Mega Man Battle Network 5: Team Protoman Walkthrough :
This walkthrough for Mega Man Battle Network 5: Team Protoman [Game Boy Advance] has been posted at 24 Jun 2010 by Maky and is called "/Team Colonel FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up Maky and share this with your freinds. And most important we have 30 other walkthroughs for Mega Man Battle Network 5: Team Protoman, read them all!
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Version History[HIST] 2. Controls[CTRL] 3. Chapter 1: Your mission, should you choose to accept it...[WKC1] 4. Chapter 2: Liberation of ACDC Area 3[WKC2] 5. Chapter 3: Down in the Pits[WKC3] 6. Chapter 4: Liberation of Oran Area 3[WKC4] 7. Chapter 5: Rain Rain, Go Away[WKC5] 8. Chapter 6: Liberation of SciLab Area 3[WKC6] 9. Chapter 7: Cruising through dark times[WKC7] 10. Chapter 8: Liberation of End Area 2[WKC8] 11. Chapter 9: Ninjas. Thousands of em.[WKC9] 12. Chapter 10: Liberation of End Area 5[WKC10] 13. Chapter 11: Revival of the Fittest[WKC11] 14. Chapter 12: Liberation of Undernet Area 4[WKC12] 15. Chapter 13: Hey, you stole my PET![WKC13] 16. Chapter 14: The beginning of the end[WKC14] 17. Chapter 15: Deep under the net[WKC15] 18. Chip Library[CHIPL] 19. Program Advance Library[PAL] 20. Powerup List (Incomplete) [POWL] 21. FAQs[QA] 22. Credits/Legal Information/Contact Info[CRED] ------------------------------------------------------------------------------- | VERSION HISTORY [HIST] | ------------------------------------------------------------------------------- Version 1.16: [11/21/05] Added a strategy by Goh Yutong in the Cloudman boss fight strategy. Version 1.15: [8/10/05] Added an incomplete powerup list, (Email me if you know the other locations)part of the Nebula area guide, fixed some PA descriptions, added locations for a couple chips and slightly changed the layout. Version 1.00: [8/8/05] Controls, main walkthrough, and chip/PA libraries complete. ------------------------------------------------------------------------------- | CONTROLS [CTRL] | ------------------------------------------------------------------------------- Out of battle: A Checks objects/Talks to people B Hold to run R Jacks in/out L Receive tips from Lan/Megaman Start Brings up the start menu Select None Menu: A Selects option B Back R Page down in chip folder L Page up in chip folder Start Back Select Orders chips in chip folder In battle: A Use chip B Use buster B(Hold) Charge buster L/R Bring up chip menu when custom gauge is full Start Pause battle Select Hide/Unhide chip menu while selecting chips ---------- ------------------------------------------------------------------------------- | CHAPTER 1: Your mission, should you choose to accept it... [WKC1] | ------------------------------------------------------------------------------- At the opening of the game, you'll see a short cutscene involving two people of the 20th century. They'll talk about how they're done researching, and how they'll leave it to the next generation to finish their work. Fast forward to the 21st century. Lan is asleep (While doing homework, of course). He wakes up eventually because of Megaman.EXE's voice and, of course, that beeping noise. Lan picks up his PET and is about to jack in, but his mother interupts him. When you're able to control Lan, you'll get an email explaining jacking in, editing your folder, and using subchips. When you're done reading through it, go downstairs and talk to Lan's mother. She'll tell you to take "StewRec." to her friend's navi, who resides in KitchenComp. KitchenComp can be accessed through ACDC2. When she's done talking, go upstairs and press R next to your computer to jack in. Walk forward with Megaman a little and he'll run up to confront three Mettaurs. Just follow the instructions through the battles and you'll be fine, even if this is your first BN game. For those of you who haven't played BN4 yet, be sure to read through the third tutorial, as it explains counter and full synchro, two elements that weren't in the first three games. When you're done with the battles, run forward to ACDC1. Follow the green path past a blue square and a forking child path. There is a BMD containing the subchip MiniEnergy in the second blue square back on the parent path. Further on the path you'll see a security cube for Mayl's HP, a subchip dealer in another blue square, and Roll. Talking to her reveals that Gutsman and Glide are in ACDC2. There is another child path up ahead with a BMD containing 800 zenny. Continue down the path and through the portal to ACDC2. Continue down the green path. The first path going left you come to will lead to a PMD with BlkBomb R. You'll see a BMD containing CopyDmg * further ahead. Past Dex's security cube you'll see Gutsman and Glide trading chips. Take the blue path this time and continue southeast. You'll see a portal to KitchenComp. There is a pink navi in the center of the area, so talk to it. After she takes "StewRcp." from you, she'll jack out. You'll then receive an email from Lan's dad, telling him to round everyone up and bring them to the SciLabs. Megaman will jack out after this, and you'll have control of Lan. Walk downstairs and out of your house. Jack into the doghouse outside of Lan's house and look around for a RegUP2. Next door is Mayl's house, so go tell her about the trip to SciLabs. Dex's house is at the north of ACDC town. Jack into his computer for a RegUP1 and an HP Memory. There is also a battle BBS in his HP. Across the street from him is Yai's mansion, and there's a subchip dealer at the north end of the sidewalk. After you've talked to everyone, go to the Metroline station in the center of town, behind Mayl's house. Mayl and Yai will come walking down the street, and Dex joins the group a little later. After the Metro ride you'll be infront of the SciLab building. Go up the stairs, but before entering the building jack into the sculpture of a grey chip to the left. Inside you'll find a BMD containing an HP Memory that will increase your maximum HP by 20. Jack out and go to the entrance of the building. After everyone enters the building, the screen will pan down to a car. After you read through the text, you will be inside the SciLab building. Go up the stairs and jack into the terminal with a flashing screen to the left. At the south corner there is a BMD containing SeaSeed *. There is a BMD in the north corner with 1 BugFrag. Jack out of the terminal. Go to the top of the stairs and through the door to get to Dr. Hikari's lab. He will start to show you something, but an alarm sounds! A smoke grenade goes off in the room, and everyone falls unconscious. Odd-looking people in gas masks enter the room and Dr. Regal enters after them. They take the sleeping Dr. Hikari away and confiscate everyone else's PETs. They don't seem to notice Lan behind the wall, so they leave. Three days later... Lan wakes up in his room and jacks into his computer. The net is much darker than before. Follow the path the ACDC2. Follow the path until you see a purple navi. Talk to him and you'll fight two Mettaurs and a Bugtank. After this easy battle, the purple navi will run off through a door. You'll receive an email about the infiltrators in the SciLab mainframe. Megaman will jack out in order to go to the SciLab. Go downstairs and talk to Lan's mom. Then go outside and to the Metroline station. Mayl's in front of it, so talk to her. She'll give you the chip Roll R and the code to get through her security cube. I would advise putting the Roll chip in your folder, as it's always helpful. Inside the SciLab building a man will come out of the elevator running. Go up the stairs and through the door to Dr. Hikari's lab. Check the computer at the north side of the room to get "Dad's ID". Jack into the computer and go to the east corner to find a BMD with RegUp2. This increases your Regular Memory by 2MB, so you can set chips with 6MB to the regular chip now. There's also a PMD in the north corner, so if you purchased an unlocker subchip you can open it to receive BugFix H. Jack out and go to the door that the man ran out of. Jack into the main computer in the room. Follow the path until you come to a program. After you talk to him, you have to rearrange the data to "762". Switch the 2 and the 6, then the 7 and the 6. The blocks will fall into the floor. If you take more moves than allowed, you'll fight random viruses. Continue along the skinny path to a BMD containing Thunder P. Go back on the correct path and continue to another set of blocks. These must be arranged to "NAP". Put the P where the A is, put the A where the N is, and put the N where the P was. Continue along the path and get the visible BMD that contains another HP memory. Continue to an area with two sets of blocks. From left to right, they should read "OWL RAT". Take L and put it where R is, put R where O is, put O where T is, put T where A is, and put A in the empty spot. Go past "OWL" and step on the purple switch. Now that the door is open, head through there and to MainCom2. Continue down the path to get to yet another word scramble. This should read "DOCK HALL". Put D where A is, A where H is, H where C is, C where the left L is, and L where D was. Go past "HALL" and step on the purple switch. Past the opened door you'll come upon yet another passcoded area, this time with nine letters that you have to arrange into "HIP TOE ARM". Take H and put it where E is, put E where M is, put M where T is, put T where I is, put I where A is, and put A where H was. Step on the switches behind "HIP" and "ARM", then go through the unlocked doors. Go past the arrows on the floor for a moment and get the BMD with the FullEnergy subchip. When used it'll recover all of Megaman's HP. Go down two arrow rows and continue on the path. On your way to the next passcode area, you'll find a BMD with Spreader E. Upon entering the last passcode area, the program will tell you that it doesn't know the password, but it's written down somewhere Dr. Hikari could find it. Go back to Dr. Hikari's lab and look under the sofa in the south corner to get "WorkMemo". The passcode is "53214". Put 5 where 1 is, 1 where 4 is, 4 in the empty space, and switch 2 and 3. Save before going past the blocks, as the boss is ahead. Megaman will run up the hill, but there's nobody there. Oh well, I guess we'll just--Hey, wait! It's Protoman! After exchanging a few words, the battle will begin. --BOSS-- --PROTOMAN.EXE-- --HP: 300-- --NEUTRAL-- Attacks: -Protoman will move to the tile in front of you or on an angle and use a Widesword. (Three vertical tiles)[20HP] -Protoman will move to his tile nearest you on the same row and use a Longsword. (Three horizontal tiles)[20HP] Strategy: Protoman will constantly move from tile to tile. He will occasionally block an attack with his shield, but you should be able to get some buster shots in. You should never be on the leftmost column. You'll have a very hard time dodging his widesword attack, but if you aren't on the leftmost column then you can simply move back a tile. To dodge his Longsword, simply move up or down. The best time to attack is right after his sword slash is finished, so be ready to use your chips. I've found that a widesword works well, especially while he's using Longsword since you can attack before he's finished. --END BOSS-- Once you defeat Protoman, you're told to jack out. In the real world, go through the previously-locked door to your right. Behind the desk is Eugene Chaud, Protoman's operator and an Official Netbattler. It seems that the infiltration of the SciLabs mainframe was just a test to see if you were good enough to join the team to end the evil organization Nebula (I guess saving the world five times, including Network Transmission, doesn't count, eh?). Go back to your house and go to bed... ------------------------------------------------------------------------------- | CHAPTER 2: Liberation of ACDC Area 3 [WKC2] | ------------------------------------------------------------------------------- When you wake up, you will receive a phone call from Chaud, who will tell you that you will be performing the day's mission by yourself, but he's sent Protoman to the area to help. After Lan jacks in, you'll receive an email from the newsmail group, informing you about Nebula and telling you to stay off the net. Follow the path the ACDC2 as usual, but take a quick stop at Mayl's HP to find a BMD with MiniEnergy and another with EnergBom P. Follow the path through ACDC2 until you get to where you fought the purple navi before. Talk to Protoman to start a cutscene where he'll break open the door. You'll need to edit your folders to your liking before continuing to ACDC3. You may also wish to head over to the netdealer near KitchenComp and pick up an HP Memory or two. Once you're done getting ready, head through the portal. Protoman will explain how to liberate an area. You first must press A next to a dark panel and select "Liberate". You will enter a battle with a virus. You may also use special attacks to liberate a larger area at once. These use up the points shown in the upper-right corner of the screen, although some Dark panels may contain points. Protoman tells you that if you liberate the map within 7 turns an official will give you a rare chip. However, we'll aim for 5 to get an even rarer chip. First, I would advise switching to Protoman for the first battle (Press R). He's just like Megaman, but he can save during the liberation, his charged buster is a widesword, and he has a special attack, StepSwrd, selectable from the chip select screen. He can also block by pressing B+LeftThis is the attack range of StepSwrd: _____________ | | | | |*| | ------------- | |P| | |*| | P=Protoman ------------- | | | | |*| | *=Damaged area _____________ ---PLAYER PHASE 1--- Anyways, run up to the panel between the three Dark panels. Save before you select liberate, incase you don't win the battle. Protoman will tell Lan that liberation battles are different from normal virus busting. You only have 3 turns to win, and 1 turn will liberate all the panels around you. You can press L or R to turn around during battles. During the battle, you will only control the center two columns. Once you defeat the viruses, Protoman will tell you about DarkHoles. If you liberated all three Dark panels, continue with Megaman up to the next Dark panel. If you didn't, I highly advise resetting and trying again. This battle should be easier, since you aren't surrounded and control a column more than normal battles. When you're done with the battle, you should receive 500 zenny. ---DARKLOID PHASE 1--- After you move both characters, your turn will be over and the enemy's turn will begin. No enemies will move during this turn. ---PLAYER PHASE 2--- Attack the Darkloid with Megaman. You'll fight BigBrute, a virus with 120 HP and who constantly moves. He will use a Burner chip, which will deal damage to either the tile you're on and one in every direction except diagonals, or the center tile and one to the left, right, etc. He doesn't seem to come to the column closest to you except when attacking. When he is defeated, bring Protoman to the former Dark panel and liberate the Dark Hole. Don't worry about beating this battle in one turn, when the Dark hole is liberated all surrounding panels will be as well. ---DARKLOID PHASE 2--- Again nothing moves, bringing you to your next turn. ---PLAYER PHASE 3--- Bring Megaman up to the next Dark panel. Select LongSwrd instead of Liberate this time, so we can liberate both panels at once. Again it's unnecessary to win the battle in one turn. Protoman will tell Megaman about "Pass", where the navi forfeits a turn to recover some HP, and also about the Bonus panels, which give a random effect. Use Protoman to liberate the panel in front of the BigBrute. ---DARKLOID PHASE 3--- Nothing happens. ---PLAYER PHASE 4--- Use one of your navis to liberate the panel with the BigBrute, and the other to liberate the Dark Hole. ---DARKLOID PHASE 4--- Again, nothing happens. ---PLAYER PHASE 5--- Pick the navi you're best with. Use the other one to liberate the panel in front of Blizzardman, then use the other to get the bonus panel (Hoping for invincibility) and try to defeat Blizzardman within the turn, or you won't get his SP chip. --BOSS-- --BLIZZARDMAN.EXE-- --HP: 400-- --AQUA-- Attacks: -Blizzardman throws snowballs down two of the three rows[20HP] -Blizzardman will turn into a snowball and roll down the row at you. If he collides with the edge of the screen, two blobs of snow will fall onto random panels[30HP] -Blizzardman will blow snow the same range as a longsword (Two panels in front of him)[20HP] Strategy: Blizzardman will move up one panel at a time, on random panels of the column. I started the battle with Protoman. Whenever he comes next to your zone, use either a charged buster attack or a sword/widesword chip. Since this is a timed battle, when your three turns are up you'll have to continue the battle with Megaman. The strategy for him is slightly different. You'll still want to use sword chips, but when he's further away you can choose to use a ranged attack instead, although this will reset his movement towards your zone. ---END BOSS--- ---DARKLOID PHASE 5--- If you don't defeat him, Blizzardman will use an attack that will deal 40 damage to all navis in the red zone (Shown only when he uses the attack). ---PLAYER PHASE 6--- Defeat Blizzardman if you need to. You'll only get the normal Blizzardman chip. After defeating Blizzardman, and if you completed the liberation within 5 turns, Protoman will give you the chip "BlizManSP B". After both navis jack out, there will be a cutscene involving Dr. Regal and his plan to control the net. Of course, nothing much is revealed this soon in the game, but you're told that preparations for his plan are ready. ------------------------------------------------------------------------------- | CHAPTER 3: Down in the Pits [WKC3] | ------------------------------------------------------------------------------- Lan, Mayl, Yai, and Dex will be talking at the park. Eventually Yai decides for everyone that they'll go to an island and have fun at the beach, so everyone goes home to get ready. When everyone leaves you'll get a phone call from Chaud telling you about the patrol mission you've been assigned. You'll also receive an email telling you about darkchips. They're very strong, but they reduce your max HP by 1 permanently every time you use them. Jack into Lan's computer and follow the path to ACDC3. Go past where Blizzardman was and take a left. Talk to the program ahead to see the status of the restoration. Ah, it seems to be coming along as well as a defragged hard drive. Lan will call Chaud and tell him the good news, then gather his swimming things to meet the others. Read your mail to get "DexCode", which will allow you easier access to ACDC2. Go to the Metro station to get chided by Yai. Apparently you're going to the deserted island of Oran. Whoopee! Once on the island head to the stairs to initiate some conversation between Lan and Dex. Apparently they're going to work some changing magic, but they take so long that Mayl and Yai (Who has a duckie float on, how cute) are already changed and are waiting. So of course, someone's underwear snaps, but I dunno whose it is. Yai is going at the speed of sound on her jet-powered float, and then she whacks the hell out of Dex with a stick. Of course, Lan eggs her on... You'll receive an email with new orders from Chaud after Dex runs to get fishing supplies. It seems you're not allowed a day's rest from work...Oh well. After reading the mail (What a coincidence, you have to go to Oran1), go to the odd-looking speaker up the stairs and north of Dex. Inside Oran1, turn right (Screenwise) and go down the path for a Quake1 A. Go down the other path and go down the right path at the square. There is a hidden PMD (You can only see the shadow) under a bridge, containing Snake M.Continue along the greenish path and up the two ramps (The portal leads to ACDC3, which is now fully restored). There's a netdealer down the second red path from here, who has an HP Memory for 2500, so get it if you have enough zenny. At the end of the path you'll meet Protoman, and you'll both rush the large gun batteries in place. Neither of you can get through, so both navis will jack out. In the real world you'll need to find fishing supplies. Check the bamboo for a pole, go down the stairs next to it and across the small beach and check the wall for line and hook. Go down to where the others are and to the waterfall for bait. Talk to Dex, then go up the stairs and across the bridge to start fishing. 40 minutes later, Lan's line catches a big-ass fish. Now since we lost, Dex wants us to find some dry grass, a twig, and a board. Go immediately right and check the board on the ground for the board, go to the dead tree next to the jack-in port for twig, and go to where the fishing spot was for dry grass. Now that we're all done eating Dex's fish, it seems he wants to go into the forest. How fun. Check your email to receive this game's Navi Customizer. Follow the instructions to load the programs. Run up the stairs and follow the railroad track to find Dex and the others. They start to walk into the mine...But what's this? It seems the floor has collapsed. Don't worry, I'm sure they're quite alright. In the southern corner there's a RegUP1 in the wheelbarrow. Go through the door past the pit, and go up the ramp and jack into the old speaker. Talk to the navi and pay him 1000 zenny for the MineKey. Dex will call and say that they're heading in the direction of wind. Go north to the elevator. Unlock the door at the top and check the crates to the right to find a HP Memory. Go through the door and into the next door over once you're outside. Walk over to the locked door (Yay, a met hat!) and try to unlock it to find out it's infected. Delete the viruses to unlock the door, but what's that noise? Another earthquake! Run through the doorway and up the ramp. Go forward and right at the fork to get to another locked door. When it's unlocked, there will be yet another earthquake. Dex will call, but it seems his SubPET isn't working. Once outside, go through the first door you see. There's a Tornado R at the north end of the air filter. Jack out and go up the ramp outside. Another locked door and some more viruses to deal with. When they're good and deleted, Dex will call and say that they'll run out of air soon. But what's this? It seems a rogue drill is coming down for them! Continue down the ramp and the elevator. Through the doorway, it seems a 29-year-old woman is operating the drill to relieve herself of stress. Lan will jack in, and you'll be tasked with stepping on the control switches. In this network, there will be rocks in your way. To eliminate them, press the control pad towards them and press A repeatedly. Once the first rock is out of your way, continue on the path to the right until you reach a conveyer belt. Run up it, destroying rocks as you go to get to a BMD with Invisibl *. There's another rock up ahead, and behind it lies a HP Memory. To the left there are a couple tiny conveyer belts. You'll need to time it right and run pas the rocks on them. Past the three adjacent rocks will be a longer conveyer belt. Run up it and get off at the path near where the rocks are coming from. Down the southern path is the drill control system. Jack Megaman into the next control box. On the next conveyer belt, time it so that you're faced with only a brown rock. Down past the rock is a BMD with the NaviCust block Charge+1. Put it in, making sure to follow the three rules. Upwards and past two smaller conveyer belts you'll come upon a large one. This conveyer belt will require you to break all the rocks you come by quickly. Get the BMD containing RockCube *, then go upwards and down another conveyer belt. Up this path you'll find the second drill control system. Activate it, then jack Megaman into the next control box. Go all the way up this conveyer belt for a BMD with the NaviCust HP+100. Go down another conveyer belt and you'll find a grey rock. Go past it for the time being and up the next conveyer belt. Talk to the program to get "Stopkey". Go back to that grey rock and break it. Break and pass a brown rock and you'll find FullEnrg. Go all the way up the conveyer belt to the right to find the conveyer control system. Go back to where the program is and continue to the control system. Activate it and plug into the last control box. Go forwards and all the way across the large conveyer belt area. Follow the path upwards past two more belts and get the HP Memory. Go down that last belt until you reach the other path. Follow it and you'll eventually come to another conveyer belt you'll cross over several times. There will be a BMD with LongSwrd S on the side of it. Use Stopkey on the belt control system to stop the rocks, then continue up the belt to where Magnetman is. It seems that this is Gauss's only daughter, Tesla. --BOSS-- --MAGNETMAN.EXE-- --HP: 500-- --ELEC-- Attacks: -Turns some panels into magnet panels, which repel Megaman. -Holds Megaman in place while he fires a Magnet. -Magnetman fires a magnet that turns once before hitting Megaman[20HP] -Shoots a magnet sphere that goes forward slowly and stuns for a few seconds [20HP] -Magnetman will make a double of himself and they will crush Megaman between them[40HP] Strategy: At the beginning of the battle he will use MagnetPanel. MrkCan1's are very useful here, as you don't need to aim them. When you don't have chips to use, charge your buster and get some shots in there. Just try to avoid the stunning attacks and you'll have an easy time beating him. Overall this is easier than the Blizzardman battle, even though he has more HP. ---END BOSS--- Run to the elevator in the next room. When you get to the door you'll jack in. Check the box in the middle to unlock the door. However, it seems that the security system was activated. Magnetman will run in front of Megaman to protect him from the large boulders coming from the--Er---Somewhere. When you jack out, everyone will leave, and then Chaud will call you. Lan will ask Tesla to borrow Magnetman for the following mission. ------------------------------------------------------------------------------- | CHAPTER 4: Liberation of Oran Area 3 [WKC4] | ------------------------------------------------------------------------------- Jack into the speaker and go through Oran1 to the place with the gun batteries to meet Protoman. Magnetman will jack in and block Megaman and Protoman from the fire. Once they're destroyed by Protoman, edit your folder and continue to the liberation zone. You now have control of Magnetman. His special in-battle chip is NSTackle. It will make him ram to the right until he hits the edge. His charged buster will release a magnet that deals 40 damage. His special ability, MagnetBarrier, will block any out-of-battle damage to the team for a turn. During this battle, Shademan can attack any team member for 60HP. ---PLAYER PHASE 1--- Use Megaman's Longsword to liberate the two side-by-side panels. Use Protoman to liberate the item panel. Use Magnetman to liberate the panel three up from the one Protoman liberated. ---DARKLOID PHASE 1--- Shademan should attack Magnetman. The Tinhawk will attack someone on the panels around it, which only Magnetman is in for 20HP damage. ---PLAYER PHASE 2--- Use Magnetman to liberate the panel behind the one liberated last turn. Use your navi of choice to delete the BigBrute, then the other to liberate the Dark Hole. ---DARKLOID PHASE 2--- Both Shademan and the Tinhawk will attack one of your characters. ---PLAYER PHASE 3--- Get the BonusPanel with a character, then use Magnetman or Protoman to liberate one of the panels blocking the way. Use Megaman to Longsword the two adjacent panels up ahead. ---DARKLOID PHASE 3--- Shademan and a Tinhawk will attack one of your characters. ---PLAYER PHASE 4--- If there is a BigBrute on the left panel up ahead, use Megaman to Longsword the right panels, then Protoman to Widesword the two panels behind the BigBrute, and use MagnetMan to liberate the Dark Hole. If the BigBrute is not on the left panel, Longsword the left panel with Megaman, then use whichever navi you want to liberate a panel adjacent to the Dark Hole, and then the Dark Hole. The BigBrute will be deleted along with the Dark Hole. ---DARKLOID PHASE 4--- Shademan will attack one of your characters. ---PLAYER PHASE 5--- Get the BonusPanel with a character. Use either Megaman to Longsword or Protoman to Widesword to the Dark Hole, then liberate it with whichever navi. To defeat the Tinhawk, wait until it dives to the ground at you and use an attack. Wideswords work well against it. Use the remaining navi to liberate one of the tiles blocking your path. ---DARKLOID PHASE 5--- Nothing happened for me here. ---PLAYER PHASE 6--- Pick out the navi you want to fight the first round with Shademan (My reccommendation is Megaman). Do not use him for any liberation this turn. Use one navi to liberate one of the panels blocking your way, and another to liberate the panel right before Shademan. Use the remaining character to attack Shademan. --BOSS-- --SHADEMAN.EXE-- --HP: 600-- --NEUTRAL-- Attacks: -Sends a bat forward at a medium speed to attack your navi. It can make one turn[40HP] -Sends a wave to the yellow tiles that will stun your navi[40HP] -Slashes you if you're standing on the border column[40HP] -Shademan will teleport behind you and start absorbing your HP at 10HP per second. Repeated movements may break this[10HP/second] Strategy: Starting with Megaman, weaken him atleast a couple hundred HP |
