"Rockman.EXE 6 Dennoujou Faltzer/Greiga: P.A. Guide"

--------------------------------------------
1. Legal Notice [^1]
--------------------------------------------

"Rockman.EXE 6: Dennoujou Faltzer", "Rockman.EXE6: Dennoujou Greiga" and all
related contents and images are originally copyrighted to Capcom.

This FAQ is copyright 2005 Zidanet_129 (Chao Tsan (Alan) Tseng).
This Guide may only be allowed to be posted on the following websites:

- GameFAQs (www.gamefaqs.com)
- The UnderSquare (www.exe-undersq.com)

Copying this guide or hosting it without my permission in anyway will force me
to bring you to the law's justice, which is expensive for both sides, so just
don't do it. Contact us at our e-mail if anything is needed.

--------------------------------------------
2. Contact Me [^2]
--------------------------------------------

Before I leak ANY of my contact information, I would like to remind you all,
that I am a mere second-year university student (or Sophomore if you prefer),
and I do NOT have too much time in my hands for answering your questions. If
you have any suggestions, you're welcomed to e-mail me and tell me, IN DETAIL,
what the suggestion/problem is. However, the following contents are STRICTLY
PROHIBITED:

- Asking questions. This includes EVERY SINGLE TYPE OF QUESTION RELATED TO THE
 GAME. I DON'T HAVE THE TIME TO ANSWER THEM.
- Flaming me. Flames goes to [email protected]. If you can't tell that
 this is a joke, I pity you.
- Typing in AOL spelling/grammar. This includes use of craps like "lol" or any
 improper grammar. Don't like it? Too bad. Don't know grammar? Do some
 reading instead of playing games.
- Use of inappropriate title (explained later)
- Request for credits after submitting information. If you do this, we will
 count the info as anonymously submitted.
- Asking for the ROM.

Should you violate ANY of the above terms, we reserve the rights to not reply
your e-mail. Now, when you e-mail me, I would appreciate it if you would put
"Rockman.EXE 6 Faltzer/Greiga: <Title that suggest the content of the mail>"
in the title. Titles like "(none)" or "hello" will be ignored and deleted
right away.

Here it is: zidanet (underscore) 129 (at) hotmail (dot) com

--------------------------------------------
3. Version History [^3]
--------------------------------------------

- 1.01 (December 11, 2005)
Filled in the FlameHooks. Oops.

- 1.0 (December 10, 2005)
Finished the backbone of the FAQ.
Added all P.A.s.

--------------------------------------------
4. Table of Contents [^4]
--------------------------------------------

1. Legal Notice
2. Contact Us
3. Version History
4. Table of Contents (You're here!)
5. Introduction
6. Letter P.A.s
7. Special P.A.s
8. Tribute P.A.s
9. FAQs
10. Credits

--------------------------------------------
5. Introduction [^5]
--------------------------------------------

The P.A.s, or Program Advances, have actually improved quite a bit from EXE5.
The Program Advances are composed of 3 Battle Chips selected in a preset order.
For methods of getting the Chips, please refer to other Guides.
So Capcom thinks that the One-PA-per-Battle-rule from EXE5 was VERY effective
in killing most P.A.-based Folders (like S-Slasher from EXE4), so they just
went and kept it. Moreover, they also added a new rule on the number of Chips
you can have in your Folder, based on the size of the Chip.
So what's this rule, you ask? Well, it's kinda self-explainatory, but here's
how it works. Before EXE5, you could have up to four copies of the same P.A.
in your Folder and execute it four times during one Battle. However, with this
new rule introduced you may use only ONE of each P.A.  in a Battle. For
example, you may have four copies of DreamSword in your Folder, but you can
only use ONE copy. The rest of them, even with the Chips chosen in correct
order, will not form another DreamSword as long as you're in the same Battle.
You CAN use another P.A. though, which is good.
Well, now that it's out of the system, here's the instruction of how to use
this Guide effectively:
To find the part you need help with, hit Ctrl + F to open the Find... Window,
and type in "^x" and replace the "x" with the desired number of topic that you
need help with. For example, to find ways of composing Letter Series of P.A.s,
you can type in "^2" and then look for the desired P.A..

The Program Advances Guide will be in the following format:

Program Advance Name/U.S. Translation
Chips Required
(U.S. Translation of the Chips if the difference is too dinstinct)
Damage per Hit
Number of Hits
Number of Copies/Folder:
Description
Range of Hit (in diagram)

Here's the general legend for the Range of Hit:
M = Megaman
E = Enemies that could be hit
P = Empty Panels

Note that, the "Number of Copies/Folder" is the MAXIMUM number of copies that
a P.A. can be placed in a Folder. No matter how many copies you use in the
Folder, you may only perform the same P.A. once per battle, so pay careful
attention when you choose your Chips.

Alright, here we go.

--------------------------------------------
6. Letter P.A.s [^6]
--------------------------------------------

Letter Series: Composed of 3 Identical Chips with Chip Codes put into series.
Like the ones from EXE5, you get to use one strong attack related to the Chips
used to form the P.A. to obliterate your enemies.

==============================

Giga-Cannon1 / GigaCan1
Cannon A-B-C
Damage per Hit: 300
Number of Hits: 1
Number of Copies/Folder: 1
Description: Rockman pulls out a rather large Cannon and fires it. An
            explosion blasts 3x3 area around where the cannon hits.
Range of Hit:

               PPPBBB
               PMPBEB
               PPPBBB

The Cannon shot travels in a straight line.

==============================

Giga-Cannon2 / GigaCan2
HiCannon L-M-N
Damage per Hit: 400
Number of Hits: 1
Number of Copies/Folder: 1
Description: Rockman pulls out a rather large Cannon and fires it. An
            explosion blasts 3x3 area around where the cannon hits.
Range of Hit:

               PPPBBB
               PMPBEB
               PPPBBB

The Cannon shot travels in a straight line.

==============================

Giga-Cannon3 / GigaCan3
MegaCannon R-S-T
Damage per Hit: 500
Number of Hits: 1
Number of Copies/Folder: 1
Description: Rockman pulls out a rather large Cannon and fires it. An
            explosion blasts 3x3 area around where the cannon hits.
Range of Hit:

               PPPBBB
               PMPBEB
               PPPBBB

The Cannon shot travels in a straight line.

==============================

WideBurner1
Hell'sBurner1 F-G-H
Damage per Hit: 300
Number of Hits: 1
Number of Copies/Folder: 1
Description: Rockman fires a huge HeatBreath ahead of him, dealing Fire
            damage.
Range of Hit:

               PPPHHP
               PMHHHP
               PPPHHP

==============================

WideBurner2
Hell'sBurner2 S-T-U
Damage per Hit: 350
Number of Hits: 1
Number of Copies/Folder: 1
Description: Rockman fires a huge HeatBreath ahead of him, dealing Fire
            damage.
Range of Hit:

               PPPEEP
               PMEEEP
               PPPEEP

==============================

WideBurner3
Hell'sBurner3 C-D-E
Damage per Hit: 400
Number of Hits: 1
Number of Copies/Folder: 1
Description: Rockman fires a huge HeatBreath ahead of him, dealing Fire
            damage.
Range of Hit:

               PPPEEP
               PMEEEP
               PPPEEP

==============================

FlameHook1
FirePunch1 D-E-F
Damage per Hit: 300
Number of Hits: 2
Number of Copies/Folder: 1
Description: Launches a Fire-elemental GiantHook to swipe the area in front
            of Rockman. Navis only get hit once despite the fact that two
            punches are launched.
Range of Hit:

               PP121P
               PM121P
               PP121P

==============================

FlameHook2
FirePunch2 R-S-T
Damage per Hit: 350
Number of Hits: ???
Number of Copies/Folder: 1
Description: Launches a Fire-elemental GiantHook to swipe the area in front
            of Rockman. Navis only get hit once despite the fact that two
            punches are launched.
Range of Hit:

               PP121P
               PM121P
               PP121P

==============================

FlameHook3
FirePunch3 A-B-C
Damage per Hit: 400
Number of Hits: ???
Number of Copies/Folder: 1
Description: Launches a Fire-elemental GiantHook to swipe the area in front
            of Rockman. Navis only get hit once despite the fact that two
            punches are launched.
Range of Hit:

               PP121P
               PM121P
               PP121P

==============================

PowerWave1
WaveArm1 E-F-G
Damage per Hit: 400
Number of Hits: 1 (unless enemy moves towards you)
Number of Copies/Folder: 1
Description: Launchs a powerful wave on all three rows that travels to the end
            of the enemy area, going through anything but are blocked by
            holes. The wave itself is 2-panels long.
Range of Hit:

               PEEEEE
               PMEEEE
               PEEEEE

==============================

PowerWave2
WaveArm2 L-M-N
Damage per Hit: 500
Number of Hits: 1 (unless enemy moves towards you)
Number of Copies/Folder: 1
Description: Launchs a powerful wave on all three rows that travels to the end
            of the enemy area, going through anything but are blocked by
            holes. The wave itself is 2-panels long.
Range of Hit:

               PEEEEE
               PMEEEE
               PEEEEE

==============================

PowerWave3
WaveArm3 R-S-T
Damage per Hit: 600
Number of Hits: 1 (unless enemy moves towards you)
Number of Copies/Folder: 1
Description: Launchs a powerful wave on all three rows that travels to the end
            of the enemy area, going through anything but are blocked by
            holes. The wave itself is 2-panels long.
Range of Hit:

               PEEEEE
               PMEEEE
               PEEEEE

==============================

Corn Party
CornShot1 J-K-L
CornShot2 C-D-E
CornShot3 P-Q-R
Damage per Hit:
Number of Hits: (Random)
Number of Copies/Folder: 3
Description: Launches random shots of CornShot in a 3x3 area centered 2-panels
            ahead of Rockman. Each blast will hit twice, and leave a
            GrassPanel behind.
Range of Hit:

               PPHHHP
               PMHHHP
               PPHHHP

==============================

Parallel Shell
IronShell1 J-K-L
IronShell2 C-D-E
IronShell3 L-M-N
Damage per Hit: 350
Number of Hits: 2 (or more if enemy moves into the shells when they're still
               on the field)
Number of Copies/Folder: 3
Description: Launches 3 IronShells from the back column that goes up to the
            middle column in the enemy area, before returning. Cannot go
            over holes.
Range of Hit:

               EEEEEP
               EMEEEP
               EEEEEP

==============================

StreamHead
AuraHead1 B-C-D
AuraHead2 D-E-F
AuraHead3 F-G-H
Damage per Hit: 150
Number of Hits: 5
Number of Copies/Folder: 3
Description: Fires off 5 AuraHeads in a straight line and goes right through
            enemies, dealing Breaking damage.
Range of Hit:

               PPPPPP
               PMHHHH
               PPPPPP

==============================

Hyper Burst / H.Burst
SpreaderGun1 L-M-N
(Spreader1 L-M-N)
SpreaderGun2 A-B-C
(Spreader2 A-B-C)
SpreaderGun3 Q-R-S
(Spreader3 Q-R-S)
Damage per Hit: 60
Number of Hits: 10
Number of Copies/Folder: 3
Description: Acts like a 10-hit SpreaderGun.
Range of Hit:

               PPP222
               PMP212
               PPP222

(When you hit anything on 1, the 1 itself and all the 2's will get
hit for 10 times)

==============================

YoYoGreat / GreatYo
Yo-Yo D-E-F
Damage per Hit: 100
Number of Hits: 2/3 (Depending on enemy position)
Number of Copies/Folder: 1
Description: Rockman launches a Yo-yo on all 3 rows. The last column takes 3
            hits and the rest of the Panels takes two. They work like normal
            Yo-yos range-wise.
Range of Hit:

               PP223P
               PM223P
               PP223P

2 = 2-hit
3 = 3-hit

==============================

JigokuHockey / PitHoky
AirHockey L-M-N
Damage per Hit: 100
Number of Hits: (depends on how mant times the enemy avoids the bounce)
Number of Copies/Folder: 1
Description: Fires an AirHockey that travels over 18 Panels in the enemy area
            before disappearing. Doesn't fly over broken/missing Panels. (Man,
            I wish they wouldn't use that retarded translation again......)
Range of Hit:

               PPPPEP
               PMPEPE
               PPPPEP

               PPMEPP
               PPPPEP
               PPPPPE

               PPPPPE
               PPPPEP
               PPMEPP

Assuming that the field is not modified by Steal/Point Chips.

==============================

SuperWide
WideShot P-Q-R
Damage per Hit: 150
Number of Hits: 3
Number of Copies/Folder: 1
Description: Fires off three WideShots that goes through anything, dealing
            Aqua damage.
Range of Hit:

               PPEEEE
               PMEEEE
               PPEEEE

==============================

Giga Count Bomb
CountBomb1 F-G-H
CountBomb2 C-D-E
CountBomb3 L-M-N
Damage per Hit: 700
Number of Hits: 1
Number of Copies/Folder: 3
Description: Sets a HUGE TimeBomb that goes off after 3 seconds of counting
            down, dealing 700 (!) damage to the whole enemy field.
Range of Hit:

               PPPEEE
               PMPEEE
               PPPEEE

Assuming that the field is nor modified by Steal/Point Chips.

--------------------------------------------
7. Special P.A.s [^7]
--------------------------------------------

Special P.A.s are Composed of 2 or 3 Different Chips with the same Chip Codes.
These Program Advances usually ultilize the Chips being used to compose the
Program Advance and deal a great deal of damage to the enemies. Since they are
always uni-Coded, they have been the basis of many RFF-Class Folders before.
However, due to the one-PA-per-Battle rule introduced in this game, these
P.A.s, especially DreamSword, are rendered nearly useless as they can only be
used once.

==============================

Destroy Pulse
ElecPulse1-2-3 J
Damage per Hit: 400
Number of Hits: 1
Number of Copies/Folder: 2
Description: Fires off a red ElecPulse in a T-shape ahead of Rockman, dealing
            Elec damage, goes through Invisibility, and causes stunning, blind
            AND HP Drain Bug. Now THIS is VERY broken......
Range of Hit:

               PPPEPP
               PMEEPP
               PPPEPP

==============================

Dream Sword / LifeSrd
Sword-WideSword-LongSword H/L/S
Sword *-WideBlade B-LongBlade B
Damage per Hit: 400
Number of Hits: 1
Number of Copies/Folder: 4
Description: Rockman slashes the area of 3x2 in front of him with a huge
            Sword.
Range of Hit:

               PPEEPP
               PMEEPP
               PPEEPP

==============================

Poison Pharoah / PoisPhar
PoisonSeed-PoisonSeed-PoisonAnubis P
Damage per Hit: 1
Number of Copies/Folder: 1
Number of Hits: Unlimited as long as the Pharoah Statue stays active and
               enemies stays alive.
Description: A huge purple PharoMan Statue drops in front of Rockman and
            poisons the enemies twice as fast as the Anubis Statue. The
            effect will keep on until the enemies are deleted OR until
            the Purple PharoMan Statue was destroyed. Only blockable with
            either temporarily leaving the battlefield (DrilSpin enemies
            and stuff, you know) or using the Green Invincibility like
            the effect of the Fanfare Chip.
Range of Hit:

               EEEEEE
               EMEEEE
               EEEEEE

Hits EVERYONE on the Battlefield except for Rockman.

==============================

Body Guard / BodyGrd
NaviScout-Shirahadori-Kawarimi *
(AntiNavi-AntiSword-AntiDmg *)
Damage per Hit: 100
Number of Hits: 10
Number of Copies/Folder: 1
Description: Sets up a BodyGuard as a Trap move. When enemy attack hits
            Rockman, he will puff into smoke before returning to the field,
            with shurikens raining down, homing in, on the enemy. If the
            enemy doesn't have SuperArmor equipped, he's as good as dead.
Range of Hit:

               PPPEEE
               PMPEEE
               PPPEEE

--------------------------------------------
8. Tribute P.A.s [^8]
--------------------------------------------

Considering that this game is most likely the last EXE game for GBA, Capcom
decided that they will just stick in five P.A.s as a tribute to the previous
games. They all resemble attacks or P.A.s from the previous games, and are
modified to make sense while still hitting HARD.

==============================

Double Hero
WideBlade-LongBlade-BluesSP B
Damage per Hit: 60
Number of Hits: 10
Number of Copies/Folder: 1
Description: Tribute to Rockman.EXE and Rockman's lifelong rival, Blues! Blues
            appears by Rockman, they both charge up, and blasts/slashes the
            crap outta all enemies on the enemy's side of the field.
            Decreasing the enemy's area does not increase the number of hits.
            This P.A. originated from Rockman.EXE and was considered the
            cheapest P.A. at the time, besides GutsShoot (which is basically
            like a 500-damage Cannon). This P.A. also existed in EXE2 and 3,
            and the damage and number of hits varied in all these games.
            However, it is completely  nerfed in this game in that it is only
            capable of dealing 600 damage (unmodified) now.
Range of Hit:

               PPPEEE
               PMPEEE
               PPPEEE

Assuming that the field is not modified by Steal/Point Chips.

==============================

Dark Messiah
Waraningyou-Waraningyou-Forte F
(VDoll-VDoll-Bass F)
Damage per Hit: 300
Number of Hits: 1/2 (Depending on enemy position)
Number of Copies/Folder: 1
Description: Tribute to the Secret P.A. from Rockman.EXE 2 and the wandering
            Dark Shadow, Forte! A shadow of Rockman appears, holding out a
            Gospel Head that does a Flame Breath, dealing Fire damage, then
            Forte jumps in, charges up (pretty damned quickly too), then
            unleashes a DarkSword slash, dealing Sword damage. This P.A. was
            considered to be the most damaging P.A. back in EXE2, but it was
            only performed by people who had access to the Gospel Chips back
            then, and those Chips were either from Capcom events or by
            hacking, so this P.A. was not considered to be legitimate back
            then.
Range of Hit:

               PPPEEP   PPEEPP   PP121P
               PMEEEP + PMEEPP = PM221P
               PPPEEP   PPEEPP   PP121P


==============================

Master Cross
FirePunch3-AquaNeedle3-ElecPulse3-RiskyHoney3 A
Damage per Hit: 100
Number of Hits: 6
Number of Copies/Folder: 2
Description: Tribute to the coolest yet most clogging P.A. from Rockman.EXE3!
            Rockman splits into 3, then launches a hit with each Cross he has
            (in order, Aqua, Tomahawk, Tengu, Ground, Dust in Faltzer, Heat,
            Elec, Slash, Killer, Charge in Greiga; active Cross becomes the
            first to appear) dealing 100 damage each, then the 3 Rockmen in
            Crosses charge up and launch a huge explosion that hits the whole
            field for another 100 damage. Back in EXE3, Rockman used Styles to
            power himself up, so the P.A. was called Master Style. Now that
            Rockman uses Crosses instead, they changed the name to Master
            Cross. This P.A. was performed with FOUR MEGA-CLASS CHIPS. While
            the effect was extremely cool (and still is), it was later
            considered to be worthless since it always takes forever to show
            up in the Custom Screen. I don't think it's any better in this
            game......
Range of Hit:

               PPPEEE
               PMPEEE
               PPPEEE


==============================

Sun and Moon
Ryuuseigan R-Attack+30 *-Uninstall R
Damage per Hit: 40 (Meteors)/200 (BlueMoonRay/MeteorRedSun)
Number of Hits: 1/6 (Depending on enemy position)
Number of Copies/Folder: 1
Description: Tribute to Rockman.EXE 4, the return of MeteorRedSun and
            BlueMoonRay! A MeteorRedSun appears above Rockman, firing 5 small
            meteors 3 panels ahead, dealing 40 damage per hit. Then it
            switches to BlueMoonRay, firing a laser 3 panels ahead that
            pierces Invisibility, wrecks the NaviCustomier enhancements for
            the rest of the battle, and dealing 200 damage. Finally, it
            switches back to MeteorRedSun, then crashes 3-panel ahead to deal
            200 damage to 3x3 area around the panel it drops, also cracking
            all panels. Talk about broken...... This P.A. originated from the
            first obtainable Giga-Class Chip from EXE4, MeteorRedSun and
            BlueMoonRay. Back in EXE4, these two Chips were actually able to
            be powered up by defeating the opposite version in many TriBattle
            NetBattles. However, I haven't seen ANYONE patient enough to boost
            them up to the maximum damage......
Range of Hit:

               PPPSSS
               PMPSHS
               PPPSSS

H = Focus of attack
S = Splashed damage from final crash

==============================

Twin Leaders
BluesSP B-NaviScout *-Colonel *
ColonelSP C-NaviScout *-Blues *
Damage per Hit: 200
Number of Hits: (Depending on enemy position)
Number of Copies/Folder: 1
Description: A tribute to Rockman.EXE 5 and the two heroic Leaders of Team of
            Blues/Team of Colonel! Blues and Colonel appears side-by-side
            (like Blues and Rockman in Double Hero) and charges up. Blues
            will strike first by doing a WideSword in front of the closest
            enemy, then Colonel does a X-shaped Screen Divider centered on
            the closest panel on the middle row where an enemy could be
            struck with the center of the X taking two hits. Back in EXE5,
            Blues and Colonel each lead a team of Navis who go through
            Libration Missions to librate Internet areas taken over by
            Nebula's dark powers. They were taken hostage by Nebula during
            the storyline, but the other leader came with support from the
            "Support" member of the team to drive the dark power out of the
            captured leader's body. They also gave Rockman the sixth Soul
            Unison. This P.A. itself behaves identically to the Secret Chip
            "TwinLeaders" in EXE5, which is unobtainable in the US version of
            ToB/ToC, but available in Twin Leaders, the DS version of EXE5.
Range of Hit:

               PPPPPP     PPP111
               PMPPEP --> PMPP3P
               PPPPPP     PPP111

               PPPPEP     PP1P2P
               PMPPPP --> PMP21P
               PPPPPP     PP1P1P

E = Closest enemy
1 = 1 hit
2 = 2 hit
3 = 3 hit

==============================

Cross Over
Django-V2-V3 D
Damage per Hit: N/A
Number of Hits: N/A
Description: A tribute to Django the Solar Boy, from the Boktai (Bokura no
            Taiyo in Japanese) series! This P.A. will be a bit complex to
            explain, so bear with me: Rockman and Django appears on opposite
            sides of the battle field, on the same row. Django will fire off
            his Gun Del Sol in a WideSword range 2-panels ahead of him, while
            Rockman pelts the row with his RockBuster. Each character's attack
            deals 360 damage, so if the enemy is caught in between, 720 damage
            will be dealt. However, if the enemy DOES get caught in the middle
            of both characters' attacks, they will both pull out a sword and
            do a CrossSlash centered on the victim who already ate 720 damage,
            dealing 100 damage to the X and 200 to the center of the X. Whew,
            that was long. Django is the main character from Konami's
            Boktai/Bokura no Taiyo series, and is cameoed in EXE games since
            Rockman.EXE 4 due to Keiji Inafune (producer of EXE series) and
            Hideo Kojima (producer of Boktai series) are good friends and
            Hideo Kojima's son is a fan of Rockman.EXE. Rockman.EXE himself
            also cameoed in Boktai 2, as a supportive character in a
            sidequest.
Range of Hit:

Rockman's Attack:
               PPPPPP
               PMEEEE
               PPPPPP

Django's Attack:
               PPPEPP
               PPPEPD
               PPPEPP

Cross Slash:
               PP1P1P
               PPM2DP
               PP1P1P

1 = 1 hit
2 = 2 hit
(Rockman and Django automatically teleports to the space shown for Cross Slash)

--------------------------------------------
9. FAQs [^9]
--------------------------------------------

Q: How do you get <Chip name>?
A: There's a Chip Location FAQ by Nuz posted on TUS (The UnderSquare), and it
  should also have been submitted to GameFAQs as this guide is being
  completed. Check that Guide for the Chip Locations.

Q: Is it possible to use the original versions of the Tribute P.A.s in this
  game?
A: Unfortunately, no.

Q: So are there AR/CB Codes for the P.A.s?
A: Maybe. Being anti-cheaters myself, I don't really use any cheating devices
  while playing through the game.

Q: Whoaly crap, that's a LOT of typing. Got a life?
A: Last time I checked, yes. Hell, I have a final exam coming up in a few days,
  but just for you guys, I figured that I should just get this guide produced
  a.s.a.p.. Please do appreciate my efforts. >_>

Q: There are errors in the FAQ and I want to correct you.
A: *points at "Contact Me" section*

Q: I got extra info for you. How will I submit it?
A: Again, read Section 2 on how to contact me. If your submission actually do
  not violate ANY of the rules I stated wayyyyyy up there, go ahead and
  e-mail me.

Q: i wana flaem u so bad!! loLOl!111!1!1
A: All flames may be submitted to [email protected]. If you can't tell
  that sarcasm, may God bless you.


--------------------------------------------
10. Credits [^10]
--------------------------------------------

I would like to show our appreciation to the following for the completion
of this FAQ:

- H0tsh0tz1623, for creating The UnderSquare, by far the BEST Rockman site
 out there.
- Daimou43, for providing some missing info about the Greiga version Crosses
 and being a nice friend.
- Nuz, for his Chip Location FAQ and all-Chips hack, which allowed east
 testing of the P.A.s listed in the Guide.
- The rest of The UnderSquare, for being supportive of my FAQs.
- Keiji Inafune, for being the producer of this game. You rock, man. I
 mean, sir.
- Capcom, for producing this game. Censoring of the "R" in the company's
 nickname intended with difficulty.
- Hideo Kojima, for having a son who's a fan of Rockman.EXE games. He and his
 son are the reason that we get Django Chips and other Boktai-related stuff
 in the EXE games.
- GameFAQs.com Rockman.EXE 6 Boards for providing flaming targets when I'm
 frustrated and complete sillyness when I'm getting too serious. Relaxing
 is good, you know.
- Zidanet_129, for producing this Guide. *ducks from flying objects*
- And finally, YOU, for reading this Guide. Hopefully you enjoyed it and
 hopefully it helped you out.


              *Insert random serene yet cool scene of the universe*

                             THANK YOU FOR READING