Mega Man Battle Network/Walkthroughs/Mega Man Battle Network 5/Scenario 2

This part of the walkthrough will take you from the end of Liberation Mission 1 to the start of Liberation Mission 2, where you will meet the defense member of your team, KnightMan in Team Colonel and MagnetMan in Team ProtoMan. Interesting to note that those two were both boss navis in Battle Network 2... Anyways, on with the show...

You will get mail explaining DarkChips and their functions, but not to any real detail. If you go to Yai's HP, there will be a Mr. Prog near the BBS that will give you her P-Code.

Unlock the security cube (the last in ACDC Area 1), and head to ACDC Area 3. The right will lead to FurnaceComp only if you turned on the furnace inside Yai's house. Take the left path and talk to the Mr. Prog there.

The Camping Trip
Lan will appear in his room, and there will be a message from Dex. Read it, and get DexCode, which unlocks the security cube in ACDC Area 2. Head out to the Metroline station, where the others are waiting.

Head to the beach to the left for another cutscene.

Hmm... seems like Mayl and Yai know what Lan is up to... anyways, read the mail from Baryl or Chaud, telling you to go to Oran Area 3 through Oran Area 1. Fortunately, you have a jack-in to Oran Area 1 in the speaker. Go to the upper level of Oran Area 1 (you will pass a turnoff on the upper level leading to a NetDealer), where, upon getting to the large square, you will find a long cutscene:

The Fishing Battle
Recall that we are to look for rod, line, and bait. The rod (Bamboo) is, of course, located at the bamboo grove to the right.


 * Bamboo's flexible... It'd be perfect for a fishing pole!

The line (FishLine) is at the hidden corner on the right side of the pier (opposite the beach).


 * Some fishing line's tangled in seaweed... There's even a hook still attached!  Finders keepers!

For the bait (Worm), check the lower part of the waterfall.

Afterwards, go back and talk to Dex.

Head across the bridge over the waterfall to start fishing.

Poor Lan. Guess he should stick to bare-hand (like he did in Battle Network 2)... Anyways, you need to get a board, a twig, and some grass. The Board is found right on the beach to your right.


 * This board's really dry. It'd make perfect firewood!

The Twig is the burnt-out tree next to the speaker jack-in.


 * This branch looks like it'll burn!

Of course, the DryGrass is just across the bridge where that pile of dry grass is...


 * Dry grass... I bet it'd burn good. ...I'll take it.

Go back and talk to Dex when you are done.

Afterwards, you will receive mail containing the Navi Customizer, an extra Folder (BonusFolder), a few parts (Undershirt white, Attack+1 pink, Speed+1 white), and a tutorial.

The Old Mine
Head through the newly-opened path to the old mine.

There are two entrances to the caves. The upper entrance leads to OldMine 6, where out the other end is a crane that, when turned on, allows access to CraneComp from Oran Area 2. The lower exit is OldMine 1, where at the end you will find an elevator. Turn it on (this will give you access to ElevatorComp in Oran Area 1 as well), and head up to OldMine 2. There is a door blocking your way.

Head back down, and out the upper-level exit of OldMine 1. There should be a speaker that you can jack in. Once you do so, you will be in an isolated part of Oran Area 1. Talk to the navi on the other end.

Back to the door in OldMine 2.

Head out and into the next entrance, which is OldMine 3. The exit to the left is the one that contains the door. Note that every door from now on requires a virus battle for it to unlock.

Head out, and up to the next entrance (OldMine 4), where there will be another door and more viruses.

Head out, where there will be two entrances, one on the lower level and one on the upper level. The lower level (OldMine 5) leads to the AirFilterComp. The upper level (OldMine7) leads us to another door.

Continue and head down the elevator to OldMine 8. Enter through the next door, and there will be another cutscene.

You will be in DrillComp 1, the first of four scenario levels. Talk to the Mr. Prog there to get something for breaking the rock blocking your path.

These yellow uncracked rocks will require three punches to break, while yellow cracked ones only require one. Anyways, make your way over to the conveyor belt and move against the belt, smashing any rocks that are in your way. If you fall off the end of any conveyor belt in this series of levels, you are sent back to an earlier part of the level.

The gray uncracked one will require 5 punches, while cracked ones require 2. For the second and third conveyor belts, just go between the two boulders.

The next boulder to punch is a black cracked one. This will take three punches. After breaking another three yellow cracked rocks, you will reach another long conveyor (if you fall off the end, you are sent to the area before the second conveyor). Head up, breaking any rocks in the process. Finally, break the gray uncracked rock to reach the control panel.

Now onto the second control box, and DrillComp 2. Break the black cracked rock, and then move up the conveyor belt. One gray uncracked bolder later, you reach the second conveyor, where you simply squeeze through, and then around through the third conveyor (if you fall in any of the two conveyors, you go back to the area before the first conveyor). Break a few cracked yellow rocks, and you will reach a conveyor where you go in the direction of the conveyor. Head down, and up the next conveyor (again, break any rocks you have to), and down the next conveyor, where near the end there will be a yellow uncracked boulder to break in order to continue (if you fall, you will end up in the area before the fifth conveyor belt). There, you will find the second switch.

Move on and go to the next control box. After jacking in, move up the first conveyor (breaking any rocks), but take the last exit on the right. Head down and go in the direction of the second conveyor, where a cracked gray boulder is blocking the exit (if you fall, you go back to the beginning of the level). Head to the right and onto another conveyor (break any rocks if necessary), where there is a Mr. Prog and a seemingly impossible conveyor belt (filled with black uncracked rocks, which are 7 hits to destroy...)

Go back down the conveyor, and go through the path blocked by a boulder. There, move on past another cracked boulder to another conveyor belt, where you will have to cross repeatedly to get to the off switch (of course, there's a boulder you could easily break before getting there...). Make your way back to Mr. Prog, and take the now-empty (but moving) conveyor to reach the third switch.

Now for DrillComp 4. Right off the bat, you have to go through a very large row of conveyors (if you time it right, you wouldn't need to break any of them). Take the next conveyor belt up, then down the next one, where your exit is blocked by a yellow uncracked boulder. Then up the next one, where the exit is covered by a gray cracked boulder (falling off these long conveyors will return you to the area before the long conveyors). Go across the next conveyor, and through another one. Then, down another long conveyor belt, and through another set of paths that criss-crosses the conveyor belt. Go through and you will hit the stop switch. This will allow you to go back on the now-empty conveyor all the way to the end, where KnightMan awaits.

MAGNETMAN EXE.

HP: 500

Weakness: Wood

(Note: Since Magnetman is the boss for this situation at Team Protoman, I'm putting up his boss data instead)

Attacks: Magnet Panel: As soon as you exit the Custom Screen, Magnetman will put Magnet Panels on the corners of yours and his sides of of the battle field. You can use this as an advantage for dodging his other attacks. When stepped on, it pushes you to the right or to the left.

Magnet Missile: Magnetman will pop out a magnet which will launch soon, and then go after Megaman. It turns once. Use a upper Magnet panel to avoid this.<30 or 20 HP> Stun Ball: Magnetman shoots out a ever slowly moving ball of- blackness, which homes in on Megaman. Use a upper Magnet panel to avoid this.<30 HP>

NS Tackle: Magnetman( and a blue copy of himself) will try to sandwich Megaman. Move out of the row to avoid this. <40, 60, or 80 HP>

Well, what are you waiting for! Follow that path, which will lead to to an elevator (leading to OldMine 9), which would lead to the lower level of the BigCave, and a door separating Lan from his friends.

Inside ElectronicLockComp, just simply head forward until you reach the switch.

Road to the Second Liberation
Fortunately, you don't have to go back all the way through the mine, being that you will be taken to the entrance. Head back to where the gun batteries were, where Colonel or ProtoMan awaits.

When you are ready, follow the two to your second Liberation Mission. Afterwards, we have another debriefing: