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1!! As the GrandFinale to the ''VideoGame/MegaManBattleNetwork'' series, spoilers for all previous games preceding this one, including ''VideoGame/MegaManBattleNetwork5TeamColonelAndTeamProtoMan'' may be left unmarked. Administrivia/YouHaveBeenWarned!
2[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mmbn6gba.jpg]]
3
4''Mega Man Battle Network 6'' is a video game created by Creator/{{Capcom}} for the UsefulNotes/GameBoyAdvance in 2006. It's the sixth and final installment in the ''VideoGame/MegaManBattleNetwork'' series. There are two versions: ''Cybeast Gregar'' and ''Cybeast Falzar''.
5
6Lan and [=MegaMan=] have to part ways with their friends when their father receives a job transfer to Cyber City, a highly advanced part of Electopia that is home to many technological marvels. However, Cyber City is also the resting place for two powerful and incredibly destructive programs know as Cybeasts. A new criminal organization soon emerges and captures one of the Cybeasts, with the other being absorbed into [=MegaMan=]. Alone and in unfamiliar territory, Lan and [=MegaMan=] must discover the secrets of the Cybeasts and the plans meant for them before it's too late.
7
8The game replaces the Double Soul system with the Cross System. Just like its predecessor, Cross allows [=MegaMan=] to take on the combat abilities of another Navi, but there is no longer a time limit to its use and each one can be accessed without sacrificing a chip. However, every Cross has an elemental weakness, and getting hit by it ends the transformation. [=MegaMan=] can also use Beast Out, channeling the power of the version's Cybeast for a limited time. The two transformations can even be combined into a Cross Beast for more power.
9
10''Battle Network 6'' would eventually be re-released as part of the ''Battle Network Legacy Collection'' in 2023. This version is notably based on the original Japanese release, restoring the large swath of content that was previously cut from the international versions due to GBA cart space limitations.
11
12Followed by a SequelSeries, ''VideoGame/MegaManStarForce''.
13----
14!!This game provides examples of:
15* AIBreaker: [=CircusMan=] is programmed to jump into the back row and launch an attack immediately after landing. If the player breaks all the rightmost panels, [=CircusMan=] will be left helplessly standing in place until the field returns to normal.
16* AbilityRequiredToProceed:
17** Various Blue Mystery Datas ([=BMDs=]) and other goodies are sealed behind elemental barriers that can only be removed by your Link Navis.
18** A special merchant (found in Sky Town's [=ShowerComp=]) will sell you Rush Food, which summons Rush viruses who will serve as a bridge not just to more [=BMDs=], but as a shortcut at certain points.
19* AdaptationNameChange: The spike-firing Puffy viruses were renamed into Diodon in the English version of the ''Legacy Collection'', possibly to avoid confusion with the same named virus family in the first two games.
20* AllTheWorldsAreAStage: The final set of computers in [[spoiler:the Exhibition Hall]] has you go through short puzzle segments based on each of the previous dungeons in the game.
21* AllYourPowersCombined: The Master Cross Program Advance has [=MegaMan=] use the powers of all his Crosses to nuke the enemy's side of the screen.
22* AndNowForSomeoneCompletelyDifferent: At several points in the story, [=MegaMan=] becomes indisposed and is thus not accessible for use by Lan. Lan then needs to borrow one of the various [=LinkNavis=] to complete whatever task is necessary to retrieve [=MegaMan=].
23* AngryGuardDog: Lan first meets Iris when he rescues her from a robotic dog, on the fritz because it's infected by viruses, which will actually provide the game's requisite battle tutorial. In one BBS quest, the dog seems to go haywire again, but it's actually a gambit by the requestor to help a bullying victim.
24* AnimalGoesToSchool: The second chapter starts with a penguin following Mick to class after he fed it. Getting it home sets up the visit to Seaside Town and the Aquarium, where you eventually face [=DiveMan=].
25* AntagonistTitle: The subtitles are named after the two potential final bosses, Cybeasts Gregar and Falzar.
26* AntiFrustrationFeatures:
27** 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. Carried over to ''Star Force''.
28** Some Link Navi missions and a couple other dungeons will turn off RandomEncounters to ensure you don't lose track of what you're doing.
29** At a couple points you are asked to do extended puzzle-solving sequences where you need defeat Evil Spirits with a LimitedLoadout of tools. Since the Evil Spirits can block paths and the ability to plan out your moves is a must, the game gives the option to use L to pan around the whole map.
30** The addition of extra "off-grid" tiles on the [=NaviCust=] memory map allows players to further enhance [=MegaMan's=] abilities at the cost of bugs, and many new abilities have been added as programs, greatly increasing the amount of meaningful decision-making involved in playing with the [=NaviCust=].
31** Battle Green Mystery Data now appears in dungeons as well as the overworld, with dungeons sharing their contents with the nearest story-relevant area, ensuring that grinding in dungeons for chip drops doesn't cause the player to miss opportunities for the battle rewards like [=BugFrags=].
32** The Cross system marries the better parts of Styles and Soul Unisons, allowing the player access to a transformation of their choice from the very beginning of the battle without worry of a time limit. The importance of avoiding elemental weaknesses also adds another strategical element to combat.
33** The new Tag system allows the player to select two chips that will always appear in tandem on the Custom Screen, assuming their combined MB ratings are 60MB or less.
34** Later in the game, [=AsterLand=] will provide an Order Service that can get you Battle Chips with specific codes (as long as that Chip is registered in your Library). This is incredibly helpful in getting Program Advance combinations and some {{Fetch Quest}}s.
35** In the original games, the song "An Incident!" [[BackgroundMusicOverride permanently replaces]] all overworld themes after starting TheVeryDefinitelyFinalDungeon. [[https://twitter.com/RockmanEXEZone/status/1571144406085795846 It's been confirmed]] that, in ''[[CompilationRerelease Battle Network Legacy Collection]]'', said song will not override the others after players complete the game.
36** Purple Mystery Data can now be unlocked by simply interacting with them as long as you have Unlockers in hand.
37** Performing counter hits now improves your busting rank, making it easier to achieve S Rank, and possible to S Rank battles with only one virus.
38* ArmyOfLawyers: In the "Diet Goods Money" job, a kid who got scammed by a [=HeelNavi=] wants help getting his money back. When the [=HeelNavi=] refuses to provide the refund, [=MegaMan=] contacts a group of lawyer Navis from Green Town for assistance. The lawyers find the [=HeelNavi=], wherein their threats of legal action combined with some nagging end up convincing him to relent.
39* AwesomeButImpractical:
40** Dark Messiah NEO is a Program Advance that's a CallBack to the similarly-named PA from ''Battle Network 2''. It summons Dark [=MegaMan=] to attack with Gospel Breath, followed by Bass, who slashes with Dark Sword. While each hit deals 300 damage, it's difficult to make them both connect because the two attacks' ranges only overlap in four panels. Even then, the PA actually has ''less'' damage potential than the Giga Chip that composes it.[[note]]''Gregar'' version's Bass chip deals eight hits of 60 damage to the entire field, so it overshadows Dark Messiah if paired with a single Atk+30 chip. ''Falzar'' version's Bass Anomaly deals 640 damage by itself.[[/note]]
41** The Japanese version of the game has a Program Advance called Cross Over, which has [=MegaMan=] perform a CombinationAttack with [[VideoGame/{{Boktai}} Django]]. Though it can deal up to 920 damage, the fact that Django spawns two panels behind the opponent means it only works properly if activated while the enemy is in the front column. To make matters worse, the PA requires three Mega Chips when you can only hold five by default, and two of them can only be obtained in the mediocre D code.
42* BackForTheFinale: [=HeatMan=], [=ElecMan=], and Spout/[=AquaMan=] return for the final game in the series, when their only other mainline appearances were in ''2'', ''1'', and ''4'' respectively.
43* {{Backstab}}: Hitting the Evil Spirits from behind during their puzzle segments will OneHitKill them. Abusing this is often necessary to be able to complete the puzzles before running out of the limited use tools.
44* BadPeopleAbuseAnimals: WWW member Captain Blackbeard spent his short tenure at the aquarium abusing the animals. He made them do dangerous stunts for the sake of his deranged sense of entertainment.
45* BalanceBuff:
46** The Guard series of chips have been replaced by the Rflectr set. While they function on a similar principle, Rflectr chips have higher attack and no longer use shockwaves, meaning they hit distant targets instantly and aren't stopped by hole tiles. They also almost always trigger a Counter Hit to go into Full Synchro.
47** The [=CrakOut=] series of chips have been turned into [=CrakShot=]. The main difference is they now deal damage by firing the panel they break, making the chips much more useful.
48** Giga Cannon now does SplashDamage, even if it doesn't strike a target. This makes it way easier to hit things, which is important for a Program Advance that can potentially whiff.
49** Boomer is reinstated to a three-chip series with a respectable power increase[[note]]Compare [=BN4=]'s 60/80/100 with [=BN6=]'s 100/140/170[[/note]] and leaves a trail of grass panels on the enemy's side of the field, which combos well with Fire or Tornado chips. It also doesn't trigger MercyInvincibility (like its earlier appearances) unlike in ''5''.
50** Three of the four secondary elements gain universal effects: Break attacks [[LiterallyShatteredLives deal double damage to Frozen enemies]], Wind attacks erase Barriers and Auras on hit regardless of strength, and Cursor attacks destroy traps like [=AntiDmg=] without triggering them.
51* BarrierChangeBoss: [=ElementMan=] changes his elemental affinity throughout the fight, which determines his attacks but also gives him the appropriate elemental weakness.
52* BeeBeeGun: Honey Bomber viruses will send swarms of bees to attack whenever they're damaged. The Risky Honey ([=RskyHny=]) chip family allows [=MegaMan=] to summon a beehive to do the same thing, sending out more if he's struck while firing.
53* BehindTheBlack: There's an entrance to a DisconnectedSideArea of the Undernet in Green Area 2 that's only hidden from the player's view by a giant tree and the isometric camera angle. Nothing is stopping anyone else from seeing it.
54* BewareMyStingerTail: Erase Beast has a more pronounced tail than the other Gregar Beast Crosses, with an extra large spike at the end. It will fire the spike at enemies as part of its Beast Charge, aptly called Erase Tail Arrow.
55* BigBadEnsemble: [[spoiler:Mayor Cain]] and [[spoiler:Dr. Wily]] are working together to capture the Cybeasts, but are simultaneously using each other for their own ends and lead competing factions. [[spoiler:Mayor Cain]] gets arrested just before the endgame, leaving [[spoiler:Dr. Wily]] as the final villain.
56* BlackoutBasement: In [=ElecMan=]'s Link Navi scenario, ghosts from the Undernet steal power from cyberbatteries that are powering the lights in Sky Area. You have to find all the cyberbatteries with a limited field of view while also avoiding the ghosts, as they'll drain [=ElecMan=]'s electricity. Switches found throughout Sky Area will turn the lights back on while they're being stepped on, helping somewhat.
57* BlindWithoutEm: The TriangleShades-wearing [=BigHat=] enemies "attack" by throwing flash bombs onto Mega's side, which stun him once they detonate. However, should a wind chip blow off their glasses, they throw the flash bomb onto their own side which goes off harmlessly (but doesn't stun the enemies).
58* BodyguardBetrayal: After Mayor Cain's [[spoiler:connection to WWW]] is revealed, he commands his bodyguard to capture Lan. [[spoiler:Except said bodyguard is an undercover Chaud. Chaud, having suspected Cain but lacking enough evidence until that moment, proceeds to reveal himself and move in for the arrest.]]
59* BooksThatBite: One of [=JudgeMan=]'s attacks has him summon chomping lawbooks that will approach [=MegaMan=] and deal damage upon contact.
60* BraggingRightsReward:
61** Recruiting the Snake Arm virus for the Virus Battler in the Japanese version. Rare Snake Arm can only be found in Graveyard 2, which is gated off by Mega Chip completion. One of the required chips, Django 3, is a first-time reward for beating the final Virus Battler challenge in the first place.
62** Defeating Bass BX releases [=FBeast/GBeast=] SP to Graveyard 1 (Japanese)/Underground 1 (International GBA) as a random encounter. Unlike the various Bass SP fights, this boss gives out no unique rewards aside from Zenny (which [=ProtoMan FZ=] also gives out, and is not a random encounter), while [=DoubleBeast=], the Secret Chip associated with them were made event-exclusive instead.
63* BrokenBridge:
64** Central Area 3 has paths leading to Seaside Area, Green Area, Sky Area, and ACDC Area, but all four are locked behind story progression.
65** The gate to the Undernet is out in the open and unobstructed when you first visit Sky Area, but the game won't let you enter until Mick's Navi gets trapped there.
66** The endgame dungeon is divided into four computers that each feature [[AllTheWorldsAreAStage gimmicks from previous scenarios]]. The one that replicates the Mr. Weather computer is accessible as soon as [[spoiler:you enter the Expo]], but attempting to jack into it early on causes [=MegaMan=] to scold you for trying to access it.
67* TheBusCameBack: The Piranha virus family returns from the very first ''Battle Network'', being one of only two virus families (the other being the [=TimeBomb=]-wielding Handy family) to return after having their chip series demoted to a single, "grayed-out" chip.
68* CallBack:
69** Five Program Advances are tributes to famous attacks from the previous ''Battle Network'' games: Double Hero, Dark Messiah NEO and Master Cross reference similar [=PAs=] from the first three games; Sun and Moon combines the effects of the two Giga Chips [[VideoGame/MegaManBattleNetwork4RedSunAndBlueMoon the fourth game]] is named after; and Twin Leaders has the same effect as the eponymous Secret Chip from ''[[VideoGame/MegaManBattleNetwork5TeamColonelAndTeamProtoMan Battle Network 5]]''.
70** In ''Cybeast Gregar'', tiny figures modeled on the gargoyles from End City in ''Battle Network 5'' can be found on a cabinet in the Hikari household.
71** The events of ''Team Colonel'' are mentioned: as leader, Baryl and Colonel are familiar with Lan and [=MegaMan=], Dingo is a former teammate, and Dark Scythe is an apprentice of Dusk, another former teammate. Therefore ''Team [=ProtoMan=]'' [[CuttingOffTheBranches does not fit in the continuity]] and allows Team Colonel to continue from the main timeline from 4 to 6.
72** When talking about Gregar's origin, Mayor Cain compares it to that of the Gospel multibug organism. Both involved the fusion of a large number of bugs into a single program.
73** At the graduation of Lan's class, Ms. Mari reads off notes from a large number of characters from previous games that wanted to send congratulations.
74** In the Japanese release, the Graveyard has tombstones with the names of every Navi from previous games.
75* CannotSpitItOut: Iris is crushing on Lan, but her shyness makes it hard for her to confess her feelings.
76* CashGate:
77** A P-Cube in Seaside Area 2 requires paying 100 Zenny to open it on every pass to cut across a sea of conveyor panels that only points one way. Those not wanting to pay could circle the area the long way around.
78** When visiting Green Town, Lan and [=MegaMan=] need to answer a question about the local laws before they're allowed to bypass a door. To learn this information, they have to pay for a membership to be taught by the local lawyer Navis.
79* CastFromMoney: Bug Rise Sword and Bug Death Thunder replace [=MegaMan's=] charge shot into a souped-up sword slash or thunder ball respectively, but each use of this ability consumes one [=BugFrag=]. If you run out, the replacement attacks are significantly weaker.
80* ChainOfDeals: The Justice One chip can only be obtained by successively exchanging chips with [=NPCs=], with the first trade happening at Lan's school, while the final transaction takes place at ACDC HP.
81* ChekhovsArmory: When visiting Seaside Aquarium, you are forced to look at all the displays and read about the animals before proceeding. All of that info ends up being integral to the area's main dungeon, [=AquariumComp=], since knowing about the animals is needed to solve the riddles inside.
82* ChekhovsBoomerang:
83** The [=CopyBot=], which is used a couple of times to save Lan and company. [[spoiler:It is also the means for Iris to walk around the real world since she's actually a program. And lastly, its relevance to the plot is a hint to the game's mastermind, if it weren't already obvious: ''who'' is the most prominent robotics engineer in the ''Battle Network'' 'verse again? What's more, Wily plans on unleashing the Cybeasts in the real world through the use of two large [=CopyBots=].]]
84** In [=GreenTown, MegaMan=] has to enroll in a law class on the net to correctly answer a question needed to gain entry to Green Area 2. Later in the same arc, [=MegaMan=] has to consult that class again, this time to learn the code needed to gain access to the [=JudgeTree=]'s room.
85* ChekhovsGag: On Lan's first day of school, he walks by another student being punished by being made to balance a water bucket on his head. That same bucket comes in handy soon after when the school's security guards go haywire and need to be short circuited.
86* {{Cloudcuckooland}}: Green Land has a bunch of weird laws and procedures. Two choice laws include the punishment for hitting a Mr. Prog on the head being "something infuriating" (exact words, no other elaboration), while the punishment for finding zenny on the ground but not reporting it is tickling. The area's dungeon also punishes you for stepping on the grass in the computer by draining [=MegaMan=]'s HP. Their entire justice system is overseen by the [=JudgeTree=], a supercomputer built into a giant tree that acts as judge in all criminal cases, which they consider superior to human judges as they might make mistakes. However, this is a world where EverythingIsOnline, and even the prosecutor mentions the tree is constantly targeted by hackers and their system is ruined if it gets compromised.
87* ComputerizedJudicialSystem: Trials in Green Town are run by the Judge Tree, a computer that is allegedly the perfect judge because it has no human bias. However, it's noted that the Judge Tree can be hacked and is constantly targeted for cyberattacks due to its importance.
88* ConsoleCameo: Depending what version is being played, Lan either has has a UsefulNotes/NintendoDS (''Gregar'') or [[UsefulNotes/GameBoyAdvance Game Boy Micro]] (''Falzar'') sitting on his windowsill. Inspecting them will show flavor text describing the two as hot new items.
89* ContractualBossImmunity: Erase Cross's OneHitKill mechanic doesn't work on bosses.
90* CreepyCemetery: The aptly named Graveyard found in the Undernet is an eerie place. It's full of tombstones bearing the names of all the Navis in the game (every Navi in the series in the Japanese version), with a sole blank one that Bass claims is for [=MegaMan=]. Interacting with the tombstones of the WWW Navis will also initiate fights against their RV versions, as if they were vengeful ghosts.
91* {{Cult}}: There's a group of fanatics dedicated to worshiping the Cybeasts in the Undernet, led by [[spoiler:Mayor Cain]].
92* CuttingOffTheBranches: Both games very specifically allude to the events of the ''Team Colonel'' version of ''Battle Network 5''.
93** Lan and [=MegaMan=] are quite familiar with Baryl and Colonel, which only makes sense if following ''Team Colonel'' due to the duo's absence in ''Team [=ProtoMan=]''.
94** Both versions have Operator/Navi duos tied to ''Team Colonel''. Dark Scythe and [=EraseMan=] in ''Cybeast Gregar'' were trained by Dusk, while Dingo and [=TomahawkMan=] return in ''Cybeast Falzar''.
95** In the ending, Ms. Mari mentions that Princess Pride -- a former member of Gospel -- is among the people who sent a letter to Lan's class to congratulate them. Pride would have no reason to do this unless she had a HeelFaceTurn after the events of ''Battle Network 2'', and said turn was only made apparent in ''Team Colonel''.
96* DamageReduction: Cragger viruses take half damage from any non-breaking attack.
97* DeckOfWildCards: Late in the game, most of the members of WWW (Blackbeard, Vic, Ito, Yuika, and Cain) eventually abandon the organization to pursue their own agenda, hoping to acquire the Cybeasts for themselves, while Baryl and Mach stay loyal to Lord Wily, though they eventually help Lan and seek redemption.
98* DesperationAttack: If [=MegaMan's=] used Beast Out long enough for it to expire and tire him out, attempting to try this a second time in the same battle resuls in him entering a mode called Beast Over instead. In Beast Over, he's fully invincible and deals double damage with non-dimming chips, but is also uncontrollable for the turn, and once the Custom Gauge fills up the transformation ends and he enters the Very Tired state. Very Tired sets all Buster stats to 1, prevents the use of Crosses, and causes [=MegaMan=] to bleed out HP at a stupendously high rate as drawbacks. Beast Over is meant to only be used in last-ditch situations where you need to finish off a limping opponent safely.
99* DiscOneNuke:
100** Just like previous in ''Battle Network'' entries, opening the Comm menu in the UsefulNotes/WiiU Virtual Console release will gift you the chips from the Secret Library. Having these Chips early on can enable quick deletions of the early game viruses and a couple bosses.
101** [=BlastMan=]'s Navi Chip can be acquired right after the first "dungeon" of the game if you know where to look. Even in its weakest form, it sends one fireball down each row of the field, dealing 120 damage to anything it hits, which is enough to one-shot virus battles up to and including at least the Green Area.
102* DisconnectedSideArea: A part of Undernet Zero is only accessible through a portal hidden in Green Area 2, and can be entered the moment you're in Green Area. It's meant to be tackled later, though, as it contains the Undernet's strong viruses and a battle against Bass.
103* DistantFinale: The epilogue takes place 20 years after the second Cybeast incident, when [[spoiler:Wily has [[HeelFaceTurn reformed]], Dex has become mayor of ACDC Town, Yai is leading her father's company, Chaud becomes the Officials' leader and Lan and Mayl are HappilyMarried]].
104* DitchingTheDubNames: Unlike in ''Battle Network 4'', [=AquaMan=]'s name was changed to [=SpoutMan=]. In the ''Legacy Collection'', it was changed back to [=AquaMan=].
105* DoorToBefore: The final stretch of the game has Lan [[spoiler:trawling through the backstage corridors of the Expo to reach Dr. Wily's lair, with him entering via Mayor Cain's office]]. A path to [[spoiler:the Expo proper]] opens up near the end, giving easy access to the final rooms without asking you to do the entire dungeon again if you leave.
106* EarnYourHappyEnding: Wily's crusade against Net Society is at last put to rest, and [=MegaMan=] is given the means to live in the real world, truly reuniting him with his brother.
107* EndgamePlus: Beating the game unlocks the last few Request BSS {{sidequest}}s and fulfills one of the conditions needed to enter the Graveyard, which is the postgame dungeon area.
108* EnemyCivilWar: WWW splinters into two factions [[spoiler:after its lower members disagree with how a relative newcomer, Baryl, is calling the shots instead of any of them]]. The dissenters form one group while [[spoiler:Baryl and Joe Mach]] remain loyal to Wily. [[spoiler:Though they both end up betraying him to help Lan.]]
109* EnterSolutionHere: The only way to access two parts of Undernet Zero is by unlocking password gates. The password to the door in Undernet 1 can be obtained by talking to a program in the Oxygen Tank Comp, while the door in Undernet 2 requires counting the number of torches in the area and inputting that total as the door code.
110* EscortMission:
111** The second major mission of the game, in [=AquariumComp=], requires [=MegaMan=] to guide Mr. Progs in shark virus-infested waters to water tanks which act as locks blocking the way forward.
112** [=ChargeMan's=] Link Mission involves ferrying around Mr. Progs between train stations without bumping into obstacles and losing too many passengers.
113* FakeLongevity: When [[spoiler:Iris surrenders herself to Yuika's remnant crew]], Lan has to find where they went, and the only clue he gets is the Undernet 2 BBS. While [=GroundMan/EraseMan=]'s PC at Cyber Academy (where the scenario took place) connects directly to Undernet 2, they arbitrarily couldn't read what's written on the board. [=MegaMan=] is unable to jack in from there anyways, forcing the player to take the long route. To top it all off, there are scripted [=HeelNavi=] encounters blocking the way to the BBS.
114* FeatherFlechettes: Falzar Beast Out replaces the [=MegaBuster=] with the Falzar Buster, which rapid-fires feathers at enemies.
115* FetchQuest: Many of the {{sidequest}}s from the Request BBS involve having to obtain items for the requester. For example, "Get The Chip!" asks you to find and deliver a [=DolThndr1=] A chip.
116* FightingYourFriend: When [=MegaMan=] is kidnapped by the WWW dissidents, forcibly transformed into his Beast form and sent into a rampage, Lan has to send a Link Navi (of the player's choosing) to fight Beast Out [=MegaMan=] in the Underground.
117* FlechetteStorm: The Aqua Needle series of chips fires several spikes from above at opponents, autolocking onto targets.
118* FloatingInABubble: The Starfish virus family and their related chip series (Bubble Star) can encase Navis in a bubble, effectively paralyzing them while making them weak to Elec attacks.
119* ForceAndFinesse: Gregar's Beast Out is the force, giving [=MegaMan=] a rapid-fire buster, super armor, and is best employed to decisively end a fight. Falzar's Beast Out is the finesse, offering a buster that hits multiple rows, immunity to Geo Effects, and gives the user an opportunity to gain stage control. Gregar version's crosses are more focused on outputting raw damage, while Falzar version's crosses output less damage but come with technical abilities.
120* {{Foreshadowing}}:
121** [=BlastMan=] first appears seemingly out of nowhere at Lan's school to cause trouble, and does so without an operator in sight. [[spoiler:Joe Mach, Lan's teacher, turns out to be [=BlastMan=]'s operator and a covert WWW agent.]]
122** Iris shows up at multiple points to drop off a [=CopyBot=] for [=MegaMan=] to use, but always disappears without a trace afterwards. [[spoiler:She's actually a Navi using a [=CopyBot=] to move around in the real world. The [=CopyBot=] she leaves behind is hers.]]
123* FourIsDeath: One of Erase Cross's abilities allows [=MegaMan=] to instantly delete any virus with a 4 in their HP total. It will introduce an [=HP-bug=] when used against Navis under the same conditions.
124* FrameUp: Yuichiro Hikari ends being framed for tampering with the Judge Tree in Green Town and successfully sentenced. He has an alibi for being at Lan's school during the alleged time of the crime, but the recording proving his innocence was deleted by [[spoiler:Prosecutor Ito]]. Lan is able to find a separate recording to clear his father's name.
125* FromBadToWorse: Originally, there was only one Cybeast causing issues: Gregar. A scientist decided to make Cybeast Falzar to combat it, but that only led to even more destruction when Falzar broke free of the humans' control.
126* GameBreakingBug:
127** While the chips based off of ''VideoGame/{{Boktai}}'' were cut from the English versions, it's still possible to obtain them via Gold Mystery Data. However, attempting to use them crashes the game since their data was removed.
128** There is [[https://twitter.com/luckytyphlosion/status/1583574580156805120?s=20&t=sTXwhzkm-iNtjya4cXk8xg a rare glitch]] where deleting multiple [=SnakeArm=] viruses in a specific manner generates more "decorative" sprites than the game is programmed to handle, causing this data to bleed into the part of the game that handles the player's controls and leaving their Navi helpless. Somehow winning the battle in this state will trigger the error-handling routine for the Japan-exclusive [[RevenueEnhancingDevices Beast Link Gate]] and allow the player to exit, but getting deleted means that the game will be softlocked.
129** Prior to being fixed in an update, clearing the Virus Battler subquest in the ''Legacy Collection'' port while playing the English version gave out the rewards from the international GBA games instead of the Japanese rewards. As this subquest is the only way to obtain [=Django3=] (which was cut from the international versions), clearing it in English meant losing the only opportunity to collect the chip beyond trading with another player.
130* GateGuardian: In the final dungeon, the WWW members leave their Navis behind to guard the passages and block the path forward. [=MegaMan=] is forced to delete them to allow Lan to proceed.
131* GameplayAndStoryIntegration: At one point, Lan and [=MegaMan=] need to reach Undernet 2 for a contest, only to find that it's blocked off. After unlocking the gate, the pair head into that area and are attacked by cultists, only for [=ChargeMan=]/[=DustMan=] to reveal they were already in the area and chase them off. Later, when you get them as a Link Navi, you operate them through a vending machine that contains a warp directly to Undernet 2.
132* GoneHorriblyRight: The purpose of [=BlastMan=] causing havoc in Cyber Academy isn't just chaos for the sake of it, but to [[spoiler:distract all the guard bots so Joe Mach can break into Mayor Cain's office]]. However, it goes a little ''too'' well, [[spoiler:as the bots go so haywire that they put the students in legitimate danger]].
133* GrandFinale: ''Battle Network 6'' was explicitly marketed as the final game of the series and fittingly closes with the phrase "''[=MegaMan=] Battle Network'' END".
134* GuideDangIt:
135** Little Boiler 3 is one of the hardest chips to find without the aid of a guide. The Kettle virus that drops it is unlike other enemies in that its most powerful form doesn't show up in one of the post-game areas. Instead, it's a rare random encounter in the Vending Machine Comp[[note]]The place where you can take control of [=ChargeMan=]/[=DustMan=][[/note]], an optional area players are unlikely to spend much time in.
136** A number of [=NPCs=] will tell you [=NaviCust=] compression codes when talked to. However, they don't explain that's what they're giving you, let alone which specific program the code is for.
137** Some Navi chips would have secondary effects that the game wouldn't tell you, and are generally only seen in PlayerVersusPlayer.
138** The Virus Battler minigame. You can recruit viruses to fight other viruses, but you have to look for a Battler Card first. This unlocks rare virus spawns, stronger variants of virus families that only appear after at least 16 of their species were deleted. Defeating them the first time would add them to your collection. The issue is the locations of these rare viruses, since more than one rare virus families may spawn in a single area, which may also includes story dungeons.
139* HarmlessFreezing: Newly introduced in this game is the Frozen status, which is inflicted when a target gets hit by an Aqua attack while standing on an ice panel. Frozen enemies cannot move or attack for a few seconds and take double damage to Breaking attacks.
140* HealItWithWater:
141** In the Falzar version, Spout Cross allows [=MegaMan=] to heal 5% of his HP whenever he uses Aqua-element Battle Chips.
142** In either version, the first time [=MegaMan=] succumbs to the Cybeast, Lan is forced to operate a Link Navi to collect water from a healing spring in Seaside Area to help calm it down.
143* HeelFaceTurn:
144** When Mr. Match last appeared in ''Battle Network 4'', [[HazyFeelTurn he was no longer evil but also still kind of shady]]. He seems to have finally turned over a new leaf since then, becoming a teacher and working at Lan's new school.
145** After the events of the first ''Battle Network'', former WWW member [=ElecMan=] was handed over to Ann Zap, Count Zap's wife. He's been behaving himself and helping Ann teach classes to restore her family's name.
146* HeroicRROD: If [=MegaMan=] attempts [[DesperationAttack Beast Over]] but fails to finish off the enemy, he gets saddled with an exhausted state, where his Buster is dramatically depowered, he loses access to all other transformations and emotion states, and his HP plummets in battle.
147* HonestAxe: The "Honest Woodcutter" fable gets spoofed in a sidequest where you're asked to help a lumberjack upgrade his axe. [=MegaMan=] comes across an absent-minded Mr. Prog in a bucket with "Legendary Spring" scrawled on the side, claiming to be its spirit. The "spirit" outright tells [=MegaMan=] to drop the axe in the bucket to recreate the story, and gives a much better one for "honesty" (read: playing along).
148* HubLevel: Central Town serves as the game's primary hub location. It hosts the [=AsterLand=] shop for Battle Chips and other services, the Request BBS for {{sidequest}}s, and Lan's house and school. On the Cyberworld side of things, Lan's homepage at his house acts as the universal shortcut to most other Net areas via warp points, and Central Area 3 also physically connects to all the major areas for easy access if you're running around with a [=LinkNavi=].
149* IHaveYourWife: While [=MegaMan=] is visiting ACDC Area, [=BlastMan=] and [=DiveMan=] appear and kidnap his Navi friends. They force [=MegaMan=] to meet them in the Undernet lest they hurt [=GutsMan=], Roll, and Glyde.
150* IOweYouMyLife: [[spoiler:Joe Mach]] feels compelled to work for WWW because [[spoiler:Dr. Wily paid for his daughter's life-saving operation]].
151* ImprobableAge: Shuko somehow landed a teaching job at Cyber Academy despite only being a middle schooler around Lan's age.
152* IncreasinglyLethalEnemy: Puffy/[[OneSteveLimit Diodon]] viruses will puff up when hit, causing them to shoot more spikes at once and at a faster rate. They will do this twice before maxing out in size.
153* InsurmountableWaistHeightFence: The final stretch of the game has Lan [[spoiler:walking through the Expo]] via its displays and backstage areas. One of the rooms only has the displays slightly elevated above the ground and completely exposed, but Lan can only enter and exit the section via the backstage doors and not by climbing up or jumping down just a couple feet.
154* ItemFarming: Bug Frags are a secondary form of currency that can be exchanged for rare chips and Navi Customizer programs, but can only be obtained from Mystery Data or as a random reward for beating the Virus Battler minigame. Grinding for it is mandatory for HundredPercentCompletion, as a minimum of 228 bug frags must be collected to complete the chip library.[[note]] 48 for the Poison Seed chip, 80 for Neo Variable Sword, and 100 for Bug Death Thunder (Falzar version) or Bug Rise Sword (Gregar version)[[/note]]
155* {{Irony}}: Prosecutor Ito, who programmed the Judge Tree, ends up sentenced to prison by his own creation for breaking the law.
156* LampshadeHanging: Cyber Academy's security bots are only ever present when the plot deems them relevant, which typically means cutscenes. They're otherwise completely absent. If you talk to Joe Mach during one of the lulls between major story segments, he'll mention he hasn't seen any of the bots recently and wonders where they are.
157* LaterInstallmentWeirdness:
158** Lan and his family do not live at ACDC Town in this game, and when it is eventually visited there is far less for the player to interact with than in previous games. This also means many of the series' recurring characters are absent for the majority of the game.
159** Crosses are like Souls from the previous two games, except there is no turn limit (unless Beast Cross is used) and [=MegaMan=] loses the cross when hit with its weakness.
160** The game introduces a secondary elemental wheel (Sword beats Wind beats Cursor beats Break beats Sword) just to ensure that all Crosses have a weakness. This also results in the removal of Plus, Recovery, Obstacle and Invis transformations, as those types of chips have no offensive presence.
161** The rules for Folder building have been changed one last time after being standardized in ''Battle Network 3''. Instead of the player being able to pack up to four copies of any given Standard Chip, the number is now on an individual chip's basis and based on its MB rating. This means it's possible to pack five of many weaker chips, while the stronger chips may be restricted to as low as one copy. This change also results in most of the recurring non-Navi Mega Chips being bumped down to Standard Chips in this game, since the Mega Chip classification was intended to limit these chips to one per folder; given their high MB ratings, the new ruleset accomplishes that on its own. This, in turn, gives the player room to run more [=NaviChips=] without the opportunity cost.
162** With the karma system of ''Battle Network 4'' and ''5'' gone, [=NaviChips=] are changed again: there's a regular chip, a stronger EX chip that is similar to the [=V2=] chips in the first three games, and an SP chip that, like ''4'' and ''5'', has variable attack power based on your fastest S-Rank time against the Navi in question.
163** The vast majority of the character portraits have been redrawn once again, which goes hand in hand with the redesigns for generic [=NPCs=]. The battle sprites for [=MegaMan=], [[spoiler:Colonel, and [=ProtoMan=]]] receive various changes -- most notably [=MegaMan's=] idle pose.
164** [=HeelNavis=] have had their design completely overhauled. They now much lankier and sport spikes on their heads in a manner reminiscent of a mohawk.
165** While Mr. Famous is present, he isn't an OptionalBoss in any capacity like in all his other appearances. Here, he only acts as a Chip merchant and an occasional sidequest giver.
166** Bass is typically a late- or post-game challenge. Here, he can be fought as soon as the player gains access to Green Area, which is less than halfway through the main game. Bass also utilizes attacks copied from [=BattleChips=] in this game, a significant departure from his other versions.
167** It is the only game that allows two players to play a traditional [=NetBattle=] via the Game Boy Advance's wireless adapter; previously, support for the peripheral was limited to ''Battle Network 5's'' Crossover Battle.
168* LeaningOnTheFourthWall: One of the dialogues you can get from the Humor program involves [=MegaMan=] being philosophical and wondering if Lan is being controlled like a [=NetNavi=]. Lan rejects the notion, but very specifically brings up how he's not being controlled like in a video game in its sixth installment.
169* LectureAsExposition: The InfoDump concerning what [=CopyBots=] are and how they work is given to Lan during his first day of class at Cyber Academy.
170* LimitBreak: When using a Beast Cross, [=MegaMan=] can charge any non-elemental chip to transform it into the incredibly powerful attack known as a Beast Charge. Each Beast Cross has its own Beast Charge, with their own effects, range, and element matching the specific Cross.
171* LoadsAndLoadsOfSidequests: Asterland has a BBS with requests for help regarding various tasks. There are 35 of them to complete over the course of the game.
172* LogicalWeakness: You'll come across five types of obstacles (fires, waterspouts, giant trees, whirlwinds, dense clouds) which can be opened while controlling certain Link Navis. Each one, regardless of version, can open two of the five -- it takes some logic to determine who can open what. ([=SlashMan=], for example, can take care of whirlwinds mainly because he has a SpinAttack himself).
173* LocomotiveLevel: The Link Navi mission with [=ChargeMan=], naturally, is an EscortMission where you ferry Progs from one destination to the next on a set of train tracks while avoiding obstacles.
174* LoopholeAbuse: It's established early on that Copybots cannot use Battle Chips, which mostly prevents them from being threat to others. That isn't a problem when [[spoiler:one of your arms is a sword, which Colonel and [=ProtoMan=] gladly use to their advantage]].
175* LuckBasedMission: The Virus Battler minigame has you pitting our own AI-controlled viruses against NPC opponents. While you have a slight degree of influence via your virus selection and where you place them, your chances of victory are ultimately at the mercy of the AI.
176* MasterOfAll: [=ElementMan=] has attacks based on the series's four standard elements (Wood, Fire, Aqua, and Elec) and Wind.
177* MetalSlime: After fulfilling specific conditions, rare viruses may spawn in various parts of the Internet areas and story dungeons. In addition to being recruitable for the Virus Battler minigame, these rare viruses may also drop high tier chips or even from a different code. Reflector 3 * is notably obtained this way and not through Mettaur 3.
178* {{Mon}}: You can collect viruses to use in the Virus Battler minigame, which pits them against other Virus battlers (represented by Progs). Your viruses, however, are AI-controlled and have pre-determined movements.
179* MonsterClown: [=CircusMan=], hands down one of the most frightening Navis in the series. He can drain the souls of other Navis, then manages to contain one of he Cybeasts inside of him (although this is because of a special program installed into him). Not to mention one of his attacks in battle where he transforms into a tent and tries to trap [=MegaMan=], and when successful he proceds to beat him up.
180* MusicalNod:
181** The credits BGM contains the first few notes of the ''Battle Network 1-3'' and ''Battle Network 4-5'' themes.
182** This game's WWW theme takes inspiration from [=NetMafia=] Gospel's theme in ''Battle Network 2''.
183** The arrangement of the ACDC Town theme is a throwback to the original game's composition after each subsequent game would remix the tempo and pitch. It helps that the game's setting is moved away from the town, making the theme more of a special treat than something you hear regularly.
184* MyRulesAreNotYourRules: The Virus Battler minigame restricts which virus combinations you're allowed to field by assigning an MB rating for each virus, and you cannot exceed a total of 50MB. Your opponents are not subject to the same restrictions and can use whatever they want.
185* MythologyGag:
186** Mayor Cain and Iris are named after ''VideoGame/MegaManX'' characters. [[spoiler:While Cain is purely there for the reference, Iris's name is {{foreshadowing}} that she's connected to Colonel like in the ''X'' games.]]
187** After being betrayed by [[spoiler:Baryl]], [[spoiler:Dr. Wily]] calls him a Maverick, a term from the ''VideoGame/MegaManX'' games.
188** The Bugrise Sword and Bug Death Thunder Giga Chips are based on the signature attacks of Bugriser from the ''[[Manga/MegaManNTWarrior2001 MegaMan NT Warrior]]'' manga, and even depict the character using them in the chip art.
189* NewJobsAsThePlotDemands: While Shuko was hired by Cyber Academy, she also has a part-time job at the aquarium in Seaside. She ends up running off to her other job while Lan is operating [=SpoutMan=] and accidentally floods the Cyberworld, leading to the [=LinkNavi=] mission.
190* {{Nerf}}:
191** Sensor makes a return after its absence in the 4th and 5th games, but now it is slower to scan the row it watches over and lingers for too little time to deal a lot of hits like in the 3rd. It can still deliver a lot of damage, [[https://www.youtube.com/watch?v=5urwEpICybI but it needs a specific panel-based setup]] to pull off.
192** The Search Shuffle function has been turned into a [=NaviCust=] program and is no longer VersionExclusiveContent tied to a transformation. However, it can now only be used once per turn and takes up a ridiculous amount of space on the Customizer Grid, being one of the larger programs.
193** Tomahawk Cross does not turn the entire field into Grass panels like Tomahawk Soul did in ''Battle Network 5'', denying you an easy-access field reset and making it harder to abuse the Cross's HealingFactor.
194** Muramasa's damage {{Cap}} has been reduced from 999 to 500. This was likely done because a number of changes remove much of the chip's risk, and Beast Out's auto lock mechanic also means it's easier to land the chip.
195* NoOSHACompliance: Sky Town is a floating weather control station 30,000 feet in the air suspended by rockets with narrow walkways that don't even have guardrails. It's also open to the public.
196* NoSavingThrow: The Destroy Pulse Program Advance inflicts status effects (Paralysis, Blind, HP Bug) even if the opponent has Tomahawk Cross, whose [[AntiDebuff Status Guard]] normally protects against those effects.
197* ObviousRulePatch: In previous games with Patch Cards, the {{Necessary Drawback}}s meant compensate for them being separate from the limitations of the [=NaviCust=] could be negated with the [=BugStop=] part. This no longer works in ''Battle Network 6'' -- you have to deal with whatever bugs the Patch Cards give you if you want to use them.
198* OneHitKill: Erase Cross will one-shot viruses if they have the number "4" in their HP when hit with elementless chips.
199* TheParalyzer:
200** White Capsule, originally one of the many status-inflicting Capsules available to ''Battle Network 5'''s Meddy Soul, returns as a standalone Standard chip that adds paralysis to any chip that it is attached to.
201** Elec Cross gives a stunning effect to non-elemental chips when they're charged.
202** Hitting with just the tip of [=TenguMan=]'s charge shot will paralyze the target.
203* PreExistingEncounters:
204** EX Bosses can be found in the Net in unassuming places (for example, [=BlastMan=] is hidden in a dead end in Central Area 2).
205** Link Navi Bosses can be rematched anytime just by talking to their Operators. They upgrade to the EX and SP forms depending on your progress in the game.
206** In the final act, [=HeelNavis=] litter both the overworld (with the use of [[MechaMooks mass-produced CopyBots]]) and cyberworld. Talking to them will trigger a fight with upgraded viruses.
207* PrematurelyMarkedGrave: Played with: The postgame Graveyard area is dotted with gravestones for every boss you've faced so far. At the very end is an unmarked grave. Inspecting it causes Bass to show up, declaring that this unmarked grave is for [=MegaMan=].
208* PromotedToPlayable: [=SpoutMan=], [=HeatMan=] and [=ElecMan=], bosses in previous games, are among the playable Navis here.
209* QuirkyMinibossSquad: The team of Yuika, Ito, Vic, and maybe Blackbeard during the last quarter. [[NotSoHarmlessVillain They are actually quite competent and pose a serious threat to the main cast]], despite having squabbles like whether or not they should call themselves Yuika's Lovelies, the Cloudy Bombers, or the Justice Club.
210* RestrainingBolt: During the tutorial showcasing [=MegaMan's=] new ability to invoke the power of the Cybeast at will, Yuichiro states that Beast Out only gives him access to about 50% of its power to prevent it from driving him berserk. In times of emergency, you can unleash its full power at the cost of losing control for a turn and [[HeroicRROD debilitating drawbacks afterwards]].
211* RevenueEnhancingDevices: Obtaining OneHundredPercentCompletion requires the e-Reader in the Japanese versions, as there are job missions exclusive to certain e-Reader cards which unlock [=ProtoMan FZ=] when completed. The international versions avert this trope and include the missions with nothing but in-game progression required.
212* RevisitingTheRoots: After ''Battle Network 4'' and ''Battle Network 5'' tried to toy with the series' formula, several aspects of ''Battle Network 6'' more closely resemble the original three games:
213** There are no significant storyline gimmicks, unlike the random tournament scenarios and NewGamePlus focus of ''Battle Network 4'' and the Liberation Missions of ''Battle Network 5''. Likewise, the viruses naturally progress in strength in ''Battle Network 6''; you can naturally find second or third tier viruses while going through the game normally instead of needing a NewGamePlus or the postgame gimmicks.
214** Unlike the previous two games, Dark Chips play no role in the plot, though this is justified by the fact their source is destroyed at the end of ''Battle Network 5''.
215** Wily is the BigBad once again, after Dr. Regal was the antagonist of the previous two games.
216** The composer for ''Battle Network 2'' and ''Battle Network 3'' returns. Their presence is perhaps most felt in the final boss music, which is a DarkReprise of the boss battle theme just like the first three final bosses' themes.
217** After ''Battle Network 4'' and ''Battle Network 5'' made [=ProtoMan=] VersionExclusiveContent, ''Battle Network 6'' once again allows the player to challenge him in all versions.
218** Since Cross System removes the need to sacrifice a chip of specific attributes, the Swordy virus family returns for the first time since ''Battle Network 3''. Appropriately, the [=LongSword=] chip image once again depicts Swordy after using a generic sword image in the previous two games, and elemental swords return as well, being classified as both Sword and Fire/Aqua/Elec/Wood on the same chip.
219* ScrewThisImOutOfHere: [=CircusMan=] shows up after the [=GBeast=]/[=FBeast=] fight to recapture an exhausted [=MegaMan=], only to be interrupted by [=ProtoMan=]. Realizing he's outmatched and not in the mood to be shredded into deletion, [=CircusMan=] quickly jacks out.
220* SecretCharacter: In the Japanese version, you can unlock [=ProtoMan=] as a playable character by beating the game and using the Beast Link Gate peripheral. He functions similarly to his playable appearance in ''Battle Network 5''.
221* SequelEscalation:
222** ''Battle Network 6'''s transformation mechanics are by far the most complex of the series, easily eclipsing the Style Change system of ''2'' and ''3'', the Double Soul system of ''4'', and the combination of Double Soul and Chaos Unison in ''5''. Beast Out allows [=MegaMan=] to tap into the power of the version's Cybeast; this changes his Buster, provides support effects, unlocks a chip-charge attack, and still retains access to Full Synchro, but only lasts for three turns before [=MegaMan=] becomes tired. There's also the Cross System, a variation of Double Soul that has no turn limit but gets cancelled if its weakness gets exploited. The two systems can be combined into Cross Beast, which gives [=MegaMan=] benefits of both transformations and a different chip-charge attack than vanilla Beast Out, but at the cost of subjecting the Cross to Beast Out's time limit and risking losing the whole transformation if its weakness gets hit. Finally, there's Beast Over, a DesperationAttack that entails a berserk, invincible [=MegaMan=] lashing out with whatever chips the player loaded into him.
223** The power level of Battle Chips in ''6'' is far higher than in any game since ''2'', with many former Mega-class chips like [=SuperVulcan=] and [=FullCustom=] going back to being Standard-class, Standard-class chips returning to a maximum of 5 per folder, and many chips having greatly enhanced power, speed, and functionality. The change in design philosophy is epitomized in the Mettuar's Reflector chip, a long-running joke of a chip that produces a single-use shield, and in later games is sometimes combined with their other Shockwave chip to have the shield produce a slow-moving shockwave on hit. Reflector in ''6'' instead sends an ''instant'' shockwave across the entire row which triggers a guaranteed Counter Hit against the attacker, turning it into a staple of nearly every folder.
224** The Anti-Element chips from previous games have been unified into the single [=ElemTrap=] chip. Not only is it stronger than its components were, but having all four in one takes it from a difficult to use SituationalSword to a counterplay against a wide variety of attacks.
225** The starting folder has a much higher number of * code chips than usual, and multiple powerful chips are made available in A code in the very first area, meaning unlike previous games it takes almost no time to make a folder that's nearly all one code.
226** After five games of final bosses that are either fully stationary or have very limited movement, Gregar and Falzar are {{Lightning Bruiser}}s that utilize their entire field just like enemy Navis.
227* SequentialBoss:
228** When W3 kidnaps [=MegaMan=]'s ACDC friends' Navis, he and Lan have to fight [=BlastMan=] and [=DiveMan=] in the Undernet in a row.
229** As you go down to rescue [=MegaMan=] from the Cybeast's influence for the last time, you face the Beast-form [=MegaMan=] using the Link Navi of your choice, and then right after regaining control of [=MegaMan=] you have to defeat Colonel.
230** The final postgame confrontation with [[{{Superboss}} Bass]] first has you fight off a souped-up copy of Beast-form [=MegaMan=], followed immediately by [=BassBX=].
231* ShockingVoiceIdentityReveal: Still manages to happen in a game with no voice acting! When [=MegaMan=] enters the [=JudgeTree=], a voice asks him why he fights so hard against W3; [=MegaMan=] recognizes it but dismisses it, saying it isn't possible. When he gets to the end, [[spoiler:it turns out that the voice belongs to Colonel.]]
232* SiblingFusion: Wily reveals that [[spoiler:he had removed Colonel's compassion components and reprogrammed them into a separate Net Navi called Iris, whom he refers to as Colonel's younger sister. He also states that if the two ever merge again, the resulting program will be unstable and spontaneously self-destruct. At the end of the game, Colonel and Iris fuse together in a last-ditch effort to exorcise the Cybeast from [=MegaMan's=] body. Though they successfully stop the monster's rampage for good, it comes at the cost of their own lives.]]
233* SimilarSquad: Lan's new friends at Cyber City. A boisterous prankster (Mick/Dex, which is actually lampshaded in-game), a smart merchant-in-training (Tab/Yai with elements of Higsby), and a girl with a crush on Lan (Iris/Mayl).
234* SituationalDamageAttack:
235** The Train Arrow chip fires a number of projectiles based on the tile distance between the user and the target, with a bigger gap leading to more arrows.
236** The [=DustMan=] series of chips normally only fires a single Scrap Golem when used. However, if any objects are on the field, [=DustMan=] will suck them all up to be fired as extra projectiles.
237* SituationalSword: The Machine Sword, Elemental Sword, and Assassin Sword chips will only deal damage if the opponents are paralyzed, standing on an elemental panel, or either scenario, respectively. To compensate for these restrictions, the chips are all quite powerful (the weakest, Machine Sword, does a whopping 200 damage) and automatically hit any viable targets without needing to be aimed.
238* ShoutOut: The first time [=MegaMan=] uses a [=CopyBot=], Lan exclaims [[Film/Frankenstein1931 "H-H-He's aliiiive!!"]]; [=MegaMan=] responds by saying that he's not "some kind of monster".
239* SongsInTheKeyOfPanic: Some frantic music will start in the Aquarium network when carrying a program down onto the water platforms. Don't let the sharks get it!
240* StatusBuffDispel: The Uninstall chip makes the attack picked before it nullify all of a Network Battle opponent's [=NaviCust=] programs if it hits, with the exception of stat boosts. The Sun and Moon Program Advance does this as well if the laser portion of the attack connects.
241* StealthBasedMission:
242** In the [=AquariumComp, MegaMan=] must navigate "waters" infested with shark viruses while escorting Mr. Progs. If the viruses "eat" Mr. Prog, he will respawn where [=MegaMan=] found him, starting all over again.
243** The Link Navi mission for [=EraseMan=] involves hunting down and eliminating targets in the Undernet without getting caught. While the stealth aspect is technically optional, failing at it will lead to potentially unwanted virus fights. [=EraseMan=] can temporarily turn invisible if you need to hide from the target's sightline.
244* StockVideoGamePuzzle: The [=JudgeTree=]'s main gimmick is a Hamiltonian Path Puzzle, where Mega will cause grass to grow wherever he steps off a square. Stepping on the grass (a traversed square) is considered an offence that will force Mega back to a checkpoint after getting hammered by a gavel, the damage of which increases depending on how many offences he's committed.
245* StylisticSuck: After all of the buildup, the Expo is extremely simplistic, with mostly barren rooms, low-effort props, and a music track that's barely five seconds long. [[spoiler:It's a money laundering scheme for Mayor Cain to smuggle funds to Dr. Wily, and most of the money actually went to building an army of [=CopyBots=].]]
246* SwordBeam: Slash Cross has a chip-charge ability that allows [=MegaMan=] to convert any non-dimming Sword chips (and the four elemental Swords) into Sonic Booms that travel the distance of the screen.
247* SupervillainLair: W3's new HQ is actually in plain sight in the overworld; the player will not even realize it until near the end of the game.
248* TakesOneToKillOne: When Gregar first formed, nothing was able to stop it as it wreaked untold havoc on the Net. A scientist decided to create his own Cybeast, Falzar, thinking that it was the only way to combat Gregar. [[FromBadToWorse This only made things worse, as it meant two Cybeasts were running around destroying everything.]]
249* TakingYouWithMe: A HeroicSacrifice version, when [[spoiler:Colonel and Iris]] use a bomb planted in them to destroy one of the Cybeasts once and for all.
250* TimedMission: [=GroundMan=]'s Link Navi quest has him destroying rocks in the Cyberworld while under a time limit, with the timer visualized by the burning fuse of a stick of dynamite. Complicating matters is that destroying the rocks requires doing a timed button press, though being optimal allows for the destruction of multiple rocks at once.
251* TournamentArc: The Expo Navi Selection Test, which roughly takes half of the game in-between the villain scenarios. Some of the later Link Navis are also introduced during this point.
252* TravelingAtTheSpeedOfPlot: It's noted that a trip between [=ACDC=] Town and Cyber City takes several hours by bus, explaining why Lan cannot easily visit his hometown friends after moving. This has absolutely no bearing on the player's ability to travel there, however, as you can make Lan come and go as you please once it's unlocked with no restrictions.
253* UnexplainedRecovery: During the climax, [[spoiler:Dr. Wily accepts his final defeat and stands in between two giant [=CopyBots=] as they explode]]. The DistantFinale makes to clear that, not only did he survive, but he somehow made it out relatively unharmed and lived for at least another two decades.
254* UnintentionallyUnwinnable:
255** Downplayed in the Japanese version. If the player takes the e-Reader BBS side mission "Self Research" before finishing the first 25 BBS missions, their postgame progress is stuck until they are either traded [=ProtoMan=] EX and SP chips or luck out with both the chip trader AND super-rare Gold Mystery Data. This is because one of the chips needed to clear the mission requires accessing Graveyard 2, accessing Graveyard 2 requires the player to have obtained every Mega chip, the opportunity to battle [=ProtoMan=] for his higher-leveled Mega chips doesn't happen until the first 25 BBS missions are cleared, and the player can't cancel BBS missions once they are accepted. The content cuts in the English GBA version removed this issue, as there is now only one Graveyard and it does not require a complete library of Mega chips to access. The ''Legacy Collection'' port attempts to warn the player about this issue (though it states that the player needs access to Graveyard 1, not 2) and provides easy access to the "Chaud's Mission" Patch Card that gives the requisite [=ProtoMan=] chips.
256** The objective of the side mission "Do Something!" is to delete groups of Kettle viruses, though said enemies come in a variant form that is impervious to everything but Fire damage. If one doesn't pay attention to the mission's instructions and triggers the battle without any Fire chips in the folder, the game will be softlocked, since [=MegaMan=] can neither kill the enemies or flee. Note that this only applies to Falzar version, as Gregar has two Fire-based Crosses that can be accessed from the Custom Screen.
257* UniqueEnemy: In the Japanese version, the Chimpy virus[[note]] The boxer enemy that drops the Fire Hit 3 chip[[/note]] appears in a single RandomEncounter in the Immortal Area (where it's paired up with two [=PulseBulb2=] viruses) and nowhere else.
258* VersionExclusiveContent: The Link Navis encountered, their associated Crosses, which Beast Out you get, and the FinalBoss are tied to whatever version you're playing. Also, per series tradition, each version has its own Giga Chip list.
259* WeatherControlMachine: Sky Town's purpose is to house a machine known as Mr. Weather that controls Cyber City's weather. Naturally, it eventually gets hacked and goes haywire.
260* WhatHappenedToTheMouse: Yuichiro completely disappears from the story with no explanation after he's rescued from his false imprisonment in Green Town.
261* WhatTheHellHero: [=GroundMan=]'s Link Mission involves him drilling through lines of rocks [[TimedMission under a time limit]], and it's possible to hit local Mr. Progs in the area on accident if you're not careful. Doing so will cause the Mr. Progs to yell at [=GroundMan=] and burn some of the timer.
262* WhereAreTheyNowEpilogue: 20 years after the end, Lan documents on what happened to the main cast:
263** He became a scientist and married Mayl. [[BabiesEverAfter They now have a child named Patch.]]
264** [=MegaMan=] and Roll plan to have their own child together.
265** Dex becomes mayor of ACDC Town.
266** Yai became the president of her father's company.
267** Mick became an elementary school teacher.
268** Tab is working hard to make his store a success.
269** Chaud became the International Officials' leader.
270** [[spoiler:Wily reformed and managed to create a new Colonel and Iris for a "Net Reinforcement System" while serving time. The new Colonel actively finds and deletes viruses and criminals, while the new Iris recovers damage to the Net.]]
271* WhyDontYouJustShootHim: Late in the game, some villains finally realize that no matter how effective the Lan/[=MegaMan=] team is on the Net, Lan is just an ordinary kid IRL, and therefore can be easily beaten up by people twice his size. [[spoiler:Fortunately, Chaud calls in the cavalry before anything happens.]]

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