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Table of Contents -
--Introduction-
--Forward-
--Disclaimer-
--Walkthrough--
-I -Wordy Trivia!-
-II - Magnetic Drilling Knights-




Introduction


Welcome to Battle Network Rockman.exe 6 - CyberBeast Greiga and CyberBeast Falzar; what may well be the final installment in the Battle Network Rockman.exe series.
Now, for those of you that are new to exe, here are the controls-
Out of battle controls
A - Used to talk and check things as well as to scroll through text at normal speed and select options.
B - Used to cancel stuff as well as scroll through text at a high speed.
Start - Used to bring up the pause menu.
Select - Used in Folder Edit to select preset chip.
R - Plug-in or Plug-out Rockman.exe or other navi(plug-out only).
L - Talk to Rockman.exe(while Netto) or Netto(While Rockman.exe).
Control Pad - Move character around overworld or curser in menu.

In Battle Controls
A - Use Chip or select chip(custom menu).
B - Used to fire buster, charge buster(hold), or deselect chips(custom menu).
Start - Pause or jump to "Ok"(custom menu).
Select - Hide custom screen.(Custom menu)
R - Bring up Custom Menu if Custom Gauge is full or get chip description(Custom Menu).
L - Bring up Custom Menu if Custom Gauge is full or attempt to escape from battle(custom menu).
Control Pad - Move Rockman.exe or move curser(Custom Menu).


Battle System Changes
Dark Chips are now able to be added to your folder, but no more than 3 are allowed.

Although EXE5 Still uses the Soul System, there are now chaos Unisons as well.

Chaos Souls or Unisons are preformed by sacrificing a DarkChip of the needed element. They last for 1 turn, and durring that turn, your charged shot is that darkchip and you get the Soul's Normal abbilities. However, there is a catch; while charging, your charge will fluctuate between Purple and Green. Getting it on the purple uses the darkchip, but on the green voids the unison and sends your darksoul to join your foes in attacking you, and he's invunerable until a certain amount of time has pased or you beat all viruses.

EXE5 also sees the induction of water panels, which act like sand pannels from exe 3 in that they slow you down. Fire viruses/navis on water slowly drain HP, also, and certain souls/viruses/navis can hide underwater while on them.

EXE5 also sees an edited element list;
Neutral
Heat
Aqua
Elec
Wood
Stealth
Cursor
Number
Healing
Breaking
Sword
Object
Wind

The Souls and Soul Navis in each game are as follows;

Team of Blues
Blues - BluesSoul (Sword)
Magnetman - MagnetSoul (Elec)
Gyroman - GyroSoul (Wind)
Napalmman - NapalmSoul (Heat)
Searchman - SearchSoul (Cursor)
Meddy - MeddySoul (Healing)

Team of Colonel
Colonel - ColonelSoul (Obstacle)
Knightman - KnightSoul (Breaking)
Shadowman - ShadowSoul (Stealth)
Tomahawkman - TomahawkSoul (Wood)
Numberman - NumberSoul (Number)
Toadman - ToadSoul (Aqua)


Forward -


This is really my second walkthrough, made for one reason -
-I want to make it to use on my site.


Disclaimer -


Rockman.exe and all associated characters are copyright to Capcom. This walkthrough is Copyright to CyberForte of CyberForte.net and may only be used on the following sites:
CyberForte.net


The Walkthrough




I - Wordy Trivia!


The game opens on a black sceen.
"The year was 19XX. Cyber society was almost completed."
The screen now shows the SciLab room that was replicated in the ending of exe3. A scientist is standing in it, then another walks in.
"We're done what we can. Now it's up to the next generation to finish the research."
"Yes?"
"Our offspring will certainly complete what we've started."
"Yes, let us hope so."
*the screen fades out*

"Years later, in the 21st century... A network keeps society safe from all cyber threats."
Thus we arrive on the scene of Netto having once again fallen asleep while doing his homework. Rock yells at him, but Netto kinda brushes it off. Rock gets slightly annoyed, but Netto once again brushes it off."
Netto now gets up and picks up his PET containing Rock. Personal Terminal(PET), get! Netto nows suggests they go on the net. Rock agrees, but not without an "err" added in and more about homework (Darn little traitor, all human kids should hate homework, even those who're turned into navis!!!). Netto agrees in a way that implies "Not going to do it."
Netto begins to plug-in, but is interupted by Mrs. Hikari asking him to come downstairs for a second. He says ok, you get an E-mail, then you get control of Netto. If you want to check the E-mail, go ahead, it's got some tidbits from those of you who're new to the series. Head through your door and downstairs. When you get there, Mrs. Hikari asks you if you could deliver a Stew Recipe to her friend in KitchenComp, which is off ACDC Area 2. So head upstairs and Plug-in.
You'll arrive in your PC. Go a few steps forward to cue a cutscene containing the battle tuteral. New players, take heed, older ones can just hold "B" through the explainations, but if you missed 4, be sure to listen to the third one.
After you delete the three sets of Mets, go on into ACDC1 via the warp. You'll now have random virus encounters, this area only has Mets, the Flappys from exe2 renamed to "Powie" and a new type of canon called "CanonGuard." The in-battle GMDs are also making a return. Be sure to pick up spme MarkCanon chips from the CanonGuards as they are some of the best chips at this point, and if you like bombs, some of the Quakes. The Mets no longer give the Shockwaves but rather merely MetGuards now, which suck unless you're good with sheilds. I'd drop the MiniBombs and Recover10s real fast, but that's just me. Anyway, there're a few GMDs around containing various things and a BMD for 800Z(I think) and a SubChip dealer selling MiniEnergy(z), SneakRun(300z) and Unlocker)(4000z).
Roll is also here, you can say hi if you want, if not just procede to ACDC2. There're a few more GMDs here and a BMD for CopyDamage *. If you got enough for an Unlocker, the PMD contains a BlackBomb Z. When you get to the large Square at the end, you can say hi to Gutsman and Glide if you so desire, if not, head up past them. There's a Netmerchant here selling HpMemory(1000/3200/5000z), Vulcan1 C(500z), Spreader *(3200z), HiCanon E(5000z), LongSword C(6000z) and CustSword E(6800z).
After buying whatever, head on to the Warp leading to KitchenComp. Go to the middle and talk to the Pink Female navi. This starts a cutscene in which you gove StewRecipe to her and she warps out. You then get mail from Dad(Dr. Hikari) asking you to get your friends and bring them to his lab at SciLab. Rock then Plugs-out.
The mail is re-readable in your Inbox, but anyway, head to Meiru's house(the pink one next to you), talk to her, then head to the big mansion at the top for Yaito and the blue-bown one behind your's for Dex. Now head to the Metro station. All three will come, Dex late as usual, and you'll then be at SciLab.
Talk to people if you want, there's a Subchip dealer with FullEnergy(1000z), Unlocker(4000z), and LockEnemy(6000z) and plug-into the right-most statue by the door if you want the HpMemory in the BMD(Located in the middle of it).
Now head inside SciLab, which triggers a cutscene of the 4 entering, then a black car pulling up. "...The hour is upon us. Begin the Operation..."
With that sinister foreshadowing out of the way, you're now free to wonder around Sci-Lab. The second Terminal has a Plug-in port, so plug-in if you want the BugFrag(Upper Left Corner BMD) and/or the SeaSeed *(Lower right corner BMD). Anyway, head up the stairs and examine the trash-can for a Reg-Up1, then go into the elevator.
A cutscene now begins in which Dr. Hikari asks you if you brought the others along, at which point they walk in at Netto's request. Dr. Hikari goes on about sometjing he wants to show us, but seems to have forgot his ID card... He tells Netto to get it off his desk, but Netto has a bit of trouble and asks which drawer it's in. Dr. Hikari says the large middle one. He then seems to be having comp errors(Join the club, we all do!) and cant get the ID screen to come up.
At this point, an alarm goes off.
"Emergency! Emergency! A group of navis has infiltrated the net and has occupied several areas! ...H...Hey! Who're you?! Rgg! Hrggraah!!! *Zhk! Zhk! Zh-zh-zh, Zhrrack!*"
Dr. Hikari seems shocked, then a weird black canister rolls into the room. No one seems to know what it is except Dr. Hikari and his warning comes too late as sleeping gas sprays out. Everyone falls unconcious, Netto still over by the desk. Rock tries in vain to wake Netto up, but falls silent as three purple guys with a gas masks come in.
They confirm that it's Dr. Hikari and that the gas is now gone enough for it to be safe to enter.
Well well well, look who it is, our old suicidal freind Dr. Regal, now having appearently hit puberty or having lost his razor along with his fashion sense. He has the masked freaks take Dr. Hikari away as well as Netto's friends' PETs and he wonders why Netto isn't there, but drops it. He and they then exit. The screen then fades out.
After a few seconds, Netto crys out "Dad...Dad...Dad!!" and awakens to his mother at his bedside. She informs him that he was asleep for three whole days. He askes about Dr. Hikari, only to have it confirmed. Mrs. Hikari tells him to stay in bed, then walks out. Netto and Rock go on for a bit, then decide to check the net out. Plug-in, Rockman.exe! Transmission!
When you get to ACDC1, we get a major WTF; the area looks all dark-ish. Head to ACDC2 to get us some answers! Upon arrivng, we find the path to ACDC3 blocked and a HeelNavi standing in the square. Save, then talk to him. He says it's Nebula's Area now, then a fight starts. It seems they're removed fightable navis, so we're up agaist two Mets and a BugTank(Beetletanks I think from exe2). Should be fairly easy to pwn them. If you're lucky, you might get the BugTank's chip. Afterwards, the navis gets a call saying Dr. Hikari has awakened, so he runs through the gate, which lowers just as Rock approaches it.
Rock then gets mail saying SciLab was infiltrated, so we warp out with heroic plans. Talk to Mrs. Hikari to tell her a lie, then head for SciLab, stopping to talk to Meiru, who is by the station, to get a Roll R chip that should go straight to your folder and her P-code. If you want a few more goodies, before you leave, Plug-in to everyone's PCs from their houses; Dex's has a Reg-Up1(BMD), a Hp Memory(BMD), and a Battle BBS, Yaito's a CanonBall C(PMD), and Meiru's a EnergyBomb P(BMD), and a MiniEnergy(BMD). Your DogHouse has a Reg-Up2(BMD, upper right corner).
Anyway, when we enter SciLab, Neeo comments it is quiet. Someone then says "We're finished" and a Scientist emerges from the Locked Room. Try to enter once, then head upstairs and search the desk. Dad's ID, GET! Quickly Plug-in to the desk to grab a Reg-Up2(Upper right corner BMD) and a (Upper right corner PMD). Now head back down and enter the locked room. Once you do, you reach a large comp. Go up to it and Plug-in.
Now, go up to the Program and talk to it. It explains that you need to reorginize the data, how to do so, and gives you three clues. The answer is 762. Pick up the BMD for Thunder B, then head on to the next puzzle. This one has letters. Answer - NAP. Grab the BMD for a Hp Memory, then continue to the third one, this one with 6 spaces. Answer - OWL RAT(Yes, rat is in Tar, not literal Tar, the word tar). Now go over and step on the purple switch, then go on MainComp2. Here we face the fourth one, the answer is DOCK HALL. Hit the switch, then head to the fifth one. Answer - HIP TOE ARM. Hit the two switches, grab the FullEnergy BMD, then go on to the sixth one. Unfortunatly, the next program is spazzing. To make a Long story short, you have to find the code as Netto. It's on the table in Dad's Lab, just examine it. The answer is 53214. Save, then go on up the stairs to start a Cutscene.
In ToB, Blues appears and challenges you to a fight, . Battle Routine, Set! Execute!!

--Boss - Blues.exe -- HP: 400
Attacks
FighterSword - Blues warps to the front row and slashes at you with a three-square long sword.
WarpSlash - Blues Warps up to the panel to the right ot left of you one row forward and uses a WideSword.
Sheild - Puts up a sheild to block attacks.

After the battle, Blues says you passed and warps out. Go on to the room after the MainComp one and we see... Enzan. He explains the Team of Blues was formed to fight Nebula, yadda yadda yadda, I'll let you read it all yourself.

In ToC, a voixe compliments us. Rock depands to know who it is, then the screen flashes and Colonel is there. He asks if Rock is as good as he's heard. Battle Routine, Set! Execute!! --Boss - Colonel.exe --
HP: 400
Attacks:
Cross-Slash - Colonel does a slash that hits your top right, center, and bottom left panels, the ones in the next row towards him, the ones next to it, or the reverse of any of these.. [20]
Cross-Slash2 - Colonel does a slash that hits your top center, right middle, and bottom center panels or the reverse. [20]
Colonel Canon - Colonel fires a cannon down the row he's on, if it misses, it hits the back row of the row it's on and the panels on each side of it. [20]
After you pwn him, Rock asks him what he wants, Colonel says he's passed, then leaves, ignoring Rock's questions.Go on to the room after the MainComp one and we see... Barrel, Colonel's Operater. He explains that he's forming a navi team to fight Nebula, the Colonel Anti-Nebula Corpse(Yes, we call it cruddy translation), yadda yadda yadda, I'll let you read it all yourself.

So, tommorow is our first Liberate Mission, better get to sleep! Head home and go to bed.
Scenario End!


Liberate Mission One - The Cold Shoulder


The next day, we're up and ready, so after the dialog and call from Barrel/Enzan explaining that we get to control all the navis(ABOUT FREAKING TIME!!!), we get Pluged-in. Head to ACDC2 and talk to Colonel/Blues to remove the door. Save, then head into ACDC3 and select yes. After Colonel/Blues's Liberation Tuteral, we get to start.
Liberate Mission #1!
--Boss - Blizzardman.exe --
Target Phase - 7 Reward - Blizzardman B
Special Reward Target Phase - 5 or below Reward - BlizzardmanSP B
Note: My liberate strategies might not be the best, but I always get the Special Reward with them, if you prefer to do your own, do so. And fyi, I call BigBrutes Mutts, TinHawks Birds, and Bladia Knights.
Phase One - Use either navi to liberate the lower of the three DarkPanels, then use the other to get the item DarkPanel, it is 500z.
Phase Two - Use your prefered navi to deal with the mutt and try for a One-Turn as it will make the DarkHole a lot easier, then use the other to deal with the first Dark Hole. Either way you get the item; 3 Order Points.
Phase Three - Use Rock's LongSword to Eliminate the two DarkPanels and get the heart, then use Blues/Colonel to Liberate up to the Mutt, use WideSword/Screen Devide if you want the mutt to be easier and unable to attack you out of battle. Getting a One-Turn will score you 3 Order Points and BusterUp *, WideSword/ScreenDevide will only get you the chip.
Phase Four - Eliminate the Mutt, then the DarkHole. Blizzardmam is now open to attack!
Phase Five - Save with Blues/Colonel, grab the BonusPanel, then use ScreenDevide/WideSword to clear the three panels in front of Blizzardman, then challenge him woth Rock. If you fail to pwn him in 3 turns but want his SP p,reset and do it over til you get him, if you don't mind getting normal Blizzardman, just wait til Phase 6 and pwn him.

--Boss - Blizzardman.exe --
HP: 400
Attacks
Double Snowball - Blizzardman rolls two snowballs on the row you're on and one of the ones beside it [20]
IceBreath - Blizzardman moves to the front row and blows ice two panels ahead that also creates IcePanels where it hits. [20]
SnowballRoll - Blizzardman turns into a snowball and rolls down the row he's on, then drops two snow chunks on your panels. [10]

After the liberate mission, Blues/Colonel congradulates you, but informs you of other controled areas. Colonel/Blues then Plugs-out and you follow in suite.We then see Regal in his lair. He talks about some grand plan, then makes a mockery of evil laughs. Then a soldier walks in and tells him preprations are complete. Regal brags that all goes acording to plan and walks out.
Scenario End!


II - Magnetic Drilling Knights


"It has been several days since Nebula Claimed part of the net. In this age, the Net repersents the seams of cyber society, and it's occupation was a very real threat."
We then cut to a scene of Netto and freinds talking. Yaito complains about their PETs being stolen, the Net being occupied, and school being canceled(lucky!). The others all agree, then Yaito suggests going to a deserted island she knows of. They all agree to go, so say to meet up in front of the Metro Station. At this point we get a call from Enzan/Barrel saying to meet a program in ACDC3. We also get a Mail about DarkChips, obey the last line and NEVER use them!!
Now save and do anything on the net you want, and go to ACDC 3. Here you can fight BugTanks, get a few GMDs, and/or talk to a Golden Program that lets you replay the liberate mission. After you do this stuff all you like, talk to the Program that is past where Blizzardman was. He'll blab a bit we get a call from Barrel/Enzan, then we're free to go!
After some quick packing, you're in your room and get an E-mail from Dex with his P-code. Do anything you want now, then save and head to the station. Here Meiru, Yaito, and Dex are waiting. After some talking, we head to Oran Island on Yaito's private Yacht. The trip takes two hours, then you arrive. After some talk, Meiru and Yaito go back into the boat to change. You get control of Netto for a bit, just go down the stairs to trigger thge next scene. I'm too lazy to type it all out, so if you care, watch it.
After this, we get an E-mail from Enzan/Barrel telling you to go to Oran Area. Plug-in at the Siren, stop and get a BMD for Quake1 A, then go down and turn left, then go up the stairs and follow the path. If you have any money, there's a Netdealer up here selling Hp Memory(2500z), AirSpin1 E(3400z), Recovery80 *(7600z), CircleGun C(8200z), Mine P(9900z) and Guardian 0(10500z).
Once you get to a certain point, Colonel/Blues runs up. He explains that the next Liberate Mission is ahead, but three large canons block the way. When Rock and Blues/Colonel charge it, they are stopped by an impenitratable wall of shots and the two navis are pushed back. The mission is postponed until a better plan can be come up with. Anyway, both navis plug-out and we need to find fishing supplies. Check the bamboo, the corner on the upper right beach, and the waterfall, then talk to Dex. Now go across the bridge to trigger the cutscene in which Dex catches a number of fish while you miss your only one, a large one.
After this, you must collect fire materials; check the hay stack, the dead tree, and the board on the ground, then once again talk to Dex. After the cutscene, you get an E-mail containing you navicust! Read it, then exit the PET to start the tuteral for it.
After this, go to the area that the track goes to. Approaching you friends causes them to fall into a large hole. Go inside the mine and find the blue elevator. Examine it to activate it and go up a level. Here you must examine, then go back down. Go up the indoor ramp and Plug-in at the siren. Talk to the navi who'll sell you a key for 1000z. You get a call from Dex now, but it matters not. Use this key to open the door and go through, then go outside and back in the other opening. In here, go down then up, save, then examine the door. It'll open, but only after fighting a few viruses. The ground shakes, then you talk to Dex again. Go outside. up the ramp, then back inside, and ince again, save and examine the door. After the viruses, it opens and more shaking and yet more talking to Dex, but this time he gets disconnected. Continue through, go outside, ignore the opening(unless you want the Tornado R in the BMD in the comp in there), but rather go up the stairs. Go inside, do the door ritual with Dex call, then down the Elevator.
[To be Continued]



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