__ |\/||\/||__)|\ ||_|_ | || ||__)| \| | _ __ _ |_) _ _| (_ ._ / |_)| _ |\/| _ _ ._ | \(/_(_| __)|_|| | / |_)||_|(/_ | |(_)(_)| | __ _ _ __ / )'(_(_ _ _ _ _ _ _ / _ '_/_ /(_// / / (-/ (-/)( (-_) (__)(//(/(- |- Megaman Battle Network 4 Red Sun/Blue Moon: Differences Guide |- By: The Dark Unknown |- Version: 0.5 This Guide is Copyright 2004 Brian Fong (a.k.a The Dark Unknown or Kiryudeku). Any part of this FAQ belongs to me unless otherwise stated, and you are forbidden to post this FAQ anywhere else without my permission directly. Please do not plagerise or copy this guide in any way. It's bad for me, it's bad for you. If you really want to post this Guide elsewhere, then contact me first and make sure I have given permission first. You can find my contact details in the 'Contact Me' Section. Table of Contents away! ~ Version History ~ Version 0.5: Main areas of Guide finished - revision soon. ________________________________ /| |\ -{- Section 0) Table of Contents -}- \|________________________________|/ ~|~ SPOILER-FREE SECTIONS ~|~ -| Section 0) Table of Contents (Y helo thar) -| Section 1) What is Megaman Battle Network 4? -| Section 2) Outline the Differences, please? 2A) Battle Chips 2B) Soul Unisons 2C) Navis and Storyline ~|~ IN-DEPTH: SPOILER SECTIONS ~|~ -| Section 3) In Depth - Battle Chips 3A) Red Sun GigaChips 3B) Blue Moon GigaChips -| Section 4) In Depth - Soul Unisons 4A) Red Sun Soul Unisons 4B) Blue Moon Soul Unisons -| Section 5) In Depth - Navis and Storyline ~|~ SUMMARY/MISCELLANEOUS ~|~ -| Section 6) So...which version is worth it? -| Section 7) Time to decide! (Outro) +^+-------------------------------------------------------------------------+^+ ________________________________________________ /| |\ -{- Section 1) What is Megaman Battle Network 4? -}- \|________________________________________________|/ Reference: Uh...Malinhion's Beginner's Guide? Game Manual? Who knows... So...Megaman Battle Network 4? Huh? I'm not about to explain the game...sorry. Try the Beginner's FAQ by Malinhion. There are two versions of Megaman Battle Network 4. Yes, two. Just like MMBN3, only this time, there are more differences so that it's not another ****ing ripoff. The two versions are: MMBN4 Red Sun MMBN4 Blue Moon Each of them have different...things that are essential to gameplay and strategy. The storyline is basically the same, but elements change if you have different versions. All this is explained briefly in Section 2), and more in-depth in Sections 3) to 5). Enjoy! +^+-------------------------------------------------------------------------+^+ _______________________________________________ /| |\ -{- Section 2) Outline the Differences, please? -}- \|_______________________________________________|/ REFERENCES: Malinhion's Beginner's Guide So...if you're not looking for in-depth info, just the basic differences, then you've come to the right place. ~ Differences ~ Gigachips Navis Soul Unisons Small Storyline Variations Those are the main 4 differences. ~ GigaChips ~ Each version has 5 Gigachips that are exclusive to that version. Other chips like Standard and Megachips can be traded, but not Gigachips. Reference: Section 3A) and 3B) ~ Navis ~ Red Sun and Blue Moon have 6 exclusive Navis each - this ties in with the Soul Unisons and Storyline variations too, because there is a scenario for each Navi, and these exclusive Navis are also the Soul Unison Navis for each version. Reference: Section 5) ~ Soul Unisons ~ New thingys. They're like Styles, but are activated in the battle with chips of the same attribute as the Soul. There are 6 Souls in each version, all of them exclusive to that version. (The Souls = the exclusive Navis). Reference: Section 4) ~ Storyline Variations ~ As you progress through the game, there will be various tournaments where the Scenarios vary each time you play the Tournament (In a different difficulty etc.). There are shared scenarios, and Scenarios that go with the exclusive Navi (Thus making them exclusive...to a certain extent). Reference: Section 5) +^+-------------------------------------------------------------------------+^+ ______________________________________ /| |\ -{- Section 3) In Depth - Battle Chips -}- \|______________________________________|/ REFERENCES: My (The Dark Unknown) and Magenta Galaxy's Netbattle Strategy Guide If you've played MMBN3 before, you should know about exclusive chips such as Gigachips and Navi chips. Well, they're back in MMBN4. As you may have read before (From the Differences Outline), there are Navis exclusive to each version (to a certain extent - refer to Section 5). These are accompanied by their own Navi chips (As all Navis do). A bit of Library Comparing, or trading or Navi Data transfer is needed to get them all, but Navi chips from the other version will not affect your Megachip Library at all, as it only records the Megachips and Navi chips of your version. The chips from the other version go into your Secret Chips. Each version has 5 Gigachips in total - these are all version exclusive and cannot be obtained in the other version. They are all listed below. Although this is indeed a large difference, it does not have a large impact on the game. Why? You can only have 1 Gigachip in any one Folder, or up to two with the GigaFolder +1 NCP. That means you will only rarely use Gigachips, or use them sparingly. They're still important, of course. ~ Red Sun Exclusive Gigachips ~ RG1) Meteo Red Sun RG2) HolyDream RG3) Bug Chain RG4) Forte RG5) Darkness Barrier ~ Blue Moon Exclusive Gigachips ~ BG1) Blue Moon Ray BG2) Signal Red BG3) Curse of Bug BG4) Forte Another BG5) Delta Ray Edge Each Gigachip is explained in detail in two of the following Sections: Section 3B) Red Sun Gigachips Section 3C) Blue Moon Gigachips That'll tell you just about everything you need to know about each Gigachip. +^+-------------------------------------------------------------------------+^+ _________________________________ /| |\ -{- Section 3A) Red Sun GigaChips -}- \|_________________________________|/ All of the Red Sun Gigachips have been listed below. Please search for the corresponding tag to find the Gigachip (if necessary). RG1) Meteo Red Sun RG2) HolyDream RG3) Bug Chain RG4) Forte RG5) Darkness Barrier *NOTE: All of the information in this subsection past this note has been taken directly from the Netbattle Strategy Guide written by Me and Magenta Galaxy, thus no copyright laws have been violated. This section will undergo revision as soon as possible. ][---------------------------------------------------------------------------][ RG1) Meteo Red Sun Obtaining Method: Get it from Lan's Dad in Last Scenario. Usage Requirements: None Attribute: Normal Damage: 100 x 4 (The total should be 400; The chip says ??? for damage. The damage per Meteor changes with the number of Points you've earned in the Red Sun vs. Blue Moon Mode...Refer to the Netbattle Strategy Guide) Code: R Description: A Red Sun Satellite will appear above where Megaman is, and will fire 3 Meteors onto the panel three panels in front of Megaman, then the Satellite will crash onto that spot, cracking that panel plus all 8 surrounding panels. Range: [_][_][_][C][C][C] M = Megaman [_][M][_][C][X][C] X = Hit Location [_][_][_][C][C][C] C = Cracked Panels ][---------------------------------------------------------------------------][ RG2) HolyDream Obtaining Method: UnderNet 4 BugFrag Merchant - 100 BugFrags Usage Requirements: Light Megaman Attribute: Normal Damage: 50 x [No. of HolyPanel x 50] Code: H Description: Similar to the Volcano Chip in MMBN3, HolyDream is a "WideCannon" type of Cannon, as I'd like to call it. It looks like crap, but WAIT! There's a hidden function! *Presses secret button on HolyDream chip*. Never Mind...lol. HolyDream can be powered up with Holy Panels on the stage, doing more damage per Holy Panel. We are unsure whether the Holy Panels have to be on your panels. It does 50 damage per Holy Panel, so it is quite powerful with Areagrabs and Sanctuary. It's one of the two strongest single chip attacks, with Silver Bullet being the other. Range: [_][_][_][_][_][_] M = Megaman [_][M][X][X][X][X] X = Hit Range [_][_][_][_][_][_] ][---------------------------------------------------------------------------][ RG3) Bug Charge Obtaining Method: Defeat Shademan SP or LaserMan SP without breaking the GMD on the stage Usage Requirements: Dark Megaman Attribute: Normal Damage: 80 Code: C Description: Bug Charge does 80 damage initially. This is boosted for every turn (1 turn = 1 trip to the Custom Menu), and 80 damage is added per turn. A maximum of 800 damage can be achieved, by going to the Custom Menu a total of 10 times. (1600 damage with FullSynch). When used, time will freeze and Megaman will fire forwards a Gospel Head, which will go forwards like RollArrow and hit the frontmost opponent. Range: [_][_][_][_][_][_] M = Megaman [_][M][>][>][X][_] > = Gospel Head movement [_][_][_][_][_][_] X = Opponent hit ][---------------------------------------------------------------------------][ RG4) Forte Obtaining Method: Defeat Forte in UnderNet 5 Usage Requirements: None Attribute: Normal Damage: 60 Code: X Description: Similar to the Serenade chip in MMBN3, Forte appears, hovers above the area, then fires a lots of AirBurst shots down, hitting each panel 8 times in total. Areasteals, and such make no difference in number of hits. Too bad >_>. Range: [_][_][_][X][X][X] M = Megaman [_][M][_][X][X][X] X = Where AirBurst Hits [_][_][_][X][X][X] ][---------------------------------------------------------------------------][ RG5) Darkness Barrier Obtaining Method: Defeat Forte SP with an S rank Usage Requirements: Dark Megaman Attribute: Normal Damage: N/A Code: A Description: Similar to the chip BubbleWrap in MMBN2, Megaman gets a Black colored Aura which can only be broken with a single hit attack that does 150 damage or more. The Aura regenerates after a while (Making it sort of permanent) Range: N/A +^+-------------------------------------------------------------------------+^+ ___________________________________ /| |\ -{- Section 3B) Blue Moon GigaChips -}- \|___________________________________|/ Here are all of the Blue Moon Gigachips. Please search for the tag assigned to each Gigachip to find them if necessary. BG1) Blue Moon Ray BG2) Signal Red BG3) Curse of Bug BG4) Forte Another BG5) Delta Ray Edge *NOTE: All of the information in this subsection past this note has been taken directly from the Netbattle Strategy Guide written by Me and Magenta Galaxy, thus no copyright laws have been violated. This section will undergo revision as soon as possible. ][---------------------------------------------------------------------------][ BG1) Blue Moon Ray Obtaining Method: Get it from Lan's Dad in Last Scenario. Usage Requirements: None Attribute: Normal Damage: 200 (The chip says ??? for damage. The damage changes with the number of Points you've earned in the Red Sun vs. Blue Moon Mode. Refer to Section C.) Code: B Description: A Blue Moon Satellite will appear above Megaman's location, and it fires a Blue Laser onto the panel three panels in front of Megaman. In Netbattles, the opponent's abilities will be severly lowered if they are hit. Blue Moon Ray will remove the following Navi Customizer effects: - Undershirt - SuperArmor - FloatShoes - AirShoes - <- + B activated programs (Shield, Reflect, AntiDamage) - Atk, Rapid and Charge are reduced to 1 - Charged Buster reverts to normal buster if using Soul/E-Reader Card Range: [_][_][_][_][_][_] M = Megaman [_][M][_][_][X][_] X = Hit Location [_][_][_][_][_][_] ][---------------------------------------------------------------------------][ BM2) Signal Red Obtaining Method: UnderNet 4 BugFrag Merchant - 100 BugFrags Usage Requirements: None Attribute: Obstacle Damage: N/A Code: S Description: A traffic light obstacle appears in front of you. It!|s like Traffic Lights, only it's sideways. If the Red Circle lights up, then the opponent can't use chips. If the Blue Circle lights up, the opponent can't see you. Range: [_][_][_][_][_][_] M = Megaman [_][M][S][_][_][_] S = Where Signal Red appears (In front of you) [_][_][_][_][_][_] ][---------------------------------------------------------------------------][ BM3) Curse of Bug Obtaining Method: Defeat Shademan SP without breaking the GMD in the stage Usage Requirements: Dark Megaman Attribute: Normal Damage: N/A Code: C Description: When Curse of Bug is used, the opponent is affected by ALL of the following glitches: - In-Battle HP Drain (LV1) - Custom Menu HP Drain (LV1) - Panels turn to Swamp/Poison when Megaman steps off them - Buster may fire blanks - In-Battle HP Drain (LV1) Range: Anywhere. Cannot be blocked by defensive chips. ][---------------------------------------------------------------------------][ BM4) Forte Another Obtaining Method: Defeat Forte in UnderNet 5 Usage Requirements: None Attribute: Normal Damage: 160 x 4 Code: X Description: Forte/Bass appears and fires 4 DarkWheels forward, which will go slightly behind and above/below Forte, then travel forwards, hitting the panels in front of Forte (But not the one directly in front.) Range: (Inaccurate) [_][_][>][>][\][_] M = Megaman O = Opponent. \ = Wheel goes down to hit O. [_][M][>][>][>][O] > = Directions Wheels travel [_][_][>][>][R][_] R = Obstacle (Blocks the wheel) ][---------------------------------------------------------------------------][ BM5) Delta Ray Edge Obtaining Method: Get an S Rank against Forte SP Usage Requirements: None Attribute: Sword Damage: Code: Z Description: Similar to the Delta Ray Edge chip in MMBN3, Blues/Protoman appears, and slashes the opponent. If you press A at the correct time (After Blues slashes but before he teleports away), then Delta Ray Edge can hit up to 3 times, doing 660. [Method Contributed by: Asakura Yoh] Press A to activate the first hit (automatic) to the NW of the opponent, then after Protoman slashes BUT before he teleports away, Press A again. He will slash behind the opponent. Now, Press A again after he slashes but before he teleports, like last time. He will do his final slash, completing the Delta Symbol. Tip: You can continuously tap A to use Delta Ray Edge fully. Range: Slash 1 [_][_][_][P][X][_] M = Megaman P = Blues [_][M][_][_][O][_] O = Opponent (Who is hit) [_][_][_][_][_][_] X = Hit Range Slash 2 [_][_][_][_][X][_] M = Megaman P = Blues [_][M][_][_][O][P] O = Opponent (Who is hit) [_][_][_][_][X][_] X = Hit Range Slash 3 [_][_][_][_][_][_] M = Megaman P = Blues [_][M][_][_][O][_] O = Opponent (Who is hit) [_][_][_][P][X][_] X = Hit Range +^+-------------------------------------------------------------------------+^+ ______________________________________ /| |\ -{- Section 4) In Depth - Soul Unisons -}- \|______________________________________|/ REFERENCES: Zidanet129's Soul Unison Guide, My (The Dark Unknown) and Magenta Galaxy's Netbattle Strategy Guide One of the major differences that set Red Sun and Blue Moon apart are their exclusive Souls. Similar to the Styles (And the exclusive styles in MMBN3 White/Blue) in the prequels to MMBN4, Souls transform Megaman, giving him special abilities. Each Soul is unique in practically every way, thus making each one suited for a different job. For example, RollSoul's RollArrow makes it priceless in Netbattles (Red Sun only), but JunkSoul (Blue Moon only) allows the recycling of chips. Pick the version with the Souls suited to your playing style (If any). I personally favor Red Sun for Souls like SearchSoul and RollSoul, but it's opinion. Don't ask for a better version, because there isn't one if you can find a good use for each Soul in each version. Here are a few pointers on how the Soul Unison System works. Souls are obtained by defeating the Navi. All are earned through Storyline Tournaments, where you defeat the Navi, then you will be notified if you get their Soul. Once you get it, you can use it in any future battles, with the Soul Unison method. Soul Unisons can be used anytime you go to the Custom Menu, whether it is at the start, or 4 turns later. As soon as you use a Soul Unison, Megaman's Emotion Icon will change to that of the Soul, along with a Number next to it. This shows how many more turns the Unison will last. Usually, Soul Unisons last 3 Turns (1 Turn is going to the Custom Menu once). Keep in mind that you can't preset the chip you want for a Soul Unison. It is a good idea to have multiple chips of that Attribute if you plan on relying on the Soul. Also, you can't use that chip if you use it to Soul Unison. You can't use the same Unison twice in any battle, but you can use multiple Soul Unisons (Having chips with different attributes in the same Folder will allow you to you more than one Soul Unison). Too many "Can't", yes? XD +^+-------------------------------------------------------------------------+^+ _____________________________ /| |\ -{- Section 4A) Red Sun Souls -}- \|_____________________________|/ Here are all of the Red Sun Souls (Listed in order according to Tournament, then by likelihood of getting that Soul the first time you finish the tournament.) -> RS1) GutsSoul -> RS2) FireSoul -> RS3) WindSoul -> RS4) RollSoul -> RS5) ThunderSoul -> RS6) SearchSoul *NOTE: All of the information in this subsection past this note has been taken directly from the Netbattle Strategy Guide written by Me and Magenta Galaxy, thus no copyright laws have been violated. This section will undergo revision as soon as possible. Shall we begin? Please either search for the listed number/Soul as shown in the list above. Makes things easier, or you can just scroll down and read it all. /\---------------/\ | RS1) GutsSoul | \/---------------\/ -> Soul Unison with the Navi Gutsman Soul Unison Chip Attribute: Panel Breaking (Symbol: 3 Waves) Soul Element: Normal //Charged Buster: GutsPunch (What did you expect? He DOES have a big fist) ->Description: A rather large fist which hits the panel in front of you. It can also be used to knock back obstacles (Rockcube/StoneCube is one example. It's quite powerful, since it does damage equal to the HP of the obstacle). ->Chip Equivalent: GutsPunch Series (Secret Chip) ->Damage: 60 ->Range: [_][_][_][_][_][_] M = Megaman [_][M][X][_][_][_] X = Hit Range [_][_][_][_][_][_] [{Special Abilities}] +{Guts-Machine-Gun}+ Description: Rockman rapidly fires his buster, similar to the chip: Vulcan. It lasts for around 2 seconds, and within that, Rockman glows green, indicating that he is protected from attacks (Same effect as the chip FanFare). Activation Method: Rapidly Tap B (And I mean seriously fast >_>) Damage: 10 damage per shot x 6 shots =-=-=-=-=-=-=-=-=-=-=-=-=-= +{Guts Booster}+ Description: All chips with a Normal (No symbol) or Panel Breaking (Three Waves) attribute get a 30 damage boost, as if you've attached a Atk+30 chip. Any other Atk+ chips can also be added for even more damage. Activation Method: The 30 damage is automatically added to any Normal/Panel Breaking chips. Damage: +30 /\---------------/\ | RS2) FireSoul | \/---------------\/ -> Soul Unison with the Navi Fireman Soul Unison Chip Attribute: Heat (Symbol: Flame) Soul Element: Heat (Weak to Aqua) //Charged Buster: FireArm ->Description: Rockman fires out a Flamethrower type shot, which goes in a straight line, hitting the 3 panels in front. It hits through anything, and the FireArm shot remains there for around 1 second before going out. It also burns away Grass Panels. It charges INSANELY fast, as fast as AquaSoul (And that is certainly fast) ->Chip Equivalent: ElementFlare ->Damage: 50 ->Range: [_][_][_][_][_][_] M = Megaman [_][M][X][X][X][ ] X = Hit Range [_][_][_][_][_][_] [{Special Abilities}] +{Grass Growth}+ Description: As soon as Rockman Soul Unisons and becomes FireSoul, the stage becomes grass in the following pattern. [ ][G][ ][ ][G][ ] (G = Grass Panel) [G][G][G][G][G][G] [ ][G][ ][ ][G][ ] Activation Method: Automatically, once you Soul Unison. Damage: N/A =-=-=-=-=-=-=-=-=-=-=-=-=-= +{FireArm}+ Description: When you select a Heat Element Chip (and it's next on your chip line-up), you can Hold the A button to recharge it. Once fully charged, you can let go of A and a FireArm shot will be fired instead of your chip. The damage of it is equal to your chip damage +50, and the FireArm reaches the other end of the stage. [_][_][_][_][_][_] M = Megaman [_][M][>][>][>][>] > = Direction Flame travels (All spots are hit) [_][_][_][_][_][_] Activation Method: Hold A when you're about to use a Heat Element Chip, as if you are charging it (You literally are...) Damage: [Damage of chip] + 50 =-=-=-=-=-=-=-=-=-=-=-=-=-= +{Hot Feet('D)}+ Description: 1/3 of the FloatShoes Effect. Whoopie. With FireSoul, you can pass over Magma Panels without them damaging you. *Does not mention the fact that you recover 50HP and the panel reverts to Normal*. You didn't read my thoughts. Activation Method: Burn your Feet >_>. Hopefully, you have enough sense to just Soul Unison. /\---------------/\ | RS3) WindSoul | \/---------------\/ -> Soul Unison with the Navi Windman Soul Unison Chip Attribute: Wind (Symbol: A gust of wind; looks like a cloud) Soul Element: Normal //Charged Buster: Fuujin Racket ->Description: Rockman releases a Wind shot from his buster, which has a WideSword range, and blows back all Viruses/Navis that it hits to the back row. ->Chip Equivalent: Fuujin Racket ->Damage: 50 ->Range: [_][_][X][_][_][_] M = Megaman [_][M][X][_][_][_] X = Hit Range [_][_][X][_][_][_] [{Special Abilities}] +{AirBuster}+ Description: Rockman's normal buster shots gain the effect of AirShot: They can knock the opponent back one panel. Unfortuantely, your Buster firing speed is lowered. Activation Method: Normal Buster. Press B (Yes, it takes quite a lot of skill to use) Damage: 5 =-=-=-=-=-=-=-=-=-=-=-=-=-= +{Super Kitakaze}+ Description: When Rockman Soul Unisons with Windman, a Super Kitakaze Wind is automatically used. It removes the Virus/Navi's Aura permanently once. Acivation Method: Just Soul Unison! Damage: N/A =-=-=-=-=-=-=-=-=-=-=-=-=-= +{Monsoon!}+ Description: Once Rockman Soul Unisons, a Wind will blow on the opponent's stage ONLY (Not your area). This will suck them towards the front row, like the chip Fan. Activation Method: Again, you only need to Soul Unison. Damage: N/A =-=-=-=-=-=-=-=-=-=-=-=-=-= +{OmniShoes}+ Description: Whilst in Wind Soul, Rockman can walk over broken panels, step across cracked panels without breaking them and any and all negative effects of terrain do not affect him. Probably the most broken part of WindSoul that lets you do whatever you feel like in your area. Activation Method: Once more, just Soul Unison! =-=-=-=-=-=-=-=-=-=-=-=-=-= +{Gusty Justy!}+ (Wait...wrong game?) Description: It adds 10 damage to all Wind Attribute Chips. I know you're disappointed. Activation Method: Soul Union! Erm...Unison. Damage: +10 /\---------------/\ | RS4) RollSoul | \/---------------\/ -> Soul Unison with the Navi Roll Soul Unison Chip Attribute: Recovery (Symbol: Heart) Soul Element: Normal //Charged Buster: Roll Arrow ->Description: Rockman fires an arrow, which travels moderately slow (Similar to the movement speed of ThunderSoul's Charged Buster Shot), and breaks all of your opponent's currently loaded chips. ->Chip Equivalent: Roll Arrow Series (Secret Chip) ->Damage: 30 ->Range: [_][_][_][_][_][_] M = Megaman [_][M][>][>][>][O] > = Direction it travels [_][_][_][_][_][_] O = Opponent (Who got hit from Roll Arrow) [{Special Abilities}] +{Roll Recovery}+ Description: Every time you use a chip in RollSoul, whether it does damage, or even hit, you recover 10% of your MAX HP. Activation Method: Automatic once you use a chip. /\------------------/\ | RS5) ThunderSoul | \/------------------\/ Soul Unison with the Navi Thunderman Soul Unison Chip Attribute: Electric (Symbol: Electric/Lightning) Soul Element: Electric //Charged Buster: ZapRing ->Description: Rockman fires a ring filled with electricity. If it hits an enemy, it will always paralyze them. ->Chip Equivalent: None ->Damage: 20 ->Range: [_][_][_][_][_][_] M = Megaman [_][M][>][>][>][O] > = Direction it travels [_][_][_][_][_][_] O = Opponent (Who gets hit by ZapRing) [{Special Abilities}] +{Energy Leak}+ Description: Well...you could think of it as Thunderman leaking electricity to the chips >_> <_<. Basically, it r0x! All Normal and Electric Element chips paralyze, regardless of it being a shot type, Sword, whatever. Activation Method: Use a Normal or Electric chip. /\-----------------/\ | RS6) SearchSoul | \/-----------------\/ Soul Unison with the Navi Searchman Soul Unison Chip Attribute: Evasion (Symbol: Invisible icon) Soul Element: Normal //Charged Buster: ->Description: When you release B, there should be a crosshair travelling around. Once it locks onto an enemy, Rockman will fire his Buster at it. It pierces Invis, Blindness and Flinching, making it EXTREMELY powerful. ->Chip Equivalent: CircleGun Series ->Damage: 50 ->Range: [_][_][_][T][_][_] M = Megaman [_][M][_][_][_][_] T = Anything on it will get hit [_][_][_][_][_][_] [{Special Abilities}] +{Chip Shuffle}+ Description: In the Custom Menu, a "Shuffle" Button will appear. This will allow you to shuffle and change the chips avaliable in the Custom Menu up to three times. In total, you should be able to choose from 20 chips per turn (or more, with Custom +1/2 Navi Customizer Programs) if you use the Shuffle Button three times. Activation Method: Press the Shuffle Button in the Custom Menu. Damage: N/A =-=-=-=-=-=-=-=-=-=-=-=-=-= +{Sixth Sense}}+ Description: No, SearchSoul is not psychic, nor can it sense what happens in your neighbour's place. When you Soul Unison, you are able to see all originally invisible enemies, which includes Blindness, Invis, Mole, and opponents that have been hit, and are flashing white. Activation Method: Soul Unison. Simple as that. Damage: N/A +^+-------------------------------------------------------------------------+^+ _______________________________ /| |\ -{- Section 4B) Blue Moon Souls -}- \|_______________________________|/ Here are all of the Blue Moon Souls (Listed in order according to Tournament, then by likelihood of getting that Soul the first time you finish the tournament.) -> BM1) AquaSoul -> BM2) NumberSoul -> BM3) MetalSoul -> BM4) WoodSoul -> BM5) JunkSoul -> BM6) BluesSoul *NOTE: All of the information in this subsection past this note has been taken directly from the Netbattle Strategy Guide written by Me and Magenta Galaxy, thus no copyright laws have been violated. This section will undergo revision as soon as possible. Shall we begin? Please either search for the listed number/Soul as shown in the list above. Makes things easier, or you can just scroll down and read it all. /\---------------/\ | BM1) AquaSoul | \/---------------\/ Soul Unison with the Navi Aquaman Soul Unison Chip Attribute: Aqua Soul Element: Aqua //Charged Buster ->Description: Similar to the Bubble-Shot chip, AquaSoul's charged Buster fires out a Aqua element Shot which hits both the target and one panel behind it. It also charges insanely fast, whether you use Charge +1/MAX or not! It's not THAT good, as there is a bit of delay once you fire the BubbleShot, which opponents can easily take advantage of. ->Chip Equivalent: Bubble-Shot ->Damage: 20 ->Range: [_][_][_][_][_][_] M = Megaman X = Hit Range [_][M][>][O][X][_] > = Moves Forward [_][_][_][_][_][_] O = Opponent (Hit) [{Special Abilities}] +{Aquatic Power}+ Description: All Aqua Chips can do double their damage. Activation Method: Hold A to Charge the Aqua chip, like you would with your Charged Buster. Releasing A uses the chip. Damage: [Aqua Chip Damage] x2 =-=-=-=-=-=-=-=-=-=-=-=-=-= +{IceBreaker}+ Description: It's 1/3 of FloatShoes' effect >_>. With AquaSoul, you won't slide on Ice Panels, which is fairly useful if you plan on playing on Ice. Activation Method: Pay me $1000USD. Alternatively, you could also Soul Unison. /\-----------------/\ | BM2) NumberSoul | \/-----------------\/ Soul Unison with the Navi Numberman Soul Unison Chip Attribute: Atk +/- Soul Element: Normal //Charged Buster ->Description: Like the Navi Numberman's attack and Navi chip, NumberSoul's Charged Buster is the Dice Bomb. It is tossed 3 Panels ahead, and will explode in a 3x3 Area (Around the dice), doing 10 x whatever the Number on the dice is. ->Chip Equivalent: NumberBall Series (Secret Chip) Damage: 10 x N (N = no. on the dice facing upwards). If the dice lands on an opponent, the dice will only do 10 damage. Range: [_][_][_][X][X][X] M = Megaman [_][M][_][X][N][X] N = Dice [_][_][_][X][X][X] X = Hit Range [{Special Abilities}] +{Uber-Custom Menu}+ Description: Instead of having 2 slots in the Custom Menu for Dark Chips, you will have a full, 10 chip Custom Menu (Instead of 8 chips and 2 Slots for Dark Chips). That means 10 chips for 3 turns! Activation Method: As soon as you Soul Unison Damage: N/A =-=-=-=-=-=-=-=-=-=-=-=-=-= +{Generic Booster}+ Description: All Normal Attribute chips get 10 extra damage (Equivalent to Atk+10 chip) Activation Method: Soul Unison, then selecting Normal Attribute Chips. Damage: +10 /\---------------/\ | BM5) JunkSoul | \/---------------\/ Soul Unison with the Navi Junkman Soul Unison Chip Attribute: Obstacle Soul Element: Normal //Charged Buster ->Description: Like the MegaChip Poltergeist, JunkSoul's Charged Buster makes obstacles fly up and hit the opponent. Obviously, you'd need obstacles on the stage FIRST. (Rockcubes are a good choice, if not then Fans, or anything else will do) ->Chip Equivalent: None ->Damage: 100 ->Range: Aims automatically onto opponent (The OBSTACLE flys there, not the shot. Without the obstacle, there IS no range.) [{Special Abilities}] +{PanicMood}+ Description: When Megaman Soul Unisons, all the opponents will get confused (Equivalent to Discord Chip). This effect can be prevented by Barriers or Auras. Activation Method: Just Soul Unison. That's it. Damage: N/A =-=-=-=-=-=-=-=-=-=-=-=-=-= *Junk Chip Recycle* Description: 2 used Chips will reappear in the Custom Menu per turn as "Junk Chips" (Used Chips are selected randomly, and are placed where Dark Chips normally go), which can be used again. (Similar to FolderBack GigaChip in MMBN3) Activation Method: Soul Unison again Damage: N/A /\----------------/\ | BM3) MetalSoul | \/----------------\/ Soul Unison with the Navi Metalman Soul Unison Chip Attribute: Piercing Soul Element: Normal //Charged Buster ->Description: Metalman's Metal Punch powers have been transferred to Megaman! This punch does a LOT of damage, and can be used to turn any panels BACK to Normal (The panel you hit), and is piercing, so you can break Obstacles with it. Pretty Useful, eh? ->Chip Equivalent: MetalMan (Navi Chip) ->Element: Normal ->Damage: 150 ->Range: [_][_][_][_][_][_] M = Megaman [_][M][X][_][_][_] X = Hit Range [_][_][_][_][_][_] [{Special Abilities}] +{BreakBuster}+ Description: Buster Shots hit through armor, like piercing attacks. (Equivalent to BreakBuster NCP) Activation Method: Soul Unison. Damage: Equal to Buster Damage =-=-=-=-=-=-=-=-=-=-=-=-=-= +{Uber Piercing}+ Description: One of the best Special Abilities around ^_^. It doubles the damage of any Normal Attribute Chip, AND makes it piercing! Activation Method: Again, Soul Unison. Damage: [Normal Chip Damage] x2 /\---------------/\ | BM4) WoodSoul | \/---------------\/ Soul Unison with the Navi Woodman Soul Unison Chip Attribute: Wood Soul Element: Wood //Charged Buster ->Description: Megaman fires a Twister 2 panels ahead. It's similar to the chip Twister, and is Wood element, so it does twice as much damage to Elec types! It also temporarily stuns the opponent (Until the Twister disappears) ->Chip Equivalent: Twister ->Damage: 20 x 8 ->Range: [_][_][_][_][_][_] M = Megaman [_][M][_][X][_][_] X = Hit Range [_][_][_][_][_][_] [{Special Abilities}] +{Wood Gaia}+ Description: Similar to the GaiaSword/Blade effect, Wood chips can take the damage of the next chip, if it's a Normal Attribute, and add that to its base damage. Eg: Lance (130 damage), then MetGuard 1 (50 damage) makes Lance do 180 damage (130+50). Activation Method: Soul Unison, then put a Normal attribute chip that does damage after a Wood attribute chip. Damage: Wood Chip + Normal Chip =-=-=-=-=-=-=-=-=-=-=-=-=-= +{Anti-Stun}+ Description: WoodSoul is immune to paralysis, from chips like ElecBall 1/2/3 or ThunderSoul's ZapRing. (Note. This may or may not be true. It is NOT tested. For all we know, it may be SuperArmor) Activation Method: Soul Unison Damage: None =-=-=-=-=-=-=-=-=-=-=-=-=-= +{Green Power}+ Description: Like the recovery from Grass Panels in MMBN2/3 with WoodStyles, WoodSoul recovers HP when standing on Grass Panels. Only now, it's INSANELY FAST. Remember how fast Anubis or Gun Del Sol drains HP? It recovers FASTER than that speed! Activation Method: Stand on a Grass Panel (And stay on one) Damage: N/A /\----------------/\ | BM6) BluesSoul | \/----------------\/ *Now known as ProtoSoul Soul Unison with the Navi Blues/Protoman Soul Unison Chip Attribute: Sword Soul Element: Normal //Charged Buster ->Description: A Sword attack that hits the 3 panels vertically in front of you, like a WideSword or WideBlade chip. ->Chip Equivalent: WideSword/WideBlade (What did you expect? Neo-Variable?) ->Damage: 60 ->Range: [_][_][X][_][_][_] M = Megaman [_][M][X][_][_][_] X = Hit Range [_][_][X][_][_][_] [{Special Abilities}] +{Reflection Shield}+ Description: BluesSoul has a Reflect shield, similar to the Reflect NCP. If an attack hits you when you've used Reflect, you will automatically hit the first opponent/obstacle in front of you. Activation Method: <- + B (Works best if you press B, then <- straight after) Damage: 50 =-=-=-=-=-=-=-=-=-=-=-=-=-= +{Step Strike}+ Description: All Sword type chips (but NOT Pas) can do Double damage and have a Step effect, similar to the StepSword chip. The range of the chip isn't changed but is used 2 panels in front, as shown on the diagram below. [_][_][_][_][_][_] M = Megaman [_][M][_][W][_][_] W = Where Megaman goes. [_][_][_][_][_][_] [The Hit Range is deteremined by the Sword chip itself. If it's a LongSword, then it will hit 2 panels in front of Megaman [After he tele- ports]} Activation Method: Charge up any Sword Chip by Holding A Button (Like with Charged Buster) Damage: [Sword Damage] x2 +^+-------------------------------------------------------------------------+^+ _____________________________________________ /| |\ -{- Section 5) In Depth - Navis and Storyline -}- \|_____________________________________________|/ REFERENCES: Chibi Soma's FAQ/Walkthrough and Magenta Galaxy + Malinhion's FAQ/Walkthrough. The storyline is basically the same in both versions - the same MAJOR events will happen. However, in the Tournaments where the scenarios are picked by the game (And the scenarios in the Tournament are not fixed), there are a few Version exclusive Scenarios (Partially exclusive, anyway). ~ ALL MAJOR SPOILERS HAVE BEEN REMOVED. THIS IS THE LAYOUT OF THE STORYLINE.~ Scenario 1 - Shared, Fixed Scenario 2 - Shared, Fixed Tournament 1: (You will get a Soul on Normal and Hard Difficulty Modes) Scenario 3 - Shared, Fixed Scenario 4 - Shared, Fixed Tournament 2: (You will get a Soul on Normal and Hard Difficulty Modes) Scenario 5 - Shared, Fixed Tournament 3: (You will get a Soul on Normal and Super Hard Difficulty Modes) Scenario 6 - Shared, Fixed END OF STORYLINE *You will be allowed to start the game again on the next difficulty, if any, with all of your items except Storyline Key Items.* Scenario 7 Additional Sidequests, etc. - Shared, Optional ...Tournaments... Tournament Rounds - Depends. Will either be shared Scenario or Version Exclusive. Will vary. There are a total of 6 possible Scenarios per version, 2 version exclusive ones in that 6. This can be increased to 8 by sending the Navi's data to your cart from the other version. You will get a Soul from this Tournament on Normal and Hard Difficulty Modes. And that's the game! The Scenarios and 4 out of the possible 8 Scenarios in each Tournament are shared, and that leaves 6 Navis that are exclusive to each version - these are also the Soul Unison Navis. Red Sun Exclusive: Fireman Gutsman Roll Searchman Thunderman Windman Blue Moon Exclusive: Aquaman Blues/Protoman Junkman Metalman Numberman Woodman Remember that Data transfer thing I mentioned earlier? In the Connect Menu, there are 4 options: Netbattle, Compare, Trade and Tournament, right? Select Tournament, and there will be two more options: Receive/Edit Tournament Navi Entries and Send Navi Entries. The person sending the data (And the Tournament) must go to the second option and select the Navi they want to send, while the other player goes to the first option and selects a slot for receiving the Navi. You only need to receive the Navi data ONCE to obtain the Scenario - deleting the Navi will not result in you losing access to the Tournament Round Scenario. +^+-------------------------------------------------------------------------+^+ ______________________________________________ /| |\ -{- Section 6) So...which version is worth it? -}- \|______________________________________________|/ To tell you the truth, there is no best version. It all depends on your likes and your playing style. Each version has its advantages and disadvantages, and I am not about to weigh them up. Ever heard of the phrase: "One man's rubbish is another man's treasure?". Might have changed a few words, but you get the gist. I may feel that something is awful in a version, but another person may have a good use for it. Here are a few suggestions: 1) Get both versions. Least recommended, since MMBN4 sucks and I believe a fair number of people will agree with my on this one. 2) Get one version. Flip a coin if you must. 3) Uh...play MMBN2 or MMBN3? Both are awesome games, much better than their sequel, MMBN4. 4) DON'T be a freaking fanboy and pick the version with Blues/Protoman. He's too overrated to be...overrated? If you really believe that there is a better version, then you go and see which version you like more. I have both versions, but I prefer Red Sun more (But I still hate both. I mean, I picked it up for three minutes, constructed Geno's Silver Bullet thing, then tossed the cart because I had much better things to do :\) ** Now stop asking what Silver Bullet is...it's a souped up SuperVulcan. You stick goddamn Atk+ chips and so on onto a multi-hit chip. "Blue Moon only", but Red Sun has a much stronger, and more effective substitute - HolyDream (GigaChip RS2). +^+-------------------------------------------------------------------------+^+ ______________________________________ /| |\ -{- Section 7) Time to decide! (Outro) -}- \|______________________________________|/ Thanks for reading all of that crap. Sorry about the sloppiness, but I threw this together pretty quickly. Promise to redo it later, m'kay? On behalf of myself...me...moi...er...I ran out of people...I thank: Nintendo: Where would we be without the GBA? Capcom: Sure, it's the worse MMBN game yet, but it's still MMBN. Ceej: Posting/Hosting this Guide. You name it, he's posted it...I think Rockman EXE 4 Battle Master's Guide: For a crapload of information. CRAPLOADS. Chibi Soma, Magenta Galaxy, Malinion and Zidanet129: For their awesome FAQs. Awesomeness is a priviledge...or IS it? You: For reading this sentence. This Guide is Copyright 2004 Brian Fong (The Dark Unknown/Kiryudeku). You are free to link to this Guide, just don't take bits and pieces out or take the guide and claim it as your own. It's not funny, and it'll be even less funny when I tie you to the front of a train and let the train run off its track into the lake. Whereever that may be. You can contact me via IMs or email, or on the GameFAQs MMBN4 Blue Moon Message Board: GameFAQs Username: The Dark Unknown or Kiryudeku MSN/Email: powerclash_192 AT hotmail.com AIM: Call of Kudzu If you're going to contact me, do it in a polite manner or you'll be flamed. Plenty have suffered this fate. Keep your email spam-free too. I love legible emails. Spellcheck is your friend. Thanks for reading!