For some incredibly odd reason , nobody else seems to notice that the world's about to end. Yeah, some of the enemy bases are in pretty hidden locations, but in Battle Network 2 , the Big Bad is hiding out inside a large condominium building that's getting merged with the internet located in a conspicuously irradiated city.
Now how in the hell does somebody not notice that? This is lampshaded by Chaud when he says that the official netbattlers are all in La-la land.
Despite the fact that there are hundreds of people who have been NetBattling professionally for longer than Lan and Chaud have been alive, they're pretty much the only people in the world who are any good at it. Adults are even vastly under-prepared for emergencies. In the aforementioned water incident in the first game, it appears that no one has a stockpile of water bottles in case of a water shortage a very common tactic in real life and the government is less than useless as they don't provide emergency rations.
It takes two year-olds one is admittedly part of the government to end the crisis. Speaking of the government, SciLabs which is technically only partly funded by the government. Their network security decisions are laughable. And let's not talk about hiring an established criminal and former WWW goon Mr. Match, who famously tried to burn down Dr. Hikari's house — we understand Higsby reformed, but Higsby isn't working at Scilabs. After-Combat Recovery : What sets the first game from the others is that Mega gets fully recovered after every fight.
The only exception is in the Power Plant dungeon. Later games removed this feature. However, on the fourth game onward there exists a Navi Customizer Program that you can equip to make MegaMan recover a few HP whenever he finishes a battle. In the fifth game, winning a battle with a "residual battle data" of your partner will recover his HP to full.
Also sometimes, if your HP is low enough at the end of battle, the battle reward may change to a big HP recovery instead. All in a Row : In Double Team DS , your chosen Navi teammate's combat data will follow you around the net as semi-transparent running sprites. It's the bonus code for extra HP in the game. Don't bother looking for it in the dub, though All the Worlds Are a Stage : Done in the first game, where each part of the final area is a condensed version of earlier areas, complete with more complex takes on previous dungeons' gimmicks i.
Repeated in the sixth game, but justified since the various sectors of the final dungeon specifically refer to the various Cyber City locales. Alternate Continuity : The game, manga, and anime all have different conflicts and outcomes to the point where the stories are only tangentially related at times. What is especially jarring is the vastly different backstories, events, outcomes, and ultimate fate that are given Dr.
Regal in the three mediums. Many characters appear in one form of media but are absent in another or their chief motivation are completely changed. In some extreme cases, characters are In Name Only to original videogame concept. Light develops network technology instead and it ended up being researched more prominently than Dr.
Wily's robotics. Good thing, too. Alternate Self : Almost all of the Navis seen in the series are based on bosses from the Classic series, with a few taken from the X series.
The degree of faithfulness in which they've been preserved can range from "they're the exact same character just with a bit of Art Evolution " all the way to "they're the same character In Name Only and sometimes not even then ". Alternate Universe : The Robot Masters and a number of other characters from the original series return, this time as artificial intelligences called Net Navis. Wily himself is a major force. Light's counterpart is here named Tadashi Hikari.
Several Robot Masters have two counterparts. Slash Man has a lookalike counterpart in BeastMan. Another example is Magic Man, who has both MagicMan. EXE and the much more comparable HatMan. Some NetNavis are infamously dfferent from their Robot Master counterparts.
EXE, on the other hand, is identical save that big ol' C across his chest. QuickMan, likewise is just a slightly fancier version of his original.
Ring is a Gender Flip of Ring Man. Save for the Mascot Mook Met , most viruses from the main series are unique. Fitting, as the game itself is largely an exercise in Nostalgia. Always Identical Twins : Most same-sex siblings in the series are identical twins; there's Ms. Mari and Ms. Yuri, Shuko's twin brothers Atsu and Ty as well as topmaker Tensuke and his twin brother. Even the main protagonists Lan and Hub a. MegaMan are identical twins.
The sixth game has Lan moving to another school, where he is in class 6-A, alongside Mick and Tab. Always Check Behind the Chair : Multiple ports and chips are hidden in the overworld. All of the main games have bosses reappear on select tiles throughout the Net; as well, the password system hides its codes where you cannot see them due to the camera. It's also worth your while to chat with all the NPCs you come across, as more than a few of them will give rewards or drop little bits of information that you can use later, such as Program Advance hints.
Battle Network 3 takes this Up to Eleven that there will always be something new that pops up in previous areas after you finished each scenario. In the sixth game, Link Navis also work like this.
EXE is based on the games, but is radically different in terms of plot and characterizations. The first two seasons are very loose adaptations of the original trilogy, but the following ones further distance themselves from the source material by embracing Sentai elements, such as the introduction of Cross Fusion between Navis and Operators to emphasize the latter's involvement in action scenes.
Cross in the sixth , done by TomahawkMan merging with MegaMan , has a passive ability called Status Guard, making MegaMan immune to most status effects. Anti-Frustration Features : In 6 , the area that triggers a boss fight is marked by a tile with a skull on it, so that you know where to save beforehand.
This feature is carried over to Star Force. In 5 , whenever it is compulsory to go to the deepest areas of the Oran Isle mines, you will be brought back to the entrance after completing said compulsory task. Really handy since the mines are not known for their simple layout. The Virtual Console release of 2 , like other handheld-based VC games, has no multiplayer functionality; however, Capcom was nice enough to patch the game to give you all the multiplayer-only chips for free.
This is also done with the Virtual Console versions of every installment that comes afterward. All games from the third onward have the "Collect" program, which always lets a Battlechip drop at the end of battle, provided the enemy drops chips at all.
This alleviates the frustration from the previous two games, where you could get a perfect Busting Rank only to get Zenny as a reward, instead of a coveted chip. The Compare Library feature in the link menu allows one to fill in the gaps with another player's help. If MegaMan is deleted in a friendly Netbattle as in, one where Lan actively challenges the other Navi's operator , the game will not hit the player with a Game Over.
The most notable feature is the addition of maps and inclusion of area names to make exploration and navigation much more convenient. You can now retreat from battle any time with the L button in the Custom Menu, and an S-rank on a virus battle will always yield a Battle Chip. The infamously frustrating Power Plant level has been made more tolerable — the invisible paths now flicker so you can see where to go, and you can endlessly retry battery placement without needing to backtrack to recharge them.
The ability to retreat from battle at any time also reduces the impact of the loss of After-Combat Recovery. Apocalypse How : Lord Wily's plan is to seize control of military installations and annihilate modern net society. Duo's job is to be Judge, Jury, and Executioner of whole planets, which is what brings him to Earth in the fourth game.
Arc Words : Expect "10 years ago" to come up a lot. A great many things went down ten years ago. In the sixth game Lan is repeatedly told to get rid of his kindness when facing enemies. He retorts that being nice is a good thing and that even Dr. Wily couldn't completely leave his own kindness behind. Attack is obvious, forming the basis of how powerful Mega's attacks are. Rapid refers to rate-of-fire, which is used by people who prefer to use it as a machinegun-style weapon.
Charge influences how quickly it can activate its Charged Attack , which may not seem impressive to Normal Mega whose normal Charge Shot is merely 10x Mega's Attack rating, normally maxing at a meager 50 damage , but actually is meant to facilitate the Charged Attacks of Mega's various Super Modes , most of which have some tactical use.
Art Evolution : Overall, the series changes artstyle in between 3 and 4. The character's eyes are rounded instead of semicircular most prominent on MegaMan and the shapes of their bodies feel more slender and less blocky, though the recurring characters are prone to some wacky, far-fetched expressions on their mugshots. The games themselves shrink down sprite dimension and gain thick outlines to create a crisp feel of objects.
The colors also become brighter and more saturated, which is probably a measure to combat the GBA's infamously dark screen. Character designs for the generic NPCs went from semi-realistic especially the non-Electopians to cartoony-looking.
Mugshots also change considerably, going from fairly Off-Model to almost spot-on and beautifully shaded by the last game.
Ironically as the series progresses Battle Chip artwork feature thinner outlines, the colors are slightly less saturated and the shading used is more detailed though not portrayed well in the GBA due to compressed graphics. Artificial Stupidity : ProtoMan in 4 is very, very dumb if you use Areagrab against him.
His tournament fight's AI infamously breaks completely and isn't able to do anything but shuffle around, but his encounter AI is nearly just as bad and is only barely functional compared to other Navi fights. No relationship has yet been established with Mu. Autosave : Getting a new chip from the chip trader machine will cause the game to auto-save.
This is to prevent Save Scumming for the desired chip, as was possible in the first game before the devs realized this. Emulator-users enjoy ignoring this restriction. Avenging the Villain : Dr. Regal, the villain of the fourth and fifth games, is the son of Dr. However, he does not attempt to follow through with his father's schemes and instead pursues the extinction of mankind. Awesome, but Impractical : Some combos and Program Advances can be extremely damaging but gimmicky and otherwise unreliable.
An excellent example is the Master Style Program Advance from BN3 which did almost a full thousand damage to the enemy and looked very flashy, but was very gimmicky. You needed four chips, all of them Mega class only one of each per folder, and they steal the space for any other Mega chips , if MegaMan wanted to use any of the chips individually he had to be in the right style so only one could be used by itself in a single fight , and each of these chips had a very specific individual gimmick, like the need for field obstacles or holes.
The Call-Back Master Cross is vastly superior, utilizing four powerful Standard class chips that all fit easily into the same folder and can be individually used painlessly.
Many Program Advances also involve selecting 3 or more copies of the same chip with different codes, usually in alphabetical order. Firstly, the Zeta series work by putting you in an invincibility phase while using a certain chip under a time limit. While this is supposedly a neat feature, most bosses have Mercy Invincibility and the attack speed for some chips are painfully slow that you can only attack them with that Program Advance once or twice at most before the timer runs out.
Secondly, due to chip selection rules, the player cannot select any other chips to use in the same turn, like attack-boosting chips which would otherwise make the Program Advance much more potent. This also means that it's harder to use these chips alone if you're using a folder with only one chip code. Problem is, it actually does less damage than if the chips it's made up from were used individually! Several individual chips also count, either because they have an awkward attack angle, require specific conditions to meet their massive damage output, or are marred by inconvenient codes when a player is trying to optimize folder fluidity.
MagnetMan's Liberation ability lets him shield the party from attacks outside of battle for a turn at the cost of a rare Order Point Since field damage is pitiful and can't bring HP below 1, it's very rarely worthwhile to use it instead of choosing to liberate a panel. Beast Over in the sixth game turns MegaMan invincible and lets him attack automatically though out of your control. It has the potential to do a lot of damage, but 1 you need to have spent 3 turns in Beast Out to be able to use Beast Over, by which point you may have already defeated all enemies 2 it ends automatically when the Custom Gauge fills up, and 3 it leaves MegaMan exhausted, resetting his Buster stats and causing his HP to drop rapidly.
It's designed as a Desperation Attack , and if any enemies remain standing after Beast Over expires, something has truly gone awry. Backtracking : A lot of the time, you're required to go back to previous areas. It's completely necessary to rematch bosses too. Bag of Spilling : At the start of each game, Lan and MegaMan start off with a horrible folder, HP, no sub memories, no Navi Customizer, nor any of the previous transformations any styles or souls that carry over into the third or the fifth game must be individually regained.
The sixth game lampshades this in one of the poems of the Poem NCP. MegaMan asks Lan where all his old chips and such go, Lan answers that he really doesn't know! At least MegaMan gets to use his charged shot from the beginning in Battle Network 3 and beyond, though the removal of the Powerup system in favor of the NaviCust means that the charged shot can't be as powerful as it could be in the first game.
Turns out Haruka confiscated it from them to keep them out of trouble. This particular chip is nowhere to be found when the gameplay actually starts. Not only does Lan lose all his Battle Chips and Mega all his upgrades, any notable status they may have achieved in the previous games counts for absolutely nothing in later installments. EXE, will sometimes even forget who he is between games. He also does this in the ProtoMan scenario in Blue Moon.
Battle Tops : TopMan. EXE can spin or toss tops, although MegaMan is only able to copy the spinning. Beard of Evil : Regal grows one in-between 4 and 5 to show that he's serious this time.
Match sort of has a Goatee Of Evil going on. Thankfully, each cube gives a hint which Navi needs to be beaten to unlock it. Beware the Nice Ones : Mamoru all the way.
Despite being a sick little kid in a wheelchair, it is revealed in the third game that his father was a SciLabs scientist who created the Undernet, and Mamoru is its current owner. Guess which Navi's icon that is—Serenade! It isn't entirely confirmed, but it is widely speculated and is very likely that Mamoru not only owns the Undernet, but is Serenade's operator and thus the ruler of the Secret Area and the operator of one of the most powerful Navis in the series.
Also, 6's Prosecutor Ito. It doesn't help that he resembles Mega Man Juno from Legends with a bowl cut and dye job. He also has a hand in almost every other game. Regal of 4 and 5 is his son. And in at least one scenario per game, usually near the game's climax, they're the ones who need the backup.
Big Fancy House : Yai lives in the largest building in ACDC Town it's in the corner in the first half of the series, and on the edge in the second half. It has a maximum of at least three visible rooms in the second game Lan's own home never gets more than two until the sixth game, when they move into one that adds a toilet , which includes Yai's room other games only allow you to visit this , the large central corridor, and a luxurious bathroom which is larger than the one in Lan's new house, anyway.
Bit Character : The games feature many different BBS boards with members talking amongst themselves about game mechanics and plot events, and in a few cases even having miniature storylines of their own. Black Screen of Death : Often used to avert moments of violence like when ShadeMan kills a mook in the fourth game.
Sometimes used to abridge cutscene battles. There's a link with a giant red and black W-sign on it five feet away that specifies only WWW personnel are allowed entrance. Subverted in that he's technically right. He's standing at an entrance to that same Undernet, but you have to travel deeper into the WWW-sequestered sections to get to the Server.
Red Sun and Blue Moon are the most blatant offenders of this, filled with simple and obnoxious grammatical errors most commonly - and oddly, considering the series - the game always using "viruses" in the plural.
Here's a list of samples at the Mega Rock blog while here is an entire Let's Play dedicated for it. Bodyguard Betrayal : Happens in the sixth game, when Chaud reveals his true identity and arrests Mayor Cain right as he orders him to arrest Lan. Boisterous Bruiser : GutsMan is loud and fight-happy. So is Mr. Match, from time to time. Rarely, you might meet a NetNavi without one, such as Bass. Bonus Boss : Every game in the series Gaiden Games, too have secret bosses that can only be fought after completing the main story, most commonly and famously Bass.
The latter half of the series mostly consists of Bass appearances and upgrades of bosses from the main story, though in the original Japanese version of 6 , a Boktai subplot ended with a special boss fightagainst The Count of Groundsoaking Blood. Several of these do not allow you to jack-out, so you must haul Mega all the way back to the entrance if you want to leave.
Bootstrapped Leitmotif : The music used for NumberMan's stage in the first game became this for MegaMan in his Guest Fighter appearance in Onimusha Blade Warriors Boring, but Practical : Obstacle chips and Terrain-changing chips, especially in the third game where lots of strategies are made and broken by the same kind of chips. Their potency results in subsequent games reducing the availability, strength, chip synergy and range of most terrain-changing abilities.
Powering up a single chip by 30 or 40 points hardly seems worthy of a Mega Chip. Except when attached to a multi-hit chip, the boost works for all of the hits that chip deals.
This makes the chips obscenely good in the right combinations, and they're even compatible with certain Program Advances. The basic Roll chip, the first Navi chip you're likely to get in any of the games, summons Roll to hit a single enemy with her ribbons, then heal MegaMan.
It gets better in later games, which makes the ribbon attack multiple hit, allowing it to benefit more from the aforementioned Atk up chips. FastGauge is a support chip that doubles the speed at which your Custom Gauge fills.
This gives you access to chips twice as often, and is crucial to speed deletions, especially when you're aiming to S-Rank a Navi in 10 seconds for maximum SP chip power. See the painting here. When the remake came about, they reverted all the changes of the localization but this one. Zigzagged with the Geddon series of Battle Chips.
The original name of the series was "Death Match", but translation teams invoked Never Say "Die" and instead re-titled the chips with a veiled reference to the biblical end of the world. Boss in Mook's Clothing : Battle Network 3 has a handful of higher-level virus encounters dispersed throughout random computers that you can hunt down with search programs. Disjointed virus assortment can result in dangerously powerful viruses hiding in early areas.
Elehornets are the third version of a virus whose first and second versions, Elebee and Elewasp, are found in The Very Definitely Final Dungeon and the Bonus Dungeon , respectively. Again, the third version hangs out at your school , which is the first major area in the game. Such examples tend to be rare encounters — merciful for the player just progressing through the game, but potentially frustrating for those trying to hunt them. Boss Rush : The final dungeon of most games usually pits the player against improved versions of antagonistic bosses.
In addition, the time trials in 3 , but they come with asinine requirements. Brain Uploading : MegaMan himself is based on the mind of Lan's brother Hub, who contracted a terminal heart condition and died as an infant. It has a stronger Palette Swap named Void, and then an even stronger one called Higsby's shop in the fourth game has a sign that reads "A NumberMan sign. Higsby's Navi and a Higsby's sign Navi". Breakout Character : SearchMan is one of the more popular Navis introduced in Red Sun , thanks to his design invoking a badass sniper and his Soul Unison being one of the most useful in the game.
This resulted in him returning as a playable character in Team ProtoMan , as well as becoming the tritagonist in Stream. Despite only showing up in 1 as a Bonus Boss , he became a central character in the following two games, and kept showing up in the second trilogy, thanks to his incredible popularity among fans and even the developers themselves.
Breaking Out the Boss : The Sealed Evil in a Can immediately swallows up Wily in the third game after the program limiting its power is destroyed. Broad Strokes : Battle Network 3 was released after MegaMan NT Warrior had gained some popularity, and quite a bit of the anime-adaptation seeps through.
Higsby has his famous crush on Ms. Mari, there's an Inevitable Tournament that shares a name with the Tournament Arc from the first season at which Ribitta is reporting, and which also centers on the rivalry between Lan and Chaud , Yai is suddenly a NetBattler, and there's even a Dummied Out jack-in sequence reminiscent of the anime's.
The two Gaiden Games released after 3 also draw on the anime a little — Network Transmission has voice-acting work by the original Japanese seiyuu and an Official Art style clearly informed by the anime note The western release even included a promotional DVD containing the first episode of the anime, which was being run on Kids WB!
Broken Bridge : Faulty electronic equivalent or sometimes a bad net connection are used to prevent MegaMan from going too far into the net. Sometimes Lan will have to meddle with objects or people in the real world to correct this. The lack of important broken bridges in the first game's internet overworld can lead to the player wandering into the Undernet way before they're supposed to visit it.
This can lead to some severe Sequence Breaking and, if you're terribly unlucky, some Beef Gate. While the characters in the game seem only barely aware of this, it is an essential part of folder building to streamline it by using only one or two codes some will go as high as three or four for fun to allow you to maximize the number of chips that can be used in one turn.
Mega and Giga class chips have with almost no exceptions the first letter of their name as their chip code. Call-Back : The first problem that Lan solves is an oven that spits fire in his house.
In a later game, someone complains, "My oven's spitting fire! Also of note, the fourth game in which FireMan returns allows you to Jack In to the oven again, though nothing of particular note happens there except for the tutorial.
Calling Your Attacks : FlashMan. Same goes with the bosses in said missions. Also the cameos of Boktai characters, especially Django. Canon Foreigner : While many special Net Navis are based on characters from other Mega Man series, there are several that were created for this series.
Many of Mr. Famous's Net Navis are actually Contest Winner Cameo , which were fan-made design that got added into the game. The one exception is Punk. Several Net Navis like NumberMan. EXE, ColorMan. EXE, Meddy. EXE, JudgeMan.
EXE, etc. By some technicality, BlastMan. Caps Lock : All Mr. Progs speak like this from the fourth game onwards. Dark Chips' descriptions are also in all caps to denote their ominousness. Every single one of them talks about how they're totes in the WWW, some of them do an Evil Laugh , and one even composes a song about it. It's almost as though they're going out of their way to prove how obviously WWW they are.
Which, in fact, is what they're doing. Everyone employed by Nebula, which goals include corrupting the world to evil via dark power. Cast from Hit Points : Dark Chips in 4 and 5. One of the most extreme examples of this trope: using a Dark Chip only deducts one hit point from your total, but that hit point is gone permanently. Cast from Sanity : Using the Dark Chips also takes away your "sanity" from the invisible sanity gauge.
Using them frequently enough will always make MegaMan be in the "dark" state, where he can get access to certain other powerful chips, but disables Soul Unisons and makes him unable to use "holy" chips like Sanctuary or Gun Del Sol. To get out of such a state, you have to do battles without using those chips, and you'll gradually turn better. Casting a Shadow : Battle Network 2 introduced shadows as a type of defense with shielding, invisibility, and barriers , which rendered users immune to all damage that didn't have the sword attribute.
ProtoMan used chips from this family in Battle Chip Challenge. To use the ability, Navis have to win chips from the demonic "shadow" virus family , amorphous shadows that have batwing designs near their head and turn into solid bladed weapons to attack targets with. Battle Network 4 had two unique Bonus Dungeon enemies, the "navi shadow" and "navi black", which were normal navis and heel navis who respectively succumbed to Dark Power and become Living Shadows themselves.
This connection between Dark Power and the shadow body-type was never elaborated on. Cerebus Rollercoaster : The first game is rather light-hearted but isn't moreso than any saturday morning cartoon or Shounen Anime. The second game and third games up the ante, despite the silly situations.
The fourth game then changes it to a borderline Random Events Plot and the later games are much more unrealistic. It's notable that the series was intended to end with three and that were a Post-Script Season. Chain of Deals : Most, if not all of the games feature one, with a new step becoming available after defeating a boss.
Chaos Architecture : The Internet is constantly undergoing updates so massive, people don't even bother to care that the immediate cyber-neighborhood looks nothing like it did in previous games. You might find a few similar areas here and there a particular section of the Undernet in Battle Network 4 is reminiscent of an area from Battle Network 2.
ACDC Town has a remarkably different geography in the second half of the series, having stripped out every building except for four houses Lan's, May's, Dex's, and Yai's , Higsby's chip shop, and the Metroline station.
The fifth game includes a visit to a digital recreation of ACDC Town as it was ten years ago, and it has the same layout as it does in the present. The school grounds and Lan's friends' houses don't actually change design between installments, but which parts of those buildings you have access to does. It's only in the first game, for example, that you can even see the entrance to the school grounds, while the third game gives you access to the principal's office.
Hikari's office is almost identical in between the first and second games, but for some bizarre reason, it's set in two different hallway structures in two different buildings the Government Complex in the first game and the Official Center in the second. The third game gives him a new office design entirely, which apparently he's always had.
SciLabs in general also revamps its appearance in the third and fifth games. Character Model Karma Meter : The fourth and fifth games have MegaMan's appearance change depending on whether or not you use Dark Chips in battle: the more you use them, the darker his color becomes, but going for a long time without touching them causes him to turn a lighter shade of blue.
Character Name Limits : Appears everywhere, with a limit of 8 characters for all key items, battle chips and Navi names when displayed on the battle screen. Most terms end up being very compressed as a result. The fourth game in particular applies this limitation to almost everything, even to Navi names in conversations.
Character Select Forcing : Shadow and Nightmare Viruses are immune to everything except for cutting attacks like swords, meaning that they're downright unbeatable without those in your folder or fusions.
The Kettle Viruses in HeatMan's scenario lack conventional health and are immune to everything except for Fire attacks, which causes their temperature to rise. If their temperature hits degrees, they explode. Fortunately, you're playing as HeatMan who uses fire. Later variants subvert this by being vulnerable to anything, though they still keep their temperature health.
Charged Attack : MegaMan can charge his Buster to unleash stronger attacks. While under the effects of a transformation, his charge shot behaves differently and gains different properties, depending on the transformation. From the 4th game onward, certain transformations also have the ability to charge a chip for additional effects — and frequently, double damage.
Chekhov's Classroom : Every once in a while in the first few games. For instance, in Battle Network 3 , we find the class discussing program compression at the beginning of the BubbleMan chapter which integrates into the game the small cyberworld paths that Mega must compress himself down to use. Chekhov's Gun : Lan's house has a doghouse behind it.
In the first four games, nothing is ever said about it and you would just think it is for security like the other one, but then the fifth game finally makes it a plot point. Many fetch quests usually have you running across the item you need in the background somewhere, but you don't notice it until you're told you need it, then you need to go looking for it. Chekhov's Gunman : A certain gray-haired boy makes a brief appearance near the end of Battle Network 2 during the MagnetMan chapter, the main significance of which is to trigger the Law of Conservation of Detail.
Cossak, the creator of Bass. Another notable Gunman from Battle Network 3 is a little boy you meet named Mamoru whose chief characteristic is that he's suffering from the same heart condition that took Lan's brother's life. Turns out he's the administrator of the Undernet.
Iris in the sixth game. You meet her in the opening exploration of Cyber City and she then goes on to be the sixth game's Mysterious Waif. Mach as well, whose introduction in the beginning actually sets up a big reveal later in the story. Chest Insignia : Just about every Navi has a "Navi Mark" even Normals , and if it's not on their chest, they'll definitely have it close by.
Their operators tend to display that same insignia on some piece of clothing or accessory. In case of Bass, he has a massive scar over his insignia that he keeps as a reminder of his betrayal by humanity. Chest Monster : Viruses inside trapped mystery data, which is usually found in the less regulated parts of the internet.
The Untrap sub-chip will automatically dismantle this trap and give you direct access to the Green Mystery Data's original contents - very useful. Chuck Cunningham Syndrome : Many enemy operators and more than a few allies fail to make reappearances in later games. Sean who was introduced in the second game and Mamoru from the third each have a powerful influence on their games each happens to be a Walking Spoiler , unfortunately , but neither appear in the latter half of the series.
Other villains and antagonists have left and never returned. Rarely, one will receive an explanatory Hand Wave usually involving jail , some may even be killed Gospel doesn't like its members failing , but many have just vanished without a trace the original WWW members. How do you get to the n1 grand prix preliminary place on megaman battle network 3 white?
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People also asked. View results. How do you get to Yoka 1 in Megaman Battle Network 3? Where is the person that studies programming in Megaman battle network3 white? Where is Latitude 19 28'N Longitude 99 09'W? Study Guides. Trending Questions. What is the fourth element of the periodic table of elements? Still have questions? Find more answers. Previously Viewed. Feeding viruses increases the damage the virus chip does when you use it during battle. Job BBS: This is a brief list of most of the missions on the request board.
I also list what you get from the mission, but there can be side benefits as well. This means you can go make yourself a copy of it later Find brother in SciLab Square. Then back to the SciLab Square again. You get the chip involved: Slasher B. Go to the zoo and search the machine by the Flamingo.
Fight some viruses. Get SpinYllw. Meet at SciLab station. Get RegUP3. Get Yo-Yo1. Broke: Meet at Yoka Inn and give zenny. Talk to the man again. Find the Navi in Yoka 2. Get CashData. Give the data to the man. Get your money back plus HPMemory. Fight two Twinners. Get 10, zenny. Boyfriend: This one is weird. I think your responses determine your prize. Deliver chip: Find the old woman near Yoka Inn. Return to the old woman and talk to her again. Find Navi in Yoka area 1, past the water heater.
Find the vet in the zoo near the entrance. Stuntmen wanted Tora : Meet at Beach area 1. The Navi you want looks like an official. This is a five battle survival. Get HPMemory. The scientist wants you to find three jack-in points. The third is the TV van outside. Find the program in SciLab 1 that once had the data. He wants a Yo-Yo1 G.
Get SloGauge. Note: If at all possible, do this one with a Fire-based style. Toasting the Viney and Puffball with your flamethrower attack is so-o-o much easier There are three.
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