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Game Cheats » Nintendo Game Boy Advance (GBA) Cheat Codes » Games Starting with the Letter R » Rockman EXE 6 - Strategy Guide - Cybeast Falzar (Page 01)

Rockman EXE 6 - Strategy Guide - Cybeast Falzar (Page 01)

Below are the cheat codes, hints and help for Rockman EXE 6 - Strategy Guide - Cybeast Falzar (Page 01).

> Rockman.EXE 6 - Dennoujuu Faltzer
> Written by ChibiSoma
> In response to those who snubbed me: Let there be Raito.

################################################
#   .-=~| YE OLDE TABLEE OFE CONTENTSE |~=-.   #
################################################
#                                              #
# Section 01: Overview/Updates       - [Intro] #
# Section 02: New Systems            - [Cross] #
# Section 03: Main Walkthrough       - [Wkthr] #
# Section 04: Post-Game Walkthrough  - [Extra] #
# Section 05: Chip Library           - [Chips] #
# Section 06: Program Advances       - [PrgAd] #
# Section 07: Thanks/Notes           - [Askss] #
#                                              #
################################################

================================================
= Section 01: Overview/Updates       - [Intro] =
================================================

Well, folks. Here we are again for the last time. Why last? Because EXE6 is the
final game in the series on the GBA. My guess is that they're jumping to the DS.
So unless a viable DS emulator comes out between now and then (doubtful) then
this is it.

But Capcom seems to be taking it out with a bang. More abilities, the ability to
commandeer other Navis, and gaining super powers. Hey, works for me. Since the site
I WAS a part of decided to fling me to the wayside, I've decided to post my guides
up here after all. Rejoice and be merry!

As I'm sure you've noticed, Greiga and Faltzer are really similar. The only real
things that change are your Link Navi scenarios and the final boss. The rest is
all basically the same. I - and many others at this point - have gone over the
guides and I believe I've dealt with anything that MIGHT linger from the amount of
copy and pasting I've done. But, should a Navi/Operator name show up in one version
when they're clearly in the other - I apologize. I'm only human.

Well, no one reads these anyway, I'm sure, so let's get down to bidness.

================================================
= Section 02: New Systems            - [Cross] =
================================================

 ________________
/ Cross System /
--------------

The big change that looked EXACTLY like Souls to us for so long. The Cross System
is much different. First of all, you can stay in the Cross you choose for the rest
of the battle if you so desire. Hit up while in the Custom Window to access the
Cross Menu. From there, it's a simple matter of choosing your poison and rockin'
the flare.

 _______________
/ Cross Beast /
-------------

You can activate a stronger version of a Cross by invoking Juuka-Rockman statis
while in one. Alternately, you can Beast Out first THEN choose a Cross. Either way,
you're gonna be tearing up the field.

 _____________
/ Beast Out /
------------

Hereby to be referred to as the Juuka System since 'Beast Out System' is both
longer and clunky in English. Remember where the Add/Soul Unison button used to
be? Well, that's where the Beast Button is now. Once you gain the ability, you
can activate the Juuka System at any time. Rock will Beast Out and you then get
three turns to kick ass as you so please. When this time is over, however, you
can activate another interesting feature.

 ______________
/ Beast Over /
------------

Consider this your new Chaos Unison. When the 3-turn Beast Out ends, you can
hit the Beast Button again to force a Beast Over. Juuka-Rock's power will be
increased even further, but it comes with the distinct disadvantage that you
lose almost all control over Rock. All you can do while he's in this 1-turn
frenzy is send battle chips.

 ______________
/ Link Navis /
------------

These are the Navis you can Cross with. You gain control over them for a bit,
do some fun stuff, and eventually get their help. Your band of merry men grows
to five plus Rock by the end of the game.

================================================
= Section 03: Main Walkthrough       - [Wkthr] =
================================================
=                                              =
= I:    Hello and Goodbye            - [Movng] =
= II:   Hot For Teacher              - [Blast] =
= III:  Fishy Business               - [Pengn] =
= IV:   Aquarium Antics              - [Dvemn] =
= V:    Water Logged                 - [Aqman] =
= VI:   Awakening of the Beasts      - [Beast] =
= VII:  Secret Scrolls Scattered     - [Tengu] =
= VIII: Law and Disorder             - [Judge] =
= IX:   Darkened Skies               - [SkyTn] =
= X:    Weather or Not               - [Elmnt] =
= XI:   Dusty Dealings               - [Urant] =
= XII:  Dusty Ground                 - [FnlTw] =
= XIII:  Home, Sweet Home            - [Akiha] =
= XIV: Revelations                   - [BrCol] =
= XV:   The End, The Beggining...    - [Raito] =
=                                              =
================================================


 ________________________________________________
/ I: Hello and Goodbye               - [Movng] /
-----------------------------------------------

"Um, I'm Hikari Netto! It's the year 20XX!"

For once, Netto and Rock give the intro to the game. Netto messes up, so Rock
has to help him out. We then cut to home room at the school! And we start off
with sad news - the class is going to lose a member! Dekao asks Netto if he
knows who it'll be and, reluctantly, Netto says he does. Mariko-sensei asks
Netto to the front of the class.

Netto then explains that they're moving because of Yuuichirou's job. And after
a lot of sad dialogue, including Mariko-sensei getting choked up, we cut to after
school. Everyone gathers in front of the old Hikari residence. Yuui thanks them
for looking after Netto up 'til now. He then explains the plot. >_> After that,
Haruka says a few things to everyone, then both leave for the car and let Netto
say his goodbyes on his own.

Dekao says that no matter where Netto goes, they'll remain rivals. Yaito gets
choked up. Mariko-sensei REMAINS choked up. The nameless kids cheer Netto on.
Meiru gets choked up. And that, in turn, gets Netto all choked up. He wishes
everyone well and the screen turns to black.

We then fade in on Netto's new room. Apparently they now reside in Central Town.
Head downstairs and look at HOW MUCH COOLER his new house is! Seriously. Totally
worth the move. They have a bathroom now! Head on out of the house. Welcome to
Central Town!

You even live by another chip shop! It's called Asuta Land. There's a Sub-Chip
Dealer behind it selling:

Mini-Energy -   100z
Open Lock   -  4000z
Enemy Search - 7000z

When you're ready to continue, head for the girl getting harassed by the rather
large robotic dog. You'll plug-in (R Button, remember) and here we set up the
generic, ever-present tutorial. If you've EVER played an EXE game, you know
exactly what's happening here. After you save the day (already), Netto goes up
to the girl and introduces himself. The girl seems really, really shy, though.
She mumbles a thank you and scurries away.

I'm sure you have to talk to everyone in town, too, to continue along. Yuui will
send you an e-mail. You now get to go home and plug-in to Netto's computer! So
go do it.

You may notice an e-mail Program right when you plug-in. Why you need one of
those when you have your PET is anyone's guess at this point. So Netto's new
homepage looks nice, eh? Head across it and into...
 ________________
| Central Area 1 |
 ----------------
| Skull Gate BMD:
| BMD 2: Mini-Energy

The green path is your guide here! The sign you encounter past the green navi is
a map of the area. There's a purple sign leading into a yellow area - this is
the Net Cafe. The blue Navi behind the counter offers the following Sub-Chips:

Full Energy  - 1000z
Enemy Search - 7000z
Shinobi Dash -  500z

You can also buy coffee that heals a whopping 10HP. Oh boy.

Head to the back of the Cafe and inspect the purple gate. It requires a
{Reflect Met 1} chip to pass. Well, you should've racked up a good half dozen
of those by now, so there's no problem! Head on through.

 ________________
| Central Area 2 |
 ----------------
| BMD 1: Regular Up 2
| BMD 2: Copy Damage *

Oh wow, a NetDealer RIGHT there. His wares are:

HP Memory      - 1000z, 2000z, 4000z, 8000z
Spread Gun 1 L -  600z
Recovery 30  * - 1000z
Senshahou 1  R - 2400z
Yoyo         L - 4600z

Once again, follow the green path. You'll reach another map kiosk eventually, so
take a look at it. Notice the single upper path? Lotta back alleys here too, huh?
Continue your way forward and talk to the green navi in front of the purple gate.
We need [Key Data] to unlock the gate. You need to talk to everyone in Central
1 and 2 to end the scenario. Plug-out for now and go to bed. It's been a very
odd (and SHORT) first day in town.

 ________________________________________________
/ II: Hot For Teacher                - [Blast] /
----------------------------------------------

Annnnd Netto oversleeps on his first day of school. Which wouldn't be an issue
if this was his OLD school. Head out of the house and up towards the northern
point of town. The school gate here looks like the old one, only it has a post-it
note on it.

You'll pass through a metal detector and trigger an alarm! Security Robots flood
the area! Netto has a back-and-forth with them... but then they halt and ask if
he's Hikari Netto. Things get cleared and we get to pass on from the lobby. Dumb
new school and its psychotic deathbots! As Netto walks on, he sees... oh no, it's
a Copyroid Dummy... Yeah, THAT can't possibly be good! When you regain control,
go through the nearby gate that was just unlocked.

Go around and talk to the guy with the pompador. Mahha Gou...-sensei. (Mach Go?!)
GO SPEED RACER! You'll get a [Seito Techou/Student Notebook] from Mach-sensei.
Man, that guy's a few plugs short of an engine. Head back out into the lobby and
go over to the PINK gate. With your notebook, you gain entry. Head to the end of
the hall and go through the green double doors. And there it is - classroom 6-1.

Mach-sensei announces to the class that they have a new student. Netto nervously
introduces himself. We get to be seated behind a Kojirou. Aragaki Kojirou. Not
much for talking, is he? Netto introduces himself as he passes by, but Kojirou
just brushes him off. Dick.

After class, introduce yourself to your new classmates! There's even a tiny
Yaito-girl here! Plug-in to the blackboard for a {Thunderball *} chip and 700z in
a pair of BMDs. Plug-out and finish your classmate introductions with Kojirou.
Netto and Rock will talk a bit, then Kojirou comes in. He seems to tell Netto
that the next class involves virus busting. Netto wonders what's with his attitude.

Everyone plugs-in for the next lesson. You can tell the orange one's Kojirou's
because of the attitude. Dick. Senseibot then lets Rock take a crack at the virus.
You'll fight some heat-based viruses (Little Boiler chip). They move like the
Wide Shot viruses did and shoot flames three spaces ahead of them. Incredibly
easy to avoid.

And so we become the marvel of the class! Mach-sensei praises us and tells Kojirou
to stay after. Ha-ha, emokid got in trouble! Plug-out to see a cutscene with
Kojirou and his Navi bickering. In fact, Kojirou's downright mean to his Navi,
calling him useless. The Navi isn't gonna sit there and take that crap, so he
leaves. His Navi gone, Koji blames Netto.

But then what's this? Someone calls out to Kojirou. It's from his PET! ...Who's
THAT Navi? I smell trouble...

Next class, we get a Copyroid! Another student explains what a Copyroid is.
Basically, you can plug a Navi into one to allow it to walk around in the real
world. Netto plugs Rock in and, after a brief transition - poof! And then Rock
prods the hell out of Netto. Haha. We then get control of Rock... is this feelin'
really frickin' WEIRD to anyone else?

Talk to everyone and end with sensei to continue. Rock then goes back into Netto's
PET and the Copyroid changes back to Dummy form. Meanwhile, Kojirou and Blastman
plan something sketchy.

One of the deathbots has busted in! Takamura-s...er...Mach-sensei tries beating
the robot up with Mr. Satan-inspired karate. Sensei is passed out and even more
deathbots float in. Kojirou then reveals it's him that's behind things. Once
again: Dick.

When you regain control, go over and inspect the Copyroid. You'll transfer Rock
in. Head out of the class as CopyRock and run down to the first floor. See the
kid in trouble in the hall? He's got a bucket on his head. Talk to him to get
the [Bucket]. Now head back up to 6-1! Rock gets the security bots' attention
and douses them with water. We then transfer Rock back into the PET. Now that
we have control of Netto again, we can go hunt down that ass Kojirou!

Head to Class 1-1 and plug-in to the blackboard for a {Full Energy} Sub-Chip and
an {Energy Bomb K} battle chip. Plug-out.

Class 6-2's board has a {Common Snake H} in a PMD and a {Regular Up 2} in a BMD.

When you're ready to continue, talk to Mach-sensei to get [Shokuin/Personnel Pass]
Head to the lobby and go over to the yellow gate - we're going into the office!
Kojirou's having trouble controlling the security bots, which have the teachers
under fire! But Blastman isn't going to listen. He tells them that they can all
die there, basically, and leaves.

The front door opens and a security bot guards the way out. Things do not look
good for Homestar Runner! Netto slams Kojirou against a wall and demands to know
where Blastman is. After some talk, we plug-in to the security system.

 ___________________
| Robo Control PC 1 |
 -------------------
| BMD 1: HP Memory
| BMD 2: Spread Gun 1 M

Head forward and Rock and the Program will talk for a bit before it gives you key
item [Water Data]. And th--WHOA! Fire bombing! You basically have to go from safe
spot to safe spot, hiding from the fire, or else Rock will lose 10HP. Watch which
way the sparks go beforehand so you know which side of the safe blocks you need
to get behind.

Make your way SW to the end, then go NW and then NE along the parallel path to
the one we just went down. There's a Program-kun on fire! Run up to him and Rock
will use the Water Data to douse the flames. He then goes off to safety.

Head across the conveyor tile and go SE. You'll see another Program on fire. So
go put him out, too. You should also see another one to the SW. Make your way
back to the central path and go SW again. Go all the way to the end again and
go to the SE. All the way to the end. Then head NE to get to that third Program.

That's all you need to put out the big fire near the original Program! We're
free to continue in further! Also, the area is free of Blastman's curse, so
you don't have to hide anymore. Go back to the Program and head NW to get to

 ___________________
| Robo Control PC 2 |
 -------------------
| BMD 1: Recovery 30 *
| BMD 2: Regular Up 2

Unfortunately, this area IS still affected. Head forward and...waugh! Rock gets
surrounded by giant flames! We cut out to Netto - we've gotta stop those fires!
Go talk to Kojirou. He'll ask where Kojirou's Navi is. Talk to him 3 times. Now
then, see the monitor flashing orange nearby? Go inspect it. Kojirou's orange
Navi! But he's still pissed off at Koji. Who can blame him? Kojirou heads over
to the master control annnd gets his ass set on fire, literally. The orange Navi
risks his life to activate the sprinkler system. It works, and the fires are
put out! The staff is safe and so is Rock. Now we can continue!

From the Long Platform we start on, go to the long platform to the NE. At the
bottom-right on a path is a Burning Program. Now, take the SW path onto another
big platform. From the Regular Up 2 BMD, you should see the second burning Program.
Take the lower-right path off the platform and make your way around to him. Make
your way all the way back, almost to the Long Platform. From the first safe block
on the platform we're on, head NW as far as you can go. Then head SW and then
SW along the nearby path. Head to the end, turn SW, and put out Program 3. Head
back the way we came and this time go NE from the junction. Program 4 is at the
end of this short path. This will put out the fire in from of Blastman. Go and
save, your first boss fight lies in wait.

############
Blastman.EXE
############

HP: 400

Attacks:
*1) Blastman 'throws' explosions in a line in front of him.
*2) Blastman uses some kinda of firey tornado. Remember Gyro Soul's charged shot?
    Think that, only on fire.
*3) Just like in his area, he'll rain fire on all three rows.

Strategy: Blastman will rarely attack here, and all of his attacks are fairly
telegraphed. He'll flash before using attack 1, the panels on the ground light
up before attack 2, etc. If you have some Machinegun chips, they work wonders on
this overgrown, mutant toaster. The battle's just about as simple as they get,
really. You should have no trouble here. When he's low on life, he'll break out
his desperation attack - thankfully, there should be some safe blocks on the
field. Hide behind those. This attack is telegraphed by those firey sparks, just
like the ones that signalled you to hide in the past two areas.

You'll get 1000z for winning. But Blastman sets fires in between the two of
you and escapes! Well, that's rare. Anyway, Kojirou comes up to apologize for
his behavior afterwards, which is nice of him. Seems like this experience changed
him for the better, eh? Netto thinks Koji's a lot like Dekao. Oi oi...

Just then, someone calls out to Netto. This guy is Oomori Asuta. But he's being
too formal, calling our dipstick heroboy Netto-san. We then get [Rakugaki] from
Kojirou. Which...seems to be grafitti/scribble/scrawl. The hell? Seems like this
might just open up something. After Kojirou leaves, Asuta invites Netto to come
by Asuta Land. ... So this brat with hero worship owns a chip shop? Wonderful.

It's time to leave school, finally, so head back out into the sunlight. Head home
and upstairs to get an e-mail. Seems we have e-mail waiting for us on our homepage!
Talk to the E-mail Program and... oh, hey, Meiru-chan e-mailed! She fills us in on
how everyone's doing - seems Dekao's still kinda bummed out - and gives us a
{Roll R} chip!

Now then, head for Central Area 2. If you inspect Koji's note, it mentions
something about a Navi and a hole. Hm. Okay, around where you go under the
overhead path, there are two shaded panels. Inspect the lower of the two. Here,
you'll find the buried [Key Data]. Now we can open the path forward! So go over
there to the gate and unlock it!

 ________________
| Central Area 3 |
 ----------------
| BMD 1: High Cannon L
| PMD: Elec Sword E

The map is right there as you enter, so take a gander. Pretty funky shape, ain't
it? You can't get by the SWmost path, since the NetDealer-lookin' Navi stops you.
You can't get past BMD 1 because of a sketchy thundercloud (*shudder*...). There's
a water spill to the east, so you can't go THAT way. And some sort of Jell-O
Christmas Tree is blocking the northern of the two exits there. Nurrr...

In the back are statues of our title characters - Greiga and Faltzer. Read the
legend of them to trigger a cutscene. Haruka gets onto you for, assumedly, being
up too late. So head for bed. Tomorrow's another odd day here.

 ________________________________________________
/ III: Fishy Business                - [Pengn] /
----------------------------------------------

Yuuichirou walks into the office of Smarmy Pompousman. Maybe it's my spider sense
acting up, but I don't like the looks of that guy...

The next day, we begin at school. Kojirou is late and...has a penguin following
hi--WHAT?! He tries ushering it out, but it comes right back in! Mach-sensei
tries telling Kojirou it's a penguin, but he's retarded and thinks it's a
pelican. ...Netto thinks it's a pelican too, but we all know HE'S an idiot.

After class, the penguin's about to do this-and-that to Kojirou up near the
blackboard. ...And now we have to get it some food. Capcom, what the hell?

Head to the office downstairs. Talk to the old scientist-lookin' dude. While
we're heading back upstairs, talk to the little girl in class 1-2. She'll want
to trade you a Double Shoot C for an Energy Bomb K. Well, we grabbed one of
those in a BMD earlier. Make the trade! Now head upstairs and into 6-2. Talk
to the kid over near the books and such.

Now we can leave the school. There's an old man with a cane - I'm sure you've
seen him around - that you need to speak with. He's over near the tall, purple
building. Choose 'yes' when given the option and you'll get into a virus battle.
From the old man's bugged cooler, we get [Sakana/Fish]! Now head back to 6-1 and
feed that penguin!

Now we need to go log onto the net and find out just what's going on. So head home
and plug-in. You'll have four new e-mails waiting on your homepage! Mariko-sensei,
Dekao, Meiru, and Yaito all mailed you with random chatter. Anyway, head for
Central Area 3.

You'll get a real e-mail from the Net Police once you enter Area 1. There's an
internet storm warning, apparently. Whatever the hell THAT is. Upon going through
Area 2, you may notice a gnarly-looking black Navi. Talk to him to get into a
virus battle. Win and you'll get a [Sub Memory] - it lets you carry more Sub-Chips!

Once in Area 3, talk to the pink Navi by the southeast exit. The flooded one.

Go back to the Net Cafe. There's an aqua-colored Navi there. He'll fix the leak,
but we need to find some tools for him, first. Plug-out and head for the toilet.
Yes, the damn toilet. Haruka's in there - there's a problem with the terlet
itself. *sigh* ... Plug-in to the damn toilet.

PLUNGER METOOL.

And BOY, does Netto want to kill it. Rock doesn't. It's so cute! Look at it!
Sadly, we do have to destroy it. But Rock is really, really reluctant to do so.
We get the [Kougu/Tool Program] from the poor dead Plunger Met. It's the aqua
Navi's operator! Plug back in to the toilet and grab the {Open Lock} Sub-Chip
from the toilet first.

Now plug back in and head for Central Area 3 again. Head to the leak and talk
to the aqua Navi. Rock hands over the Navi's tools and he cleans up the spill.
Needs more Mop Program.

Just then, a massive earthquake hits the internet! Anyway, continue forward and
into...

 ________________
| Seaside Area 1 |
 ----------------
| BMD 1:
| BMD 2:

Make your way along the only path you can run on and look at the map. A pair of
double spirals with a large, flat lower area. Got the place memorized? Good. I
hereby will name sections of it. You've got your Central Exit, where we entered
from, Top Spiral, Bottom Spiral, and Seaside 2 Exit, which is down south.

The Top Spiral warp takes you to the lower platform! There's a BBS down here. Go
over to it. Rock goes to inspect it and, after losing himself in battle techniques,
he sees that, apparently, someone has lost their penguin! We auto plug-out.

So head back to school. Talk to Kojirou. And, after a long sequence, exit the
school. Now head over to the tall, purple building. Kojirou + Pengin will appear.
This is the Linear Bus! Yay for flying cars!

You'll arrive in Seaside Town. And look at that big honkin' whale building thing!

Plug-in to the cyllinder-lookin' things on the lower-left area. You'll find a
{Barrier 100 H} battle chip in a BMD! Plug-out and head on downstairs. There's
a Sub-Chip Dealer here WITH:

Full Energy  - 1000z
Enemy Search - 7000z
Shinobi Dash -  500z

Now head northeast towards the whale building's entrance. You'll get a cutscene.
Some grizzled old salt is having a fit. He bitches awhile, then walks past Netto,
Kojirou, and Pengin. The doors to the building are locked, though, so you can't
get in, either. There's nothing more we can do right now. So head for home and
go to bed.

 ________________________________________________
/ IV: Aquarium Antics                - [Dvemn] /
----------------------------------------------

You get mail immediately the next day. It's from the Support Center and talks
about the Navi Customizer! Yay! And right into the usual tutorial we go! Take
the Undershirt and put it touching the Command Line. Now put the Attack +1
somewhere NOT touching it (Textured blocks can't touch). Finally, add the Rapid +1
somewhere not touching Undershirt (same-colored blocks can't touch). Finally, hit
Run to install the programs. If you did things right, Rock won't be glitched up.

Head out and take the Linear Bus to Seaside Town again. Go talk to Kojirou in
front of the whale building. After some talk, head inside. Oh, look - an
aquarium! Penguin and owner will meet - the penguin apparently is named Ginjirou -
and they have a happy reunion.

Since we brought Ginjirou home, the owner seems to wanna let us look around as
we see fit. Sounds good to me. Head down the stairs and look at the ugly-ass
marine life. Then head through the SW exit. Go upstairs in the next room. There's
a glowing, green panel on the left side. Plug-in here to get an {HP Memory} in
a BMD and a {Tornado L} battle chip in a PMD!

In addition, a green Navi wants to trade a Deathmatch A for a Panel Return *, so
once you find one, there's the man to talk to.

The warp here takes you to Seaside Area 2. So if I tell you to take the Aquarium
Shortcut, this is where I mean. Okay?

Plug-out and make your way back towards Kojirou, checking all the animals as you
go. To make sure, go to the little plaques in front of them. Once you inspect them
all, a chime will sound, telling you a show is about to start. Must be the one
the old man yesterday wanted in on, huh?

Head for area 2 and go through the door upstairs (It's near that green plug-in
point). Netto and Koji will watch the live marine show for awhile. Netto will get
chosen to ride the dolphin! (That has GOT to be a reference to his never getting
laid... >_>) Netto will yell at Kojirou, who thinks the whole thing is wholly
embarassing. After, Kojirou's ready to get the hell outta there. Seems he doesn't
like being around all that water and such. Before leaving the room, check that
green/orange box near the tank's corner for a {Regular Up 1}.

Head for the front of the building. Hey, the old sea guy got in today! Anyway,
once outside, head for the Linear Bus. But before we can leave, some woman screams!
There's pirahnas in the fountain! And sharks in the water! And Koji's worried
about the penguins. Aww.

Head back to the aquarium and into the second room. Head up the stairs for a
cutscene. There's a gator in the penguin pen and Kojirou's defending them with
a broom! Gah! And the manager's in the gator pen... with a gator! Dumbass.


After you talk with the manager, head back to the receptionist being harassed
by a turtle. She's no longer at her post. So go past her desk and down the
stairs. This next room gets you onto the marine show's stage. But a bigass
seal thing is blocking the way forward! So head back and towards the water.
Yuh-oh. The seal's ball is at the bottom of the tank - that ain't good. Netto
wants to jump in, but Rock wants him that the jellyfish are poisonous. That
stops THAT idea.

Head back into the main part of the building, go past the desk and down the
stairs. Netto will notice the girl he saved from Asuta Land's robot dog at
the beginning! She'll teleport around and escape. Netto heads outside after
her, but she's gone by then. But he turns around and there she is on top of
the building!

She points off to the southwest. Netto is briefly distracted by pirahnas, giving
the girl enough time to vanish. When you regain control, head in the direction
she pointed. Back up near the fountain is a Copyroid! I think you know what to
do now. Plug Rock in!

In control of Rock, head back to the show's stage. Take him down the stairs and
into the drink. Grab the ball to trigger a cutscene. Rock will return to the
PET. Now go give the ball to the seal-walrus-sealion-whatsit. Head through the
door now unblocked!

Hey, that grizzled old sea captain's behind this! Big surprise there, eh?
This guy is Captain Kurohige (That's 'Blackbeard' to you and me) and he's
Diveman's operator. After a LONG back-and-forth, Netto plugs rock in to the
Main Computer.

 _______________
| Aquarium PC 1 |
 ---------------
| BMD 1: Life Synchro *
| BMD 2: HP Memory

Run forward and talk to the Program near the gate. Once the conversation FINALLY
ends, hit L and switch to Netto. Check the ladder leading into the pool for an
{HP Memory} first of all.

Switch back to Rock now. Make your way past the Life Synchro BMD and grab the
Program on the platform. You have to make it back to safety WITHOUT running into
the sharks that pop up. Nurrr. Take him back to the starting platform. You know
those aquarium tanks we passed by? Take him to the first one of those. He'll
revert to a pirahna.

Time to go find our next fishy friend. Urgh.

Our next Program can be found to the southeast. This time there's a longer haul
back, so don't get stressed if you have to try a few times. Once you get back,
drop him in the third tank. Order is important. If you get him in the wrong one,
you have to fight viruses AND recollect him.

One more, thank the gods.

This one's furthest south of all, near the HP Memory BMD. Be quick when you grab
him and get outta that southern bit, because a shark will patrol the only way out
if you don't. Take him back up and drop him into the second tank. Thankfully,
this is the last one here. The gate will open and we're free to proceed.

 _______________
| Aquarium PC 2 |
 ---------------
| BMD 1: Regular Up 1
| BMD 2: Fast Barrier Navi Cust Part (NCP)

In here, head past the gate and through the warp. Three more tanks to fill. At
least these areas are fairly small.

Our first sharkfood candidate is sorta to the northwest. Go grab him and take
him back. This little fellow goes in the third tank! He's a turtle!

Now then, head back out. Our next buddy is almost directly SW of where we start
from, so just keep going and you'll see his platform. Stick him in the middle
tank!

The final one's to the southeast. Not much else over there, either. Go grab him.
You'll probably need to hop up onto the BMD 1's platform as you go, else you'll
probably have a hard time avoiding the sharks. And, of course, this guy goes in
the upper tank.

You'll want that NCP, too. It's damn useful. It's a blue 2x3 block and can fit
into your NCP as it is. It'll give you a barrier at the start of every battle.

When you're ready to advance, head back across the warp and into Aquarium Area
3.

 _______________
| Aquarium PC 3 |
 ---------------
| BMD 1: HP+50 (NCP)
| BMD 2: High Cannon M

Oh god. Four tanks. *rubs eyes* Well, at least Capcom's getting the annoying stuff
outta the way early. And this isn't the hardest thing ever. You just need to
save (state) often.

Okay, let's get to work. ><

The first one's across an odd little bridge area just west of the first BMD. Go
get him! Yes, a shark appears on the path. But don't worry. It goes in a straight
line. Just duck into the little alcoves and you'll get to the bridge again. From
there, it's a short jog back to the tank platform. Tanks are gonna be numbered
1-4 this time to avoid confusion. Tank near the purple gate is 1 and they go to
the right. Got it? stick this guy in tank #4, all the way at the end. Pengin!

The next victim is next to BMD 2. He belongs in tank #3.

Head southeast after leaving the tank platform and you'll reach Program 3. You'd
think he'd be easy to bring in since he's relatively close, eh? This is true to
an extent, but I had two sharks right on my tail as I got back out into the main
part of the area. So be careful. This little guy goes in tank #1.

One left! He's in the southern part of the area, furthest away. Surprisingly, it
didn't seem that tough getting him safely home. Maybe I lucked out in shark
placement? Anyway, drop him in tank #2, the only empty one remaining. Save.

Why?

Well, you may have noticed little skull tiles. Once before fighting Blastman,
once now. These signify that a boss is coming up. It's a nice little touch, if
a bit unneccessary. Anyway, get ready for a fight!

###########
DIVEMAN.EXE
###########

HP: 500

Attacks:
*1) Twin torpedos will fire regularly, going along two rows.
*2) When Diveman emerges, he'll lob 2 mines from his chest. It'll hit where you're
    standing.
*3) Diveman will emerge, a 3x3 area will flash, and he'll use a huge tsunami
    attack.

Strategy: Good heavens, look at him! Seems he does have legs, they're just
submerged. Speaking of, Diveman will immediately submerge once the fight begins.
Be friggin' alert, because the torpedos will fire fast and furious. Avoiding
them while tagging Diveman when he comes up isn't exactly easy. Be sure to keep
your distance, as he can bust out with #3 at any time. You're safe on your back
column, though.

You'll get 2000z for winning.

Rock will ring the feeding time bell, thus getting all the animals back to their
own pens. Order is restored, but Kurohige is gone! Head to where Kojirou and the
manager were keeping gators at bay. Kurohige has Kojirou hostage!

Just then, a ball comes rolling in. It's Ginjirou riding that bigass lardbutt
thing! Whomp.

The police haul away Kurohige.

The manager and Ginjirou see the two boys off.

Just then, Kojirou thinks he sees Kurohige! ...But it's just that creepy fat
person who's still lingering from EXE5! When it cuts back, Netto and Koji have
escaped. Seems Ginjirou wanted to leave with them. Good thinking on their part,
huh? Seems Koji took a liking to the penguin after all, though.

Meanwhile, some shady Navi reports in to a mystery person. You can head home and
go to bed when back in control.

 ________________________________________________
/ V: Water Logged                    - [Aqman] /
----------------------------------------------

We see a weird dreamlike sequence with Rock running through nothingness. Something
roars. Greiga appears behind him, a ghostly blue hue to it. Faltzer also appears,
its color pink. The Dennoujuu attack Rock, who cries out for Netto to save him.
Netto starts to call Rock's name...

Mach-sensei then wakes him up. And gives him detention. Sorta.

Leave class and you'll get mail from the aquarium's manager. You'll get [Tag Chip]
from him. There will be more info on this crap second pass around or in another
guide, as the concept sounds goofy and dumb to me, anyway. >_>;

Anyway, head for the office. Talk to Mach-sensei and-- oh hey, look who it is!
Shuuko arrives, looking like she forgot to change out of her pajamas. At least
her mugshot's much nicer. Shuuko and Netto ask what the other is doing there.
Yup - Shuuko's one of our teachers now! They talk for a bit, then Mach-sensei
cackles like an idiot and wanders off. Shuuko then heads off to her office.

Head back to class for now and-- gah, it's that girl again! She finally
introduces herself as Iris. Took long enough, eh? But before Netto can get too
far with her, Shuuko calls up. Head on downstairs and into her office. She'll
give you the lowdown on the Cross System. You'll then get a P-Code. Go up to
the PC behind her and inspect it.

Aquaman! Looking as randomly adorable as ever-pyuu! Now then! Down to bidness.
We need to head over to the Seaside Area. As Aquaman says: Let's go-pyu~! Before
leaving the area, grab the {Fire Punch 1 F} and {Suikomi *} chips from the BMDs.
Might be a good idea to get used to using Aquaman in battle. His charged shot is
a sort of slower-moving Aqua Soul charge. His special battle chip is Aqua Shower.
Use it and he'll zoom into enemy territory, spraying water all over.

Head out and you'll wind up in Central Area 1. Use your P-Code to unlock the
security cube nearby, and make your way to Seaside via Central 3. Head to the
next area via the southeastern part of the upper area. Just make your way around
the outside of the bottom spiral. You'll need a Train Arrow 1 chip to get through
the gate.

 ________________
| Seaside Area 2 |
 ----------------
| BMD 1: Panel Return *
| BMD 2: Regular Up 2

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