Walkthrough:
Chapter XII : Killer Charge
Seeing as how the grey-haired guy answers with "...Kochira Kein da ga." I'm gonna say his name is Cane/Cain/Kane/Kain. I like Cain. Lotta shady bidness goin' on. Meanwhile, Rock's on TV! And people cheer Netto's name! And Rock is still embarassed.

We then get a call. But whoever it is isn't showing. But then Meiru pops up! Seems she saw the commercial thing, too! Everyone misses each other. Netto says that the sound of Meiru's voice makes him think of Akihara. Aww. So he's gonna go home for a visit!

The next day, you get a pair of E-mails. Yup. Two new teachers. Kurohige-sensei and a Kirisaki-sensei.

Now you have four options for the Linear Bus.

Seaside | Green Town
Sky | Akihara

Yup. We can go home now! But first, we're getting ourselves some more power.

Head for the office at school. The door next to Hinoken's is Harlock kid's office. This guy's name is Dark Kirisaki. Talk of Navi deletion goes on and Dark Miyabi (Shadowman's operator) is mentioned. Go over to Kirisaki-sensei's PC to gain control over Killerman.

The first thing he says is "Welcome to dark side" Hoo lord...

Anyway, there's a gang of Navis on the Uranet. They're our target. Killerman's charged shot is swinging his scythe. Basically a sword-type attack with a different sprite. His special chip is K (Killer's) Death Beam.

We start out on Ura-1, which is nice. While we're out here, press and hold A to make Killerman vanish into thin air. You can't move, but that doesn't matter. The point here is that there are numerous punk Navis here. They will target anything in their line of site and will turn around a lot to face other directions. Hide when they're facing your way and rush up and 'inspect' them with A to kill them. The screen will go white and Killerman will scream "Fall into hell! Hyahaa!" And the target will be deleted. If you get spotted, the punk will send viruses out after you. Killing them is the same as killing the punk, so either way you roll, they die.

But it's SO much more fun to yell "Jigoku ni ochi na!"

There are eight gang members in Ura 1. You'll know you have them when Killerman cackles about the area lacking targets. Head on to Ura 2. I really don't need to guide you to them because the Ura areas are pretty easy to navigate and the guys are EVERYWHERE.

In Area 2, one of the punks is down on the lower level and then there's two on the skull. A total of eight here, too. Time to plug-out and fight!

Killerman.exe:
Type: Cursor
HP: 800 (v1), (EX), (SP),
Attack 1

Killerman creates shadowy ghosts along all rows to charge and attack. The ghosts can be taken out with single buster shots.


Hell's Sickle

Killerman appears two columns ahead of Rockman and swings his scythe along Rockman's column.

Killer's Death Beam

Killerman sends a targetting eye along the outside of Rockman's area. If the eye passes under Rockman, Rockman will immediately be stunned, leaving him open to a piercing beam attack.


Strategy:

The biggest pain is the Death Beam. The ghosts are annoying, but you can shoot them to kill them. Honestly, Killerman's a much easier enemy than you'd think, considering he touts himself as the cyber world's hitman. He's really a pushover. All of his attacks are easily avoidable. To avoid the Death Beam, stay in the middle front or middle center tiles. It goes around the outside.

You get {Killerman K} and can Link Navi with him after the battle. And, of course, you get an e-mail about it shortly after.

Killer Cross is strange. Cursor-type chips get a power bonus, like heat chips do for Heatman. Your charged shot is the Killer's Death Beam. It's nice, and is as strong as Elec Cross' charge, but it's got a MASSIVE delay on it. It takes a long time to use. Be careful when letting it fly.

Now head to the Seaside aquarium. In the second area, Kurogane-sensei is loitering. Inspect the vending machine to get control over Chargeman. Now it's time to get our final Cross!

Chargeman's special chip is Volcano Charge. It lobs burning chunks of coal or something at random panels. His charged shot sends him and some phanton train cars charging off to the right. It's a bit odd to get used to, and you can get hit upon returning if you aren't careful.

Let's head for Ura Internet 2. Luckily, we get spit out there. Now we need to find the Dennou Station. Head down the nearby ramp. There's a yellow BBS-looking thing there. Inspect it and select yes to start a minigame. Avoid the rocks, collect the Navis, and hold A to use your charge shot to bust THROUGH rocks. If you miss a Program, that's one off your four hit point things. If you hit a rock or Met, you lose one. Also, with each area you go through, your speed increases. Still, it's really, really easy. You'll wind up in the Sky Area.

Before going further, head down to that burning gate. Chargeman can take it down. Grab the {Django V2} behind it. Now, back to business. Inspect the yellow board again to make another trip. This time, Mets will jump onto the track randomly! So keep your charged shot going at all times - just be careful of the rocks. As long as you make it with at least one Program left, you'll pass. If you fail, just retry.

Now we'll be in Central 3! Once more, inspect the board. You'll have to use your charged shot twice near the end, so be aware of that.

And now we're in Seaside. End of the line! You'll plug-out. You know the drill. Talk to Kunio to battle for your final Cross.

Chargeman.exe:
Type: Heat
HP: 1000 (v1), (EX), (SP),
Charge Tackle

Chargeman will perform this attack throughout most of the battle. Chargeman moves foward along with cars on the row he does not occupy and anyone run over by Chargeman or the cars takes damage.


Volcano Charge

Chargeman will occassionally lob burning coal on your panels as he travels by.

Crazy Locomotive

Chargeman will glow with invincibility as multiple cares are lined up behind him. Chargeman will then charge down your row multiple times in high speed.


Strategy:

Chargeman constantly charges you. Surprise surprise. If you break the path, he'll be stuck, though. Think of it as fighting one of those viruses that gave you Dash chips in previous games, only tougher. Attack 2 is tough to avoid. If he shows up with his train cars, get ready to dodge up and down, as his speed will dramatically increase. He's tricky, but not tough.

You'll get {Chargeman C} and, finally, you'll have your fifth Link Navi. Expect the e-mail soon. Give the Cross a whirl, it's fun! You can charge heat chips up to 100. Re-read that. You can get up to a +100 damage bonus to heat chips! His charge will send Rock flying forward.

All original content, images, and design copyright © 2007 The Rockman UnderSquare. Rockman copyright © 2007 Capcom.


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