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Video Game / Mega Man Battle Network 6: Cybeast Gregar and Cybeast Falzar

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Mega Man Battle Network 6 is a video game created by Capcom for the Game Boy Advance in 2006. It's the sixth and final installment in the Mega Man Battle Network series, before continuing in the Mega Man Star Force series. There are two versions: Cybeast Gregar and Cybeast Falzar.

Lan's father has received a job transfer, so Lan and his family are moving to Cyber City. There, they will face new threats in the Cybeasts, Gregar and Falzar.


This game provides examples of:

  • Anti-Frustration Features:
    • 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.
    • The BugStop NCP plus the presence of extra "off-grid" tiles on the NaviCust program allows players to further enhance MegaMan's abilities well beyond what the game allows you to.
    • 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.
  • Behind the Black: An entrance to Undernet can be found in Green Area (and, although it's a Disconnected Side Area, it's still important to the postgame quests). It's hidden from the player's view by a giant tree, but otherwise it should still be seen by other characters.
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  • Bodyguard Betrayal: Happens when Chaud reveals his true identity and arrests Mayor Cain right as he orders him to arrest Lan.
  • Character Select Forcing:
    • Players of the Gregar version get the proverbial short end of the stick during the first Rescue Arc with MegaMan, since it involves traversing a level filled with Aqua enemies with their Link Navi, who at this point is only HeatMan. HeatMan himself lampshades the ridiculous circumstances.
    • The Kettle viruses in HeatMan's scenario can only be harmed by Fire attacks (which raises their temperature, at 100 degrees it explodes), and cannot be harmed by anything else.
  • Chekhov's Boomerang: The CopyBot, which is used a couple of times to save Lan and company. It may also be 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, he's planning on unleashing the Cybeasts in the real world through the use of two large CopyBots.
  • Cannot Spit It Out: Iris manages to distract Lan long enough to stop him from coming to a party in Central Area, but she couldn't bring herself to tell him why he shouldn't go.
  • Cult: There's a group of fanatics dedicated to worshiping the Cybeasts in the Undernet, led by Mayor Cain.
  • Desperation Attack: Beast Over is a transformation that functions like one. The conditions are that the player has used Beast Out and had it expire earlier in the battle before it becomes available. Bear in mind that Beast Out is already pretty strong and it would take a very strong enemy to still be standing after up to 3 rounds of it. Invoking this transformation turns MegaMan completely invincible and uncontrollable for the turn, jumping around the battlefield firing Buster shots and unleashing any loaded chips or Program Advances at double strength on top of the auto-target properties. Once the Custom Gauge fills, though, the transformation is cancelled, leaving MegaMan severely weakened with a case of Heroic RRoD, so this transformation is meant as a last resort to finish off the opponent in a pinch.
  • Distant Finale: The epilogue takes place 20 years after the second Cybeast incident, when Wily has 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 Happily Married.
  • Enemy Civil War: W3 splinters into two factions 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 Baryl and Joe Mach the other.
  • Earn Your Happy Ending: 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.
  • Four Is Death: 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.
  • Heal It with Water: In the Falzar version, after Mega Man finishes the side quest with Spout Man, he'll gain access to Spout Cross, where Mega Man acquires Spout Man's abilities. When he activates Spout Cross, Mega Man will be able to heal 5% of his HP whenever he uses Aqua-element Battle Chips
  • Heel–Face Turn: Mr. Match seems to pull it for good this time (since this is the final game in the series) and is now a teacher.
  • Heroic RRoD: If MegaMan attempts 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.
  • Hub Level: As usual, MegaMan's homepage serves as the universal shortcut where (upon talking to the right NPC) the player can have easy access to other areas. Central Area 3 is another, albeit it doesn't use shortcuts. Ability Required to Proceed to get to other areas in the Net (including ACDC), as well as the Underground where the Cybeasts are buried. The only major area that cannot be reached from Central Area 3 is the Undernet, which in this game the entrance is located in Sky Area (plus a secret entrance in Green Area).
  • Honest Axe: Spoofed with an absent-minded Mr. Prog spirit of a bucket with "Legendary Spring" scrawled on the side.
  • Insane Troll Logic:
    • Green Land in BN6 runs on it, ironically it is said to be a very closed-in and highly regulated society. Two choice laws include the punishment for hitting a Mr. Prog on the head is "something infuriating" (exact words), while the punishment for finding zenny on the ground but not reporting it is tickling. 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 Everything Is Online, and even the prosecutor mentions the tree is constantly targeted by hackers and their system is ruined if it gets compromised.
    • Speaking of which, the punishment for tampering with the JudgeTree? "100 hours of zapping." That's right. One hundred straight hours of constant electrocution.
  • Later Installment Weirdness:
    • 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.
    • 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.
    • Adding to the above, the game includes a secondary elemental wheel (Sword beats Wind beats Cursor beats Break beats Sword), ensuring that no Cross is safe from being hit with a weakness.
    • Instead of the player being able to pack up to four copies of any given Standard chip, as has been the case since Battle Network 3, unique copies are restricted by their MB rating. This means that the player can pack up to five of the junk chips that they receive at the start of the game into their Folder, but might only be able to pack 1-3 of the better chips. As a side effect, most of the recurring non-Navi Mega Chips are bumped down to Standard chips in this game, as their MB ratings mean that the player would only be able to pack one copy of them regardless.
    • With the karma system of Battle Network 4 and Battle Network 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.
  • Loophole Abuse: Sure the Copybots cannot use Battle Chips, but that is not a problem when one of your arm is a sword. Colonel gladly used this to his advantage against Lan and MegaMan.
  • Monster Clown: 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.
  • No OSHA Compliance: Sky Town in the 6th game is a floating weather control station 30,000 feet in the air suspended by rockets while its narrow walkways don't even have guardrails. It's also open to the public.
  • Quirky Miniboss Squad: The team of Yuika, Ito, Vic, and maybe Blackbeard during the last quarter. 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.
  • Sequel Escalation: 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, the aforementioned Desperation Attack that entails a berserk, invincible MegaMan lashing out with whatever chips the player loaded into him.
  • Shocking Voice Identity Reveal: 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, it turns out that the voice belongs to Colonel.
  • Songs in the Key of Panic: 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!
  • Supervillain Lair: 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.
  • Tournament Arc: The Expo Navi Selection Test, which roughly takes half of the game. Some of the later Link Navis are also introduced during this point.
  • "Where Are They Now?" Epilogue: 20 years after the end, Lan documents on what happened to the main cast:
    • He became a scientist and married Mayl. They now have a child named Patch.
    • MegaMan and Roll plan to have their own child together.
    • Dex becomes mayor of ACDC Town.
    • Yai became the president of her father's company.
    • Mick became an elementary school teacher.
    • Tab is working hard to make his store a success.
    • Chaud became the International Officials' leader.
    • Wily reformed and managed to create a new Colonel and Iris for a "Net Reinforcement System" while serving time. The new Colonel actively find and deletes viruses and criminals, while the new Iris recovers damage to the Net.


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