======================== =MegaMan Battle Network 2= = Program Advances FAQ = ======================== By: X-Calibur xcalibur85@hotmail.com Version 0.63 03/14/03 Copyright 2002 X-Calibur Productions ================= Table of Contents ================= 1. Version History 2. Introduction 1.1 - What are Program Advances? 1.2 - What does the * mean? 1.3 - What and where is the P.A. Memo? 1.4 - Why use Program Advances? 1.5 - Regarding the Darkness Program Advance. 1.6 - Notes worth mentioning. 3. Program Advances [incomplete] =============== Version History =============== Version 0.63 - Correction to Darkness P.A. description (credits to Adam Nordby) - Added locations for first four Program Advances Version 0.6 - 07/08/02 - Added missing Program Advances - Added area of effect info for Darkness Version 0.5 - 07/07/02 - Listed Program Advances ============ Introduction ============ This is just a short Program Advances FAQ for reference purposes to help you get that Blue Star for completing 31 Program Advances in MegaMan Battle Network 2. 1.1 - What are Program Advances (P.A)? Program Advances or P.A. for short are stronger battle chips created in battle through a combination of regular battle chips in a set order, allowing you to make a stronger attack. 1.2 - What does the * (wildcode) mean? The * (wildcode) found on some battle chips, represents any code you want. They're very useful in making P.A.s when you don't have the correct letters, and are more preferred amongst players as they can be combined with any coded chip in combat. 1.3 - What and where is the P.A. Memo? The P.A. Memo is a list of all Program Advances you've found in the game. It also lists other variations of the Program Advance. This is found in the Library menu, pressing Right on the D-Pad will bring you to the screen. 1.4 - Why use Program Advances? There are two reasons Program Advances are used, to deal more damage and to earn a blue star. Unlike MegaMan Battle Network 1, MMBN2 places you in situations where it is nessicary to use Program Advances. The Navis you encounter have more HP that can exceed 2000, requiring you to use stronger attacks if you want to beat them with ease and earn an S Busting Level. The second reason is if you were to collect your blue star next to continue, you must complete 31 Program Advances. 1.5 - Regarding the Darkness Program Advance. Darkness is a hidden Program Advance that exists in the game. However, the elemental Gospel chips are nearly impossible to get nor do I have any valid confirmed knowledge of how to get them without cheats. This is not required to gain your blue star. And PLEASE DO NOT e-mail me for cheats, for I do not care for them or have them at all. 1.6 - Notes worth mentioning. The Program Advances listed below exclude all variations that include wildcode (*) chips. * chips can be used to replace any chip you wish in the Program Advance. For example, the possibilities with * with the Program Advance Life Sword3 can be: -> Fire Blade *, Aqua Blade R, Elec Blade R -> Fire Blade R, Aqua Blade *, Elec Blade * -> Fire Blade *, Aqua Blade *, Elec Blade * Note that in some situations, more than one * cannot be used, such as in the Omega Program Advance series. For example, the Omega Program Advance Ratton2: -> Ratton2 J, Ratton2 K, Ratton2 *, Ratton2 *, Ratton2 N This will instead only activate the Zeta version instead of the Omega advance. The list below is incomplete, as I plan on adding locations in the future of where to find the required chips. Feel free to alert me of errors I may have made. DO NOT e-mail me about questions regarding locations of battle chips, as that will be implemented in the future nor will I respond. Have fun and enjoy the game! ^_^ ================ Program Advances ================ The Program Advances below are listed in the order they appear in the P.A. Memo screen found in the game. The chips required to activate the Program Advance are listed under the Program Advance name in the required order, along with their variations. 1. Zeta-Cannon 1 Chips: Cannon A, Cannon B, Cannon C Cannon B, Cannon C, Cannon D Cannon C, Cannon D, Cannon E Effect: Grants 5 seconds invisibility with unlimited Cannon Damage: 40 per shot Location: Canodumb - Den Area 1, 2, 3 2. Zeta-Cannon 2 Chips: HiCannon C, HiCannon D, HiCannon E HiCannon D, HiCannon E, HiCannon F HiCannon E, HiCannon F, HiCannon G Effect: Grants 5 seconds invisibility with unlimited HiCannon Damage: 60 per shot Location: Canodumb2 - Plane Comp Area 4 3. Zeta-Cannon 3 Chips: MegaCannon E, MegaCannon F, MegaCannon G MegaCannon F, MegaCannon G, MegaCannon H MegaCannon G, MegaCannon H, MegaCannon I Effect: Grants 5 seconds invisibility with unlimited MegaCannon Damage: 80 per shot Location: Canodumb3 - Apartment, WWW Area 2 4. Hyper-Burst Chips: Spreader M, Spreader N, Spreader O Spreader N, Spreader O, Spreader P Spreader O, Spreader P, Spreader Q Effect: 3x3 burst shot Damage: 100 Location: Spreader M - KotoSquare BugFrag Exchanger Spreader N - Yumland Area 2 NetDealer & Koto Area GMD Spreader O - Den Area 3 NetDealer & Green Mystery Data Spreader P - Mother Computer Blue Mystery Data Spreader Q - Den Area 1 NetDealer 5. Zeta-Ball Chips: CannonBall O, CannonBall P, CannonBall Q CannonBall P, CannonBall Q, CannonBall R CannonBall Q, CannonBall R, CannonBall S Effect: Grants 5 seconds invisibility with unlimited Cannonball Damage: 150 per shot 6. Zeta-Ratton 1 Chips: Ratton1 H, Ratton1 I, Ratton1 J Ratton1 I, Ratton1 J, Ratton1 K Ratton1 J, Ratton1 K, Ratton1 L Effect: Grants 5 seconds invisibility with unlimited Ratton1 Damage: 70 per shot 7. Zeta-Ratton 2 Chips: Ratton2 J, Ratton2 K, Ratton2 L Ratton2 K, Ratton2 L, Ratton2 M Ratton2 L, Ratton2 M, Ratton2 N Effect: Grants 5 seconds invisibility with unlimited Ratton2 Damage: 80 per shot 8. Zeta-Ratton 3 Chips: Ratton3 L, Ratton3 M, Ratton3 N Ratton3 M, Ratton3 N, Ratton3 O Ratton3 N, Ratton3 O, Ratton3 P Effect: Grants 5 seconds invisibility with unlimited Ratton3 Damage: 90 per shot 9. Omega-Cannon 1 Chips: Cannon A, Cannon B, Cannon C, Cannon D, Cannon E Effect: Grants 10 seconds invisibility with unlimited Cannon Damage: 40 per shot 10. Omega-Cannon 2 Chips: HiCannon C, HiCannon D, HiCannon E, HiCannon F, HiCannon G Effect: Grants 10 seconds invisibility with unlimited HiCannon Damage: 60 per shot 11. Omega-Cannon 3 Chips: M-Cannon E, M-Cannon F, M-Cannon G, M-Cannon H, M-Cannon I Effect: Grants 10 seconds invisibility with unlimited MegaCannon Damage: 80 per shot 12. Mega-Burst Chips: Spreader M, Spreader N, Spreader O, Spreader P, Spreader Q Effect: 3x3 multiple burst shot Damage: 100 13. Omega-Ball Chips: CannBall O, CannBall P, CannBall Q, CannBall R, CannBall S Effect: Grants 10 seconds invisibility with unlimited CannonBall Damage: 150 per shot 14. Omega-Ratton 1 Chips: Ratton1 H, Ratton1 I, Ratton1 J, Ratton1 K, Ratton1 L Effect: Grants 10 seconds invisibility with unlimited Ratton1 Damage: 70 per shot 15. Omega-Ratton 2 Chips: Ratton2 J, Ratton2 K, Ratton2 L, Ratton2 M, Ratton2 N Effect: Grants 10 seconds invisibility with unlimited Ratton2 Damage: 80 per shot 16. Omega-Ratton 3 Chips: Ratton3 L, Ratton3 M, Ratton3 N, Ratton3 O, Ratton3 P Effect: Grants 10 seconds invisibility with unlimited Ratton3 Damage: 90 per shot 17. Arrows Chips: Double Needle C, Triple Needle C, Quad Needle C Double Needle I, Triple Needle I, Quad Needle I Effect: Fires a 1-line stream of 10 arrows Damage: 100 per arrow 18. Ultra Bomb Chips: Little Bomb O, Cross Bomb O, Big Bomb O Little Bomb Q, Cross Bomb Q, Big Bomb Q Little Bomb T, Cross Bomb T, Big Bomb T Effect: 3x3 panel armor piercing bomb blast thrown 3 spaces ahead Damage: 400 19. Life Sword 1 Chips: Sword A, Wide Sword A, Long Sword A Sword L, Wide Sword L, Long Sword L Sword Y, Wide Sword Y, Long Sword Y Effect: 2x3 sword attack Damage: 400 20. Life Sword 2 Chips: Fire Sword H, Aqua Sword H, Elec Sword H Fire Sword N, Aqua Sword N, Elec Sword N Fire Sword R, Aqua Sword R, Elec Sword R Effect: 2x3 sword attack Damage: 500 21. Life Sword 3 Chips: Fire Blade F, Aqua Blade F, Elec Blade F Fire Blade R, Aqua Blade R, Elec Blade R Effect: 2x3 sword attack Damage: 600 22. Punch Chips: Guts Punch B, Cold Punch B, Dash Attack B Guts Punch D, Cold Punch D, Dash Attack D Effect: Launch a 1-line stream of 6 flying punches Damage: 80 per punch 23. Curse Chips: Curse Shield1 A, Curse Shield2 A, Curse Shield3 A Curse Shield1 O, Curse Shield2 O, Curse Shield3 O Curse Shield1 P, Curse Shield2 P, Curse Shield3 P Effect: Creates 3-line Curse Shield Damage: 500 24. Time Bomb Plus Chips: Time Bomb1 G, Time Bomb2 G, Time Bomb3 G Time Bomb1 K, Time Bomb2 K, Time Bomb3 K Time Bomb1 Z, Time Bomb2 Z, Time Bomb3 Z Effect: Creates a superior Time Bomb Damage: 500 25. Heavy Stamp Chips: Quake1 Q, Quake2 Q, Quake3 Q Quake1 W, Quake2 W, Quake3 W Effect: Single auto-target stomp attack Damage: 800 26. Poison Pharaoh Chips: Poison Mask U, Poison Face U, Anubis U Poison Mask W, Poison Face W, Anubis W Effect: Summons a poison pharaoh coffin Damage: Poison 27. Gater Chips: Wind G, Fan G, GateMan G Wind G, Fan G, GateMan V2 G Wind G, Fan G, GateMan V3 G Effect: Summons GateMan to launch 9 projectiles Damage: 100 per projectile 28. Guts Shoot Chips: Guard *, Dash Attack G, GutsMan G Guard *, Dash Attack G, GutsMan V2 G Guard *, Dash Attack G, GutsMan V3 G Effect: Summons GutsMan to throw MegaMan in 1-line single target Damage: 400 29. Big Heart Chips: Holy Panel R, Recover300 R, Roll R Holy Panel R, Recover300 R, Roll V2 R Holy Panel R, Recover300 R, Roll V3 R Effect: Summons Roll to attack and fully heals MegaMan Damage: 300 30. Bodyguard Chips: Drop Down S, Anti-Damage S, ShadowMan S Drop Down S, Anti-Damage S, ShadowMan V2 S Drop Down S, Anti-Damage S, ShadowMan V3 S Effect: Summons ShadowMan to shoot 18 shurikens in active time Damage: 100 per shuriken 31. 2xHero Chips: Custom Sword B, Variable Sword B, ProtoMan B Custom Sword B, Variable Sword B, ProtoMan V2 B Custom Sword B, Variable Sword B, ProtoMan V3 B Effect: Summons Protoman to fight by MegaMan's side for 8 attacks Damage: 70 per attack 32. Darkness Chips: Bass V3 X, Anti-Navi X, Fire Gospel X Bass V3 X, Anti-Navi X, Aqua Gospel X Bass V3 X, Anti-Navi X, Elec Gospel X Bass V3 X, Anti-Navi X, Wood Gospel X Effect: Summons Bass and his loyal canine Gospel to attack Note the area of effect on the 6x3 battlefield SSSGGB SSGGGB SSSGGB S represents spaces unaffected G represents spaces Gospel (and Bass) attacks B represents spaces only Bass attacks Gospel will attack first, if enemies remain after Gospel's attack, Bass will arrive to finish them off. Note that Bass' attack is only one column wide, so if enemies remain in separate columns, Bass will attack the closest column. Bass' attack breaks panels. *Credit goes to Adam Nordby for correcting Bass' behaviour Damage: 3000 --------------------------------------- This short FAQ and future revisions can be found at GameFAQs. You are welcome to use it on your websites etc. as long as it remains unchanged in its original content. Please however alert me that you plan on posting it somewhere else on the web. And no I will not send you updated versions of this FAQ.