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