Mega Man Battle Network/Walkthroughs/Mega Man Battle Network 5/Liberation Mission 6

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This part of the walkthrough covers the sixth Liberation Mission, where you have to liberate Undernet 4 from Dark Colonel or Dark ProtoMan.

The first time you enter, MegaMan will give you the usual warning. Afterwards, there will be a cutscene.

ToadMan's LifeMelody can be done on any teammate within one panel of ToadMan (that has yet to take its turn). That teammate can now liberate five spaces ahead with a normal (like a really long LongSword). An enhanced Navi with LifeMelody can also liberate panels over barriers (guardians, dark holes, and Barrier Panels), although this ability isn't really that helpful here. Meddy's TwinLiberation will liberate all unoccupied dark and item panels in a line, if you just send another Navi (like GyroMan) to the other end and have them perform a normal liberation. At any rate, since the second navi is doing all the actual work, any traps that you set off will be on your second navi.

ShadowMan and TomahawkMan will have 400 HP, while NumberMan has 350 and ToadMan has 300. The SplitUp S will have a rating of 100, the TomahawkSwing T will have a 120 rating, and the NumberTrap N 140. Our new chip, the ToadMelody, will have a rating of 80, but if all goes well, you wouldn't be needing it at all...

Phase 1[edit | edit source]

ShadowMan should head to the top right corner (where the Bladia is) and liberate the item panel for the first key. Then, have one navi liberate the rightmost panel, and then use the LifeMelody liberate to clear a path to the first Dark Hole (so the Dark Hole would be on your left). Then, using your last navi, clear the Dark Hole (and gain one BugFrag).

  • Hey there, kids! Who wants to fight me first?

The TinHawk, of course, will move, but won't threaten you this turn. The Bladia will claim a clean panel and attack ShadowMan, dealing 70 damage. No biggie.

Phase 2[edit | edit source]

Here, you have two choices: you could either give ShadowMan the LifeMelody and have it go for the TinHawk's Dark Hole, or you can use the LifeMelody in the main pack so that you can destroy the BigBrute's Dark Hole. Let's go with the latter. First, use the LifeMelody on a navi so that that navi can liberate in the rightmost column (one-turn to get 2 order points), then use your final three navis to expose and clear the Dark Hole (don't use TomahawkSwing as the item panel is 3 order points).

The TinHawk should have made it onto the first area, which means it's out of the way. Good.

Phase 3[edit | edit source]

Liberating the Dark Hole should open up a narrow path for you. Use the LifeMelody liberation while standing on the final panel facing left (this way you avoid a stun trap, and you get three more order points). Then, send another Navi to clear out the Bladia (do not one-turn so that you avoid the stun trap), and a fourth to clear out the Dark Hole. The last Navi, TomahawkMan, should then do a TomahawkSwing so that the TinHawk's Dark Hole is exposed. Do so from the top and not the side.

The TinHawk will move back into TomahawkMan's area, but should still pose no threat.

Phase 4[edit | edit source]

Since one side of the Dark Hole is exposed, you can eliminate it with one Navi. Then, have NumberMan do a NumberCheck so that you get the key and disarm a stun trap. Now, do the LifeMelody liberation on the column containing the BigBrute, and have the last navi clear a way to the Dark Hole (either by destroying the BigBrute or the Bladia).

Either way, the last navi will be attacked (if it's a Bladia, they can even cut the last navi off from everyone else).

Phase 5[edit | edit source]

If you've been cut off, then use one Navi to clear a path to the Dark Hole. In either case, kill the Dark Hole, and use a TomahawkSwing to reach Colonel. You should have one or two navis left to confront Colonel, and should you screw up, five more turns. (If all goes according to plan, ToadMan wouldn't have to move from his starting spot at all!)

DARK PROTOMAN EXE.

HP:1000

Attacks: Fighter Sword: Protoman uses a 3sq LongSword <120 HP>

Step Sword: He teleports 2 sq. ahead and uses a 120 dmg Wide Sword

Delta Ray: Teleports behind you and uses LifeSword (ouch) <300HP>(ouch again.)

Dark Soul Shield: His Dark Soul might as well be his shield.

Note: Dark Protoman's DarkSoul also uses the sword slashes, so be careful about this.

Congratulations, you win! Here's your reward:

Turns completed Reward
8 or less Z-Saber Z
9-10 Colonel C (Team Colonel) / ProtoMan B (Team ProtoMan)
11 or more 6000 zenny