt).<BR>

Name: Falzar <BR> Notes: Falzar is the final boss of the Falzar version, and its side of the screen has no panels. Ground-based attacks are ineffective against it, and Ground Cross will only travel as far as the front of your area.<BR> Attack 1: Falzar moves up to you and fires a T-shaped tornado, like Tengu Beast's chip charge attack. This removes auras and barriers.<BR> Attack 2: Falzar stays in the middle of its area, and creates three balls of fire. The fireballs will summon phoenixes that will fly at you if you stand in front of them. The phoenixes can be destroyed when hit hard enough.<BR> Attack 3: Falzar flies so high that it cannot be hit, and creates a Wind effect that will blow you back, and remove barriers and auras. At the same time, it fires feathers at your position.<BR> Attack 4: Falzar flies high enough to avoid being hit, and pummels the back 2 columns of your area.<BR> Attack 5: Used only in the SP version, Falzar turns around, and flies at you in a fashion similar to Duo's Giant Hook, only angled horizontally.<BR>

Name: Gregar<BR> Notes: Gregar is the final boss of the Gregar version, and its side of the field cannot be Area-stolen. If you happen to lose Area through use of Colour Point or Double Point, Gregar will not move forward. It also appears to be capable of standing over holes.<BR> Attack 1: Gregar jumps up and two rocks rain down on your area when it lands. After repeating this for 2-3 times, it will follow up with one of the following attacks:<BR> Attack 2: Gregar fires its Elec Breath, hitting the front of your area and your current row.<BR> Attack 3: Gregar fires its Heat Breath, covering the panel immediately in front of it and the back two columns of your area.<BR> Attack 4: Gregar readies its tail and fires it up and down your column. In the SP version, this attack also tracks your current column as it is in use.<BR> Attack 5: Gregar disappears, and then executes an attack similar to Duo's Giant Hook, following up with its head moving in to bite you. In the SP version this destroys chips and Program Advances you have loaded.<BR> Attack 6: Used only in the SP version. Gregar roars, then charges down its row. Rocks will then constantly fall down randomly on your area, with one always tracking your position.<BR>