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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:

  • Ability Required to Proceed:
    • Various BMDs and other goodies are hidden by various elemental barriers, that can only be removed by your Link Navis.
    • A special merchant (found in Sky Town's ShowerComp) will sell Rush Food to you, which summons Rush viruses who will serve as a bridge not just to more BMDs, but as a shortcut at certain points.
  • All the Worlds Are a Stage: The final area has you go through a short segment based on each of previous dungeons in the game.
  • Angry Guard Dog: 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.
  • 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.
    • Advertisement:
    • The addition of extra "off-grid" tiles on the NaviCust memory map 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.
    • 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.
    • 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 Quests.
  • Behind the Black: An entrance to Undernet can be found in Green Area. Although it's a Disconnected Side Area, it's still important to the postgame quests, because it's where you first fight Bass in the game. It's hidden from the player's view by a giant tree, but otherwise it should still be seen by other characters.
  • Bodyguard Betrayal: After Mayor Cain's motives are revealed and he commands his bodyguard to capture Lan, the bodyguard reveals himself to be Chaud, and arrests Cain instead, having gained all the evidence he needs.
  • Boss in Mook Clothing: Once you defeat a Boss' EX form (see Preexisting Encounters), its SP form will become part of the Random Encounters in the same area. Notoriously, this includes Bass BX in the Graveyard, once you beat him in the Underground.
  • 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 Armory: The many displays in Seaside Aquarium are integral to the puzzle in the area's main dungeon, AquariumComp.
  • Chekhov's Boomerang:
    • The CopyBot, which is used a couple of times to save Lan and company. 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, he's planning on unleashing the Cybeasts in the real world through the use of two large CopyBots.
    • In GreenTown, MegaMan has to enroll in a law class on the net to correcrly 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.
  • Call-Back:
    • The most powerful Program Advances are based on previous Battle Network games.
    • 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 does not fit in the continuity and allows Team Colonel to continue from the main timeline from 4 to 6.
  • Cannot Spit It Out: Iris runs on this trope fairly often due to her shyness.
  • Cult: There's a group of fanatics dedicated to worshiping the Cybeasts in the Undernet, led by Mayor Cain.
  • Deck of Wild Cards: Late in the game, most of the members of WWW (Blackbeard, Vic, Ito, Yuika, and Cain) eventually abandoned 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.
  • 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 undone, 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.
  • Drop the Hammer: Technically not an attack, but should MegaMan fail the puzzle in the JudgeTreeComp at any point, an anthropomorphic gavel (unclear if it's a virus or actually a part of the defense system) will chase him down and, if captured, will put him on "trial", sending him back to a checkpoint and deducting HP.
  • 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.
  • 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.
  • Escort Mission:
    • The second major mission of the game, in AquariumComp, requires MegaMan to guide Programs in shark virus-infested waters to water tanks which act as locks blocking the way forward.
    • ChargeMan's Link Mission mixes this up with Locomotive Level.
  • Fighting Your Friend: When MegaMan was kidnapped by the W3 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.
  • 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 MegaMan finishes the sidequest 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.
    • 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.
  • 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 NPCs) the player can have easy and instant 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 areas 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), and the Bonus Dungeon Graveyard, found in the Undernet.
  • 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 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.
    • Additionally, the game includes a secondary elemental wheel (Sword beats Wind beats Cursor beats Break beats Sword), ensuring that all Crosses have 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, the number of copies per chip that can be included in a Folder is restricted by the chip's 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 high MB ratings mean that the player would only be able to pack one copy of them — the very reason why those chips were made Mega Chips in the first place.
    • 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.
  • Logical Weakness: Due to elemental barriers not changing between the two versions, logic has to be applied to which Link Navi can destroy which barrier (SlashMan, for example, can take care of whirlwinds mainly because he has a Spin Attack himself).
  • Locomotive Level: The Link Navi mission with ChargeMan, naturally, is an Escort Mission where you ferry Progs from one destination to the next while avoiding obstacles.
  • 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.
  • Mon: Played straightest in the series with the Virus Battler minigame. You catch viruses and pit them against other Virus battlers (represented by Progs). Your viruses, however, are AI-controlled and have pre-determined movements.
  • 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 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.
  • Pre Existing Encounters:
    • EX Bosses can be found in the Net in unassuming places (for example, BlastMan is hidden in a dead end in Central Area 2).
    • 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.
    • In the final act, HeelNavis would litter both the overworld (with the use of mass-produced CopyBots) and cyberworld. Talking to them would trigger a fight with upgraded viruses.
  • Promoted to Playable: AquaMan, HeatMan and ElecMan, bosses in previous games, are among the playable Navis here.
  • 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.
  • Restraining Bolt: 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 and debilitating drawbacks afterwards.
  • 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.
  • Sequential Boss: When W3 kidnaps MegaMan's ACDC friends' Navis, he and Lan have to fight BlastMan and DiveMan in the Undernet in a row.
  • 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.
  • Sibling Fusion: Wily reveals that 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 Mega Man's body. Though they successfully stop the monster's rampage for good, it comes at the cost of their own lives.
  • Similar Squad: 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).
  • 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!
  • Stealth-Based Mission:
    • 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.
    • Both of the Link Navi missions for EraseMan and ElecMan: sneaking towards his targets in the Undernet until he eliminates them, and avoiding prowling Punk Navis while gathering batteries to bring power back up to a pitch-black Sky Area, respectively.
  • 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.
  • Taking You with Me: A Heroic Sacrifice version, with Colonel and Iris use a bomb planted in them to destroy one of the Cybeasts once and for all.
  • 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 finds and deletes viruses and criminals, while the new Iris recovers damage to the Net.

Alternative Title(s): Mega Man Battle Network 6