Mega Man Battle Network/Walkthroughs/Mega Man Battle Network 5/Liberation Mission 3

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This part of the walkthrough will cover the third liberation mission, with emphasis on the first playthrough. Again, the first time you enter SciLab 3, MegaMan will ask whether you want to go in.

Again, more cutscenes in the first run through.

OK. Here's an overview. Your new teammate has the ability to walk over dark panels. ShadowMan can do the SneakAttack, which can damage (but not kill) a guardian or boss. GyroMan can do the BombLiberation, which liberates one panel without fighting. In this mission, the SneakAttack will do 150 damage. ShadowMan's chip, SplitUp S, will do 80, while the KingdomCrusher K will do 80 and the ColonelCannon C will do 100.

As for your team, Colonel/ProtoMan will have 350 HP, KnightMan/MagnetMan will have 500, and ShadowMan/GyroMan will have 250. You can get FireHit2 I, WideBlade A, and MegaEnergyBomb K from Bonus Panels in this mission.

Phase 1[edit | edit source]

Right away, your scout should be able to claim the bonus panel. Because of weak battling ability, however, have him liberate the first tile in the middle. Then, use LongSword so that the third navi can deal with the BigBrute and the fourth with the Dark Hole.

  • Hurry back, ha ha! I'll welcome you with thunderclouds!

Not surprisingly, the Darkloids will do nothing but move their TinHawks.

Phase 2[edit | edit source]

Now is the time for your scout to shine. Take the long winding road and liberate the item panel at the end. Yes, this is a pincer battle, so watch out. Anyways, you will get the first key, which should allow you to break through. With your three remaining navis, have KnightMan/MagnetMan take the dark panel ahead, then use Colonel/ProtoMan to ScreenDivide/WideSword one-turn down the middle (opening up paths to the left and right). Finally, use MegaMan to LongSword so that you can reach the dark hole to the left on your next phase (if you one-turn, you get a heart, and expose the way to the dark hole on the right).

During the Darkloid phase, a TinHawk will attack either MegaMan or KnightMan/MagnetMan (both are in range), while the BigBrute and the other TinHawk (if you haven't killed it with your bonus panel) will move.

Phase 3[edit | edit source]

Have two navis destroy the DarkHoles (Team Colonel players should not use KnightMan to do the pincer battle - we need him later). Clearing both Dark Holes will allow the two remaining Navis to go up the corridor to get the two item panels (3 order points and the second barrier key), of which you will need to one-turn with one navi. Team Colonel players will want to use KnightMan here simply because the BigBrute there will attack (you won't need to attack the BigBrute to get access to both panels) and KnightMan will take the hit. Still, you should get the two panels from the left to minimie the chances of the BigBrute of attacking you. The Darkloids will also move the TinHawk that you no longer care about on their phase.

Phase 4[edit | edit source]

This phase is dedicated to taking down the last hole. First one-turn or ScreenDivide/WideSword the area beyond where the barrier once stood (you cleared the way for the navis to get past two phases ago) to pick up order points. This will also expose a bonus panel. Then, either take out the BigBrute guarding the dark hole or work around it in a pincer battle with your second navi. The third navi should take the Dark Hole, while the fourth navi should clear the area in front of CloudMan. The fourth navi will be attacked by CloudMan (I'll fog ya up! Dark cloud!), getting hit for 50 and losing their next turn. Doesn't matter anyways, since the way is clear for your other three (hopefully stronger) attackers...

Phase 5[edit | edit source]

That's 4 phases to wail on CloudMan. Do it. Remember that if you fail to beat CloudMan in one phase, you only get the services of three navis the following phase (as one will be attacked and paralyzed). Team ProtoMan players should put up MagnetBarriers with your remaining order points while Team Colonel players can use their remaining points to soften up CloudMan (and have KnightMan protect everyone).

Congratulations, you have succeeded. Here's your reward:

Turns completed Reward
less than 8 CloudMan SP C
8-9 CloudMan C
more than 9 3000 zenny