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 modifies 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.

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.

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 can move over holes. Charged shot becomes a Widesword 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, chips that you could select together you can, instead, send back into the random draw to be replaced with others. Basically, it's a Program Advance aid. 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 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 WideSlash increases in power by 50. This bonus does not apply to PAs or screen-dimming chips. Also, charged sword chips fly forwards, dealing their normal damage and hitting the same range as before, but to the first object on their row.<BR>

Erase(Killer) Cross<BR> Type: Cursor<BR> Weakness: Wind<BR> Features: Cursor chips gain only a +30 Attack bonus, but when a non-elemental chip strikes an enemy virus with 4 in the HP, that virus is instantly deleted. When a non-elemental 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, therefore this is a Japanese pun. Charged shot is eyebeams! These deal cursor damage 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. Not quite as useful as the Dust Chute, but it works. Charged shot is another 3-panel Fire attack: a shoulder charge which will be blocked by holes.<BR>

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!" 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.<BR>