 |  | |  |

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MYSTERY DATA These crystals represent treasure boxes essentially. Check them to see what they contain; they could be anything from zenny to Battle Chips. Purple Mystery Data must be unlocked with a Sub Chip before it can be accessed. |
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HP MEMRY When you obtain this, MegaMan’s maximum HP is automatically increased. You don’t have to use it first. |
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REGMEM This increases the size of your Regular Memory, which is used to store your selected Regular Chip. |
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SUBMEMRY This increases the number of Sub Chips you can carry at once. |
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EXPMEMRY This increases the size of your NaviCust Memory Map grid, allowing you to place more parts into it. Extremely useful; strive to get these as soon as you can. |
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MINIENRG This Sub Chip allows you to recover some of MegaMan’s health from the subscreen. |
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FULLENRG This Sub Chip restores all of MegaMan’s health outside of battle. Use it on the subscreen. |
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UNTRAP When you use this, you will eliminate any “the Mystery Data was a virus!” messages for the area in which you use it. Unlike the Unlocker, this does not need to be used per mystery item; use it per area instead. |
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UNLOCKER This is needed to access purple Mystery Data. If you have one of these in stock when you search a purple Mystery Data, the game will ask if you would like to use it. Unlockers are expensive, so save first, then you can reset the game if you get an item you don’t like. |
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SNEAKRUN For a time, you will not encounter any random virus battles while walking around. This does not work against all viruses; in some areas, you will still get into battle. Also, naturally you cannot skip boss battles this way. |
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LOKENEMY Increases the odds that you will encounter the same enemy as the one you last fought at the time that you use the Sub Chip. |
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RUSHFOOD This is used to create new paths in the cyberworld. When you have RushFood you will see dotted tiles with doggy bone images on them. Using RushFood on these tiles will summon dog virues which form bridges for you. Note that you apparently need enough RushFood pieces to cover the entire span (for example, if there are three tiles together, you need three pieces of RushFood) but you only seem to actually use up one piece of RushFood per span. |
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SPINPINK I’m listing only one here, but all of the “spin” items allow you to rotate the blocks of the stated color on the NaviCust grid Tetris-style. Select the part, so that you are dragging it around on your cursor, then press L or R. |
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Weakness: Aqua
Characteristics: Fire
Appears In: MMBN6
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CHARGECROSS ChargeMan might not seem it, but he’s a Fire-type Navi (two Fire-types in one game...sigh). This gives you an extra chip to choose from on the Custom Screen each round after you activate the Cross. Charge up non-dimming Fire chips to increase their attack power. The longer you charge, the higher the power goes (up to +100). With this Cross, you won’t break cracked panels by walking on them. The charged buster attack is a 3-panel shoulder-charge. |
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Weakness: Cursor
Characteristics: Break
Appears In: MMBN6
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DUSTCROSS Two “Break” type Crosses in one game. What were they thinking? Anyway, while you have this Cross active (but not when you first select it), you can discard chips on your Custom Screen by choosing them like normal, but then selecting the chute instead of the “OK” button. The chips go back into the random draw and you get new chips to replace them. You can only do this once per opening of the Custom Screen. This Cross’s charged shot is the same as when you use DustMan himself. |
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Weakness: Wood
Characteristics: Electric
Appears In: MMBN6
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ELECCROSS Electric chips that don’t dim the screen gain Attack+50. Charging up a chip that doesn’t have an Element adds a paralyze effect to the chip. This Cross’s charged attack sadly is not the same as ElecMan’s; instead, it is a beam that fires forward. Nevertheless, it seems to do decent damage. |
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Weakness: Wind
Characteristics: Cursor
Appears In: MMBN6
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ERASECROSS This gives Cursor chips Attack+30. The charged attack shoots eye beams across the screen; this is pretty cool and can do multiple hits to moving enemies. But this Cross’s special effect is weird. If a foe has a 4 anywhere in its HP value, hitting it with a chip that does not have an Element has a special effect. For a virus, this will kill it instantly. For enemy Navis, you inflict them with a poison which causes their HP to slowly decrease. (Why 4? It’s a number which represents death in Japan.) |

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FALZAR BEAST MODE You can no longer charge your buster—instead, holding down the button rapid-fires. Mostly this hits the row that you are on, although it can do occasional damage to the rows above and below you as well. When you use a Battle Chip, MegaMan will move forward as necessary so the chip will hit the targeted enemy (for example, for Swords he’ll move into the enemy area and attack there). As a flying type, Falzar is immune to panel types such as poison; he can even go over holes. Charging chips without a type produces a claw attack (or your special Cross Beast attack if you had a Cross equipped before activating Beast mode). |

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GREGAR BEAST MODE You can no longer charge your buster—instead, holding down the button rapid-fires. When you use a Battle Chip, MegaMan will move forward as necessary so the chip will hit the targeted enemy (for example, for Swords he’ll move into the enemy area and attack there). Chips without an Element get an attack power boost +30. Charging such chips produces a claw attack (or your special Cross Beast attack if you had a Cross equipped before activating Beast mode). |
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Weakness: Cursor
Characteristics: Break
Appears In: MMBN6
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GROUNDCROSS His charged shot is rather awkward; he dips down underground for a moment (just long enough for your target to move), then tries to come up in front of the enemy and drills with an attack that hits the panel in front of him. If there is no valid target, though, he just appears where you were standing and drills, which is relatively useless. This Cross increases the power of guard-break chips. You can also charge them for a boulder-shower attack. Get a free SuprArmr program while this Cross is active. |
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Weakness: Aqua
Characteristics: Fire
Appears In: MMBN6
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HEATCROSS MegaMan’s charged shots do more damage than normal when this is active, and come out as a 3-panel flamethrower that can inflict multiple hits on enemies if they move. Although this is powerful, the main disadvantage is MegaMan’s feet will be nailed to the ground until the shot is complete. There’s no way to interrupt it (other than by getting hit, of course). Also, this Cross will increase the damage done by Fire-based Battle Chips. |
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Weakness: Break
Characteristics: Sword
Appears In: MMBN6
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SLASHCROSS This is a pure swords-based Cross. It gives sword chips that don’t dim the screen Attack+50, and you can charge swords to make them even stronger. This Cross’s normal charged attack appears to be a WideSwrd-ranged slash. It charges fairly fast and does decent damage. |
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Weakness: Electric
Characteristics: Aqua
Appears In: MMBN6
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SPOUTCROSS Using this raises MegaMan’s Power and Speed ratings some. When you charge up, your shot turns into a Bubbler that damages the enemy that you hit as well as the tile behind it. You can also charge Aqua chips with this Cross. Also, using Aqua chips will recover some of your health. You lose the form if you get hit with an Electric attack. |
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Weakness: Swords
Characteristics: Wind
Appears In: MMBN6
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TENGUCROSS With this Cross, MegaMan can walk on hole panels like they were normal. His charged shot is a slash similar to a sword swipe, except it also blows enemies back, making it harder to hit them with subsequent swipes (brilliant). Still, you can use this to blow away barriers, and you can also use it to set enemies up for, say, a Lance chip. Also, MegaMan can vaccum-suck enemies toward him by pressing B and back on the controller at once, though the timing for this is extremely finicky. Using this Cross increases the power of Wind chips. |
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Weakness: Fire
Characteristics: Wood
Appears In: MMBN6
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TOMAHAWKCROSS With this Cross, Wood chips do double damage when charged. In this form, MegaMan will not fall victim to abnormal statuses like blind, confusion, or paralysis. He also regens on grass panels. Weak against Fire, of course. This Cross’s charged shot is TomahawkMan’s LifeSword-sized axe swing; the attack is of type Wood. |
Not all chips are included here. This lists mostly chips which were introduced in this game, and even then, only ones which have some applicable commentary. Some of the chips which were already mentioned in the Data Base sections of previous games I do not bother to repeat here, to save space.
 | | AT: 10 |
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Number: 142
Appears In: MMBN6
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AIRRAID1 This places a plane on the field on the panel in front of you. For several seconds, the plane automatically shoots its gatling gun at the enemies, then it disappears. |
 | | AT: - |
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Number: 155
Appears In: MMBN6
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ANUBIS This places a statue on the panel in front of you. For as long as the statue lasts, it causes the HP of all enemies to steadily decrease, like a poison. Note that this cannot affect enemies that are immune to normal attacks—for example, Mettaurs will not be harmed while their helmets are down. The Anubis seems to have a time limit, after which it will disappear on its own even if it’s not destroyed by enemy attacks. |
 | | AT: 40 |
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Characteristics: Aqua
Appears In: MMBN6
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AQUANDL1 Needles fall randomly from the sky at up to three different enemies. This automatically aims on the tiles where the enemies are standing; however, enemies that are moving tend to avoid the damage because the needles do not change their aim once they start falling. |
 | | AT: 60 |
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Characteristics: Aqua
Appears In: MMBN6
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BBLSTAR1 A starfish moves forward, waving up and down on three rows (only two if you are on the upper or lower row). It can encase enemies in bubbles but it also does damage, so it might outright destroy things. Note that this will hit every panel on the enemy’s side, but that only guarantees a hit if the enemy doesn’t move. If the opponent moves, he might be able to dodge it depending on how he moves. |
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BLKBOMB Tosses a bomb three tiles forward. If the bomb lands on an empty tile, it sits there until it is hit with a Fire-based attack, in which case it explodes, damaging all tiles on that side of the field. If it lands on a Fire-based enemy directly (or on a lava tile), it explodes immediately. Otherwise, it simply damages that enemy and disappears. The limitation of the steps required to get this bomb to explode may at first make it seem fairly unusable, but with the Tag Chip system, you can pair it with a Fire-based chip all ready to set it off (or use a Fire-based Cross Change). Note that the explosion itself is also Fire-based damage. |
 | | AT: 100 |
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Number: 119
Characteristics: Wood
Appears In: MMBN3, MMBN6
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BOOMER The flight path of this boomerang is the same here as in other games, but it now does more damage. Also, it creates grass panels on the enemy’s side where it touches. (Too bad it doesn’t also create them on your side; you could use them to regenerate health using a Wood-based Cross.) |
 | | AT: 100 |
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Characteristics: Fire
Appears In: MMBN6
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BURNSQR1 When you use this chip, you get target cursors that move rapidly around the battle field (even on your side). Press A to stop the cursors and use the chip on the squares that are marked. Note that you can’t hurt yourself with this chip even if you target yourself. |
 | | AT: 50 |
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Number: 36
Characteristics: Wood
Appears In: MMBN6
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CORNSHT1 MegaMan holds out his hand and a BombCorn head appears on his arm like a corn cannon. This automatically hits the tiles that the enemies are on, but only on the row in front of you. The panels that are hit turn into grass panels. This can do multiple hits of damage. |
 | | AT: 120 |
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Number: 30
Characteristics: Electric
Appears In: MMBN6
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DOLTHDR1 This chip sends a brief stream of lightning across the screen. This hits all panels between you and the edge of the screen regardless of where you are positioned on the field. |
 | | AT: 100 |
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Number: 33
Characteristics: Electric
Appears In: MMBN6
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ELCPULS1 This shoots sonic waves forward 2 tiles that hits a T-shaped formation. This can stun enemies that it strikes. |
 | | AT: 240 |
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Appears In: MMBN6
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ELEMTRAP I figured the AntiFire category of chips from the previous game would be toned down for this one. Boy, was I wrong. Instead, they made a chip that is even more powerful. ElemTrap is AntiFire, AntiWood, AntiElec, and AntiWatr all rolled into one chip, plus it adds 40 more total damage on top of that (and it’s not even a Mega-class chip). This thing is almost better than a Guardian. ElemTrap will trigger off any elemental attack that your opponent uses, and counterattack by hitting all enemies on the field with an attack of that Element. Fairly universal; just don’t use this on a ScarCrow because it’ll heal him (unless you trigger it off somebody else’s attack instead, of course). |
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FIREBRN1 This shoots a 3-tile blast similar to FireMan’s flamethrower. Aside from simply doing damage, it also cracks the three panels that it strikes. This can do multiple hits of damage on enemies if they try to move while they’re in the blast. |
 | | AT: 140 |
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Appears In: MMBN6
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GOLMHIT1 This slams a fist on the ground on the first row of the enemy’s area, damaging three tiles in a column: one above the first and one below it (along with the panel the fist hits, of course). It cracks panels and can get through some guards. |
 | | AT: 70 |
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Number: 45
Appears In: MMBN6
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IRONSHL1 This chip sends an Armadill rolling forward. This is a guard-break attack that can get through shielded enemies. A great choice against foes that you are having a hard time hitting because your attacks are bouncing off. |
 | | AT: - |
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Also Known As: LifeAura
Appears In: MMBN6
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LIFEAUR This legacy chip from the LifeVirus negates all damage done to you that is less than 200. This is per hit, not accumulative, so it doesn’t matter how many hits you take that are less than that amount. If you suffer an attack that is over 200, you don’t take the damage from that 200, but the aura falls and it can’t be replaced without using another LifeAura chip (which, given its MB size, you likely won’t have in your Folder). So this chip is a one-shot deal; however, given that most viruses can’t actually muster an attack that is over 200 AT, it does make you near invincible against many things. Just note that the LifeAura appears to have a time limit, so if you’re fighting a very long battle, it might not last forever. It can also be blown away by a Wind attack, like any barrier or aura. |
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MACHGUN1 Fires multiple rapid-fire shots along the row that has the nearest enemy. If it defeats all enemies on that row, it’ll move on to the next one. Seems to have a limit of 3 rows of range, however, meaning if the enemies have more than three rows to their name, it will only hit the first three. |
 | | AT: 200 |
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Appears In: MMBN6
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MCHNSWRD This chip automatically slashes every enemy that is currently paralyzed, no matter where they are on the field. So you could, say, set off a FlshBom1 and then use this chip, and all of the foes who got hit by the bomb will take damage. |
 | | AT: 60 |
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Number: 91
Appears In: MMBN6
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RFLECTR1 Using this chip produces a Mettaur shield in front of MegaMan for a few brief seconds. If certain shots hit the shield (it won’t work for everything), the shot is blocked and turned into a shockwave which shoots forward. The shockwave can hit multiple enemies if they are all lined up on the same row with you. |
 | | AT: 30 |
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Characteristics: Aqua
Appears In: MMBN6
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TRNARRW1 This shoots lots of arrows almost end-to-end across the field. I think you get more arrows the farther to the left that you are on the screen when you shoot, but it may be an optical illusion. You can get multiple hits rapidly on enemies with this because of how fast it fires. |
 | | AT: ? |
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Number: 153
Appears In: MMBN6
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VDOLL Similar to a Guardian, this throws a voodoo doll on the screen 3 panels ahead of you. The tile that the doll lands on (assuming it’s not occupied) becomes a poison panel. If someone destroys the doll, they are hit with a counterattack. This can hit multiple enemies, but the damage depends on the attack that destroyed it, so it’s not as dependable as a Guardian. |
 | | AT: 80 |
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Number: 94
Appears In: MMBN6
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WAVEARM1 This is similar to the ShockWav chips that the Mettaurs used to give. This produces a shockwave that normally travels forward, but it can also go diagonally to head toward an enemy if needed. It favors going forward first, however, if there is an enemy anywhere in that row. The shockwave can hit multiple enemies if they are all in its path, but it doesn’t go out of its way to aim for more than one enemy. Like all shockwaves, this cannot pass over holes. |
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WHICAPSL This adds a property to the chip that you selected before the capsule, similar to using Atk+10 and so forth. For the white version, it adds a paralyze effect to your attack. |
Note: All Japanese names are listed given name first, family name last.
This section necessarily contains spoilers. Do not read further if you do not want certain aspects of the game’s plot to be revealed.

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LAN HIKARI Your typical sixth-grader whose best friend happens to be his Net Navi, MegaMan.EXE. He’s resourceful and isn’t afraid to get in over his head, which is often where he gets MegaMan as well. He is, though, just a little bit dense. |

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MEGAMAN.EXE Lan’s Net Navi and a skilled virus buster. He’s the same age as Lan, but acts quite a bit more mature. MegaMan and Lan get along like brothers—both the good aspects and the bad. |

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MICK Lan’s new friend in his new school. Mick likes to act tough, so he has a hard time showing his emotions. |

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TAB Another of Lan’s new classmates; Tab’s family runs the chip shop in Central Town, so he’s often found working in the family store. |

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DR. YUICHIRO HIKARI Lan’s father and an expert in PETs (Personal Exploration Terminals, or sometimes just PEsonal Terminals). He is, technically speaking, the creator of MegaMan.EXE. |

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HARUKA HIKARI Lan’s mother, who is generally oblivious to what Lan is up to (or pretends to be). |

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BARYL Once a commander of a special group of Net Battlers to take on Regal and Nebula. He met Lan during that operation, when the two were allies, but now... |

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DR. WILY The original leader of the World Three (WWW). A rather insane man who wants nothing more than to delete the entire network. |

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MAYOR CAIN Cain is both the Cyber City mayor and the principal of Lan’s school. His grandfather created Falzar. |

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IRIS This mysterious girl keeps turning up in Lan’s path, but rarely says much to him. |

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EUGENE CHAUD Chaud is an Official Net Battler—a member of an authoritative group that fights Net crime. He takes his job very seriously and gets irritated by any unauthorized interference. |

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MAYL SAKURAI Probably Lan’s closest friend outside of MegaMan.EXE, although he doesn’t acknowledge this fact. Mayl is a girl in Lan’s class who loves walking with him to school and just plain spending time with him. |

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ROLL.EXE Roll is Mayl’s Net Navi and, as a result, rather good friends with MegaMan.EXE. When called upon in battle, she has both offensive and healing capabilities. |

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DEX Another of Lan’s classmates and the owner of GutsMan. He takes great pride in his Net Navi but in truth isn’t very good at fighting Net battles. |

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GUTSMAN.EXE Dex’s Navi matches his enthusiasm for Net Battling. He likes to think he is tough and throws all of his heart into his battles. |

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YAI AYANOKOJI This rich sixth-grader has a lot of knowledge of PETs, or at least likes to think she does. She helps out Lan mostly by giving advice. |

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GLYDE.EXE Yai’s Net Navi is programmed to be calm and polite. |

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AL FERRY This operator loves trains and wants to build a passenger rail line in Cyber City, but he’s faced with competition from the LevBus service already in place. |

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ANN ZAP The wife of Count Zap; she is trying to restore the reputation of the Zap name after her husband was arrested. |

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CAPTAIN BLACKBEARD This man used to be an animal trainer at the aquarium before he lost his job for being cruel to the animals. |

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DARK SCYTH He looks like a she. This is a professional assassin (though the game never uses that word that I know of). He and his Navi are killers for hire who chase down and delete the Navis they have been sent to eliminate. |

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DINGO TomahawkMan’s operator is from the same place as Raoul, and he fights with the same honor-bound ferocity. |

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JOE MACH Lan’s homeroom teacher at his new school who has a big sense of humor and knows karate. |

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MASTER FENG-TIAN A teacher at Lan’s school, although you’d never know it from looking at him. He speaks much about being one with the wind. |

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MR. MATCH The man of Fire-based Navis returns. Just too bad he doesn’t have FireMan. He’s in Lan’s school this time, teaching courses on using Fire in battle. |

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MR. MOLIARTY Not a whole lot is known about this construction operator except that his Navi is really good at drilling things. |

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MR. PRESS DustMan’s operator is a recycling geek. He wanted his Navi to become the Expo Operator Navi so that they could tell everyone about recycling. |

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MS. FAHRAN Lan’s new Home Ec teacher. She was once a chef in YumLand and has decided to become a teacher for a time. |

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PROSECUTOR ITO The man who was the principal creator of the JudgeTree. He once loved justice, but at some point has decided that true justice is unobtainable. |

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SHUKO A woman Lan knows from the past who has taken a job as a student teacher in Lan’s new school. |

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VIC A WWW lackey who seems loyal to Baryl, but plots on the side to overturn his boss. |

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YUIKA Not much is known about this woman who has the distinction of being the operator of CircusMan, the Navi who installed a stolen program and absorbed a Cybeast. |
This section describes how the Navis operate when you are operating them. If you want to know how to fight against them, see the Net Navis section.

 | | HP: 600 | AT: ? |
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Operator: Al Ferry
Weakness: Aqua
Characteristics: Fire
Appears In: MMBN6
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CHARGEMAN.EXE His special chip tosses magma on a group of panels near the enemies. His charged attack causes him to charge forward all the way off the screen (or until he hits an obstacle), doing multiple hits of damage on that row. Both of these are Fire-based.
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 | | HP: 600 | AT: ? |
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Operator: Mr. Press
Weakness: Cursor
Characteristics: Break
Appears In: MMBN6
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DUSTMAN.EXE His chip is DustBrk. It sucks an enemy in, then he slams the enemy. (Make sure you’re standing on the far right panel on your side first or he’ll miss because the enemy can’t enter your area.) He charges fairly slowly; his charged attack sends garbage flying forward; when it reaches either the enemy, or the last panel on the edge of the field, it slams the ground and cracks the panel. |

 | | HP: 600 | AT: ? |
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Operator: Ann Zap
Weakness: Wood
Characteristics: Electric
Appears In: MMBN6
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ELECMAN.EXE His special chip is basically an Electric-based StepSwrd. His charged shots take a while to charge, but seem to hit anywhere on the screen. However, enemies that move can avoid the attack. The panel below the lightning flashes first, then it hits a moment later. ElecMan’s charged shots crack panels. |

 | | HP: 600 | AT: ? |
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Operator: Dark Scyth
Weakness: Wind
Characteristics: Cursor
Appears In: MMBN6
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ERASEMAN.EXE His charged shot hits two rows in front of him; it won’t strike things directly in front of him. It also comes out slowly. But it seems to have basically WideSwrd width. His special chip shoots a laser of rotating circles forward. It only does 50 damage but it paralyzes targets for its duration (but really it’s better if they move so they can get hit multiple times...). |

 | | HP: 600 | AT: ? |
|---|
Operator: Mr. Moliarty
Weakness: Cursor
Characteristics: Break
Appears In: MMBN6
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GROUNDMAN.EXE His special chip is where he charges forward with his drills extended for about 3 panels. He charges up his buster slowly, but when you shoot, he fires three drills (actually, he shoots his head and arms), one down the center, and one on the row above him and the row below. I believe the drills are guard-break attacks. |

 | | HP: 300 | AT: ? |
|---|
Operator: Mr. Match
Weakness: Aqua
Characteristics: Fire
Appears In: MMBN6
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HEATMAN.EXE His charged shot is in a rotated T-shape, similar to ShadeMan’s chip, which means he can’t hit the back row. (Kind of makes me wish I had FireMan instead.) |

 | | HP: 600 | AT: ? |
|---|
Operator: Ms. Fahran
Weakness: Break
Characteristics: Sword
Appears In: MMBN6
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SLASHMAN.EXE His special chip causes him to spin like a top and move in a square shape two tiles forward, then up and back. His charged shot causes him to toss three daggers forward on the three rows surrounding him. It comes out slowly and does low damage; however, each dagger can do multiple hits while it’s spinning, before it shoots forward. |

 | | HP: 300 | AT: ? |
|---|
Operator: Shuko
Weakness: Electric
Characteristics: Aqua
Appears In: MMBN6
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SPOUTMAN.EXE His special chip is named DripShwr and causes SpoutMan to blip three tiles forward, then spin around tossing water. (This chip is wasted if he can’t move because his destination tile is blocked.) His charged shot tosses a bubble forward; it hits two tiles in front of SpoutMan, bursting into bubbles that hit two tiles, and cracks the first panel it hits (the one it strikes directly). SpoutMan can walk on ice panels without sliding. |

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TENGUMAN.EXE His special chip during battle is FTornado. It produces tornadoes on all enemies automatically and does some damage to him. TenguMan’s charged attack is—believe it or not—his nose, which extends out about 3 tiles ahead of him. TenguMan can move freely on the battle field, even over holes. |

 | | HP: 500 | AT: ? |
|---|
Operator: Dingo
Weakness: Fire
Characteristics: Wood
Appears In: MMBN5, MMBN6
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TOMAHAWKMAN.EXE He’s a Wood type, of course, so he regenerates on grass panels and is weak against Fire. He charges very slowly, but his charged attack has the range of a LifeSword and does good damage. His special chip is a ETomahwk which turns all of the panels in a line in front of TomahawkMan into holes. |
Note: Most hidden bosses are not yet listed here. Also note that HP and AT levels are generally for the first time you encounter the Navi and may not apply to subsequent battles.

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BASS Bass’s main attacks are a rapid-fire cannon that hits seemingly random tiles, and two purple wheels which start on the upper and lower rows, but will merge together onto the middle row if you are standing there. However, Bass can also use various Battle Chips as well as a LifeSword type attack. The easiest way to take out Bass is to wait until he is about to attack, then immediately interrupt him (either with a Battle Chip, or a strong enough charged shot, such as from one of your Cross Changes). |

 | | HP: 400 | AT: ? |
|---|
Operator: Joe Mach
Weakness: Aqua
Characteristics: Fire
Appears In: MMBN6
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BLASTMAN.EXE This battle is always fought with some blocks on the field; this is because he uses that same ember attack that he used on the overworld, and like before, you avoid it by hiding behind the blocks. (You can also simply knock him out of the attack.) Aside from that, he can also send a burst of flame along the ground which is also stopped by the blocks. Furthermore, he can produce a horizontal spiral of flames that shoots forward. He “charges up” (with flames) before most of his attacks, and you can knock him out of them with a good enough blow. |

 | | HP: 1000 | AT: ? |
|---|
Operator: Al Ferry
Weakness: Aqua
Characteristics: Fire
Appears In: MMBN6
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CHARGEMAN.EXE He charges forward down the middle row with two objects on the other two rows. You can interrupt him while he’s doing this. Sometimes he charges by and tosses magma as he goes. Since he tends to charge on your row, it’s pretty easy to defeat him if you can charge up your buster fast enough to keep interrupting him over and over. |

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CIRCUSMAN.EXE He jumps around and attacks after most jumps. One attack is two hands on your side that slap together, covering three panels in a column (move sideways to avoid it). Another is a ring of fire that appears in front of you, shoots a fiery animal, then moves to your new location (if you’ve moved) so that it’s lined up with you again, and shoots again. (Move up or down to dodge this.) He can also appear on your side of the field, but just dodge him and nothing will happen. (He’ll trap you in a cage if you don’t dodge in time.) Like most Navis, you can knock CircusMan out of attacks if you hit him well enough. |
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