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    FAQ/Walkthrough by MavrickHunters

    Version: 1.15 | Updated: 07/05/05 | Search Guide | Bookmark Guide

    Megaman.EXE 5 Team Protoman
    I need some ASCII here.
    Before reading this, take note that the guide reveals as much
    spoilers as possible from a person that cannot read Japanese.
    It could reveal more if I had a person that translated some of the
    text. :)
    Before playing the game, it's highly suggested that you download
    Megaboys maps, it makes the game a LOT less confusing.
    I. Table of Contents
    I. Table of Contents
    II. Version History/Revisions
    III. Controls
    IV. Menu
    V. Walkthrough
      1a. Intro and stuff                                          (Day 1)
      1b. Doing more stuff                                         (Day 1)
      2a. Liberation mission 1                                     (Day 2)
      2b. A Mini Vacation!                                         (Day 2)
      2c. Liberation mission 2                                     (Day 2)
      2d. 1st Soul!                                                (Day 2)
      3a. It's Cloudy                                              (Day 3)
      3b. Liberation mission 3                                     (Day 3)
      4a. Save Megaman!/Luxary Cruise                              (Day 4)
      4b. Save Megaman!/Mission 4                                  (Day 4)
      4c. Megaman's back                                           (Day 4)
      4d. The House of Horrors                                     (Day 4)
      5a. 3 Ninjas kick back                                       (Day 5)
      5b. Liberation mission 5                                     (Day 5)
      5c. Undernet                                                 (Day 5)
      6a. Nightmares of The Past                                   (Day 6)
      6b. Liberation mission 6                                     (Day 6)
      6c. Round 2, FIGHT!                                          (Day 6)
      6d. Protoman's back                                          (Day 6)
      7a. Destroy Nebulas HQ                                       (Day 7)
      8a. Ending                                                  (Day 10)
      8b. Secrets/Extras                                          (Day 10)
      8c. Nebula Mission 1                                        (Day 10)
      8d. Nebula Mission 2                                        (Day 10)
    VI. Chip lists
      Standard Chip List
      Mega Chip List
      Giga Chip List
      Dark Chip List
    VII. Purple Mystery Data
    VIII. Souls, and Darkchips
    IX. Program Advances
    X. Miscellaneous tips/Notes/References to other games
    XI. Copyright Notice
    XII. Frequently Asked Questions (FAQ)
    XIII. Credits
    II. Version History
      Version 1.15, 7-5-05-Few changes, nuff said. Mostly just a half
      assed update, would have more, but I had work to take care of.
      Also, the sites that asked my permission to host this guide, well,
      you can FINALLY put it up.
      Version 1.1, 5-31-05-Same, only with some new stuff. Could've added
      more if I didn't have several (team) projects and tests all crammed
      into several weeks. Parts were updated, others wern't much, live
      with it.
      Version 1.05, 5-13-05-Now on Nebula area 4.
      Version 1, 5-8-05-Completed Nebula area 1.
      Version.95, 4-2-05-Finished the game, yes after 4 months and some
      days, this can be considered complete, there is only the secret
      area left to go, also fixed table of contents, some things were
      just wrong.
      Version.9, 3-21-05-Same as last one, only I'm very near finishing
      it, and just have a few things left. Last update was lacking, so
      this ones roughly 23kbs more to help the players out. I'm gonna be
      out for a week due to a trip.
      Version.85, 3-7-05-Another update, a few changes, nothing too
      spectacular, but I am getting closer to finishing this game.
      Version.8, 2-19-05-Long time since I touched the guide, and decided
      a 3 day weekend should be sufficient time for me to finish my
      homework, my school projects, and add a lot more info in this guide
      about the game. Also Team of Colonel is going to get released in
      2/28/05, currently wondering if I should make a guide for that while
      working on this guide.
      Version.75, 2-06-05-Noticed something bad about the chip part, had
      to fix it, and add more stuff.
      Version.7, 1-22-05-Decided to do something after 2 weeks of school,
      like get back and update the guide.
      Version.65, 1-04-05-Decided to get back to the game, and add more
      stuff to the sections and walkthrough.
      Version.6, 12-24-04-File accepted on 21st, decided to get back to
      the game, add some chip lists, continue on the game, get further on
      it, add more information, change some and submit again.
      Version.5, 12-19-04-Added purple mystery data, exam week over, major
      information input imminent, submitted walkthrough, also pending.
      Version.45, 12-15-04-Now on the part where you use Protoman.
      Version.4, 12-13-04-Did more of the game, and walkthrough, cousin
      uses the an old version of this walkthrough, ah the first person
      I helped. School starts up again for 1 week before christmas break
      so less to add because less time to be used on this.
      Version.35, 12-12-04-Did more of the game, and walkthrough.
      Version.3, 12-11-04-Finished more of the game and walkthrough,
      and reformatted it, it looked like hell.
      Version.25, 12-10-04-Added Controls, Copyright Notice,
      Miscellaneous Tips, finished more of the walkthrough and
      Version.1, 12-09-04-Started the game, and guide, not even half way
      done, I got 1 more day of school before the weekend, this version
      not submitted to Gamefaqs yet.
    III. Controls
    Control Pad-Take a guess, it allows you to move from place to place,
    and in battle, panel to panel. Also lets you perform special slashes
    with Variable sword, Neovarible sword, and adds an extra with Z-saber.
    Also is used for compressing programs.
    L button-In battle opens the select screen if gauge if full. Allows
    you to attempt to run, not always possible to run, can't run from
    storyline battles. At missions, this allows you to view the area.
    R button-Same as before, also allows you to plug in to places, and
    plug out. At missions, this allows you to switch members.
    B-button-Buster shot, charged shot, cancel button, when not in
    battle, it lets you run, in Gyromans case, fly over dark panels.
    A-button-Activate chip/P.A., select chip, confirm things, like
    questions, and when you get to use souls, you can charge chips to
    deal double damage.
    Start button-Opens Menu when not in battle, pauses battle if in
    Select button-skip cutscenes, designate a preselected battlechip in
    folder if your MB is high enough. Serves a special purpose on Day 7.
    Power button-Turn on game, turn off your friends' to piss'm off, you
    should already know this.
    Volume control-Controls the volume.
    IV. Menu
    When not in battle or a cutscene, press the start button to open the
    The menu has been around since the first game, allowing players to do
    various things. It also shows your current HPs, Zenny, bugfrag, and
    also shows your current location.
    Folder-Adjust your folder for more efficient killing, or switch
    folders, when you can.
    Subchips-Use various subchips such as hp recover max, unlock,
    sneakrun, ect.
    Library-See the various chips you've collected, the Program Advances
    you've unlocked, and ways to perform them if you did so.
    Status-View Megamans status, use the Navi Customizer in the near
    future, see what programs are in your navi cust, and I believe you
    may view records of how fast you killed SP navis if there is.
    E-Mail-Read the various E-Mail given to you by various people/navis.
    Key Items-Items that play a role in the game.
    Link-Link to Boktai 2^_^, yeah you can, or link to the other people
    playing Team Protoman, and in the near future, Team of Colonel.
    Save-Save your game, useful, so that you don't have to play it over
    and over just to get past a certain point.
    Exit-Press right and you may exit the menu.
    V. Walkthrough
    1a. Intro and stuff(Day 1)
      We start the game after the events in MMBN 4, where Lan and
    Megaman saved the world, again. We see a cutscene about the net
    getting completed. Ok, It appears Lan is once again found sleeping
    at the beginning of the game. Anyway watch him wake up, fetch his PET,
    and recieve some mail. Basically, Lan is a lazy guy who doesn't wanna
    do his homework. Now go talk to his mom downstairs. Get some sort of a
    cooking recipe for stews and that's the only reason why we have to
    plug in soon. Head upstairs to your room and plug in. Hey, nice new
    animation when plugging in, reminds me of being inside a highway
    {Lans comp}
    Ahhhhh!!!! there's no ground!!!!!!!!! Oh, it's just invisible digital
    ground. Phew.
      Well, it appears that Lans homepage has a virus infestation. 
    Man, the naughty stuff he downloads when we aren't around >:( .
    Anyway, 3 battles await you. Meaning this is a tutorial, no way to
    skip it, but you can skip the exploding animations by pressing
    Mettaur x2
    Mettaur x3
    Mettaur x3
    First battle, easy, select the 2 cannons, press ok, aim and delete
    them. Second battle teachs you to use multiple chips, same code,
    select the areagrab+widesword, hack away, then kill it with your
    buster, or wait for the selection screen for another areagrab and
    widesword. Third battle (re)introduces you to the mood swings of
    MMBN 4, including full synchro, so select what you like and remember
    countering an opponents attack gets you into this mode, so better try
    learning to use it properly, full synchro doubles the amount of
    damage a chip/P.A. can deal, so its very useful. Fear not about not
    being able to keep full synchro, you'll learn to hold on to it, it's
    like a guy trying to maintain his erection. XD
    After you're done getting rid of the viruses in Lans comp, go to the
    portal, I forgot the name for that teleportation pit, so I'll just
    call it a portal. Having gone through, see the net, and how its
    changed again, anyway, head on through, follow the path, grab that
    BMD, it contains a MiniEnrg. Go talk with Roll. Near Roll is a
    subchip dealer. Buy stuff if you want. Then head up, and grab that
    BMD, it contains 800zenny, earning zenny right now is a bit hard.
    Follow the path in ACDC Area 2, there's a new virus which needs a
    little intro, it can drop into your side, crack a panel, and that's
    basically it. Anyway now that you're in, keep going, there's a
    CopyDmg* in a BMD somewhere.
    Go ahead and go to the big square platform. Chat with Gutsman, and
    Keep going, head right, left is not available, so keep going, head
    down, not on the zigzaging path, and if you did what I said, you'll
    find a netdealer. Hey they show what codes the chips come in, nice.
    Hp Memory         -  1000 zenny, 3200zenny, 5000zenny
    Vulcan1 C (D,E)   -   500 zenny
    Spreader *(C,D,E) -  3200 zenny
    Hi-cannon E       -  5000 zenny
    Longsword C(M,S)  -  6000 zenny
    Custsword E(L,R)  -  6800 Zenny
    Ones in parenthesis are the chip codes, but not available from the
    netdealer. Well buy what you need, and head on the zigzagging path.
    Enter KitchenComp.
    This place appears to have nothing, just talk to the pink Navi, and
    deliver . You then get forced out of the net, and get some E-Mail,
    read it or not. Now go talk to Haruka, so that you can go out and get
    some fresh air.
    Now talk to Lans friends, Mayl, Dex, Yai and...
    Plug in Lans doghouse and check the right hand corner for a RegUp 2.
    Hmmm, nice, now I can make it so that I have a preselected buster
    powerup. If you wanted, you could've grabbed a MiniEnrg+EnergyBom P
    from Mayls comp, RegUp2 from Yais comp, a RegUp 1 and a HP Memory
    from Dex comp.
    Interesting note: They redid your friends comp areas to look like
    yours in the English version, which is a good thing I guess.
    Places of interest, if you wanna read up on virus busting tips, then
    Dexs comp might interest you, it has a message board. Anyway, go to
    the metroline, and you'll see a cutscene, 30 minutes go by, Yai and
    Mayl come, followed by a late Dex. Where the hell are we you may ask?
    I think we're at Scilab. Well, be careful, as you can somehow get
    stuck between the message board, Yai, Dex, and Mayl. Hope that was
    just a glitch. Well, I got out somehow.
    Head to the doors of Scilab. Yay, another cutscene, the 4 enter, and
    some text is shown along with a black car. Hmmm. Well, can't worry
    about that now. Step out, and plug into a chip. You get a HP Memory
    from the middle, plug out and head in. Hey, you can plug in to one
    of those terminals, so do so. The bottom corner has a SeaSeed* chip
    or something like that. The top gives you, I think a bugfrag. After
    you're done getting stuff, plug out, go to the left of the area you
    used to get the cutscene, check the trash can for RegUp1, and go to
    the elevator.
    Yet another cutscene, and this one says ID, and Lan goes and looks
    for it. Hey what the? Is that an alarm? I knew something was up when
    we saw that black car. What the hell is that? Some black purplish
    bomb? Oh, just some sort of sleeping gas. Ok, it's the wrong time to
    go Treat-O-Treating here, so what the hell are those clowns doing
    here? Dr. Regal? He's back from the last game, and with a new mugshot
    too. Now why would they go take off with Lans old man like that? Ok,
    they said something confiscating PETs, I'm just guessing they took the
    PETs from the kids. We're excluded from this because the Nebula geeks
    are blind and can't see us.
    1b. Doing more stuff(Day 1)
      Ok, so you wake up in bed, and get forced into the net. Well,
    you're stuck in your house, I think Harukas being kinda protective
    right now. Lan has to search for data? I thought he had to look for
    his dad. Translations these day, aye. Just plug in, and... just go
    see what happened to the net. It looks kinda undead right now.
    Anyway, get over to ACDC area 2, see the purple navi on the big
    square platform, I think he was waiting for you. Now talk to him,
    and prepare to kick his butt!!!
    Mettaur    x2
    Bugtank?!  x1
    Weird name... Also, listen to the boss music in this fight, you'll
    hear it a lot.
    This battle is easy stuff, dispatch the mettaurs with vulcans or
    spreaders, the bugtank with cannons and watch the purple guy run
    away behind that shield looking door which you currently can't get
    through. You then get forced out of the net to save SciLab, so go
    lie to Haruka. Now you can go out, talk to Mayl, check for a
    translation error if you want, recieve a Roll chip, and a P-code.
    Go to Scilab, get inside, and watch some man run out of the elevator
    scared out of his wits. He runs pretty fast too. Now... get into the
    elevator. Now that you're back in the same room where Dr. Regal made
    his appearance, check the comp, the one where Lan was before he went
    paralyzed. Ok, now you have some sort of I.D. Where you currently
    are, plug in. The right area has a RegUp 2. The top area has a purple
    mystery data, which requires a unlock to grab its contents, which I
    just don't have the zenny to buy right now, sigh. Anyway, whether you
    were able to grab the stuff or not, go to where the middle aged man
    freaked out, and enter using your I.D. card.
    Now plug in next to the blue thing that appears to stick out a little.
    Talk to the program, then it's time to play number switch-a-roo.
    Make the numbers say 762, or you get a free battle with viruses.
    Did I mention that theres some fire viruses that arn't the dog that
    you'll meet here? Those things use magic teleport, then smack you on
    the face, and they do it in front of you. Well, I think it's possible
    to get a Cannon * from some GMDs, and lucky for me, I can do my first
    P.A, Giga Cannon 1. Ok, head down, and grab that BMD, containing a
    Thunder Ball P. Go back up, and head toward the upper right.
    Aw, why Capcom came up with this was a stupid idea.
    Continue onward and make the word Nap.
    After you're done with that stupid thing, continue, and search on the
    left for a HP memory. Then keep going, onto the unexplored path, until
    you see 2 programs. Damn, it's a double puzzle. Ok, just follow my
    instructions, and you'll stress less.
    Grab the right middle
    Grab the rightmost from the left side
    Grab the leftmost at the right side
    Go for the leftmost at the left side
    Next up is rightmost, right side
    Now try right middle.
    Results=Owl Rat
    Since the right side is blocked, head for the left, and step on the
    switch. It looks like steping on the switch unlocks the right side,
    so head on through.
    Follow the path to Scilab 2, only to find more of this stuff, man,
    knowing Capcom, theres gonna be like 1 or 2 more after this.
    New virus, Cactus, it throlls(throws and rolls) its head foward, and
    thats basically all it does, and you can only hurt it when its
    You're on your own for these things.
    I'm only kidding, so I made a diagram, bare with me that it's gonna
    suck. Good thing my friend suggested I use this order. I was stuck on
    it for 20 minutes, what a waste of time.
    Those numbers represent the real thing, but I don't know what the hell
    they mean. So just use numbers for this.
    Touch positions in this order
    8, 1, 6, 5, 3, and last in 8.
    Results= Dock Hall
    After you're done with it, continue onward to the right, hit the
    switch, and go the other way.
    Aw no... 3 sets is what we have to work with. Good thing there's just
    2 more we have to do, reminds me of my homework assignments, (^_^)
    Either use this or guess the answers to the ridiculous riddles.
    Touch panel areas 7, 1, 6, 9, 4, 2, 7 in order.
    Answers= Hip Toe Arm
    After those panel thingys go down, step on that accursed button on
    the right. Then head to the left and hit that button, these things
    just add to the annoyingness factor. After your done activating those
    switches, go through the middle, avoid the arrows, and go to the top
    path, and claim a FullEnrg.
    Now you go through the arrows path. Avoid the single panel arrow
    thing, head forward to the bottom, and grab that BMD. We now have a
    Spreader E, good chip early on for killing up to 3 enemies since
    hitting 1 enemy will also hit all 8 panels around them, not very
    useful against bosses. Since a certain chip dealer in ACDC 2 sold
    Spreader * and you already had a Spreader D in your folder, it's
    time for a Program Advance. Hyperburst.
    Now, back to the walkthrough, remember that I told you to stay away
    from that panel thing right? It only takes you back to a previous
    area. So head on the right area, only to find another one of these
    annoying puzzle things.
    Ok, this one is surprisingly different. It has a program gone crazy
    running around, and you get some sorta cutscene. You are now in
    control of Lan. Go to Yuuichirous office, and check the table with
    cups on it. Yuuichirous office is the one where we all fell down.
    You now have WorkMemo, Lan says 53214, and then we regain control
    of Megaman. It's numbers this time, so heres a number diagram for a
    number puzzle.
    Starts like 12345, yes it's like that, and you need 53214.
    The touch order is 5, 1, 3, 2, 1, 4, and the empty space.
    Change your folder for more efficient killing if you like, save,
    then go forward.
    We see Protoman ready to fight us.
    Now, prepare for battle!
    Pretty much the same from every other games.
    Jumps in your area and uses a widesword slash.
    Has a protoshield to block your attacks, not activated often.
    Uses a paladin sword slash, hits up to 3 spaces forward. 20 damage
    He's actually a lot easier/weaker than he was in other games, he never
    had this little hp, well, actually to be more specific, possibly easier
    than the fire punching virus you fight in random battles, since his
    movements are a lot easier to predict. minibombs are not very accurate
    here, try out some cannon chips, or if you have it, activate the
    Zeta Cannon 1 P.A., instant kill if you manage to hit him. Or
    HyperBurst. Some dialogue occurs between the two, then Protoman logs
    out, then you get forced out again. <(>_<)>
    Damnit, I wanted to practice some virus busting skills here. Was that
    too much to ask? Well, now that you got kicked out, head on through
    the door to the right.
    Another cutscene for you to enjoy. Chaud was behind all this?! Well,
    we join his team, which only consisted of him and his navi before we
    joined "Protoman's Anti-Nebula Corps!".
    Interesting note: "Defeating Nebula is the one chance we have at saving
    Can't people translate properly these days?
    Well, head back to hometown via the metroline. Now you have the
    option of going on the net and trying to buy stuff from the netdealer,
    if you havn't already got enough stuff such as Hp memory, don't worry,
    he's not going anywhere, so go to sleep in your cozy bed. Well this
    looks like the end of Day 1, so get some rest, no, not literally,
    unless you have to.
    2a. Liberation mission 1 (Day 2)
      Wake up and recieve a call from Chaud. Then we get forced into the
    net. Man why can't we get do to things by ourselves, hey wait, why
    don't we have to do everything ourselves? What am I saying? This is
    good, now we don't have to think as hard. ^_^
    Since there's a door in ACDC area 2, and we just got forced into the
    net, I think we have to go there. Recieve some E-Mail from who knows
    and lets keep going.
     Now that you're at ACDC area 2, go to the place with the door.
    Here's another cutscene, watch Protoman slice it apart to answer
    Megamans question. <(O_o)>
    He wasn't this strong yesterday...
     At least we have a new area to explore. Head on through. Ok, there's
    some sorta poison panels, which I believe from the cutscene that
    Protoman says we have to clear. Crap, we can't get out. Guess this is
    some sorta mission, this is really reminding me of Boktai 2, missions,
    Protoman says something about 3 turns to clear a panel in battle.
    Good luck, you'll automatically go to the chip selection screen, yes
    it is forced, so just kill as fast as you can.
    Protoman suggests you avoid fighting like this
    x represents dark panels
    o is navi
    o is where you'll get attacked on both sides. However, attacks such
    as lifeswords will not miss.
    The way I hate fighting the most is
    because there can be enemies 4 panels away right at the beginning.
    It's highly recommended that you fight a dark panel with no dark
    panels near it or you.
    Such as this
    I started on the leftmost panel, hey that's nice, I have an extra
    column of panels to work with.
    Mettaur x2
    Cannon  x1
    Easy stuff. 
    I switched to Protoman, and it looks like his wideslash ability can
    take out everything in its range.
    Careful when it's those stupid darkloid phases, those dark fat things
    are minibosses. Well I got some Zenny from liberating a panel and
    killing a minimoss gave me 500zenny because he was on a item panel.
    Miniboss only has 120 Hp, his attacks consists of a fire attack shaped
    like a cross, and its not too hard.
    Select Protoman and clear 3 panels, the battle isn't too hard, but
    whenever your 2nd turn comes, you better start killing faster. I got
    2 points that added to my 3 total on the top right part of the screen.
     I used Megaman to clear 2 panels, and it looks like it used a point.
    Hmm, I suggest you use them wisely. Did I mention in this mission you
    can save using Protoman? You get a chip for clearing an area near the
    2nd miniboss.
    You get 500 Zenny if you clear the area near the empty platform with a
    question mark on it. That thing gives a random prize, I was hoping for
    some Zenny, but I suppose healing was ok. You might wanna consider
    saving these things to get a miniboss killer, or some nice damage on
    the boss of the area. Sometimes you get attacked from the front AND
    behind, so watch your back. Looks like the L+R buttons make you turn
    around, not bad, interesting way to beef up battles Capcom, first time
    I had to fight 4 enemies in a single battle that surrounded me. You
    can also now have quadruple deletes.
    Did I tell you that Protoman will be using your folder? Yeah, and he
    has this special stepsword chip whenever you use him, nice addition,
     Those dark holes make more minibosses, man, I thought we only had to
    deal with 2. Clear them to make your life easier. You'll notice that
    dark panels with little squares inside them has helpful surprises.
    Clearing all dark holes mean Blizzardman is no longer magically
     Anyway, clear whatever you want, but remember to clear the seemingly
    broken dark panels, and when you get to the Snowman looking guy, try
    to kill him in YOUR turn, meaning you get to double team his @$$, but
    not all at once, however if you fail to kill him in your turn, he will
    be back with 200hp more in his turn. Won't go past 400 though, so don't
    worry too much.
    Target time 7 turns
    Dark holes=2
    Turn 5 or less Blizzardman SP chip
    Turn 6-7 Blizzardman chip
    Turn 8 and after, most likely just Zenny
    Snowball fury- Rolls snowballs toward you
    Snow drop- Drops piles of snow on your side.
    Rolling snowbody- He's covered in snow and he rolls himself toward you.
    Blizzard breath-Blows a painful freezing breath toward.
     Strategy, use electric chips, or a good series of combos, like vulcan
    to full synchro and then use vulcan 2 with 2 atk+10s. Either that or
    a Program Advance to kill him.
     After thawing him out with your team, all the remaining panels will be
    freed, and both Protoman and you will be plugged out. After a scene
    with Dr. Regal planning something, you'll see Lan and friends worry
    about their navis. Lans friends runs off somewhere, and when Mayls
    about to, Lan stops her, hmm, maybe he's just trying to calm her down,
    ah young Lan is growing up. ^_^
    We then recieve a call from Chaud, please, not another mission.
    Well, it's not, but let's go to ACDC 3, I wanna go further beyond
    that point, who knows what treasures await us, and zenny, can't forget
    about that now can we?
    About the email you just recieved about dark chips, disregard it
    On the way there, right before ACDC 3, you might notice that purple
    navi looks very familiar, yes it's the same orange navi from MMBN3,
    only colored purple. 
    Once you get to ACDC 3, there's a Golden program, which lets you
    redo that mission you had earlier over, I say hell no for now. Do it
    if you want to, I wanna get on with my life. Anyway onward and go to
    that portal somewhere on the right, enter FurnaceComp, and get the BMD
    on the right area. Its a RegUp1. Top left contains another BMD, this
    time a HP memory, sweet. Anyway get back to ACDC 3 via the portal. Head
    onward, to the top left area, past where you killed Blizzardman, and
    talk the green program to start a cutscene about the reconstruction of
    ACDC area 3. Then we're forced out again, and we get a E-Mail, from
    Dex, who gives us his P-code.
    2b. A Mini Vacation!(Day 2)
       Head out of the house, and to the Metro, and they talk about the
    beach. Head forward to the stairs after the cutscene. Lan, Dex, and
    Megaman chat for a while, about "forbidden art of channging clothes on
    the beach", then the girls show up in their swimsuits, with a
    floatation device. Lucky Yai, has the money to buy a jet powered inner
    Enjoy the repeating scene that never stops unless you force it to,
    Dex is getting whacked by Yai, thought he was the watermelon. :)
     Now that fun time is done, you recieve an E-Mail. It's from Chaud,
    ordering us to get scout Oran island net area...
    See that metal looking thing between a leafless tree and a live one
    near the railroad tracks? Plug into it.
    Whoa, I thought this place got corrupted or something because it was so
    red. Ok, head to the left area, to island area 2. Somewhere there's a
    BMD containing a vulcan 2 C chip. That's all there is, now head back to
    island area 1, either by plugging out, or the long way.
    Anyway, first fork you see from the beginning take the right to aqcuire
    a BMD, containg Quake A. Backtrack to the fork and take the left. Then
    go bottom right, and if your eyesight is good enough, you'll see a
    purple mystery data which unluckily for me, I have no unlocks to use,
    I'm poor :(. Contains a Snake M if you opened it.
    Follow the main path, and keep going. Head up the hill, and to the top
    part, has a netdealer, hey he sells HP memories, aw I need more zenny.
    HP Memory          - 2500zenny, 6000zenny, 10000zenny
    Airspn1 E(C,O)     - 3400zenny
    Recov80 *(B,K,O)   - 7800zenny
    CircGun C(A,F)     - 8200zenny
    Mine P(H,T)        - 9900zenny
    Guardian O         - 10500zenny
    *snaps back to reality*
    Ok, I think I know what the chip after hp memory is, it has something
    to do with wind, but since it looks like a wheel, I'll call it wind
    wheel. If you chose to head to the right from the hill, you'll be in
    ACDC area 3. So just go up and follow the main path, you'll see
    Protoman follow you, then go forward to confront 3 cannons only to get
    Megaman and Protoman assaulted by them. The attack is so powerful, it
    pushes them backwards. Both then plug out, because they're trying to
    find some way to get rid of those things.
     Ok, now here's the tricky part, which will confuse you if you don't
    know what you're doing, but not with this guide here. You now get to
    go on a scavenger hunt,
    -Go to the bamboo bushes, and get bamboo
    -Go down the stairs, to the place where you can hide Lan and get a
    fishing line&hook.
    -Checking the waterfall for a worm, followed by pressing a once or
    twice at the leftmost tree in the area, past the bridge.
    10 minutes pass, Lan and friends are fishing.
    30 minutes pass, they're still fishing.
     Wow, that's 1 big fish. Now Lan's jumping, probably all excited
    about what he didn't catch. Then there's an earthquake. Ok, now you
    have to get more stuff, check the dead tree for firewood, then the
    green-yellowish grass for drygrass, and last the pile of what I
    believe to be wood. Talk to Dex to trigger a cutscene, I think
    they're frying fish, damn, I swear I'm smelling fried fish here.
    Dex runs away to explore some place, and we're stuck putting out the
    Now, check the E-Mail for an item from MMBN 3, the Navi customizer,
    and like the last 2 games, we have an undershirt, atk+1, and a
    speed+1. The Navi customizer tutorial automatically starts when you
    close the menu.
    Rule 1: Same colored pieces may not be touching each other.
    Rule 2: Pieces that have mini blocks within them must stay off the
    command line.
    Rule 3: The other pieces which are only colored and shaped with no
    blocks within must touch the command line.
    Follow the instructions to avoid NCP glitching.
    Now head through what used to be a wooden barrier. It
    looks like an abandoned cave. Ok, so Lans friends fell into a pit, and
    now we're going to have to play hero. First let's check the fallen
    mine cart for a RegUp 1. Find your way to some place where we can plug
    in and do so, then pay 1000 zenny for Minekey, sigh, kinda expensive
    at this point.
    Dex gives you a call about something, you then get forced out of the
    net, for the what time now? Head on over to the elevator, go up and
    use your key to open the door. The boxes of stuff over there contains
    a HP memory, nice. Go into the left door. Then inspect the locked door
    to get into a battle.
    ChampyEX x2
    Mettaur  x1
    Careful these fire viruses hit twice, so good luck. After you're done
    with them, the door will be unlocked, followed by an earthquake,
    signaling that you're gonna have to hurry up, don't worry, no timer.
    Afterwards, head out, and upstairs to the right area to get into
    another battle.
    Cactus  x2
    Mettaur x1
    After that, there's another earthquake. Dex calls you about something,
    I think hes just reminding you that he needs to be saved. Go out that
    door, head right, and go in the first door you see. Plug in, and grab
    that Tornado R chip in the BMD at the top, I also noticed that I have
    a second folder, edit that if you must. Plug out, and head out of that
    room and up the stairs if you will. Enter the room. Interact with the
    door to enter a battle.
    Bugtank x2
    Fan     x1
    Be careful where the bombs land, you're lucky those arn't the black
    bomb shooters from MMBN1. Dex calls again, so proceed if you will
    after the call. Head down the Elevator. Enter the door. What kind of
    idiot would jump up and down on what appears to be a unstable machine?
    Whoa, is that a drill?! Hmm... Dex makes another call about stuff.
    Hmm, poor Dex, alone with 2 girls all to himself. XD
    Ok, so that demented woman is trying to kill Lans friends, we can't
    allow that, now can we? We must now stop them. Auto plug in. Talk to
    the program to get a DrilProg, which allows you to break rocks by
    punching them, I hope we don't have to mash the buttons like crazy.
    Well, break that rock by hitting the A button a few times. Continuing
    to the right, you'll find a conveyor belt that pumps out boulders for
    you to break, and the prize for getting past it a Invisibl chip and
    does come in a * code. Somewhere near that chip, head up, and you'll
    see a gray boulder, these boulders take more hits to break, but the
    prize is well worth it. A BMD containing a HP memory. Goodie. Near
    there is the black-dark greenish boulders which take, you've guessed
    it, much more hits. We need a stronger program than the one that
    program gave us. Might I suggest saving after breaking every boulder
    that stands still so that you restart back at the same point? Anyway
    continue, go up the conveyor belt and keep going until you see some
    sort of digial terminal.
    New enemies, squid like drill, it's like Drillman, only more fragile.
    Can also destroy any rock(s)/cubes it touches, I'll call it squiddrill.
    Examine it and it shuts off. I was sort of expecting a battle. It also
    opens the way up for you to go to the second area. Looks like nothing
    changed down there, so plug in the next one. Here we go!
    Upon arrival, break the black boulder up ahead, takes about 3 hits.
    Keep going, and on the conveyor belt, beware, black boulders can be
    produced, and luckily, they only need 3 hits. Looks like the visable
    BMD has a charge+1, so lets install it. After that continue onward.
    Next boulder is a full life gray one, takes 5 hits. Keep going. At
    the third conveyor belt, save, if you fall, it dumps you at the
    beginning, quite annoying. Next appears to be a normal boulder making
    conveyor belt. The belt after that is the gray and dark greenish
    boulder belt, shouldn't be too hard to shatter it. After getting past
    that problem, your reward in the BMD is a Rockcube*, enough with the
    rocks people!!! Next belt has a full life normal one, takes 3 hits to
    shatter. Turn off the panel, and move on to the next.
    Ok, time for more boulder shattering goodness. 
    Well, another new enemy, Pulsebat, think Shademan from Megaman 7, and
    his ultrasonic attack. The first conveyor belt is easy, the top
    portion of it connects to an area holding a BMD containing an HP+100
    for your Navi Customizer. The second one needs you to break some rocks
    while the belt is still moving, annoying eh? The bottom portion
    contains a cracked gray boulder, break it and move on, break the black-
    greenish boulder, and keep going. Your reward for breaking that thing,
    is a FullEnrg. Then, return to where you saw a conveyor belt earlier,
    and try to get past it, and a program gives you StopKey. Go to the
    conveyor belt in the bottom and keep going, time yourself so that you
    won't get pushed off. At the end, use it and turn off a boulder making
    machine. Go back until you see that program guy again, and go up,
    there's no more boulders if you did what I said. Now, shut that thing
    3/4 things were shut off, and not much improvement on the situation?!
    Man, what kinda drill is this anyway? Plug in to what appears to be the
    last one.
    Now that you're in, try to find a pattern in the rows of boulders.
    When you do, try to cross. Theres nothing for you on the second to the
    left, so keep going, and shatter the brown boulders in your way. Go
    past the conveyor belts, the dark greenish ones could be a problem. So
    be careful, or your hard work is wasted. If you got past the conveyor
    belts, your reward is a HP memory. Keep going past the belts, shatter
    whatever is in your way, or get shoved off. 
    Continue onward, see the dark greenish boulders, run past them, run IN
    the direction you would like to go works nicely, not run and touch the
    wall, that slows you down. Get past those things and be rewarded with
    a longsword S chip, and with sword S, widesword S, and your new
    longsword S chip, you know what that means, Dreamsword P.A. can be
    unlocked. Go and turn off the nearby system, no more boulders mean you
    can now go onward.
    Prepare your folder and save, its Fa- I mean Magnetman, y'know, I
    thought there it would be some guy obsessed with drills, like
    Drillman, or umm... whatever. He's back for some revenge because of
    what happened in MMBN 2.
    North-South tackle-Get tackled from front+back.
    Field Warp- Changes the field with extreme speed, before I could do
    anything, makes it so that you will eventually move away from the
    corners. Does this if his side is changed.
    Energy Ball- Launches a energy ball, its basically a different
    colored thunder ball with a lot more manuevering. No flinching.
    Magnet- Releases 2 magnets which can change its movement in a 90
    degrees angle once, hard to dodge. Goes over broken panels.
    SuperMagnetism-A magnetic hole pops out under you and stops you from
    moving, this is a good time to hit him with something painful.
    1-2 Program Advances finishes him. Easy way to avoid his attacks
    would be to crack some of YOUR panels, so that they can become
    regular. If you have the Boomerang chip, it may be quite useful. This
    guy is kinda different than last I fought him, he actually uses stuff
    to annoy. A Rockcube can stop the magnets/thunderballs from killing
    you. Or use a few boomerang, that wipes also out his special panels
    in addition to doing 120 damage if you actually hit him.
    After your rematch(es), looks like he stops the drill, and logs out.
    You get logged out too, so go down the elevator, and just follow the
    damn path will ya? When you get near the area where your friends are
    trapped, there's a cutscene.
    Auto plug in. Head to the middle, nothing in here except that.
    Cutscene happens when you do. Whoa, the thing turned blue, and there
    seems to be an alarm, hope we don't have to go through more of the
    boulder thingy again. Well, Magnetman comes and uses his magnet
    barrier to save your butt. Chaud calls, some bizzare stuff is said,
    Lan and Tesla have a chat about something.
    Get outta there afterwards, plug in near the dead tree, go to where
    Protoman is, watch Magnetman use a barrier, and Protoman kill the
    cannons. Nice teamwork eh? Megaman needs to do nothing. Just continue
    forward for another mission, hoo boy.
    2c. Liberation mission 2
    This mission, we have to assasinate...aw crap, Shademan is back, but
    Django and Megaman used the PileDriver on him, he's supposed to be
    gone. Not to mention in Boktai 2, Shademan gets fried again, you get
    to link THIS very game to it to enjoy the purification. When linked
    together, you can have a Shademan killing contest.
    Well, since we obviously don't have any Gun Del Sol chips on hand, we
    can't purify this fool, wait...you do? Ah, it doesn't matter.
    Back to the mission, now that we have Magnetman with us, let me
    explain his attacks that we can use for this mission. Special chip,
    Lightning tackle, special ability is team barrier, and his charged
    shot is a magnet. Bad thing is that we kicked his butt so hard that
    his Hp dropped, yes you heard me, dropped from 500 to 400, and I
    remember when he was in MMBN 2, he had more HP than that, I think he
    had about 1000 when Megaman faced him. Did I mention that selecting
    the bottommost option allows you to recover your HP? Also he can
    charge electric chips with the A Button to do double damage.
    Target time 9 turns
    Dark holes=3
    Turn 7 or less Shademan SP chip
    Turn 8-9 Shademan chip
    Turn 10 and after, most likely just Zenny
    Claw Swing-Swings his claw, widesword range
    Noise Crush-Hits 1 panel in front of him and 3 in front of that.
    Flying Bat- Releases a bat, can turn once.
    Surprisingly, he's a LOT weaker than last we kicked his @$$. Why?
    No dark matter to absorb the damage. So this game, just hit him,
    countering him is a lot easier too, and the fact that you have 3
    navis to smash him with is nice. It's even easier if you keep
    attacking him from the front, and have cleared his side areas.
    Provided you did that, you start with an extra column. Nifty eh?
    To kill, paralyze him, then unleash the big things, dreamsword and
    Alternative way, see the bonus panels? Save'm until you get to this
    freak. Get 3 mini boss killers to either kill or weaken him enough
    to die with a few hits.
    Afterward, you acquire your first soul, Magnet soul, Megaman gets to
    charge his shots to paralyze the enemy, and you can charge electric
    chips for twice the amount of damage, maybe you should make a folder
    designated for magnet soul, double damage is pretty good, it's like
    full synchro, but without the timing, it's good for you slow people.
    You then get forced out, I wanted to buy another HP memory, but oh
    well, guess I can do that later.
    2d. 1st Soul! (Day 2)
    After the team plugs out, the kids leave, meanwhile, Dr. Regal trys
    to get some information out of Yuuichirou, but theres a black screen.
    We can't see if he's getting whacked like Dex was. XD Whether he is
    or not, Regal seems to use something to make Yuuichirou scream,
    ahhhhhhh!!! or nooooo!!!, well, it's 1 or the other. We then see this
    ugly mugshot of what looks to be a guardian of the Aztec Empire. Ugh,
    can't people draw these days? We then see the gang hanging out at
    Yais place, then they leave, and another ugly thing, I think its a
    guy, comes along. You then somehow reappear near the pink squirrel
    statue, and are still talking. When that guy is done talking, you get
    plugged in. You then get an E-Mail, must be the soul unison tutorial.
    Bleach, just select a electric chip, and select unison, and you're in
    Magnet mode, just remember to watch out for wood type viruses.
    Tutorial battle
    MettaurEX x3
    Select the  thunder ball chip, press unison, select the other electric
    type chips, and press ok, they're not hard, just hold the A button and
    shoot the left most one if they're active.
    After your done with those things, the right corner has a portal,
    leads to squirrel area 9, the top corner has another portal leading
    to same place, area 2.
    The squirrel area has that annoying trumpet thing, if you remember
    those random prizes that you get in the missions, if you got
    invincibility, you'll know how useful it is, and the trumpet has
    about a infinite use of that, don't worry, it needs time to
    recharge, and you can kill it then.
    Ok, lets go and explore area 2 first. The top leads to area 3, middle
    of area 3 contains a BMD filled with only 100zenny, which has more
    portals, argh, area 3 leads to 4 and 5. Area 4 has a BMD in the
    middle containing 200zenny, yay... Area 4 leads to 6 and 7, 6 has a
    BMD containing a Gun Del Sol A^_^. Head back to 4, and get to area
    7. From area 7, head to area 8, the BMD waiting for you in the top
    right is a HP memory, and after you get it, head back to area 3. At
    Area 3, head to area 5, the rightmost portal. Area 5 contains a
    Charge+1 at the top. Head all the way back to area 1, and head to the
    right portal, area 9. You can plug in and out to refill your HP if
    you're hurt or just lazy. Head into area 9, then to the back to get
    to area 10, and the middle contains a BMD filled with 300zenny. Left
    portal leads to area 11, middle has a BMD with 400zenny. Going left
    again takes you to area 13, containing a RegUp 1. Get back to area
    11, and take the other route, the right one leading to area 14, head
    to the back and you'll find a portal that takes you to area 16, and
    if I heard correctly, this yellow freak probably is Gyroman. Log out,
    and take to the guy behind the nearby shop, you can buy your first
    dark chip for 2000zenny, which you can place it in your folder, now
    plug in that squirrel statue and let's keep moving.
    Woo, long paragraph.
    Important note, use of dark chips will drain your life.
    Very important note, only Megaman can use these fragments of darkness.
    From area 1, go to area 9, then area 10, followed by going to the
    right portal to get to area 12, which lets you go in the back
    portal, taking you to area 15 for a navi customizer part, which
    makes a barrier. After getting it or not, log out and plug in again,
    or just take the long way to area 16, and talk to Gyroman. Soon
    after, the yellow haired freak leaves, ah who cares about him. Check
    out the chip shop if you want, they sell the following...
    Minibomb* 300(OMG)
    Vulcan*   400
    Barrier*  600
    For such a crappy chip, minibomb costs a lot. Vulcan* is pretty
    good at this point, I found it quite useful.
    Then the cashier girl has this up for sale
    Yo-Yo D(E,F)        5800
    Blind D(A,H,*)      6500
    Icebomb A(K,Q*)     7800
    Gun Del Sol 2 G(U,Y)8400
    Super Vulcan S      9800
    Super Vulcan...
    *Snaps back to reality*
    Oh, was I drifting off? Sorry.
    Ugh, MMBN 5 has huge prices for things, earning Zenny is hard, the in
    battle mystery data no longer gives you 2000zenny if it lives, only
    1000zenny in the early areas, and it's less common too.
    Anyway, with the music as it is, we have to plug in somewhere.
    Buy stuff if you need in the ACDC areas, theres a portal somewhere
    in ACDC 3 leading to some comp, which has cannonEXs in it, those
    things cannot be damage when their shield is used, and its advisable
    that you do NOT head there, that place has nothing, so head through
    the north left exit and recieve a phone call, it's from Chaud, oh
    PLEASE not another mission, and he says something.
    Basically, we have to go kill things.
    If you see any purple geeks, I mean navis, kill them!!! Also in this
    area, there's a portal near the netdealer, if you go in, the bottom
    area contains a RegUp 1, the top contains a Holy Panel*, and thats
    all, so go back, and find more purple things to kill, like Barney.
    If you remember where the 3 cannons were, there's a Magnetman copy,
    be warned, without the right folder, he's tough.
    North-South tackle-Get tackled from front+back, only more painful,
    so this is priority number 1 to dodge.
    Field Warp- Changes the field with extreme speed, before I could do
    anything, makes it so that you will eventually move to the middle.
    Does this if his side has no magnetic panels.
    Energy Ball- Launches a energy ball, its basically a different
    colored thunder ball with a lot more manuevering. No flinching.
    Magnet- Releases 2 magnets which can change its movement in a 90
    degrees angle once, hard to dodge.
    SuperMagnetism-A magnetic hole pops out under you and stops you from
    moving, this is a good time to hit him with something painful.
    Second form, looks like version 2s are back again, he has 800 hps,
    damn that's a LOT right now. Now, he releases 2 magnets instead of 1,
    invis chips surely help now, even if they only last half a regular
    custom gauge, try fixing your panels somehow, being able to move
    better. Presetting a boomerang chip seems like a good idea. You may
    want to have a few of those things.
    Damn, that was 1 hell of a tough battle, I need super armor. Win or
    lose, you can try again, and earn some Magnetman M chips, sorry,
    no SP chips, but it's good for testing folders.
    There is a purple navi somewhere in ACDC area 3, waste him.
    MettaurEX x2
    BomberEX 1
    Then another somewhere at the right.
    CactusEX x2
    MettaurEX x1
    Try top left to some place, you can fight a purple navi if you want,
    and theres a Navi custimizer person that sells parts, and this is
    what he sells if you're interested.
    HP+50             1300Zenny
    Some sorta thing  3800Zenny
    Mega Folder 1     4700Zenny
    5 pink squares    5500Zenny
    HP+200            6000Zenny
    Super Armor       7800Zenny
    I really don't know what 2 of those things are, and I'm NOT going to
    buy them, because I'm poor, and have my money set on something else.
    Fan      x1
    Pulsebat x2
    Anyway, kill whatever you want, head to Island area 2, going beyond
    area 3 is currently prohibited. There's a purple navi just waiting to
    get his butt kicked near a skull gate, and another near a big blue
    CactusEX  x2
    MettaurEX x1
    Anyway after that, keep going follow the main path, talk to purple
    guy, and its time to take him out with the rest of the trash.
    Bomber   x1
    BomberEX X1
    Vacuum   X1
    Before or after that, from the purple guy, head left into a portal.
    The bottom contains a BMD filled with a RegUp 2, nice. Top right
    contains a BMD with 1000zenny, finally something useful. 
    After you finish him off, Chaud calls again, sigh what now?
    Well, it looks like going back to area 3, and beyond triggers a
    cutscene. What?! Another purple guy?! 
    PulsebatEX x2
    MettaurEX  x1
    Easy stuff, delete them. Purple guy runs away. Then you head on
    through automatically, and Gyroman comes, takes a look and plugs out.
    Whoa, it's a waffle iron, like from MMBN 4. I wonder if there's that
    secret path... Nope. Well, new enemies, a tank like enemy is here.
    It slowly moves forward into your area and blasts the last row, or an
    obstacle in front of it, like Megaman, I'll call it Tank Cannon.
    The left path leads to the waffle iron and to a PMD, the right path
    leads to a BMD, holding Vulcan1*. Take it or leave it, head for the
    waffle iron, and out of it.
    Onward to Scilab 2.
    Here I actually got a all Panelreturn in a GMD, maybe you'll be lucky
    enough to get one too. Anyway, head down and left, theres a BMD
    waiting and its a HP Memory. Heading to the top right gives you a
    cutscene, there's purple clouds, Megaman trys to push through, but
    gets bounced back. Chaud calls, for who knows what reason. :/
    After you log out, in comes Gyroman, ok, what other ideas have Capcom
    been using, I have no idea, but Gyroman just went from helicopter to
    navi, Transformers, anybody? Looks like Gyromans operator is the
    yellow haired freak guy.
    After that cutscene was over, you can head over to the lone island
    and on top of the hill, you find, Famous, with a new navi. Footman.
    Yay, American Football.
    Bouncing football-Bounces a football around your area.
    Offensive tackle-Charges toward you, like Burnermans charge in MMBN4,
    but without the burning.
    Team Tackle-Calls his teammates to charge toward you like the
    sheep viruses in MMBN4. Does this at the start of the battle.
    Field Goal Kick-Kicks that ball he's holding into a 2x2 area of
    This is fun. Hell, you can make it more fun if you add some obstacles
    in the way. It really doesn't matter, just beat him. You should beat
    him with ease if you somehow managed to beat Magnetman V2.
    Head home, and take a snooze.
    3a. It's cloudy. (Day 3)
    Wake up, get an E-Mail about something, and head to the island, now,
    instead of taking the route to where we stopped the drill, go around,
    up the stairs, and enter, theres a scientist, but what's he doing
    here? Well, lets see, fork over 500zenny, and recieve a Dark
    Tornado T chip in return.
    Now you take the route to the drill. Well, the operator of Magnetman
    is here, what now?
    Plug in, and go to the very end of each one, and since Magnetman
    turned everything off, you shouldn't have much trouble, and can pick
    up whatever you missed. Ok, theres some weird looking battlechip
    at the end. Pick it up.
    Lets go to the end for the next one. Strangely, it has another weird
    chip too. Pick it up.
    Now for the next one, and its another one.
    The 4th plug in area has, you've guessed it, another one.
    Ok, after that, the screen turns white, and theres a cutscene. Lan
    hands over 4 things, must be the things we got, and she looks at her
    PET, and after a few seconds, Magnetman responds. Sometime later, a
    man, that yellow haired man comes in, hmm.
    Now go to Scilab, theres an old man selling a DARK SWORD Z chip.
    Wow. Only 500zenny. Buy it to make your collection look nicer.
    Theres a kid near the vending machine with a quiz, man this once, I
    wish it was numbers so I could understand, took me like 10 minutes to
    get this down.
    Middle, top, bottom, middle, and middle for a Dark Thunder M chip.
    Folks we can now do materials for our first Chaos unison, so for those
    of you that watched the MMBN5 trailer and saw Megaman fusing with a
    dark sword, yeah you can, later on, provided you unlocked the regular
    one first.
    Right now I went to the PETs on display, plug in the top one. Middle
    contains a HP memory. 
    After you're done, keep going until where you saw Chaud for the first
    time, well just keep going straight. Here's a cutscene.
    Lan enters, and they have a conversation about stuff. Then we hear
    the alarm. Sigh, not a moment of rest for our heroes.
    Plug in somewhere, go past ACDC 3 and into that area 1. We then
    get another cutscene, Gyroman then turns into a helicopter and flys
    away. Aw, no, stupid clouds. Talk to the green program on your left.
    You will then recieve some sort of vacuum. Use it to suck up all this
    cloudy crap. If it gets full, dump it on the guy who gave you the
    stuff, he likes it.
    Anyway, keep sucking in the up direction, ok people, stop having sick
    thoughts about what I just said. Suck it up, but not in that sense.
    Just fill up your vacuum, Gyroman is somewhere near here. When you
    see him, he goes into helicopter mode, and flies off. Guess we have
    to keep sucking, stop thinking that way people.
    Nearby is a green program, guess he wants what you sucked up. Empty
    your vacuum, and continue. Golden clouds can have chips, bugfrags,
    zenny, or a virus. Thunder clouds kinda fill up about half your
    meter. Keep going, go to the skull gate, there you should trigger a
    That freak just went to Scilab area 1. Argh. Just use your suction
    ability. Get your butt to Scilab area 1, that waffle iron path has
    too much clouds. Good thing theres a program to take what you have
    at the start. At the top of the path, theres a inexperienced program.
    Meh, we still have the one at the beginning. When you get past the
    waffle path, theres a skilled program, who's going to help you a bit. 
    Gyroman, just waiting for us there, go there and trigger the next
    cutscene. Once again he gets up and flies away. <(>_<)>
    This guy just ran back to area 2, well, we have to follow. The next
    one, those green programs only remove about half your meter, sigh.
    This is hell without the proper order. Random encounters with viruses
    make it seem tougher, so emulator users, you may want to use a no
    random encounter code, or a infinite suction code when you find one.
    Heres a good way to do it legally, clear until you reach the first
    program, then clear until you reach the second, don't clear any
    unneeded stuff.
    After you did that...
    Clear a diagonal thunder cloud, and then the yellow one. Finally, a
    dumpster that takes everything once. Too bad it's only once. Feel free
    to reset if you screw up. Theres a useful emptier near a yellow cloud.
    Once you get to him save, empty and keep clearing the place. So many
    Thunder clouds, those things fill up half your bar. Luckily you have
    a reliable dumpster to dump your crap into. :D
    Just keep clearing and don't get frustrated. I wanted to use another
    word, but people take it the wrong way.
    Gyromans at the top, not beyond the purple clouds, so keep
    clearing the place, heal up, prepare your folder, and save.
    Time to scrap him.
    Propeller-This thing can go diagonal, or like a upgraded version of
    Magnetmans magnets, annoying.
    Machine gun-He goes into helicopter mode and uses his guns.
    Twister-fires a twister, think a windy version of a paladin sword.
    The farther away you are, the more damage you'll be eating if you get
    Flying bomber- flies across your area, and bombs get dropped, not
    nessasarily in a row, more randomly.
    Annoying, and weak, use Magnet soul to paralyze and hit him with
    something painful, like the Lifesword P.A.
    Protoman arrives, some dialogue between them, go to the purple clouds,
    and then Gyro turns into helicopter, blows up some dark chip, and
    heres Magnetman, why do I smell the words, mission?
    3b. Liberation mission 3 (Day 3)
    Now for this mission, we have to assasinate Cloudman?
    Oh well, with 4 on our team, it shouldn't be too hard right? No, it
    is that hard, that stupid paralysis is annoying, and you have to get
    to him in 9 turns for something good? That may be possible when you
    get a better folder. You can always retry killing him later.
    Guess what happened to Gyroman? Yea, same when we kicked Magnetmans
    butt, but he got a LOT weaker. Oh well, his flight ability could come
    in handy. No points needed for flying across empty panels. Gyromans
    special chip is the bomb drop, his charged shot is that tornado
    thing. Weak, not too useful. Hurts more from a distance. Gyroman
    starts with 250 life, kinda little to whta I had.
    Notice that you can't get past those panels with what looks to be
    little holes used to unlock doors, you're going to have to clear
    2 certain box filled areas to get them, when you do, they're
    automatically used. If you manage to get near Cloudman, I suggest
    you clear the panels around him to start with an advantage. He's
    going to paralyze you, its annoying when you can only use 3 or less
    of your team. Magnetmans barrier doesn't stop you from getting
    paralyzed, but it does stop damage. Luckily this fool can only
    choose 1 of your team to paralyze per turn. I don't know why, but he
    shocked Magnetman twice in a row, but when my second turn came up,
    he was not paralyzed, hmm I wonder... Well, consider yourself
    lucky to have a tank on your team, he's very useful too. 
    Save before using a bonus panel. You might want to bring the boss'
    hp down a little to make your life a little easier.
    Target time 9 turns
    Dark holes=4
    Turn 7 or less, Cloudman Sp chip
    Turn 8-9, Cloudman chip
    Turn 10 and over, most likely just zenny
    Lotsa clouds- Meat wall made of clouds, kill them with your buster.
    Thunder cloud- Makes a cloud that will attack all its surrounding
    sides, north, south, east, west, easy to dodge.
    Thunder Storm- Disappears, then a huge cloud appears.
    Ok, this freak is fat and annoying. Paralyzes you, using up your
    time, and this is a boss that is annoying inside the battle and
    outside as well. Hope your units get out of the match with at least
    51 hp, so they can heal up on the next turn, and if they get hit,
    better hope Magnetman has an order point to save him. Be careful with
    this guy, Gyroman is fragile as hell, only 250 hp, while on my team,
    everyone else had 350 or more. I noticed that the drill chip can hit
    up to 3 times, maybe 4, with the length of a longsword, 60 damage per
    hit, totaling 180, could be quite fun to kill a boss when they only
    have 1 row left, a rockcube in the middle and you loaded up 3-4 drill
    chips. If the clouds pose a problem, you could just go right through
    them with Magnetmans special chip or Gyromans charged shot.
    Now that you somehow kicked his butt, you'll hear the gotten soul
    sound, yay we got Gyro soul, and soon after a purple cloud comes and
    kidnaps Megaman. So I'm gonna go on a wild guess, which is definitely
    going to be wrong and say he must've been way too attractive to some
    female navis to resist, so they hired some kidnappers to bring him to
    Just look at how the team trys to free him, but fail miserably, aw
    they grew attached and care for him. XD 
    Well, the screen grows dark, you hear the evil music, and then we
    see Megaman on a torture machine, with his friends in a digital prison
    that looks like a wrestling arena with the ropes electrified. Roll
    apparently seems to scream something, like no, don't or stop. Then a
    black navi appears. This isn't good. Then after some text, he
    calls upon a dark chip and plunges the thing into his body. Megaman
    then screams.
    Wonder why they didn't do this to Megamans friends.
    Then some more text appears, and Dr. Regal says something. I think
    Megaman continues to scream, and his friends get to watch.
    4a. Save Megaman!/Luxary Cruise (Day 4)
    Then we black out and it looks like Lan had a nightmare. I thought
    he was grown up, hope he didn't wet the bed. Anyway he wakes up, and
    gets a phone call, but from who? Must be Chaud saying something like
    how he's sorry about what happened to Megaman. Otherwise I have no
    clue what the hell he just said.
    Surprisingly, when you check your PET, it'll say Megaman has 0 hp,
    but for that to happen, he'll have to be deleted, and judging by
    what happened to Megaman, they're trying to make him like what
    happened to Protoman in MMBN4BM. Awakening of his dark side. Also
    save and don't be caught off guard like me, my sister turned off my
    game while I was grabbing some Powerade. So then I had to restart
    from before Mission 3. Interesting enough, you can still replay the
    missions, Protoman will have 400, Megaman can use everything he's
    gotten to this point, and it's just redo the mission, so don't
    expect Magnetman to be there to help you fight Blizzardman, and he
    is easy, now that you have a beefed up Protoman, and hopefully a 
    better folder.
    If you want to, the chip shops left shelves, contain a bubblewrap P
    for 4200zenny, and the middle one has a...Django D Navi chip for
    7300, and it looks like he traded his Gun Del Sol for a sword, wtf?
    Thought he got it back in Boktai 2. -.-'
    Head to the metroline.
    Go to Scilab, from where you acquired Dark Sword, head onward. New
    area, nice, now plug, oh yea, we don't have Megaman anymore huh.
    Chaud should be near some black stump. Yes, you've guess it, talk to
    trigger a cutscene.
    Turn up the volume to max, NOW, for emulator users, to a really loud
    It sounds like Chaud just got socked. He must've said something to
    really piss off Lan, because of that. He then leaves and in a hurry
    too, either to do something, or run away from Lan for fear of him
    hitting'm again. Suddenly you see Megamans picture again, either Lan
    must have imagined what Megaman would say, or he's losing it.
    Either way, let's help this poor lose-I mean fellow out. However,
    we should try to get whats currently available for us, go above where
    you regained control of Lan, it's a person with a 10 question quiz.
    Don't complain, I have to do all the figuring out.
    Man, I hate it when I have to guess.
    Answer top, middle, middle, top, middle, middle, top, bottom, middle,
    and bottom to recieve a Dark Lance W. Theres a boy above this area
    doing who knows what. 
    Theres someone on the bottom selling Dark Meteor F for 3000zenny.
    Head to Chauds base. Wow, guess letting us borrow Protoman is his
    way of apologizing.
    Note, it's obvious that Protoman and Megaman are different, so don't
    expect to beef up Protoman with the Navi customizer or Soul unison,
    those are editable and usable for Megaman only. However, you still
    have full synchro. Also when Protoman gets deleted, it'll say Protoman
    deleted instead of Megaman deleted, expect that to change with
    Colonel in the Colonel version.
    Test out Protoman if you want, it looks like he got stronger, isn't
    that nice? I also was able to test out Django D chip, notice how it
    does not indicate any specific amount of damage on it? Ever try the
    Gun Del Sol, they're very similar, Django appears, a coffin lands on
    a nearby enemy, and beams of light circle it, dealing damage, also
    breaking obstacles, however you must be lined up with the enemy,
    meaning staying in range, like getting them to be in range of a
    vulcan could be the only flaw.
    Anyway, you can't buy HP memories with Protoman, so what do you do
    then? Use it for chips. Test your skills against Magnetman, or do
    the previous missions if you like, just make sure you get used to
    using Protoman, because you'll be using him for quite a while.
    While still getting used to using Protoman, if you havn't already,
    head to island area 2, examine the huge gate.
    After you're done, go to Scilab 3 for a few things. On the way
    there in Scilab 2, there's a GyromanV2, fight him for the chip
    if you want.
    Propeller-This thing can go diagonal, or like Magnetmans magnets,
    annoying. 60
    Machine gun-He goes into helicopter mode and uses his guns.
    Twister-fires a twister, think a windy version of a paladin sword.
    Flying bomber- flies across your area, and bombs get dropped, not
    nessasarily in a row, more randomly. 80?
    A new version of this thing means his attacks are stronger, but with
    or without Megaman, he's easy. Only real threat is that propeller. Just
    be sure you have the super armor when you're Megaman, because getting
    in the first hit means all his attacks will work during his twister
    attack. Just area steal him, and drill into him. Also, be more aware
    of his flying bomber attack, I think I took a painful amount from that. 
    After beating him, or getting beat up by him, which in that case is
    sad, but somewhat understandable. In any case, head into Scilab 3,
    and there's a golden program. Currently, I do not reccommend redoing
    the mission, but if you would want to know the area better, save,
    start up the mission, look around until you feel you learned your
    way, then restart.
    Bugfrag trader is somewhere in the top right.
    Items for sale
    Auto Running-     8 Bugfrag  Red
    Fuujin Racket-   12 Bugfrag
    Millionaire-     22 Bugfrag  Green
    Magma/Lava Seed- 26 Bugfrag
    Float Shoes-     40 Bugfrag  Blue
    Poltergeist-     60 Bugfrag
    Hmm, millionaire. Maybe it makes you rich? ^_^
    Wow, auto running takes SO little space, 1 square for auto running,
    Millionaire sounds good, it seems well worth the price, if you can
    get that much. Theres a current downside, you can only install it
    into Megaman, not Protoman.
    Hmm, if I were you, I'd buy it, saves you the trouble of buying it
    Anyway, go to Scilab area 4. Theres a BMD containing something which
    I cannot figure out at this point. 
    There's a dark navi, not with the kind of sprite the one that jammed
    a Dark chip in Megaman, anyway she asks you if you would like to buy
    a Dark Wideshot T for a 1000zenny, as for me, I had 18640zenny, so
    I got it, going the long way to places does pay off after all.
    The middle is a link to some area which looks like that squirrel
    hole, I see a BMD, grab it.
    Hey wtf?! I can't open this accursed thing.
    Ah, it must be a powerup, remember this spot when you retrieve
    Keep going until you see a Skull Gate, see the orange gray navi?
    He asks you if you would like to kick his @$$.
    Say Yes :D
    A battle quickly follows.
    Should be quite easy. As for that link earlier, it leads to Island
    area 2, useful if you didn't examine the blue gate earlier.
    Anyway, examine the blue gate, go through the new area.
    Eww... It looks dead. Based on what the people on the boards call it,
    it shall be named End area. There's another PMD, however, this time
    I have enough money for a unlock subchip, however I'm kinda lazy to
    plug in and out just for 1 thing. 
    This area lets the ever annoying meteor virus return. It calls
    meteors to smite you, also fire enchanted. The heavy smashing virus
    has been upgraded to EX, can now damage other things in that column.
    There's also a crab in a water tornado virus, it spins around in your
    area, trying to follow you in a water tornado.
    Also there's a netdealer nearby
    HP Memory         -6000, 10000zenny
    (Not available for Protoman, because he's not your own navi.)
    Vulcan 3 L(M,N)   - 5800zenny
    Mega Cannon G(F,H)- 7600zenny
    Barrier 100 P     - 8800zenny
    WideBlade V(A,L)  - 10000zenny
    Jealousy J        - 12000zenny
    Obviously the HP memory is currently not for sale, and from the looks
    of things, the sword, wide blade, and longblade combination has been
    removed, guess Capcom wanted people sticking to the regular
    Dreamsword formula, according to MMBN5 TP board, they mentioned that
    folders can no longer revolve around P.As anymore.
    Back to the guide, theres a RegUp 2 on the bottom floor somewhere. 
    After getting it, or not, continue on the main top path, you will
    then see a cutscene. Holy hell, Megaman is EVIL!!! Just look at those
    eyes. >:) Looks like Megaman is playing Jekyl and Hide, his good side
    stops his bad side for a moment or two. 3 purple navis appear. Megaman
    then leaves via plug out animation, then 9 more appear, darn, a total
    of 12, well, Lan gets scared and has Protoman plug out.
    Buy stuff if you need to, then speak with Chaud. Somewhere at the
    end, Chaud mentions Megaman, well, that's the only part I was familiar
    with. Anyway, go to the island.
    Find the owner of Magnetman, you know that woman that was jumping on
    the drill. Hope that sounds familiar incase you forgot?
    You recieve some sort of key item, from what happens later, I'm
    guessing its a ticket or something. Now that you've gotten that
    thing, go home, get some rest, save, and wake up.
    Go to Scilab, and board the ship.
    Must be a luxary cruise, red carpet all over, go forward for a
    cutscene. After you're done with that cutscene, you can explore, ooh,
    a special chip trader. Downside to this thing is that it uses 10
    chips, instead of just 3. Good thing is that it spews out more rare
    chips more often. Remember that all chip traders spew out random
    junk/good stuff no matter how good the items you dump in. Those
    Guard chips seem like a good thing to select if you want.
    Outside, there's a netbattle machine, and there's someone with a
    special sprite, must be important somehow. Plug in and find a HP+50
    navi cust part in the bottom.
    Plug out, talk to that guy with blue shirt/vest, my eyes are weak.
    Acquire something, he also mentioned 3, hmm. Go to the captains room,
    check the steering wheel. Acquire something. Now go to the ships
    starboard, at least I think its a starboard, its that thing that's in
    front of the ship, and has this golden statue stuck to it, and
    acquire another thing. Go inside the ship to where it had carpet, and
    check the pinkish chairs, I believe it's pink, my eyes are playing
    tricks on me.
    Now that you have all 3 somethings, talk to that guy again. Recieve
    1000zenny for that task, nice reward no? It wasn't too hard, although
    I barely understood it.
    After recieving your reward, the middle aged man will run away.
    Guess he must've lost more than just the netbattle huh? I for one
    think he lost his dignity, his pride, and he mentioned something
    about 1000, hmm...
    The guy who told you to go around the place says something, and Lan
    gets excited and runs over to the guy with the unique sprite. It's
    time to netbattle!!!
    Or not, the ship suddenly shakes for some reason. Then the trouble
    music plays, that can't be good. Did we hit an iceburg, or did we get
    invaded by pirates?
    Head to the gray door. Aw, god damnit, stupid numbers.
    Here's the damned thing, took me some time to find it.
    Buy entering the above code, the gray room has been unlocked.
    Proceed. As you pass the bottom of the stairs, a cutscene is
    triggered. Examine the last machine, you are now able to plug in.
    Do so, and you are now in a new area. Guess what, it's another
    cutscene, Protoman walks right up to the purple navi, and that freak
    runs away. Follow him. The middle contains a BMD, 400zenny, kinda
    little, but it's free.
    At the top, there's a Mettaur virus, but my battle had no mettaurs
    CannonEX x2
    Handbomber x1
    After you're done eradicating those things, go into the portal.
    Where in the net are we?!
    Oh well, where we are is NOT important, just head toward the right,
    head up, and left to recieve some sort of subchip, which I know isn't
    a HP recover subchip because the recovering subchips are at the top
    of the list. 
    Well, after getting the subchip or not, keep going forward and 'talk'
    to the mettaur to start up a battle.
    TankCannonEX x2
    Fan x1
    Take out the trash and keep going. On the left path, it leads to a
    RegUp 2. Goodie, after that, keep going.
    Talk to the virus to start up a battle.
    Squiddrill EX x2
    thing in water tornadoEX x1
    Delete them and move on. Ok, this area is different. Where are we?
    Trying to move anywhere results in you finding that purple navi.
    What a waste of time, both of us plugs out. Then we hear the trouble
    music get stopped, and some guy with that mugshot we saw earlier
    before the purple thing plug out runs off. Lan then trys to follow
    after, Protoman then says something and Lan stops to listen.
    Afterwards the ship music returns, and it looks like we can enjoy
    our cruise, right? Wrong. Well, you remember that we got forced
    out of that certain area, right? Well, head back there.
    The top right corner of that room contains something, I have no
    idea what it is.
    Grab that item, plug out and head to where there was a guard, hey,
    it's a party. The top right area contains some food. Mmm.
    Talk to everyone, and a cutscene will take place. Everyone will be
    in front of the stage for some reason. The guy at the top says some
    about 3. Then Lan says some stuff, and I see '0' and 8. Hmm.
    We then look in the net, and see 8 navis, 2 on each side, guarding
    something, that thing must be important if it needs that much guards.
    The lights go out, 8 navis are all sprawled on the ground, and the
    item is missing. Guess who's going to have to solve this mystery?
    We have to. Lan goes and questions some white guy near the exit.
    Everyone else questions some middle aged man. Not to mention the
    person who ran off is also here. Lan runs to him, probably to
    accuse him of stealing the item, whatever it was. Next the guy
    on stage jumps off and gets real close to the accused man.
    Inspect absolutely everything, even the tables and mirrors and talk
    to everyone in the room, and if you want, the clear thing can be
    plugged in to. At the top, Protoman is unable to access that BMD,
    must be a HP memory. 
    After checking out everything and speaking to everyone, you'll be
    in another cutscene. This game has a lot of cutscenes doesn't it?
    You'll then be confronted with 3 options, just keep choosing.
    I just kept hitting the top option. Done with that stuff?
    Head to the boiler room. Check that ladder. Hey, we're outside, now
    what happened to poor blonde here? Try to help him, and you'll
    enter a cutscene.
    After you're done with that, head into the captains room.
    Hey it's that pirate, err, I think that's the guy that caused this
    mess. Lan then plugs in. We then have some sort of gauge, judging
    from the sounds I hear, and the enviroment Protoman is in, it's
    probably some sort of air gauge. This is ridiculous.
    Onward with the drowning process. Heading forward, if you run out of
    air in the water, your HP will drop. Hit the whirlpools, and you'll
    lose air. Good fun eh?
    Wish Capcom would stop putting us through these things.
    In this area, we have a submarine virus which acts like Bubbleman
    from MMBN 3. Annoying, well, live with it. Air bubbles replenish your
    air supply, but it's not a endless supply. Certain panels teleport
    you out of the water, good if you're low on air.
    Anyway, grab the BMD, maybe a Yo-Yo F in another BMD, remove the
    purple wall, and head on through.
    Keep going. Grab 2 BMDs, 1 is near a portal and a whirlpool and the
    other is not that protected.
    Next area, what the...Underwater waves? Just when you thought it
    couldn't get worse. Fight against the wave by using the run function
    against it. Luckily, there are breaks between waves. Near the first
    wave you see, is a BMD for Megaman, skip it and keep going. 
    Grab the key, and use the portal to get to the surface.
    Go for a swim, and do the usual. After getting to a certain part,
    you'll be rewarded with a RegUp 3 and some air bubbles nearby. Mmm.
    Grab the BMD, and use the portal to get out. Head to area 3.
    This area has twisters that move. It's more annoying. Aw no.
    We need Key Data A, B, and C, C is somewhere on the right most area.
    Also, it's the return of the annoying electrical satilite. Obstacles
    such as rockcube make it go into orbit.
    Near where you got Key Data C, exists a wavelike force, get past it,
    and acquire Grass Seed A. Next item up to get is Key Data B. After all
    that annoyingness, go past a few more of those things to get Key
    Data B. To the leftmost area, contains Key Data A.
    Unlock the gate. Area 4. Capcom must love annoying people with these
    things. Plug out if you run low on air. Don't worry, we already
    cleared the doors and they won't regenerate.
    Within area 4, there's a BMD near the start, it says something about
    the map, once again, I have no idea, just grab it. Argh, bomb boys
    have returned, and are underwater too. Ok, Capcom's definitely on
    drugs. You'll love using vulcans on them.
    This place is very confusing. Just look around for Key Data, if you
    run low on life, plug out and plug back in. 
    After getting washed to places, then ashore, heal up, via the cheap
    way, plug out and back, or using chips in battle, or the most
    expensive way, using subchips.
    Unlock the door, and go fight Napalmman.
    Pop-Up machine gun-Pops up out of nowhere and fires.
    Flying fire grenades-flys them around the place, exploding in a
    cross pattern leaving the spot where it landed safe when it blows
    How strange, we fight a fire navi within a watery turf.
    He's also a LOT weaker than his MMBN 2 version.
    Cool him down with aqua chips, and after you're done with this
    talking trashcan, we then see some dialogue, and then get forced
    Forced out of not only the net, but the ship as well. 
    Anyway, go to where we saw 12 navis, incase you forgot where it was,
    think island area 2, and where a blue gate used to be.
    We then enter a cutscene.
    The gauntlet of 12 all comes in, because you're here.
    Napalmman comes in and gives us a nice display of fireworks. ^_^
    Then all 12 blows up together as if they were in synch :).
    Save and enter.
    4b. Save Megaman!/Mission 4 (Day 4)
    Target turns-10
    Dark Holes=5
    Turn 8 or less, Full custom gauge chip
    Turn 9-10, Anti Navi M chip
    Turn 11 or more, most likely zenny.
    This time, we have to assassinate...Megaman? No, we can't, Capcom
    won't let that happen, right? They still want our money.
    Probably going to have to weaken him, then force him back to our side.
    Anyway, we have a new team member, Napalmman, and as always, kicking
    enemy azz results in them weakening, and in this case, a lot.
    Now as for Napalmmans overall. He starts with 300 hps, and when we
    fought him, he had 800, WOW, we must've beat him hard, his other
    versions in the 1st and 2nd games had more HP. His special ability
    is the flaming grenade, which explodes in a star pattern, can take
    out a total of 5 panels, seems very useful, but in battle, if you got
    surrounded, then it's not as useful. In battle, he has a fire vulcan
    which only LOOKS fire elemental, also means he has no charged shot,
    also holding on the buster button means you'll spam it since it stops
    when you stop. Since the area viruses can sometimes have some bomb
    boys, vulcan can be cheap fun.
    His special looks like this (N--x-
    X-where is lands
    Looks good eh? It kinda is. If that thing lands on a enemy, only that
    enemy gets hurt, but if it lands on a empty square, then all 8 panels
    around it takes damage.
    Just remember to keep Napalmman out of the water. Water panels hurt
    This mission is quite easy, because of Napalmmans special ability.
    Mega(crap)buster-uses his buster, can spam it like you can spam yours.
    Hurts for 1 damage per shot, but can do it like he maxed rapid and is
    firing at close range.
    Sword-Uses the sword chip
    Quake-Throws a minibomb which morphs into a quake virus and attacks,
    gone after that.
    He is weak, by the time I got to him, I had more than enough time
    and life to finish him off. I had fun with him in a buster showdown.
    He basically uses what you have. 
    After you beat him, OMG, you deleted Megaman, well guess the series
    not gonna be called Megaman Battle Network anymore.
    Just kidding, after you beat the crap out of your navi, you recieve
    your reward.
    I got a Fullgauge*. ^_^
    No navi chips, would be interesting to have a Megaman DS chip though.
    After that, it's a cutscene, Megaman says something while kneeling
    on the digital ground. He then says something, and Lan says
    something. Next, Megaman looks like he's trying to go Super Saiyan
    or something. The screen then blanks out, and we hear a shlank sound.
    He's in his battle stance. He then yanks out a Dark Cannon, looks
    like Lan is trying to tell him not to do it or something. Then
    it appears that the good side is trying to stop him.
    It's basically a fight for control of body. The good side wins, and
    collapses. Afterwards, we hear the got soul sound, must be Napalmmans
    If you liked using him in battle, you'll enjoy his soul, but wait,
    that's not all, there is more for you to enjoy using, we soon now
    have access to chaos unisons. They're basically the evil side of the
    regular soul unisons we already have, think of this as acquiring 4
    new toys for you to use. 1 minor setback, Chaos unisons require dark
    chips, last 1 turn, and can't be increased. Luckily, they're
    incredibly powerful versions of the normal union You'll be able to use
    it after a certain E-mail.
    4c. Megaman's Back (Day 4)
    Anyway, after a few cutscenes about stuff, you'll see Chaud with the
    After some dialogue, Raika comes in, I'm hoping it's not going to be
    like the last encounter.
    After the chat, edit your Navi customizer until you're happy, then
    talk to Chaud for your second folder.
    They say something about area 4. Must be End area 4.
    =Semi-Important things to do right now=
    Get/Buy the Hp memories that you couldn't with Protoman
    Test out your new souls, chaos included if you wish
    Edit your 2nd folder, or your first one since you got Rock back,
    like add some soul unison material, fire for Napalmsoul and the like.
    Ok, do the above if you want, it'll help you get used to some things,
    as well as strengthen your overall skills&knowledge, so it's advised
    to do so.
    On the way to End area 4, in End area 2, there's a purple navi who
    gives you a Dark recover 1000 H, if you choose the first option.
    You'll then enter a battle.
    Submarines x2
    Wind       x1
    Easy, they don't have any water to hide in.
    After you're done slaughtering him, head onto End area 3, you
    really don't need instructions to get there from area 2, do you?
    Yes?! Fine, it's rather short. Head northeast, don't bother heading
    to the right, it contains a inactive portal.
    Well, now that you're in Area 3, notice that this place is quite
    confusing the first time around. 
    If you chose to stay on the bottom path and head onto the northern
    path, you'll find a BMD, containing a HP memory.
    Well, head on the top path, a fork to the bottom contains nothing so
    just stay on the main path.
    The second fork leads to some house that reminds me of Japan. 
    It does lead to End Area 4 though. Don't bother going past that fork.
    It'll just take you close to the start. You don't want that. 
    Ok, now that you're at End area 4, ugh, there's that deadish look
    coming from the net. Looks so...dead. You might hate this place more
    than End area 3, lots of those 1 way panels.
    You also have a random chance of getting magnetic panels on the
    field when you enter a battle here. Magnet Soul negates the repel
    effect. Or you can just use some wood type chips. Cactus ball works
    well here.
    I actually find these panels to be fun and annoying at the same time.
    There's also a PMD here, and you've guessed it, I have no unlock chips
    to use. Also a BMD somewhere at the northern area of this place,
    containing who knows what. Hmm, I think it could be one of those Spin
    thingys. So far, if you've been following every single step of my
    guide, you should be able to spin white and yellow.
    You'll also see a currently BMD out of our reach because there's a
    Skull Gate blocking it. Erm, head over on the northern path, and
    right, not the 1 way panel to see a purple gate, here's another
    Or, choose to take the bottom path, to a portal, which is a square,
    rather than the usual circle and get transported to the one we saw
    earlier which contains nothing, seems kinda pointless so just head
    onward to the purple gate.
    Searchman appears, he looks different in my eyes somehow. Then
    the rest of the team appears. What now? Well, some dialogue, and
    Protoman plugs out. Then Searchman, followed by the rest of the team. 
    We also get forced out of the net after that. Why are we always
    the first or the last to do something?
    Why can't we be in the middle?
    Alright, go to Scilab. Get over to Yuuichirous work area, or try to.
    You'll be in a cutscene, you'll see Raika walk away from the coffe
    table. He must've been a little cranky before he got that.
    Enter the office. Check that big machine, get some data.
    Well, the islands have a new Footman.exe for you to kill.
    It's Footmanv2, kill him, don't let him beat you.
    Bouncing football-Bounces a football around your area.
    Offensive tackle-Charges toward you, like Burnermans charge in MMBN4,
    but without the burning.
    Footmans team- Calls his teammates to charge toward you like the
    sheep viruses in MMBN4. Does this at the start of the battle.
    Field Goal Kick- Kicks that ball he's holding into a 2x2 area of
    Special charge-Probably start appearing in v2 and later, charges in
    a special way into your area, and also something appears in the corner.
    Somehow, he got there, and my whole field blew up, painful. Does this
    rarely. Probably going to be doing this a lot more often when weakened.
    Take a moment to remember, how easily you kicked his butt. Now try
    doing this against a faster, stronger more hardcore version of him.
    He's tougher this time around. Try note that he has super armor, so
    unless you're going to shock him, he's not staying in 1 place.
    Well, head to where your friends was held captive.
    Another guy with a quiz, yay. Sigh, random guessing took a LONG time.
    Here's the answers.
     #1. 8(middle)
     #2. Bottom
     #3. 8(middle)
     #4. Bottom
     #5. Top
     #6. Bottom
     #7. 33(Bottom)
     #8. Middle
     #9. Bottom
    #10. Middle
    #11. Middle
    #12. Bottom
    #13. 12(Middle)
    #14. Bottom
    #15. Middle
    Your prize for this torment is a NCP. He also faints, that's sort of
    fair, after what I had to go through. My head is spinning.
    Go to Scilab, and head for the docks entrance. Before you even get
    there, you'll see Raika. Talk to him/her, I dunno. Hard to tell the
    Well, head over to that super computer in Yuuichirous place.
    It's another cutscene filled with dialogue. After that Raika leaves.
    Soon after, Lan gets something by running to the other part of the
    After regaining control of Lan, go home. Check that doghouse near the
    dining table. You get some sorta clue. 
    Get back to the mountain part of the island, plug into that 1 machine
    in the room before you climb a slope and see Meijin. Yes, that room.
    Once you're in, head east and press the A button on that east most
    Another cutscene. Hey it's one of those point things from the
    missions, we get something, not more points to use in missions,
    though that would be useful.
    We are then forced out of not just the net, but the mountain as well.
    Head to Yais boat, and select the new area.
    I'm gonna call it what everyone else does so they won't get confused
    or something.
    End city.
    4d. The House of Horrors (Day 4)
    Well, there really is no horrors in this chapter.
    If you went there, theres a plug in point near a white circle on a
    green thing. Top right side contains a Gel rain? T code which
    acts like a areagrab that does 120 if it hits, think of the chip in
    MMBN 3 and you'll know.
    Look for Raika toward the west, and check that guys desk for
    something, and once you're done, talk to Raika.
    It's another cutscene, nothing interesting, I miss a lot of stuff
    with my lack of knowing Japanese. Well, he runs toward the bottom.
    You then regain control and may want head down there, but you won't
    find him. So, just talk to that guy behind the desk.
    Oh well, who cares?
    At the bottom, there's a statue, plug in there too. Well, it leads to
    End area 2, how convienent. Well, after a long search, head to that
    house thing in End area 3. Before you even get there, you'll enter a
    cutscene, say hello to Searchman. He then says goodbye and leaves.
    How rude.
    Do whatever you want in the net, then it's time to plug out, they
    didn't force us out this time. Talk to that guy again behind the
    Enter the castle, err not a castle, some building. Well, it's
    surrounded by water, so it's a pagoda. Ok, what the hell, you can
    plug into the second to the right armor on the taller side. Well, if
    you want a HP+100 NCP, go over to the left, it's in a BMD.
    Plug out...and plug in the left most helmet?
    Weird. Now that you're in, go over to the eastmost, or right corner.
    Open the BMD, and recieve a RegUp 2. Now this is getting to be quite
    rewarding, plug out and examine the top left most armor for a
    RegUp 1.
    Go into the next room, plug into the top right one. Top, or north,
    has a BMD holding a useful HP memory.
    Ok, plug out, and go on the 2nd floor.
    Well, go past Buddha, head to the 3rd floor, plug into that man,
    well it's not really a man, it's just a statue of one meditating.
    Find a green program, and create a link to your comp. Too bad we don't
    have the P-code to unlock the security cube.
    Plug out. Head southeast, and you should be near noticing that you're
    outside, but still in the building. Find a entrance on the left side,
    and enter. Climb up to the roof.
    The roof?!
    What is Lan doing on the roof?! Oh well, go behind the left fish and
    check it for a HP memory.
    Then, after that, check out the left fish eye, then the right one.
    Cutscene. They say something, and get something after. Go home. While
    heading home, notice that the chip shop now has the chip order thing,
    I would've found it very useful, had I more money, and the knowledge
    of which chip is which.
    But I can recognize some things.
    DjangoSP for 30000?!
    Holy...well, you can buy a Numberball N for 9500Zenny, just check the
    right shelf.
    Buy it or not, use the chip trader if you have to. After getting a
    load of good stuff, or a load of crap, head home. Or do a few more
    things, like meet Napalmmanv2 in End area 1.
    Pop-Up machine gun-Pops up out of nowhere and fires, only now with
    a new one to g with the old one. 20 per hit
    Flying fire grenades-flys them around the place, exploding in a
    cross pattern leaving the spot where it landed safe when it blows
    up. 80 damage
    Giant bomb-A BIG green crosshair appears, if it locks, then all 8
    squares around it and that square will be bombed.
    This freak likes to stay on his toes a lot.
    I used a side bubble and both bubbles hit him, doing 360 damage.
    Had I been in full synch, it would've done a powerful 720.
    360*2=720(full synch)
    Nice, the possibilities of 1 chip.
    He's not hard, just, avoid using things like airshot, because his
    machine guns absorb the damage, and are like the the chess pieces in
    MMBN 3, annoying, luckily they go down to refill ammo. Too bad they
    keep reappearing like Footmans team. Just cool him down, and you'll
    win. Only problem is that he won't stand still. Or you can be cheap,
    and throw a waterseed. You remember when I said to keep Napalmman
    out of the water right? Ever tried having him step in a water panel?
    Loses hp, so you can try it, and watch him cool down. 
    Strange, I used a twister on grass, and it turned green, a twister
    on water, and it turned blue, a twister on lava, and it turned red.
    It always got strengthened when on element related panels.
    Never tried it on magnetic panels or ice panels yet.
    Twister chip=looks good.
    After you're done experimenting on him, like I was, head for a
    little thing near it, and run right, if you manage to go on
    invisible ground, you can keep going forward to a purple navi and
    buy a Dark Drill D for 3000Z, which only does 100, BUT it hits up to
    5 times in a longsword range, well, if you did everything I said for
    you to do, you should have about 10 dark chips now. 
    Alright, now for something in the future, go to a certain place
    under the main path, if you found the correct place, you can head
    down, to a new path. It leads to a portal, leading to Undernet 1.
    It's near the top left most area.
    Kill some stuff here, get newer chips, ect..
    Also, there's a new navi here, and this freak disgusts me, just the
    way he looks, and the Undernet. Both the English and the Japanese
    name sound dumb, Larkman and Swallowman, respectively.
    HP-900 (invincible while flying)
    Annoying bird-Fires out a white bird, acts like a smarter version
    of the boomerang chip.
    Angry crow takes flight!- some areas look like they're going to be
    in the area of an attack, and he flys in a weird pattern, like 8 on
    the side to be more precise.
    Flying up-Disappears, then reappears, flys toward you, and up to the
    ceiling. Has chip breaking ability.
    He likes to move, cut off his legs with something strong like a
    Dreamsword, then blow him away with a powered up twister or such.
    Note: Broken panels don't affect this freak, he has air/floatshoes.
    He is easier than Napalmman, you don't have to move more because of
    those machine guns and the bombs.
    After you clipped this guys wings, he says something. Looks like you
    can keep beating him up for Larkman S chips.
    Can you say, punching bag?
    Well, that's all you can do right now in Undernet, so plug out, and
    go behind Mayls house, and plug into the tree, YES, you heard me,
    the tree. First we can plug into a man, and now a tree?!
    Well, now that you're in, check the right side for a BMD containing
    a HP memory. After that plug out and this time, for real, head
    home, and plug in again.
    Get to ACDC area 3.
    Notice a orange-grayish navi looking at who knows what, could be the
    thing that perverted people look for on the net when they're active.
    Anyway, press the A button around the 3 by 3 area, most likely at the
    edge, a certain middle edge panel not near the gray navi. Cutscene
    number, who knows how many. Anyway, Megaman says something, and the
    screen begins shifting to the path leading out of ACDC area 3.
    >_> Don't bother asking me for answers on this matter.
    Then out of nowhere, a door magically appears in front of you, you
    manually go through. In the next second, you wind up with a pitch
    black screen. Megaman asks some question, and you can now see again.
    Wtf? Megaman, in the real world? Wern't we just in the net a few
    seconds ago? Oh well, Megaman and Lan have a little talk about
    something, and we see a human lady run by. Megaman stops her, probably
    to ask about something.
    After he's done, you then regain control. Check out the place, nice.
    However, you're still in the net. Can't enter house door, can't plug
    out either. You also may have to fight viruses on holy panels. Enjoy.
    Well, the place sure is different, a old worn down house instead of a
    chip shop. Check the whole place out, talk to the digital dog if you
    want, Dexs house not really Dexs, Yais place is a empty lot
    ready for something to be contructed there. There's also 3 Guardian
    statues, but I'm not quite sure what they're for. After you're done
    talking to everyone, another cutscene for us to enjoy. Megaman and Lan
    have another chat. After they finish talking, no we do not regain
    control yet, he runs off the main road, and sees 2 purple navis, and
    a dark navi getting joined by 3 more purple navis.
    When we can move again, kick all 6 of their butts. By now, you should
    be able to dispatch them by yourselves. They're not that hard. There's
    2 in the top corner of the area, 2 by the would-be chip shop, 1 staring
    at the 3 Guardians, and the dark navi in the same place.
    After you're done wiping them out, you'll be in another cutscene.
    Megaman'll try to exit through the house door, only to find Searchman
    arrive. You may wonder why Megaman is in his battle stance when
    Searchman is still talking, and I am too.
    Now, what you need to do is find Chaud, and talk to him. Oh yeah, you
    can always re-enter the digital past if you want, just go to ACDC
    area 3. Anyway, visit Chaud, and have a talk with him, maybe it's
    about Searchman. He doesn't really seem to care though.
    After that waste of time, go home, plug in and kill viruses for
    Zenny or chips if you want, if not, and let Lan take a nap. Annoying
    day, just regained Megaman, and a lot of other things happen.
    You can take a nap yourself if you're tired, otherwise continue onto
    the next section.
    5a. 3 Ninjas kick back (Day 5)
    While sleeping, we see Searchman confronting a dark navi, Megaman
    plugs in facing his back to the dark navi, and his front to Searchman,
    hmmm. Something weird is going on, Megaman uses his buster on
    Searchman? Megaman and the dark navi plugs out. Hmm, could've been a
    Wake up, recieve a Email or a call, I forgot which one, and we have to
    do something immediately. This is getting annoying, having a task to
    do 24/7, but let's just do it and get it over with.
    Head to End Area 3, for catastrophe strikes!
    To get there, you have a few options, option a, from home, the long
    way, option B, head to End City, and plug in at the horse.
    I went for the horse path. Now, when you're in End Area 3, head to
    the house thing. When you do get there, check that purple panel.
    Another cutscene. After reading the dialogue for sometime, a orange
    gray navi plugs in and talks to Megaman about something. You then get
    forced out of the net.
    Head into the pagoda, and examine the holographic person.
    Plug into the nearby katana, and fight a green navi in the middle to
    recieve some data. 
    You get to battle with 2 Squiddrill exs and a demonic face that uses
    After kicking him out of the way, you'll exit out of what seems to be
    a cutscene, now get out of the sword and into one of those armor
    Once you get in, go to the middle, and kick that green guys butt.
    I got to fight against 2 enemies that use Moonblades.
    After that, recieve data, get out of the armor, and into one of those
    helmets. Same drill as the last 2, kick that green guy. I got to
    fight against 2 samurai like viruses, and a bat.
    Now, after beating those things, return to the hologram, and watch
    it transform into a hologram of a samurai. Also the gate behind him
    opens up, feel free to go through.
    Keep going until you find a giant brownish statue. Interact with it
    and recieve something when you select the first option. Go forward to
    the intersection, and Lan will have to test his samurai skills by
    defeating 100, yes, ALL 100 of them dummies to prove his worth to
    Buddha which in turn allows him passage.
    First is white, easy, then yellow, then red, then blue, and last
    black. Everytime they change colors, then become faster, well for
    your sake, your control pad better not be broken, your timing and
    your hands had better be good.
    Everytime you manage to hit them, it looks like a charged buster shot
    just hit them.
    If you managed to smack all 100 out of the way, Buddha moves to open
    up a new path for you. Now, get to the roof for a cutscene.
    Some guy at the top is hyperactively afraid and runs away. Plug into
    the left fish.
    Well now, the music here reminds me of those restaurants down in
    Chinatown. Course, you shouldn't bother finding me, or that place,
    most likely for most people reading this, I'm too far away from you.
    Ok, this is strange, you need red ninja programs to get you past
    those spears. Those Ninja programs will use their ninja speed to get
    to the button. Based on this ninja disarming traps stuff, prepare to
    hate this part of the game like no other.
    Once you get to the 2nd green program, there's more, ok, we're both
    currently wondering what the white program does. We know that red
    has speed. If you continue onward, you'll see a blue one. You should
    keep the silver one. Once you pass the blue ninja, head right and
    keep going to recieve a BMD containing a speed+1 ncp.
    Now, head left to the 2nd trap. Hmm, it looks like silver is a
    jumping ninja. Take the blue one, and try not to lose him, he is
    a floating ninja. Keep the blue one by trading him once, then
    taking a lap around to get him back. Then do it again with the silver
    one. Now take a step forward and watch him fly to it. Next one, do
    some traveling, so that you wind up with the red one. At the left of
    the silver one, there is a HP memory available for taking. After you
    use the red one to disarm the trap, head onward.
    Sigh, area 2. First you'll need to wind up with a silver ninja.
    Do a lap or 2, and move on to the next. For this one, the red one
    will be appropriate. There is a RegUp 2 near a red one.
    Get the red one, and if you can't, just remember to avoid touching
    the blue and silver ones along the way. Anyway, touch the red one, by
    going all the way to the back, if that doesn't work, somethings
    screwed. Once you do, go to the top, and run some laps.
    After getting past that, the next one is simple, grab a blue ninja,
    and go around the red ninja.
    Disarm the trap, grab the silver ninja, and head north. You should
    know the drill by know, grab a ninja, trade a ninja in a lap, finish
    the lap and get him back, and free access to your destination.
    There's a upgraded version of Energybomb chip C somewhere near it.
    Now, for the next one, you'll need 2 red guys. You already have
    enough experience for this.
    Get past that, and learn that there is area 3, oh goodie. >_>
    Area 3 needs you to get 2 red ninja programs. There's also a HP+100
    NCP somewhere on the right side. Then after you get past the spears,
    you'll have to get past the...water. Also a spike trap nearby, get
    and use a silver ninja. It has a HP memory as a reward. You'll have
    to get past the spikes to access a blue ninja, total 2 you can
    currently access.
    Now then, area 4, we're almost done, let's keep going. Knowing
    Capcom, the last area is gonna be somewhat confusing. You'll need 3
    red ninjas. When you're finished, you have to do another one. Enjoy.
    This time, we have to get 3 blue ninjas. There's a RegUp 2 somewhere
    around here. Grab it if you like. If you keep going past the blue
    ninja nearby, you'll be able to keep both your ninjas. There's a
    Slasher R chip near this place if you're interested.
    Near that place is the final blue ninja we need. Head to your right
    to see it. Unfortunately, we need 2 silver ninjas. Just get them and
    move on. What a coincidence, a silver one is near the spiked trap too.
    After watching your silver ninjas get past the traps, grab the rest of
    the blue guys, go around in circles a few more times to the nearest
    green program and open the path to...
    Area 5!
    Nah, it's actually Searchman and a cutscene, now, after all this
    annoyance, feel free to take out your anger on him.
    Attacks-Suspiciously familiar from MMBN 4.
    Rolling grenades-Rolls a grenade, explodes in an X shape.
    Aimed shot-You'll hear a tink like sound before he fires, move to
    He's easy, very easy for me, as I used a powered up twister to take
    out about 500 of his hit points. Since he doesn't have the super armor
    NCP in him, you can use a multihitting chip, like SuperVulcan and not
    worry about him moving out of the way, the thing is, you gotta time
    it first.
    Well, after Searchman loses to us, 2 clones, both looking like the
    real deal comes in. They're just looking really stupid standing and
    jumping there, and after they're done doing that, they get deleted
    by the real deals, and it's time to move on.
    You'll notice Raika near this place, he says something about 4, End
    area 4?, and guessing from the fact that we just fought and won
    against Searchman, there's gonna be a mission soon.
    Get out of the tower, and plug into the statue. Hopefully you still
    know the way, I kinda forgot it. Buy chips and Hp memories if you
    need, then make your way to End area 4, where the team met last.
    Incase you forgot which was the correct way to get to End area 4 from
    3, try remembering the pagoda. Yup, we have a mission, see the color
    of area 4? Yea, it all points to mission in area 5. Besides it's not
    that bad, we'll wind up with SearchSoul, which would be good if it's
    similar to its counterpart MMBN 4.
    At the gate, another cutscene. Searchman unlocks the gate, Protoman
    and Gyroman have a chat, the team runs on through and Gyromans not
    coming for the mission. You on the other hand, are. 
    5b. Liberation mission 5 (Day 5)
    Target time 9 turns
    Dark holes=5
    Our target today is...Cosmoqueen, err Cosmoman.
    Face looks somewhat similar to a Yu-gi-oh card called Cosmoqueen.
    Well, if you want bugfrags, you can actually get some out of item
    panels, and there's so much here.
    Now, about Searchmans and his special abilities. His HP is nothing
    special, starts off with a crappy 300, while my Megaman had 540hp at
    that time, not counting NCP adding to that amount. His in battle
    charged buster is somewhat useful, his in battle chip is ok, you'll
    have to time it to make good use of it, it's a satellite that hits
    like a cross.
    The range is something like the above. "x" cracks said panel, "-" is
    squares that take damage too from the shockwave.
    His special ability, which looks like it checks 3 panels, also disarms
    traps if you manage to clear it. Also frees the items trapped in the
    panels if you are successful.
    Now for the field, there's a LOT of item panels here, some which
    paralyze you for a turn, others, which just seem to hurt you for 50
    are annoying. There's 1 near where you start.
    Cosmomans out of battle attack hurts for 80, not good.
    Also, if your technique isn't considered really good, and one of your
    teamates loses all of their HP, they'll be in recovery mode, takes
    about 2 full turns to recooperate, while if you didn't lose them, you
    would regenerate much more HP by having them sit around and select the
    bottommost option to recover life. This is the preferred way of
    recovering hit points rather than going into a battle and hoping you
    get some recovery chips.
    Oh yeah, a few hints about where to go, head for the left, it has a
    Second key is near Cosmoman, at the rightmost place.
    3rd key, Searchman can clear a panel and another 2 squares away with
    his ability.
    Or, you can go find Megaboys maps, it's very useful, if he ever
    manages to shrink the file size.
    Ring of Saturn-Throws a ring, lands down, and it looks like its
    trying to orbit around something. Takes 4 spaces.
    Satellites with rings-Self Explanatory, plus he can throw it in the
    Fairy Meteor Crush-A black hole opens up and drops a meteor, range is
    a cross.
    Meteor shower-fires lots of meteors out from the back row.
    This guy isn't hard, you have 5 navis, and with Protoman alone, I took
    out 690 of his life. However he can recover about 300 every one of his
    turns. Still not enough to save him. He's easy, just paralyze him and
    unleash a powered up twister, I would've killed him with Protoman
    alone if I didn't miss that shot. Also, there are bonus panels that
    can help for some extra damage.
    I got Cosmoman Q for that mess up.
    Well, after getting rid of that space trash, we'll be in a cutscene,
    Magnetman tries running into a purple firewall a few times, which
    might work if it was Footman, he can probably tackle better, and he
    has a team too. The team plugs out afterwards, Megaman and Searchman
    go last, you get the good ol SearchSoul as a reward for all this
    Now, about SearchSoul, it's the same as its counterpart in MMBN 4,
    only to use it in this game, you don't sacrifice Invis chips, you use
    aiming chips like MarkCannon.
    Another cutscene with Dr. Regal scheming something.
    5c. Undernet (Day 5)
    We start this cutscene off with Lan and Mayl having a chat, Dex and
    Yai come in a short while afterwards. Then some girl with a unique
    sprite comes in and bugs Lan about something, quickly followed by
    Chaud calling Lan for something.
    Email from Chaud about something.
    Chip shop has 3 new chips
    Quickgauge Q(H,W,*) 10000z
    ? K(E, W)           12000z
    Death Phoenix D     25000z
    So costly, especially the Death Phoenix one. I wonder what that chip
    between Quickgauge and Death Phoenix D is.
    Buy stuff if you want, use the chip trader if you need to, and head
    to Chauds, Raikas doing something at the lab, when you get there, it's
    another cutscene.
    Well, due to the fact that I forgot what it was about, hey I didn't
    touch the guide for more than 2 weeks. Gimme a break here.
    Whatever that was all about, find a plug-in area that leads to the net
    and plug in. Now that you're in the net, find and enter ACDC area
    3. Once you've entered, find the portal to the past.
    Now that you're in the digital version of the past, head to where the
    dog used to be. Another cutscene in which Protoman shows up to tell us
    something. He goes away after. Whether he plugs out or runs away, I
    forgot, so just plug out and talk to Haruka to get something.
    This cutscene Haruka goes somewhere and returns with something. From
    my guess, that black screen with the Japanese characters might mean
    10 minutes later, but luckily for us we don't have to wait that long.
    Well, you get something for all that waiting. You also get an E-mail,
    and someones P-code in it.
    Now, go over to Oran island, and/or test out SearchSoul and other
    goodies you have.
    When you get to the island, head over to the cave, and speak to the
    old man outside past the stairs. They have some sorta conversation,
    and once you're done, continue going in the cave, and if you go in a
    way that makes you wind up outside and you're near a crane like
    thing on the west area of the mountain, speak to the guy near it
    which looks like one of the freaks that kidnapped Yuuichirou.
    Freak face here asks you if you want a Nebula ID for 3000zenny, well
    I figure that he works for Nebula, looks like one of those Nebula
    geeks, and him trying to sell you some ID means that if you pay
    3000zenny, you will have a Nebula ID. What's so special about this
    Well, for starters, it allows you to open up those skull gates you
    may have come across.
    From what I could find,
    ACDC area 1-HP+200NCP
    SciLab area 4-Magnum V
    Oran Island area 2-Hp Memory
    End area 4-Some sort of NCP
    Undernet 1-Dark Plus *(A dark chip)
    If you did happen to buy the ID, you might as well grab all those
    items, besides, Dark Plus * adds 50 to the selected chip, and it helps
    you get closer to finishing off your collection.
    Anyway, plug in somewhere and make your way to Oran Island 2.
    There's a secret path somewhere leading to Undernet area 1.
    Didn't I discuss something about Undernet earlier?
    If you actually go to Undernet area 1, and find Larkman, you'll find
    he's a bit tougher this time around.
    HP-1200 (invincible while flying)
    Annoying bird-Fires out a white bird, acts like a smarter version
    of the boomerang chip.
    Angry crow takes flight!- some areas look like they're going to be
    in the area of an attack, and he flys in a weird pattern, like 8 on
    the side to be more precise.
    Flying up- Disappears, then reappears, flys toward you, and up to the
    ceiling. Has chip breaking ability.
    Same as last time. Only his attacks like everyone elses hurt more.
    Also he's a bit faster, tougher, so timing is more essential here.
    However he shouldn't be a problem, by now you should be able to make
    good use of your souls, and chips, you should have taken a liking to
    some, and therefore developed a strategy or 2.
    Since there is always the possibility of a person having difficulty
    with this...bird like thing, I'll provide a strategy.
    He has no super armor NCP on, so powered up multi hitting chips,
    such as twister, or super vulcan can remove a good portion of his
    hit points, and as for dodging his attacks, there's about less than
    a split second before he shoots the bird. Paralyzing works well,
    folks. I found that paralyzing him before opening up my custom gauge
    to use my twisted combo guarentees good damage. Just remember to
    always move out of the way when he flys up high, you wouldn't want
    your 5 chip combo to get wasted along with your hp with 1 hit now
    would you?
    After beating him up a few times for practice, well I did, or vice
    versa for you, plug out, or beat Larkman up some more.
    Plug out and head into the caves, there's some sort of device above
    the main entrance, it leads to Oran Island area 1, and to some
    orange colored navi, speaking with him/her, whatever this thing made
    from data is gives you some P-code.
    Go to Scilab, the real world, and plug into some thing in the same
    room as Chaud, man my vocabulary needs work. Speaking to the second
    green program you see asks you a question, and based on the results,
    to sum it up, he asks you if you want a link to Chauds HP, the first
    option is yes, and the other means that talking to it was a waste of
    In case you forgot where Scilab area 3 was, it's the place where
    Gyroman joined you to blow away Cloudman.
    After searching around for a while, near where you killed Cloudman,
    there should be a security cube, and something you have should be
    able to unlock it. After you unlocked it, and have entered, you'll
    notice that if you move along the right side, and head toward the
    middle, there's a BMD that contains a RegUp 2.
    Ok, now that you've gotten that, or not, head south, and into the
    portal, you'll be in a formerly unaccessible part of ACDC area 2.
    Talk to the orange-gray navi, and recieve something for finding him.
    He says "4" somewhere in his message. Due to mostly all the areas
    involving the net, it has to be somewhere there right?
    Well, you're partially right, it can't be End area 4, or Scilab area
    4, though there is Napalmman V3 on the northwest area.
    That leaves the only area which has a net like area, but not connected
    to the net, those drill things, get over there and plug into the 4th
    Since I fought NapalmmanV3, I'll just do what I usually do.
    Pop-Up machine gun-Pops up out of nowhere and fires, still only 2.
    30 per hit
    Flying fire grenades-flys them around the place, exploding in a
    cross pattern leaving the spot where it landed safe when it blows
    up, now, he cracks them. 140 damage?
    Giant bomb-A BIG green crosshair appears, if it locks, then all 8
    squares and that square will be bombed.
    Timing is much more critical here, as his HP made a big jump from
    1000 to 1600, and his attacks hurt more now, especially with his
    flaming grenades.
    Luckily for me, 2 powered up twisters took off about 720 of his life.
    After beating NapalmmanV3 or not, plug out and head for the fourth
    drill thing, look for a green program on the eastern side and talk
    to it. Go over to the bluish machine, and press A a few times until
    you get a cutscene.
    A door to the past appears magically, yay. Megaman says something
    about 11, does that door lead to 11 years into the past?
    Well, you're in the past of Oran Island. Have a chat with the digital
    people, and Megaman will tell Lan something in a cutscene.
    Meanwhile off in the distance, a dog wants heel navi meat.
    And so do you, get ready to rumble!!!
    Hand enemy Ex x 2
    Moonblade     x 1
    He's easy. If you beat any of the version 2s, this is easy. Just
    don't start the battle with like 1 hp left. After the battle, he
    stays shaking in a almost going to die position. Then he just blows
    up and dies.
    For the first time, we see the dogs picture. Megaman says some stuff,
    and tries to get closer to doggy, but he gets knocked down. Ladies
    and gentlemen, we were just run over by a dog. When Megaman gets back
    up, search the bamboo shoots, it's the only thing you can do to help
    get out of this place.
    Yet another cutscene, this time, doggy jumps out of the bamboo shoots
    and knocks Megaman down again while running away. Suddenly the screen
    shifts down, to...Blizzardman? Didn't we melt snowball boy some time
    back? Well, he has doggy in a snowball, laugh if you want, both of
    them teleport somewhere before we can defrost him, why Blizzardman
    needs some digital dog is beyond me.
    We then recieve a phone call from an official, and Megaman plugs out
    after that. Head over to Chauds office, and plug into the thing Chaud
    is staring at. By heading deep into the labyrinth, err Chauds HP,
    you'll see a cutscene.
    It's Protoman versus 3 purple navis. Megaman runs until he's about
    half a screen away from Protoman. He then says something, goes
    forward, the evil music plays, and we see 1 more purpl navi, and
    behind the 4 is Shademan.
    I swear this guy was killed at least 3 times already, twice in MMBN 4,
    and he recently was beaten by us in mission 2. Well, since this dork
    and snowball boy are back, We'll just assume that the other 2 failures
    are too.
    Anyway, Shademan, Megaman and Protoman have a little conversation,
    ending with Shademan logging out for some reason, must be to save
    himself from getting slaughtered like last time. In the back of us, 3
    purple geeks arrive to get killed in Shademans place.
    Protoman will take care of the 4 navis, and we get 3. By now, they
    should be pretty easy. From what I had to fight, may or may not vary
    from person to person, and version to version, here's my battles in
    Team Protoman.
    Submarine   x2
    SubmarineEX x1
    Samurai x2
    Fan     x1
    Mask-like virus x1
    Woodnose EX     x1
    Satellite       x1
    After the last battle, watch the fireworks display made from all 7
    of the opposing navis blow up together. Beautiful, isn't it?
    After that battle, Megaman and Protoman have a little chat, plug out
    afterwards, Protoman first, why are we always the last? Then it's their
    operators turn to chat.
    When they're done, Lan recieves an E-mail. This E-mail is from Lans
    (girl)friend Mayl, and she sends him her love in the form of a chip,
    Roll SP R. I'm kinda joking about the love part, but who knows, there
    could be a deeper relationship here that we can't see.
    Head to the chip shop and speak with Higsby. If you don't know who he
    is, just find someone with some messed up brown hair with glasses on.
    After you're done talking to him, head to End area 3, easiest path is
    in the statue. Once you're in there, head to the pagoda, and check the
    back of the place for something. When you've grabbed that thing, plug
    out, and head over to the chip shop, and if you didn't use the chip
    trader for a while, feel free to do so, otherwise enter in all the
    Numberman machine codes that you find useful, believe me, some of them
    Once you've done enough and are ready to move on, talk to Higure.
    Another cutscene, this time, it appears to be slightly interesting as
    Higure says something and gets all the customers and window shoppers
    to leave. Then we head over to the Numberman thingy, and says
    something like "Open Sesame" and it opens. Both of us head in there,
    and man, all those boxes are sorta being walls. From what I see,
    there's a chip symbol on some of those boxes, I wonder if they all
    have chips in them.
    Higsby and Lan go on through, and we discover that this looks
    similar to Chauds office, only less organized and clean.
    Dunno what happens next, but Lan runs up to Higsby extra fast to tell
    him something. After they finish their little conversation, the
    Scilab music is playing...in the now not so secret office?
    Now that Higure and Lans conversation is done, it's time for Lan and
    Chauds conversation, he mentions End area 5. When you can move Lan
    again, check that middle computer and recieve an HP memory for being
    such a thief.
    At End area 4, we can have a match with the newest recruit.
    Remember this is optional, but I did it for the chip, and he was fun
    to kill. Oh yea, and the chip is the same as in MMBN 4, it requires
    Attacks-Mostly similiar from MMBN 4 and past version.
    Rolling grenades-Rolls a grenade, explodes in an X shape, now faster.
    Aimed shot-You'll hear a tink like sound before he fires, move to
    avoid. 20 per hit
    Invis-He's learned this and can use a new trick this time.
    This guy has learned to use a combo, Invis+aimed shot. Remember,
    just because he used Invis against you doesn't mean you can't hit him.
    I hit him with my buster XD.
    He seems to get stuck if he doesn't have more than 1 column. However
    he can still row grenades onto you. areagrabs, triple crack, crack
    bomb, these would help you a bit. Basically anything to crack panels
    He enjoys moving after he rolls the grenades, so you'll have to work
    on your timing, or paralyze him to use powerful chip(s) to cause good
    Whether you finish off SearchmanV2 of not, head into End Area 5, after
    going near where you fought the boss, you'll se Megaman run full speed
    to confront...Medi near the seemingly unbreable purple firewall?
    We then learn that the annoying girl we saw earlier is Medis operator.
    They then talk about some stuff, Medi checks the firewall, gets scared
    and hides behind Megaman. A black cloud appears and breaks the purple
    firewall, we all know a certain navi to have that cloud. Yeah,
    the flying puffball is back. Protoman then appears, and slices
    Defeated with 1 hit? Naw, he just decided to give us a generic
    fireworks display wihle flying back the way he came. Protoman says
    some stuff, Medi says"...", then "...!", and they're all looking at
    the direction Cloudman came from, looks like he wants revenge. He's
    not dead yet, just damaged, see the sparks coming from sparky over
    Well, Cloudman says "Aaaaaahhhhhhhh!!!" or something like that,
    followed by a suicidal charge toward Medi, Protoman as usual, trying
    to act like the hero, uses his uber speed to get in front of Medi and
    raise his shield. The screen then turns white, and what we see is not
    good. Sadly, it looks like Protoman and Cloudman are no more.
    The screen then changes to the teams new hideout. Chaud says some
    stuff, and most of the team is asking questions about something
    related to the situation.
    Chaud says something that shocks Lan.
    Guess what, -WE- are the new leaders, it's like when the head of a
    corporation steps down, the 2nd in charge steps up.
    But whatever they're doing in there, we can't get back in the chip
    Since we can't get back in, there's no point in doing anything else,
    not to mention you CAN'T go anywhere else other than home.
    What is this, curfew or something?!
    To make matters more forced, we can't even plug into the home
    computer. The game developers wants Lan to take a nap, so do so.
    You can too if you're tired from all this, otherwise, keep going.
    Useless note: Medis operator, Jasmine as I believe she's called, is
    near Mayls house.
    6a. Nightmares of The Past (Day 6)
    After Lan takes a nap, we hear someone ringing the bell. It's Jasmine,
    I wonder what she wants. Whatever it is, it probably has to do with
    the UnderNet. And this will interest you, the "lockdown" is over,
    feel free to go where you please.
    Y'know back in the new office, you might notice a semi hidden area on
    the right of the computers that you can plug into. The right side
    contains Spin Pink. Useful for spinning around pink blocks in your
    NCP to fit. The left side contains a RegUp 1.
    Plug out and head to Undernet 1, and in case your memory is terrible,
    try to remember where the purple firewall was.
    Once you get there, head beyond that point, ignore the purple navi,
    he's not important.
    Welcome to hell, err Undernet area 1. Here's a cutscene. You'll
    notice a green navi running full speed trying to escape the darkness,
    Megaman stops him and asks him about something. He also asks you a
    question, which I have no idea, and doesn't appear to affect you much
    if any at all.
    As you advance in this area, I'm sure you'll notice purple flames
    flying around the place. I've had a few touch me, it turned green and
    I couldn't get it off, and it has something to do with your icon
    flashing in battles. Be careful in battles, panels are poisoned.
    The ghostly flames causes glitches, maybe randomly, as I had the panel
    crack glitch whenever I stepped off a panel in 1 battle. The next
    battle I had a dudbuster, the one after that I had a stepping problem.
    Anyway, make your way through this area of darkness.
    Now that you're in Undernet area 2, remember the evil flames are still
    around. If you head to the left and not into the portal, you'll find
    a BMD, and in it is a RegUp 3, and if you manage to find a PMD, it
    has a Neovariable sword V within it.
    Hopefully the annoyances arn't enough to really hurt you, and if it
    is, plug out, get some Full Enrgs, only 1000 each, and plug back in.
    Bugfrag dealer in Undernet area 2 has this
    Sneakrun      NCP-20BF
    Antiwater D (G,Q)-20BF(Don't buy, get * from numberman machine)
    HP+300NCP        -30BF
    Attack+30*       -50BF(expensive mega chip)
    GigaFolder+1 NCP -90BF
    BugCurse? C      -100BF(Giga Chip)
    Also, those that played MMBN 1st, aka battle network 1, remember
    Skullman and his flying bones? We have Skeletons in battle doing the
    same, and they act like the turtle skeletons from Super Mario world
    when hit with something hard.
    Well whether you decide to buy something or not, head into Undernet
    area 3. 
    Theres a attack+1 NCP in the left area, also a portal if you head
    north, if you head in, you'll find a RegUp 3. Near the portal is a
    The things you can buy from this guy.
    HPMemory-            10000z, 15000Z, 20000z, 30000z
    Northwind V(D,Q,*)-  8000z!
    Longblade L(E,P)-    9800z!
    Geddon 2 W(H,T)-     10000z
    Meteor R-            16000Z
    Northwind is kinda costly, and the code this guy has isn't very
    useful. If you're having difficulty with your NCP, save up 13000z for
    From Undernet area 3, there's a alternate path to Undernet 2, but right
    now it's a dead end, it'll open up after you beat the game. Near the
    bottom area, you'll find a PMD, holding a NCP memory expansion.
    There's also another shop, but its on the right side of this place,
    and this is what they sell.
    I'm fish-    4200z
    Custom+1-    5500z
    Jungle-      6000z
    Reflect-     8700z
    Hp+400-     10000z
    Bugstopper- 13000z
    Bugstopper makes a return, and this time, it takes 3 spaces, and can
    be bought for 13000z, this is why I told you to save up 13000z.
    You can now have 5 colors in your NCP and not have a glitch.
    Once you've bought what you needed, head up the stairs.
    Oh, look, it's Medi, behind her is a firewall, Megaman and her speak
    a bit, then get into their battle stances and it's now time to get
    ready to rumble!!!
    Flying pills-Throws 2 pills quickly, they explode differently even
    with different color.
    ways to explode...
    -explodes in a vertical or a t shape, 40 damage, causes blindness.
    -vertical explosion, 40 damage.
    -horizontal explosion, probably 40 damage.
    Hovering...things-a red and blue thing hovers about in your area, when
    they join, they make your area explode. 80 damage.
    Blue energy-throws it horizontally, it basically leachs off of your
    HP and Medi gets it, 40 damage.
    Strategy-She's easy, very easy, if you beat Napalmman V3, this should
    be a walk in the park, in fact, even the viruses in Undernet 3 are
    After your supposedly easy victory, Gyroman comes in, with music
    similar to that on the title screen, only better. Then, the rest of
    the team comes. Your members(now that Protoman is gone, they're yours
    now)each makes a little speech about something.
    After the speech, Napalmman tries to blast open the firewall, and
    -phails- just like Magnetman last time. Medi then steps up to the
    plate, uses some sort of pulse, and opens it up.
    Magnetman has guard duty, so you may have to play a bit more
    6b. Liberation mission 6 (Day 6)
    Target time 10 turns
    Dark holes=5
    Ready to learn who's our target today?
    The navi who we have to take out today is...Protoman?!
    Apparently, Cloudman didn't delete Protoman, looks like he just got
    Protoman says some stuff, and it looks like we have to smack some
    sense into him like in MMBN 4BM.
    If you're using Megaboys maps, this should be a LOT easier.
    If not, then know that key 1 is at the top of the place. The absolute
    top. Key 2 is at the absolute bottom, Gyroman really helps a lot here.
    Now, this mission will be tough, you're stuck with some weaklings.
    Megaman is an exception, by now, he should have more than 500HP, mine
    had 580, your teammates have 300(Medi), 350(Searchman), 400(Napalmman
    and Gyroman).
    As for Medis abilities, it's worse then Searchmans, Medi leaves the
    middle panel untouched with her out of battle ability.
    In battle, special ability and charged shot are both pills the charged
    shot is somewhat decent doing 80 damage, what is she, a nurse? Where's
    the syringe?!
    There's also a virus that returned, and is annoying as ever, the
    Dominerd, takes 1 damage per hit unless its mouth opens up to attack
    you, sword users shouldn't find these guys too hard, but for twister
    users getting attacked from both sides will have a tough time.
    I got to Protoman at turn 10, those Dominerds were really annoying.
    I suggest cutting them open with swords.
    Shadow paladin sword-A shadow of Protoman appears and uses hero sword.
    Basically a longer longsword.
    areagrab-same as chip.
    Shadow widesword-Same as widesword.
    Shadow shield-Blocks attacks with his shadow.
    Teleportation-Moves really quickly, then goes into your area and uses
    lifeswords. Has power to destroy chips?
    Strategy- He's tougher than when you fought him the last time, those
    swords HURT along with the fact that you don't have much space. Navi
    chips could work, as well as combos that cover wide spaces, such as
    If you find this guy too hard, save up all bonus panels before
    confronting him, have the bonus panels hit him, and follow up with
    all 5 being bloodthirsty.
    Your reward for finishing after turn 10 is 5000z, I finished in turn
    13, so thats what I got. 3 of my Navis got knocked out against him.
    However, it changed in my second run, I almost beat him up with 1 navi
    and killed him with my second.
    Slaughtering him in turn 9-Protoman B chip
                        turn 13-5000Z
    There could be other prizes, perhaps a better chip if you finish on
    turn 8.
    Ok, after beating Protoman up, or vice versa for me, we have a
    cutscene where Cosmoman intervenes and takes Protoman away via dark
    hole power.
    You also acquire Medi soul.
    Meanwhile, at Dr. Regals base, along with another cutscene we find
    Yuuichirou tied up near Regal. They have a little chat about some
    6c. Round 2, FIGHT! (Day 6)
    After whatever that was, Lan and mom are watching TV. We then see
    Dr. Regal broadcasting his ugly face all across the world about his
    pathetic plan.
    After Dr. Regal is done, Lan runs off, stops and recieves something
    from Haruka. Head out the door, watch people argue about stuff.
    Recieve an Email from the unknown, use the chip trader if you have to.
    Plug into the tree behind Mayls house, and examine the pod.
    It's a cutscene, Searchman plugs in and I have absolutely no idea why
    the evil music is playing when we're talking to him, it's time to take
    him down. Searchmans battle stance makes him look like he has diarrhea
    or something.
    Attacks-Mostly similiar from MMBN 4 and past version.
    Rolling grenades-Rolls a grenade, explodes in an X shape, now faster.
    Aimed shot-You'll hear a tink like sound before he fires, move to
    avoid. 20 per hit
    Invis-He's learned to use this and can use a new trick this time.
    Same as the Searchmanv2 dummy. Protoman DS was much harder than him,
    so if you're having a lot of difficulty with this guy, then I dunno
    how you got past Protoman DS.
    After you literally kicked Searchman outta here, Megaman procedes to
    shoot and destroy the pod.
    You then get forced out, recieve an E-Mail about Medi Soul, which I've
    already used in my battle against Searchman. After you read it, head
    to your new HQ, speak with Chaud, and head to the docks. If you chose
    to head to the lab, you'll see lots of people freaking out about
    stuff. Must be a trend.
    Head into the ship and out on the deck near the netbattle machine.
    Same thing with Napalmmans operator as with Searchman, it's time to
    du-du-du-du-du, du du du du duel, I mean put out the fire.
    Pop-Up machine gun-Pops up out of nowhere and fires, only now with
    a new one to g with the old one. 20 per hit
    Flying fire grenades-flys them around the place, exploding in a
    cross pattern leaving the spot where it landed safe when it blows
    up. 80 damage
    Giant bomb-A BIG green crosshair appears, if it locks, then all 8
    squares and that square will be bombed.
    NapalmmanV3 got burnt out some time ago, NapalmmanV2 is just a giant
    candle that needs some water.
    Ok, after you blew out his candles, Napalmmans operator is jumping for
    some reason. We automatically plug in to use the pod as target
    Plug out, head to Scilab, plug into the flashing machine, and short
    circuit Magnetman.
    North-South tackle-Get tackled from front+back, only more painful,
    so this is priority number 1 to dodge.
    Field Warp- Changes the field with extreme speed, before I could do
    anything, makes it so that you will eventually move to the middle.
    Does this if his side has no magnetic panels.
    Energy Ball- Launches a energy ball, its basically a different
    colored thunder ball with a lot more manuevering. No flinching.
    Magnet- Releases 2 magnets which can change its movement in a 90
    degrees angle once, somewhat hard to dodge.
    SuperMagnetism-A magnetic hole pops out under you and stops you from
    moving, this is a good time to hit him with something painful.
    Same fight as the Magnetman dummy. Use double crack+boomerang if you
    have trouble.
    Same scene as Searchman, Megaman breaks the pod, maybe the pods were
    controlling them. Somehow Tesla appears right next to the machine
    after that.
    Well, head to End city, and into the building. Head to the top of the
    roof and plug in.
    Remember this place? Yes, so confusing, head onto area 4, no more of
    that ninja stuff, so annoying. Also, some of the viruses are in their
    EX form here. Still nothing you can't handle.
    Gyroman pops in at area 4, when you manage to find the pod.
    You know the drill, battle routine set, execute!
    Propeller-This thing can go diagonal, or like Magnetmans magnets,
    annoying. 60
    Machine gun-He goes into helicopter mode and uses his guns.
    Twister-fires a twister, think a windy version of a paladin sword.
    Flying bomber- flies across your area, and bombs get dropped, not
    nessasarily in a row, more randomly. 80?
    Like all of his other teammates, he should be taken out with ease.
    For some reason, we don't get to blow up the pod, instead Gyroman goes
    into helicopter mode, flies over the pod and drops a bomb.
    After seeing that cutscene and plugging out, you'll recieve a call
    from Chaud. Head into Undernet.
    On the way there, you may want to fight someone that poses a decent
    End area 3, SearchmanV3 is just in some dead end on the bottom left
    area side. This battle is optional.
    Attacks-Mostly similiar from MMBN 4 and past version.
    Rolling grenades-Rolls a grenade, explodes in an X shape, now faster.
    120 per hit.
    Aimed shot-You'll hear a tink like sound before he fires, move to
    avoid. More than 20 per hit
    Invis-He's learned to use this and can use a new trick this time.
    I wasn't really prepared to face a navi with 1700 points of life, but
    I still manage to wipe the floor with him with a rank of 7.
    Fight him or not, head into Undernet. It looks less...red. No more
    ghosts too to toughen your battles.
    In Undernet 2, there's a dark navi, says something about 5, and asks
    you if you want to kick his @$$. I had to fight 2 tanks with 300hp
    each with a wind virus with 210. I earned nothing, dunno what that
    battle was for.
    In Undernet 3, by checking the right area, you'll find ProtomanV3.
    Before doing so, I highly suggest you save NOW, if you're planning on
    facing him. This battle is also optional.
    Widesword-Can jump in your area and uses a widesword slash. 140 per
    Has a protoshield to block your attacks, now activated a bit more.
    Uses a paladin sword slash, hits up to 3 spaces forward. 140 per hit
    Don't be fooled by the fact that he's not DS, he still has skill, and
    like every other version 3 that was fought so far, this one is a lot
    faster than the previous versions.
    Paralysis+heavy hitting combo that hits a large area is your best bet
    on taking him out fast. 
    That or navi/time freezing chips.
    Most of the time I tried hitting him, he always seemed to be able to
    pull away from the rest of the hits. You're very likely to die against
    him, each hit doing 140, twister users just can't win since it doesn't
    cover range, same goes for vulcans, so use stuff like anti swords,
    since it retaliates with 3 slashes, 100 for each.
    Your reward for killing him is Protoman B chip.
    You'll get a ProtomanDS chip if you S ranked him.
    Now head to where you fought Medi, there's her clone. Scrap her if
    you want to, and it shouldn't be too hard if you somehow managed to
    beat ProtomanV3.
    Flying pills-Throws 2 pills quickly, they explode differently even
    with different color.
    ways to explode...
    -explodes in a vertical or a t shape, 40 damage, causes blindness.
    -vertical explosion, 40 damage.
    -horizontal explosion, probably 40 damage.
    Hovering...things-a red and blue thing hovers about in your area, when
    they join, they make your area explode. 80 damage.
    Basically the same as the other version 2s, just time your attacks,
    and be a bit more careful. Use the same strategy you did last time
    against Medi. You honestly don't need strategy to beat her.
    For such an easy victory, you earn a Medi M chip.
    After that, head into Undernet area 4. Head to where we saw Protoman
    The place is pretty empty, so just head on through.
    See the special pod? Check it out, and enjoy the cutscene. Megaman
    shoots it, and fails miserably. Protoman comes out of the darkness,
    and destroys it with 1 slash.
    We are not impressed.
    We are still not impressed when he uses his jedi power combined with
    the darkness to push us back. Something happens resulting in Protoman
    looking messed up, and it turns out to be Medi, she then gets closer
    and uses her power on Protoman.
    With that and some text, a new navi comes in, no, he is not an enemy,
    he is Colonel, from the other version. Then it appears as if Protoman
    is repulsing the beams, much like the vampires would in Boktai 2.
    When the purple cloud appears, Colonel uses his uber speed and knocks
    out Protoman. Megaman uses his puny buster and destroys the cloud. We
    are now impressed :)
    Then the screen turns dark, then it comes into view again, Protoman
    has been cleansed. Proto soul acquired, we are now very impressed :D
    Screen turns white, we lose our leader status :(
    Oh well, Proto soul should do more than compensate.
    Screen turns white soon after.
    Then we hear the normal music, Lan&team are having a team meeting.
    Go home, and have a cutscene. Recieve something from mom. Lan heads
    up to his room.
    6d. Protoman's back (Day 6)
    When we see Lan again, either he didn't go to bed, or he got up
    Recieve an Email from Chaud, he explains how to use Proto soul.
    Well, here's how to use Proto souls best chip, learn how to do 480
    damage with a special button combination with Neo Varsword, and
    double the damage by charging it up which can cause up to 960. For 1
    chip, that's pretty nice.
    Alright, head to Scilab area 3. A shortcut to Scilab 2 is from Scilab
    where the only place you can plug in at Chauds previous headquarters
    Once in SciLab area 3, Check the back area. It's the little 3x5 area.
    There should be a cutscene. A flash of light, followed by a door to
    the past, followed by us going through manually pretty much sums it
    up. We now see Tadashi Hikari, and the other guy who I believe to be
    Dr. Wily. After some text, Tadashi walks out the digital door, while
    Megaman moves out of the way. Same happens with Dr. Wily. Followed by
    a plug out.
    If you want a RegUp 1, check out the bottom of the corner of that
    place after getting plugged out.
    Head home, take a nap.
    7a. Destroy Nebulas HQ (Day 7)
    After getting a few seconds of shuteye, head over to Higure-ya, it's
    the team, either waiting for you, most likely because you're probably
    late, or something's wrong with the chip shop. Speak with Chaud to get
    the cutscene going. Chaud mentions 3777, due to where we're going, I'm
    guessing that number is feet. Also, there's a helicopter waiting for
    us too.
    Aw, lookie, Lans friends are here to see him off. Mayl steps forward
    to say something to Lan. If you havn't guessed the meaning by now,
    something must be wrong with you.
    Screen darkens and when it's clear again, we can see ourselves in what
    appears to be the insides of a volcano?!
    Only volcanos I know of in Japan are Mt. Fuji, and that's it.
    Now, screen shifts to the right, showing us a glimpse of Nebula base.
    The tower cannons do not impress, or intimidate us. 
    Music here is kinda weird, told ya Capcom was on drugs.
    Gyromans operator goes off on to scout, 10 minutes later, we recieve
    a phone call or send one. No response? Obviously since Capcom isn't
    mean enough to have him pushed into the flaming pits of Hel-err the
    volcano, he's probably kidnapped or his cell phone is broken.
    When the cutscene is over, follow the path, and head right when you
    see stairs. Appearently, 5 members of your team are scared. It's up to
    you, so head on through the nearby door, examine the chute. The rest
    of the team caught up, with Chaud in the lead.
    Ok, so we're all waiting for him to move on, but we find 2 doors.
    Chaud gives us a Delta Ray Edge Z, nice, and runs off with Jasmine.
    Go into the door with the red thing above it. Cutscene with... what
    is that thing? Oh, a dark chip machine, and damn, it can produce.
    Go ahead and plug in there. At the top corner lies a dark chip for us
    to have, Dark Circle R. After finishing off your dark chip collection,
    plug out, and go to the right side. Those dark chips look like the
    tic tac candy with a different color in the boxes. Going near the red
    beams means a cutscene. Teslas already there, ready to help disable
    the system, but needs your help, you automatically plug in.
    Welcome to factory area 1.
    You can switch characters with the select button, hope yours isn't
    broken like my friends one was, he's gonna have a tough time playing
    this part if he decides to buy this. Any new viruses shouldn't be too
    hard to handle. You'll need Magnetman to go over to the right and plug
    those holes in that Magnum up with a magnet.
    Special thing with this place in these battles, when you enter 1, just
    think of the times you fought Magnetman in the game, had those panels
    right? Well, now they work for and against you, as the panels are
    somewhat random.
    Megaman should head over to the left, and step on the switch. Watch
    out for bird dr-I mean digital droppings coming from above. They hurt
    for about 20. BMD here contains a Mega Cannon F, grab it it you need.
    Basically, what you have to do is alternate, stepping off 1 switch
    reactivates the gates. Before the 3rd cannon, you can go down for a
    HP memory. Only Blue boy can get it though.
    After Magnetman takes out the last cannon, Megaman can go through the
    last red gate. Once through, you'll find...Blizzardman. Hm.
    Wonder what he did with that dog.
    Snowball fury- Rolls snowballs toward you. 100 per hit
    Snow drop- Drops piles of snow on your side.
    Rolling snowbody- He's covered in snow and he rolls himself toward
    Also drops piles of snow on your side after doing so.
    Ice breath-freezes 2 panels in from of him.
    Strategy-Paralyze+hit him with super powerful attack.
    For a version 2, this guy more than doubled his HP. In fact, he
    tripled it.
    While dying, snowball opens up a dark hole and tries to suck us in.
    Snowball goes through, and Magnetman sacrifices himself for Megaman.
    Tesla screams nooooo....
    Be nice and talk to Tesla, and head on through. Now, at the second
    door, there's a cutscene. Laika gets alarmed about the Nebula geek,
    which is taken care of as Gyromans operator comes in and gives purple
    boy a piece of his mind, err fists. Lan then jacks in and now, it's
    time for what we do in every MMBN game, no, not try to take over the
    world, but to save it by plugging in to various objects and killing
    Ok, Factory area 2, Gyroman should take the right path, left one is a
    dead end right now. Find the dark cloud and examine it, Gyroman should
    change to helicopter mode, fly over the cloud, and bomb the dark chip.
    Near the blue button is a BMD with a RegUp 3 for Megaman. The blobs
    do roughly 25 damage here. Near the second cloud is a BMD with the NCP
    Oilbody, attracts fire viruses. Be on guard against apple looking
    virus in battles. Shoots seeds and makes the spot it hits into grass.
    After destroying the second dark chip in this area, have Megaman
    continue onward, skip the stairs and hit the blue button. Note-Blue
    switches mean only Blue boy(Megaman) can step on them. Yellow-Gyroman,
    you get the drill.
    Head on through the 3rd yellow gate.
    Save. Now.
    Prepare for battle after watching the dark hole swallow Gyroman.
    Claw Swing-Swings his claw, widesword range
    Noise Crush-Hits 1 panel in front of him and 3 in front of that.
    May cause paralysis or confusion.
    Flying Bat- Releases 3 bats, can turn once.
    What is this guy, invincible? We smoked him in MMBN 4, twice, smoked
    him by Django in Boktai 2, and butchered him in our second mission,
    and with all that, you'd think he'd be dead by now. Oh wait, he's
    a weak digital vampire with one strong will to live.
    With 1000Hp, he shouldn't take too long to finish off. Just take note
    that his bats act like Magnetmans magnets. Luckily, they're not as
    After you manage to defeat him, he's in a stance that sorta reminds
    me of Bass in Megaman&Bass whenever he enters a stage. He then
    provides us with a bit of a fireworks display.
    He leaves behind a pile of goo. Ugh, one of the smart things that
    Capcom did was plug us out automatically this time.
    Continue onwards to level 3, and examine the red beams. A cutscene
    will take place. Lan and the other 2 guys plug in together.
    Napalmman should advance first, his firepower is needed to light that
    door. Repeat for the next door, then step on the switch, and change to
    Searchman. Have Searchman disarm the lock. Open another lock. Have
    Megaman grab the Hp memory from the BMD though. Check a BMD that can
    now be taken which holds a RedTsunamiBall A.
    That chip requires lava panels.
    There's a blue switch in the middle of the map that takes care of 2
    obstacles at once. These are the 2 last things that your teammates
    need to take care of. It's a good thing too.
    Ok, switch back to Megaman after unlocking the place. Just make your
    way to Cloudman.
    When you do, use a Hp recover max if you need, and save before
    stepping on the platform.
    When you get to Cloudman, be prepared to take him down, preferably
    with a few Woodynose, they'll do double damage. Players in the
    Colonel version should find this guy short circuiting easily with
    Tomahawk soul.
    -Useless note, in the cutscene where you fight Cloudman, Searchman is
    watching and does nothing.
    Lotsa clouds- Meat wall made of clouds, kill them with your buster.
    Thunder cloud- Makes a cloud that will attack all its surrounding
    sides, north, south, east, west, easy to dodge.
    Thunder Storm- Disappears, then a huge cloud appears.
    Note-This guy has no super armor.
    Strategy, the guy likes to stay on the back row huh? Swords would be
    nice. Boomerangs would too. I just used areagrab and blew away his
    hp with some twisters. Or, if you don't care about permanently losing
    some hp, poke him with a Dark Lance. For Colonel players, going
    Tomahawk soul, Chaos style can kill him easily.
    After beating him up and watching the cutscene where your 2 members
    get swallowed up by the dark hole, Cloudman blows up.
    So, 4 members of our team have been taken, what are we left with?
    Megaman, Protoman, and Medi. Opposing team, Cosmoman.
    Well, go get yourself a refill of subchips if you need them. If you're
    in need of HP memories Level 1 has a plug in point which leads to
    Undernet 3, and there's a netdealer near it.
    After restocking or not, go outside level 1, plug into the big pipe.
    The left side has a BMD which has a HP memory. Get it, head to level 3
    and into level 4. There, you'll see more of the dark chip making
    machine in all its glory. Not to mention another impassable wall.
    Well, not gonna stay impassable, Jasmine enters from the right, Chaud
    enters from the left and they're going to help us.
    Protoman has 600Hp, so you don't have to worry about him going down
    too easily, Medi on the other hand, only has 400, her charge shot and
    in battle chip are both used like mini bombs which is sorta useless.
    Meaning if your folder sucks, you'll have a hard time using her.
    Anyway, Protoman should break the floating walls, you should know that
    if you remember him opening up the first mission. Medi takes care of
    the firewalls, and Megaman, well, only 1 switch and Cosmoman.
    Medi or Protoman should get the submemory on the right side.
    The other BMD contains a Recover 200 I chip.
    Make your way to Cosmoquee-Cosmoman.
    Save after your 2 teammates step on the final switches.
    Procede and face Cosmoman.
    The cutscene has all 4 navis talking about stuff. Cosmoman decides
    Medi should meet the fate of the others. Protoman teleports over to
    slice Cosmoman but Cosmoman takes a step back. It was a trap too, as a
    portal appears in front of him. Protoman gets taken, Medi tries
    running away, but gets taken too.
    Y'know, if you feel like taking some revenge out on this guy, feel
    free to do so in this battle.
    Ring of Saturn-Throws a ring, lands down, and it looks like its
    trying to orbit around something. Takes 4 spaces.
    Satellites with rings-Self Explanatory, plus he can throw it in the
    Fairy Meteor Crush-A black hole opens up and drops a meteor, range is
    a cross.
    Meteor shower-fires lots of meteors out from the back row.
    Strategy-Well, the Meteor shower is annoying when you don't have super
    armor, and use things like vulcans. Swords work nicely. As always,
    paralysis+heavy hitting combo means you're a lot closer to winning.
    After taking this freak down, he says something before dying, we then
    see Dr. Regal talking to himself. Or not, Yuuichirou is still tied up
    and on the floor continuing the conversation. 
    Step up and into the room which we saw a few times in various
    cutscenes. Whaddya know, it's another one. After it's done, you can
    plug into the topmost one to redeem a Mudwave D in a PMD. Otherwise,
    talk to the navi sprawled on the ground. Plug out, check the middle
    one. It's another one of them scenes, this one opens up a secret path
    in the right part of the wall. Also, your naviless team is here, to
    cheer you on. After that, you HAVE TO check the bottommost case for
    3 PETs, must be Mayls, Dex, and Yais.
    Before entering the stairs. If the other MMBN games taught us
    anything, it's save often. There's a somewhat tough boss just ahead.
    You wouldn't want to lose a few hours worth of gameplay, would you?
    Once you enter, you cannot step back out.
    Enter, and watch the cutscene. The team is behind you, still giving
    you their support. Lan steps up to the panel, and Regal does
    something to make a grid appear. No people, the game is not screwing
    up. Capcom may have made a mistake here and there, but this is not
    one of them. However, something is happening to the team. We are not
    affected, we are invincible due to something we have. To stop him,
    you automatically plug in.
    Run to the platform, and watch another cutscene.
    OMFG!!! It's teh ghosts of christmas past, present and futre!!!
    Not, it's just Blizzardman, Shademan, Cloudman, and Cosmoman. They're
    alive, we've killed them 2 times each, Shademans an exception, he got
    killed more. Regal has too many clones of these things.
    They figure since they can never defeat us alone, because they suck so
    much, they decide to gang up and fight us together. However, our team
    is still alive, how they got out of the portal is beyond me, Protoman
    and Magnetman come from the portal to kill Cosmoman, Gyroman and
    Napalmman want to kill Cloudman, and Shademan has to handle Searchman
    and Medi. And Blizzardman? Our friends are here for some payback.
    The 4 floating purple flames dissipate, and we are free to move on.
    This place is long too, sneakrun subchips are good to have here.
    When you get to the 7x5 platform, you'll see a blue flame in front of
    a giant portal. A bunch of dark flames appear and a giant red flame
    is formed...
    Prepare for battle.
     ///Nebula Grey///
     Flaming arch-a stream of flames appear from a panel and onto the
     next one. Goes Horizontal. 80 per hit.
     Dark meteor-Dark flames on panels appear, also attempts to follow
     Megaman DS-A dark chip appears and summons Megaman DS, uses random
     dark chip. Toned down so it's not very cheap. Meaning the dark chips
     don't hurt as much.
     Nebula Dragon-transforms into a dragon, aims, flys toward you, hits
     and cracks a 3x3.
     Grasp of fury-sends his hands to grab you, also lags the area. Does
     this when low on life, meaning 1000 or less.
     Strategy-Stay far away from mini bombs and other things that need
    throwing, stay away from object and ground based chips such as bomb
    boys chips. You don't need areagrabs in this battle unless you use
    Don't use weak flinching chips, you want to destroy the blue flame
    ASAP. Not to mention the blue flame constantly moves. Best if you use
    single strong hitters. Bubblewrap is good if your folder isn't. If I
    managed to pick the end game boss off with a buster, along with
    roughly 500 hp, then using chips should be easier. If you wanna know
    what souls buster I used, it was Gyro. Yes, this boss can be that easy.
    Not like it matters too much anyway, since you've already beaten the
    game and about to view it.
    After showing this wimp that you beat him with your fingers, blue
    flame here decides to engulf you in dark flames. Pfah. We are not
    impressed with this weaklings pathetic attempts. Megaman however
    appears to be losing to a bunch of dark flames.
    Lan says something and a bunch of flashes happen, screen then turns
    white, and in Megamans place is Hub, this is Lans brother, reborn in
    Megaman, now unleashed on Nebula Grey.
    Hub says some stuff, raises his arm, and turns the screen white.
    When it comes back into view, we see that he has locked the darkness
    within a sphere. We are very impressed. :)
    After locking that thing away, Hub reverts back into Rock. He appears
    weakened because we see him kneeling afteerwards. Unfortunately,
    Hubs efforts wern't enough to completely stop the darkness, the blue
    flame rises, rushes toward him...and is stopped by Colonel.
    He's flashing too, mustn't be very strong. Megaman tries to finish it
    off, but is too weak due what the awesome display of power. The team
    however, is behind us too morally, and physically strengthen him to
    help remove this blue trash. Colonel flies out of the way while
    Megaman prepares a charged shot. This attack is so powerful is
    destroys Nebula Grey and (crashes?) Regals Network.
    Looks like Regals network isn't the only thing getting destroyed. The
    real place is starting to explode. Colonels operator walks up to
    Lan, and says a few things, they step down, and Yuuichirou, finally
    untied goes up to talk to Regal. After Yuuichirou and Regal have their
    little chat, Yuuichirou collapses due to such exertions after getting
    untied. Regal ponders over things, and the network restarts.
    Regal grabs his head as if he has a headache and the screen turns
    *Spoilers Over*
    8a. Ending (Day 10)
    3 Days later...I think
    A bunch of text shows up, and we see Yuuichirou and the team at the
    former base. Regal shows up, and why? Capcom was on drugs I say.
    The normal music is still playing, even with Regal still here.
    Chaud dismisses the team, except for Lan. Next, his friends shows up,
    probably to thank him, as he did get the PETs back.
    The game ends like always, with Lan pluging in...
    You now get to view the credits. Partway there, we see the digital
    dog, which I wonder what Blizzardman did with him anyway.
    Chips you've collected and time consumed while playing will vary.
    Time: 37:56
    Chips Standard  -109
          Megaclass -20 XD
          Gigaclass -02
          Darkclass -12
    Press A to continue(Not shown on screen)
    Enjoy the extras, watch as Megaman falls due to doggy barking and
    Gutsman jump.
    Remember to save, folks. You will also notice that on the screen where
    you select New game or continue, there's a Protoman icon to indicate
    you've beaten the game.
    8b. Secrets/Extras (Day 10)
    You've made is this far, have you? Your folder and skills will be put
    through a brutal test in this section. You might expect to have to
    S-rank V3 navis and having to defeat their SP version, maybe even
    S-rank them. Then of course, we have more things, like missions. It's
    highly reccommended that you try to assemble a folder that is capable
    of doing lots of damage quickly.
    For now, let's take it easy.
    Go to ACDC area 1. Check the first blue square. Short circuit
    North-South tackle-Get tackled from front+back, only more painful,
    so this is priority number 1 to dodge.
    Field Warp- Changes the field with extreme speed, before I could do
    anything, makes it so that you will eventually move to the middle.
    Does this if his side has no magnetic panels.
    Energy Ball- Launches a energy ball, its basically a different
    colored thunder ball with a lot more manuevering. No flinching.
    Magnet- Releases 2 magnets which can change its movement in a 90
    degrees angle once, hard to dodge. 120 per hit.
    SuperMagnetism-A magnetic hole pops out under you and stops you from
    moving, this is a good time to hit him with something painful.
    1000 Hps more than when I fought him last, this'll be a good fight.
    Since this guy like to immobilize us, we'll could fight back by
    paralyzing him with some pill powered meteors, or other multi hitting
    chips, such as tornado as pill power will make those chips paralyzing.
    Let's tackle FootmanV3 in the Island.
    Bouncing football-Bounces a football around your area.
    Offensive tackle-Charges toward you, like Burnermans charge in MMBN4,
    but without the burning. 120 per hit?
    Footmans team- Calls his teammates to charge toward you like the
    sheep viruses in MMBN4. Does this at the start of the battle.
    They regenerate at a more annoying speed.
    Field Goal Kick- Kicks that ball he's holding into a 2x2 area of
    Strategy-Don't use obstacles, he'll literally run right through them.
    Can fake throws. Like his other forms, him charging toward a
    thunderball followed by a extremely powerful twister combo will
    take him out.
    While running around in End area 3, I got lost and trying to find
    End area 4, I met up with Searchman SP.
    HP-2000 >_>
    Attacks-Mostly similiar from MMBN 4 and past version.
    Rolling grenades-Rolls a grenade, explodes in an X shape, now faster.
    200 per hit?
    Aimed shot-You'll hear a tink like sound before he fires, move to
    avoid. 40 per hit?
    Invis-He's learned to use this and can use a new trick this time.
    Strategy-Pfah. You can see his moves. Bubblewrap allows you to live a
    lot longer. He's just a faster and more hardcore version 3.
    End Area 4 has some green program on the top floor, I answered the
    first option for both and got something. 
    After that, start filling up your library, SP chips of the enemy
    navis can be found by completing the missions 2 turns before the
    expected time.
    Blizzardman mission gives a Blizzardman SP chip on turn 5 under.
    Shademan mission gives a Shademan SP chip on turn 7 or under.
    Cloudman mission gives a Cloudman SP chip on turn 7 or under.
    MegamanDS mission gives a Full custom gauge chip on turn 8 or under.
    Cosmoquee-err Cosmoman mission gives a Cosmoman SP chip on turn 7 or
    ProtomanDS mission gives a Z-Saber Z chip, you'll have to S rank his SP
    version to get the SP chip.
    If you head to Undernet area 1 via End area 1, you'll notice a black
    navi nearby. If you talk to him, he'll ask you if you want to kick his
    @$$. If you chose the top option, hopefully you realize he has
    level 3 EX electric viruses for you to deal with.
    Satellite3EX x1-does 200 per hit
    SpaceYura3EX x2
    He gives nothing because he is weak. You'll automatically recover
    full life after the fight if you win.
    Now, since we're in Undernet 1, feel free to get ready for a rematch
    with Larkman.
    HP-1500 (invincible while flying)
    Annoying bird-Fires out a white bird, acts like a smarter version
    of the boomerang chip. 140 per hit
    Angry crow takes flight!-Some areas look like they're going to be
    in the area of an attack, and he flys in a weird pattern, like 8 on
    the side to be more precise.
    Flying up-Disappears, then reappears, flys toward you, and up to the
    ceiling. Has chip breaking ability. 140 per hit.
    Easy as ever with the power your folder should be packing by now.
    Strategy is the same as last time, doesn't look like his speed
    improved much.
    Head to End area 4. At the top floor, head south west and into the
    portal, fight a black navi there. He basically says the same things
    as the last 2. Thing is, we have a the 3 main fire viruses to kill.
    Take those out, and head over to Undernet 2, the regular long way.
    Buy whatever you need, and head over to Undernet area 3, there's a
    purple navi selling Roll DS for 3000z.
    Undernet 3, beware, you can encounter ProtomanSP randomly if you've
    defeated ProtomanV3. He's not too different from his V3 form.
    Widesword-Can jump in your area and uses a widesword slash. 240 per
    Has a protoshield to block your attacks, now activated a bit more.
    HeroSword-Uses a hero sword slash, hits up to 3 spaces forward.
    240 per hit
    DeltaRayEdge-Tries to use Delta Ray Edge on you, when you hear a ting
    sound, get away from the middle of your 3x3. Damage is unconfirmed.
    220 per hit?
    When I said ProtomanV3 was tough, think a more powerful version of him,
    and here he is. He can slice you with a dreamsword from the back, or
    the front. Use chips that cover range, like Dreamsword PA.
    Twister doesn't cut it against him without one of those music things
    to hold him in place. If your folder isn't very good, a bubblewrap
    preset as a defense will really help as his buster never works against
    Now, after you've defeated him or not, head into Undernet area 2 via
    the left way. Speak with the Golden Program to open the way to Nebula
    area 1. Opening up the Nebula area will also enchance the viruses you
    meet. If you think the enemies are too difficult, talk to the golden
    program and accept the left option to revert to normal. You'll need
    100 fragments of power, or 100 standard chips as it means that.
    Megaman asks you if you're sure about entering.
    Press B to back out and save, otherwise head in, for a mission.
    8c. Nebula Mission 1 (Day 10)
    Nebula isn't defeated yet, and it's time to purify the immortal,
    Shademan. Err, delete him, Django purifies, we delete.
    Target time-12 Turns
    Dark holes-4
    Keys needed-2
    We don't have Gyroman here or Medi, but, Searchmans ability works fine.
    It can go up to 8 panels.
    Shademans attack does 80 per hit now.
    You'll be annoyed to know that Dominerds are back, and with 220Hp
    too. Also, like the Dominerds, all viruses you've fought before
    have been upgraded. Good luck. There's also mettaur 2s. They were
    never a threat, and they arn't now. Any birdy mini boss viruses you
    see can be easily eliminated with Magnetmans special chip.
    1 Key is near your starting point, but on the left, the other on the
    right in the middle of the 3. Clear the 6 item panel row with
    Searchmans ability.
    Don't be surprised if your team members get wasted against some
    random viruses, they are powerful. I found the dark hole near
    Shademan extremely hard to beat. Let's just say it took me many turns
    to destroy.
    Claw Swing-Swings his claw, widesword range
    Noise Crush-Hits 1 panel in front of him and 3 in front of that.
    May cause paralysis or confusion.
    Flying Bat- Releases 3 bats, can turn once.
    Strategy-Same as last version, only 200 HP more. I find the dark hole
    before him 10 times harder. If you managed to beat that, this guy is
    no problem at all since you have 5 navis and 1200Hp to split it up
    equally, each navi taking off at least 240HP, and 1 turn is all you
    Alternative way, save up 4 bonus panels&hope for miniboss killers
    on him.
    After killing him, your team plugs out, and a chip comes down.
    Justice J mega chip. 280 per hit, hits for 5 times? Must be random
    Mission rewards
    Beating the mission early nets you Blackwing W. 10 turns or less
    Beating the mission on time gets you ShademanDS. 11-12 turns
    Beating the mission later gets you 5000zenny. 13 turns or after.
    Nebula Area 2. Bottom BMD contains a Recover 300 Y, I got 3 of those
    in the mission, so meh, the other BMD is a HP memory. The PMD is a
    Geddon 3 A chip.
    Hp Memory-20000zenny, 26000zenny, 34000zenny, 50000zenny
    Bugbomb R-10000zenny
    Noisestorm N-16000zenny
    V-Doll Z-22000zenny
    Blackwing W-28000zenny
    Blackwing W could be acquired in that mission we just had. But if
    your folder isn't so good, this is a alternative way to get the chip.
    To unlock Nebula area 3, we need 140 standard chips.
    Side note, if you want ds chips here and now without much trouble,
    then speak with a purple navi in Oran island area 3. He'll make your
    extra folder have ds chips as well as 3 dark chips. A great way to
    add to your library, no? Unfortunately, you can't edit the extra
    folder, but it saves you the trouble of hunting the chips down if
    you didn't get them earlier.
    Speak to a scientist in Scilab real world to recieve a RegUp 2.
    Have a random encounter with FootmanSP in Oran Island 2 if you need
    to. If you decided to head there, on the left of where there used to
    be a blue gate, the portal there leads to a black navi which will
    need to be beat up because he says stuff that is familiar like the
    He's a water user though.
    Kill him, collect the 140 standard chips required and head into
    Nebula area 3. They have a little talk and it's time to begin the
    8d. Nebula Mission 2 (Day 10)
    This time, our target is Cloudman, just blow him away, people.
    Target time: 14 turns
    Dark Holes: 5
    Side notes: Damn, those item panels are just filled with money.
    Sadly, the amount of money it contains is only mostly 100zenny each.
    Unfortunately, we don't have Magnetman or Protoman with us for this
    mission. Medi isn't really as useful as most other navis when alone.
    The first item panel you'll find is a trap, the first key is the
    bottommost panel, the second key is a item panel at a dead end.
    Incase you havn't noticed by now, Gyroman has the effects of all
    shoes, float shoes, airshoes, shadow shoes, so poison panels doesn't
    Also be careful when cleaning the middle of the map, as the item
    panels surrounding it can really hurt your team.
    Lotsa clouds- Meat wall made of clouds, kill them with your buster.
    Thunder cloud- Makes a cloud that will attack all its surrounding
    sides, north, south, east, west, easy to dodge.
    Thunder Storm- Disappears, then a huge cloud appears.
     Strategy-Same as last time, only he has 400 more Hp this time around,
    which doesn't help him much.
    Mission Rewards
    Turn 12 or under-Muramasa M Mega chip
    Turn 13 or 14-Cloudman DS C Mega chip
    Turn 15 or after-Most likely Zenny
    Now, onward to Nebula area 4, you'll notice a Golden program behind
    where Cloudman used to be, and if you select his left option, the
    version 2 viruses will become version 3. Goody, version 3 Dominerds
    making the game even tougher.
    At this point, a well thought out folder will really help, that or
    1 purple gate says you need 40 mega chips to move on, another I have
    no idea, another says you need 3 giga chips for a HP memory in a BMD,
    and that's all you can access with just under 40 mega chips.
    The gate after the 40 mega chip gate which has a BMD with a Z-Saber Z
    in it, I have no idea how to unlock it, but the gate after that one
    requires S-ranking of SP navis. To S-rank SP navis, you'll might want
    to close down the Nebula gates to ensure encounters with viruses don't
    bring your HP down too much. You'll need to have beaten the V3
    version, and you'll need a good folder to kill the SP navi 20 seconds
    or under to get a S.
    You'll also earn the SP chip of the navi you beat, and the chip will
    be powered up the quicker you kill it.
    Note, once you've beat the V3 version, the Sp version will randomly
    appear AFTER you plug back in after logging out.
    Note, if you S-Rank the V3, you'll recieve their DS chip. Also, there
    is another way to recieve the DS chip after the V3.
    Sorta useless note, in Undernet area 4, there's a dark navi who will
    give you a code -91098051- for a Gun Del Sol D. That code earns you
    Django SP D. Which, you could've gotten earlier.
    In the pagoda(real world), there's a official that'll give you a
    Hp memory for no reason.
    MagnetmanV3 can be found right in ACDC area 1. Same for Sp.
    BlizzardmanV3 can be found in ACDC area 3. Same for SP.
    GyromanV3 can be found in Oran Island area 1. Same for SP.
    FootmanV3 can be randomly found in Oran Island area 2. Same for SP.
    ShademanV3 can be found in Oran Island area 3. Same for SP.
    CloudmanV3 can be found in Scilab area 3. Same for SP.
    NapalmmanV3 can be found in Scilab area 4. Same for SP.
    SearchmanV3 can be found in End area 3. Same for SP.
    MediV3 can be found in End area 4. Same for SP.
    LarkmanV3 can be found randomly found in Undernet area 2. Same for
    ProtomanV3 can be found in Undernet area 3. Same for SP.
    Cosmoquee-err CosmomanV3 can be found in Undernet area 4. Same for SP.
    Version 3s                      SP Version HPs
    MagnetmanV3-1800HP              MagnetmanSP-
    BlizzardmanV3-1600HP            BlizzardmanSP
    GyromanV3-1400HP                GyromanSP-
    GridmanV3-1600HP                GridmanSP-
    ShademanV3-1200HP               ShademanSP-1500HP
    CloudmanV3-1300HP               CloudmanSP-
    NapalmmanV3-1600HP              NapalmmanSP-
    SearchmanV3-1700HP              SearchmanSP-
    LarkmanV3-1500Hp                LarkmanSp-
    ProtomanV3-1600Hp               ProtomanSP-1800HP
    CosmomanV3-1500Hp               CosmomanSP-
    Note, if you do S rank all of them, be sure to have activated all
    30 P.As, otherwise, you're not going to get very far.
    VI. Chip List
    Note: Some of the chips names were done by guessing, others, I've not
    found, fill me in with the names if you will.
    +None-Does no damage.                                    +
    + NSP-Not specific, may vary.                            +
    +  ??-Unknown name or chip for now, bear with me.        +
    +   *-Rarity, * is least rare, ***** being the most rare.+
    + "+"-Does more depending on S-ranking time              +
    Standard Chips List
    Chip No.   Name             Stars        Damage      Type         MB
    001.       Cannon            *           40          Normal        8
    002.       HiCannon          **          80          Normal       24
    003.       MegaCannon        ***         120         Normal       40
    004.       Airshot           **          20          Wind          6
    005.       Vulcan            *           10          Normal        6
    006.       Vulcan 2          **          10          Normal       18
    007.       Vulcan 3          ***         10          Normal       30
    008.       Spreader          **          30          Normal       10
    009.       MrkCan1           *           70          Aiming       18
    010.       MrkCan2           **          100         Aiming       27
    011.       MrkCan3           ***         130         Aiming       36
    012.       PulseBeam1        *           70          Normal       14
    013.       PulseBeam2        **          90          Normal       26
    014.       PulseBeam3        ***         110         Normal       38
    015.       TankCannon1       *           80          Normal       20
    016.       TankCannon2       **          120         Normal       30
    017.       TankCannon3       ***         140         Normal       40
    018.       Wideshot          *           70          Water        10
    019.       Wideshot2         **          90          Water        30
    020.       Wideshot3         ***         110         Water        50
    021.       ElectricReel1     *           80          Electric     32
    022.       ElectricReel2     **          100         Electric     46
    023.       ElectricReel3     ***         120         Electric     60
    024.       Cactusball1       *           30          Wood         10
    025.       Cactusball2       **          40          Wood         30
    026.       Cactusball3       ***         50          Wood         50
    027.       GunDelSol1        **          NSP         Normal       15
    028.       GunDelSol2        ***         NSP         Normal       25
    029.       GunDelSol3        ****        NSP         Normal       35
    030.       ElementalArm      ***         90          Varies       39
    031.       Thunderball       ***         40          Electric      7
    032.       Tornado           ***         20          Wind         22
    033.       Noisestorm        ***         20          Wind         55
    034.       Minibomb          *           50          Normal        5
    035.       Energybomb        *           40          Normal       11
    036.       Mega EnergyBomb   **          60          Normal       30
    037.       Crackbomb         *           80          Normal       18
    038.       Paralyzebomb      **          90          Normal       34
    039.       Resetbomb         ***         100         Normal       50
    040.       Quake1            *           100         Breaking     10
    041.       Quake2            **          150         Breaking     25
    042.       Quake3            ***         200         Breaking     40
    043.       Bugbomb           ***         None        Normal       30
    044.       CannonBall        ***         140         Breaking     30
    045.       BlkBomb           ****        210         Fire         55
    046.       Geyser            ****        200         Water        38
    047.       Lavaseed          **          None        Normal       60
    048.       Waterseed         **          None        Normal       28
    049.       Iceseed           **          None        Normal       42
    050.       Grass seed        **          None        Normal       24
    051.       Sword             *           80          Sword         9
    052.       Wideswrd          **          80          Sword        16
    053.       Longswrd          ***         80          Sword        25
    054.       Wideblade         ****        150         Sword        38
    055.       Longblade         ****        150         Sword        40
    056.       CustSwrd          ***         NSP         Sword        20
    057.       Varsword          ****        160         Sword        60
    058.       Slasher           ***         240         Sword        18
    059.       Windrack          ***         100         Wind         23
    060.       Moonblade1        *           90          Sword        23
    061.       Moonblade2        **          110         Sword        36
    062.       Moonblade3        ***         130         Sword        49
    063.       Katana1           *           60          Sword        25
    064.       Katana2           **          80          Sword        37
    065.       Katana3           ***         100         Sword        49
    066.       Yo-Yo             ***         50          Normal       32
    067.       Drill1            *           60          Breaking     38
    068.       Drill2            **          70          Breaking     51
    069.       Drill3            ***         80          Breaking     64
    070.       AirHockey         ***         40          Breaking     40
    071.       Skullchain1       *           100         Normal       34
    072.       Skullchain2       **          120         Normal       50
    073.       Skullchain3       ***         140         Normal       76
    074.       Aquawhirl1        *           70          Water        30
    075.       Aquawhirl2        **          100         Water        42
    076.       Aquawhirl3        ***         130         Water        54
    077.       AirWheel1         *           40          Wind         32
    078.       AirWheel2         **          40          Wind         44
    079.       AirWheel3         ***         40          Wind         56
    080.       Firepunch1        *           60          Fire         12
    081.       Firepunch2        **          100         Fire         28
    082.       Firepunch3        ***         140         Fire         44
    083.       FireCircle1       *           110         Fire         28
    084.       FireCircle2       **          130         Fire         40
    085.       FireCircle3       ***         150         Fire         52
    086.       Side Bubble1      *           90          Water        25
    087.       Side Bubble2      **          110         Water        35
    088.       Side Bubble3      ***         130         Water        45
    089.       Customshock1      **          NSP         Electric     40
    090.       Customshock2      ***         NSP         Electric     55
    091.       Customshock3      ****        NSP         Electric     70
    092.       Boomerang         ***         60          Wood         16
    093.       Meteor1           *           60          Fire         26
    094.       Meteor2           **          70          Fire         42
    095.       Meteor3           ***         80          Fire         56
    096.       Satellite1        *           60          Electric     30
    097.       Satellite2        **          80          Electric     40
    098.       Satellite3        ***         100         Electric     50
    099.       SpaceYura1        *           100         Electric     30
    100.       SpaceYura2        **          120         Electric     48
    101.       SpaceYura3        ***         140         Electric     66
    102.       Woodnose1         *           100         Wood         27
    103.       Woodnose2         **          130         Wood         40
    104.       Woodnose3         ***         160         Wood         53
    105.       Lance             ****        130         Wood         42
    106.       Tsunamiball       **          160         Water        42
    107.       RedTsunamiball    ***         190         Fire         48
    108.       MudTsunamiball    ****        170         Wood         54
    109.       ComeOnRain        ****        40          Water        47
    110.       Snake             ****        30          Wood         60
    111.       Magnum            ****        130         Aiming       52
    112.       Circlegun         ***         100         Aiming       50
    113.       Timebomb1         *           100         Object       32
    114.       Timebomb2         **          140         Object       54
    115.       Timebomb3         ***         200         Object       76
    116.       BoyBomb1          *           130         Object       30
    117.       Boybomb2          **          180         Object       40
    118.       Boybomb3          ***         230         Object       50
    119.       Mine              ***         300         Object       42
    120.       Rockcube          *           None        Object        6
    121.       Wind              **          None        Wind         10
    122.       Fan               **          None        Wind         10
    123.       Fanfare           **          None        Object       20
    124.       Discord           **          None        Object       20
    125.       Timpani           **          None        Object       20
    126.       Silence           **          None        Object       20
    127.       Fruit1            *           None        Healing      24
    128.       Fruit2            **          None        Healing      48
    129.       Fruit3            ***         None        Healing      62
    130.       VooDooDoll        ****        NSP         Object       
    131.       Metguard1         *           50          Normal        4
    132.       Metguard2         **          100         Normal       10
    133.       Metguard3         ***         150         Normal       16
    134.       CurseShield1      *           130         Normal       28
    135.       CurseShield2      **          160         Normal       30
    136.       CurseShield3      ***         190         Normal       52
    137.       CrakOut           *           None        Normal        4
    138.       DublCrak          *           None        Normal        7
    139.       TripleCrack       *           None        Normal       10
    140.       Recover10         *           None        Healing       8
    141.       Recover30         *           None        Healing      16
    142.       Recover50         *           None        Healing      24
    143.       Recover80         **          None        Healing      32
    144.       Recover120        **          None        Healing      40
    145.       Recover150        ***         None        Healing      48
    146.       Recover200        ***         None        Healing      56
    147.       Recover300        ****        None        Healing      64
    148.       Panelsteal        *           None        None          6
    149.       Areagrab          **          None        Normal        8
    150.       Gelrain           ****        120         Water        52
    151.       Grabreturn        ***         20          Normal       24
    152.       Grabrevenge       ****        40          Normal       48
    153.       Panelfix          **          None        Normal       14
    154.       Geddon1           ***         None        Normal       34
    155.       Geddon2           ***         None        Normal       47
    156.       Geddon3           ****        Varies      Normal       62
    157.       SlowGauge         ***         None        Normal       69
    158.       Fastgauge         ***         None        Normal       32
    159.       Busterup          **          None        Add/Subtract  5
    160.       Blind             **          None        Normal        9
    161.       Northwind         ***         None        Wind         33
    162.       Holypanel         **          None        Normal       24
    163.       Invis             ***         None        Invisible    12
    164.       Barrier           **          None        None          7
    165.       Barrier100        ***         None        None         27
    166.       Barrier200        ****        None        None         47
    167.       Bubblewarp        ***         None        Water        35
    168.       Antifire          ***         200         Fire         58
    169.       Antiwater         ***         200         Water        54
    170.       Antielectric      ***         200         Electric     59
    171.       Antiwood          ***         200         Wood         55
    172.       Antidamage        ***         120         Invisible    31
    173.       Antisword         ***         100         Sword        43
    174.       Antinavi          ****        None        Normal       44
    175.       Antirecovery      ***         Varies      Normal       37
    176.       CopyDmg           **          None        Aiming       12
    177.       LifeSynchro       **          None        Aiming       12
    178.       Attck+10          *           None        Add/Subtract  6
    179.       Navi+20           ***         None        Add/Subtract 36
    180.       Colorpoint        **          None        Add/Subtract 25
    Mega Chips List
    Chip No.   Name              Stars       Damage      Type         MB
    001.       SuperVulcan       ***         10          Normal       75
    002.       NeoVarSword       *****       240         Sword        74
    003.       Meteorrain        ****        40          Fire         73
    004.       Numberball        ****        NSP         Normal       69
    005.       Guardian          ****        200         Object       64
    006.       Jealousy          ****        80          Normal       35
    007.       Poltergeist       ****        150         Normal       40
    008.       Bugfix            ****        None        Normal       62
    009.       FullCust          ****        None        Normal       45
    010.       Life Aura         ****        None        Normal       70
    011.       Sanctuary         ****        None        Normal       62
    012.       Attck+30          ****        None        Add/Subtract 66
    013.       Doublepoint       ****        None        Add/Subtract 50
    014.       Muramasa          *****       NSP         Sword        81
    015.       Anubis            *****       NSP         Object       86
    016.       Blackwing         ****        20          Normal       58
    017.       Justiceone        *****       280         Breaking     90
    018.       Z-Saber           *****       100         Sword        80
    019.       Roll              ***         20          Healing      20
    020.       RollSP            ****        ???         Healing      60
    021.       RollDS            ****        ???         Healing      60
    22p.       Protoman          ***         130         Sword        54
    23p.       ProtomanSP        ****        150+        Sword        79
    24p.       ProtomanDS        ****        ???         Sword        79
    25p.       Gyroman           ***         80          Normal       32
    26p.       GyromanSP         ****        90+         Normal       66
    27p.       GyromanDS         ****        ???         Normal       66
    28p.       Searchman         ***         20          Aiming       42
    29p.       SearchmanSP       ****        25+         Aiming       72
    30p.       SearchmanDS       ****        ???         Aiming       72
    31p.       Napalmman         ***         120         Fire         38
    32p.       NapalmmanSP       ****        150+        Fire         72
    33p.       NapalmmanDS       ****        ???         Fire         72
    34p.       Magnetman         ***         90          Electric     25
    35p.       MagnetmanSP       ****        100+        Electric     75
    36p.       MagnetmanDS       ****        ???         Electric     75
    37p.       Medi              ***         80          Normal       36
    38p.       MediSP            ****        100+        Normal       63
    39p.       MediDS            ****        ???         Normal       63
    22c.       Colonel           ***         160         Normal       39
    23c.       ColonelSP         ****        200+        Normal       75
    24c.       ColonelDS         ****        ???         Normal       75
    25c.       Shadowman         ***         40          Normal       50
    26c.       ShadowmanSP       ****        45+         Normal       80
    27c.       ShadowmanDS       ****        ???         Normal       80
    28c.       Numberman         ***         30          Normal       33
    29c.       NumbermanSP       ****        40+         Normal       66
    30c.       NumbermanDS       ****        ???         Normal       66
    31c.       Tomahawkman       ***         140         Wood         41
    32c.       TomahawkmanSP     ****        180+        Wood         81
    33c.       TomahawkmanDS     ****        ???         Wood         81
    34c.       Knightman         ***         170         Normal       50
    35c.       KnightmanSP       ****        220+        Normal       90
    36c.       KnightmanDS       ****        ???         Normal       90
    37c.       Toadman           ***         80          Electric     53
    38c.       ToadmanSP         ****        120+        Electric     69
    39c.       ToadmanDS         ****        ???         Electric     69
    040.       Blizzardman       ***         100         Water        27
    041.       BlizzardmanSP     ****        130+        Water        55
    042.       BlizzardmanDS     ****        ???         Water        55
    043.       Shademan          ***         120         Normal       44
    044.       ShademanSP        ****        140+        Normal       74
    045.       ShademanDS        ****        ???         Normal       74
    046.       Cloudman          ***         50          Electric     60
    047.       CloudmanSP        ****        60+         Electric     74
    048.       CloudmanDS        ****        ???         Electric     74
    049.       Cosmoman          ***         70          Normal       50
    050.       CosmomanSP        ****        80+         Normal       80
    051.       CosmomanDS        ****        ???         Normal       80
    052.       Larkman           ***         140         Normal       45
    053.       LarkmanSP         ****        170+        Normal       77
    054.       LarkmanDS         ****        ???         Normal       77
    055.       Footman           ***         100         Normal       46
    056.       FootmanSP         ****        150+        Normal       72
    057.       FootmanDS         ****        ???         Normal       72
    058.       Django            ***         NSP         Normal       40
    059.       DjangoSP          ****        NSP         Normal       68
    060.       DjangoDS          ****        NSP         Normal       68
    Giga Chips List
    Chip No.   Name              Stars       Damage      Type         MB
    01p.       Delta Ray Edge    *****       220         Sword        82
    02p.       Giant Hook        *****       240         Breaking     92
    03p.       Forte             *****       60(wtf)     Normal       95
    04p.       Holy Dream        *****       50          Normal       92
    05p.       BugCurse          *****       None        Normal       73
    06p.       Death Phoenix     *****       150         Normal       93
    01c.       Cross Slash       *****       220         Normal       90
    02c.       Meteor Knuckle    *****       100         Breaking     90
    03c.       Forte Another     *****       160         Normal       95
    04c.       OmegaRocket       *****       270         Normal       89
    05c.       BugCharge         *****       200         Normal       77
    06c.       Phoenix           *****       150         Fire         95
    Dark Chips List
    Chip No.   Name              Stars       Damage      Type         MB
    001.       DarkSword         *****       400         Sword        99
    002.       DarkTwister       *****       50          Wind         99
    003.       DarkCircle        *****       300         Aiming       99
    004.       DarkMeteor        *****       100         Fire         99
    005.       DarkThunder       *****       200         Thunder      99
    006.       DarkRecovery      *****       None        Healing      99
    007.       DarkSound         *****       None        Object       99
    008.       DarkInvis         *****       None        Invisible    99
    009.       DarkPlus          *****       None        Add/Subtract 99
    010.       DarkLance         *****       400         Wood         99
    011.       DarkDrill         *****       100         Breaking     99
    012.       DarkWideshot      *****       300         Water        99
    Secret Chips List
    Please read. 01p. is secret chips for Team Protoman. So if 01p. is
    for the red guy with the sword, then 01c. is for Colonel version, you
    get the point. There are only 4 secret chips, 3 not found in the
    library, or regularly.
    Chip No.   Name              Stars       Damage      Type         MB
    01b.       Colonel           ***         160         Normal       39
    02b.       ColonelSP         ****        200+        Normal       75
    03b.       ColonelDS         ****        ???         Normal       75
    04b.       Shadowman         ***         40          Normal       50
    05b.       ShadowmanSP       ****        45+         Normal       80
    06b.       ShadowmanDS       ****        ???         Normal       80
    07b.       Numberman         ***         30          Normal       33
    08b.       NumbermanSP       ****        40+         Normal       66
    09b.       NumbermanDS       ****        ???         Normal       66
    10b.       Tomahawkman       ***         140         Wood         43
    11b.       TomahawkmanSP     ****        180+        Wood         81
    12b.       TomahawkmanDS     ****        ???         Wood         81
    13b.       Knightman         ***         170         Normal       50
    14b.       KnightmanSP       ****        220+        Normal       90
    15b.       KnightmanSP       ****        ???         Normal       90
    16b.       Toadman           ***         80+         Electric     53
    17b.       ToadmanSP         ****        120+        Electric     69
    18b.       ToadmanDS         ****        ???         Electric     69
    01c.       Blues             ***         130         Sword        54
    02c.       BluesSP           ****        150+        Sword        79
    03c.       BluesDS           ****        ???         Normal       79
    04c.       Gyroman           ***         80          Normal       32
    05c.       GyromanSP         ****        90+         Normal       66
    06c.       GyromanDS         ****        ???         Normal       66
    07c.       Searchman         ***         20          Normal       42
    08c.       SearchmanSP       ****        25+         Normal       72
    09c.       SearchmanDS       ****        ???         Normal       72
    10c.       Napalmman         ***         120         Fire         38
    11c.       NapalmmanSP       ****        150+        Fire         72
    12c.       NapalmmanDS       ****        ???         Fire         72
    13c.       Magnetman         ***         90          Electric     25
    14c.       MagnetmanSP       ****        100+        Electric     75
    15c.       MagnetmanDS       ****        ???         Electric     75
    16c.       Medi              ***         80          Normal       36
    17c.       MediSP            ****        100+        Normal       63
    18c.       MediDS            ****        ???         Normal       63
    =Boktai Secret Chips=
    019.       Otenko            *****       None        Object       66
    020.       GunDelSol EX      *****       NSP         Normal       80
    =Ultimate Secret chips=
    021.       Leaders Raid      *****       200         Normal       99
    022.       Lord of Chaos     *****       500!        Normal       99
    023.       Final Gun?        ?????       ??          Normal       10?
    VII. Purple Mystery Data
    ACDC area 2     -BlkBomb R
    Yais comp       -Cannball C
    Dads comp       -Bugfix H
    Oran Area 1     -Snake M
    Scilab area 1   -Geyser M
    End Area 1      -Collecters eye
    End Area 4      -Varsword V
    Undernet area 2 -NeoVariable sword V
    VIII. Souls, and Darkchips
    This'll be a list and description of how the souls work.
    History of souls
    The soul system originated back in MMBN 4, making the battles
    slightly more bearable, and easier, since you're not going to forced
    to stay with an elemental weakness through out the entire battle like
    in MMBN 2 and 3.
    In MMBN 4, this all changed when they swapped the style system for
    the soul system, which is an mode your navi can be powered up in,
    making your techniques more deadly, and opening the way up for new
    folders and usage of some neglected chips. The new chips also come
    with a dark side, possessing great power, along with a downside when
    The soul system was far more superior than the styles, although
    the styles enhanced Megaman, it did leave a vulnerable spot, the
    elemental weaknesses, the soul system replaced styles in MMBN 4 and
    continued to do so in MMBN 5 as the soul system granted more a much
    more powerful change, some automatically, some manually powering up
    chips to deal incredible amounts of damage, others are equipped with
    special abilities to make your battles easier. 
    In MMBN 5, the souls return, and with them come the dark side, now
    you must choose a path, the path of light, or the path of dark,
    whichever one it is, may the force be with you, err chips.
    The dark side offers much power in the charged shots, however, timing
    is key, 1 mistake will create an invincible opponent, however if your
    charged shot is released in time, your opponent could be in trouble.
    Nowadays, folders revolve around souls, mainly because of the special
    abilities. Some may automatically power up some chips, such as Guts
    soul in MMBN 4Red Sun, and Napalmn Soul in MMBN 5 Team Protoman.
    Here's some info about the charged shots.
    The charged shots of the chaotic powerful dark side has 3 modes
    -Green-not fully charged yet, be a pansy and let go, or try to
    continue your plan of using this immensive power as a possible
    shortcut to victory.
    -Purple-You'd better release it now, there's little time left...
    -Flashing Purple and Green- If you choose to release your attack now,
    you will have released Barney, nah, what you may release isn't as
    nearly as bad as Barney, there's a 50/50 chance you may perform your
    attack correctly, and the other part is releasing a invincible dark
    version of yourself...on your opponents side.
    The only known 100% successful cures for a Flashing charged buster
    without resulting in the summoning of Megaman DS is as follows-
    -Get hit without super armor
    -Get deleted
    -Going to the custom menu, as it will be over
    -Using a chip you have equipped, like Invis.
    -Get paralyzed
    Megaman DS, when unleashed will use swords, cannons, I even got hit
    by a lifesword, and other things that are annoying such as area steal,
    Invis, airshot, summoning a Guardian, using Shademan and a lot of
    buster shots.
    The dark side of yourself will leave when you or the enemy, not
    counting Megaman DS, is defeated, or Megaman DS will leave after that
    turn or so. However, the IQ of Megaman DS isn't very high, and may
    actually wind up helping you instead of helping the enemy as it was
    intended to do.
    It was reported on Gamefaqs that Megaman DS hit a Guardian on the
    field, and in response to the attack, Megaman DS entire side, and his
    allies recieved 200 points of damage each. An interesting way to make
    up for your mistake.
    Though there is less of a downside of using the dark chips, for
    unison, there is still a downside.
    Joining the Dark side
    If you have used a darkchip in battle, and not for unison, Megaman
    will become tainted with the darkness, and like in MMBN 4, you will be
    penalized by permanently losing 1hp from your maximum HP. There is no
    way of recovering it without resorting to cheating devices.
    If you have become tainted in battle, it will show on your emotion
    icon, and if you are defeated, your dark side will immediately join
    and help you, you will be invincible to all attacks with the exception
    of certain chips, such as area steal, Django chips and Gun Del Sol
    chips, as they don't have damage counters.
    If your dark side chooses to join you because you have 0hp, he will
    take control of Megaman, using his near useless buster, using lots of
    dark chips without the penalty because its HIM using it, not you.
    After about 10 seconds, game time, you will regain control of a 1HP
    Megaman which can easily be defeated, just hope your custom gauge is
    filled, as an Invis will soon be of great help.
    Note: If you screw up twice, there will not be 2 Megamen DS to annoy
    you, the new one will replace the old one.
    Now, onto the souls, you'll notice that all of the dark ones listed
    have abilities similar to their regular counterpart, only change is
    in the buster.
    Magnet Soul
    Acquire-After mission 2
    Use-Offer a Electric based chip for unison, such as thunderball
    Weakness-Wood based chips/attacks
    Charged shot-Magnetbuster, similar to the magnet like enemies of
    MMBN 4
    Damage=40+(10 * number of per attack+1s and buster ups)
    Special Abilities-
    Magnetic pull-Activated when on the same line as the opponent and
    pressing back+B, your opponent will be glued on the spot, but can
    still attack.
    Electrical Energy boost-Activated by pressing and holding the A button
    when holding a Electric based chip to double the damage (for ex,
    Chaos Magnet Soul
    Acquire-After Megaman's back
    Use-Offer a Dark electric based chip for unison, Dark Thunderball
    Weakness-Wood based chips/attacks
    Charged shot-The dark chip used to use Chaos Magnet Soul, which is
    Dark Thunderball
    Damage=200 per charged shot
    Special Abilities
    Magnetic pull-Activated when on the same line as the opponent and
    pressing back+B, your opponent will be glued on the spot, but can
    still attack.
    Electrical Energy boost-Activated by pressing and holding the A button
    when holding a Electric based chip to double the damage (for ex,
    Gyro Soul
    Acquire-After mission 3
    Use-Offer a wind based chip for unison, such as airshot
    Weakness-No elemental weakness
    Charged shot-GyroTwister, same as Gyromans twister, hits 3 panels in
    front, enemies recieve more damage at the end of the stick, err
    Damage=20+(5 per attack+1 and buster ups), then multiplied by squares
    away, and a maximum of three.
    Example  -M123-
    An enemy on the 3 square would get hit thrice, so they would recieve
    60 damage, and 75 damage if you have an attack+1. An enemy on the
    2 square would recieve 40 damage, 50 if you've a attack+1.
    Special Abilities
    Super Shoes-Automatically has the effects of floatshoes, airshoes and
    shadow shoes.
    Propeller Power-Doubles the amount of damage dealt by the next chip, 
    activated by using a wind based chip that does damage.
    This power will be used on the next chip, for example you use a
    airshot, that gets your propeller spinning, and your twister which is
    next will now do 20*8*2 instead of 20*8, and because your twister is
    a wind chip, it uses the propeller, and activates it again. The
    propeller will support a normal chip, it just won't activate when one
    is used. 
    Chaos Gyro Soul
    Acquire-After Megaman's back
    Use-Offer a Dark wind based chip for unison, such as DarkTwister
    Weakness-No elemental weakness
    Charged shot-Dark Twister, 
    Damage=50*8 per hit, really deadly to be used as a charged shot, as
    you can use it again if they're not blowing up already in the same
    turn. Drawback is that the range is usually like its chip
    counterpart, and it's usually luck that they stay stuck in your range
    before you release the hurricane.
    Special Abilities
    Super Shoes-Automatically has the effects of floatshoes, airshoes and
    shadow shoes
    Propeller Power-Doubles the amount of damage dealt by the next chip, 
    activated by using a wind based chip that does damage.
    This power will be used on the next chip, for example you use a
    airshot, that gets your propeller spinning, and your twister which is
    next will now do 20*8*2 instead of 20*8, and because your twister is
    a wind chip, it uses the propeller, and activates it again. The
    propeller will support a normal chip, it just won't activate when one
    is used.
    Napalmn Soul
    Acquire-After Mission 4
    Use-Offer a fire based chip, such as meteor
    Weakness-Water, and standing on water panels drains life as if you're
    on poison panels.
    Charged shot-It is a vulcan buster that does 20 damage and appears
    to be -look- fire based, may do more if you use a whole bunch of
    attack+1s and buster+1s, but currently unconfirmed.
    Damage=20*3 per charge? Well, you can use it in abundance and it's a
    good cheap vulcan, well this is a last resort type of thing that
    should be used after your chips.
    Special abilities
    Charge chip to launch napalm bomb, damage based on chip base toward
    enemy. This bomb will either land on a enemy and give them a headache
    with damage based on chip sacrificed, or...I just havn't tested out
    if, because the enemy is too stupid to dodge.
    FIRE power-Automatically adds 40 to every fire chip.
    Lava shoes-Absorbs the lava from each lava panel you touch and adds 10
    to the next fire chip.
    Chaos Napalmn Soul
    Acquire-After Megaman's back
    Use-Offer a Dark fire based chip, such as Dark Meteor
    Weakness-Water, and standing on water panels drains life as if you're
    on poison panels.
    Charged shot-Dark Meteor
    Damage=100*some unconfirmed big number
    Your opponent could find a difficult time surviving the effects of
    the armaggedon, err dark meteor without using Invis. Also cracks
    unused panels to make up for its lack of heavy damage. This could've
    been really powerful if it wern't for the flinching it gives the
    Special abilities
    Charge chip to launch napalm bomb, damage based on chip base toward
    enemy. This bomb will either land on a enemy and give them a headache
    with damage based on chip sacrificed, or...I just havn't tested out
    if, because the enemy is too stupid to dodge.
    FIRE power-Automatically adds 40 to every fire chip.
    Lava shoes-Absorbs the lava from each lava panel you touch and adds 10
    to the next fire chip.
    Search Soul
    Acquire-Defeat Searchman in MMBN 4, and in MMBN 5 you recieve this
    after mission 5.
    Use-Offer a aiming chip, such as Markcannon
    Weakness-No actual elemental weakness
    Charged shot-Buster machine gun
    5*(10+(4 for each attack+1 and buster up))
    Automatically locks onto the enemy and fires when charged shot is
    Can be deadly against enemies that don't have super armor.
    Special Abilities
    Shuffle-Shuffle your unselected chips in a chance to acquire better
    chips, was often used in MMBN 4 to set up dreamswords and other
    Invis piercing-Invis removed from the enemy if the unison occurs
    Chaos Search Soul
    Acquire-After mission 5
    Use-Offer a Dark aiming chip, such as Dark circle gun
    Weakness-No actual elemental weakness
    Charged shot-Dark circle gun
    When activated a cursor goes around the enemies field clockwise, when
    stopped, that square and 3 squares after it, counting clockwise, is
    hit for 300 each. Middle panel of a 3x3 field is never affected
    Special Abilities
    Shuffle-Shuffle your unselected chips in a chance to acquire better
    chips, was often used in MMBN 4 to set up dreamswords and other
    Invis piercing-Invis removed from the enemy if the unison occurs
    Medi Soul
    Acquire-After mission 6
    Use-Offer a recovery/healing chip
    Weakness-No elemental weakness.
    Charged shot-Throw a pill 3 spaces forward. Explodes vertically. Very
    easy to dodge.
    Special Ability
    Fuse with 'abilities' in battle menu for attacks to gain abilities.
    You get 2 per turn. May only fuse chips that has a damage base.
    Ex. Works with Cannon.
    Ex. Doesn't work with areagrab, or Gun Del Sol.
    Info of Medi Soul from GarbageMonsta987.
    Healing-Recover amount based on chip single damage attack, Twister
    does 20 from its singular hit, so you recover 20. Guardian does
    200, so you recover that much when you set it out on the field.
    Players are still able to use the chips fused with effects after Medi
    soul expires, but only the ones infused with the effects. Skip using
    the charged shot unless you're using a minibomb like folder.
    Chaos Medi Soul
    Acquire-After mission 6
    Use-Offer a dark healing chip, such as Dark Recovery
    Weakness-No elemental weakness.
    Charged shot-Dark Recovery, recovers 1000, doesn't miss, will do 1000
    if opponent used Antirecovery, which will be quite rare.
    When timed correctly and used in a tight spot, the opponent will
    usually find themselves a opponent near full HP, or at least halfway
    there for the people who think having 2000Hp=powerful. The only other
    time where they won't is when the opponent has used Antirecovery.
    Special Ability
    Fuse with 'abilities' in battle menu for attacks to gain abilities.
    You get 2 per turn. May only fuse chips that has a damage base.
    Ex. Works with Cannon.
    Ex. Doesn't work with areagrab, or Gun Del Sol.
    Info from GarbageMonsta987.
    Healing-Recover amount based on chip single damage attack, Twister
    does 20 from its singular hit, so you recover 20. Guardian does
    200, so you recover that much when you set it out on the field.
    Players are still able to use the chips fused with effects after Medi
    soul expires, but only the ones infused with the effects.
    Proto Soul
    Acquire-Blue's back, and in MMBN 4BM, after defeating Protoman.
    Weakness-Close range only. No elemental weakness.
    Charged shot-Widesword slash
    Damage-Currently unconfirmed
    Best sword chip-Neo Variable sword, just charge it and use the button
    input to deal a high amount of damage to the enemy.
    DoubleLifeSword: Up, B, Down, B, Up, B, can't argue with 960 from one
    single chip.
    Special Abilities
    Can charge sword chips with the A button to do double damage.
    When a player releases a charged chip, Megaman will teleport 2 spaces
    forward and use the powered up chip. Will not work on P.A.s, and navi
    Chaos Proto Soul
    Acquire-Blue's back
    Weakness-None, 1 areagrab, and if you can time your charged shots
    correctly, you'll be weak against nothing. No elemental weakness.
    Charged shot-Dreamsword slash/Dark Sword
    Special Abilities
    Can charge sword chips with the A button to do double damage.
    When a player releases a charged chip, Megaman will teleport 2 spaces
    forward and use the powered up chip. Will not work on P.A.s, and navi
    IX. Program Advances
    Ok, the basics on program advances.
    It all started back in MMBN 1st, where people could use program
    advances such as dreamsword and deal opponents 400 damage, which
    usually hurts more than the singular chips used to make it. With each
    new game, more program advances were added/removed.
    In MMBN 2, it became more important, as people began to use combos to
    deal high amounts of damage.
    In MMBN 3, good folders meant combos or program advances, mostly just
    the P.As.
    In MMBN 4, can you say lifesword madness?
    In MMBN 5, it got toned down. 1 of each program advances per battle.
    Just imagine someone missing their attack with dreamsword, then
    selecting another sword, widesword, longsword, then pressing ok only
    to find it's not dreamsword but a bunch of now not so useful chips.
    Same applies with all other P.As.
    Anyway, onto the meaty part of this section.
    P.A#1: Giga Cannon 1
    Chips: Cannon A-B-C
    Element: Normal
    Damage: 400
    Hits: 1
    Range: Same as regular cannon.
    P.A#2: Giga Cannon 2
    Chips: High Cannon D-E-F
    Element: Normal
    Damage: 500
    Hits: 1
    Range: Same as regular cannon.
    P.A#3: Giga Cannon 3
    Chips: Mega Cannon F-G-H
    Element: Normal
    Damage: 600
    Hits: 1
    Range: Same as regular cannon.
    P.A#4: MegaVulcan 1
    Chips: Vulcan1 C-D-E
    Element: Normal
    Damage: 20
    Hits: 20
    Range: Same as regular vulcan.
    P.A#5: MegaVulcan 2
    Chips: Vulcan2 A-B-C
    Element: Normal
    Damage: 20
    Hits: 24
    Range: Same as regular vulcan.
    P.A#6: MegaVulcan 3
    Chips: Vulcan3 L-M-N
    Element: Normal
    Damage: 20
    Hits: 28
    Range: Same as regular vulcan.
    P.A#7: Madboxer 1
    Chips: Firepunch 1 O-P-Q
    Element: Fire
    Damage: 100
    Hits: 8?, unconfirmed
    Range: Hits randomly on enemy area.
    P.A#8: Madboxer 2
    Chips: Firepunch 2 H-I-J
    Element: Fire
    Damage: 150
    Hits: Unconfirmed
    Range: Hits randomly on enemy area.
    P.A#9: Madboxer 3
    Chips: Firepunch 3 E-F-G
    Element: Fire
    Damage: 200
    Hits: Unconfirmed
    Range: Hits randomly on enemy area.
    P.A#10: Super Wideshot 1
    Chips: Wideshot 1 L-M-N
    Element: Water
    Damage: 100
    Hits: 3 piercing waves
    Range: 3 vertical spaces in front of you, travelling horizontally.
    P.A#11: Super Wideshot 2
    Chips: Wideshot 2 E-F-G
    Element: Water
    Damage: 120
    Hits: 3 piercing waves
    Range: 3 vertical spaces in front of you, travelling horizontally.
    P.A#12: Super Wideshot 3
    Chips: Wideshot 3 S-T-U
    Element: Water
    Damage: 140
    Hits: 3 piercing waves
    Range: 3 vertical spaces in front of you, travelling horizontally.
    P.A#13: SatelliteParade 1
    Chips: Satellite 1 G-H-I
    Element: Electric
    Damage: 80
    Hits: 1 to 3, depending on enemy movement.
    Range: Basically 3 Satellites moving in their usual pattern.
    P.A#14: SatelliteParade 2
    Chips: Satellite 2 B-C-D
    Element: Electric
    Damage: 110
    Hits: 1 to 3, depending on enemy movement.
    Range: Basically 3 Satellites moving in their usual pattern.
    P.A#15: SatelliteParade 3
    Chips: Satellite 3 S-T-U
    Element: Electric
    Damage: 140
    Hits: 1 to 3, depending on enemy movement.
    Range: Basically 3 Satellites moving in their usual pattern.
    P.A#16: Cacdance 1
    Chips: Cactusball 1 H-I-J
    Element: Wood
    Damage: 30
    Hits: Unconfirmed.
    Range: Depends on enemy position.
    P.A#17: Cacdance 2
    Chips: Cactusball 2 B-C-D
    Element: Wood
    Damage: 40
    Hits: Unconfirmed.
    Range: Depends on enemy position.
    P.A#18: Cacdance 3
    Chips: Cactusball 3 S-T-U
    Element: Wood
    Damage: 50
    Hits: Unconfirmed.
    Range: Depends on enemy position.
    P.A#19: Hyper Burst
    Chips: Spreader C-D-E
    Element: Normal
    Damage: 50
    Hits: 6
    Range: Same as normal spreader chip, but if it hits something, it hits
    for 6 times, otherwise, it doesn't hit at all.
    P.A#20: Dreamsword/Lifesword
    Chips: Sword-Widesword-Longsword(S)or Sword-Wideblade-Longblade(L)
    Element: Sword
    Damage: 400
    Hits: 1
    Range: 3x2 area in front of user.
    P.A#21: Great Yo-Yo
    Chips: Yo-Yo D-E-F
    Element: Normal
    Damage: 100
    Hits: 2 to 3
    Range: Hits all panels in front of Megaman, back row gets hit thrice.
    P.A#22: Hellhockey(Probably going to be pithockey in US Version...)
    Chips: Airhockey Q-R-S
    Element: Breaking
    Damage: 100
    Hits: Depends on enemy position, airpuck travels over 18 panels.
    Range: Depends if enemy has super armor so they can move, and if
    panel modifications have been made to the area, such as area steal,
    broken panels or missing panels.
    P.A#23: PoisonPharaoh
    Chips: Bugbomb A-Deathmatch A-Anubis A
    Element: Normal
    Damage: Depends on how long PoisonPharaoh remains on the field.
    Hits: No actual "hits".
    Range: All enemies will be affected. Unconfirmed if they're affected
    when in invincibility mode(such as Larkman flying toward the
    ceiling, or when a enemy vanishes for a second such as the Kunai
    P.A#24: Cosprison
    Chips: Meteor3 C-Meteor3 C-Cosmoman SP/DS C
    Element: Normal
    Damage: 60
    Hits: Up to 6 or 9, depends on enemy position.
    Range: Cosmoman appears and sends...meteors? flying forward, it can
    take a 45 degree turn to hit the enemy, if it's 1 row away.
    P.A#25: WildBird
    Chips: Samurai Sword 1 S-Samurai Sword 1 S-Larkman SP/DS S
    Element: Normal
    Damage: 200
    Hits: Unconfirmed.
    Range: Unconfirmed.
    P.A#26: Football
    Chips: MarkCannon 2 F-MarkCannon 2 F-Footman SP/DS F
    Element: Normal
    Damage: 180
    Hits: 1/2/4
    Range: Depends on enemy position. The enemy gets hit more if they're
    on a "middle" panel of their area.
    P.A#27: NoiseCrush
    Chips: Pulsar 3 S-Pulsar 3 S-Shademan SP/DS
    Element: Normal
    Damage: 400
    Hits: 1
    Range: Think Shademans chip range, and extend the attack 2 entire
    columns. Also Paralyzes.
    P.A#28: GigaTimeBomb
    Chips: Timebomb 1 H-Timebomb 2 H-Timebomb 3 H
    Damage: 500
    Hits: 1
    Range: All enemies area.
    P.A#29: BodyGuard
    Chips: AntiDamage M-AntiNavi M-Muramasa M
    Damage: 70
    Hits: 10
    Range: Auto aim for enemy. Hits are distributed if more than 1 enemy.
    P.A#30: Piledriver(Good for killing immortals in Boktai series)
    Chips: Gun Del Sol 3 D-Gun Del Sol 3 D-Django SP/DS D
    Damage: 30
    Hits: 10
    Range: In front of Rockman, and if the backrow is empty, a reflector
    will appear to add to the enemies torment.
    Notes: Django uses a somewhat better version of this in his games.
    And you're damn lucky that you don't have to be out in the sun to use
    Well, that's all of them. Activating all of them is required to
    advance in Nebula area 4.
    X. Miscellaneous Tips/Notes/References to other games
    These tips may or may not later be put in newer sections, battle tips
    and such.
    Free peek inside PMDS, first buy a unlock subchip, save before you
    open one. Open it after, if you don't like what you get, reset, and
    you won't have to open it. Works for the other games.
    You can redo missions for chips, navis get stronger after every
    mission. Their ability becomes slightly better too in Searchmans case.
    My tips for a easier game.
    Battles may sometimes be easier if you enter in full synch first.
    Learn to time your attacks so you get full synch.
    To run, use the L-button in the selection screen in battle. Not
    always successful in later areas.
    Save before big battles, you wouldn't want to redo everything over
    again if you lost, and if it took you about an hour, would you?
    Try to get the GMDs in battle, they're free, and it could be useful,
    like money, whereas you get less than 500 per battle up to the part
    where Rock turns dark. At times, earning 2500 is nice.
    Chip traders have an auto save function, meaning it saves after you
    get something, make sure you don't accidentally throw a
    good/rare/useful chip.
    Slowgauge can be very helpful in the missions, since the menu
    automatically gets forced open when the bar is full, and you may have
    to kill things with your buster, so fast gauge is no longer always
    going to be preferred to be preset to your folder for going through
    the game. In netbattles, maybe, but definitly not for missions.
    Fastguage actually lowers your chances of victory in missions. Same
    applies for Fullgauge.
    Use all your advantages against everything you encounter, allow no
    mercy, unless you want that green mystery data, or are testing chips,
    activating program advances, testing souls, navi customizer effects,
    or just leaving viruses alive, just so you can study their attack
    Dark chips still drain your life, just like the last game, but Chaos
    Unisons, your Hp will remain relatively safe. So unless you're going
    to use Chaos Unisons, stay away from dark chips.
    It helps to use the boss' weakness against him, like water against
    fire, this does double damage, so if it's a multi hitter, a few
    attack+ can mean a significant increase in the amount of damage.
    Especially for chips like Super Vulcan and Twister.
    Subchips are 1 use per subchip, so use wisely, unless you have a lot
    of zenny and know of some good subchip dealers.
    Changing your Navi customizer can be a big help. Selecting 6 chips
    allows 1/5th more chance of getting a Program Advance ready to be
    unleashed on your opponents unsuspecting @$$. Undershirts allow an
    extra hit before you die, quite useful, it's sort of like an boost of
    hp, and late in the game, 1 attack can reduce your life from 300 to a
    measly 100, and with undershirt, as long as your hp is above 1, the
    next time you get hit, it will drop to 1, it was part of a
    invinciblity combo that worked well in MMBN 3, with wood style.
    Use 1-2 codes, people. I know some powerful chips come in a crappy
    code(Guardian O), but if you can only select a High Cannon D, and your
    enemy selects 2 Cannon Cs, your opponent can be dealing more damage,
    and as we all know, more damage done to the enemy=good. With 1-2 coded
    folders, you can select up to -5- chips per turn, 5 times the @$$whoop,
    5 times the fun.
    Use things that correspond to your style of gameplay, so use swords if
    you like the range of panels it covers, rockcube+airshot if you like
    having a moving shield worth 200 points of damage hit your enemy,
    My email is Mavrick_Hunters@Fastmail.Fm, well, I'm not used to
    posting/remembering email addresses or numbers, so it's close if not
    Means no emails with any attachment/s, no advertisements, no
    software, no spam, and if you have several questions, throw'm all in
    1 email. -Any- attachments will be regarded as spam.
    If you do the wrong thing and I find you, you're screwed.
    Here's references to other games and series not part of the MMBN
    - Above Lans bed has a poster of Otenko, from the Boktai series.
    - Gun Del Sol, these chips come straight from the Boktai series.
    - Django D/SP chip, this is like the piledriver from the Boktai
    - Z-Saber, this chip is from the Rockman Zero Series. Zero also uses
    this in the Megaman X series.
    XI. Copyright Notice
        This faq may not, under any circumstances be hosted anywhere
    else other than Gamefaqs, and any site -I- allow. This faq is the
    property of MavrickHunters(Mavrick_Hunters elsewhere), also
    plagiarism is not allowed, and if you commit it, you suck terribly,
    much more than a certain person named Don. You can get sued for this,
    this'll go on your permanent record, and your family name will be
      Not to mention, if you happen to plagiarize any of my work, you
    are 1 hell of a pathetic excuse of a person, you deserve to get
    literally screwed over by a dog, followed by getting getting run over
    by a truck, yes, run over, then thrown into a blender set to the
    maximum speed until you're all liquid, and mixed with the stuff they
    use to clean toilets with.
    Then I'll take a sample of your DNA, clone you, and send you to a
    psychotic rapist where you'll be in bondage, where he'll do
    unspeakable things to you until you die.
    But since that's not possible, I'll ensure that your ass(es) is sued
    to the maximum extent of the law for stealing hard work.
    Sites that were stupid/pathetic enough to take my guide without
    - Currently none.
    The only sites, and places I allow this faq to be put up are-
    - Gamefaqs
    - My computer ^_^
    - http://www.supercheats.com/ Aka Supercheats
    - 1Up
    - CheatCC
    - www.gameplayworld.com
    And that's all for now, and if your site isn't on it, find my e-mail,
    and ask. All you have to do is ask. It's that simple, well the asking
    part anyway.
    XII. Frequently asked questions (FAQ)
    Q. Double Team?
    A. Capcoms way of getting the $$$. 3 games that say Battle Network5,
    Capcom is going Pokemon on this.
    Q. How do I perform a soul unison?
    A. To perform certain soul unisons, select the corresponding chip
    type(sword=Proto soul), and select the unison button.
    Q. Why can't I perform a/that soul unison?
    A. Perhaps you are not using the correct chip, or you've already used
    it in battle already, or have not unlocked it.
    Q. Where is Zero?
    A. Zero is on a chip, like the Z-Saber in MMBN4.
    Q. What games can this one link up to?
    A. A reasonable amount, Boktai 2, MMBN5TOB, and MMBN5TOC. Maybe
    Double Team in the future, if the make a cable link so that GBA games
    on the DS can link to ones on the GBA/GBASP.
    Q. What strategy do you recommend against this boss?_(insert name)_
    A. I usually do provide a half-@$$ed strategy, which should be good
    enough if you use it wisely.
    Q. This guide sucks.
    A. First of all, that is not a question, second of all, why are you
    reading this guide if it does suck, third of all, you're too stupid to
    actually appreciate the people making guides to help other people, and
    all for free, and fourth, your opinion means as much to people as bird
    Q. Why don't you include this (insert stuff) in your guide?
    A. I may or may not have tested it, I'm too lazy to, or I have enough
    of that already.
    Q. You can understand Japanese?
    A. Uhh, I understand very few words, like seppuku(ritual suicide),
    words yes, no, and that's about it.
    Q. What's new in this game?
    A. Viruses, souls unisons, chaos unisons, secret chips, add-on to the
    storyline, navis, and a few other surprises.
    Q. What's the story like?
    A. I have no idea, try asking some other people, like Chibi Soma, he
    understands more than me, however, he doesn't really like this game,
    as the fact that certain parts of it put him through hell.
    Q. Where do you get the rom?
    A. Do your own dirty work.
    Q. The gameplay at certain parts is stupid, you agree right?
    A. Yes, I hear Chibi Soma got quite pissed off at certain parts.
    Q. Can I host your guide on my site?
    A. If you can find my E-Mail address, we can talk.
    Q. This game lost the tournaments factor, that's good right?
    A. Yeah, less (random) stupid forced fights and scenarios.
    Q. It's Z-Saver, not Z-Saber.
    A. Look how close the V and B are. Is it not possible COA made a
    error? And that's not a question. Next.
    XIII. Credits
    -Me, MavrickHunters(Mavrick_Hunters elsewhere) for creating this
    guide, for continuous playing, and neglection to do some things, such
    as playing other games, keeping accounts active, and over 200kb worth
    of typing just so I can help people out on the game.
    -Megaboy, those maps were very helpful, especially in the missions,
    also reccommended you download it if you can find it, the file size
    however, is quite big, 7mb took me 44 minutes to fully download it.
    Dsl or better=good, expect the file to take more than a few measly
    minutes with dial up.
    -Gamefaqs, for hosting this, and having boards to let people help
    each other out.
    -Gamefaqs MMBN5 boards, opinions do matter, giving me hints on
    what to use, and what not to use, and answering other peoples
    questions which in turn also gave me an answer for future problems.
    -CJayC, for making Gamefaqs, so people can put up faqs, like me.
    -Capcom of Japan, for making this game, and the rest of the series
    too, not to mention adding some new features too.
    -OmegaEuzan, supplied me with some of the chips MB, and the order
    of certain chips and where they belonged. 
    -The people who kept bugging me in emails to get this thing done,
    or at least do some work, otherwise, there would've been no progress.
    -You, the reader, this is made so people can read it and get past
    certain areas and not fill the message boards with useless crap.

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