
We want to add something similar to Online Matchmaking in 5.1 to help streamline the connection process.
#Megaman battle network 5 team colonel undernet android#
The team agreed that we had to push Demo 5 out early, so that's what we did, and we'll use Demo 5 as a baseline going forward to add new features and tweaks.ĭemo 5.1 Planned Features and Android Ver. Max's house being flooded also gave us quite a few setbacks. Note: Dark Protoman's DarkSoul also uses the sword slashes, so be careful about this.We had to do 2 engine swaps between Demo 4 and Demo 5, meaning the whole game had to be rewritten.again. ahead and uses a 120 dmg Wide Swordĭelta Ray: Teleports behind you and uses LifeSword (ouch) (ouch again.)ĭark Soul Shield: His Dark Soul might as well be his shield. (If all goes according to plan, ToadMan wouldn't have to move from his starting spot at all!)Īttacks: Fighter Sword: Protoman uses a 3sq LongSword You should have one or two navis left to confront Colonel, and should you screw up, five more turns. In either case, kill the Dark Hole, and use a TomahawkSwing to reach Colonel. If you've been cut off, then use one Navi to clear a path to the Dark Hole. 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).Įither way, the last navi will be attacked (if it's a Bladia, they can even cut the last navi off from everyone else). Then, have NumberMan do a NumberCheck so that you get the key and disarm a stun trap. Since one side of the Dark Hole is exposed, you can eliminate it with one Navi. The TinHawk will move back into TomahawkMan's area, but should still pose no threat.

The last Navi, TomahawkMan, should then do a TomahawkSwing so that the TinHawk's Dark Hole is exposed. 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.

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). Liberating the Dark Hole should open up a narrow path for you. The TinHawk should have made it onto the first area, which means it's out of the way. 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). 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. The Bladia will claim a clean panel and attack ShadowMan, dealing 70 damage. The TinHawk, of course, will move, but won't threaten you this turn.


ShadowMan should head to the top right corner (where the Bladia is) and liberate the item panel for the first key. Our new chip, the ToadMelody, will have a rating of 80, but if all goes well, you wouldn't be needing it at all. The SplitUp S will have a rating of 100, the TomahawkSwing T will have a 120 rating, and the NumberTrap N 140. ShadowMan and TomahawkMan will have 400 HP, while NumberMan has 350 and ToadMan has 300. 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. 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. 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. That teammate can now liberate five spaces ahead with a normal (like a really long LongSword). ToadMan's LifeMelody can be done on any teammate within one panel of ToadMan (that has yet to take its turn). The first time you enter, MegaMan will give you the usual warning. This part of the walkthrough covers the sixth Liberation Mission, where you have to liberate Undernet 4 from Dark Colonel or Dark ProtoMan.
