Mega Man Battle Network 5 - Part 1
It's time for our next adventure with Lan and Mega Man, only this one has seen a bit of an upgrade as it's now on the DS. Battle Network 5 is special in that after the initial release, an updated rerelease came out afterwords for the DS, which included both versions and a LOT of bonus content, as well as a massive overhaul to the UI to compensate the second screen. It's been some time since the end of Battle Network 4, and Lan is doing his usual thing when it comes to the beginning of the game, snoozing while Mega Man is practically shaking the PET off the table trying to get his attention. This time, he's slacking off on homework, and he needs a pick-me-up. So he decides to go on the net to wake him up, but first, his mom asks him to run an errand. A friend of hers wants a stew recipe and her navi is waiting in a comp in ACDC 2. So we gotta deliver that. Once we do jack in, we find viruses on our homepage, which leads to the obligatory tutorial. Along the way, we can say hi to Roll, Glide and Guts Man. After we make the delivery, our dad emails us saying to gather the gang and head to Scilab as he has something he wants to show us. However, once we arrive, the showcase is cut abruptly short as a gas bomb knocks everybody out. And in comes some guys in gas masks. They all make way for their leader: Dr. Regal. He's back and he's sporting a new goatee. He has his men take Dr. Hikari and the PETs of Mayl, Dex, and Yai to make sure they won't be able to help. They just happen to miss Lan so Mega Man is safe, but now there's the issue with Nebula being on the rise again. __ If you want to send a tip: www.paypal.me/MegaQuint You can also follow me on Twitter: https://twitter.com/megaquint I don't post much, but here I am.
Mega Man Battle Network 5 - Part 2: Colonel/Proto Man
So Lan wakes up days after what happened at Scilab. He finds out about his dad being taken by Nebula, and naturally wants to do something about it. So first, we check the internet for any info, and the entire place is abandoned and has a red glow over it. Seems like Nebula has completely taken over the net. We find one of their members in ACDC Area 2, and after a quick battle, he runs away behind a door we cannot break through. Just then, we receive an email saying someone's invaded Scilab. Since we can't do anything on the net, it's best to go take care of that. The intruder is inside the main computer, so that's our jack-in point. Thus we enter our first dungeon. The gimmick here is that there are these blocks that contain letters and numbers. You have to talk to the Mr. Prog next to thse in order to get a hint. Then you have to take each letter or number and place them in the correct order. Doing so will make the blocks fall and form the path. You have a limited number of moves and if you run out of moves before you put them in the correct spot, or if it's just the wrong answer, a virus battle occurs and they reset. We have two areas of this to deal with, at the end awaits our intruder, or so we think. This is where the versions first differ, as the navi waiting at the end is the navi your team is named after. So in this case, for the first and only time in the series, we have Proto Man as the first boss, and we are also introduced to Colonel. These two decide to battle us. Said battle is actually a test to see if we're fit to join their team. Obviously, we pass. We get the lowdown from Chaud and Colonel's operator, Baryl. These two want to form a team to hunt down Nebula and free the net from their grasp. And tomorrow is our first mission. __ If you want to send a tip: www.paypal.me/MegaQuint You can also follow me on Twitter: https://twitter.com/megaquint I don't post much, but here I am.
Mega Man Battle Network 5 - Part 3: Blizzard Man Liberation
Alright, time for our first mission. Our objective is to free ACDC Area 3 from Nebula's control. Colonel (or Proto Man) meets us in Area 2 to get the lowdown, as well as deal with that pesky door. And thus we are introduced to Liberation Missions, the main gimmick of BN5. The game turns into a strategy RPG as you take turns moving the characters through the area to reach the boss at the end. Which means that we do indeed have other playable characters. If we make it to the end within a certain number of phases, we'll get a special chip, we'll get an even better one if it's within 2 phases or higher of the prerequisite. __ If you want to send a tip: www.paypal.me/MegaQuint You can also follow me on Twitter: https://twitter.com/megaquint I don't post much, but here I am.
Mega Man Battle Network 5 - Part 4
So Regal's caught wind of our liberation of ACDC, but he doesn't seem to concerned about it yet, as he's still set on getting something from Dr. Hikari to further his plans. Cut to Lan and his friends, who are sitting around bored. School's been cancelled because of the Net occupation, but the others can't browse the web because their PETs were stolen. So Yai gets the idea to take a vacation away from the net. She wants to go to an abandoned island where they can have the place all to themselves. But before we can get packing, Chaud/Baryl calls us to Scilab to show us something. This is one of the new features of Double Team DS: The Party System. We get to take up to 2 of our team members with us on the net, and we are able to switch between them in battle. And even if one of your members loses all their health, it's only Game Over if Mega Man is deleted. The others can be restored on your Home Page. Now, with the Party Battle System in hand, we head to ACDC Area 3 to check up on how the network restoration process is going. It is going smoothly. And with that, it's time to head off for Oran Isle. Everybody gets into their swimsuits, with Lan and Dex attempting the fabled Houdini of the Beach, and fun times ensue. Once lunch time arrives, the gang decides on having fish to eat, and Lan and Dex are chosen to catch the fish. But then, Chaud/Baryl emails us about our next mission, which happens to be for Oran Area. So we have to go do that. Unfortunately, Nebula set up giant turrets to block the way, and their firepower is too intense for us to pass through. We'll have to try again another time once we're prepared to deal with those. __ If you want to send a tip: www.paypal.me/MegaQuint You can also follow me on Twitter: https://twitter.com/megaquint I don't post much, but here I am.
Mega Man Battle Network 5 - Part 6: Magnet Man/Knight Man
Continuing on from where we left off, we have the last two drill modules to shut down. At the end of the fourth one awaits the returning Magnet Man in Team Proto Man, and Knight Man in Team Colonel. Turns out Tesla is the daughter of Gauss from BN2, and she's a litte upset with us for the headache we gave her when her dad got arrested. So we have to go through Magnet Man before we can shut this thing down. Knight Man is just berserk and needs some sense knocked into him. After knocking Magnet Man around, Tesla tells him to go ahead and shut down the drill as the fight was a good stress reliever. Knight Man comes to his senses and does the same. Now we have to open the door so our friends can get out, which requires jacking in. But once we press the button to do so, the security turns on and some rocks come rolling our way. But then Magnet Man/Knight Man comes in and blocks the rocks. After everybody gets out safely, Chaud/Baryl calls in saying we're gonna attempt the Liberation mission again, but there's still the problem with the giant turrets. Luckily, we happen to have just met a navi who's pretty good with defense. So, with the aid of Knight Man/Magnet Man, it's time to head to Oran Area 3. __ If you want to send a tip: www.paypal.me/MegaQuint You can also follow me on Twitter: https://twitter.com/megaquint I don't post much, but here I am.
Mega Man Battle Network 5 - Part 7: Shade Man Liberation
So now it's time for the mission. The boss for this area is Shade Man, returning from BN4. Since he can fly, he will take most opportunities during his turn to attack one of your navis. But that's where our new member comes into play. Magnet Man has the ability Magnet Barrier, which shields the entire team for one phase at the cost of an Order Point and his turn. Meanwhile, Knight Man can't defend everyone, but if he happens to be next to an ally who's being attacked, he will block the hit and mitigate the damage. Knight Man himself takes no damage from overworld attacks. One liberation later, and Oran Area is free from Nebula. Mega Man is impressed by the abilities of our new teammate, so much so that his soul unifies with them, and we get our first Double Soul for the game. After the navis bid farewell, so do Lan and co. from Oran Isle. With our numbers increasing, the fight against Nebula is looking much easier. __ If you want to send a tip: www.paypal.me/MegaQuint You can also follow me on Twitter: https://twitter.com/megaquint I don't post much, but here I am.
Mega Man Battle Network 5 - Part 8
Looks like Regal has resorted to torture in order to get what he wants from Dr. Hikari. No success so far, but that's not gonna stop him. Meanwhile, Lan's friends are still coping with the loss of their navis, since without them their relevance to the plot is more non-existent than usual. But after parting ways, a stranger calls out to Lan. Said stranger is different in each version. They want to test our skills by jacking into the park's squirrel and finding their navi inside. But first, we have to do the tutorial for the Double Soul mechanic, then we can search the Squirrel Comp, which is pretty big, but it's overall very simple. Once you reach the right area, the navi is waiting for you to meet them. On Team Proto Man, we have Gyro Man, who's looking a lot like Bumblebee from Transformers, and on Team Colonel, we have the returning Shadow Man. That's right, the stranger in front of us is Shadow Man's operator. The other person, who will get a proper introduction later, is Charlie. After badmouthing our skills, they leave. Then Baryl/Chaud tells us to head to our homepage for something. There, Proto Man/Colonel are waiting, with a brand new warp point. This leads to our Party Manager where we get to choose which navi we want to bring with us. With our new tool in hand, we now have to go clear out Oran Area as Nebula is trying to take it back, and then it's off to Scilab Area. __ If you want to send a tip: www.paypal.me/MegaQuint You can also follow me on Twitter: https://twitter.com/megaquint I don't post much, but here I am.
Mega Man Battle Network 5 - Part 9
Continuing from where we left off, it's time to scout out Scilab Area 3. But the path leading to it in Scilab Area 2 is being blocked by some dark clouds, and Mega Man can't get through. So now, we leave it as a problem for later, although it seems we're being followed by our old friend from the last part. Said friend also pays a visit to our team as Pride/Tesla was challenged by them and they took the programs that Knight Man/Magnet Man need to function. But they were't deleted. So we have to go through the Drill Comps again in order to get them back. We go to Baryl/Chaud to get more info on them and why they are after us. This also where Chaud gives us proper info on Charlie and Gyro Man. Suddenly, we get an alert that the corruption in Scilab might be spreading into Oran soon, so we have to go take care of that now. And once again, we can't jack in from Oran Isle, so we have to go through ACDC. __ If you want to send a tip: www.paypal.me/MegaQuint You can also follow me on Twitter: https://twitter.com/megaquint I don't post much, but here I am.