MEGA MAN BATTLE NETWORK 4
GAME HINTS DATA BASE STRATEGIES HELP PRINT

GAME HINTS

It’s been five months since the last encounter with the WWW, and Lan is now in sixth grade with a brand new PET (same Navi though). Little do Lan and MegaMan know, however, that an asteroid is aiming to hit the Earth, scientists are planning to shoot it aside with a laser cannon (Mega Man X5, anyone?), a rogue Navi lurking in the Net is terrorizing Navis...and that’s only the beginning...

SPECIAL FEATURES
Whew, where to start? Perhaps with some bullet points...

Aside from features from the previous game, there are three main changes to this game’s engine that you should take note of:

Soul Unison

This is the first one everyone mentions. Rather than getting Style Changes this time around, you literally merge with a Navi of a particular type. See the Strategies page for more details on this.

Full Synchro

I’m a little surprised Capcom finally put this in. They must be reading the manga. Anyway, this takes a technique from the previous game (countering enemies) and morphs it into a totally new purpose. Basically, while the same technique rests behind how to counter enemies, you get a different result for doing so.

Note that, unlike before, you can no longer counter enemies with just your Buster...but, on the other hand, you also don’t have to actually destroy the enemy to get the counter anymore either. In fact, if your counter doesn’t outright destroy the enemy, it will interrupt its attack and freeze the foe in place for several seconds. This can be a good way to “combo” an enemy into oblivion: take two Battle Chips, counter the enemy with the first one, then while the enemy is frozen and helpless, blast him to pieces with the doubled power level of the second chip.

Mystery Data

Sometimes during battle you will see a giant Mystery Data sitting on the battle field. If you manage to win the battle without this data being hit by either you or the enemies, you gain whatever item it contained. Items obtained from battle Mystery Data are almost always more rare than those you obtain from Mystery Data on the overworld. You might get BugFrags, or a Battle Chip, or a large amount of zenny. Overall, they are worth going through a bit of effort to obtain.

Note: Currently this page deals only with the first play through the game. So all items, plot discussion, and such, are all based on the first play.

FAQ
REVIEW
Play Control: 3
Pretty much identical to the previous games.
Graphics: 4
The graphics haven’t changed a whole lot, but the Net areas have been noticeably updated—corners are now curved and such. Also, I don’t know what category this goes in, but most of the face portraits are entirely new.
Animation: 4
In a rather surprising move, the overworld sprites have been completely redone here. (This decision must have driven their animators crazy.) The actual animations are basically the same, but most of the sprites are shorter now, and thus, the old animations had to be redrawn at the new size. They must have had a reason for doing this, and I figure it was of a technical more than aesthetic nature. (Or it could have just been a higher-up saying “make them look different.” You know, higher-ups have a bad habit of doing things like this...) Overall, the new sprites occasionally look rather goofy to me, but probably that’s just because I got used to looking at the old ones.
Music: 3
None of the tunes has jumped out at me yet, but the songs use stereo, and the title screen actually sounds like something from the classic Mega Man games.
Sound Effects: 3
Basically the same as the previous games.
Plot: 3
Despite the filler of three tournaments, the plot still manages to have a serious thread running through it.
Difficulty: 3 (normal)
One side effect of the fact that you have to play through the game multiple times is that the difficulty of the first play through is a bit below average.
Replay Value: 3
When you first view the ending, you are still only halfway through the content of the game. So I suppose this counts as replay value. The main downside is that there is a lot of repetition of viruses here. Instead of just Mettaur 1, 2, and 3, for example, you also have Mettaur EX, Mettaur Plus, and so forth. The actual number of unique viruses is relatively low.
Polish: 4
They took the time and effort to touch up the interface in places, such as with the font no longer being monospace. Also they added in extra animations for the various cut scenes, many of which are only used once or twice in the game.
Overall: 84%
I’m still not sure how to rate this one. I kind of prefer Style Changes over Soul Unisons, but the game has its positive sides too. I’m not a fan of the whole tournament thing, and some of the mini-games are irritating, but other parts are fun.

+ Plus:
You can fight NormalNavis and HeelNavis in battle. This is really cool. Instead of HeelNavis just throwing viruses at you, they attack you themselves.
WALKTHROUGH
This currently covers only the first play through the game. For information about what happens when you beat the game the first time, see the Secrets section.

Note: Sections marked “Scenario” may or may not be applicable to your play through the game. Please find the ones that apply for you and disregard the others. Also, not all scenarios are covered yet.

BOSSES
Most of the bosses in the game are Net Navis or normal virus enemies (sometimes super-powered but still with the same basic battle patterns) which are detailed in the Data Base. This section only contains details which differ from the Data Base. Note: Hidden bosses are not yet listed here. I will get to them later.
MegaManDS:
He has the same NaviCust parts as you and attacks like a madman. He’s constantly moving, using chips like there’s no tomorrow, and firing almost nonstop. The chips he uses appear to be based on your Library, not your specific Folder setup, because he used chips on me that I didn’t have in my Folder. In some cases you can use his own chips against him—for example, if he puts down a Guardian, just stand behind it, and he will hit himself with it.
Duo:
You have to hit the glowing center in his chest (but only while it’s red), which is in the equivalent of what would be the center column of his side of the field. But note that because there is no floor, some chips which can hit that column nevertheless will not harm Duo. These include the FlmLine, HeatBrth, and practically any chip which you throw (such as the Ball). So stock your Folder appropriately. (You cannot edit your Folder after the MegaManDS battle, so I would optimize it for Duo, as his battle is specialized, whereas any chips will work on MegaManDS.) Duo has a few different attacks: he scatters missiles and other projectiles from his chest which fly off the screen to the left; he swipes with his fists or pounds the ground with them; he sometimes drops a large purple head on your side of the field (no joke); and he fires a laser straight across the field. For the laser, stand to the far left first (in a row that the laser is not on, of course), then as soon as you see the ring around the laser disappear from the center slot, move to the center, and you shouldn’t be harmed. (Yes, the rings can hurt you too.) It is not possible to use DarkChips on Duo.
ITEMS
Just a few of the more significant items and their locations (in the first play through the game):
TRICKS AND SECRETS
ENDING

That’s assuming you survive to see it.
Duo says it’s too late to change the course of the missile (the asteroid) because gravity is already pulling it toward the planet. But when MegaMan seems determined anyway, Duo forms a bridge to allow him to try. As MegaMan struggles to turn the wheel that controls the asteroid, people around the world are (finally) informed of their impending destruction and, left with no other option, they gather together cheer for MegaMan.

Outside, a power line cable snaps and Lan loses contact with MegaMan. Curiously, Dr. Regal helps Lan out by acting as a human conductor, thus allowing the flow of electricity to continue and the connection to be reestablished.

Meanwhile, up in the asteroid, Duo activates his sensors and picks up the voices of the people on Earth who are cheering. Lan and MegaMan go Full Synchro and MegaMan manages to turn the controls, averting the disaster. Duo says that now he’s seen what MegaMan can do, and that he’ll delay punishing the humans “for now.”

Back on Earth, Dr. Regal, having miraculously survived the electrocution with no notable injuries, is standing on the edge of a scaffold with Lan’s dad. Chaud shows up in a helicopter (!) and airlifts Lan over to his father. (I’m going to assume somebody else was piloting the copter...) The three of them approach Regal, and Lan tries to convince him not to jump, to instead atone for his crimes and turn a new leaf. But Regal says he doesn’t feel guilty, and accuses all humans of being criminals, since even those who are trying to help often inadvertently cause harm. He also mentions his father, a robotics scientist who was exiled and fell into evil ways. He is probably referring to Wily.

In the end, Dr. Regal refuses to surrender and jumps. Credits roll.

In the epilogue, three days later, Dr. Regal has miraculously survived the fall (what is this guy made of?) and his whereabouts are unknown. Even during the delayed award ceremony, Lan is glum over what Regal had said, but MegaMan tries to cheer him up. Meanwhile, the crowd wants to see Lan’s NetBattle technique. Lan’s friends and family cheer him on from the stands. So Lan jacks in. And the ending ends there.



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Last update: August 11, 2010