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You get mail immediately the next day. It's from the Support Center and talks
about the Navi Customizer! Yay! And right into the usual tutorial we go! Take
the Undershirt and put it touching the Command Line. Now put the Attack +1
somewhere NOT touching it (Textured blocks can't touch). Finally, add the Rapid +1
somewhere not touching Undershirt (same-colored blocks can't touch). Finally, hit
Run to install the programs. If you did things right, Rock won't be glitched up. Head out and take the Linear Bus to Seaside Town again. Go talk to Kojirou in front of the whale building. After some talk, head inside. Oh, look - an aquarium! Penguin and owner will meet - the penguin apparently is named Ginjirou - and they have a happy reunion. Since we brought Ginjirou home, the owner seems to wanna let us look around as we see fit. Sounds good to me. Head down the stairs and look at the ugly-ass marine life. Then head through the SW exit. Go upstairs in the next room. There's a glowing, green screen on the left side. Plug-in here to get an {HP Memory} in a BMD and a {Tornado L} battle chip in a PMD! For the record, this is Seaside's Homepage (HP). And you'll be able to create a banner that leads back to Netto's PC at some point in the game. In addition, a green Navi wants to trade a Deathmatch A for a Panel Return *, so once you find one, there's the man to talk to. The warp here takes you to Seaside Area 2. Note: It would seem some people, for whatever inane reason, cannot find the glowing, green screen in the aquarium. I am not sure why. It's in the room with the penguins, gators, and dolphins. The aquarium is only a few rooms large. That some people have difficulty in locating a GLOWING, GREEN SCREEN in a small area saddens me deeply as a gamer. These stupid kids wouldn't have lasted five minutes back in the 80s, when all we had was word of mouth and gaming mags for guidance. Plug-out and make your way back towards Kojirou, checking all the animals as you go. To make sure, go to the little plaques in front of them. Once you inspect them all, a chime will sound, telling you a show is about to start. Must be the one the old man yesterday wanted in on, huh? Head for area 2 and go through the door upstairs (It's near that green plug-in point). Netto and Koji will watch the live marine show for awhile. Netto will get chosen to ride the dolphin! (That has GOT to be a reference to his never getting laid... >_>) Netto will yell at Kojirou, who thinks the whole thing is wholly embarassing. After, Kojirou's ready to get the hell outta there. Seems he doesn't like being around all that water and such. Before leaving the room, check that green/orange box near the tank's corner for a {Regular Up 1}. Head for the front of the building. Hey, the old sea guy got in today! Anyway, once outside, head for the Linear Bus. But before we can leave, some woman screams! There's pirahnas in the fountain! And sharks in the water! And Koji's worried about the penguins. Aww. Head back to the aquarium and into the second room. Head up the stairs for a cutscene. There's a gator in the penguin pen and Kojirou's defending them with a broom! Gah! And the manager's in the gator pen... with a gator! Dumbass. After you talk with the manager, head back to the receptionist being harassed by a turtle. She's no longer at her post. So go past her desk and down the stairs. This next room gets you onto the marine show's stage. But a bigass seal thing is blocking the way forward! So head back and towards the water. Yuh-oh. The seal's ball is at the bottom of the tank - that ain't good. Netto wants to jump in, but Rock wants him that the jellyfish are poisonous. That stops THAT idea. Head back into the main part of the building, go past the desk and down the stairs. Netto will notice the girl he saved from Asuta Land's robot dog at the beginning! She'll teleport around and escape. Netto heads outside after her, but she's gone by then. But he turns around and there she is on top of the building! She points off to the southwest. Netto is briefly distracted by pirahnas, giving the girl enough time to vanish. When you regain control, head in the direction she pointed. Back up near the fountain is a Copyroid! I think you know what to do now. Plug Rock in! In control of Rock, head back to the show's stage. Take him down the stairs and into the drink. Grab the ball to trigger a cutscene. Rock will return to the PET. Now go give the ball to the seal-walrus-sealion-whatsit. Head through the door now unblocked! Hey, that grizzled old sea captain's behind this! Big surprise there, eh? This guy is Captain Kurohige (That's 'Blackbeard' to you and me) and he's Diveman's operator. After a LONG back-and-forth, Netto plugs rock in to the Main Computer.
_______________ Run forward and talk to the Program near the gate. Once the conversation FINALLY ends, plug-out. As Netto, check the ladder leading into the pool for an {HP Memory} first of all. Now go plug back in. Make your way past the Life Synchro BMD and grab the Program on the platform. You have to make it back to safety WITHOUT running into the sharks that pop up. Nurrr. Take him back to the starting platform. You know those aquarium tanks we passed by? Take him to the first one of those. He'll revert to a pirahna. Time to go find our next fishy friend. Urgh. Our next Program can be found to the southeast. This time there's a longer haul back, so don't get stressed if you have to try a few times. Once you get back, drop him in the first tank. Order is important. If you get him in the wrong one, you have to fight viruses AND recollect him. One more, thank the gods. This one's furthest south of all, near the HP Memory BMD. Be quick when you grab him and get outta that southern bit, because a shark will patrol the only way out if you don't. Take him back up and drop him into the second tank. Thankfully, this is the last one here. The gate will open and we're free to proceed.
_______________ In here, head past the gate and through the warp. Three more tanks to fill. At least these areas are fairly small. Our first sharkfood candidate is sorta to the northwest. Go grab him and take him back. This little fellow goes in the third tank! He's a turtle! Now then, head back out. Our next buddy is almost directly SW of where we start from, so just keep going and you'll see his platform. Stick him in the middle tank! The final one's to the southeast. Not much else over there, either. Go grab him. You'll probably need to hop up onto the BMD 1's platform as you go, else you'll probably have a hard time avoiding the sharks. And, of course, this guy goes in the upper tank. You'll want that NCP, too. It's damn useful. It's a blue 2x3 block and can fit into your NCP as it is. It'll give you a barrier at the start of every battle. When you're ready to advance, head back across the warp and into Aquarium Area 3.
_______________ Oh god. Four tanks. *rubs eyes* Well, at least Capcom's getting the annoying stuff outta the way early. And this isn't the hardest thing ever. You just need to save (state) often. Okay, let's get to work. >< The first one's across an odd little bridge area just west of the first BMD. Go get him! Yes, a shark appears on the path. But don't worry. It goes in a straight line. Just duck into the little alcoves and you'll get to the bridge again. From there, it's a short jog back to the tank platform. Tanks are gonna be numbered 1-4 this time to avoid confusion. Tank near the purple gate is 1 and they go to the right. Got it? stick this guy in tank #4, all the way at the end. Pengin! The next victim is next to BMD 2. He belongs in tank #3. Head southeast after leaving the tank platform and you'll reach Program 3. You'd think he'd be easy to bring in since he's relatively close, eh? This is true to an extent, but I had two sharks right on my tail as I got back out into the main part of the area. So be careful. This little guy goes in tank #1. One left! He's in the southern part of the area, furthest away. Surprisingly, it didn't seem that tough getting him safely home. Maybe I lucked out in shark placement? Anyway, drop him in tank #2, the only empty one remaining. Save. Why? Well, you may have noticed little skull tiles. Once before fighting Blastman, once now. These signify that a boss is coming up. It's a nice little touch, if a bit unneccessary. Anyway, get ready for a fight!
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Type: Aqua HP: 500 (v1), 1000 (EX), (SP), 1900 (RV) |
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Smart Missile Twin torpedoes fire regularly, each charging down its own row. With the later versions, these come at a faster and much more constant rate. They can be destoyed with enough damage
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Dive Bomb Diveman emerges and lobs two spiked balls from his chest. They strike at the panel where you are standing
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Giga Wave Diveman will emerge and a 3x3 area will flash. Diveman will then attack that area with a huge tsunami wave.
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Good heavens, look at him! Seems he does have legs, they're just submerged. Speaking of, Diveman will immediately submerge once the fight begins. Be friggin' alert, because the torpedos will fire fast and furious. Avoiding them while tagging Diveman when he comes up isn't exactly easy. Be sure to keep your distance, as he can bust out with #3 at any time. You're safe on your back column, though. | |
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You'll get 2000z for winning. Rock will ring the feeding time bell, thus getting all the animals back to their own pens. Order is restored, but Kurohige is gone! Head to where Kojirou and the manager were keeping gators at bay. Kurohige has Kojirou hostage! Just then, a ball comes rolling in. It's Ginjirou riding that bigass lardbutt thing! Whomp. The police haul away Kurohige. The manager and Ginjirou see the two boys off. Just then, Kojirou thinks he sees Kurohige! ...But it's just that creepy fat person who's still lingering from EXE5! When it cuts back, Netto and Koji have escaped. Seems Ginjirou wanted to leave with them. Good thinking on their part, huh? Seems Koji took a liking to the penguin after all, though. Meanwhile, some shady Navi reports in to a mystery person. You can head home and go to bed when back in control.
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