Wily wanted to call it the Death Virus, but Yahoot said that sounded too depressing

The next morning you wake up to some good and bad news, it seems Dad found the lab but it's inaccessible, furthermore, Wily announces he'll destroy the world....hmm, I guess it's really just a lot of bad news really... Well, you have to do something, it's not like Chaud's going to do it, he's just standing there...

On the bright side, you can battle him now and do it as often as you want so you can get all three of his chips, might as well do it now, they're good chips.

So you gotta find out how to get to the WWW labs first of all, so let's go ask Higsby. Oh darn, it looks like he's mysteriously disappeared. Don't get your hopes up, he's still alive :P. He's left something on the desk, it shouldn't be too hard to spot because it's flashing. It's a pass for the Secret Metroline, but what secret metroline? Go ask the metroloine attendants, one of them will give you a hint about there being...get this...a SECRET Metroline! Wait...didn't we already establish that?...Well, it's time to start looking for it, it could be anywhere, but I'll shorten your search a bit by pointing you towards the school. Once Lan reaches the schoolyard, you'll hear the secret metroline passing by underneath, go check out the back of the statue, there it is! Lan heads in as Mayl follows (she's such a stalker. :P)

Special Note: For emulator users, Of the three main emulators for GBA at this time, only one can get passed the Numberman door glitch, VisualBoy. However, VisualBoy freezes up when you enter the secret metroline. Boycott Advance does not. But none of the emulators use the same kind of savestates. What's a cheap emulator user to do short of actually buying the game and system? Answer: Think outside the box, a lot of people are so used to savestates they forget that the game has its OWN save feature. So before entering the Secret Metroline with VisualBoy, save with the game and open up Boycott, load the EXE rom, and choose continue from the start screen, problem solved.

Now you'll quickly realize the pass is out of date, you gotta go all the way to the Government building and get Dad to fix it, and then come back, now you're on your way to the lab.

When you get to Skull Castle, you'll soon meet up with the missing former WWW operatives, all tied up. Once you help them, you can move on. You may note that the fortress doesn't have a very complicated layout, you basically just climb to the top in a more or less straight path, but you have to unlock every door you come to by jacking into it, and each door is sorta a review of the other levels and puzzles you already went through.

The Oven Revisited

In the first part, you'll find yourself in a level bearing a striking resemblance to Fireman's stage. You soon meet up with a WWW traitor offering an Iceblock with 7 charges, you'll have to use it to reach the lock program on the far side of the level. This won't be a cake walk this time either, you might not end up with one block left over. You may have to go back to get recharged once or twice, no big deal, you may want to sidetrack at first to get items anyway, but you might as well wait until after you destroy the lock program when all the fires disappear anyway. When you get to the area with several paths, simply look for the route that uses the least amount of Iceblocks. When you get to the end, you'll realize there's way more fire than iceblock. But luckily help will come from an unexpected source, Glyde warps in and dashes the flames away, allowing you to delete the lock. Once that's over with you can go back through the level to find any mystery data you missed, and then jack out. Don't forget to thank Yai though, she has the Roll V3 chip. :P

The School Net Revisited

In this next review session, you'll have to get though a bunch of random passcode doors to reach the next lock. For each of them just start at 55 and change whichever numbers according to the clues. When you come to the first platform where you have 4 doors to choose from, take the one on the upper left, then the bottom left or upper right first, they lead in a complete loop, you might as well pick up the items along this path before you get going to the real path. Once you're ready you can go through the door on the bottom right. When you come to where you have another choice of two doors, take the left first to get the Fighter Sword, then the right to the end. The last door will have too large a number for you to decode, luckily, Numberman arrives to save the day and uses that big fish bulb of his to crack the code instantly.

Waterworks Revisited

This is probably one of the more annoying parts of the final stages. Here are a couple screenshots that should aid with the big ice slabs:


Just remember with that last slide you'll have to position yourself carefully or you could end up back where you started again. When you get to the end there'll be a bunch of tough ice blocking your path. Don't worry though, more unexpected help comes in the form of Iceman, who uses his ice manipulating powers to remove it for you.

Traffic Net Revisited

Now this one is the most annoying, not much I can do to help you with the colour-maze, just remember when you come to three-way intersections with colour-changers on them, you can change your colour-change sequence by going from road A onto road B and then onto road C where you'd normally pass directly onto road C. If that's too hard to understand, then just make it so you go through twice where your direct path would go through once. When you get to the end, surprise surprise, there's a mysterious boulder blocking your path. Rock doesn't even try to handle it himself this time, he just waits for Gutsman to come in and do all the boulder smashing for him.

Power Plant Revisited

When you get into the last room, inspect the Wily portrait twice to find the last jack-in port. This final little review level is probably the easiest, you don't have to do any annoying dealing with batteries like you might have expected, the only challenge is finding all the invisible paths. It's not really tht hard though, the path is more or less straight, just keep up against the walls to stumble accross them. When you get to the program, you'd better take his advice and save, because you're probably not going to get another chance after this point. Right afterwards you'll come to another hopeless situation, unless...yep, right on cue, it's Roll, using her "Roll Flash" technique to activate the bridge. At least now you learn why you were getting everyone coming to help you, it's because Mayl's a stalker. :P But once you destroy the final lock program, it's not quite over yet, it looks like Yahoot and Magicman have finally arrived to act as Wily's last defence.

WWW Boss Battle: Magic Man EXE
HP= 700
Speed= medium to fast-paced battle depending on enemies summoned.
Movement= Confined to middle row, far right block, enemies can go wherever depending on who they are.

Some consider this one of the hardest battles in the game, harder than the Life Virus even, and the ironic thing is that Magicman isn't even much of a fighter! He just stands there and releases the occasional blast of blue fire, the same attack Skullman uses in fact. Can you imagine how easy this would be if the battle were just Magicman? Too bad he has help. Those two symbols on the floor? He summons regular enemies with them. The difficulty of the battle depends on which enemies you draw. Some of the types I've experienced were Red Mettools, Water Aura Viruses, Twister blowers, Aqua Sword Knights, and Cloudies. You'll at least have one good chance at the beginning to hit him with a powerful chip, but when the battle gets underway, you'll want to concentrate your attacks on Magic and get rid of the others if they get in your way (Which they probably will). Near the end of the battle, Magic will start to attack more frequently, so you'll have to time your own attacks well unless you have a chip that doesn't require you stand in front of him.

When you win, you lose however, just as Magic is about to kick the bucket for good, (and not even at the hands of his rival, the white spy :P) Wily donates a bit of data from the Lifevirus to give Magic enough power to finish off MegaMan EXE. Protoman arrives in time to settle the score, but it looks like it's too late for Rock.

Now here comes the big plot conclusion where Dr. Hikari explains the whole story behind Mega Man, which probably makes a lot of sense to a Capcom writer, but it still holds no where near a logical basis in reality, unless you believe in that "psychic link between twins" stuff, and even then other parts of it are a little too far-fetched. But I've spoiled enough plot for you already, long story short, once the whole dramatic scene is over you can just jack out, walk through the last door and meet up with Wily. He explains his side of the story, which makes sense, he's insane. :P I do find it interesting however, that this Dr.Wily was also a roboticist originally.

Once you jack into the rocket, you have a pretty short path before you encounter the pulsating black orb that is...the LIFE VIRUS!!

Final Battle: The Life Virus
HP= 1000, lifeaura damage threshold of 100
Speed= medium
Movement= LV confined to center enemy block, mini viruses appear randomly on near column and move around on it.

This guy isn't really that tough for a final boss. First off, those holes in front of him? Mini-viruses appear from under them, they appear randomly and there can be up to two at a time. There are four types, the yellow one is elctric elemental and shoots thunderballs at you, the green one is wood and throws wood towers at you, the red one is fire and shoots flames at you like the candle demons, and the blue one is water and throws water towers. These guys don't have HP but are generally pretty weak, get rid of them in between fighting LV. With LV himself, you may have one oppurtunity to hit him with a strong chip right at the beginning then he raises his Life Aura, the aura has a threshold of 100! So it's impossible to lower it with your buster, but don't bother! The guy lowers it himself to attack. He spends most of the time charging behind the aura, use this time to clear away the mini-viruses or charge your buster, after he attacks is your chance. LV has three types of attacks, where you're standing right before he attacks determines which he will use. If you're in front of him, i.e. in the middle row, he'll fire a powerful "Dream Beam" right at you, if you're anywhere else he sends out a purple orb which does a sort of sword slash, taking out the first two columns on your side. Just in case you're not keeping track, this means you can stand in either of the far corners and be untouchable except for the mini-viruses. This doesn't last though, later in the battle LV switches tactics, if you're not directly in front of him he hits the board with a meteor which creates a Gaia-like shockwave. Like Gaia, you can "step over" the shockwave, by stepping onto the panel in front of you just as the explosion on it dies but right before it moves onto the panel you're standing on. However, it should be easier just to make sure you're standing in front of him right before he attacks, it's a lot easier to dodge the Dream Beam.

Once the Virus is done away with, Wily's plans are foiled, his lab starts to explode, Lan, Mayl and Chaud escape, Wily dies in the explosion (but probably not), and so...(as the game puts it) Lan meets in front of his house with all his friends and they all have a nice, cute epilogue together, most of the characters don't seem to have changed a bit, Chaud's still a jerk, Dex is still a loser, Mayl still likes Lan, and the only difference is Lan finally figures it out. To quote Mayl, "Isn't it obvious?" But grasping the obvious isn't Lan's strong point, he's still "dense", as Rock and Roll so elegantly put it. And the whole thing ends with an alarm (I didn't know they had one) Which prompts Lan and Rock to rush to the rescuse as they jack in to nowhere in particular.

The ending credits are pretty nice to watch, you mostly see Gutsman trying to be helpful and stuff, and then you get a rather interesting scene at the end where Rock seems to teleport into Lan's room. From there you get a progress report on your game, and then just press start to reset the game.

Your journey isn't even over yet either. You may notice you CONTINUE selection now as a star next to it, this signifies you beat the game. What benefits does the star give? Well, for a couple of things, you'll be able to encounter Magic Man and Forte now, possibly other secret options are opened up. Check into the Viral Infection walkthrough page's other sections such as the Internet maps or the secret sections to get an idea how to complete the game perfectly.

I close this walkthrough with a quote from Gutsman, "Yeeehaw!"