PowerPlant Comp

The PowerPlant Comp is a network location in Mega Man Battle Network belonging to the Power Plant within the Government Complex. It houses the ElecProgram and is hacked by ElecMan. It is noteworthy for being one of the most infamous stages in the Mega Man Battle Network series due to its difficulty and complexity.

Description
The PowerPlant Comp is best known for its bright yellow, arrowed path surrounded by absolute darkness in the background, along with the stage's signature trait, paths made invisible due to the energy disruption, making the stage far more labyrintine and often forcing the player into trial and error to determine both the right path, and the path to Mystery Data.

To further advance into the Comp the player will find platforms with boxes where the player must place batteries to light the path ahead. There is a caveat, however, not every box must be filled and in fact as some Mr. Progs will reveal that batteries must never be placed next to one another. Even worse the player must put some batteries in very specific combinations in order to work, and unfortunately are not given sufficient hints so as to determine the precise location with an added layer of annoyance, the player must repeatedly turn on/off the electric flow when changing batteries, making mistakes more punishing.

Adding to these difficulties, the player will have to navigate the dungeon to search for different Mr. Progs both to acquire Batteries and also for hints, and many of these Mr. Progs will lead to Virus Busting battles against Prog viruses, further complicating the player's navigation.

As a final note, there is a gauge for the PET's batteries. When the energy runs out MegaMan will no longer be able to restore its HP after battles, leaving Battle Chips as the only way to restore HP.

With its extremely complex layout, confusing navigation, massive stage size and extensive Virus Busting, all combined make the PowerPlant Comp easily the most frustrating stage to play. Changes were made to the Rockman.EXE Operate Shooting Star to make this stage far less taxing, with the inclusion of a map overview along brighted paths which help the player determine the proper routes.

Story
While at a party in SciLab, Lan Hikari and his parents are part of the event until WWW member Count Zap, under orders from Lord Wily, warns the attendees of the plant's hacking, shutting down the electricity and by proxy the air vents, which will cause everyone to die of asphyxiation.

Lan manages to get out of the room and into the PowerPlant control room jacking MegaMan in, although a scientist warns him that without power flowing, his PET's batteries will run out, putting MegaMan in danger. The two venture into the network where they have to fight their way through darkened paths, corrupted Mr. Progs, and confusing layouts.

At the end, they find ElecMan, who wonders on whether or not they are officials while revealing he has acquired the ElecProgram for the WWW. As the two boys are confused, ElecMan realizes they aren't officials and prepares to delete them. MegaMan's attacks prove ineffective as the constant surge of electricity restores ElecMan, so Lan turns down the generator while electrocuting himself in the process, although he remains fine and okay. With ElecMan deprived of his energy, he is deleted by MegaMan but not before sending the ElecProgram to Wily. ProtoMan appears soon after, with him berating MegaMan for deleting ElecMan as he could have acquired the WWW's location from its data. Eugene Chaud, who became angered at Lan's unintentional sabotaging, orders ProtoMan to delete MegaMan, although he fails.

ProtoMan is shocked at being bested by a mere civilian, but MegaMan reveals to ProtoMan that the latter lost because he lost alone, whereas the former has Lan, his friend to help support him. ProtoMan takes interest in this fact and subsequently jacks out via Chaud's orders.