*************************************************** *Megaman Battle Chip Challenge Chip Guide * *Version 1.10 * *Contact: LiteYear at gmail dot com * *************************************************** ############################################################################### Table of Contents ############################################################################### Version History Frequently Asked Questions Battle Chip List Navi Chip List Chip Priority Chart Chip Locations Chip Codes Credits Contact Information Copyright Information ############################################################################### Version History ############################################################################### Version 1.00 Released: July 14th, 2004 - First Public Release - All chips recorded - Rare chip locations recorded - Navi codes for difficult to acquire chips recorded Version 1.01 Released: Oct. 4th, 2004 - Anticipated Final Release - Added a few more chip codes - Fixed some minor errors Version 1.10 Released: Dec. 17th, 2004 - Added Chip Prorities - Added Chip Prority Chart - Some minor corrections ############################################################################### Frequently Asked Questions ############################################################################### ------------------------- What are Data Chips for? ------------------------- Data chips contain codes for the NumberMan machine in MMBN 4. Press select on the chips in your library or pack listing to see the codes. ----------------------------------- How do I get chip #229 - HubStyle? ----------------------------------- Enter this navi code, and you will automatically be given the HubStyle chip: Name: LAN Code: 5(star)4H-B81R-(star)KKZ-P15X-ZS5B-(club)XK0 ------------------------- How do I get past Invis? ------------------------- Well, there are a few ways. First, the best way would be to destroy them before they even get used. Invis chips are slow on the priority scale, and they have low HP, so if you have a powerful Add All chip as your first attack (like Treebom3 or Burner), only a Pop-up chip will be able to survive that attack. If your opponent does get an Invis chip off, you still have a few options. The best option would be to use a Poltrgst chip, which will remove his Invis and deal 150 damage to him. But you probably won't have that chip unless you use Navi Codes. So, you can either remove the Invis chip with a Wind or Fan chip (great if you only want to spend a minimal amount of MB), you can use one of the 4 attack chips that ignore any chip in the box (which are Spice1, Spice2, Spice3, and Anubis), or you can set up a guard of your own, and if it can counter-attack (like CrsShld chips), it can hit your opponent even if he has an Invis chip up. ----------------------- What is chip priority? ----------------------- Chip priority is a hidden variable in the game, and it determines which of the two chips or Navi's will attack first. Recently, though, it became known that the Brady Games' guide did have a listing of chip priorities, and I thank Cap'n Ascii for providing these values from the guide. -------------------------------------- How much will elemental weakness add? -------------------------------------- In this game, there are three potential modifiers that can increase your damage. They are: - Your navi's elemental affinity is the same as the element of the chip you use - You attack an elemental navi with a chip whose element is strong against it. - You attack with a chip whose element gets a boost from the stage. A stage boost can only be received by Fire and Elec chips. Fire chips will gain this modifier on a Grass Stage (however, remember that a Grass Stage reverts back to normal panels as soon as that Fire chip is used), and Elec chips can gain a stage boost on either an Ice Stage, or an Aluminum Stage. Each modifier will increase that chip's attack power by 60%. So, if you had all three modifiers active, you'd get a 180% attack bonus (almost triple damage). Even better, if you increased the chip's damage with a damage booster (like an Atk+10 chip), that will be added to the damage before it gets multiplied. The value will be then rounded up to the nearest 10, and if you have a chip that deals multiple hits, that damage will be dealt over each one. Below is the summarized formula: ([Base Damage]+[Damage Boosts])*(1+(0.6*[Elemental Modifiers])*[number of hits] ------------------------------------------------------------------------------- ############################################################################### Battle Chip List ############################################################################### This section is a list of every battle chip (i.e. any non-navi chip) in the game. They are listed in the order that the library lists them in. Below is an explanation of what each field of the chip listing means. ***Attack***: This lists the damage a chip does, the element this chips' attack is, what chips this attack damages, and any other notes about this attack. Here is a description of the different types of attacks a chip can have: - Normal: This type of attack only damages the navi; it'll do no damage to its chips. - Add: This type of attack damages the navi, and then does an equal amount of damage to the last battle chip that the navi has selected. If you're using this attack, then it'll hit the opponents left-most battle chip. If the enemy is using this attack, then it'll hit your right-most battle chip. - All Add: This type of attack damages the navi, then does an equal amount of damage to every battle chip that navi has drawn this turn. - Random: This type of attack damages the navi, and then does an equal amount of damage to one of the chip slots of your opponent, determined randomly. This type of attack can hit empty slots, and if it does, then no chip will take damage. - Piercing: This type of attack damages the enemy navi, and if the opponent has a guard-type chip in its box that doesn't totally block this attack (a guard-type chip being any chip that tries to block damage to the navi), then this chip will do an equal amount of damage to it. - Breaking: This type of attack damages the enemy navi, and if the opponent has a guard-type chip that doesn't totally block this attack, then that guard-type chip will be completely destroyed. - Stun: This type of attack damages the navi, and then it will "stun" the navi, preventing it from using its navi attack for this turn. - Delete: This type of attack damages the enemy navi, and then randomly selects a slot, and if it has a chip in it, it is deleted outright. - Meteo: This type of attack deals damage, but it randomly determines the number of hits. I believe this type of attack ignores enemy dodge, and determines hits at 50% accuracy (i.e. the only way the enemy will dodge this attack is that if this chip draws 0 hits). - Multiple Hits: This attack will deal its damage multiple times to the enemy. If you use an add attack chip (like Atk+10), it will essentially be multiplied by the number of hits this chip will do. However, except for Meteo chips, the whole attack is grouped into one; you either land every hit, or the attack is dodged completely. - Close Range Attack: This attack must be preformed at close range; it cannot be preformed over a hole field unless you have AirShoes in your chip box. - Ground Attack: This attack travels along the ground, and thus a hole field will prevent this attack from working. - Counter Attack: A chip with this listing will not attack when you first use it, but instead be put into your box. When your opponent uses a type of attack this chip doesn't like, then this chip will attack. See the corresponding Special section to see exactly what each chip will counter against. - Guard Chip: This type of chip will not attack (unless otherwise listed), and will instead go into your box. This chip will then attempt to block every attack your opponent will fire at you. If a chip "blocks" an attack, it'll take the damage instead of you. If a chip "totally negates" an attack, it'll take no damage, and any effects from that attack will not happen. Unless otherwise specified, all Guard Chips will attempt to block any attack. ***Accuracy***: Accuracy denotes how often this chip will hit your opponent. There are 6 grades of accuracy: S, A, B, C, D, and E. S accuracy attacks are the highest, and will always hit if no navi's accuracy has been changed by chips or an Ice Field. Other than that, I believe an attack will always hit so long as the accuracy value is one grade higher than the opponents' dodge rating (again, under normal conditions). Likewise, an attack may miss if the accuracy of the chip is the same grade or lower than the opponents dodge rating. Your navi's accuracy has no effect on the accuracy of the chips it uses. ***Hit Points***: This is the damage a chip can take before being destroyed and thus unusable for the remainder of the battle. There is no way to heal a battle chip, nor any way to recover a chip after its been destroyed. ***Memory Use***: This is the amount of memory the chip uses. If your navi does not have enough remaining memory, you cannot put this chip in its program deck. ***Priority***: This is the priority rating of the chip, on a scale of 0-11. The chip with the higher priority will execute first. If both chips are of the same priority, then the chip going first will be random. Note: Elemental chips will always execute first over non-elemental chips. Therefore, no non-elemental chip has a priority over 5, and conversely, no elemental chip has a priority lower than 6. Exception: If one player is using an element chip, and the other player is using the element chip it is strong to, player one's chip will execute first no matter what the priority rating is (i.e. If one player uses a Wood chip while his opponent uses an elec chip, the Wood chip will execute first even if its priority is lower than the Elec chips'). ***Special***: If a chip has an additional effect other than explained in the attack part, then they'll be listed here. ---------------- #001 - Cannon ---------------- Attack: Normal 60 / None Accuracy: C Hit Points: 60 Memory Use: 10 Priority: 3 Special: None ---------------- #002 - HiCannon ---------------- Attack: Normal 80 / None Accuracy: C Hit Points: 90 Memory Use: 20 Priority: 3 Special: None ---------------- #003 - M-Cannon ---------------- Attack: Normal 120 / None Accuracy: D Hit Points: 150 Memory Use: 40 Priority: 3 Special: None ---------------- #004 - ShotGun ---------------- Attack: Add 30 / None Accuracy: S Hit Points: 40 Memory Use: 10 Priority: 4 Special: None ---------------- #005 - V-Gun ---------------- Attack: Add 50 / None Accuracy: S Hit Points: 70 Memory Use: 20 Priority: 2 Special: None ---------------- #006 - CrossGun ---------------- Attack: Add 60 / None Accuracy: S Hit Points: 90 Memory Use: 30 Priority: 2 Special: None ---------------- #007 - Spreader ---------------- Attack: Add 70 / None Accuracy: S Hit Points: 150 Memory Use: 40 Priority: 2 Special: None ---------------- #008 - Bubbler ---------------- Attack: Add 20 / Aqua Accuracy: S Hit Points: 40 Memory Use: 10 Priority: 10 Special: None ---------------- #009 - Bub-V ---------------- Attack: Add 30 / Aqua Accuracy: S Hit Points: 60 Memory Use: 20 Priority: 8 Special: None ---------------- #010 - BubCross ---------------- Attack: Add 40 / Aqua Accuracy: S Hit Points: 90 Memory Use: 30 Priority: 8 Special: None ---------------- #011 - BubSprd ---------------- Attack: Add 50 / Aqua Accuracy: S Hit Points: 130 Memory Use: 40 Priority: 7 Special: None ---------------- #012 - HeatShot ---------------- Attack: Add 20 / Fire Accuracy: S Hit Points: 40 Memory Use: 10 Priority: 9 Special: None ---------------- #013 - Heat-V ---------------- Attack: Add 30 / Fire Accuracy: S Hit Points: 60 Memory Use: 20 Priority: 8 Special: None ---------------- #014 - HeatCros ---------------- Attack: Add 40 / Fire Accuracy: S Hit Points: 90 Memory Use: 30 Priority: 7 Special: None ---------------- #015 - HeatSprd ---------------- Attack: Add 50 / Fire Accuracy: S Hit Points: 120 Memory Use: 40 Priority: 7 Special: None ---------------- #016 - MiniBomb ---------------- Attack: All Add 10 / None Accuracy: B Hit Points: 120 Memory Use: 10 Priority: 1 Special: None ---------------- #017 - LilBomb ---------------- Attack: All Add 20 / None Accuracy: B Hit Points: 220 Memory Use: 20 Priority: 1 Special: None ---------------- #018 - CrosBomb ---------------- Attack: All Add 30 / None Accuracy: B Hit Points: 250 Memory Use: 40 Priority: 1 Special: None ---------------- #019 - BigBomb ---------------- Attack: All Add 40 / None Accuracy: B Hit Points: 300 Memory Use: 60 Priority: 1 Special: None ---------------- #020 - TreeBom1 ---------------- Attack: All Add 20 / Wood Accuracy: A Hit Points: 120 Memory Use: 30 Priority: 7 Special: None ---------------- #021 - TreeBom2 ---------------- Attack: All Add 30 / Wood Accuracy: A Hit Points: 130 Memory Use: 40 Priority: 7 Special: None ---------------- #022 - TreeBom3 ---------------- Attack: All Add 40 / Wood Accuracy: A Hit Points: 180 Memory Use: 50 Priority: 8 Special: None ---------------- #023 - Sword ---------------- Attack: Random 70 / None, close range attack Accuracy: E Hit Points: 40 Memory Use: 10 Priority: 2 Special: None ---------------- #024 - WideSwrd ---------------- Attack: Random 80 / None, close range attack Accuracy: D Hit Points: 80 Memory Use: 20 Priority: 2 Special: None ---------------- #025 - LongSwrd ---------------- Attack: Random 90 / None, close range attack Accuracy: D Hit Points: 70 Memory Use: 20 Priority: 2 Special: None ---------------- #026 - FireSwrd ---------------- Attack: Random 80 / Fire, close range attack Accuracy: C Hit Points: 110 Memory Use: 30 Priority: 8 Special: None ---------------- #027 - AquaSwrd ---------------- Attack: Random 80 / Aqua, close range attack Accuracy: C Hit Points: 110 Memory Use: 30 Priority: 8 Special: None ---------------- #028 - ElecSwrd ---------------- Attack: Random 80 / Elec, close range attack Accuracy: C Hit Points: 110 Memory Use: 30 Priority: 8 Special: None ---------------- #029 - FireBlde ---------------- Attack: Random 90 / Fire, close range attack Accuracy: D Hit Points: 130 Memory Use: 40 Priority: 8 Special: None ---------------- #030 - AquaBlde ---------------- Attack: Random 90 / Aqua, close range attack Accuracy: D Hit Points: 130 Memory Use: 40 Priority: 8 Special: None ---------------- #031 - ElecBlde ---------------- Attack: Random 90 / Elec, close range attack Accuracy: D Hit Points: 130 Memory Use: 40 Priority: 8 Special: None ---------------- #032 - StepSwrd ---------------- Attack: Random 70 / None, close range attack, ignores holes Accuracy: D Hit Points: 80 Memory Use: 40 Priority: 3 Special: None ---------------- #033 - Kunai1 ---------------- Attack: Random 10 / None, 3 hits Accuracy: C Hit Points: 60 Memory Use: 10 Priority: 2 Special: This can hit more than one slot, as it'll attack the chips 3 times. ---------------- #034 - Kunai2 ---------------- Attack: Random 20 / None, 3 hits Accuracy: C Hit Points: 70 Memory Use: 20 Priority: 2 Special: This can hit more than one slot, as it'll attack the chips 3 times. ---------------- #035 - Kunai3 ---------------- Attack: Random 30 / None, 3 hits Accuracy: C Hit Points: 80 Memory Use: 30 Priority: 3 Special: This can hit more than one slot, as it'll attack the chips 3 times. ---------------- #036 - CustSwrd ---------------- Attack: Random ?? / None, close range attack Accuracy: D Hit Points: 150 Memory Use: 40 Priority: 0 Special: This chip's attack power will be 30 times the number of turns that have elapsed in the battle so far. ---------------- #037 - Muramasa ---------------- Attack: Random ?? / None, close range attack Accuracy: E Hit Points: 60 Memory Use: 70 Priority: 0 Special: Does damage equal to the amount of HP you've lost over the battle. If you haven't lost any HP, this'll still do 10 damage. ---------------- #038 - VarSwrd ---------------- Attack: Random ?? / None, close range attack Accuracy: D Hit Points: 160 Memory Use: 30 Priority: 0 Special: This chip randomly chooses one of four different sword attacks, and executes it on the opponent. It can either be Sword (70 damage), WideSwrd (80 damage), LongSwrd (90 damage), or KngtSwrd (180 damage). ---------------- #039 - Slasher ---------------- Attack: Random 100 / None, counter attack, close range attack Accuracy: D Hit Points: 180 Memory Use: 50 Priority: 4 Special: If your opponent attempts a close range attack with this in your box, that attack will not happen. Instead, Slasher will attack him. Once Slasher attacks, it will remove itself from your box. ---------------- #040 - ShockWav ---------------- Attack: Piercing 50 / None, ground attack Accuracy: B Hit Points: 120 Memory Use: 10 Priority: 2 Special: None ---------------- #041 - SonicWav ---------------- Attack: Piercing 70 / None, ground attack Accuracy: B Hit Points: 120 Memory Use: 20 Priority: 2 Special: None ---------------- #042 - DynaWave ---------------- Attack: Piercing 130 / None, ground attack Accuracy: B Hit Points: 120 Memory Use: 40 Priority: 1 Special: None ---------------- #043 - Quake1 ---------------- Attack: All Add 30 / None Accuracy: C Hit Points: 70 Memory Use: 40 Priority: 1 Special: None ---------------- #044 - Quake2 ---------------- Attack: All Add 40 / None Accuracy: C Hit Points: 80 Memory Use: 50 Priority: 1 Special: None ---------------- #045 - Quake3 ---------------- Attack: All Add 50 / None Accuracy: C Hit Points: 90 Memory Use: 60 Priority: 0 Special: None ---------------- #046 - GutPunch ---------------- Attack: Breaking 70 / None, close range attack Accuracy: B Hit Points: 160 Memory Use: 30 Priority: 1 Special: None ---------------- #047 - ColdPnch ---------------- Attack: Breaking 70 / Aqua, close range attack Accuracy: B Hit Points: 110 Memory Use: 30 Priority: 7 Special: None ---------------- #048 - DaskAtk ---------------- Attack: Piercing 80 / None Accuracy: A Hit Points: 90 Memory Use: 40 Priority: 3 Special: None ---------------- #049 - Wrecker ---------------- Attack: Breaking 40 / None Accuracy: D Hit Points: 120 Memory Use: 20 Priority: 0 Special: None ---------------- #050 - CannBall ---------------- Attack: Breaking 80 / None Accuracy: D Hit Points: 160 Memory Use: 30 Priority: 0 Special: None ---------------- #051 - DoubNdl ---------------- Attack: Normal 20 / None, 2 hits Accuracy: B Hit Points: 70 Memory Use: 10 Priority: 3 Special: None ---------------- #052 - TripNdl ---------------- Attack: Normal 20 / None, 3 hits Accuracy: B Hit Points: 120 Memory Use: 20 Priority: 4 Special: None ---------------- #053 - QuadNdl ---------------- Attack: Normal 20 / None, 4 hits Accuracy: B Hit Points: 140 Memory Use: 30 Priority: 4 Special: None ---------------- #054 - Trident ---------------- Attack: Normal 30 / None, 3 hits Accuracy: B Hit Points: 170 Memory Use: 30 Priority: 4 Special: None ---------------- #055 - Ratton1 ---------------- Attack: Add 40 / None, ground attack Accuracy: S Hit Points: 80 Memory Use: 10 Priority: 1 Special: None ---------------- #056 - Ratton2 ---------------- Attack: Add 50 / None, ground attack Accuracy: S Hit Points: 120 Memory Use: 20 Priority: 1 Special: None ---------------- #057 - Ratton3 ---------------- Attack: Add 60 / None, ground attack Accuracy: S Hit Points: 160 Memory Use: 30 Priority: 2 Special: None ---------------- #058 - FireRatn ---------------- Attack: Add 120 / Fire, guard chip, counter attack, ground attack Accuracy: S Hit Points: 120 Memory Use: 60 Priority: 6 Special: If your opponent uses a fire attack while FireRatn is in your box, and you do not dodge the attack, FireRatn will completely negate that attack, and then it will attack your opponent. ---------------- #059 - Tornado ---------------- Attack: All Add 10 / None, 3 hits Accuracy: D Hit Points: 50 Memory Use: 40 Priority: 0 Special: None ---------------- #060 - Twister ---------------- Attack: All Add 10 / Wood, 3 hits Accuracy: D Hit Points: 30 Memory Use: 40 Priority: 6 Special: None ---------------- #061 - Blower ---------------- Attack: All Add 10 / Fire, 3 hits Accuracy: D Hit Points: 20 Memory Use: 40 Priority: 6 Special: None ---------------- #062 - Burner ---------------- Attack: All Add 40 / Fire Accuracy: B Hit Points: 110 Memory Use: 50 Priority: 8 Special: None ---------------- #063 - ZapRing1 ---------------- Attack: Stun 10 / Elec Accuracy: C Hit Points: 120 Memory Use: 40 Priority: 8 Special: None ---------------- #064 - ZapRing2 ---------------- Attack: Stun 50 / Elec Accuracy: C Hit Points: 60 Memory Use: 40 Priority: 9 Special: None ---------------- #065 - ZapRing3 ---------------- Attack: Stun 100 / Elec Accuracy: C Hit Points: 30 Memory Use: 40 Priority: 11 Special: None ---------------- #066 - Satelit1 ---------------- Attack: Add 40 / Elec Accuracy: B Hit Points: 50 Memory Use: 20 Priority: 8 Special: None ---------------- #067 - Satelit2 ---------------- Attack: Add 50 / Elec Accuracy: B Hit Points: 80 Memory Use: 30 Priority: 8 Special: None ---------------- #068 - Satelit3 ---------------- Attack: Add 60 / Elec Accuracy: B Hit Points: 120 Memory Use: 40 Priority: 8 Special: None ---------------- #069 - Spice1 ---------------- Attack: All Add 30 / Wood Accuracy: S Hit Points: 200 Memory Use: 20 Priority: 7 Special: This attack ignores any chip in the opponent's box (even Invis chips) but this chip will only attack if the panels are Grass. ---------------- #070 - Spice2 ---------------- Attack: All Add 50 / Wood Accuracy: S Hit Points: 240 Memory Use: 30 Priority: 7 Special: This attack ignores any chip in the opponent's box (even Invis chips) but this chip will only attack if the panels are Grass. ---------------- #071 - Spice3 ---------------- Attack: All Add 70 / Wood Accuracy: S Hit Points: 300 Memory Use: 40 Priority: 7 Special: This attack ignores any chip in the opponent's box (even Invis chips) but this chip will only attack if the panels are Grass. ---------------- #072 - MagBomb1 ---------------- Attack: All Add and Stun 10 / Elec Accuracy: D Hit Points: 90 Memory Use: 10 Priority: 8 Special: None ---------------- #073 - MagBomb2 ---------------- Attack: All Add and Stun 20 / Elec Accuracy: D Hit Points: 110 Memory Use: 20 Priority: 8 Special: None ---------------- #074 - MagBomb3 ---------------- Attack: All Add and Stun 30 / Elec Accuracy: D Hit Points: 130 Memory Use: 30 Priority: 8 Special: None ---------------- #075 - Yo-Yo1 ---------------- Attack: Normal 30 / None, 3 hits Accuracy: C Hit Points: 60 Memory Use: 30 Priority: 1 Special: None ---------------- #076 - Yo-Yo2 ---------------- Attack: Normal 40 / None, 3 hits Accuracy: C Hit Points: 80 Memory Use: 40 Priority: 1 Special: None ---------------- #077 - Yo-Yo3 ---------------- Attack: Normal 50 / None, 3 hits Accuracy: C Hit Points: 120 Memory Use: 50 Priority: 1 Special: None ---------------- #078 - CrsShld1 ---------------- Attack: Normal 50 / None, guard chip, counter attack Accuracy: A Hit Points: 180 Memory Use: 40 Priority: 0 Special: Counters any attack if it survives ---------------- #079 - CrsShld2 ---------------- Attack: Normal 60 / None, guard chip, counter attack Accuracy: A Hit Points: 250 Memory Use: 50 Priority: 0 Special: Counters any attack if it survives ---------------- #080 - CrsShld3 ---------------- Attack: Normal 70 / None, guard chip, counter attack Accuracy: A Hit Points: 300 Memory Use: 60 Priority: 0 Special: Counters any attack if it survives ---------------- #081 - BrakHamr ---------------- Attack: All Add and Breaking 30 / None, close range attack Accuracy: C Hit Points: 40 Memory Use: 40 Priority: 0 Special: None ---------------- #082 - ZeusHamr ---------------- Attack: All Add and Breaking 50 / None, close range attack Accuracy: C Hit Points: 40 Memory Use: 60 Priority: 0 Special: None ---------------- #083 - SloGauge ---------------- Attack: None Accuracy: Always Hits Hit Points: 120 Memory Use: 20 Priority: 5 Special: This chip reduces the enemy's slot-in gauge by 50 points. ---------------- #084 - BrnzFist ---------------- Attack: Breaking 90 / None, close range attack Accuracy: C Hit Points: 110 Memory Use: 30 Priority: 0 Special: None ---------------- #085 - SilvFist ---------------- Attack: Breaking 120 / None, close range attack Accuracy: C Hit Points: 100 Memory Use: 40 Priority: 0 Special: None ---------------- #086 - GoldFist ---------------- Attack: Breaking 150 / None, close range attack Accuracy: C Hit Points: 90 Memory Use: 50 Priority: 0 Special: None ---------------- #087 - PoisMask ---------------- Attack: All Add 20 / None, guard chip, counter attack Accuracy: A Hit Points: 140 Memory Use: 30 Priority: 4 Special: Counters any attack if it survives ---------------- #088 - PoisFace ---------------- Attack: All Add 30 / None, guard chip, counter attack Accuracy: A Hit Points: 180 Memory Use: 50 Priority: 4 Special: Counters any attack if it survives ---------------- #089 - Whirlpl ---------------- Attack: Delete 10 / None Accuracy: D Hit Points: 80 Memory Use: 30 Priority: 4 Special: None ---------------- #090 - BlckHole ---------------- Attack: Delete 10 / None Accuracy: B Hit Points: 250 Memory Use: 50 Priority: 4 Special: None ---------------- #091 - Meteor3 ---------------- Attack: Meteo 40 / Fire, up to 3 hits Accuracy: N/A Hit Points: 70 Memory Use: 30 Priority: 9 Special: None ---------------- #092 - Meteor4 ---------------- Attack: Meteo 40 / Fire, up to 4 hits Accuracy: N/A Hit Points: 90 Memory Use: 40 Priority: 9 Special: None ---------------- #093 - Meteor5 ---------------- Attack: Meteo 40 / Fire, up to 5 hits Accuracy: N/A Hit Points: 100 Memory Use: 50 Priority: 9 Special: None ---------------- #094 - Meteor6 ---------------- Attack: Meteo 40 / Fire, up to 6 hits Accuracy: N/A Hit Points: 120 Memory Use: 60 Priority: 8 Special: None ---------------- #095 - TimeBom1 ---------------- Attack: All Add 40 / None, guard chip Accuracy: S Hit Points: 90 Memory Use: 30 Priority: 5 Special: Attacks only at the end of the turn. ---------------- #096 - TimeBom2 ---------------- Attack: All Add 40 / None, guard chip Accuracy: S Hit Points: 180 Memory Use: 50 Priority: 5 Special: Attacks only at the end of the turn. ---------------- #097 - TimeBom3 ---------------- Attack: All Add 40 / None, guard chip Accuracy: S Hit Points: 260 Memory Use: 60 Priority: 5 Special: Attacks only at the end of the turn. ---------------- #098 - LilCloud ---------------- Attack: All Add 10 / Aqua Accuracy: B Hit Points: 180 Memory Use: 20 Priority: 9 Special: None ---------------- #099 - MedCloud ---------------- Attack: All Add 20 / Aqua Accuracy: B Hit Points: 150 Memory Use: 30 Priority: 9 Special: None ---------------- #100 - BigCloud ---------------- Attack: All Add 30 / Aqua Accuracy: B Hit Points: 120 Memory Use: 40 Priority: 10 Special: None ---------------- #101 - Mine ---------------- Attack: All Add 50 / None, counter attack Accuracy: S Hit Points: 100 Memory Use: 30 Priority: 0 Special: If your opponent attempts a close range attack, and it would work (i.e. you're not on a Hole Field), that attack will not happen, and instead Mine will attack. After Mine attacks, it will remove itself from your box. ---------------- #102 - FrntSnsr ---------------- Attack: All Add 40 / None, guard chip, counter attack Accuracy: S Hit Points: 300 Memory Use: 50 Priority: 0 Special: This will counter any attack (if it survives), but then this chip will delete itself entirely. ---------------- #103 - DblSnsr ---------------- Attack: All Add 70 / None, guard chip, counter attack Accuracy: S Hit Points: 140 Memory Use: 50 Priority: 0 Special: This will counter any attack (if it survives), but then this chip will delete itself entirely. ---------------- #104 - Remobit1 ---------------- Attack: All Add 10 / Elec, guard chip Accuracy: B Hit Points: 150 Memory Use: 30 Priority: 9 Special: This chip will attack, and then it will guard you. ---------------- #105 - Remobit2 ---------------- Attack: All Add 20 / Elec, guard chip Accuracy: B Hit Points: 210 Memory Use: 40 Priority: 9 Special: This chip will attack, and then it will guard you. ---------------- #106 - Remobit3 ---------------- Attack: All Add 30 / Elec, guard chip Accuracy: B Hit Points: 300 Memory Use: 50 Priority: 10 Special: This chip will attack, and then it will guard you. ---------------- #107 - AquaBall ---------------- Attack: Normal ?? / Aqua, guard chip Accuracy: C Hit Points: 160 Memory Use: 30 Priority: 7 Special: When guarding, any battle damage this chip takes will add to its attack power. It will totally negate any aqua attack (while still absorbing the damage). At the end of the turn, if it survives, it will attack dealing 10 + whatever damage it absorbed. ---------------- #108 - ElecBall ---------------- Attack: Normal ?? / Elec, guard chip Accuracy: C Hit Points: 160 Memory Use: 30 Priority: 7 Special: When guarding, any battle damage this chip takes will add to its attack power. It will totally negate any elec attack (while still absorbing the damage). At the end of the turn, if it survives, it will attack dealing 10 + whatever damage it absorbed. ---------------- #109 - HeatBall ---------------- Attack: Normal ?? / Fire, guard chip Accuracy: C Hit Points: 160 Memory Use: 30 Priority: 7 Special: When guarding, any battle damage this chip takes will add to its attack power. It will totally negate any fire attack (while still absorbing the damage). At the end of the turn, if it survives, it will attack dealing 10 + whatever damage it absorbed. ---------------- #110 - Geyser ---------------- Attack: All Add 50 / Aqua Accuracy: A Hit Points: 50 Memory Use: 40 Priority: 9 Special: This attack will only work on a hole stage. ---------------- #111 - LavaDrag ---------------- Attack: All Add 50 / Fire Accuracy: A Hit Points: 40 Memory Use: 50 Priority: 10 Special: This attack will only work on a hole stage. ---------------- #112 - GodStone ---------------- Attack: Meteo 80 / None, up to 3 hits Accuracy: N/A Hit Points: 60 Memory Use: 50 Priority: 4 Special: This attack will only work on a hole stage. ---------------- #113 - OldWood ---------------- Attack: All Add 50 / Wood Accuracy: A Hit Points: 40 Memory Use: 50 Priority: 8 Special: This attack will only work on a hole stage. ---------------- #114 - Guard ---------------- Attack: Normal 40 / None, guard chip, counter attack, ground attack Accuracy: A Hit Points: 10 Memory Use: 20 Priority: 0 Special: Any non-elemental attack (including piercing and breaking) will be totally negated, and then Guard will counter attack. ---------------- #115 - Catcher ---------------- Attack: None Accuracy: N/A Hit Points: 200 Memory Use: 20 Priority: 0 Special: Simply having this chip in your deck will increase your busting level by 2 points, regardless if you use it or not. Multiple Catchers do not stack ---------------- #116 - MindBndr ---------------- Attack: Normal 10 / None Accuracy: S Hit Points: 100 Memory Use: 10 Priority: 2 Special: If this hits, your opponent will draw the same chip path he drew for this turn. ---------------- #117 - Recov10 ---------------- Attack: None Accuracy: N/A Hit Points: 80 Memory Use: 0 Priority: 4 Special: Your HP will recover by 10 when you use this. Your HP cannot go above the maximum amount for your Navi. ---------------- #118 - Recov30 ---------------- Attack: None Accuracy: N/A Hit Points: 40 Memory Use: 0 Priority: 4 Special: Your HP will recover by 30 when you use this. Your HP cannot go above the maximum amount for your Navi. ---------------- #119 - Recov50 ---------------- Attack: None Accuracy: N/A Hit Points: 80 Memory Use: 10 Priority: 3 Special: Your HP will recover by 50 when you use this. Your HP cannot go above the maximum amount for your Navi. ---------------- #120 - Recov80 ---------------- Attack: None Accuracy: N/A Hit Points: 80 Memory Use: 20 Priority: 3 Special: Your HP will recover by 80 when you use this. Your HP cannot go above the maximum amount for your Navi. ---------------- #121 - Recov120 ---------------- Attack: None Accuracy: N/A Hit Points: 40 Memory Use: 20 Priority: 2 Special: Your HP will recover by 120 when you use this. Your HP cannot go above the maximum amount for your Navi. ---------------- #122 - Recov150 ---------------- Attack: None Accuracy: N/A Hit Points: 60 Memory Use: 30 Priority: 2 Special: Your HP will recover by 150 when you use this. Your HP cannot go above the maximum amount for your Navi. ---------------- #123 - Recov200 ---------------- Attack: None Accuracy: N/A Hit Points: 90 Memory Use: 40 Priority: 1 Special: Your HP will recover by 200 when you use this. Your HP cannot go above the maximum amount for your Navi. ---------------- #124 - Recov300 ---------------- Attack: None Accuracy: N/A Hit Points: 20 Memory Use: 40 Priority: 1 Special: Your HP will recover by 300 when you use this. Your HP cannot go above the maximum amount for your Navi. ---------------- #125 - AirShoes ---------------- Attack: None Accuracy: N/A Hit Points: 100 Memory Use: 20 Priority: 2 Special: If this chip is in your box, you may perform close range attacks even on a Hole field. ---------------- #126 - Candle1 ---------------- Attack: None Accuracy: N/A Hit Points: 100 Memory Use: 10 Priority: 2 Special: Your HP will recover by 40 when you use this, and you will recover from a Stun condition as well. Your HP cannot go above the maximum amount for your Navi. ---------------- #127 - Candle2 ---------------- Attack: None Accuracy: N/A Hit Points: 100 Memory Use: 20 Priority: 2 Special: Your HP will recover by 70 when you use this, and you will recover from a Stun condition as well. Your HP cannot go above the maximum amount for your Navi. ---------------- #128 - Candle3 ---------------- Attack: None Accuracy: N/A Hit Points: 100 Memory Use: 40 Priority: 2 Special: Your HP will recover by 100 when you use this, and you will recover from a Stun condition as well. Your HP cannot go above the maximum amount for your Navi. ---------------- #129 - RockCube ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 250 Memory Use: 10 Priority: 0 Special: None ---------------- #130 - Prism ---------------- Attack: Normal ?? / None, guard chip Accuracy: Always hits Hit Points: 150 Memory Use: 30 Priority: 2 Special: When this chip is in your box, any attacks that you do will be added to the attack value of this chip. At the end of your turn, if this chip is still in your box, it will do damage equal to the total value of the attacks you did when Prism was out. For example, if you're Megaman and your chip path was HiCannon - Prism - Cannon, Prism would deal 110 damage at the end of the turn; 60 from the Cannon, and 50 from Megaman's ChgShot (but nothing from the HiCannon, since you fired it before the Prism was out). ---------------- #131 - Guardian ---------------- Attack: All Add 150 / None, guard chip, counter attack Accuracy: S Hit Points: 70 Memory Use: 70 Priority: 0 Special: If this chip blocks an attack and survives, it will attack. After it attacks, it will delete itself from your deck. ---------------- #132 - Wind ---------------- Attack: None Accuracy: N/A Hit Points: 160 Memory Use: 20 Priority: 2 Special: When you use this chip, any chip in the opponent's box will be removed. Then, either the opponent's or both navi's dodge rate improves, but their accuracy falls. (It's impossible to tell if it affects one or both navis) ---------------- #133 - Fan ---------------- Attack: None Accuracy: N/A Hit Points: 180 Memory Use: 20 Priority: 4 Special: When you use this chip, any chip in the opponent's box will be discarded. Then, either the opponent's or both navi's dodge rate falls, but their accuracy improves. (It's impossible to tell if it affects one or both navis) ---------------- #134 - Anubis ---------------- Attack: All Add 30 / None, guard chip Accuracy: S Hit Points: 230 Memory Use: 60 Priority: 2 Special: This chip will attack, and then guard. Also, this chips' attack will ignore any chip in the opponents box (even Invis chips). ---------------- #135 - Invis1 ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 10 Memory Use: 20 Priority: 0 Special: This chip will totally negate nearly any attack. ---------------- #136 - Invis2 ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 20 Memory Use: 30 Priority: 0 Special: This chip will totally negate nearly any attack. ---------------- #137 - Invis3 ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 40 Memory Use: 40 Priority: 0 Special: This chip will totally negate nearly any attack. ---------------- #138 - DropDown ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 60 Memory Use: 40 Priority: 0 Special: This chip will totally negate nearly any attack. ---------------- #139 - Popup ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 100 Memory Use: 50 Priority: 0 Special: This chip will totally negate nearly any attack. ---------------- #140 - StoneBod ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 80 Memory Use: 30 Priority: 0 Special: This chip will reduce any opponents' attack to 10 damage, and then StoneBod will take that damage. ---------------- #141 - Shadow1 ---------------- Attack: Random 30 / None, guard chip, counter attack Accuracy: S Hit Points: 30 Memory Use: 40 Priority: 0 Special: This chip will totally negate any non-sword attack, and still block a sword attack. ---------------- #142 - Shadow2 ---------------- Attack: Random 40 / None, guard chip, counter attack Accuracy: S Hit Points: 30 Memory Use: 50 Priority: 0 Special: This chip will totally negate any non-sword attack, and still block a sword attack. ---------------- #143 - Shadow3 ---------------- Attack: Random 60 / None, guard chip, counter attack Accuracy: S Hit Points: 30 Memory Use: 60 Priority: 0 Special: This chip will totally negate any non-sword attack, and still block a sword attack. ---------------- #144 - UnderSht ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 120 Memory Use: 20 Priority: 2 Special: Any attack that would be fatal to you will instead only do 10 damage if this chip is in your box. ---------------- #145 - Barrier ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 120 Memory Use: 30 Priority: 5 Special: This chip totally negates the opponent's next attack, but then it will remove itself from your box. This chip also has high priority. ---------------- #146 - BblWrap ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 90 Memory Use: 30 Priority: 11 Special: This chip totally negates the opponent next attack if it isn't elec. An elec attack will break this chip. This chip also has a high priority. ---------------- #147 - LeafShld ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 90 Memory Use: 30 Priority: 11 Special: This chip totally negates the opponent next attack if it isn't fire. An fire attack will break this chip. This chip also has a high priority. ---------------- #148 - AquaAura ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 60 Memory Use: 50 Priority: 10 Special: This chip totally negates the opponent next attack if it's attack power is 80 or below, and still block an attack 90 and above. However, an elec attack will break this chip. ---------------- #149 - FireAura ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 60 Memory Use: 50 Priority: 10 Special: This chip totally negates the opponent next attack if it's attack power is 80 or below, and still block an attack 90 and above. However, an aqua attack will break this chip. ---------------- #150 - WoodAura ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 60 Memory Use: 50 Priority: 10 Special: This chip totally negates the opponent next attack if it's attack power is 80 or below, and still block an attack 90 and above. However, a fire attack will break this chip. ---------------- #151 - ElecAura ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 60 Memory Use: 50 Priority: 10 Special: This chip totally negates the opponent next attack if it's attack power is 80 or below, and still block an attack 90 and above. However, a wood attack will break this chip. ---------------- #152 - LifeAur1 ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 40 Memory Use: 40 Priority: 4 Special: This chip totally negates the opponent next attack if it's attack power is 100 or below, and still blocks an attack 110 and above. ---------------- #153 - LifeAur2 ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 40 Memory Use: 50 Priority: 3 Special: This chip totally negates the opponent next attack if it's attack power is 120 or below, and still blocks an attack 130 and above. ---------------- #154 - LifeAur3 ---------------- Attack: None, guard chip Accuracy: N/A Hit Points: 40 Memory Use: 60 Priority: 3 Special: This chip totally negates the opponent next attack if it's attack power is 150 or below, and still blocks an attack 160 and above. ---------------- #155 - Jealousy ---------------- Attack: Normal 10 / None Accuracy: S Hit Points: 10 Memory Use: 60 Priority: 5 Special: If this chip hits the opponent, both of his slot-in chips are destroyed. ---------------- #156 - AntiFire ---------------- Attack: All Add 40 / Fire, counter attack Accuracy: S Hit Points: 120 Memory Use: 50 Priority: 8 Special: If your opponent uses a fire attack, it won't happen, and AntiFire will attack. After attacking, AntiFire will remove itself from your box. ---------------- #157 - AntiWatr ---------------- Attack: All Add 40 / Aqua, counter attack Accuracy: S Hit Points: 120 Memory Use: 50 Priority: 8 Special: If your opponent uses an aqua attack, it won't happen, and AntiWatr will attack. After attacking, AntiWatr will remove itself from your box. ---------------- #158 - AntiElec ---------------- Attack: All Add 40 / Elec, counter attack Accuracy: S Hit Points: 120 Memory Use: 50 Priority: 8 Special: If your opponent uses an Elec attack, it won't happen, and AntiElec will attack. After attacking, AntiElec will remove itself from your box. ---------------- #159 - AntiDmg ---------------- Attack: Random 80 / None, guard chip, counter attack Accuracy: C Hit Points: 70 Memory Use: 50 Priority: 5 Special: AntiDmg will totally negate any elemental attack, and block any non-elemental attack. If AntiDmg survives, it'll counter attack. ---------------- #160 - AntiSwrd ---------------- Attack: Random 100 / None, counter attack Accuracy: S Hit Points: 60 Memory Use: 40 Priority: 5 Special: If your opponent tries to use a sword attack, it won't happen, and AntiSwrd will attack. After AntiSwrd attacks, it'll remove itself from your chip box. ---------------- #161 - FstGauge ---------------- Attack: None Accuracy: N/A Hit Points: 200 Memory Use: 20 Priority: 2 Special: Your slot-in gauge will increase by 50 points. ---------------- #162 - AntiRecv ---------------- Attack: Normal ?? / None, counter attack Accuracy: S Hit Points: 100 Memory Use: 40 Priority: 5 Special: If your opponent tries to use a recover chip, it won't happen, and instead, AntiRecv will counter attack. AntiRecv will do damage equal to the amount the opponent was supposed to recover. After attacking, AntiRecv will remove itself from your box. I am unsure whether AntiRecv will work on other chips besides the Recover series. ---------------- #163 - Atk+10 ---------------- Attack: None Accuracy: N/A Hit Points: 160 Memory Use: 10 Priority: 4 Special: If the next battle chip is an attack chip, then its damage will increase by 10 points. ---------------- #164 - Atk+20 ---------------- Attack: None Accuracy: N/A Hit Points: 80 Memory Use: 10 Priority: 4 Special: If the next battle chip is an attack chip, then its damage will increase by 20 points. ---------------- #165 - Atk+30 ---------------- Attack: None Accuracy: N/A Hit Points: 80 Memory Use: 20 Priority: 4 Special: If the next battle chip is an attack chip, then its damage will increase by 30 points. ---------------- #166 - Fire+40 ---------------- Attack: None Accuracy: N/A Hit Points: 60 Memory Use: 20 Priority: 9 Special: If the next battle chip is a fire attack chip, then its damage will increase by 40 points. ---------------- #167 - Aqua+40 ---------------- Attack: None Accuracy: N/A Hit Points: 60 Memory Use: 20 Priority: 9 Special: If the next battle chip is an aqua attack chip, then its damage will increase by 40 points. ---------------- #168 - Wood+40 ---------------- Attack: None Accuracy: N/A Hit Points: 60 Memory Use: 20 Priority: 9 Special: If the next battle chip is a wood attack chip, then its damage will increase by 40 points. ---------------- #169 - Elec+40 ---------------- Attack: None Accuracy: N/A Hit Points: 60 Memory Use: 20 Priority: 9 Special: If the next battle chip is an elec attack chip, then its damage will increase by 40 points. ---------------- #170 - Navi+20 ---------------- Attack: None Accuracy: N/A Hit Points: 60 Memory Use: 10 Priority: 2 Special: Your navi's attack will increase by 20 points for this turn. ---------------- #171 - Navi+40 ---------------- Attack: None Accuracy: N/A Hit Points: 40 Memory Use: 20 Priority: 2 Special: Your navi's attack will increase by 40 points for this turn. ---------------- #172 - BgRedWav ---------------- Attack: All Add and Piercing 90 / Fire, ground attack Accuracy: A Hit Points: 10 Memory Use: 80 Priority: 6 Special: None ---------------- #173 - FreezBom ---------------- Attack: All Add 40 / Aqua Accuracy: B Hit Points: 250 Memory Use: 40 Priority: 9 Special: None ---------------- #174 - Sparker ---------------- Attack: All Add 50 / Elec, guard chip Accuracy: C Hit Points: 300 Memory Use: 70 Priority: 9 Special: This will attack first, and then guard you. ---------------- #175 - GaiaSwrd ---------------- Attack: Random ?? / Wood, close range attack Accuracy: C Hit Points: 90 Memory Use: 70 Priority: 7 Special: This chip will do damage equal to 100 plus the attack power of all the chips behind it. Unlike MMBN 2 / 3, the chips used to power up GaiaSwrd will still execute. ---------------- #176 - BlkBomb ---------------- Attack: All Add 60 / Fire, guard chip, counter attack Accuracy: A Hit Points: 300 Memory Use: 50 Priority: 8 Special: If your opponent uses a Fire attack when BlkBomb is in your box, it will not happen, and instead BlkBomb will counter attack. After countering, BlkBomb will remove itself from your box. ---------------- #177 - FtrSword ---------------- Attack: Random 150 / None, close range attack Accuracy: C Hit Points: 150 Memory Use: 40 Priority: 3 Special: None ---------------- #178 - KngtSwrd ---------------- Attack: Random 180 / None, close range attack Accuracy: C Hit Points: 130 Memory Use: 50 Priority: 3 Special: None ---------------- #179 - HeroSwrd ---------------- Attack: Random 250 / None, close range attack Accuracy: C Hit Points: 110 Memory Use: 70 Priority: 4 Special: None ---------------- #180 - Meteors ---------------- Attack: Meteo 60 / Fire, up to 6 hits Accuracy: N/A Hit Points: 70 Memory Use: 80 Priority: 8 Special: None ---------------- #181 - Poltrgst ---------------- Attack: Normal ?? / None Accuracy: A Hit Points: 160 Memory Use: 50 Priority: 3 Special: This chip will do damage based on if you and/or your opponent have anything in your chip boxes. If neither of you have a chip in your box, then Poltrgst will do 0 damage. If one of you has a chip in your boxes, Poltrgst will do 150 damage. If both of you have a chip in your boxes, Poltrgst will do 300 damage. By attacking this way, any chip in the chip box will be removed before Poltrgst attacks. ---------------- #182 - PanlGrab ---------------- Attack: None Accuracy: N/A Hit Points: 120 Memory Use: 0 Priority: 4 Special: Decreases the enemy navi's ability to dodge. I don't know exactly by how much, but it's probably not a lot. ---------------- #183 - AreaGrab ---------------- Attack: None Accuracy: N/A Hit Points: 120 Memory Use: 10 Priority: 4 Special: Decreases the enemy navi's ability to dodge. I don't know exactly by how much, but more than PanlGrab. ---------------- #184 - LavaStge ---------------- Attack: None Accuracy: N/A Hit Points: 10 Memory Use: 20 Priority: 1 Special: This chip changes the stage to lava panels. Lava panels will deal 50 damage to any non-fire navi at the end of the turn (will not kill, though). ---------------- #185 - IceStage ---------------- Attack: None Accuracy: N/A Hit Points: 10 Memory Use: 20 Priority: 1 Special: This chip changes the stage to ice panels. Ice panels increase damage from Elec attacks and lower any non-aqua navi's accuracy. ---------------- #186 - GrassStg ---------------- Attack: None Accuracy: N/A Hit Points: 10 Memory Use: 20 Priority: 1 Special: This chip changes the stage to grass panels. Grass panels heal any wood navi by 50 HP at the end of turn, and will increase damage from any fire attack (although after a Fire attack, grass panels return to normal panels) ---------------- #187 - AlumiStg ---------------- Attack: None Accuracy: N/A Hit Points: 10 Memory Use: 20 Priority: 1 Special: This chip changes the stage to aluminum panels. Aluminum panels will increase the damage of an Elec attack. ---------------- #188 - Geddon ---------------- Attack: None Accuracy: N/A Hit Points: 10 Memory Use: 20 Priority: 1 Special: This chip changes the stage to poison panels. Poison panels will deal 20 damage to both navis and also 20 to all their chips at the end of the turn. ---------------- #189 - PanlOut ---------------- Attack: None Accuracy: N/A Hit Points: 10 Memory Use: 20 Priority: 1 Special: This chip changes the stage to hole panels. Close range and ground attacks will not work on hole panels. ---------------- #190 - Repair ---------------- Attack: None Accuracy: N/A Hit Points: 10 Memory Use: 20 Priority: 1 Special: This chip changes the stage to normal panels. Normal panels do not influence combat in any way. ---------------- #191 - DataChp1 ---------------- Attack: None Accuracy: N/A Hit Points: 0 Memory Use: 0 Priority: N/A Special: This chip cannot be equipped. It gives you a code for MMBN 4. ---------------- #192 - DataChp2 ---------------- Attack: None Accuracy: N/A Hit Points: 0 Memory Use: 0 Priority: N/A Special: This chip cannot be equipped. It gives you a code for MMBN 4. ---------------- #193 - DataChp3 ---------------- Attack: None Accuracy: N/A Hit Points: 0 Memory Use: 0 Priority: N/A Special: This chip cannot be equipped. It gives you a code for MMBN 4. ---------------- #194 - DataChp4 ---------------- Attack: None Accuracy: N/A Hit Points: 0 Memory Use: 0 Priority: N/A Special: This chip cannot be equipped. It gives you a code for MMBN 4. ------------------------------------------------------------------------------- ############################################################################### Navi Chip List ############################################################################### This section lists all of the Navi Chips in the game, in the order that the library list them in. Below is an explanation on how I've represented them. ***HP***: This is the amount of HP that Navi Chip has. If the Navi Chip loses all of its HP, then that person loses the battle. ***Elemental Affinity***: This is the affinity of the Navi. If a Navi has no affinity, that means any chip damages him equally. If the Navi does have an affinity, then any chips that are the same element as the navi will do more damage, while any damage taken from a chip that the navi's element is weak to will do more damage. ***Attack***: This is the attack that your Navi will preform after it has used all of its chips for the turn. Attack types (like Normal, Add, etc) here are the same as they are on battle chips, with the following exceptions: - Recover: Roll's Navi attack. This type of attack will do the damage stated, and then will heal Roll for 50HP. roll will heal even if the attack missed, or is blocked, but will not heal if she does not get the attack off (i.e. she was stunned) - Delete: MagicMan's Navi attack. This type of attack will deal the damage stated, and then it will choose a slot, and it will have a 50% chance of deleting the chip in that slot (if one is there). ***Accuracy***: This is the accuracy of the Navi attack. However, your navi's accuracy does not affect the accuracy of battle chips it uses. ***Dodge***: This is the dodge rate of your Navi. A navi with a higher dodge can avoid more attacks than a navi with low dodge. I believe you have a change to dodge any attack that has the same, or lower rating accuracy rating than your dodge rating (except S-accuracy attacks; they'll always hit) ***Priority***: This determines which Navi will use their attack first. If there is a tie in priority, then the navi will be chosen at random. Note that this applies to only their Navi attacks; the Navi's priority has no effect on the priority of the chips it uses. ***Base MB Capacity***: This is the base MB capacity of the Navi you're using. The total MB of all your battle chips cannot exceed the Navi's capacity. By winning certain tournaments, you can increase your Navi's MB capacity, up to a maximum increase of 160 MB. --------------- #195 - MegaMan --------------- HP: 500 Elemental Affinity: None Damage: Add 50 / None Accuracy: A Dodging: B Priority: 0 Base MB Capacity: 170 ------------ #196 - Roll ------------ HP: 400 Elemental Affinity: None Damage: Recover 50 / None Accuracy: C Dodging: A Priority: 0 Base MB Capacity: 140 --------------- #197 - GutsMan --------------- HP: 600 Elemental Affinity: None Damage: Breaking 70 / None, close range attack Accuracy: C Dodging: C Priority: 0 Base MB Capacity: 130 ---------------- #198 - ProtoMan ---------------- HP: 550 Elemental Affinity: None Damage: Random 60 / None Accuracy: B Dodging: B Priority: 1 Base MB Capacity: 160 ---------------- #199 - TurboMan ---------------- HP: 550 Elemental Affinity: None Damage: All Add 20 / Fire Accuracy: A Dodging: C Priority: 6 Base MB Capacity: 160 ------------ #200 - Ring ------------ HP: 450 Elemental Affinity: None Damage: Add 20 / Elec, 2 hits Accuracy: B Dodging: A Priority: 6 Base MB Capacity: 150 -------------- #201 - BassGS -------------- HP: 800 Elemental Affinity: None Damage: All Add 40 / Fire Accuracy: B Dodging: B Priority: 6 Base MB Capacity: 170 ------------ #202 - Bass ------------ HP: 700 Elemental Affinity: None Damage: Add 20 / None, 3 hits Accuracy: A Dodging: B Priority: 1 Base MB Capacity: 140 -------------- #203 - IceMan -------------- HP: 500 Elemental Affinity: Aqua Damage: Piercing 60 / Aqua Accuracy: B Dodging: A Priority: 6 Base MB Capacity: 130 --------------- #204 - FireMan --------------- HP: 500 Elemental Affinity: Fire Damage: Piercing 60 / Fire Accuracy: B Dodging: C Priority: 7 Base MB Capacity: 130 --------------- #205 - ElecMan --------------- HP: 450 Elemental Affinity: Elec Damage: All Add 20 / Elec Accuracy: B Dodging: B Priority: 10 Base MB Capacity: 130 --------------- #206 - WoodMan --------------- HP: 600 Elemental Affinity: Wood Damage: Piercing 80 / Wood Accuracy: B Dodging: C Priority: 6 Base MB Capacity: 130 ---------------- #207 - SkullMan ---------------- HP: 650 Elemental Affinity: None Damage: Normal 90 / None Accuracy: B Dodging: B Priority: 2 Base MB Capacity: 150 ----------------- #208 - NumberMan ----------------- HP: 400 Elemental Affinity: None Damage: All Add 10 / None, 1-6 hits (randomly determined) Accuracy: B Dodging: C Priority: 0 Base MB Capacity: 120 -------------- #209 - AirMan -------------- HP: 550 Elemental Affinity: None Damage: All Add 30 / None Accuracy: C Dodging: B Priority: 0 Base MB Capacity: 140 ---------------- #210 - QuickMan ---------------- HP: 450 Elemental Affinity: None Damage: Add 30 / None, 2 hits Accuracy: A Dodging: S Priority: 5 Base MB Capacity: 150 ------------------ #211 - ThunderMan ------------------ HP: 550 Elemental Affinity: Elec Damage: Stun 40 / Elec Accuracy: C Dodging: C Priority: 6 Base MB Capacity: 120 --------------- #212 - GateMan --------------- HP: 600 Elemental Affinity: None Damage: Normal 100 / None Accuracy: B Dodging: B Priority: 0 Base MB Capacity: 130 ---------------- #213 - SharkMan ---------------- HP: 400 Elemental Affinity: Aqua Damage: Add 40 / Aqua Accuracy: C Dodging: A Priority: 6 Base MB Capacity: 120 ----------------- #214 - ShadowMan ----------------- HP: 450 Elemental Affinity: None Damage: Normal 20 / None, 3 hits Accuracy: S Dodging: S Priority: 1 Base MB Capacity: 130 ----------------- #215 - KnightMan ----------------- HP: 700 Elemental Affinity: None Damage: Breaking 50 / None, close range attack Accuracy: B Dodging: C Priority: 0 Base MB Capacity: 140 ----------------- #216 - MagnetMan ----------------- HP: 600 Elemental Affinity: Elec Damage: Piercing 60 / Elec Accuracy: S Dodging: C Priority: 6 Base MB Capacity: 120 ----------------- #217 - FreezeMan ----------------- HP: 500 Elemental Affinity: Aqua Damage: All Add 30 / Aqua Accuracy: A Dodging: B Priority: 6 Base MB Capacity: 120 ---------------- #218 - SnakeMan ---------------- HP: 450 Elemental Affinity: Wood Damage: Stun 30 / Wood Accuracy: B Dodging: A Priority: 7 Base MB Capacity: 120 --------------- #219 - ToadMan --------------- HP: 400 Elemental Affinity: Aqua Damage: Stun 30 / Elec Accuracy: S Dodging: S Priority: 6 Base MB Capacity: 130 --------------- #220 - HeatMan --------------- HP: 650 Elemental Affinity: Fire Damage: Piercing 70 / Fire Accuracy: B Dodging: B Priority: 6 Base MB Capacity: 120 ---------------- #221 - ColorMan ---------------- HP: 450 Elemental Affinity: None Damage: Normal 80 / None Accuracy: A Dodging: A Priority: 0 Base MB Capacity: 170 ---------------- #222 - MagicMan ---------------- HP: 350 Elemental Affinity: Fire Damage: Delete 10 / Fire Accuracy: A Dodging: A Priority: 6 Base MB Capacity: 180 ---------------- #223 - FlashMan ---------------- HP: 550 Elemental Affinity: Elec Damage: Stun 30 / Elec Accuracy: A Dodging: B Priority: 6 Base MB Capacity: 110 ---------------- #224 - BeastMan ---------------- HP: 500 Elemental Affinity: None Damage: Normal 30 / None, 3 hits Accuracy: B Dodging: S Priority: 0 Base MB Capacity: 130 ---------------- #225 - PlantMan ---------------- HP: 550 Elemental Affinity: Wood Damage: All Add 20 / Wood Accuracy: A Dodging: C Priority: 6 Base MB Capacity: 110 ---------------- #226 - FlameMan ---------------- HP: 600 Elemental Affinity: Fire Damage: All Add 30 / Fire Accuracy: B Dodging: C Priority: 6 Base MB Capacity: 110 ---------------- #227 - MetalMan ---------------- HP: 650 Elemental Affinity: None Damage: Breaking 80 / None Accuracy: B Dodging: B Priority: 0 Base MB Capacity: 140 --------------- #228 - KingMan --------------- HP: 500 Elemental Affinity: None Damage: All Add 20 / None Accuracy: A Dodging: C Priority: 0 Base MB Capacity: 130 ---------------- #229 - HubStyle ---------------- HP: 200 Elemental Affinity: None Damage: Add 20 / None, 5 hits Accuracy: A Dodging: B Priority: 0 Base MB Capacity: 350 ---------------- #230 - HeatGuts ---------------- HP: 400 Elemental Affinity: Fire Damage: Normal 70 / Fire Accuracy: C Dodging: B Priority: 6 Base MB Capacity: 150 ---------------- #231 - ElecTeam ---------------- HP: 400 Elemental Affinity: Elec Damage: Stun 30 / Elec Accuracy: B Dodging: B Priority: 6 Base MB Capacity: 150 ---------------- #232 - WoodShld ---------------- HP: 400 Elemental Affinity: Wood Damage: All Add 10 / Wood, 3 hits Accuracy: E Dodging: B Priority: 6 Base MB Capacity: 150 ---------------- #233 - AquaCust ---------------- HP: 400 Elemental Affinity: Aqua Damage: Add 50 / Aqua Accuracy: S Dodging: C Priority: 6 Base MB Capacity: 150 ------------------- #234 - Normal Navi ------------------- HP: 500 Elemental Affinity: None Damage: Normal 30 / None Accuracy: D Dodging: C Priority: 0 Base MB Capacity: 170 ---------------------- #235 - Normal Navi v2 ---------------------- HP: 550 Elemental Affinity: None Damage: Normal 30 / None Accuracy: D Dodging: C Priority: 0 Base MB Capacity: 180 ---------------------- #236 - Normal Navi v3 ---------------------- HP: 600 Elemental Affinity: None Damage: Normal 20 / None Accuracy: D Dodging: D Priority: 0 Base MB Capacity: 190 ---------------------- #237 - Normal Navi v4 ---------------------- HP: 650 Elemental Affinity: None Damage: Normal 20 / None Accuracy: D Dodging: D Priority: 0 Base MB Capacity: 200 ---------------------- #238 - Normal Navi v5 ---------------------- HP: 700 Elemental Affinity: None Damage: Normal 10 / None Accuracy: D Dodging: D Priority: 0 Base MB Capacity: 220 ----------------- #239 - Navi-Fire ----------------- HP: 550 Elemental Affinity: Fire Damage: Normal 70 / Fire Accuracy: C Dodging: C Priority: 6 Base MB Capacity: 160 ----------------- #240 - Navi-Aqua ----------------- HP: 550 Elemental Affinity: Aqua Damage: Add 40 / Aqua Accuracy: S Dodging: C Priority: 6 Base MB Capacity: 160 ----------------- #241 - Navi-Wood ----------------- HP: 550 Elemental Affinity: Wood Damage: All Add 10 / Wood, 3 hits Accuracy: E Dodging: C Priority: 6 Base MB Capacity: 160 ----------------- #242 - Navi-Elec ----------------- HP: 550 Elemental Affinity: Elec Damage: Stun 30 / Elec Accuracy: B Dodging: C Priority: 6 Base MB Capacity: 160 --------------------- #243 - Normal Navi X --------------------- HP: 700 Elemental Affinity: None Damage: Add 30 / None Accuracy: A Dodging: E Priority: 0 Base MB Capacity: 210 ------------------------------------------------------------------------------- ############################################################################### Chip Priority Chart ############################################################################### This section is a listing of chip priority in desending order. I have included this because I believe chip priority is just as an important consideration as damage or type of chip, and that you cannot order chips by priority in the game Priority 11 ----------- ZapRing3 BblWrap LeafShld Priority 10 ----------- Bubbler BigCloud Remobit3 LavaDrag AquaAura FireAura WoodAura ElecAura ElecMan Priority 9 ---------- HeatShot ZapRing2 Meteor3 Meteor4 Meteor5 LilCloud MedCloud Remobit1 Remobit2 Geyser Fire+40 Aqua+40 Wood+40 Elec+40 FreezBom Sparker Priority 8 ---------- Bub-V BubCross Heat-V TreeBom3 FireSwrd AquaSwrd ElecSwrd FireBlde AquaBlde ElecBlde Burner ZapRing1 Satelit1 Satelit2 Satelit3 MagBomb1 MagBomb2 MagBomb3 Meteor6 OldWood AntiFire AntiWatr AntiElec BlkBomb Meteors Priority 7 ---------- BubSprd HeatCros HeatSprd TreeBom1 TreeBom2 ColdPnch Spice1 Spice2 Spice3 AquaBall ElecBall HeatBall GaiaSwrd FireMan SnakeMan Priority 6 ---------- FireRatn Twister Blower BgRedWav Any Navi with an elemental attack besides ElecMan, FireMan, and SnakeMan. Priority 5 ---------- SloGuage TimeBom1 TimeBom2 TimeBom3 Barrier Jealousy AntiDmg AntiSwrd AntiRecv QuickMan Priority 4 ---------- ShotGun Slasher TripNdl QuadNdl Trident PoisMask PoisFace WhirlPl BlckHole GodStone Recov10 Recov30 Fan LifeAur1 Atk+10 Atk+20 Atk+30 HeroSwrd PanlGrab AreaGrab Priority 3 ---------- Cannon HiCannon M-Cannon StepSwrd Kunai3 DashAtk DoubNdl Recov50 Recov80 LifeAur2 LifeAur3 FtrSword KngtSwrd PoltrGst Priority 2 ---------- V-Gun CrossGun Spreader Sword WideSwrd LongSwrd Kunai1 Kunai2 ShockWav SonicWav Ratton3 MindBndr Recov120 Recov150 AirShoes Candle1 Candle2 Candle3 Prism Wind Anubis UnderSht FstGuage Navi+20 Navi+40 SkullMan Priority 1 ---------- MiniBomb LilBomb CrosBomb BigBomb DynaWave Quake1 Quake2 GutPunch Ratton1 Ratton2 Yo-Yo1 Yo-Yo2 Yo-Yo3 Recov200 Recov300 LavaStge IceStage GrassStg AlumiStg Geddon PanlOut Repair ProtoMan Bass ShadoMan Priority 0 ---------- CustSwrd Muramasa VarSwrd Quake3 Wrecker CannBall Tornado CrsShld1 CrsShld2 CrsShld3 BrakHamr ZeusHamr BrnzFist SilvFist GoldFist Mine FrntSnsr DblSnsr Guard Catcher RockCube Guardian Invis1 Invis2 Invis3 DropDown PopUp StoneBod Shadow1 Shadow2 Shadow3 Any other Navi not listed to this point. ############################################################################### Chip Locations ############################################################################### This section is a list of locations in which you can get the rarer chips in the game. The more common ones usually can be found easily when shopping for chips in any of the stores. This list is separated into sections grouped by similar conditions. ------------------------------------ S Tournament Reward (Chips 172-181) ------------------------------------ Unfortunately, you can only gain one of these chips per normal play through. The chip you ultimately do get from this set is randomly determined. The rest must be acquired through Navi Codes. --------------------- Hub Style (Chip 229) --------------------- You need to enter a special Navi code to get the HubStyle chip: Name: LAN Code: 5(star)4H-B81R-(star)KKZ-P15X-ZS5B-(club)XK0 Just by entering this code, the HubStyle chip will be given to you. This code also has several of the S Tournament Reward chips as well, which you can try to acquire when battling it. -------------------------- DataChips (Chips 191-194) -------------------------- There are 4 datachips in this game. Datachips cannot be used in this game; you'll be given an error if you try to move them into a folder. However, if you press select on them, their description will give you a NumberMan trader code than can be used in MMBN 4. Datachp1: Talk to Higsby 20 times in this chip shop. Datachp2: Finish the YumLand Open Battle. Datachp3: Complete GP Class S. Datachp4: Win the 128 Navi Tournament (Park Battle). -------------------------- Enemy Navi "Strong Chips" -------------------------- Most of the rarer chips in this game are each navi's strong chip. With the exception of NumberMan in the Novice tournament, all navis will carry their strong chip, making finding these chips easy. However, if you find that they will not give you their chip, you can attempt to get most of them from the Chip Lab under the 10 chip setting. MegaMan: CustSwrd Roll: Recov30 GutsMan: GutPunch ProtoMan: Slasher TurboMan: Burner Ring: Jealousy BassGS: LifeAur3 Bass: LifeAur1 IceMan: AquaSwrd FireMan: FireSwrd ElecMan: ElecSwrd WoodMan: TreeBom3 SkullMan: CrsShld3 NumberMan: Prism AirMan: Tornado QuickMan: FstGauge ThunderMan: Satelit3 GateMan: Guardian SharkMan: BubSprd ShadowMan: Muramasa KnightMan: Quake3 MagnetMan: MagBomb3 FreezeMan: SloGauge SnakeMan: Spice3 ToadMan: BigCloud HeatMan: HeatSprd ColorMan: Yo-Yo3 MagicMan: Meteor5 FlashMan: Remobit3 BeastMan: Kunai3 PlantMan: Trident FlameMan: Candle3 MetalMan: GoldFist KingMan: ZeusHamr Normal Navi: Cannon Normal Navi v2: HiCannon Normal Navi v3: CrosBomb Normal Navi v4: TripNdl Normal Navi v5: TripNdl Navi-F: HeatCros Navi-A: BubCross Navi-W: TreeBom2 Navi-E: Satelit2 Normal Navi X: LifeAur2 -------------------------- Enemy Navi Core Locations -------------------------- - GP Class E - Novice Tournament: Normal Navi v2 - Guts Tournament: GutsMan (MetalMan if you are playing as Dex) - Healing Tournament: Roll (ColorMan if you are playing as Mayl) - GP Class D - Match Tournament: FireMan - Sapling Tournament: WoodMan - Droplet Tournament: IceMan - Battery Tournament: ElecMan - GP Class C - Quick Tournament: QuickMan - Block Tournament: SkullMan - Cliff Tournament: AirMan - GP Class B - Firework Tournament: HeatMan - Verdant Tournament: PlantMan - Stream Tournament: SharkMan - Thunder Tournament: FlashMan - GP Class A - East Tournament: FreezeMan - West Tournament: MagicMan - GP Class S - Master Tournament: MegaMan or ProtoMan (depending on your character) - GP Class X - Shadow Tournament: ShadowMan - GP Class Y - Guardian Tournament: GateMan - GP Class Z - Chaos Tournament: Bass - Dencity - Battle #5: Normal Navi - Battle #10: NumberMan - Yumland - Battle #5: ThunderMan - Battle #10: SnakeMan - Battle #15: ToadMan - Battle #20: KingMan - Netopia - Battle #5: Normal Navi v3 - Battle #10: Normal Navi v4 - Battle #15: MagnetMan - Battle #20: BeastMan - Battle #25: KnightMan - Battle #30: Normal Navi X - Hackers Net - Battle #5: Normal Navi v5 - Battle #10, #20, #30, and #40: The 4 of these navis that you are missing: - ProtoMan, MetalMan, ColorMan, MegaMan, TurboMan, Ring - Battle #50: FlameMan - Battle #60: Navi-F - Battle #70: Navi-W - Battle #80: Navi-E - Battle #90: Navi-A - Battle 100: Bass GS ----------------------------- Navi Code Tournament Rewards ----------------------------- There are chips in the game that can be acquired through the park battle option (where you use Navi Codes). While some of these chips can be found in the Chip Lab, most can only be acquired through this format. ***Note***: You must have enough Navi Codes entered in the game in order to actually play the tournaments. The game only comes with 26 Navi Codes, so thus you can only play the Tournament-16 option until you enter more. Tournament 16 Prizes -------------------- BigBomb FireRatn TimeBom3 FrntSnsr DblSnsr Recov200 Anubis UnderSht Tournament 32 Prizes -------------------- Geyser LavaDrag GodStone OldWood DropDown AntiFire AntiWatr AntiElec Tournament 64 Prizes -------------------- Meteor6 Shadow3 Atk+30 Fire+40 Aqua+40 Wood+40 Elec+40 Navi+40 Tournament 128 Prizes --------------------- BlckHole Pop-Up HeatGuts AquaCust ElecTeam WoodShld ----------------- Other Rare Chips ----------------- There are some chips that don't fall into any of these categories. For any Navi, VarSword and QuadNdl are two very difficult chips to acquire. The Sunset Chip shop (not the lab) has VarSwords and you can get them through the 10-chip option. Protoman will also have a VarSword in this program deck in a few of his encounters as well. QuadNdl can be found from the Lab chip shop ONLY, through the 10-chip option. Also, the Navi you are playing as "Strong Chip" can only be found through a chip trader as well (usually the lab one). ------------------------------------------------------------------------------- ############################################################################### Navi Codes for Chips ############################################################################### This section will list Navi codes. Each navi codes will only have one type in their main deck, filling the 2nd and 3rd columns. Some Navis will also have a few slot-ins to make sure they can use their chips. (I.e. sword decks will have Repairs as their slot-ins). To defeat most of these navis, all you'll need is an Invis chip in your first column, and they shouldn't be able to harm you at all (the exception would be the Poltrgst folder; don't use any type of guard chip against it). So far, the only codes listed here will be for chips that are extremely difficult or impossible to find through a good play through, but if demand is high, I may include more codes. ***Note***: Navi chips cannot be acquired in this way. ***Guilt Warning***: There is no mechanism in place to stop you from gaining any chip you want here after opening the park battle (beat GP Class E). Therefore, you can use these codes to get very powerful chips way earlier than you will be offered them by the game. However, as my own little method of abuse protection, what I've done is I've made all the navi's the same name, so thus you can only have one of these codes active at a time. Still, please only use this to get chips you otherwise cannot get, and not to build uber-powerful decks to waste D-Class opponents. All navis are named "ACC0", and all opponents are Normal Navi X. c = club, d = diamond, h = heart, s = spade, * = star #036 - CustSwrd: FPHT dhFd J*XM W4JZ 93Td 6FY1 #038 - VarSword: 7N6c JYKY 5HY0 X76F H2Zc Y5F1 #039 - Slasher: NZC9 QKdS LsV6 GRZ4 3227 CJ51 #046 - GutPunch: KFRP c*9d HQ*s Q7Vs sKCd QGF1 #053 - QuadNdl: LQhG 4GZX cQGB XLR3 2JPY 16*1 #062 - Burner: sGLY 6SSM V78R 38HJ *KLZ 5Vc1 #117 - Recov10: HXL3 LQ5T Q7LP PP9s 2W36 QRL1 #118 - Recov30: PV3G 7*QR 1MLW 7930 *V6Y 35C1 #152 - LifeAur1: Y1LT 8VHX WCs* R6VY 478W RK11 #153 - LifeAur2: h1S1 BD23 8RsV 9Q** Q6B* 5YR0 #154 - LifeAur3: QZ9c XsN1 J5B2 S9hc C6cG JBh0 #155 - Jealousy: Y135 LWTS W3TP BTB4 Y5H8 X*80 #172 - BgRedWav: *sJJ 1NSB QRW0 S2CY WH64 Mh32 #173 - FreezBom: S13s 4PV5 NNBG DhYT sXT2 2VT1 #174 - Sparker: 00LM QMG4 Y1CN V1SJ WWWd F8K1 #175 - GaiaSwrd: S5S* DTK4 3sDT 8*S3 QGFG RMs1 #176 - BlkBomb: HZ9h JGH8 FM4S Q7cK 4QCR T201 #177 - FtrSword: D8QW dRJJ Rs7c TRCW hYGQ 5HQ0 #178 - KngtSwrd: L689 HP4h 2P7L BB6M 4YJh JdG0 #179 - HeroSwrd: 56FH J7PN D38S TdZB QXMs X770 #180 - Meteors: H35Z YK5X DH4G FZ1H sGM0 BL22 #181 - PoltrGst: LhHC Rd56 FVLQ 6LXc BR3F *YS1 ------------------------------------------------------------------------------- ############################################################################### Credits ############################################################################### In this section, I'd like to acnowledge the people who provided me information to make this guide even more complete. Brady Games - For finding out and listing the chip priorities. Cap'n Ascii - For providing the values from the Brady Games' guide. ############################################################################### Contact Information ############################################################################### Before you contact me, please read the following guidelines: - Make sure that I can tell from the subject line of your E-Mail that it is about this guide. I have received a lot of junk mail in the past, and even a subject line of "Hello" will probably get junked. - I will only comment on questions pertaining to this guide's subject. In this case, that would be about chip locations only. - As a special note, please do not E-Mail me if the priority values seem wrong. All values were taken from the Brady Games guide, and because it is hidden in the game, I cannot confirm the accuracy of these values. - Also, make sure that the question is not already answered in this guide. - Conversely, while I appreciate the time writing to me, any questions about other subjects of this game (like, how do I beat this boss) will be ignored. - Both positive and negative feedback is welcome. However, anyone openly insulting me will be permanently blocked. - Suggestions and/or additional information are also welcome. - I have already used my G-Mail invitations. I do not have any more, and if you ask for one, you will be permanently blocked. - Finally, I don't check my E-Mail too often. If you have a question that can be answered by somebody else, it's probably better that you ask them than me, as my replies are not prompt (unless you get lucky). So, you may contact me at: LiteYear at gmail dot com ------------------------------------------------------------------------------- ############################################################################### Copyright Information ############################################################################### Davin Shirley (aka LiteYear on GameFAQs) wrote this guide in its entirety. All information in this guide was gathered from the game alone, or from users that offered their information to be used in this guide. Currently, this guide may only be hosted on the web sites below, but however, I am receptive to requests from other web sites wishing to host this guide. - www.gamefaqs.com - www.ign.com If you see this guide on any other website not listed above, please let me know. This file is copyright Davin Shirley, 2004. ---End of File--