Part 94: gameface Avoiding a thread derail?
Doing some more collecting before moving on:Apparently infernos are like Cokes to HeatMan.
This will certainly be helpful.
I don't get it either.
Another one of those compression codes.
Getting to Undernet2 for that Expo thing:
We run into these guys who think they're part of some cult.
ChargeMan shows up to save us by ramming them.
What a bunch of idiots.
After getting the MoonStone:
Talking with Al Ferry over here, he reveals why he was in the competition. He comes from the city with steam power in the MMBN universe, and wanted to share the love.
Mr. Assassin over here is saying he lost only because he couldn't kill things.
I understand the subject is like that due to space issues, but the message has plenty of room in it. Oh well.
We'll go and get this Cross first. Mr. Ferry needs a hand with some jobs on the station.
I'm pretty sure he wouldn't task you with driving a train, you're 12 years old after all, and you'd need a driver's licence anyway.
However, driving a train Navi is perfectly fine.
ChargeMan is eager and ready to roll.
Our first stop is Undernet2.
Coming in, we find this sign. This starts the first minigame for this Cross.
So, the way it works is you are constantly moving forward. You have to avoid messing up, like in the old game and watch games.
You have to grab these guys...
and avoid hitting those rocks.
Also, you can use your charge attack to ram right through the rocks with no penalty if you need to.
If you fuckup 4 times, you have to try again. Fill up the bar at top and you win.
Winning, in this case, brings us to Sky Area.
The second round is very similar, only addition is Mettaurs on the track now. These ones always go down, then back to center. You can hit them with the charge attack if needed.
This time the stop is Central Area.
For you, maybe. Megaman still has to get everywhere on foot.
The one from Central to Seaside can be a bit tricky. It moves faster, the Mets move in different patterns, and there's 2 sets of these at the end that require taking a hit or ramming through.
However, it's also the last one.
Now it is time to fight ChargeMan!
Epee's battle video
Burning Coals: ChargeMan runs into your area and shoots some coals at your tile, which will flash before the attack lands.
Boxcars: ChargeMan runs at you again, but brings company this time. The wooden box can be destroyed, the metal one can't.
Crazy Locomotive: ChargeMan builds up power, then runs at you really fast with 3 cars behind him. He repeats this a few times.
1 left!
ChargeCross's abilities are +1 extra chip on the Custom Screen while active, and you can charge non-dimming Fire chips for 100 extra damage. However, it's weak to Aqua.
Moving on to Dark Scythe's class.
Lan compares him to Dusk, and Scythe says he was trained by Dusk.
KillerMan greets us like a Sith Lord.
The task this time is to go down to Undernet 1 and 2 and assassinate some navis that are part of a gang.
The problem is that it is a stealth mission.
However, we get some camo to make up for some of the annoyance.
These are the targets. The cursor tells you which way they are looking. If they see you they throw some viruses at you, then die. If they don't...
You get some pyrotechnics as a reward.
After taking out all of them, KillerMan tells you to move on.
Area 2 is the same as the first.
Time to fight KillerMan.
Epee's Battle Video
Dark Demons: Like DiveMan's Missiles, he will summon these throughout the entire battle, in all 3 rows. A single buster shot will take one out.
Killer Death Beam: KillerMan sends a cursor around the outside of the field. If you touch this cursor, you will become paralyzed and KillerMan will follow up with his beam attack. This also pierces invis.
Dark Scythe: KillerMan gets 2 squares in front of you and attacks you with his scythe.
And with the KillerCross/EraseCross, that's all 5!