_________ _________ _________ ___ ____ /********/\ /********/\ /********/\ /**/\_/***/\ /*/ /*/ / /*/ /*/ / /*/\======\/ /**/ /****/_/ /*/____/*/ / /*/ /*/ / /*/ / /**/_/***/_/ /********/_/ /*/____/*/ / /*/_/_____ /*******/_/ /**/ \*\ \ /********/ / /*********/\ /***/ \**\ \ /**/====\*\_\ \========\/ \=========\/ \===\ \==\_\ ____ _____ _ _________ ___ ___ /****\ /*****\ \ /*********/\ /***\ /**/\ /***/\*\/*/\***/ / /**/ \***/ / /*****\ /**/ / /***/ /***/ /**/ / /**/___/**/ / /**/ \**\_/**/ / /***/ /***/ /**/ / /*********/ / /**/ / \*****/ / /***/ /***/ /**/ / /**/ / /**/ / /**/ / \***/ / \===\ \===\ \==\/ \==\/ \==\/ \==\/ \==\/ ________ ___ ____ ________ /*******/\ |***| _/***/\ /*******/\ /*/======\/ |***|_/***/_/ /*/======\/ /*******/\ _/********/ / /*******/\ /*/======\/ _/****/ |**| | /*/======\/ /*******/\ /****/ |**| | /*******/\ \=======\/ |====/ /==/_/ \=======\/ ________ _______ _______ ________ / ____ /\ / _____/\ / _____/\ / ____ /\ ------- / /___/ / / / / ____\/ / / ____\/ / /___/ / / ------- / ____ | | / / / / / |_ _|\ / _____/ / ------- / /___/ | | / /_/__ / /___/ / \/ / / ____\/ ------- /_______/ / /______/\ /_______/ / /__/ / -------- \_______\/ \______\/ \_______\/ \___\ -------- ******************************************************* Rockman EXE Battle Chip Grand Prix Guide (Version 1.00) ******************************************************* /------------------Content------------------------\ |*************************************************| | | | - Version History | | - What's this game (SEC01) | | - Gameplay/Basic Control (SEC02) | | - Battle Chip List (SEC03) | | - Keys and Notes | | - Normal Battle Chip List | | - Navi Chip List | | - Chip location + Chips you can't buy (SEC04) | | - Navi Chip locations (SEC05) | | - Battle Chip Preference Guide (SEC06) | | - Battle Stage Function + AP power-up (SEC07) | | - Battle Strategy (SEC08) | | - Special Chips + Navi-codes (SEC09) | | - Official Navi-codes | | - Self-made Navi-codes | | - Translation Table | | - Data Chip Section (SEC10) | | - Secret Chips (SEC11) | | - Hub/Saito Style | | - Normal Navi V5 | | - Cheat Codes Section (SEC12) | | - Bug Section (SEC13) | | - Wonder Swan Ver. Difference (SEC14) | | - Frequently Asked Questions (SEC15) | | - Credits | | - A Word From Author | \_________________________________________________/ (Press Ctrl+F and use the code in bracket to search for a particular section) *** Version History *** ----------------------- ver0.1 - Game play/basic Control section, chip list made ver0.2 - Data Chip , tournament prize section and special chip + navi-code section made ver0.3 - Minor mistakes corrected, ASCII code title made ver0.4 - Battle Stage Function section added ver0.5 - Battle chip preference guide up ver0.65 - Secret chips section and cheating section added Translation table added in Special Chip Section Navi-code found in exe4 added in navi-code section Bug section added ver0.75 - Chip list rearranged AP power-up information added Content table added Lots of cheats Added ver0.8 - New navi-codes added FAQs section added Cheats rearrangement ver0.81 - Minor mistakes corrected, two more FAQs up ver0.85 - Wonder Swan ver. Difference part added, some proofreading ver1.00 - Secret navi-codes from mmbn4 added Navi-chip locations added Section Code added Proofread (again) Added "Chip location + Chips you can't buy" section Tournament chip section deleted (added to chip location) Battle Strategy Section added (largest update ever, and could be the last) *** What's this game? (SEC01) *** --------------------------------- Another Rockman EXE game. This time it's not a RPG game, not an action game. This time is a strategy-based game! This game takes place somewhere between Rockman EXE 3 and 4, with six characters available for you to choose. Each character has his/her own story. Main Characters : Hikari Netto - with his navi Rockman Sakurai Meiru - with her navi Roll Ooyama Dekao - with his navi Gutsman Ijyuuin Enzan - with his navi Blues Todoroki Kaita - with his navi Turboman Towa Mary - with her navi Ring-chan (or Ring) Forte - a navi created by Dr. Cossack, have no operator Higure Yamitaro - with his navi Numberman (not playable) *** Game play/Basic Control (SEC02) *** --------------------------------------- In real world A : select an option, select a chip, etc. B : go back to the previous menu, cancel the command before, etc. L : page up for the chip library/chip selection screen R : page down for the chip library/chip selection screen Select : show details of chip after the chip is highlighted During Battles A : speed up the flashing "VS" screen which shown up before battle B : speed up/slow down game play L/R : slot-in chip execute During the battle/chip preparation screen, table with following format is shown -------------80mb ----L-----------7 ------------4---- --------2-------8 OK--1-------5---- --------3-------9 ------------6---- ----R----------10 (the OK button and amount of MB is only shown in chip preparation screen) 1. You can only put a Navi chip in slot 1, while the others must be non-navi chips. 2. The slots "L" and "R" can only be put in a chip with their size equal or less than the number indicated on the top-right hand corner. The maximum size will increase as you continue playing the game. 3. The amount of size of the chips in slots 2 to 10 cannot exceed the size of MB shown in the Navi chip. 4. The slots 2 to 10, L and R can be empty while 1 cannot. 5. During a battle, a random order is made, such as 1, 2, 4, 8 or 1, 3, 6, 10 (like a lot game), with the Navi chip used lastly, i.e. the orders for previous examples are 2, 4, 8, 1 and 3, 6, 10, 1. 6. The chance that the chip will be used in a turn is as the following : ---N/A---------------12.5% ---------------25%-------- ---------50%---------37.5% --100%---------50%-------- ---------50%---------37.5% ---------------25%-------- ---N/A---------------12.5% It is better for you to place the chips in the order of importance. 7. The slot-in gauge (the gauge at the bottom of screen during battle) will increase by 5% after a Navi use a chip (no matter success or fail). It will indicate the chance you can successfully use the slot-in chip. 8. All of the chips have their own HP. The chip will be deleted if its HP is reduced to 0. The battle ends when one of the navi's HP decreased to 0. 9. You can get money, and sometimes randomly get a chip in enemy's deck after you win. Higher the busting level, higher the chance you'll get a chip. *** Battle Chip List (SEC03) *** -------------------------------- Here it comes, the long list for the 243 chips in this game. No idea of how a particular chip works? See the chip number in chip library and look up here. Please read the keys and list notes first. Keys ==== keys for element - A = aqua E = elec F = fire W = wood keys for function - A = attack navi chip - C = counter type chip, condition stated in bracket (please note the difference between "if" and "whenever") - G = guard-type chip that absorbs damage, chip HP decrease after guarding, deleted after HP goes to zero. - * = attack all battle chips - > = attack last battle chip (the last chip you can use at that turn) - ? = randomly attack a battle chip - P = pass through guards that absorbs damage - D = delete and skip guards that absorbs damage, enemy's guard can't function at that time - ! = paralyze enemy - E = attack at the end of turn if the chip is not deleted List Notes ========== Order : the order for the functions follows the chronological order. e.g. "G, C, >" means "guarding -> conditional attack -> attack last battle chip" Counter Chip : For those counter chips with [whenever] in description, it can be used for counter attack more than one time, but those stating [if] will wear off after activation Special Chip : you will gain one of chips of no. 172 to 181 after you beat S class, can't gain the any other special chips using the same method again. The only way to gain others is to win navis with those chips by inputting navi-codes Navi Chip : the amounts of MB of navi chip are in final status (i.e. after you finish class S) Name : all of the names are the direct translations from the Japanese version Chip Notes (for indicated chips only) ===================================== Note 1 : Weakness attribute attack (e.g. aqua against fire) will delete these chip immediately, and its function (e.g. blocking) can't be used at that time. Note 2 : Attacks with same element as this chip cause no damage to the chip Note 3 : HP of barrier/aura won't decrease after blocking, auras will be deleted after blocking attacks over its AP limit Note 4 : Kagebunshin - enemy's non-sword attack can't hurt you/damage the chip - can jump over the hole to attack (You cannot use sword-type attack in the hole stage) Note 5 : Gaia Sword - AP=100 + total AP of unused, selected chips in that turn - recovery chips not included - unused chips can still be used Note 6 : Variable Sword - Randomly select one of the followings to attack : Sword(AP70), WideSword(AP80), LongSword(AP90), KnightSword(AP180) *** Normal Battle Chip List *** No. Name HP AP MB element accuracy stars functions --- ------------ ---- ---- ---- ------- -------- ----- ----------- 1. Cannon 60 60 10 - C 1 A 2. HiCannon 90 80 20 - C 2 A 3. MegaCannon 150 120 40 - D 3 A 4. Shotgun 40 30 10 - S 1 A , > 5. VGun 70 50 20 - S 2 A , > 6. CrossGun 90 60 30 - S 2 A , > 7. SpreadGun 150 70 40 - S 3 A , > 8. BubbleShot 40 20 10 A S 1 A , > 9. BubbleV 60 30 20 A S 2 A , > 10. BubbleCross 90 40 30 A S 3 A , > 11. BubbleSpread 130 50 40 A S 4 A , > 12. HeatShot 40 20 10 F S 1 A , > 13. HeatV 60 30 20 F S 2 A , > 14. HeatCross 90 40 30 F S 3 A , > 15. HeatSpread 120 50 40 F S 4 A , > 16. MiniBomb 120 10 10 - B 1 A , * 17. SmallBomb 220 20 20 - B 2 A , * 18. CrossBomb 250 30 40 - B 3 A , * 19. BigBomb 300 40 60 - B 4 A , * 20. ForestBomb1 120 20 30 W A 1 A , * 21. ForestBomb2 130 30 40 W A 2 A , * 22. ForestBomb3 180 40 50 W A 4 A , * 23. Sword 40 70 10 - E 1 A , ? 24. WideSword 80 80 20 - D 2 A , ? 25. LongSword 70 90 20 - D 2 A , ? 26. FireSword 110 80 30 F C 4 A , ? 27. AquaSword 110 80 30 A C 4 A , ? 28. ElecSword 110 80 30 E C 4 A , ? 29. FlameBlade 130 90 40 F D 3 A , ? 30. AquaBlade 130 90 40 A D 3 A , ? 31. ElecBlade 130 90 40 E D 3 A , ? 32. Fumikomizan 80 70 40 - D 4 A , ? - can jump over the hole to attack 33. Ryoutekunai1 60 10x3 10 - C 2 A , ? 34. Ryoutekunai2 70 20x3 20 - C 3 A , ? 35. Ryoutekunai3 80 30x3 30 - C 4 A , ? 36. CustomSword 150 30x? 40 - D 4 A , ? - AP = 30 x turn 37. Muramasa 60 10 70 - E 4 A , ? - AP = your damage 38. VariableSword 160 0 30 - D 4 A , ? - see note6 39. Iaiform 180 100 50 - D 4 C , ? [if enemy steps in] 40. Shockwave 120 50 10 - B 1 A , P 41. Sonicwave 120 70 20 - B 2 A , P 42. Dynawave 120 130 40 - B 3 A , P 43. Earthquake1 70 30 40 - C 2 A , * 44. Earthquake2 80 40 50 - C 3 A , * 45. Earthquake3 90 50 60 - C 4 A , * 46. GutsPunch 160 70 30 - B 4 A , D 47. ColdPunch 110 70 30 A B 3 A , D 48. DashAttack 90 80 40 - A 2 A , P 49. Tekkyuu 120 40 20 - D 1 A , D 50. Hougun 160 80 30 - D 2 A , D 51. DoubleNeedle 70 20x2 10 - B 1 A 52. TripleNeedle 120 20x3 20 - B 2 A 53. TetraNeedle 140 20x4 30 - B 4 A 54. Trident 170 30x3 30 - B 4 A 55. Ratton1 80 40 10 - S 1 A , > 56. Ratton2 120 50 20 - S 2 A , > 57. Ratton3 160 60 30 - S 3 A , > 58. RattonHanabi 120 120 60 F S 5 G , C , > [when enemy use fire element attack] 59. Tornado 50 10x3 40 - D 4 A , * 60. Kogarashi 30 10x3 40 W D 3 A , * 61. Neppu 20 10x3 40 F D 3 A , * 62. BurningBody 110 40 50 F B 4 A , * 63. RabiRing1 120 10 40 E C 1 A , ! 64. RabiRing2 60 50 40 E C 2 A , ! 65. RabiRing3 30 100 40 E C 3 A , ! 66. Satellite1 50 40 20 E B 2 A , > 67. Satellite2 80 50 30 E B 3 A , > 68. Satellite3 120 60 40 E B 4 A , > 69. BadSpice1 200 30 20 W S 2 A , * - only used in grass stage, can skip any guards 70. BadSpice2 240 50 30 W S 3 A , * - only used in grass stage, can skip any guards 71. BadSpice3 300 70 40 W S 4 A , * - only used in grass stage, can skip any guards 72. MagnetBomb1 90 10 10 E D 2 A , * 73. MagnetBomb2 110 20 20 E D 3 A , * 74. MagnetBomb3 130 30 30 E D 4 A , * 75. Yo-yo1 60 30x3 30 - C 1 A 76. Yo-yo2 80 40x3 40 - C 2 A 77. Yo-yo3 120 50x3 50 - C 4 A 78. CurseShield1 180 50 40 - A 2 G , C [whenever enemy attacks] 79. CurseShield2 250 60 50 - A 3 G , C [whenever enemy attacks] 80. CurseShield1 300 70 60 - A 4 G , C [whenever enemy attacks] 81. BreakHammer 40 30 40 - C 3 A , D , * 82. ZeusHammer 40 50 60 - C 4 A , D , * 83. HeavyGuage 120 0 20 - - 4 - decrease enemy's slot-in gauge by 50% 84. BronzeFist 110 90 30 - C 3 A , D 85. SilverFist 100 120 40 - C 3 A , D 86. GoldFist 90 150 50 - C 4 A , D 87. PoisonMask 140 20 30 - A 2 G , C , * [whenever enemy attacks] 88. PoisonFace 180 30 50 - A 3 G , C , * [whenever enemy attacks] 89. Uzushio 80 10 30 - D 3 A - randomly delete a battle chip 90. BlackHole 250 10 50 - B 4 A - randomly delete a battle chip 91. Meteor3 70 40x? 30 F ? 1 A - AP = 40 x [1 to 3 hits] 92. Meteor4 90 40x? 40 F ? 2 A - AP = 40 x [1 to 4 hits] 93. Meteor5 100 40x? 50 F ? 4 A - AP = 40 x [1 to 5 hits] 94. Meteor6 120 40x? 60 F ? 5 A - AP = 40 x [1 to 6 hits] 95. CountBomb1 90 40 30 - S 2 G , A , E , * 96. CountBomb2 180 40 50 - S 3 G , A , E , * 97. CountBomb3 260 40 60 - S 4 G , A , E , * 98. Cloud 180 10 20 A B 2 A , * 99. MoreCloud 150 20 30 A B 3 A , * 100. MostCloud 120 30 40 A B 4 A , * 101. StealthMine 100 50 30 - S 3 C , * [if enemy steps in] 102. FrontSensor 300 40 50 - S 4 G , C , * [if enemy attacks] - chip self-destruction 103. DoubleSensor 140 70 50 - S 4 G , C , * [if enemy attacks] - chip self-destruction 104. Remo-kogoro1 150 10 30 E B 2 A , G , * 105. Remo-kogoro2 210 20 40 E B 3 A , G , * 106. Remo-kogoro3 300 30 50 E B 4 A , G , * 107. AquaBalloon 160 10 30 A C 2 A , G , E - AP = amount of enemy's attack (see note 1,2) 108. ElecBalloon 160 10 30 E C 2 A , G , E - AP = amount of enemy's attack (see note 1,2) 109. HeatBalloon 160 10 30 F C 2 A , G , E - AP = amount of enemy's attack (see note 1,2) 110. Kanketsusen 50 50 40 A A 4 A , * - only used in hole field 111. MagmaDragon 40 50 50 F A 5 A , * - only used in hole field 112. GodStone 60 80x? 50 - ? 5 A - only used in hole field, AP = 80 x [1 to 3 hits] 113. OldWood 40 50 50 W A 5 A , * - only used in hole field 114. MetGuard 10 40 20 - B 2 G , C [whenever attack]-attack with element delete it 115. CatchMachine 200 0 20 - - 2 - increase your busting level by 2 116. AnotherMind 100 10 10 - S 5 A - enemy's next draw is same as previous one 117. Recovery-10 80 10 0 - - 4 - recover your navi's HP by 10 118. Recovery-30 40 30 0 - - 4 - recover your navi's HP by 30 119. Recovery-50 80 50 10 - - 1 - recover your navi's HP by 50 120. Recovery-80 80 80 20 - - 2 - recover your navi's HP by 80 121. Recovery-120 40 120 20 - - 2 - recover your navi's HP by 120 122. Recovery-150 60 150 30 - - 3 - recover your navi's HP by 150 123. Recovery-200 90 200 40 - - 5 - recover your navi's HP by 200 124. Recovery-300 20 300 40 - - 5 - recover your navi's HP by 300 125. AirShoes 100 0 20 - - 4 - allow you to jump over the hole to attack 126. Candle1 100 40 10 - - 2 - recover your navi's HP by 40 and remove paralyze 127. Candle2 100 70 20 - - 3 - recover your navi's HP by 70 and remove paralyze 128. Candle3 100 100 40 - - 4 - recover your navi's HP by 100 and remove paralyze 129. StoneCube 250 0 10 - - 1 G 130. Prism 150 0 30 - - 4 A , G , E - AP = your own attack amount after using the chip 131. Ojizousan 70 150 70 - - 4 G , C , * [if enemy attacks] - chip self-destruction 132. Toppu(Wind) 160 0 20 - - 2 - remove enemy guard, enemy accuracy down but evasion up 133. Suikomi(Fan) 180 0 20 - - 2 - remove enemy guard, enemy accuracy up but evasion down 134. PoisonAnubis 230 30 60 - S 5 A , G , * - ignore any kind of guards to attack 135. Invisible1 10 0 20 - - 3 - enemy's attack can't hurt you 136. Invisible2 20 0 30 - - 3 - enemy's attack can't hurt you 137. Invisible3 40 0 40 - - 3 - enemy's attack can't hurt you 138. Tenjouura 60 0 40 - - 4 - enemy's attack can't hurt you 139. Yukashita 100 0 50 - - 4 - enemy's attack can't hurt you 140. StoneBody 80 0 30 - - 3 - enemy's attack can only reduce 10 of your HP 141. Kagebunshin1 30 30 40 - S 3 C [whenever enemy use non-sword attack] (see note 4) 142. Kagebunshin2 30 40 50 - S 3 C [whenever enemy use non-sword attack] (see note 4) 143. Kagebunshin3 30 60 60 - S 4 C [whenever enemy use non-sword attack] (see note 4) 144. Undershirt 120 0 20 - - 4 - enemy AP over your HP turn 10 dmg 145. Barrier 120 0 30 - - 2 - disappear after blocking enemy's attack once 146. BubbleWrap 90 0 30 A - 2 - disappear after blocking attack once (see note 1,3) 147. LeafShield 90 0 30 W - 2 - disappear after blocking attack once (see note 1,3) 148. AquaAura 60 0 50 A - 4 - block any non-elec attacks with AP < 80 (see note 1,3) 149. FlameAura 60 0 50 F - 4 - block any non-aqua attacks with AP < 80 (see note 1,3) 150. WoodAura 60 0 50 W - 4 - block any non-fire attacks with AP < 80 (see note 1,3) 151. ElecAura 60 0 50 E - 4 - block any non-wood attacks with AP < 80 (see note 1,3) 152. DreamAura1 40 0 40 - - 4 - block any attacks with AP < 100 (see note 3) 153. DreamAura2 40 0 50 - - 4 - block any attacks with AP < 120 (see note 3) 154. DreamAura3 40 0 60 - - 5 - block any attacks with AP < 150 (see note 3) 155. Jealousy 10 10 60 - S 5 A - delete enemy's slot-in chips 156. Kakigenkin 120 40 50 F S 5 C [if enemy use fire element attack] 157. Hiraishin 120 40 50 E S 5 C [if enemy use elec element attack] 158. Daikouzui 120 40 50 A S 5 c [if enemy use aqua element attack] 159. Kawarimi 70 80 50 - C 4 G , C[whenever enemy attacks]-element attacks can't damage 160. Shirahadori 60 100 40 - S 4 C , ? [if enemy use sword attack] 161. QuickGuage 200 0 20 - - 4 - increase your slot-in gauge by 50% 162. BadMedicine 100 0 40 - S 4 C - [if enemy use recovery chips], AP = recovery chip AP 163. Attack+10 160 10 10 - - 1 - AP of chip afterwards + 10 164. Attack+20 80 20 10 - - 2 - AP of chip afterwards + 20 165. Attack+30 80 30 20 - - 4 - AP of chip afterwards + 30 166. Fire+40 60 40 20 F - 4 - AP of fire chip afterwards + 40 167. Aqua+40 60 40 20 A - 4 - AP of aqua chip afterwards + 40 168. Wood+40 60 40 20 W - 4 - AP of wood chip afterwards + 40 169. Elec+40 60 40 20 E - 4 - AP of elec chip afterwards + 40 170. Navi+20 60 40 10 - - 3 - AP of navi chip afterwards + 20 171. Navi+40 40 40 20 - - 4 - AP of navi chip afterwards + 40 172. BigRedWave 10 90 80 F A 5 A , P , * 173. FreezeBomb 250 40 40 A B 5 A , * 174. ChargeSpark 300 50 70 E C 5 A , * , G 175. GaiaSword 90 100 70 W C 5 A , ? - (see note 5) 176. BlackBomb 300 60 50 F A 5 G , C , * - [whenever enemy uses fire attack] (see note 2) 177. FighterSword 150 150 40 - C 5 A , ? 178. KnightSword 130 180 50 - C 5 A , ? 179. PaladinSword 110 250 70 - C 5 A , ? 180. Ryuuseigun 70 60x? 80 F ? 5 A - AP = 60 x [1 to 6 hits] 181. Poltergeist 160 150x? 50 - A 5 A - AP = 150 x no. of guards using now, disable all guards 182. PanelSteal 120 0 0 - - 1 - reduce enemy's evasion point by 10 183. AreaSteal 120 0 10 - - 2 - reduce enemy's evasion point by 30 184. MagmaStage 10 0 20 - - 2 - change the battle stage into magma stage 185. IceStage 10 0 20 - - 2 - change the battle stage into ice stage 186. KusamuraStage 10 0 20 - - 2 - change the battle stage into grass stage 187. AlumiStage 10 0 20 - - 2 - change the battle stage into aluminium stage 188. DeathMatch 10 0 20 - - 2 - change the battle stage into poison stage 189. PanelOut 10 0 20 - - 2 - change the battle stage into hole stage 190. PanelReturn 10 0 20 - - 2 - change the battle stage into normal stage 191. DataChip1 0 0 0 - - 5 - lot number for Rockman exe 4 (see Data Chip sect SEC10) 192. DataChip2 0 0 0 - - 5 - lot number for Rockman exe 4 (see Data Chip sect SEC10) 193. DataChip3 0 0 0 - - 5 - lot number for Rockman exe 4 (see Data Chip sect SEC10) 194. DataChip4 0 0 0 - - 5 - lot number for Rockman exe 4 (see Data Chip sect SEC10) *** Navi Chip List *** No. Name HP AP MB element accuracy evasion stars attack description --- ------------ ---- ---- ---- ------- -------- ------- ----- ------------------- 195. Rockman 500 50 330 - A B 5 Charge Shot - A , > 196. Roll 400 50 300 - C A 5 Heart Flash - A , recovery50 197. Gutsman 600 70 290 - C C 5 Guts Hammer - A , D 198. Blues 550 60 320 - B B 5 Sonic Boom - A , ? 199. Turboman 550 20 320 - A C 5 Turbo Wheel - A , * (element : F) 200. Ring 450 20x2 310 - B A 5 Ring Boomerang - A , > (element : E) 201. ForteGS 800 40 330 - B B 5 Gospel Cannon - A , * (element : F) 202. Forte 700 20x3 300 - A B 5 Air Blast - A , > 203. Iceman 500 60 290 A B A 5 Freeze Tower - A , P (element : A) 204. Fireman 500 60 290 F B C 5 Fire Arm - A , P (element : F) 205. Elecman 450 20 290 E B B 5 Rakurai - A , * (element : E) 206. Woodman 600 80 290 W B C 5 Woody Tower - A , P (element : W) 207. Skullman 650 90 310 - B B 5 Bone Stalker - A 208. Numberman 400 10x? 280 - B C 5 Dice Bomb - A , * (AP=10 x [1 to 6 hits]) 209. Airman 550 30 300 - C B 5 Air Shooter - A , * 210. Quickman 450 30x2 310 - A S 5 Q Bommerang - A , > 211. Thunderman 550 40 280 E C C 5 Thunder Bolt - A , ! (element : E) 212. Gateman 600 100 290 - B B 5 Gate Cannon - A 213. Sharkman 400 40 280 A C A 5 Air Shooter - A , > (element : A) 214. Shadowman 450 20x3 290 - S S 5 Shuriken - A 215. Knightman 700 50 300 - B C 5 R. W. B. - A , D 216. Magnetman 600 60 280 E S C 5 Mag Missile - A , P (element : E) 217. Freezeman 500 30 280 A A B 5 Ice Tower - A , * (element : A) 218. Snakeman 450 30 280 W B A 5 Snake Arrow - A , ! (element : W) 219. Toadman 400 30 290 A S S 5 Onpu Melody - A , ! (element : E) 220. Heatman 650 70 280 F B B 5 Flame Tower - A , P (element : F) 221. Colouredman 450 80 330 - A A 5 FA Tower - A 222. Magicman 350 10 340 F A A 5 Magic Fire - A, 50% rdm chp delete(elem:F) 223. Flashman 550 30 270 E A B 5 Neon Light - A , ! (element : E) 224. Beastman 500 30x3 290 - B S 5 Wild Rush - A 225. Plantman 550 20 270 W A C 5 Yellow Flower - A , * (element : W) 226. Flameman 600 30 270 F B C 5 Fire Blaze - A , * (element : F) 227. Metalman 650 80 300 - B B 5 Metal Fist - A , D 228. Kingman 500 20 290 - A C 5 Checkmate - A , * 229. SaitoStyle 200 20x5 510 - B B 5 Rock Buster - A (see Secret Chip sect. SEC11) 230. HeatGuts 400 70 310 F C B 5 Kaenhousya - A (element : F) 231. ElecBrother 400 30 310 E B B 5 Rabi Ring - A , ! (element : E) 232. WoodShield 400 10x3 310 W E B 5 Kogarashi - A , * (element : W) 233. AquaCustom 400 50 310 A S C 5 Aqua Shot - A , > (element : A) 234. NormalNavi 500 30 330 - D C 5 Normal Buster - A 235. NormalNaviV2 550 30 340 - D C 5 Normal Buster - A 236. NormalNaviV3 600 20 350 - D D 5 Normal Buster - A 237. NormalNaviV4 650 20 360 - D D 5 Normal Buster - A 238. NormalNaviV5 700 10 380 - D D 5 Normal Buster - A 239. NaviTypeF 550 70 320 F C C 5 Kaenhousya - A (element : F) 240. NaviTypeA 550 40 320 A S C 5 Aqua Shot - A , > (element : A) 241. NaviTypeW 550 10x3 320 W E C 5 Kogarashi - A , * (element : W) 242. NaviTypeE 550 30 320 E B C 5 Rabi Ring - A , ! (element : E) 243. NormalNaviX 700 30 370 - A E 5 Charge Shot - A , > *** Chip location + Chips you can't buy (SEC04) *** --------------------------------------------------- I'll list some of the chips location (some, but not all) here and if you can't find a particular chip, look up here. No. Name Location --- -------------- --------------------------------- -------- 11. BubbleSpread Sharkman 15. HeatSpread Heatman 19. BigBomb Tournament 16 (can't be bought!) 22. Forestbomb3 Woodman 35. RyouTekunai3 Beastman 36. CustomSword Rockman 37. Muramasa Shadowman 38. VariableSword Blues 39. Iaiform Blues 45. Earthquake3 Knightman 54. Trident Plantman 58. RattonHanabi Tournament 16 (can't be bought!) 59. Tornado Airman 60. Kogarashi Plantman 62. BurningBody Turboman 68. Satellite3 Thunderman 71. BadSpice3 Snakeman 74. MagnetBomb3 Magnetman 77. Yo-yo3 Colouredman 80. CurseShield3 Skullman 82. ZeusHammer Kingman 83. HeavyGauge Freezeman 86. GoldFist Metalman 90. BlackHole Tournament 128 (can't be bought!) 93. Meteor5 Magicman 94. Meteor6 Tournament 64 (can't be bought!) 97. CountBomb3 Tournament 16 102. FrontSensor Tournament 16 (can't be bought!) 103. DoubleSensor Tournament 16 (can't be bought!) 106. Remo-kogoro3 Flashman (use Poltergeist if you want to beat him in Z) 110. Kanketsusen Tournament 32 111. MagmaDragon Tournament 32 (can't be bought!) 112. GodStone Tournament 32 (can't be bought!) 113. OldWood Tournament 32 117. Recovery-10 Roll 118. Recovery-30 Roll 123. Recovery-200 Tournament 16 124. Recvoery-300 NormalNaviX (can't be bought!) 125. AirShoes Tournament 32 128. Candle3 Flameman 130. Prism Numberman 134. PoisonAnubis Tournament 16 (can't be bought!) 138. Tenjouura Tournament 32 139. Yukashita Tournament 128 143. Kagebunshin3 Tournament 64 144. Undershirt Tournament 16 152. DreamAura1 Forte 153. DreamAura2 NormalNaviX (can't be bought!) 154. DreamAura3 ForteGS (can't be bought!) 155. Jealousy Ring 156. Kakigenkin Tournament 32 (can't be bought!) 157. Hiraishin Tournament 32 (can't be bought!) 158. Daikouzui Tournament 32 (can't be bought!) 161. QuickGauge Quickman 165. Attack+30 Tournament 64 (can't be bought!) 166. Fire+40 Tournament 64 (can't be bought!) 167. Aqua+40 Tournament 64 (can't be bought!) 168. Wood+40 Tournament 64 (can't be bought!) 169. Elec+40 Tournament 64 (can't be bought!) 171. Navi+40 Tournament 64 (can't be bought!) Other chips you can't buy : 172-181 (Special Chips SEC09) 191-194 (Data Chip SEC10) 195-243 (Navi Chips) If I miss any chips or I've made any mistakes, send an e-mail to me. *** Navi Chip locations (SEC05) *** ----------------------------------- Having trouble in founding a particular navi-chip? Here is the list which you can found them : (Note that the character you use may affect some of the navis' locations) No. Name Location --- -------------- -------------------------------------------------------- 195. Rockman Hacker's N battle 30 for Roll, Class S Master for others 196. Roll Class E Healing, except for Roll 197. Gutsman Class E Guts, except for Gutsman 198. Blues See another list below 199. Turboman Open Hacker's N/YamiNet battle 10, except for Turboman 200. Ring Open Hacker's N/YamiNet battle 40, except for Ring 201. Forte GS Open Hacker's N/YamiNet battle 100 202. Forte Class Z Chaos 203. Iceman Class D Droplet 204. Fireman Class D Match 205. Elecman Class D Battery 206. Woodman Class D Sapling 207. Skullman Class C Block 208. Numberman Open DenCity/Densan battle 10 209. Airman Class C Cliff 210. Quickman Class C Quick 211. Thunderman Open Yumland/Ajina battle 5 212. Gateman Class Y Guardian 213. Sharkman Class B Stream 214. Shadowman Class X Shadow 215. Knightman Open Netopia/Amerope battle 25 216. Magnetman Open Netopia/Amerope battle 15 217. Freezeman Class A East 218. Snakeman Open Yumland/Ajina battle 10 219. Toadman Open Yumland/Ajina battle 15 220. Heatman Class B Firework 221. Colouredman Class E Healing for Roll, Hacker's N battle 30 for others 222. Magicman Class A West 223. Flashman Class B Thunder 224. Beastman Open Netopia/Amerope battle 20 225. Plantman Class B Verdant 226. Flameman Open Hacker's N/YamiNet battle 50 227. Metalman Class E Guts for Gutsman, Hacker's N battle 20 for others 228. Kingman Open Yumland/Ajina battle 20 229. Hub/SaitoStyle Secret Navi-code (see Secret Codes Sect. SEC11) 230. HeatGuts Tournament 128 231. ElecBrothers Tournament 128 232. WoodShield Tournament 128 233. AquaCustom Tournament 128 234. NormalNavi Open Dencity/Densan battle 5 235. NormalNaviV2 Class E Novice 236. NormalNaviV3 Open Netopia/Amerope battle 5 237. NormalNaviV4 Open Netopia/Amerope battle 10 238. NormalNaviV5 Open Hacker's N battle 5/Navi-code (JP ver) 239. NaviTypeF Open Hacker's N battle 60 240. NaviTypeA Open Hacker's N battle 90 241. NaviTypeW Open Hacker's N battle 70 242. NaviTypeE Open Hacker's N battle 80 239. NormalNaviX Open Netopia/Amerope battle 30 Blues location Rockman/Roll - Class S Master Gutsman - Open Hacker's N/YamiNet battle 20 Turboman - Open Hacker's N/YamiNet battle 10 Ring - Open Hacker's N/YamiNet battle 40 *** Battle Chip Preference Guide (SEC06) *** -------------------------------------------- During battle, there is a preference which will determine whether you or your opponent executes his chip first. e.g. Your chip order : Quick Gauge -> Fire+40 -> Meteor4 Opponent's chip order : Aqua Sword -> Cross Bomb -> BubbleBi Order of execution : Aqua Sword -> Quick Gauge, Fire+40 -> Cross Bomb, and then Bubble Bi -> Meteor4 If you know more about the preference, you can set up chips with higher preference so you can get an advantage during the battle. The preference is far too complicated for me to list out all of them so I will make a brief description here : 1. Bad Spice chips (chip no. 69 - 71) have an extremely high preference. Have a high AP and can damage chips (but the stage must be Kusamura stage). 2. Barrier type chips (chip no. 145 - 147) have top preferences. Can be used to make a good defence strategy. 3. Special element chips (chip no. 172 - 175) has a high preference. Can use them to either destroy chips/defence in advance. 4. Remo-kogoro chips (chip no. 104 - 106) have a very high preference. Perform EXTREMELY well in chip deleting and defence. 5. Attack + chips (chip no. 163 - 171) has a quite high preference. Generally put in the middle/front row of deck. 6. Shotgun type (chip no. 4 - 15) has a quite high preference. Can be used to destroy chips with little HP at the back. 7. Invisible type chip (chip no. 135 - 143) has a medium high preference. Extremely recommended when enemy's chip's first chip is a defence-type chip with no Poltergeist equipped (e.g. Forte/Forte GS). There is also a preference for the navis. This preference will affect the order of navi's attack (e.g. Flashman has a higher preference than Navi Type E). What I am not very sure is that whether the navi preference is affected by chip ID/total amount of MB/HP/AP. If you have any specific information concerning chip/navi preference, tell me and credits will be given. By the way, if you and your opponent is holding the same type of chip and is of the same type of navi, the computer will randomly decide who will perform his action first. *** Battle Stage Function + AP power-up (SEC07) *** --------------------------------------------------- 1. Battle Stage Magma Stage - decrease non-fire navi's HP by 50 at the end of each turn - change to normal stage after using any aqua element attack Ice Stage - increase navi's evasion - power-up elec element attacks' AP Grass stage - increase wood element navi's HP by 50 at the end of each turn - power-up fire element attacks' AP - change to normal stage if any fire element attack is used Aluminium Stage - power-up elec element attacks' AP - change into grass stage if any wood element attack is used Poison Stage - reduce navi's and all chip's HP by 20 at the end of each turn Hole Stage - Close range attacks can't be used, e.g. Sword-type attack, Fist-type attack, Wave-type attack, etc. 2. AP power-up There are 4 conditions that will increase the AP of the chip, they are : - attack-up chip (e.g. fire+40) - the navi you use is as the same attribute as the chip (e.g. Elecman use Remo-kogoro1/2/3) - ground effect (only for ice/grass/aluminium stage, see the above) - weakness effect, i.e. fire against wood, water against fire, elec against water, and wood against elec Each of the conditions 2-4 will increase your AP by 60% (not 100%), the following is a formula to calculate the AP of your chip: AP = [(initial AP + attack-up chip)] x [(1 + [navi same attribute 0.6] + [ground effect 0.6] + [weakness 0.6])] If the amount is not divisible by 10, it will be increased to the next multiple of 10 (e.g. 132 -> 140) For multi-attack chips, the AP will be : AP = [(initial AP + attack-up chip)] x [(1 + [same attribute 0.6] + [ground effect 0.6] + [weakness 0.6])] x ? where ? is number of times of attack (e.g. for Yo-yo1, ? is 3) So if you use a Navi Type E, then you stand on the aluminium stage and use a Remo-kogoro3 (AP 30) and an elec+40 chip against Toadman (with aqua attribute), then the AP = (30 + 40) x (1 + 0.6 + 0.6 + 0.6) = 196 -> 200! Use the strategy wisely and you'll get an great advantage when encountering enemies. *** Battle Strategy (SEC08) *** ------------------------------- Almost the most important section of the game. Here is what I learnt from the game, hope that these can help. Use it according to the rating. Power-up : 1. Use AP power-up listed in the previous section (SEC07) as much as possible. e.g. Magicman then use Fire+40 then Meteors/Ryuseigun on grass stage -> 70% immediate kill (all you need is luck at that time). 2. Use different Stage series chip for your own advantage (e.g. put grass stage in your deck if you use fire-type navi, put ice stage if you use navi with high dodge rating). 3. Use corresponding elements for different element enemies, e.g. use Aqua Ball for Iceman (he can't break it) or Big Red Wave for Plantman. 4. Put different set of chips (including navi chips) with different element in your folder, you will have great trouble if your enemy's element is against you. Slot-in related : 1. Put a recovery-300 or chips that can do massive damage (e.g. Hero/Paladin Sword, Muramasa) for slot-in. They are your friends when you are in trouble. You may also need a Quick Gauge in your deck. 2. Set up a theme for your deck, whether you would like a chip-deleting deck or deck causing massive damage, so you can choose different chips for the theme. Deck-related strategies 1. Use chips with high preference, see Battle Chip Preference SEC06, you will always get an advantage because you take your move first. 2. Don't use too much chips with low HP (especially in the back), you will find helpless if all your chips are deleted. You can only use a lot if your opponent's deck hawe no chip-delete chips (e.g. Gutsman in one of the classes, though I forgot which one) 3. A simple but useful one. Before a multi-attack chip, place a attack+ chip. e.g. Fire+40 then Blower -> massive damage to enemy's chips! 4. Fill up our deck's space with 0mb chips, i.e. Recovery-10, Recovery-30 and Panel Grab/Steal. It can prevent your other chips being damaged. Against different themes : - guarding + chip-deleting (e.g. Class Z's Flashman) 1. Use break guard-type chip (e.g. Gold-Fist, Gutsman) 2. Use Poltergeist 3. Use piercing chips (e.g. Dynawave, Fireman) 4. Life Aura series (not always work because enemy may attack first) - massive damage type 1. Use AntiDamage/Kawarimi or Metguard, depending on whether the chips has elements or not. 2. Use hole stage, in many cases those chips with large damage have to jump to your side to attack (e.g. swords and fist-type chip). Recommended deck : Well, these decks are just for reference, but you can modify them to suit your deck and navis. 1. General deck, for all type of battles Navi : BassGS Slot-ins : Repair/Panel Return or Muramasa and Gaia Sword First column : Popup/Yukashita (top), Hero Sword/Paladin Sword (Bottom) Second column : yo-yo3 (top), Hero Sword (middle), Recovery-200 (bottom) Third column : PanelGrab (top), Poltergeist, navi+40, PanelGrab(bottom) A generally strong deck. 2. Elec attack-based chip-deleting deck Navi : NaviTypeE Slot-ins : Alumi Stage, Hero Sword First column : Sparker/Charge Spark X 2 Second column : Remobit/kogoro2 (top), Poltergeist, Remokogoro2 (bottom) Third column : PanelGrab (top), navi+40, Magnet Bomb3, Recovery-30 (bottom) Chips with low HP will be deleted quickly. 3. Fire attack-based chip-deleting deck Navi : Magicman Slot-ins : Recovery-300, Meteors/Ryuuseigun First column : Big Red Wave X 2 Second column : Fast/Quick Gauge (top), Fire+40, Grass Stage (bottom) Third column : PanelGrab (top), Meteor6, Meteor6, PanelGrab (bottom) A great deck, if opponent's first chip is not Remobit/Remokogoro. 4. Elec guard-based chip-deleting deck Navi : Magnetman Slot-ins : Muramasa, Popup/Yukashita First column : Sparker/Charge Spark (top), Magnet Bomb3 (bottom) Second column : Magnet Bomb3 X 3 Third column : MagnetBomb3(top),MagnetBomb3,AlumiStage,MagnetBomb3(bottom) Though simple, but can cause great damage to chip and navi. 5. Fire attack-based deck Navi : NaviType F Slot-ins : Big Red Wave, Meteors/Ryuuseigun First column : Big Red Wave (top), Fire Blade (bottom) Second column : Fire Sword (top), fire+40 (middle), Fire Sword (bottom) Third column : Recovery-30 (top), HeatSpread, Meteor6, GrassStage (bottom) Fire-navi with many swords, could be in trouble if battle on hole stage. *** Special Chips + Navi-code (SEC09) *** ----------------------------------------- You will obtain one of the chips between No.172 and No.181 after you finish S class, and you can't get other nine chips by playing S class again. The only way to obtain them is to input a Navi-code that contain the chips into the tournament's section, then battle them and win them. I rate the navi-codes myself, so the rating may not be same for different players. (note: Those with dashes are in Japanese, can only be entered in Japanese version of the game. Also, a is not A and tsu is not TSU. Please refer to the translation table below.) Navi-codes found in Megaman Battle Network 4 (for USA/Eur ver) : Code 1 - Name : LAN Navi-code : NG75-H5RF-R0MN-440N-2QX(club)-X341 Navi : Megaman Where can be found : Electown's rubbish bin Code 2 - Name : MAYL Navi-code : 8NT8-JZFL-3Q9D-7RPX-T(diamond)CH-JX51 Navi : Roll Where can be found : bunch of flower in Den Dome Code 3 - Name : DEX Navi-code : FD(star)3-3JW1-PS(star)V-(diamond)01(diamond)-(heart)6R(club)-1J32 Navi : Gutsman Where can be found : chairs in the castle of Castillo Code 4 - Name : CHAU Navi-code : 93(club)5-WXNH-9MWT-(star)VX8-DY7M-88H0 Navi : Protoman Where can be found : boxes in the market of Netopia Code 5 - Name : KAI Navi-code : M(star)SP-3(heart)(diamond)C-6KGQ-(heart)9FM-X0N(heart)-M(diamond)P1 Navi : Turboman Where can be found : small Buddhas in Yumland Code 6 - Name : MARY Navi-code : CX4(star)-1G(spade)9-5JKL-S(club)GD-3L5B-90Z1 Navi : Ring Where can be found : pictures inside the space centre of Sharo Code 7 - Name : LAN Navi-code : 5(star)4H-B81R-(star)KKZ-P15X-ZS5B-(club)XK0 Navi : Hub Style Where can be found : line graph in NAXA Navi-codes found in Rockman EXE4 (for Jap ver) : Code 1 - Name : NE-tsu-TO Navi-code : J5FA-16MI-A82F-KNBR-X892-T6Y0 Navi : Rockman Where can be found : Denki Street's rubbish bin Code 2 - Name : ME-I-RU Navi-code : S9S0-6KZL-7DUW-KR6U-A1U1-BAX1 Navi : Roll Where can be found : bunch of flower in Densan Dome Code 3 - Name : DE-KA-O Navi-code : 27XB-KQ5T-22AV-OLQL-Q2SM-GEQ0 Navi : Gutsman Where can be found : chairs in the castle of Cielo Castillo Code 4 - Name : E-N-ZA-N Navi-code : O3ND-ZCO1-SQYB-0HAA-TOWD-39S0 Navi : Blues Where can be found : boxes in the market of Ameroupe Code 5 - Name : KA-I-TA Navi-code : CG69-6UMN-J10Y-19X5-7L6R-FQ22 Navi : Turboman Where can be found : small Buddhas in Ajina Code 6 - Name : MA-RI-i Navi-code : IVJZ-Y1RB-DGNH-T1YW-9CWZ-73A1 Navi : Ring Where can be found : pictures inside space centre of Sharro /----Japanese Translation Table----\ |**************Page 1**************| | | | A KA SA TA NA HA MA YA RA WA | | I KI SI TI NI HI MI RI | | U KU SU TU NU HU MU YU RU WO | | E KE SE TE NE HE ME RE | | O KO SO TO NO HO MO YO RO N | \__________________________________/ __________________________________ /**************Page 2**************\ | | | GA ZA DA BA PA a ya tsu | | GI ZI DI BI PI i | | GU ZU DU BU PU u yu - | | GE ZE DE BE PE e | | GO ZO DO BO PO o yo ? | \__________________________________/ (note : For Japanese version only. TSU=TU, FU=HU, and ? is the black box) Here are some codes from the internet : Code 1 - Name : YU-'-'-KI Navi-code : 8Y4H-MDCS-RFDP-AACU-ZH62-Y090 Navi : Magnetman Special Chips : Charge Spark Rating : 8.5/10 Code 2 - Name : O-KA-MO-TO Navi-code : Y6HH-HDIQ-A09D-LJDK-YK7F-VE70 Navi : Normal navi X Special Chips : BigRedWave, FreezeBomb, ChargSpark, GaiaSword, DreamAura3 Rating : 6.5/10 Code 3 - Name : FXRO Navi-code : 4IC0-JDFB-QUCB-K69Q-0AH7-PKH1 Navi : Magicman Special Chips : Recovery-300, Big Red Wave and Ryuuseigun Rating : 7.5/10 Code 4 - Name : KO-RO-KO-RO Navi-code : DA1R-178G-DKBN-7V8P-6KO6-2GQ1 Navi : Rockman Special Chips : Paladin Sword, Ryuuseigun Rating : 6/10 Hikachu's contributions : Code 1 - Name : NA-MI-E Navi-code : 0Z9P-EQFR-ZNPK-4HG7-E91T-GBW0 Navi : Forte Special Chips : Fighter Sword, Charge Spark, Gaia Sword, Navi+40 Rating : 8/10 Author comment : Forte will make use of the two high priority elemental chips to provide offensive and defensive patterns. If he gets the Gaia Sword on the first round, halve the time it's almost game over. Relies on his strength if middle panels are broken Code 2 - Name : GGGG Navi-code : 9Y0X-UGQ3-B7BX-9U55-SFG1-AGG0 Navi : Flashman Special Chips : Charge Spark, Poltergeist, Recovery-300 Rating : 9/10 Author comment : Defensive, Lightning Spark dependent pattern, then secondary guards or Poltergeist. Quite accurate and it freezes the enemy, thus he needs only 2 layers of shields. Effective in broken panel, magnetic stage or ice stage. The Poltergeist chip will help out in "shield wars"^^. Accuracy is better than the other elec based NAVI's. One miss in this game can cost you =). Code 3 - Name : FREZ Navi-code : D6KV-52HX-6O4R-801D-PC2N-VIU0 Navi : Freezeman Special Chips : Freezebombs, Aqua+40, Recovery-300 Rating : 8/10 Author comment : Chip destroyer specialist, Aqua style. Very effective against Fire elemental Navi's. Code 4 - Name : SHDW Navi-code : 2FXN-1K3S-NNID-FHPQ-Y9XA-PYO1 Navi : Shadowman Special Chips : Yukashita, Blackhole, Variable Sword, Recovery300 Rating : 7/10 Author comment : Non-aggressive, stable pattern. Relies on his accuracy and evasion mostly. Mastersord's contributions : Code 1 - Name : AAAA Navi-code : S660-N9MG-KER4-1GDL-J518-2P61 Navi : Forte GS Special Chips : Knight Sword, Muramasa Blade Rating : 6.5/10 Code 2 - Name : GOD Navi-code : TXBN-BJ57-0608-O4NG-M3Q1-GPM0 Navi : Rockman Special Chips : Ryuuseigun (cheat used) Rating : 6.5/10 Louisng114's contributions : Code 1 - Name : LOU Navi-code : DP0Y-M3D1-4T1G-AEJC-2K90-VIS0 Navi : Navi Type E Special Chips : Remo-kogoro3, Magnet Bomb3 Rating : 7/10 Pokemonandrew's contributions : Code 1 - Name : ANDY Navi-code : C0WT-SS7A-G2Q7-06M6-9MIW-3ZW0 Navi : Metalman Special Chips : Gold Fist Rating : 5/10 Code 2 - Name : ANDY Navi-code : CVZL-6IUR-KI0H-WZLC-ZYA7-2FB0 Navi : Shadowman Special Chips : Muramasa, Yo-yo3 Rating : 5/10 Code 3 - Name : ANDY Navi-code : QGD7-J06Q-IN2Q-HRPS-LZTW-VVM1 Navi : Quickman Special Chips : Navi+40, Gaia Sword, Ojizousan Rating : 5/10 *** Data Chip (SEC10) *** ------------------------- They contain lot numbers of Numberman machine for Rockman EXE 4, with the words "ROCKMAN.EXE" and a big "?" in their pictures. Here are their descriptions : Data Chip 1 - How to get : listen to Higure's advice 20 times and he'll give it to you Lot number : 45798331 Prize from Numberman machine : Mini Energy (sub-chip) Data Chip 2 - How to get : finish freebattle's Ajina/Yumland Area, GP staff will send you a e-mail attaching this Lot number : 27979609 Prize from Numberman machine : Enemy Search (sub-chip) Data Chip 3 : How to get : finish the S class and this chip will appear at the end of your deck Lot number : 02109544 Prize from Numberman machine : Mega folder 2 (NC block) Data Chip 4 : How to get : finish the 128 tournament, GP staff will send you a e-mail attaching this Lot number : 30873642 Prize from Numberman machine : HP+500 (NC block) *** Secret Chips (SEC11) *** ---------------------------- There are two chips that you can't obtained by throughout the whole game : Saito Style (and Normal Navi V5, if you play with Jap ver). 1. Saito Style : In the Tournament's registry, input below: For USA/Eur ver (found from mmbn4, line graph in NAXA): Name : LAN Code : 5(star)4H-B81R-(star)KKZ-P15X-ZS5B-(club)XK0 For Jap ver (from Capcom japan's website): Name : NE-tu-TO Code : M9L1-24TZ-OQNU-MFZL-A6SY-HSA1 After you input these, you'll get Saito Style automatically, and a opponent with extremely strong chips in its deck will be registered (though he has only 200 HP...) (note : for those who use the name LAN/NE-tu-TO as their name, you can still get this chip) 2. Normal Navi V5 (it's a secret chip ONLY in JP ver, because you can't fight him in that ver) : - First, get a Wonder Swan and a "Rockman EXE N1 Battle" cartridge. - Input your entry name in this game using the one you use in BCGP - Then play it and get the chip Normal Navi V5. - Put your Normal Navi V5 into your deck (wonder swan) and write down the entry code. - Get your BCGP, input your own name and the code you've got into the tournament registry. (note : although it's the same name you use, the game won't say your name is wrong) - After the registration, you'll automatically get Normal Navi V5! - Here is an example from Capcom Japan's website: Your own name : WA-N-SU-'-' (in Japanese) Entry Name : WA-N-SU-'-' Code : XIQA-K3KU-FFJL-URWD-4TG6-7WH0 (the last 0 is zero) And a Normal Navi V5 with no chip in its deck will be registered. (note : if your own name is not the same one you entered in registration, you can't get the chip 'Normal Navi V5', but the entry will still be created) If you don't get a wonder swan/the cartridge, there are three ways to use cheat codes (in cheat codes section) to get your Normal Navi V5 registered in the library. - Use the Library Complete Code or - Change your name with the cheat code below and input the sample code above, then change back to your old one. *** Cheat Codes (SEC12) *** --------------------------- Here is the huge list of cheat codes I found from the Internet. I DON'T RECOMMEND YOU TO USE THEM, AS IT WILL RUIN THE FUN TO PLAY THIS GAME (though there are not much fun playing this game already). Anyway, here are the codes. Codebreaker Codes ================= 8200b832 03e7 [by WhiteDragon Nall] 82007110 ffff 82007112 ffff <99MB slot-in chip memory> 3200747C 0063 <999 deck memory> [by Nomia Karen] 8200747a 0fff <99 of all chips in backpack> 320070A2 00F3 42007813 6363 000000F7 0002 74000130 01FF 32007621 0083 74000130 01FF 42007622 8181 0000007B 0002 74000130 01FF 32007718 0081 3200746d 00xx (note : changes your portrait for some of the regular dialogue as well as your battle intro screen. Non-navi chips will make it show rockman as the portrait.) 8200b8c2 0000 (note : even though you get destroyed in 1 hit, you always win, and you can use this code anytime during battle) You can use this code to create thousands of null record/get normal navi V5 82008810 XXXX (each code change a character of your name) 82008812 XXXX 82008814 XXXX 82008816 XXXX Where XX is the address of the characters : XX - Page 1 000B - 000F : A - O 0010 - 0014 : KA - KO 0015 - 0019 : SA - SO 001A - 001E : TA - TO 001F - 0023 : NA - NO 0024 - 0028 : HA - HO 0029 - 002D : MA - MO 002E - 0030 : YA - YO 0031 - 0035 : RA - RO 0036 : WA 0039 : WO 003A : N (can't be entered) 0037 : 'V2' 0038 : 'V3' 0000 : blank Page 2 003B - 003F : GA - GO 0040 - 0044 : ZA - ZO 0045 - 0049 : DA - DO 004A - 004E : BA - BO 004F - 0053 : PA - PO 0054 - 0058 : a - o 0059 : tu 0078 : '-' 010A : (black box) 005A - 005C : YA - YO (can't be entered) 005D : Vu Page 3 0001 - 000A : 0 - 9 005E - 0062 : A - E 0063 - 0067 : F - J 0068 - 006C : K - O 006D - 0071 : P - T 0072 - 0076 : U - Y (can't be entered) 79 : x, 7A : =, 7B : ':', 7C : ?, 7D : + (can't be entered) 7E : (divide sign), 7F : x with spots, 80 : star, 81:! (much more useless characters are not listed) e.g. The code used to change the name into WA-N-SU-'-' is 82008810 0036 82008812 003A 82008814 0017 82008816 0078 D0000020 0100 8200B8AC 0060 D0000020 0200 8200B8B8 0060 D0000020 0004 8200B9A4 0000 [by Helder] 4200B8CE 0000 0000000B 000C [by Helder] 4200B8C6 0000 0000000C 000C 4200b836 0384 0000000C 000C [by Helder] 4200B83E 0384 0000000B 000C (note : HP won't decrease even if you switch off the code during battle) 32004a9a 00f3 (note : the counter will go back to original no. if you switch off the code) (Must Be On) [by Blaze & Likk] 000096F2 000A 10000632 0007 [by Blaze & Likk] 8200B832 270F [by Blaze & Likk] 74000130 03FB 8200B8C2 0001 [by Blaze & Likk] 74000130 01FF 32007621 0083 74000130 01FF 42007622 8181 0000007B 0002 74000130 01FF 32007718 0081 VBA Cheat Codes =============== 02007110:ffff 0200b832:xxxx (replace xxxx with your desired HP, in hex) 0200b8c2:0000 <999MB deck memory> 0200747a:0fff <99MB slot-in chip memory> 0200747d:0063 02005174:0064 02007XXX:YY value of XXX (in hexadecimal): 813 - 8d4 : Cannon (no.1) - Data Chip 4 (no. 194) 8da - 90a : Rockman (no. 195) - Navi Type X (no. 243) Calculate the value of XXX from the chip no. using a calculator : e.g. Freeze Bomb (no. 173), 2260 (8d4 in decimal) - (194 - 173) = 2239 (dec) -> 8bf (hex) value of YY (desired number of chips you want in hexadecimal) : e.g. 63(hex) = 99(dec), so replace YY by 63 can let you get 99 that kind of chips *** Bug Section (SEC13) *** --------------------------- So far I have only found one bug in this game. Note : It is only for Japanese version, seems like the USA ver and Europe ver has it debugged. Your Total Chip no. in Chip Library can never go up to 243 : In the Free Battle -> Ameroupe/Netopia Area's 30 battles, the boss Normal Navi X will drop his chip after you beat him. But one thing that is different from other chips is that the library's total chip number will not increase by one (though this chip will be registered). No matter how many times you beat him, you still can't increase the total chip number by one. As a result, through normal game play, you can only reach the total number of 242/243 after getting all the chips. (note : if you use complete library code, the number will reaches 243/243, and everyone will know you get all of them by cheating, if you are playing with the Japan ver ^_^) If you found any more, tell me and credits will be given. *** Wonder Swan Ver. Difference (SEC14) *** ------------------------------------------- It's time for some curious players who heard of the Wonder Swan ver. before. (Though you can take a look even you haven't heard of it ;P) There is a Wonder Swan ver. of this game called "Rockman EXE N1 Battle", and is released on the same day as he Japanese ver. of this game (and is released in Japan only). Why is there a Wonder Swan ver.? I don't know, maybe Capcom wants to earn some more money. So, what's the difference between the WS ver. and the GBA ver.? After using a few days to finish the game, the major differences I can spot are these. - one shop only (Higure's shop) - one free battle only - no class B, X, Y, Z (B is replaced by A, and A is replaced by S) - no MB upgraded for your navis - no slot-in chips (yes, what you can do in battle is just WATCH the battle) - much fewer navis - chips' and navis' HP, AP and MB are slightly adjusted - only 108 chips available - when using the chips, they don't follow the chronological order (the position you place the chips), but instead, SP value is added for the chips and navis, and the order of attack used in battle will follow the value of SP value (from high value to low value). Also, the navis don't attack one after another, but all the attacks of both you and your opponent mix up and is used in the order of SP value. - no dodge rate shown (but probably exists) - most ground properties are gone (e.g. you can't change the type of ground even you use all kind of battle chips) - very few attack sprites available, most of them uses cannon, throwing bombs, flash's attack sprites e.g. when using dynawave/tetra needle/rabi ring etc., you are always using the attack sprite of cannon to attack - battle ends after 20th turn instead of the 10th turn - prize for tournament 16, 32 are the same - prize of 128 is always Dream Aura 3 (probably) - the formula of calculating the navi-code is slightly different from that of the GBA version - you can use the navi-codes of WS ver in GBA ver, but not vice versa I have the full list of battle chips of this game. If you REALLY want it, you can contact me. *** Frequently Asked Questions (SEC15) *** ------------------------------------------ Q : Is this an action-RPG based game like exe 1-4? A : No, this is a strategy-based game. What you have to do is to put chips in the table-like "Program Deck" and it will play the rest for you. The only thing you can do during battles is to use slot-in chips, which serves as a great help during battles. Q : Can I use Program Advance in this game? A : No, you can't. They are only for exe1-4, exe tm, and exe ws only. Q : Is there any difference between GBA version and Wonder Swan version? A : See "Wonder Swan Ver. Description" part above. Q : How to earn chips? A : As there is no virus in this game, the only ways to earn chips is by : 1) buying random chips in Higureya and Sunset (the two chip shops), sunset will show up after you've play certain extend of the game 2) beat navis with high busting level and get random chips from their deck 3) play the tournaments (the park) and you'll win some chips that CANNOT be bought from shops (see Chips location SEC04) 4) input navi-codes (only for Saito Style and JP ver's Normal Navi V5, see Secret Chip section SEC11) 5) special ways (e.g. heard 20 info from Higureya to get Data Chip 1, see Data Chip Sect. SEC10) Q : I can't play the 32/64/128 tournament, what should I do? A : You have to input navi-codes (see Special Chips + Navi-codes section) from your friends, from the Internet, or from the ones you previously made. Note that navi-codes with same name can't be input together, or the game will ask you to erase the earlier record (except those navi-codes made by Capcom). After you get enough records, you can play the tournament. Q : What is the use of the "Continue Winning Record" in the Free Battle? Can I earn special chips if the record is high enough? A : It just tells you your record, nothing else. Q : Where are Class X, Y and Z? A : They'll appear after you beat class S and the staff roll. Q : Can I view my battle records? A : Yes, select Pet -> Net Navi -> Press Start, and all the records are there. Q : The chips and the navis seems so familiar, why is that so? A : They use all the standard chips (and the sprites) from Rockman EXE 2, and the sprites for navis are mainly grabbed from EXE 1-3. Q : I don't know where the chips which I have bought from the shop is, how can I use them? A : Go to "Pet" -> "Chip Folder" -> select folder -> press right to go to another chip folder -> select chips and put them into the main chip folder -> go back to "Program deck" -> press right until you see a chip folder -> select chip and put them into the program deck Q : How can I know my navi-codes? A : set the chips in the program deck edit screen -> press start in that screen -> press A to see navi-code Q : The Open Battle seems to last forever, will it ever end? A : It actually consist of 100 battles, with the last battle facing Forte GS, so charge your battery / get some new batteries before playing this. Q : Your FAQ sucks, I can't find what I want in this FAQ! A : Made one yourself! Q : I've got problems other than these, what should I do? A : Leave a message/send an e-mail to me. *** Credits *** --------------- Mastersord - Thanks for giving me lots of codebreaker codes and some navi-codes GameFAQs - Thanks for posting this guide up Keiji Inafune - Thanks for creating Rockman! *** A Word from Author *** -------------------------- If you want to post this guide/information from this guide on your site or open it to the public, you should send an e-mail to me, but my reply will certainly be :"NO, YOU CAN'T". I've stopped writing on this FAQ, so you won't get any replies from me if you send me an e-mail (provided you know my e-mail address). Copyright 2003-2004, a rockman-game-player somewhere in the world