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    FAQ/Walkthrough by DBM11085

    Version: 1.5 | Updated: 08/12/02 | Printable Version | Search This Guide

    *****************************************************************************
    
                        MegaMan Battle Network FAQ/Walkthrough
                               For the Gameboy Advance
                         Version 1.5 (Last Updated 8/12/2002)
                                   By Devin Morgan
    
        This file is Copyright (c)2001-2006 Devin Morgan. All rights reserved.
    
    *****************************************************************************
    
    Table of Contents
    
    1. What's New
    2. Introduction
    3. Story
    4. Controls
    5. Overview
    6. Walkthrough
    7. Enemies
    8. Bosses
    9. Battle Chips
    10. Chip Combos
    11. Items
    12. Internet Items
    13. Chip Traders
    14. Shops
    15. Secrets/Tips and Tricks
    16. Credits
    17. Copyright Notice
    18. Contact Information
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=-=-=
    -=  1. What's New -=
    -=-=-=-=-=-=-=-=-=-=
    
    Version 1.5 (8/12/02): More chip combos have been submitted/added to this 
    guide.
    
    Version 1.45 (4/21/02): Information on the chips/bosses I missed previously 
    have been added, thanks to a couple generous contributors.
    
    Version 1.4 (1/24/02): This is most likely the final update to be made to 
    this FAQ. I'm sure there is still some tidbits of information that I have 
    been unable to add myself, so I'm calling this guide complete as it is. Keep 
    in mind though that if there IS something I'm missing and you would like to 
    send it in, I'll definitely update! But until then, my work here is done.
    
    Version 1.35 (1/18/02): Another chip combo was added here, thanks to the kid 
    that submitted it!
    
    Version 1.3 (1/13/02): I added another chip trader to the list, thanks to 
    Dharkshade(at)aol.com!
    
    Version 1.25 (12/28/01): Added a couple more chip combos, as well as 
    information on the Drop-down chip (#116), thanks to those who contributed to 
    this guide!
    
    Version 1.2 (12/16/01): Added a couple more chip combos, as well as 
    information on another chip I was missing, thanks to those who contributed 
    that information!
    
    Version 1.15 (12/4/01): I added some more information here thanks to 
    contributions of a few people! See the last 3 additions to the credits list 
    for more information on what I added this time around!
    
    Version 1.1 (11/23/01): Added quite a few chip listings, as well as a couple 
    more additions in the Chip Traders section. I know there are still some 
    chips, a boss, and more traders missing, so if you know any I haven't gotten 
    to yet, please send me information if you want!
    
    Version 1.05 (11/12/01): Added some more chips to the list, as well as some 
    other little things here and there.
    
    Version 1.0 (11/10/01): The walkthrough is finally complete, since I just 
    beat the game! There are still many chips left to add, as well as several 
    other things here and there, but I will get to those and add them ASAP. Also, 
    thanks goes to MegaBoy for letting me use his lists of what items are found 
    in each Internet area!
    
    Version 0.8 (11/8/01): A bit more walkthrough, among other things, has been 
    added with this update! Expect much more with the next update, too.
    
    Version 0.75 (11/7/01): This update includes a walkthrough up to the start of 
    the power plant network. Not too large of an update like the previous one, 
    but it's something for now!
    
    Version 0.7 (11/5/01): Added a bit more of the walkthrough, as well as plenty 
    of new chip/enemy/boss data!
    
    Version 0.55 (11/3/01): Made some more minor changes and some additions to 
    the chip/enemy/boss lists as well. In the next update, I should have a new 
    portion of the walkthrough added as well!
    
    Version 0.5 (11/1/01): The first version of this FAQ. It's a little over 
    halfway completed, and I will update with the US names and the rest of the 
    walkthrough/chips in the coming days!
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=-=-=-=
    -=  2. Introduction -=
    -=-=-=-=-=-=-=-=-=-=-=
    
    The latest installment of the legendary Mega Man franchise takes a way 
    different approach than the previous side-scrolling games in the series. MM: 
    Battle Network still has the general elements of any Mega Man game such as 
    the Mega Buster, gaining enemy weapons, etc., but it plays more like an RPG 
    this time around. It really isn't too hard to get through, but you'll have to 
    spend a bit of time if you want to collect all the Battle Chips (things you 
    equip to use special abilities in battle). Anyway, this game is worth a try 
    for anyone, but I'd recommend getting the English version of the game, unless 
    of course you're fluent in the language (which I'm not, but I can understand 
    some of what's going on)!
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=
    -=  3. Story  -=
    -=-=-=-=-=-=-=-=
    
    In 20xx...
    
    ...the rapid advance of Internet technology has created the "network age." 
    Everyone now carries a portable exploration device called "PET." This 
    personal terminal is an advanced personal digital assistant. Using it, you 
    can make phone calls, send and receive emails, keep a calendar, store data, 
    shop online and check news from around the world. PET is so convenient and 
    helpful that it has become essential for everyday life!
    
    Every PET uses a personality simulation program called Net Navi(gator). By 
    customizing your PET's Navi program, you can give your Net Navi a unique 
    personality - and even talk to it!
    
    But as the network world expands, network crime is raging. Hacking and 
    computer virus epidemics have become major issues. At the top of the criminal 
    list is a mysterious organization called "WWW" (World Three), a group of 
    incorrigible computer hooligans.
    
    To protect their PETs, people have begun installing Battle Chips - special 
    chips encoded with battle programs. When you insert a Battle Chip, you can 
    arm your PET to fight off viruses and hackers. This is called "virus 
    busting" and has become so important that it is now taught in schools.
    
    Lan is a fifth grade student. His Net Navi (and best friend) is Mega Man.EXE. 
    Lan and Mega Man.EXE are both extremely skilled computer operators.
    
    In the world of virus busting, Lan and Mega Man.EXE are about to meet their 
    match...
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=-=
    -=  4. Controls -=
    -=-=-=-=-=-=-=-=-=
    
    Control Pad: Move character, or cursor on menu screens
    
    Start: Pause game, bring up submenu
    
    A: Confirm selections on menu screens, talk to people, check out objects, use
       equipped chips in battle
    
    B: Dash (hold while moving), cancel selections on menu screens, use regular
       Buster in battle
    
    L: Communicate with MegaMan (in the real world), communicate with Lan (in the
       cyber world)
    
    R: Transmit MegaMan into a jack-in port, pull MegaMan out of the cyber world
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=-=
    -=  5. Overview -=
    -=-=-=-=-=-=-=-=-=
    
    ===================
    General Information
    ===================
    
    The gameplay aspects of this game are rather different from what you're used 
    to in any other game. You control Lan, and your PET is known as MegaMan, 
    which you transmit into the cyber world to fight viruses and such. Lan's 
    world is the "real world", and no enemies appear there to fight. MegaMan's in 
    the cyber world, where you fight viruses (enemies/bosses), collect items, 
    etc. Battles are random occurences in this game, so read on to see how the 
    battle system of this game works.
    
    
    =============
    Battle System
    =============
    
    Overview
    --------
    
    As in all traditional RPG-battles, MegaMan and whatever enemies you face have 
    a set amount of HP (enemy HP is displayed above their heads). The playing 
    field is set up in a 6x3 grid, with MegaMan's 3x3 half being red, and the 
    enemy's 3x3 half is blue. MegaMan can only move on red panels, and vice 
    versa. The battles take place in real-time, where you move freely within your 
    half of the grid and shoot with your Buster or whatever Battle Chips you 
    have. When all enemies are "deleted", the battle ends. You are given a 
    "rank" depending on how fast you won, how many times you moved, and if you 
    got hit or not. The higher the rating, the more Zennys (money) you receive, 
    or you'll even be given a Battle Chip from one of the enemies you beat.
    
    Selecting Battle Chips
    ----------------------
    
    In the start of the battle, a menu is displayed showing 5 randomly selected 
    Battle Chips (out of the 30 you equipped MegaMan with beforehand) that you 
    can use for this round of battle. If you don't like the 5 that are there, you 
    can use the "Add" option. Doing so makes you unable to use Battle Chips for 
    that round, but when the meter at the top of the screen fills and you open 
    the chip selection screen again, there will be an additional 5 to choose 
    from. You can select up to 5 chips to use in one round. You can only use the 
    same type of chips together; you cannot mix and match. (Example: You can only 
    use a ShokWave chip with another ShokWave, SoniWave, or Dyna Wave chip; you 
    cannot put it with, say, a Cannon chip.)
    
    Chip Codes
    ----------
    
    Also, you may notice that each chip has a specific chip code. You can select 
    the same type of chips as stated above, and you can select all chips with the 
    same chip code. (Example: You can equip ShokWave L, Recov10 L, and Sword L 
    chips on MegaMan together, but not a Cannon A chip since it doesn't have the 
    same chip code (L) as the others.)
    
    Attack Attributes
    -----------------
    
    As you may notice, all chips have a small square to the left of the number 
    which shows how much damage will be dealt. That square shows the attribute 
    that the chip has. There are 5 total attributes: Neutral, Electric, Water, 
    Fire, and Wood. All attack chips, regardless of its attribute, will cause 
    regular damage to any enemy, but certain types of attributes are strong/weak 
    against the others. Here's a quick list of what's good against what (Neutral 
    chips are not strong or weak against anything):
    
    Attribute   Strong VS.   Weak VS.
    ---------   ----------   --------
    Electric    Water        Wood
    Fire        Wood         Water
    Water       Fire         Electric
    Wood        Electric     Fire
    
    
    Custom Meter
    ------------
    
    One last thing about the Chip Selection screen in battle I should mention is 
    the meter (known as the custom meter) at the top of your screen. After you 
    make your selection of chips, that meter will become empty. It slowly refills 
    throughout the course of the battle. After it refills and flashes yellow, you 
    can press L or R to reopen the Chip Selection screen and pick another batch 
    of chips to use. That process continues until the battle ends. And that's 
    about it here for the battle system of this game!
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=-=-=-=
    -=  6. 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!
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=-=
    -=  7. Enemies  -=
    -=-=-=-=-=-=-=-=-=
    
    Aqua Aura
        HP: 200
        Chip Dropped: AquaAura
        Note: This enemy has a water-based shield surrounding it, which can
              withstand any attack below 40 HP, so hit it with a stronger attack
              or an electric-based one to destroy the shield.
    
    Aqua Sword
        HP: 200
        Chip Dropped: AquaSwrd
    
    Aqua Tower
        HP: 120
        Chip Dropped: AquaTowr
    
    Big Bomb
        HP: 150
        Chip Dropped: BigBomb
    
    Big Wave
        HP: 200
        Chip Dropped: BigWave
    
    Bubbler
        HP: 100
        Chip Dropped: Bubbler
    
    Body Burn
        HP: 150
        Chip Dropped: BodyBurn
    
    Bubble Wrap 1
        HP: 60
        Chip Dropped: BblWrap1
    
    Bubble Wrap 2
        HP: 90
        Chip Dropped: BblWrap2
    
    Bubble Wrap 3
        HP: 150
        Chip Dropped: BblWrap3
    
    Candle 1
        HP: 160
        Chip Dropped: Candle1
    
    Candle 2
        HP: 200
        Chip Dropped: Candle2
    
    Candle 3
        HP: 300
        Chip Dropped: Candle3
    
    Cannon
        HP: 50
        Chip Dropped: Cannon
    
    Cloud
        HP: 120
        Chip Dropped: Cloud
    
    Cloudier
        HP: 140
        Chip Dropped: Cloudier
    
    Cloudiest
        HP: 140
        Chip Dropped: Cloudest
    
    Cross Bomb
        HP: 120
        Chip Dropped: CrosBomb
    
    Cyclone
        HP: 180
        Chip Dropped: Cyclone
    
    Dash
        HP: 50
        Chip Dropped: Dash
    
    Drain 1
        HP: 200
        Chip Dropped: Drain1
    
    Drain 2
        HP: 200
        Chip Dropped: Drain2
    
    Drain 3
        HP: 200
        Chip Dropped: Drain3
    
    Dynamite 1
        HP: 100
        Chip Dropped: Dynamyt1
    
    Dynamite 2
        HP: 250
        Chip Dropped: Dynamyt2
    
    Dynamite 3
        HP: 300
        Chip Dropped: Dynamyt3
    
    DynaWave
        HP: 100
        Chip Dropped: DynaWave
    
    Fire Aura
        HP: 250
        Chip Dropped: FireAura
        Note: This enemy has a fire-based shield surrounding it, which can
              withstand any attack below 40 HP, so hit it with a stronger attack
              or a water-based one to destroy the shield.
    
    Fire Sword
        HP: 100
        Chip Dropped: FireSwrd
    
    Fire Tower
        HP: 80
        Chip Dropped: FireTowr
    
    Gaia 1
        HP: 150
        Chip Dropped: Gaia1, IronBody
        Note: When this enemy is covered with iron, it only sustains 1 HP of
              damage, regardless of the attack used against it. When it becomes
              unarmored, all attacks do regular damage again.
    
    Gaia2
        HP: 200
        Chip Dropped: Gaia2, IronBody
        Note: When this enemy is covered with iron, it only sustains 1 HP of
              damage, regardless of the attack used against it. When it becomes
              unarmored, all attacks do regular damage again.
    
    Gaia3
        HP: 300
        Chip Dropped: Gaia3, IronBody
        Note: When this enemy is covered with iron, it only sustains 1 HP of
              damage, regardless of the attack used against it. When it becomes
              unarmored, all attacks do regular damage again.
    
    Heater
        HP: 100
        Chip Dropped: Heater
    
    HiCannon
        HP: 80
        Chip Dropped: HiCannon
    
    Howitzer
        HP: 60
        Chip Dropped: Howitzer
    
    Hurricane
        HP: 140
        Chip Dropped: Huricane
    
    Ice Cube
        HP: 200
        Chip Dropped: IceCube
    
    Invisible 1
        HP: 60
        Chip Dropped: Invis1
    
    Invisible 2
        HP: 100
        Chip Dropped: Invis2
    
    Invisible 3
        HP: 120
        Chip Dropped: Invis3
    
    Iron Shield
        HP: 120
        Chip Dropped: IronShld
    
    Leaf Shield
        HP: 250
        Chip Dropped: LeafShld
    
    Lil Bomb
        HP: 80
        Chip Dropped: LilBomb
    
    Lockon 1
        HP: 200
        Chip Dropped: Lockon1
    
    Lockon 2
        HP: 240
        Chip Dropped: Lockon2
    
    Lockon 3
        HP: 300
        Chip Dropped: Lockon3
    
    Long Sword
        HP: 90
        Chip Dropped: LongSwrd
    
    Mega Cannon
        HP: 100
        Chip Dropped: M-Cannon
    
    Mettool
        HP: 40
        Chip Dropped: ShokWave, MetGuard
    
    Mine 1
        HP: 100
        Chip Dropped: Mine1
    
    Mine2
        HP: 120
        Chip Dropped: Mine2
    
    Mine 3
        HP: 140
        Chip Dropped: Mine3
    
    Popup
        HP: 10
        Chip Dropped: Popup
        Note: Although this enemy has low HP, all attacks only take away 1 HP.
              Each time you hit it, it'll go in the ground and reappear, so you
              must be quick to attack when it emerges or it'll escape battle.
    
    Quake1
        HP: 60
        Chip Dropped: Quake1
    
    Quake2
        HP: 100
        Chip Dropped: Quake2
    
    Ratton1
        HP: 60
        Chip Dropped: Ratton1
    
    Remobit 1
        HP: 80
        Chip Dropped: Remobit1
    
    Remobit 2
        HP: 100
        Chip Dropped: Remobit2
    
    RingZap 1
        HP: 150
        Chip Dropped: RingZap1
    
    RingZap 2
        HP: 200
        Chip Dropped: RingZap2
    
    RingZap 2
        HP: 250
        Chip Dropped: RingZap3
    
    Snake Egg 1
        HP: 200
        Chip Dropped: Snakegg1
    
    Snake Egg 2
        HP: 250
        Chip Dropped: Snakegg2
    
    Snake Egg 3
        HP: 300
        Chip Dropped: Snakegg3
    
    SoniWave
        HP: 60
        Chip Dropped: SoniWave
    
    Thunder 1
        HP: 120
        Chip Dropped: Thunder1
    
    Thunder 2
        HP: 150
        Chip Dropped: Thunder2
    
    Thunder 3
        HP: 200
        Chip Dropped: Thunder3
    
    Time Bomb 1
        HP: 80
        Chip Dropped: TimeBom1
    
    Time Bomb 2
        HP: 200
        Chip Dropped: TimeBom2
    
    Time Bomb 3
        HP: 300
        Chip Dropped: TimeBom3
    
    Tri Arrow
        HP: 100
        Chip Dropped: TriArrow
    
    Tri Lance
        HP: 200
        Chip Dropped: TriLance
    
    Tri Spear
        HP: 150
        Chip Dropped: TriSpear
    
    Typhoon
        HP: 100
        Chip Dropped: Typhoon
    
    Wave
        HP: 120
        Chip Dropped: Wave
    
    Wood Aura
        HP: 300
        Chip Dropped: WoodAura
        Note: This enemy has a wood-based shield surrounding it, which can
              withstand any attack below 70 HP, so hit it with a stronger attack
              or a wood-based one to destroy the shield.
    
    Wood Tower
        HP: 100
        Chip Dropped: WoodTowr
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=
    -=  8. 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!
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=-=-=-=
    -=  9. 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.
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=-=-=-=
    -=  10. Chip Combos -=
    -=-=-=-=-=-=-=-=-=-=-=
    
    As you may (or may not) already know, there are several powerful combinations 
    that can be formed depending on which chips you select each round. The combos 
    you make are determined by the type of chip, and their chip codes. For 
    instance, to get the Z-Canon1 combo, you must have 3 Cannon chips to choose 
    from, and 3 consecutive chip codes (Cannon A-B-C, B-C-D, etc.). Here's a list 
    of those I've personally found so far, so if I'm missing any, which I'm VERY 
    sure that I am, please send them in; it'd definitely be appreciated!
    
    B-Wave
        Chips: ShokWave C, SoniWave C, DynaWave C
        Description: Use the SoniWave attack up to 6 times.
    
    BgStraight
        Chips: GutsPunch B, IcePunch B, Dash B
        Description: Cause 250 HP of damage to all enemies in a single row.
    
    BloodDrain
        Chips: Drain1 A, Drain2 A, Drain3 A, Wave A
        Description: Drains 200 HP from all enemies.
    
    BstrBomb
        Chips: LilBomb B, CrosBomb B, BigBomb B
        Description: Replace the regular Buster with a Bomb shooter to use
                     unlimited times in battle.
    
    BstrQuake
        Chips: Quake1 Q, Quake2 Q, Quake3 Q
        Description: Replace the regular Buster with a Quake shooter to use
                     unlimited times in battle.
    
    BstrSword
        Chips: Steal S, Sword S, WideSwrd S, LongSwrd S
        Description: Replace the regular Buster with a Sword to use unlimited
                     times in battle.
    
    Desstorm
        Chips: Typhoon G, Huricane G, Cyclone G, Repair G
        Description: Cause 200 HP of damage to all enemies.
    
    DoubleHero
        Chips: FtrSwrd B, KngtSword B, HeroSwrd B, ProtoMan1-2-3 B
        Description: ProtoMan appears and causes 400 HP of damage to all enemies.
    
    GutsShot
        Chips: MetGuard G, Dash G, GutsMan1-2-3 G
        Description: Cause 500 HP of damage to all enemies.
    
    HeavyStomp
        Chips: Gaia1 C, Gaia2 C, Gaia3 C, Quake3 C
        Description: Cause 400 HP of damage to all enemies.
    
    Life Saver
        Chips: Barrier R, AquaAura R, Roll 1-2-3 R
        Description: Makes you temporarily invisible while restoring some HP.
    
    O-Arrow
        Chips: TriArrow A-B-C-D-E
        Description: Use the TriArrow attack as much as you want for 10 seconds.
    
    O-Cannon1
        Chips: Cannon A-B-C-D-E
        Description: Use the Cannon attack as much as you want for 10 seconds.
    
    O-Cannon2
        Chips: Hi-Cannon F-G-H-I-J
        Description: Use the Hi-Cannon attack as much as you want for 10 seconds.
    
    O-Cannon3
        Chips: M-Cannon K-L-M-N-O
        Description: Use the M-Cannon attack as much as you want for 10 seconds.
    
    O-Lance
        Chips: TriLance K-L-M-N-O
        Description: Use the Tri-Lance attack as much as you want for 10 seconds.
    
    O-Ratton1
        Chips: Ratton1 A-B-C-D-E
        Description: Use the Ratton1 attack as much as you want for 10 seconds.
    
    O-Ratton2
        Chips: Ratton2 F-G-H-I-J
        Description: Use the Ratton2 attack as much as you want for 10 seconds. 
    
    O-Ratton3
        Chips: Ratton3 K-L-M-N-O
        Description: Use the Ratton3 attack as much as you want for 10 seconds. 
    
    
    O-Spear
        Chips: TriSpear F-G-H-I-J
        Description: Use the TriSpear attack as much as you want for 10 seconds.
    
    O-Spread
        Chips: Spreader H-I-J-K-L
        Description: Use the Spreader attack as much as you want for 10 seconds.
    
    PurCanon
        Chips: ShotGun K, CrossGun K, Spreader K, M-Cannon K
        Description: Cause 200 HP of damage to any enemy in front of you.
    
    Sigma Bomb
        Chips: LilBomb B (x2), CrosBomb B (x2), BigBomb B
        Description: Use the Bomb attack up to 8 times.
    
    Sigma Quake
        Chips: Quake1 Q (x2), Quake2 Q (x2), Quake3 Q
        Description: Use the Quake attack up to 8 times.
    
    Sigma Sword
        Chips: Sword S (x2), FtrSword S (x2), LongSwrd S
        Description: Use the Sword attack up to 8 times.
    
    Sigma Wave
        Chips: ShokWave C (x2), SoniWave C (x2), DynaWave C
        Description: Use the Wave attack up to 8 times.
    
    Z-Arrow
        Chips: TriArrow A-B-C, B-C-D, C-D-E
        Description: Use the TriArrow attack as much as you want for 5 seconds.
    
    Z-Canon1
        Chips: Cannon A-B-C, B-C-D, C-D-E
        Description: Use the Cannon attack as much as you want for 5 seconds.
    
    Z-Canon2
        Chips: HiCannon E-F-G, F-G-H, G-H-I
        Description: Use the HiCannon attack as much as you want for 5 seconds.
    
    Z-Canon3
        Chips: M-Cannon K-L-M, L-M-N, M-N-O
        Description: Use the M-Cannon attack as much as you want for 5 seconds.
    
    Z-Lance
        Chips: TriLance K-L-M, L-M-N, M-N-O
        Description: Use the TriLance attack as much as you want for 5 seconds.
    
    Z-Ratton1
        Chips: Ratton1 A-B-C, B-C-D, C-D-E
        Description: Use the Ratton1 attack as much as you want for 5 seconds.
    
    Z-Ratton2
        Chips: Ratton2 F-G-H, G-H-I, H-I-J
        Description: Use the Ratton2 attack as much as you want for 5 seconds.
    
    Z-Ratton3
        Chips: Ratton3 K-L-M, L-M-N, M-N-O
        Description: Use the Ratton3 attack as much as you want for 5 seconds.
    
    Z-Spear
        Chips: TriSpear F-G-H, G-H-I, H-I-J
        Description: Use the TriSpear attack as much as you want for 5 seconds.
    
    Z-Spread
        Chips: Spreader H-I-J, I-J-K, J-K-L
        Description: Use the Spreader attack as much as you want for 5 seconds.
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=
    -=  11. Items -=
    -=-=-=-=-=-=-=-=
    
    Aqua Armor: Doubles MegaMan's defense, although it's ineffective when hit by
                electric-based attacks.
    
    Heat Armor: Double MegaMan's defense, although it's ineffective when hit by
                water-based attacks.
    
    HPmemory: Permanently increases your total HP by 20.
    
    PowerUP: Increases the power of your normal Buster in battle (apply to one
             attribute: Attack, Rapid, or Charge).
    
    Wood Armor: Doubles MegaMan's defense, although it's ineffective when hit by
                fire-based attacks.
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=
    -=  12. Internet Items  -=
    -=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Throughout the vast network of the Internet, there are many items within 
    Mystery Boxes that you will find along the way. Many of them appear at 
    random, and their contents are randomly generated from a set list of items 
    for that particular area. Some, however, are regular items, and therefore 
    appear in the same spot and can only be gotten once. For random items, you 
    can collect whatever item it is, then exit and return to that Internet area 
    later on to collect another random item from (most likely) the same place. 
    Here's a list of what items you can find in each area, and if they're only 
    found once, or at random (big thanks goes to MegaBoy/Tommy Boyer for allowing 
    me to use his lists here):
    
    Note: Don't ask me exactly where each item is; it isn't THAT hard to just
          wander around and find them yourself!
    
    ======
    Area 1
    ======
    
    Random Items: MetGuard A, X-Panel1 S, Shotgun K, Recov10 G, 100Z, 200Z, 500Z,
                  1000Z
    
    Regular Items: @Yai
    
    Beyond WWW Gate: TriLance M
    
    
    ======
    Area 2
    ======
    
    Random Items: Cannon C, MiniBomb P, Recov30 P, CrosGun K, 200Z, 400Z, 800Z,
                  1500Z
    
    Beyond WWW Gate: PowerUP
    
    
    ======
    Area 3
    ======
    
    Random Items: Spreader H, Spreader J, ShokWave P, Recov80 C, 300Z, 600Z,
                  1000Z, 2000Z
    
    Regular Items: RockCube O
    
    Beyond WWW Gate: FtrSword B
    
    
    ======
    Area 4
    ======
    
    Random Items: LilBomb G, Quake1 E, IcePunch M, LongSwrd O, 400Z, 800Z, 1200Z,
                  2000Z
    
    Regular Items: AquaSwrd A, 400Z
    
    Beyond WWW Gate: HPmemory
    
    
    ======
    Area 5
    ======
    
    Random Items: IcePunch B, TriArrow A, IceCube M, IcePunch M, 500Z, 1000Z,
                  1500Z, 2000Z
    
    Regular Items: Thunder1 H, HPmemory (in locked box)
    
    
    ======
    Area 6
    ======
    
    Random Items: RockCube M, SoniWave S, HiCannon I, Spreader I, 600Z, 800Z,
                  1000Z, 3000Z
    
    Regular Items: 6000Z
    
    
    ======
    Area 7
    ======
    
    Random Items: Spreader K, TriSpear J, Recov120 A, Cloud H, 700Z, 1000Z,
                  1500Z, 3000Z
    
    Regular Items: Remobit1 N
    
    
    ======
    Area 8
    ======
    
    Random Items: Ratton1 D, Recov120 C, Hammer F, Typhoon E, 800Z, 1200Z, 2000Z,
                  3000Z
    
    Regular Items: 10000Z
    
    
    ======
    Area 9
    ======
    
    Random Items: Recov150 E, Spreader L, Cannon E, HiCannon J, 500Z, 1000Z,
                  1500Z, 2000Z
    
    Regular Items: RingZap1 H
    
    
    =======
    Area 10
    =======
    
    Random Items: ElecSwrd S, Ratton2 G, M-Cannon N, CrosGun F, 1000Z, 1500Z,
                  2000Z, 3000Z
    
    Regular Items: WideSwrd S
    
    Beyond WWW Gate: HPmemory
    
    
    =======
    Area 11
    =======
    
    Random Items: Invis1 L, Repair G, TimeBom1 Q, Thunder2 C, 1200Z, 1800Z,
                  2400Z, 3000Z
    
    Regular Items: 10000Z
    
    
    =======
    Area 12
    =======
    
    Random Items: M-Cannon L, CrosBomb L, X-Panel1 G, Recov200 G, 1000Z, 1500Z,
                  2000Z, 4000Z
    
    Regular Items: KngtSwrd B
    
    
    =======
    Area 13
    =======
    
    Random Items: FtrSword L, Sword B, Sword K, Sword L, 1000Z, 2000Z, 3000Z,
                  4000Z
    
    Regular Items: Recov150 K, 5000Z
    
    
    =======
    Area 14
    =======
    
    Random Items: M-Cannon N, Recov150 C, Hammer M, TriLance M, 10Z, 20Z, 30Z,
                  10000Z
    
    Regular Items: 5000Z
    
    Beyond WWW Gate: PowerUP
    
    
    =======
    Area 15
    =======
    
    Random Items: Ratton2 J, Howitzer A, Recov120 C, Recov150 L, 500Z, 2000Z,
                  3000Z, 4000Z
    
    Regular Items: RedWave J
    
    
    =======
    Area 16
    =======
    
    Random Items: Recov200 C, Ratton3 K, Quake3 C, KngtSwrd C, 3000Z, 4000Z,
                  5000Z
    
    Regular Items: HeroSwrd I, 20000Z
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=-=-=-=-=
    -=  13. Chip Traders  -=
    -=-=-=-=-=-=-=-=-=-=-=-=
    
    Throughout the game, you will come across certain people that will exchange 
    Battle Chips for some that you may have. Here is a list of where all such 
    trades take place, and what you need/get for it.
    
    1. Girl in Nurse's Office (School)
         Wants: Invis1 I (3x)
         Gives: Shotgun K
    
    2. Boy in Classroom 1B (School)
         Wants: Dash G
         Gives: Repair H
    
    3. Boy in Storage Room (School)
         Wants: X-Panel3 S
         Gives: BstrBomb D
    
    4. Boy in 1st Floor Hallway (School)
         Wants: MetGuard A (x30)
         Gives: BstrGard A
    
    5. Boy Behind Mayl's House (ACDC Town)
         Wants: FireTowr F
         Gives: Dyna Wave R
    
    6. Old Man Behind Yai's House (ACDC Town)
         Wants: Escape F-H-J-L-N
         Gives: KngtSwrd G
    
    7. Little Girl in Metrorail Station (ACDC Town)
         Wants: Hammer M
         Gives: X-Panel3 S
    
    8. Man Near Soda Machines (Waterworks; Government Complex)
         Wants: Howitzer H
         Gives: BstrPnch C
    
    9. Man in Filtering Room (Waterworks; Government Complex)
         Wants: WoodMan3 W, SkullMan3 S, SharkMan3 S, DropDown B, IronBody C
         Gives: HeroSwrd B
    
    10. Little Girl in Block 3 (Dentown)
          Wants: Shotgun K, CrossGun K, Spreader K, M-Cannon K
          Gives: Recov300 C
    
    11. Man in Green Shirt (Restaurant; Government Complex)
          Wants: Invis2 J, Cloudest K, Ratton3 L
          Gives: WoodAura C
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=
    -=  14. Shops -=
    -=-=-=-=-=-=-=-=
    
    =============
    Higsby's Shop
    =============
    
    Name            Price
    ----            -----
    Cannon E        1000
    Spreader K      1000
    Recov80 E       3000
    X-Panel3 L      3000
    Repair G        3000
    Barrier F       3000
    Elec Sword E    5000
    Steal L         5000
    FstGauge A      3000 (Available after defeating ColorMan)
    Geddon1 H       3000 (Available after defeating ColorMan)
    Interupt L      8000 (Available after defeating ColorMan)
    Recov150 L      10000 (Available after defeating ColorMan)
    SloGauge Q      5000 (Available after defeating ElecMan)
    Geddon2 K       8000 (Available after defeating ElecMan)
    FtrSword S      12000 (Available after defeating ElecMan)
    BstrSwrd S      20000 (Available after defeating ElecMan)
    
    
    ========
    Internet
    ========
    
    Merchant (Area 1)
    -----------------
    
    Name            Price
    ----            -----
    HPmemory        500
    HPmemory        1000 (Available after you buy less expensive version)
    HPmemory        2000 (Available after you buy less expensive version)
    HPmemory        3000 (Available after you buy less expensive version)
    HPmemory        5000 (Available after you buy less expensive version)
    PowerUP         2000
    PowerUP         5000 (Available after you buy less expensive version)
    WideSwrd K      1000
    Spreader I      1000
    Hammer A        2000
    Recov50 C       2000
    Cannon C        3000
    
    
    Merchant (Area 3)
    -----------------
    
    Name            Price
    ----            -----
    HPmemory        4000
    HPmemory        6000 (Available after you buy less expensive version)
    HPmemory        9000 (Available after you buy less expensive version)
    HPmemory        12000 (Available after you buy less expensive version)
    HPmemory        15000 (Available after you buy less expensive version)
    WoodArmr        15000
    WideSwrd S      3000
    Hammer I        3000
    X-Panel3 G      3000
    M-Cannon L      10000
    
    
    Merchant (Area 4)
    -----------------
    
    Name            Price
    ----            -----
    HPmemory        6000
    HPmemory        8000 (Available after you buy less expensive version)
    HPmemory        10000 (Available after you buy less expensive version)
    HPmemory        12000 (Available after you buy less expensive version)
    HPmemory        15000 (Available after you buy less expensive version)
    HeatArmr        20000
    IceCube I       3000
    Cloudier A      5000
    
    
    Merchant (Area 5)
    -----------------
    
    Name            Price
    ----            -----
    HPmemory        8000
    HPmemory        10000 (Available after you buy less expensive version)
    HPmemory        12000 (Available after you buy less expensive version)
    HPmemory        15000 (Available after you buy less expensive version)
    PowerUP         20000
    X-Panel1 S      1000
    Invis1 Q        5000
    TimeBom2 S      8000
    TriSpear J      10000
    Recov150 C      10000
    Ratton2 G       10000
    
    
    Merchant (Area 10)
    ------------------
    
    Name            Price
    ----            -----
    HPmemory        12000
    HPmemory        15000 (Available after you buy less expensive version)
    HPmemory        20000 (Available after you buy less expensive version)
    HPmemory        25000 (Available after you buy less expensive version)
    PowerUP         25000
    AquaArmr        30000
    LongSwrd E      5000
    M-Cannon L      10000
    Steal A         10000
    
    
    Merchant (Area 12)
    ------------------
    
    Name            Price
    ----            -----
    HPmemory        12000
    HPmemory        15000 (Available after you buy less expensive version)
    HPmemory        20000 (Available after you buy less expensive version)
    HPmemory        25000 (Available after you buy less expensive version)
    PowerUP         25000
    PowerUP         50000 (Available after you buy less expensive version)
    IcePunch M      5000
    Geddon1 L       5000
    Geddon2 A       8000
    
    
    Merchant (Area 15)
    ------------------
    
    Name            Price
    ----            -----
    HPmemory        15000
    HPmemory        20000 (Available after you buy less expensive version)
    HPmemory        25000 (Available after you buy less expensive version)
    HPmemory        40000 (Available after you buy less expensive version)
    PowerUP         100000
    Dash G          3000
    Repair G        3000
    Wave A          10000
    BblWrap3 R      10000
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    -=  15. Secrets/Tips and Tricks -=
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    ======================
    Quiz in Dentown School
    ======================
    
    Late in the game, there is a boy in the corner of the Dentown School who will 
    quiz you on different events in the game. Answer all 5 of his questions 
    correctly to win the Ratton1 E chip (not a great prize, but the quiz is easy 
    anyway). Here's a quick list of the questions, as well as the answers for 
    that quiz:
    
    1. How many light bulbs in the power plant network?
         Answer: 18
    
    2. What's the name of the Navi that took over the Waterworks?
         Answer: IceMan
    
    3. What do you always say when you jack in?
         Answer: Transmit!
    
    4. Which of these chips does 80 damage to your opponent?
         Answer: Sword
    
    5. Which of these chips increases your battle area?
         Answer: Steal
    
    
    ===================
    Quiz in Power Plant
    ===================
    
    Late in the game, there is a scientist at the end of the hall in the Power 
    Plant who will quiz you on different events in the game. Answer all 10 of his 
    questions correctly to win the Ratton3 M chip (not a great chip again, but 
    the questions are pretty simple). Here's all the questions, along with the 
    answers:
    
    1. Who's Navi is called GutsMan?
         Answer: Dex
    
    2. Who's the summer school teacher in Dentown?
         Answer: Ms. Yuri
    
    3. Who owns the chip shop in ACDC Town?
         Answer: Higsby
    
    4. How many chairs are in the school's AV room?
         Answer: 9
    
    5. What musical instrument is in Mayl's room?
         Answer: A piano
    
    6. How old is Yai?
         Answer: 8
    
    7. What chip do you use to escape from a battle?
         Answer: Escape
    
    8. The antique shop is on what Block of Dentown?
         Answer: Block2
    
    9. What kind of toy is in Mayl's room?
         Answer: A stuffed animal
    
    10. What are Ms. Mari's measurements?
          Answer: 33, 22, 33
    
    
    ========================
    School Network Passwords
    ========================
    
    In the School's computer network, there are several doors you'll come to that 
    require you to input a 2-digit passcode. Here's a list of the codes for each 
    door (for the ones marked as random, you're given hints if the number is 
    higher or lower each time you guess wrong):
    
    Door 1: 09
    Door 2: 30
    Door 3: Randomly generated
    Door 4: Randomly generated
    Door 5: 15
    Door 6: Randomly generated
    Door 7: Randomly generated (Requires Teacher's Passcode to access)
    
    
    =======
    WWW Pin
    =======
    
    Of course you've come across gates throughout the Internet that you cannot 
    access since you don't have a "WWW Pin". Well, here's how you get it. Late in 
    the game, after you rescue Mayl and defeat ColorMan in Dentown, go back into 
    the Waterworks. Go talk to Dr. Froid and he'll give you the WWW Pin! You can 
    also come back here later in the game (when Froid is at Wily's Fortress); 
    just talk to the scientist wandering around near where Froid would be 
    standing and you'll get it from him instead!
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=-=
    -=  16. Credits -=
    -=-=-=-=-=-=-=-=-=
    
    Tommy Boyer/MegaBoy (tommy(at)arobas.net): For allowing me to use the list of 
    items found on the Internet from his FAQ (which he found via the "Battle 
    Network Rockman EXE Perfect Navigation Guide" by Korokoro Comics)!
    
    Break Man Z (breakmanz(at)yahoo.com): For sending me updated information 
    regarding getting the WWW Pin.
    
    SinisterrX (SinisterrX(at)mediaone.net): For sending me information on chip 
    #135 (ProtoMn2)!
    
    Exanogen(at)aol.com: For sending me information regarding the chip trader in 
    the Waterworks filtering room!
    
    Kien Giang (kienisonline(at)hotmail.com): For sending me the DoubleHero, 
    GutsShot, and BgStraight chip combos!
    
    Stephen Sutton (auranreign(at)yahoo.com): For sending me information on the 
    MagicMan chips (#158, 159, and 160).
    
    YUENGCHENG(at)aol.com: For sending me information on the Muramasa chip (#27), 
    as well as the Drop-Down chip (#116).
    
    Nicholas Eckert (vidstudent(at)hotmail.com): For sending me the Z-Spread and 
    O-Spread chip combos!
    
    Sven Stryker (sven_stryker(at)hotmail.com): For sending me information on the 
    B-Wave chip combo!
    
    GeNjiKiD(at)aol.com: For sending me information on the PurCanon chip combo!
    
    Dharkshade(at)aol.com: For sending me information on another Chip Trader (the 
    Man with the Green Shirt)!
    
    Nutcace12(at)aol.com: For sending me information on the Z-Lance chip combo!
    
    Chris G (seventhangyl(at)hotmail.com): For sending me information on the 
    BstrSword chip combo!
    
    funkymushroom(at)hotmail.com: For sending in the Z-Ratton1 chip combo!
    
    Pensfan680(at)aol.com: For sending me information on the BstrGard, LifeAura, 
    and all 3 ShadoMan chips!
    
    Cristiel Ruz Osorio: For sending me information on the bosses MagicMan SP, 
    both ShadoMan forms, and Bass!
    
    Freddie Alequin (freddiealequin(at)hotmail.com): For sending me some more 
    chip combos.
    
    VertigoXFA: For information on several more chip combos.
    
    Timothy Hwang: For a couple more chip comobs I was missing.
    
    Clyde Singh: For sending me information on the Z-Arrow chip combo.
    
    Joseph: For correcting some misinformation regarding the GutsShot combo.
    
    Axel Olson: For correcting a small typo of sorts in the walkthrough.
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=
    -=  17. Copyright Notice  -=
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This file is Copyright (c)2001-2006 Devin Morgan. All rights reserved. Please 
    view the following URL to see the list of sites that are allowed to post my 
    work:
    
    http://www.freewebs.com/dbmfaqs/allowlist.html
    
    This list is comprised of sites I know and trust well. If your site is not on 
    the aforementioned list, you are not currently not allowed to post any of my 
    files on your site. If you wish to acquire permission, feel free to email me 
    (see the section below); permission may or may not granted at my discretion. 
    Please respect my work and do not steal it or post it without my permission. 
    I only want my most recent work to be available and I do not feel that can be 
    achieved if others take from me without my knowledge or permission.
    
    If you are writing a FAQ for this game as well, and would like to use some 
    information, contact me and we'll talk. Please do not rip me off, as that is 
    blatant plagiarism and such will not be tolerated.
    
    *****************************************************************************
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    -=  18. Contact Information -=
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    As of this version, the file contains all the information I know to date. If 
    it is a work in progress, give me time before bombarding me with emails about 
    things being missing. All I ask is that you READ THE FAQ before emailing me, 
    since that's what it's here for! Don't waste my time (and yours) by asking me 
    for information obviously covered in the guide. If it's in reference to a 
    side quest or item, chances are they can be found in another section besides 
    the walkthrough, so check the appendices as well.
    
    If you have any questions, comments, or things to add that are not already in 
    this FAQ, feel free to email me. I usually do post submissions, credit given 
    of course, so long as I feel they are relevant to the game in question. My 
    email address is: dbmfaqs(at)gmail.com. Thanks for reading, and be sure to 
    check out the rest of my work at this URL:
    
    http://www.gamefaqs.com/features/recognition/3579.html
    
    =- End of File -=