Serenade.EXE - Rank-Owner 1 And Underking

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The Undernet, known because the Ura Internet (ウラインターネット, Ura Intānetto, "Reverse/Backwards" Internet) or UraNet in Japan, generally referred to as the "underground world" (ウラの世界, Ura no Sekai), is a vast and twisted community space located within the depths of Cyberspace of the Mega Man Battle Network games.

Contents

1 Basic information2 Historythree Environment and society 3.1 The Ranking3.2 Culture

4.1 Mega Man Battle Network 24.2 Mega Man Battle Network 34.3 Mega Man Battle Network 44.Four Mega Man Battle Network 54.5 Mega Man Battle Network 6

6.1 Rockman.EXE: Hikari to Yami no Program

Basic information[]

The Undernet is house to an undefined number of criminal NetNavis and serves as the primary location of the Mega Man Battle Network universe’s black market and underground, with sellers in "wares" who will sell both energy-ups and highly effective battle chips for already exorbitant costs which only rise. The subject of the Undernet is a social taboo among Civilian Navis, who're referred to as "Topsiders" (and different much less-complimentary terms) by its denizens. There has been no less than one incident where this taboo was broken - within the lead as much as Wily's Cybergedden (Mega Man Battle Network 3), a BBS poster boasts about receiving occasion tickets by the Undernet, even though such an acquisition is implied to be unlawful. The content material of the character's subsequent submit is completely empty - following posts on this and different boards closely indicate that the character was handled by the members of the Undernet. However, the exuberant poster returns in the subsequent recreation.

MegaMan.EXE and ProtoMan.EXE uncover the Undernet by means of a gap in Cyberspace.

The Undernet seems to, depending on the incarnation, exist on a wholly totally different airplane of the Cyberworld that has entry points to totally different areas on the web, positioned in the worldwide, Kotobuki, Netopia (Mega Man Battle Network 2), Beach, Town, Park, Sharo, End, and Sky Areas, undoubtedly in different areas, too. For instance, in Battle Network 3, DrillMan.EXE forces his approach into a deep sector of the Undernet by drilling into the underlying construction of the Cyberworld after stealing Alpha's capsule - Takamiski's manga, whose version of the Undernet is actually beneath the primary Internet, could coincide with this. Curiously, the Space Center in Sharo has a hidden direct link to the inside Undernet, although to make proper use of the trail, MegaMan has to take the long way around, touring to a hidden sector of the Sharo Network through the NetFrica Network, of all locations, and find the consultant from Sharo in the Undernet. In Battle Network 5, the UnderNet is accessible by way of a Message Board in Nebula's hideout.

Worthy of consideration is that the Undernet may be fixed in its design throughout the series, as compared to the common Cyberworld, which evolves between every Battle Network recreation; the Undernet appears to exist as a more or less large area that has no common maintenance or upkeep schedule - it might very well be that MegaMan and Lan by no means visit the identical a part of the Undernet twice between games (the one doable exception is in Mega Man Battle Network 4, by which the sixth space of the Undernet is very reminiscent of an early space of the Undernet from Battle Network 2).

History[]

No detailed in-sport historical past was given to the Undernet till the third Battle Network installment.

Surprisingly, the Network was a creation of SciLab (some have called it a weapon), an enormous, empty house designed to house the powerful Giga Freeze program - which was to be the final-resort methodology of defense against Alpha, the embodiment of the prototype Internet that malfunctioned and was sealed into the Guardian program, over which highly effective coding was written to type a personal prison for the monster (all three programs, Alpha, Giga Freeze, and Guardian, have been designed by none apart from Tadashi Hikari). The program, which had the ability of shutting down the exercise of the entire Internet, was placed within the custody of Serenade.EXE, an immensely highly effective NetNavi titled the Lord of the Undernet (or Underking), to grant to the person who proved "worthy" of bearing it, and it remained in his possession till the Officials (represented by Eugene Chaud) commissioned Lan Hikari and MegaMan.EXE to infiltrate the Undernet's society to method a Navi called 'S' (Serenade's alias), a Navi who their information identified as the guardian of the Giga Freeze. In the process, they found the existence of the Undernet’s server, a room-filling machine located in a secret chamber beneath the Ura Inn in Yoka, maintained by none other than Mamoru Urakawa, a friend of Lan's and MegaMan's who had not too long ago been treated for HBD coronary heart most cancers (Mamoru's father, whose present circumstances are unknown, is credited as designing the Undernet, while his mom runs the Ura Inn, and his bellicose aunt and mother's sister, Tamako, runs the gift shop).

Environment and society[]

Because it was so removed from common society, the Undernet quickly turned a popular hideout and a home for criminal Navis seeking to evade the Cyberworld’s authority - apparently, solely choose SciLab personnel have acceptable jurisdiction to walk about in the Undernet (such because the NetNavi who's seen wandering the Undernet in Battle Network 3, attempting to find Bass.EXE); neither native legislation enforcement nor navy have the authority to enter as such, although they've acted through each Lan and Chaud on numerous occasions (in addition to figures resembling Raika and Baryl, as regards their respective nations). Regardless, it nonetheless gives a reasonably stable environment for criminal exercise, even to the point where, solely a number of months after the WWW's first main failure at the hands of Lan and MegaMan, an previous disciple of Wily's, who went by the moniker "Professor," used the vast empty house of the Undernet to home the creation of a reconstructed Life Virus, a monstrous improvement on the beast MegaMan and Lan had defeated earlier. Because the authorities have the obvious inability to act there, the Undernet provides the right setting for criminals and hackers of every kind, who create and use powerful viruses for battle and sport (typically, the Undernet Navis will enter into battle themselves, often using broad-range bombs and swords), along with letting them run wild. These viruses enhance in energy and ferocity the farther into the Undernet one travels - one's standing in the Undernet relies upon partially on one's capacity to handle the viruses as a measure of his energy, which is held in very excessive regard among the many lurkers.

The Undernet residents have also developed unfastened forms of society and recognition - unless they prefer a scarcity of company, the criminal residents have been recognized to affiliate with each other in gangs without necessarily centralized management, which have a powerful resemblance to the Yakuza - while not all of them are maybe organized into a serious crime group (WWW, Gospel, and Nebula however), a lot of the residents deal in gambling and the black market (as mentioned above).

The Ranking[]

The denizens of the Undernet give quite a lot of weight to power, and as such, set up themselves loosely according to their own strength - a very powerful of all these systems is called the "Ranking", a reputation given each to group of Navis who hold specific objects of recognition called "Ranks" and the competition into which one enters to earn them. For example, Lan and MegaMan.EXE, while below the aforementioned fee of the Officials, are allowed entry into the Ranking upon the defeat of ten other would-be entrants, later dubbed as "the reckless ten."

The Ranking consists of up to 10 NetNavis, every of whom hold a Rank. Each Rank is marked with a number, they usually enhance in worth the nearer one will get to Rank 1, with the lowest Rank being Rank 10. Entrants into the rating must start by attempting to earn Rank 10 and work their way up. A quick observe have to be noticed: the Ranks in and of themselves do not grant power, but measure it - these with larger Ranks are naturally stronger than these beneath them. Lesser-rank holders have been known to subordinate themselves to greater Rank holders (as in the case of Rank-Owners 4, 5, and 6 working under Rank-Owner 3 to kill MegaMan), and the Rank-Owner is free to dispense together with his Rank in any means he sees fit (for example, so as to acquire an early Rank, Lan and MegaMan are sent to search out a piece of Origami as an alternative of fight), and may choose handy it over freely, grant it to 1 who has passed a take a look at (as in the Origami case described above, although, admittedly, many of those assessments are battles), or, in sure instances, to depart with the rank intact even when bested - this final purpose has led to the prevailing mentality that a Rank have to be obtained and maintained with pressure.

Known Rank-Holders:

Serenade.EXE - Rank-Owner 1 and Underking, identified more generally as 'S'; Serenade has an unranked subordinate, JapanMan.EXE (a warrior Navi who chose to observe Serenade.EXE as an alternative of his authentic occupation as a SciLab Elite Corps. soldier), and resides in the key Area accessible via the Undernet Server.
MistMan.EXE and BowlMan.EXE, although only one is out there to battle depending on the model of the sport performed - presumably they share Rank 2.
CopyMan.EXE, a NetNavi with the ability to assume the type and power of any NetNavi he sees, and has Ranks 4, 5, and 6 as subordinates. He assumes the form of GutsMan.EXE whereas interacting with MegaMan (his true kind is unknown), and makes an attempt to depart even after his defeat with Rank 3, though he relinquishes it when MegaMan confronts him.
BeastMan.EXE, reconstructed by Lord Wily to enter the Ranking in his bid to acquire the Giga Freeze program and thus forestall its use - Rank 8.
MegaMan.EXE, who ends up obtaining all the Ranks except 4, 5, and 6, that are lost in GutsMan's attack on their owners. It is unknown what happened to the Ranks after Battle Network 3.
Culture[]

The criminal society of the Undernet nurses a festering hatred of the world outside the Undernet and has, in some locations, set up guards in opposition to "Topside" intruders; for example, MegaMan is refused passage into the UnderNet until he obtains the Tally merchandise to achieve entry to the Undernet in Battle Network 3 and the Compression program to cross by a compact, hidden part of the Hades Isle Network to enter the Undernet. Even then, he's held in contempt (recognizable as a Topsider) till he positive factors the "Black Mind" program from Chaud, which generates a disguise ample enough to convince the Undernet residents that he's "one of them".

Most of the Navis within the Undernet are of the HeelNavi model, which seems to be favored for its intimidating appearance, although there are some NormalNavi-fashions who have been known to frequent the area. Many of the Navis in the Undernet are mean-spirited, if not downright merciless or vicious, and so they satisfaction themselves on it. Some will outright refuse to speak to anybody they consider unworthy, and even to maneuver out of their method. However, this is not all the time straight out of malice: some Navis will establish themselves as guards so as to stop the weak or unwelcome from passing, maybe out of understanding that the additional in one travels, the extra dangerous it turns into.

Lots of the NetNavis within the Undernet, however, are trying to gain something, and will likely be rather more responsive if they suppose they will earn it. There are plenty of Netshops within the Undernet, which will sell very highly effective items like Battle Chips and even HP upgrades, though admittedly for exorbitant costs, or they are going to have interaction in trades for items they discover valuable; a common artifact is Bug Fragments. A small variety of them deal in info or could present some ability, and will be reached through some type of fee or a demonstration of knowledge.

In both Battle Network 2 and 3, Undernet Navis have been recognized to assemble in a place referred to as the Under Square, the Undernet's rendition of the "Topside's" Squares, and it even contains a BBS, with information pertaining specifically to the Undernet (it is unknown whether or not the Under Square that MegaMan and Lan visit in Battle Network 2 is identical as the one they frequent in Battle Network 3, however - there are several massive differences in between games, such as the statue in 3). In later video games, it seems the Squares have fallen out of favor (or, a minimum of, MegaMan and Lan's adventures no longer overlap with them), and BBSes start to pop up in corners of the Undernet that show few signs of life moreover viruses.

Secrets[]

The Undernet, being so vast and distant, has been discovered to carry many mysteries. Indeed, to Lan and MegaMan, throughout their earlier adventures, the UnderNet itself was the secret - in Mega Man Battle Network, the Undernet was only totally explorable following the completion of the primary storyline. The area has been used as a hideout for numerous crime organizations, notably the terrorist organization WWW, the Netmafia Gospel, and the Dark Chip Syndicate Nebula, who have each allotted sectors of the Undernet for their very own private use.

Mega Man Battle Network 2[]

The Undernet hosts the WWW Area, accessible only after the fall of Gospel, the place Wily had stationed a number of lieutenants as guards while he worked to rebuild his group (which successfully resurfaces in Battle Network 3), PharaohMan.EXE (who has appeared twice earlier than, although his only essentially canon appearance could be as a storyline boss of Mega Man Network Transmission), NapalmMan.EXE (who would later become an ally in Battle Network 5), and PlanetMan.EXE, the second-in-command. Upon discovering the area, Lan and MegaMan set to work bringing down the organization's holdout, successfully defeating the three Navis inside, solely to inadvertently discover one other presence: lurking about was Bass.EXE, who was hunting down failed clones of himself (which Wily had deliberate to make use of to interrupt open Alpha's Guardian program and had satisfied Shun Obihiro to create, as he didn't have the true Bass' power at his disposal). Bass found himself intrigued by the display of power by the Hikari brothers, and challenged them to a duel near the entrance to the WWW's space. Upon losing, he acknowledged them as "the sturdy" and gracefully bowed out in an act of distinct distinction to his later appearances.

Mega Man Battle Network 3[]

Within the aftermath of Mega Man Battle Network 3, Lan and MegaMan earn access into the bromidically-named Secret Area, which, among other things, had change into residence to the viral spawn of the WWW Life Virus and its reconstructed kind, the Scuttlest collection. They progress by way of various trials to lastly uncover Serenade, being drawn into battles with DarkMan.EXE, an assassin to whom Serenade has promised an encounter if he can kill 10,000 opponents (MegaMan is the 9,634th, or would have been), and JapanMan.EXE alongside the way. After MegaMan and Lan encounter and defeat Serenade, who grants them the title of Underking, they uncover a Bug Frag trader, which grants them powerful Battle Chips in trade for deposits of ten Bug Frags at a time; a cost which they assume little about, as upon depositing a total of 300, the machine emits the roar of a wolf, and the Hikari Brothers discover themselves drawn into a battle with a revived Bass.EXE, who had fused with the Gospel Multibug Organism. Following this, the Hikari Brothers are christened the "Strongest" warriors of all. Following this, the secret Area was used to host Serenade's Time Trials and housed a number of Omega-level Navis. Following the defeat of Serenade and Bass, the Hikari brothers gained entry to treasures hidden within the depths of the Undernet which could solely be accessed with the titles Serenade had bestowed upon them: Underking and Strongest.

Mega Man Battle Network 4[]

In this game, the Undernet houses no less than two of several bases for the Dark Chip Syndicate Nebula, one in all which held a DarkChip-infested ProtoMan.EXE in the Blue Moon version of the sport and the other that SearchMan.EXE and MegaMan.EXE had been commissioned to infiltrate and sabotage within the Red Sun model. Also in the sport, Solar Boy Django had crossed dimensions into the Undernet in pursuit of the "Immortal", ShadeMan.EXE, whom he had trapped in a coffin. With the assistance of MegaMan, who tracked down the Solar Sensor that Django had lost in his encounter with the vampire, and Lan, who supplied the sunlight necessary, Django was capable of summon and unleash the Pile Driver (a concentrated blast of pure sunlight) upon ShadeMan; in return he bestowed the ultimate version of the Gun del Sol Battle Chip, an ingredient obligatory for the Hikari Brothers to summon their very own Pile Driver. Also, this section of the Undernet contained a portal to a "Network" referred to as Black Earth, which may solely be accessed via the defeat of Bass, who had sealed himself away after imbibing prodigious amounts of Dark Power, and the additional presentation of the five "Dark Chips" (as distinct from the chips that will observe in Battle Network 5 and the chip that dragged him into the Dark Power in the primary place): Element Dark, Muramasa, Anubis, Black Wing, and both Bug Charge or Bug Curse, depending on the version of the sport.

Upon completing these two duties, MegaMan would be allowed access into the realm of Black Earth, a dark and ominous zone with incredibly highly effective enemies, some of whom had been Navi-Shadows and Navi-Blacks, the tip outcomes of Navis who had succumbed to and been consumed by Dark Power. Curiously, obtainable for discovery is the Life Aura chip, which suggests how Bass had discarded his iconic shield after his discovery of Dark Power. Upon demonstrating the facility of many Navis (by having earned their SP-degree Battle Chips), MegaMan and Lan had been allowed to enter into the innermost area, a large spiral with a sequence of mirrors, each of which would release the Dark Soul version of a Navi from whom MegaMan drew the facility of a Soul Unison. At the middle of the spiral was a warp that transported MegaMan earlier than the "Mirror of Truth", earlier than which the truth of all the pieces was revealed, even the Dark Soul MegaMan had been repressing; upon its revelation, the Mirror ordained that MegaMan battle his Dark Soul, which was now free of his conscience. Within the aftermath, MegaMan discovered a being manufactured from gentle in his personal picture who, if MegaMan had vanquished his Dark Soul, would grant him the Soul Cleanser Navi Customizer program; if MegaMan had didn't conquer his Dark Soul (i.e. he used a Dark Chip within the battle), the being of mild would solely reveal sorrow.

Mega Man Battle Network 5[]

The Undernet connects to the Nebula Area, which is home to the "Lord of Chaos". Again, Nebula Area is a community of questionable nature - it's unspecified whether it had grafted to the Undernet or was created by Dr. Regal. The latter option is probably the most unlikely, as the area, regardless of the identify, is explicitly known as Murkland by its main guardian, a golden program (Mr. Prog-type), who refuses to let MegaMan and Lan entry till they have both collected one hundred commonplace Battle Chips and had vanquished the Nebula Syndicate. The Nebula Area, Murkland (which can also be referred to as the "Land of Chaos" by the same guardian), has been known of a minimum of since Battle Network 3, the place it was revealed that each Serenade and Bass (declared to each be "denizens of the Dark" by the former) drew power from Murkland, although it's unknown how much of this was associated to Regal's Dark Chips, as Serenade professed to be incredibly sturdy by his capacity for mercy and love, abilities decidedly not among the many repertoire of Dark Navis.

Lan proceeded to operate MegaMan and the assorted members of the Liberation Team they were apart of further into the depths of the Nebula Area, waging battle on the risen Darkloids who were now topics of the Lord of Chaos. Lan and MegaMan would go on to battle the Lord of Chaos, armed with the complete power of their allies (again within the form of their SP chips), first doing battle towards the Dark Soul variations. The Lord of Chaos would first assume the form of an empowered Nebula Grey, who in later encounters assumed an even more powerful likeness of Nebula Grey, Bass, or even MegaMan Dark Soul. Once MegaMan and Lan defeated the Lord of Chaos in his Bass kind, the actual Bass would quietly wait in his XX type for MegaMan to have interaction in battle with him. Bass would also appear if MegaMan had assumed Bass Cross form, searching for to ascertain his superiority as he had failed to do in Oran.

Mega Man Battle Network 6[]

MegaMan and Lan uncover another unexplored zone - Undernet Zero - where they encountered a large obelisk, which broke apart as a reaction to their presence, revealing none other than Bass. After another battle, Bass departs, forsaking the Bat Key, which the brothers use at a door they found in one other sector of the Undernet. Through the door, they discover the Immortal Area, the place they encountered a really threatening presence, The Count of Groundsoaking Blood, who immediately assaults them. When the battle turns within the Count's favor, MegaMan was saved by the timely appearance of Django, who runs down the Count in his Coffin Bike, sending him operating. As Django needed to stay present to carry off the Count within the occasion of his return, he requested the Hikari Brothers to go rescue Master Otenko, who the Count imprisoned in a sector of Undernet Zero. Quickly freeing the solar spirit, MegaMan returned to seek out Django and Otenko going through down the Count - so as to buy them the proper time to summon a correct Pile Driver, MegaMan engaged the weakened Count, and shared the finishing blow with Django, destroying the Immortal. Grateful, MegaMan, Lan, Django, and Otenko all exchanged farewells, and the latter pair left - in the place the place they vanished was Chip Data for none other than the Count himself.

Further exploration led the brothers into the Graveyard zone, the place they encountered what appeared to be tombstones - and each one was marked with the identify of a Navi from their past. Further in, they discovered much more tombstones, although these had been marked not only with the names of their most recent enemies, however their most current allies (later, the tombs of those enemies would begin to glow, summoning their Revived - RV- versions).

Near the top, they encountered a ramp, at the highest of which they discovered one other obelisk which they once more disturb. Bass seems a second time, though within the aftermath of the ensuing battle, he could not assist however notice the ability of the Cyber-Beast MegaMan had imbibed. Musing to himself, Bass left; his plans would eventually come to fruition on this planet of the Underground, a zone distinct, although not completely totally different, from the Undernet, the place the 2 Cyber Beasts had once been sealed. MegaMan would later encounter him and be drawn into battle against not only the image of the beast within him, but the total energy of Bass complemented by the other beast.

Design[]

The Undernet, one in every of the biggest networks known to exist, with usually 5 or more areas linked generally like a maze with exits and entrances to a number of areas at identical time in addition to the primary entrance, the undernet contains many dark and macabre components in its look, possibly as a consequence of a scarcity of upkeep (although, as a pet challenge of SciLab, that is unlikely), mega darknet market or maybe as an try to ward off the faint of heart.

The design of identified areas of the Undernet varies wildly between video games, though it is generally notable for its ominous design and the presence of higher-leveled monsters, along with the "Tv-snow" background, presumably to represent the lack of communication with the adjacent areas, the near chaotic anarchy the Undernet is notorious for, and presumably to spotlight its unique underground nature and cyber renegade feel. Undernet Area 2 from Mega Man Battle Network 2 and Area 6 from Mega Man Battle Network 4 have almost an identical layouts, but with a couple of platforms added or changed and totally different tile sets.

Mega Man Battle Network: Unique to this installment, the Undernet falls into the identical design pattern as the remainder of the Cyberworld, its vivid colours beguiling its harmful nature, highly highly effective viruses and the potential of turning into lost in its depths. Interestingly, the Undernet is noticeably unexplorable till after vanquishing the Life Virus.
Mega Man Network Transmission: Technically situated between Battle Network and its sequel, this instance/area of the Undernet consists of an excellent-construction of towers and ladders dark in shade scheme with cool spectrum color based digital illuminaions, and though while lacking the notably macabre components of later installations, as an alternative involves be an imposing and menacing layout by trial of development, and highlights extra "proper" underground cyber renegade aesthetics. The tower and wall-constructions are rimmed with a collection of neon lines, and within the background, large purple rings cycle about on an invisible axis. With a purpose to scale about this a part of the Undernet, one must climb by and leap concerning the towers by straight ahead methods, and in consideration of its iteration of the game making use of as a substitute Classic Mega Man based mostly platforming, options bottomless pits between the towers that punish recklessness and failure relentlessly. Due to this, this makes this portion of the Undernet akin to scaling across skyscrapers in the guts of a downtown part of a metropolis, the concepts of cities themselves additionally being recognized by their flipsides and more harmful places "where the sturdy survive and the weak die". This explicit section of the Undernet seems dedicated solely to the location of the Life Virus R, and as such is guarded by Scuttle-family viruses and other defenses instituted by the Professor.
Mega Man Battle Network 2: The Undernet is given its personal unique distinction on this game, which might later serve as the template for the rest of the franchise. The Undernet is predominantly dark on this game, its pitch-black panels lined with an intense neon glow that varies between areas. That is the first Undernet displaying the "Tv-snow" background that may repeat via the following sequels's.
Mega Man Battle Network 3: This variation of the Undernet distinguishes it from it contemporaries by generating a feeling of decay. This Undernet in particular is notable for its paths being pale panels linked in a kind of chain by some unusual protrusions lining the pathway. These pathways were notable for ending all of the sudden, their panels simply dropping into oblivion under. Also notable is the background of this set up, which consists primarily of Tv "snow". In the fourth space of this Undernet exists a tower with no recognized function or function.
Mega Man Battle Network 4: This sport extended a certain aura of "evil" to the Undernet. Instead of an ambiance of darkness or decay, this incarnation of the Undernet seemed demonic. The entrance from Sharo have Navis pass via a bizarre, monstrous gate, and the pathways, coloured predominantly crimson and orange in contrast with the dark background, are even lined with fangs.
Mega Man Battle Network 5: This version was a growth on the ideas expressed in the fourth recreation, developed virtually into a form of Cyber-Hell. The iron-edged panels were typically cracked, and a blood like liquid would leak across the floor. Notably, this section of the Undernet contained unusual Cyber-Ghosts, agitated by Nebula's activities in the area - after they got here throughout MegaMan, they would harry and haunt him, making Operation difficult.
Mega Man Battle Network 6: This variation of the Undernet, while as dark as its predecessors, abandoned the hellish imagery of four and 5, as an alternative opting for one thing much more occult and cabalistic. The walkways are lined with torches and decorated with what look to be pairs of fangs. The panels are usually red with strange white strains throughout them that may attempt to invoke a play of muscle and bone upon each other. This Undernet is exclusive in that it is accessible as early as Green Town (though entrance is heavily discouraged to anybody who is not an expert), and also in that it has the only area known as Undernet Zero. Undernet Zero consists of two halves of a single space that was torn asunder at some unspecified time, perhaps through the combat of the Cybeasts.Much to some player's contradictions, this space is just 2 areas in length, being one of the smallest areas, three areas-lengthy if counting the Zero-space, making it the shortest Undernet in the whole serie.
Graveyard area: Later in the sixth sport and with a certain variety of Battle Chips within the library, the participant gains access to the Graveyard area, what appears much like the undernet before, bears an excessive ominous and tragic theme, with the panels changing from pink to a sick greenish colour, the soundtrack changes to a unhappy tune whereas some form of fog is seen suspended in the air, scattered by this area, there may be a number of Japanese tombstones with the name of every Navi in the game (together with MegaMan himself), this area holds the second fight in opposition to Bass and a dealer promoting a Giga Chip.
Other media[]

The Undernet of Program of Light and Dark.

Rockman.EXE: Hikari to Yami no Program[]

The Undernet is rarely seen and talked about in the anime. Unlike the sport model, the Undernet resembles a void-like zone quite than a community correct. Forte (Bass) describes it as an "digital graveyard", as information remnants will be seen floating round.

The Undernet also accommodates the Wily Program, which incorporates a beast often called Nebula Grey. It's revealed that Dr. Regal discovered the program after he and LaserMan had been thrown in after being destroyed by R-Rockman.

Development[]

Nebula Grey in the Undernet.

The Undernet, whereas originally talked about to be a large network area, seems to have severely exceeded the unique limits of its programming. In some unspecified time in the future following Wily's Cybergeddon ambitions, the character of the Undernet experienced a elementary change - apparently allowing it to form some sort of inter-dimensional nexus. This can be demonstrated in quite a lot of occasions within the latter half of the series, notably in the appearances of Solar Boy Django, Master Otenko, and even The Count of Groundsoaking Blood.

Likewise, ShadeMan.EXE has used this high quality of the Undernet to flee the Battle Network Cyberworld into the world of Boktai - MegaMan adopted him, though was unable to materialize as ShadeMan had through the use of the Dark Power. Django and Otenko eventually drove ShadeMan back and ultimately noticed MegaMan return as properly, alongside with his PET.

When The Count fled into the Undernet in Mega Man Battle Network 6 (this event was removed from Western releases), he trapped Otenko deep within it, only to be defeated when MegaMan and Django joined forces a 3rd time.

No identified point out of the Undernet happens in the Mega Man Star Force collection, though the Noise Wave bears extreme resemblance to the undernet in Battle Network 2, and bears the same position within the storyline.

Gallery[]

Trivia[]

- The Undernet seems to be just like the real-world deep internet or Darknet, being unreachable or extremely obscure locations on the internet by varied components, including being phased out from search engines like google and yahoo or hosted on private networks and proxies. Though such a degree of accessibility allows privateness and concealment to solely those involved, the term has gained affiliation with websites and social hubs notorious for making the most of this trait to engage freely in underground or unlawful activities.