/===================\
                      (    MegaMan Battle   )
                      (      Network 4      )
                      ( Free Tournament FAQ )
                       \===================/

This FAQ is written by Chief Clancy Wiggum (Frank P.)

Update - Not a new version. If anyone is hoping for folder reviews
(Though I doubt it), they won't be getting them. I will be very busy
with school until Christmas break. And once Christmas comes, I'll have
enough new video games to last until next Christmas. So, sorry.

Version 1.6 - 9/16/04
The folders are up. It's what everyone's been asking for. I always
deliver.

Version 1.0 -  8/25/04
I've got everything that I planned on having in this FAQ written down.
There's still more stuff I want to put in, though, such as secret chip
folders.

Version 0.98 - 8/23/04
Fixed a few errors. Both grammatical, and information-al >_>
Also added info on MetalMan's secret chips

Version 0.95 - 8/19/04
This is the basic FAQ. Once I get the missing info up, it will reach
1.0.

_______________________________________________________________________


                          + + + + + + + + + +
                          +Table of Contents+
                          + + + + + + + + + +

A. Introduction (I've been expecting you)

B. Starting (Free is always good)

C. Tournament Basics (Let's commence preparations for rumbling!!!!)

D. Prizes (You are the winnar!)

E. Navi info (DELETE!)

F. Secret chips (Shh, don't tell)

G. Secret Chip Folders (Insert slightly witty comment here)

H. Frequently Asked Questions (Check it :P)

I. Contact Me (Please, I am so lonely)

J. Special Thanks (Thank you)

K. Legal Info (Not nice to steal)


PRESS CONTROL+F TO FIND WHAT YOU NEED

_______________________________________________________________________


                           + + + + + + + + +
                           +A. Introduction+
                           + + + + + + + + +

                       (I've been expecting you)

Hey. What's up? Same here. Now that we know how each other are
doing, we can get down to business. This FAQ was made for all those
annoying people who made Free Tournament questions on the message
board. If it weren't for you, this FAQ would not exist. This FAQ will
answer all your questions about the very cool, but not actually free
tounament (After all, somebody had to pay for the game). WHAT? I didn't
answer your question? Check the contact me section. kthxbai

_______________________________________________________________________


                            + + + + + + +
                            +B. Starting+
                            + + + + + + +

                         (Free is always good)

The Free Tournament takes place in the back of Higsby's shop, on the
chalk board. Second it becomes available only after you receive the
Navi Customizer (Confirmation needed, E-mail me, check the contact
section) and after you have at least one navi in your waiting room.
This means YOU MUST HAVE TRADED NAVI DATA WITH A FRIEND TO ACCESS
THE FREE TOURNAMENT. One person sends Navi data, the other receives
it. Simple, no?

_______________________________________________________________________


                      + + + + + + + + + + + +
                      +C. Tournament Basics +
                      + + + + + + + + + + + +

            (Let's commence preparations for rumbling!!!!)

Here's the lowdown. There are eight spots in the tournament. MegaMan
occupies one. Seven left. These are filled by custom navis, traded into
your BN4 cart. You can receive a maximum of seven. Now, for every spot
not filled by a custom navi, it is filled by a normal navi or heel
navi. You fight three battles. (Note, that you just battle. There are
no scenaios along with the battle). Generic and custom navis that you
do not control fight each other with stupid AI. To skip a battle between
computer controlled opponent press "select" during the fight. Generic
navis usually beat custom navis for some crazy reason, if you skip the
fight. If you yourself get deleted, you have the choice of watching
the rest of the battles or qutting.

_______________________________________________________________________


                           + + + + + +
                           +D. Prizes+
                           + + + + + +

                        (You are the winnar!)

Ah, the reason for the tournament. Prizes range from zenny, to Bug
Frags, to Battle Chips. Your prize is determined by the last Navi you
fight. Zenny (1000-3000z) is won from normal navis. Bugfrags (1-3)
are won from heel navis. Battle Chips (The real reason you're here)
are won from custom navis (WindMan, JunkMan, etc).

Here's a list of chips to be won, their codes, and their navis.


Roll Arrow 1 A F T \
                   \
Roll Arrow 2 D R W   Roll
                   /
Roll Arrow 3 Q Y Z /


Guts Punch 1 B E N \
                   \
Guts Punch 2 G P Y   GutsMan
                   /
Guts Punch 3 M Q T /


Propeller Bomb 1 E G P * \
                         \
Propeller Bomb 2 F V Z     WindMan
                         /
Propeller Bomb 3 H J Q   /


Meteors 1 G L S * \
                  \
Meteors 2 M Q T     FireMan
                  /
Meteors 3 C R Z   /


Seek Bomb 1 B R S * \
                    \
Seek Bomb 2 C I O     SearchMan
                    /
Seek Bomb 3 M U W   /


Lightning 1 L T W * \
                    \
Lightning 2 A E V     ThunderMan
                    /
Lightning 3 H J Q   /


Aqua Upper 1 B S Z \
                   \
Aqua Upper 2 I P U   AquaMan
                   /
Aqua Upper 3 F K W /


Number Ball 1 E L W \
                    \
Number Ball 2 A E P   NumberMan
                    /
Number Ball 3 L T Y /


Metal Gear 1 A M P * \
                     \
Metal Gear 2 C E G *   MetalMan
                     /
Metal Gear 3 I L Q * /


Green Wood 1 G J Y \
                   \
Green Wood 2 D K P   WoodMan
                   /
Green Wood 3 E N P /


Hawk Cut 1 H N O \
                 \
Hawk Cut 2 F S V   ProtoMan
                 /
Hawk Cut 3 I N Z /


Panel Shoot 1 A H S * \
                      \
Panel Shoot 2 C G T *   JunkMan
                      /
Panel Shoot 3 F J N * /

(For full chip details, see the Secret chips section.)


Now to determine what version chip you get, you look at your
opponent's HP. Dark chips DO effect which version chip you receive.
However, THE GAME ONLY TAKES INTO ACCOUNT BASE HP,NOT INCLUDING
HP+ NAVI CUST PARTS! (Thanks to NihongoX for the info in caps). The
Free Tourney navis will recieve the HP boost, but the boost does not
effect which chip you get. Clear? Good. The chart goes as follows
(Once again, confirmation would be appreciated):

1-399 = V1 chip
400-699 = V2 Chip
700-999 = V3 Chip
1000 = Random Version chip (Or so it seems. It gives you one of each
                           version you do not have, and then only
                           gives out V3)

Didn't get the navi you wanted in the finals? Reseting will usually
change the tournament bracket. If reseting won't work, simply compete
in the tournament. The next one WILL be different. If it isn't, give
me a call. I'll show your cart who's boss.

_______________________________________________________________________


                         + + + + + + + +
                         +E. Navi Info +
                         + + + + + + + +

                            (DELETE!)

This is where you get some tips on the navis if you're too lazy to go
to the Boss FAQ. The navis here are easy, since they tend to use lousy
chips such as Cannons. However some may tend to get annoying. Don't
expect something as elaborate as the Boss FAQ, this is just here
because of the limited things to write this FAQ about :P

-----------------------------------------------------------------------

Roll
She's yet to summon a virus against me so she doesn't use that attack
anymore. Unfortunately, she makes up for that with the increased use
of the RollArrow. Easy to dodge however. She will occaisionally stray
from her normal movement pattern (Appear then warp) to use a chip on
you. The best time to attack her is right after she warps because
you're in the same row.

-----------------------------------------------------------------------

GutsMan
A pushover. As long as you avoid his GutsBuster you should be fine.
One problem, however, is that he cracks your panels. Make sure he
doesn't lock you to one panel. I've known him to use a few powerful
chips and PAs such as Red Sun, Gun del Sol, and Life Sword. The best
time to attack is during a missed GutsBuster attack.

-----------------------------------------------------------------------

WindMan
WindMan basically plays out as usual. His attack patterns are the
same since he rarely uses chips. Your normal WindMan strategy should
apply here. Stun him, then attack is my plan.

-----------------------------------------------------------------------

FireMan
Tends to use chips more often than other navis in my opinion. Uses
things like DreamSword and Gun del Sol. Also likes to use his magma
bomb attack. When low on health, he'll use his fire spin attack in
your area. Counter his magma bomb attack, and then fire away. One of
the easiest navis to deal with. Very predictable.

-----------------------------------------------------------------------

SearchMan
This guy likes to use chips. In my experiences, he very rarely uses
his normal attacks. He's used Gun del Sol on me in just about every
battle. If not using chips, he'll usually throw a seek bomb at you.
Best time to attack would be the period of time after you escape Gun
del Sol but while the chip is still in effect.

-----------------------------------------------------------------------

ThunderMan
Doesn't use chips much. He lets his cloud do the talking. The cloud
will probably be the main thing you want to avoid. Luckily, it only
moves around, it does not shoot thunderballs. Will accompany his cloud
with his thunder attack that goes down the row he is on. On rare
occasions he will use thunder bolt attacks. Best time to attack is in
between his attacks.

-----------------------------------------------------------------------

AquaMan
He throws in a nice balance of chips combined with his regular attacks.
Basically uses random chips in combination with his Bubbler technique.
If the fight drags on long enough, he'll conjure up is faucets.
Occasionally will throw a bomb. I stun him (Double damage), then hit
him.

-----------------------------------------------------------------------

NumberMan
Very rarely uses battle chips. Likes his NumberBall attack a lot.
They're hard to avoid if your buster power isn't high (Mine is). Will
waste your chip. Sometimes followed up by his semi-homing
triangle-math-thingy attack. Hit him right before he summons his
NumberBalls *snicker*

-----------------------------------------------------------------------

MetalMan
Starts off with two Metal gears on the field. One in your middle row
and one in his middle row. The gears will move back and forth and
damage you if you get hit. Piercing chips can destroy the Metal gears.
MetalMan will usually fire off three missles that break the panel they
land on. He also resorts back to his Boomerang move sometimes. But,
when he wants to be completely annoying, he will use his gear change
move. This move kind of, ya know, how do I put it?...Um. Oh yeah!
Changes the gears. They both move to you area in your top and bottom
row. Yay, for limited movement! MetalMan will occasionally step in
front of you and punch down on the panel. The panel will break if you
are not on it.  MetalMan will use PA's such as Life Sword and normal
chips like Cannon.

-----------------------------------------------------------------------

WoodMan.
Uses random chips. He clearly telegraphs when he does so by breaking
his normal jump-type movement pattern. Other than that, just watch out
for his walnut shooter and logs. Wood towers are easy to avoid thanks
to the flashing. Hit him right when he comes down from a jump.

-----------------------------------------------------------------------

ProtoMan
Has only used one chip against me. His own. That's right, for some
reason he loves to use his own navi chip. I don't know why. All I
know is that he's used it three times in one battle. Other than that,
he just uses his normal sword play. Avoid his FighterSword and attack.

-----------------------------------------------------------------------

JunkMan
Another one who isn't a big fan of chips. Just likes to throw Junk and
screws. Easy to avoid by themselves, slightly harder when used together.
Stays in the back row. Attack when you aren't in the same row as his
junk.

-----------------------------------------------------------------------

NormalNavi
Uses a bomb (Mini, Little, etc) depending on his version. Easy to
avoid. Uses a sword depending on his version. Easy to avoid. Uses a
cannon. Once again, easy to avoid. His only other trick is to use the
following chips: Fanfare, discord, timpani (rare), Silence (rare), or
wind. The AI for custom navis have a hard time destoying his obstacles.
Idiots. A piece of cake. Preferably, strawberry short cake. Yum!

-----------------------------------------------------------------------

HeelNavi
Has more HP than the normalnavi but is easier. Wll either use a fighter
sword or a ball chip that breaks the panel it lands on. Other than
that, summons either a ValGear (FLametower virus) or Gaia (With the
hammer). Attack whenever. Easy.

-----------------------------------------------------------------------

Pharohman exe had this to add:
If you send your Navis first (While trading navi data, be the first to
send data)they retain your Battle Chips and ignore the basic AI for
the Navi itself for the most part. When you send them second (While
trading navi data, be the second to send data), they ignore
your battle style and totally rely on the AI. I have proven it when
trading data with my friend.

Note: Parts in parenthesis were added by me to make things slightly
clearer.

_______________________________________________________________________


                           + + + + + + + + +
                           +F. Secret Chips+
                           + + + + + + + + +

                           (Shh, don't tell)

Here's the secret chips layout;
Name: <Chip's Name>
Codes: <Code's you can receive the chip in>
Damage: <Base Damage>x<Number of hits>
Description: <What the chip does>
Area of Effect: <A field drawing of where the chip will hit>


Name: Roll Arrow 1
Codes: A F W
Damage: 50x1
Description: Time freeze. Roll shoots her arrow and breaks your
opponent's chips
Area of effect:
[_][_][_][_][_][_] M=MegaMan
[_][M][>][>][>][>] >=Path of RollArrow
[_][_][_][_][_][_]


Name: Roll Arrow 2
Codes: D R W
Damage: 70x1
Description: Time freeze. Roll shoots her arrow and breaks your
opponent's chips
Area of effect:
[_][_][_][_][_][_] M=MegaMan
[_][M][>][>][>][>] >=Path of RollArrow
[_][_][_][_][_][_]


Name: Roll Arrow 3
Codes: Q Y Z
Damage: 90x1
Description: Time freeze. Roll shoots her arrow and breaks your
opponent's chips
Area of effect:
[_][_][_][_][_][_] M=MegaMan
[_][M][>][>][>][>] >=Path of RollArrow
[_][_][_][_][_][_]


Name: Guts Punch 1
Codes: B E N
Damage: 100x1
Description: Time freeze. GutsMan appears and does a GutsPunch hitting
the panel ahead. Pushes obstacles back.
Area of effect:
[_][_][_][_][_][_] M=MegaMan
[_][M][H][>][>][>] H=Panel hit
[_][_][_][_][_][_] >=Path of obstacle (If hit)


Name: Guts Punch 2
Codes: G P Y
Damage: 140x1
Description: Time freeze. GutsMan appears and does a GutsPunch hitting
the panel ahead. Pushes obstacles back.
Area of effect:
[_][_][_][_][_][_] M=MegaMan
[_][M][H][>][>][>] H=Panel hit
[_][_][_][_][_][_] >=Path of obstacle (If hit)


Name: Guts Punch 3
Codes: M Q T
Damage: 180x1
Description: Time freeze. GutsMan appears and does a GutsPunch hitting
the panel ahead. Pushes obstacles back.
Area of effect:
[_][_][_][_][_][_] M=MegaMan
[_][M][H][>][>][>] H=Panel hit
[_][_][_][_][_][_] >=Path of obstacle (If hit)


Name: Propeller Bomb 1
Codes: E G P *
Damage: 120x1
Description: Megaman launches a Propeller Bomb forward. This bomb must
fly off the screen to do damage. If it hits an enemy or an obstacle,
it doesn't do anything. However, if it does fly off the screen, the
bomb explodes, damaging the last three rows.
Path of Bomb:
[_][_][_][_][_][_] M=Megaman
[_][M][>][>][>][>] >=Path of the Bomb
[_][_][_][_][_][_]
Area of Effect:
[_][_][_][_][E][E] M=Megaman
[_][M][_][_][E][E] E=Area hit by explosion
[_][_][_][_][E][E]

Name: Propeller Bomb 2
Codes: F V Z *
Damage: 160x1
Description: Megaman launches a Propeller Bomb forward. This bomb must
fly off the screen to do damage. If it hits an enemy or an obstacle, it
doesn't do anything. However, if it does fly off the screen, the bomb
explodes, damaging the last three rows.
Path of Bomb:
[_][_][_][_][_][_] M=Megaman
[_][M][>][>][>][>] >=Path of the Bomb
[_][_][_][_][_][_]
Area of Effect:
[_][_][_][_][E][E] M=Megaman
[_][M][_][_][E][E] E=Area hit by explosion
[_][_][_][_][E][E]


Name: Propeller Bomb 3
Codes: H J Q
Damage: 200x1
Description: Megaman launches a Propeller Bomb forward. This bomb must
fly off the screen to do damage. If it hits an enemy or an obstacle, it
doesn't do anything. However, if it does fly off the screen, the bomb
explodes, damaging the last three rows.
Path of Bomb:
[_][_][_][_][_][_] M=Megaman
[_][M][>][>][>][>] >=Path of the Bomb
[_][_][_][_][_][_]
Area of Effect
[_][_][_][_][E][E] M=Megaman
[_][M][_][_][E][E] E=Area hit by explosion
[_][_][_][_][E][E]


Name: Meteors 1
Codes: G L S *
Damage: 50x5
Description: Megaman makes Meteors fall three panels ahead of him.
Meteors do not cause a reaction by the opponent, so he/she could simply
walk off after being hit by one.
Area of effect:
[_][_][_][_][_][_] M=Megaman
[_][M][_][_][H][_] H=Panel Hit by Meteors
[_][_][_][_][_][_]


Name: Meteors 2
Codes: M Q T
Damage: 60x5
Description: Megaman makes Meteors fall three panels ahead of him.
Meteors do not cause a reaction by the opponent, so he/she could simply
walk off after being hit by one.
Area of effect:
[_][_][_][_][_][_] M=Megaman
[_][M][_][_][H][_] H=Panel Hit by Meteors
[_][_][_][_][_][_]


Name: Meteors 3
Codes: C R Z
Damage: 70x5
Description: Megaman makes Meteors fall three panels ahead of him.
Meteors do not cause a reaction by the opponent, so he/she could simply
walk off after being hit by one.
Area of effect:
[_][_][_][_][_][_] M=Megaman
[_][M][_][_][H][_] H=Panel Hit by Meteors
[_][_][_][_][_][_]


Name: Seek Bomb 1
Codes: B R S *
Damage: 80x1
Description: Megaman throws a bomb that lands on the panel your
opponent is currently on. If your opponent moves off the panel, the Seek
Bomb will explode assoon as it hits the field causing no damage. If there
is more than one enemy, the Seek Bomb will hit the panel with the enemy
nearest to you.
Area of effect:
[_][_][S][S][S][S] M= Megaman
[_][M][S][S][S][S] S=Possible Seek Bomb landing points. It all depends on
[_][_][S][S][S][S]   what panel your opponent is on


Name: Seek Bomb 2
Codes: C I O
Damage: 110x1
Description: Megaman throws a bomb that lands on the panel your
opponent is currently on. If your opponent moves off the panel, the Seek
Bomb will explode assoon as it hits the field causing no damage. If there
is more than one enemy, the Seek Bomb will hit the panel with the enemy
nearest to you.
Area of effect:
[_][_][S][S][S][S] M= Megaman
[_][M][S][S][S][S] S=Possible Seek Bomb landing points. It all depends on
[_][_][S][S][S][S]   what panel your opponent is on


Name: Seek Bomb 3
Codes: M U W
Damage: 140x1
Description: Megaman throws a bomb that lands on the panel your
opponent is currently on. If your opponent moves off the panel, the Seek
Bomb will explode assoon as it hits the field causing no damage. If there
is more than one enemy, the Seek Bomb will hit the panel with the enemy
nearest to you.
Area of effect:
[_][_][S][S][S][S] M= Megaman
[_][M][S][S][S][S] S=Possible Seek Bomb landing points. It all depends on
[_][_][S][S][S][S]   what panel your opponent is on


Name: Lightning 1
Codes: L T W *
Damage: 100x1,2,3 (Depends on opponents position and number of obstacles)
Description: A lightning bolt falls on every obstacle on the field,
damaging every panel around it.
Area of effect:
[_][_][_][1][2][O] M=Megaman
[_][M][_][1][O][2] O=Obstacle
[_][_][_][1][1][1] #=Number of hits. Panels marked 1 are hit once. Panels
                    marked 2 are hit twice.


Name: Lightning 2
Codes: A E V
Damage: 130x1,2,3 (Depends on opponents position and number of obstacles)
Description: A lightning bolt falls on every obstacle on the field,
damaging every panel around it.
Area of effect:
[_][_][_][1][2][O] M=Megaman
[_][M][_][1][O][2] O=Obstacle
[_][_][_][1][1][1] #=Number of hits. Panels marked 1 are hit once. Panels
                    marked 2 are hit twice.


Name: Lightning 3
Codes: H J Q
Damage: 160x1,2,3 (Depends on opponents position and number of obstacles)
Description: A lightning bolt falls on every obstacle on the field,
damaging every panel around it.
Area of effect:
[_][_][_][1][2][O] M=Megaman
[_][M][_][1][O][2] O=Obstacle
[_][_][_][1][1][1] #=Number of hits. Panels marked 1 are hit once. Panels
                    marked 2 are hit twice.


Name: Aqua Upper 1
Codes: B S Z
Damage: 110x1
Description: Aqua towers rise under enemies. The panels the opponents are
on must be CRACKED, NOT BROKEN. Towers only appear on panels with enemies.
Unoccupied cracked panels do not have towers rise on them.
Area of effect:
[_][_][A][A][A][A] M=Megaman
[_][M][A][A][A][A] A=Possible location for AquaTower (Panel must be cracked
[_][_][A][A][A][A]   and contain an enemy.


Name: Aqua Upper 2
Codes: I P U
Damage: 140x1
Description: Aqua towers rise under enemies. The panels the opponents are
on must be CRACKED, NOT BROKEN. Towers only appear on panels with enemies.
Unoccupied cracked panels do not have towers rise on them.
Area of effect:
[_][_][A][A][A][A] M=Megaman
[_][M][A][A][A][A] A=Possible location for AquaTower (Panel must be cracked
[_][_][A][A][A][A]   and contain an enemy.


Name: Aqua Upper 3
Codes: F K W
Damage: 170x1
Description: Aqua towers rise under enemies. The panels the opponents are
on must be CRACKED, NOT BROKEN. Towers only appear on panels with enemies.
Unoccupied cracked panels do not have towers rise on them.
Area of effect:
[_][_][A][A][A][A] M=Megaman
[_][M][A][A][A][A] A=Possible location for AquaTower (Panel must be cracked
[_][_][A][A][A][A]   and contain an enemy.


Name: Number Ball 1
Codes: E L W
Damage: ???x3
Description: Time freeze. Numberman shoots three number balls going down
your row.The damage done is the last two digits of your HP for every ball
(If your HP is 867, each ball would do 67 damage. If your HP is 700, each
ball would not do any damage).
Area of effect:
[_][_][_][_][_][_] M=Megaman
[_][M][>][>][>][>] >=Path of Numberballs
[_][_][_][_][_][_]


Name: Number Ball 2
Codes: A E P
Damage: ???x4
Description: Time freeze. Numberman shoots four number balls going down
your row.The damage done is the last two digits of your HP for every ball
(If your HP is 867, each ball would do 67 damage. If your HP is 700, each
ball would not do any damage).
Area of effect:
[_][_][_][_][_][_] M=Megaman
[_][M][>][>][>][>] >=Path of Numberballs
[_][_][_][_][_][_]


Name: Number Ball 3
Codes: L T Y
Damage: ???x5
Description: Time freeze. Numberman shoots five number balls going down
your row.The damage done is the last two digits of your HP for every ball
(If your HP is 867, each ball would do 67 damage. If your HP is 700, each
ball would not do any damage).
Area of effect:
[_][_][_][_][_][_] M=Megaman
[_][M][>][>][>][>] >=Path of Numberballs
[_][_][_][_][_][_]


Name: Metal Gear 1 (Thanks goes to SushiSquid for this info)
Codes: A M P *
Damage: 100
Description: Time freeze. Megaman places a Metal Gear in the first panel
of the row he is currently on. If your opponent runs into the gear,
he/she receives damage.
Area of effect:
[_][_][_][_][_][_] M=Megaman
[_][M][_][G][>][>] G=Panel on which Metal Gear is placed
[_][_][_][_][_][_] >=The Metal Gear's path


Name: Metal Gear 2 (Thanks goes to SushiSquid for this info)
Codes: C E G *
Damage: 130
Description: Time freeze. Megaman places a Metal Gear in the first panel
of the row he is currently on. If your opponent runs into the gear,
he/she receives damage.
Area of effect:
[_][_][_][_][_][_] M=Megaman
[_][M][_][G][>][>] G=Panel on which Metal Gear is placed
[_][_][_][_][_][_] >=The Metal Gear's path


Name: Metal Gear 3 (Thanks goes to SushiSquid for this info)
Codes: I L Q *
Damage: 160 (Thanks goes to H0tSh0tZ1627)
Description:  Time freeze. Megaman places a Metal Gear in the first panel
of the row he is currently on. If your opponent runs into the gear,
he/she receives damage.
Area of effect:
[_][_][_][_][_][_] M=Megaman
[_][M][_][G][>][>] G=Panel on which Metal Gear is placed
[_][_][_][_][_][_] >=The Metal Gear's path


Name: Green Wood 1
Codes: G J Y
Damage: 120
Description: Panels must be grass and have an enemy on them. A wood
tower will rise out of any panels that meet those mentioned conditions.
Area of effect:
[_][_][G][G][G][G] M=Megaman
[_][M][G][G][G][G] G=Possible locations for tree spikes to come out of
[_][_][G][G][G][G]   (Panels must be grass and have an enemy)


Name: Green Wood 2
Codes: D K P
Damage: 140
Description: Panels must be grass and have an enemy on them. A wood
tower will rise out of any panels that meet those mentioned conditions.
Area of effect:
[_][_][G][G][G][G] M=Megaman
[_][M][G][G][G][G] G=Possible locations for tree spikes to come out of
[_][_][G][G][G][G]   (Panels must be grass and have an enemy)


Name: Green Wood 3
Codes: E N P
Damage: 160
Description: Panels must be grass and have an enemy on them. A wood
tower will rise out of any panels that meet those mentioned conditions.
Area of effect:
[_][_][G][G][G][G] M=Megaman
[_][M][G][G][G][G] G=Possible locations for tree spikes to come out of
[_][_][G][G][G][G]   (Panels must be grass and have an enemy)


Name: Hawk Cut 1
Codes: H N O
Damage: 80x1,2 (Depends on opponents position)
Description: Time freeze. Protoman appears and uses a Widesword then a
Longsword. Can hit twice.
Area of effect:
[_][_][1][_][_][_] M= Megaman
[_][M][2][1][_][_] 1= Hit either by thw Widesword OR Longsword
[_][_][1][_][_][_] 2= Hit by both WideSword AND Longsword


Name: Hawk Cut 2
Codes: F S V
Damage: 90x1,2 (Depends on opponents position)
Description: Time freeze. Protoman appears and uses a Widesword then a
Longsword. Can hit twice.
Area of effect:
[_][_][1][_][_][_] M= Megaman
[_][M][2][1][_][_] 1= Hit either by thw Widesword OR Longsword
[_][_][1][_][_][_] 2= Hit by both WideSword AND Longsword


Name: Hawk Cut 3
Codes: I N Z
Damage: 100x1,2 (Depends on opponents position)
Description: Time freeze. Protoman appears and uses a Widesword then a
Longsword. Can hit twice.
Area of effect:
[_][_][1][_][_][_] M= Megaman
[_][M][2][1][_][_] 1= Hit either by thw Widesword OR Longsword
[_][_][1][_][_][_] 2= Hit by both WideSword AND Longsword


Name: Panel Shoot 1
Codes: A H S *
Damage: 100x1
Description: Time freeze. The panel in front of Megaman rises into the air.
It shoots forward, hitting the first enemy in its path. The panel will not
shoot if it's your opponents, if it is broken, or if there is something
on it. The panel shot becomes broken and will eventually repair.
Not sure what happens if the panel in front of you is already broken or
your opponents. I assume the one in back shoots instead (Confirmation
needed).
Area of effect:
[_][_][_][_][_][_] M=Megaman
[_][M][P][>][>][>] P=Panel tossed (Note that the panels must be yours not
[_][_][_][_][_][_]   your opponents and nothing must be on it)
                  >=Path of panel


Name: Panel Shoot 2
Codes: C G T *
Damage: 60x1,2,3,4
Description: Time freeze. Any panels in Megaman's row that are not your
opponents and do not contain obstacles are lifted into the air. They
shoot forward hitting the first enemy in their path (Note that the
number of hits depends on how many panels in your row are unoccupied
and how many belong to you). The panel(s) shot become broken and will
eventually repair.
Area of effect:
[_][_][_][_][_][_] M= Megaman
[P][M][P][P][P][>] P=Panel tossed (Note that the panels must be yours not
[_][_][_][_][_][_]   your opponents and nothing must be on it)
                  >=Path of panels


Name: Panel Shoot 3
Codes: F J N *
Damage: 80x1,2
Description: Time freeze. The panels to your top, bottom, left, and
right rise up and shoot forward. As usual the whole opponent's panel,
etc thing applies here too. Very hard to dodge if you position yourself
correctly. Panels thrown become broken and will eventually repair.
Unless you have Airshoes on, you basically trapping yourself.
Area of effect:
[_][P][>][>][>][>] M=Megaman
[P][M][P][>][>][>] P=Panel tossed (Note that the panels must be yours not
[_][P][>][>][>][>]   your opponents and nothing must be on it)
                  >=Path of panels


Yay! Done! thats all of 'em!


_______________________________________________________________________


                       + + + + + + + + + + + + +
                       +G. Secret Chip Folders +
                       + + + + + + + + + + + + +

                   (Insert slightly witty comment here)

This is where you're going to find some pretty good folders. And guees
what! They all center around secret chips *gasp*! You're gonna find the
chips used in the folder, the strategy, the NC set-up (If needed).
Anyway, here's the list. After the list, you'll
find the actual folders.

Red Sun:
Hammer of Guts! (GutsPunch)
Mjolnir (Lightning)
Meteoric Supremecy (Meteors)
TDU/MMC/ZD's Propeller Bomb Folder
Cleptogeist (RollArrow)
Toxic Bomber (SeekBomb)

Blue Moon:
Enema! (AquaUp)
The Impaler (GreenWood)
Twin Swords (HawkCut)
Astro Crush (MetalGear)
Lucky Ball (NumberBall)
P-Shooter (PanelShoot)

Now for the actual folders:

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

Hammer of Guts!
Made by H0tSh0tZ1627

4 Fan *
4 GutPunch 2 G
3 BigHammer 2 G
1 Gutsman G
1 Gutsman SP G
1 GodHammer G
3 GunSol 3 G
1 GunSol EX G
3 Thunder 1 *
2 Invis *
3 Blinder *
3 Area Grabs *
1 Fastgauge * (preset)
---------------------------------
Souls: RS: Wind, Search, Thunder
BM: Metal

Obviously this folder is stronger in Red Sun.

A very nice folder for GutsPunch. Basically, Fan or go into WindSoul.
Pull them to the front and keep hitting them with GutsPunch and
Gutsman. Paralyze them and hit them with a BigHammer or GodHammer.
Blinder could be used to hit consecutive attacks, or just to not let
the opponent see where you are. GunSols are useful against Invis and
Popup. Its a folder made up of semi-powerful attacks, but is pretty
quick.

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

Mjolnir
Made by Eclpise and The Dark Unknown

3 BigHammer 2 J OR 3 BigHammer 3 V
4 Lightning 3 J OR 4 Lightning 2 V
1 Junkman SP J OR 1 SuperVulcan V
2 ThunderBall 1 *
4 Rockcube *
3 Blizzard *
2 AirRack *
3 Areagrab *
3 PanelGrab *
3 Invis *
1 FastGauge * [Preset]
1 Atk +30 *
---------------------------------
Souls: RS: Thunder, Search
BM: Junk, Metal, Number

It works, but I noticed that Rockcubes explode after two Lightning
Strikes (Because it does <200 damage). Prolly better if more obstacles
were tossed in.

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

Meteoric Supremacy
Made by SushiSquid

4 Vulcan1 *
3 Timpani *
3 PanelGrab *
3 MetalGear3 *
4 Invis *
3 PopUp *
4 Meteors3 R
1 FastGuage * (Preset)
3 Attack+10 *
1 Attack+30 *
1 RedSun R
---------------------------------
Souls: RS: Fire, Search
BM: Junk, Number

Row lock them with PanelGrabs and MetalGear, then place the Timpani.
It's much safer, now. After that, FullSynch with an un-dodgeble Vulcan1,
then fire off a Meteors3 just as the Timpani starts singing. Powered up
and FullSynch, it does insane damage, and they cannot dodge it. Also,
there are only three ways to kill that Timpani. ColdMan, JunkMan, or
JunkSoul, and even then you've got two more. The defense in this
folder is more than enough for how fast and powerful it is. There's
no required set-up, but Rush is always a good idea.

Field:
[O][O][O][X][E][X]
[O][O][O][O][O][G]
[O][O][O][T][X][X]
O are your panels, X are theirs. G is the MetalGear. E is them and T
is the Timpani. You could be anywhere down their row and the Meteors
will lock onto their panel and hit.

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

PropellerBomb Folder (No name)
Made by The Dark Unknown, Mastermind Chaud, and Zephyr Delta

4 PropellerBomb 1 *
4 VoodooDoll I
3 ThunderBall 3 I
4 WideShot 1 *
4 AirHock 2 I
2 Rockcube *
2 Areagrab *
2 Panelgrab *
3 Invis *
1 FastGauge [Preset]
1 FullCust *
---------------------------------
Souls: RS: Search, Thunder
BM: Metal

You've got two choices for PropellerBomb, both which are just as
effective.

1) Rowlock your opponent with Areagrabs, Panelgrabs and Rockcubes. Now,
it's straightforward. Launch the Propellerbomb on the row your opponent
isn't on.

OR

2) Make them flinch. PropellerBomb passes through your opponent when
they're flinching, and so you eradicate the problem where your opponent
blocks the PropellerBomb. How? WideShot 1 *. The odds of this missing
are slim, and it's insta-flinch from there!

When the PropellerBomb reaches the end of the area, and is about to go
off screen, toss the VDoll. You MUST not have both on at the same time
(In theory, they're both 3 point Medium Obstacles that exceed the
limit). However, that means that if you can escort the PropellerBomb
off the screen, you've got yourself some pretty decent damage.

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

Cleptogeist
Made by SushiSquid and H0tSh0tZ1627

1 DeltaRay Z
1 Jealousy J
4 RockCube *
4 RollArrow3 Y
3 Thunder1 *
2 Wind *
4 Fanfare *
2 Popup *
2 Silence *
3 NumberBall3 Y
3 Area Grab *
1 SlowGauge * (Preset)
-----------------------
Souls: BM: Junk

This folder is very annoying for your opponent.  You get to actually
steal their chips while smashing them repeatedly.  It's for Net Battles
only, of course.

WARNING! LONG DESCRIPTION AHEAD!

As you should know, JunkSoul can recycle chips.  It can also recycle
your opponents chips, as well.  And, the chips needn't be used to be
recycled.  So, by deleting your opponent's chips with a RollAro3 at
the start of every turn, you not only stop them from using them, but
you get to take them for yourself and attack.  Changed it a little.
The Wind now pushes back for AreaGrabbing and can be thrown. The
AreaGrabs make the Thunder1 impossible to dodge without their chips or
Refelct/Shield/AntiDamage, and the Thunder1 used at the end of each turn
make the RollArrows have perfect aim for the next turn.The really cool
thing is, JunkSoul seems to have a feddish with secret, Mega, and Giga
chips, in that order of least to greatest.  So, not only are you very
likely to get your RollAro3 back, in case you didn't get another, but
you're also nearly guaranteed to take the more powerful chip they had
selected.  Of course, SushiSquid did some testing and the chips
JunkSoul selects to recycle are random, but it is more likely to give
back better chips.  If the opponent's chips aren't useful or aren't Y
or * coded, you can still be very annoying.  That's where the obstacles
and the SlowGauge come in.  Since their chips have all been destroyed,
they can only attack with their buster.  The SlowGauge now has a
dual-effect.  It keeps them away from new chips while giving you enough
time to use Poltergeist mulitple times a turn.  And because their
flinching ends just as you get another full charge, you can chain the
poltergeists.  Only MetalSoul would be able to get through this, since
you'll be firing off the obstacles before they'd be able to do enough
damage with their buster.  RockCube is the best for this purpose.  It
has 200 HP, two of them can be placed at a time, and it can be placed
with one of any other kind of obstacle.  This means you should not use
RockCube to soul unison.  Plus, recycle seems to like RockCube as well,
so that's even more damage.  Fanfare even keeps you invincible while
you charge the poltergeist!  If you don't like the chips recycle gives
you, then don't select them.  They'll go back into the "recycle bin"
with every other chip that has been selected and not already recycled
and you'll get different chips the next turn.  However, you might get
some of the same chips because of JunkSoul's previously mentioned love
of good chips.  Of course, the Poltergeist itself isn't enough damage.
You get up to 490 damage with the RollAro3 and four obstacles, and an
extra 200 should you begin with rocks in the area.  That's why the
NumberBall3's were added.  Great damage that comes in code.  The
PopUp's are there should you not get RollAro3, which is extremely rare.
Jealousy fits the theme nice by destroying their chips and dealing some
hefty damage.  Delta Ray gives the folder more power as well as takes
out the Barriers/ LifeAuras.

I know you guys are thinking, "What?  He criticizes us about lots of
codes, when this folder has 3!"  Well, it doesnt matter that this one
has 3 codes.  I shall explain.  It does not matter that RollAro 3 and
Jealousy are different codes because they would never ever be used on
the same turn.  They both destroy chips, so there wouldn't be a point
in using both of them on the both turn.  It is ok that Delta Ray is
in Z because it will never be used with RollAro or Jealousy.  It is
mainly for enemies with a LifeAura.  RollAro and Jealousy cannot break
through the LifeAura, but Delta Ray can and deal hefty damage after.

An ideal NaviCust for this folder:

[1][c][c][ 3] [2]
[c][c][S][C][C]
[R][c][C][C][C]
[R][H][C][C][H]
[3][H][H][H][H]
H = HP+200
1 = Charge+1 Yellow
2 = Charge+1 Pink
3 = Charge+1 White
c = Custom+1
C = Custom+2
S = Speed+1 Yellow

Gives the Custom glitch for NumbrBl3, full charge speed, and a full
+3 custom.  And since you're already destroying their chips, they'll
have an even harder time killing you with the +400 HP... Plus this
NC looks really cool.  This way, if they activate Invis, it paralyzes
them.

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

Toxic Bomber
Made by Chief Clancy Wiggum and H0tSh0tZ1627

4 SeekBomb 3 U
2 Geddon 3 U
2 Panel Return *
4 Boomer 3 U
3 Seekbomb 1 *
2 AreaGrab *
3 Timpani *
2 Rockcube *
3 AirHock 3 U
2 Invis *
2 Barr200 U
1 Fastgauge * (preset)
---------------------------------
Souls: RS: Search, Guts
BM: Wood, Junk, Metal

First, AreaGrab once, and place a Rockcube and Timpani as shown in
the picture.

[_][_][_][A][_][_] R=Rock Cube
[_][_][_][T][R][_] T=Timpani
[_][_][_][M][_][_] M=Megaman's Airhockey
A=Area Grabbed

Now go into Wood Soul and use all the Boomers powered up by
SeekBomb 3's. Once you're out of WoodSoul, use an Airhockey for Full
Synch from where it is shown in the picture. Once the Timpani starts
to Paralyze, throw the Full Synch Seek Bomb. Use this until you run
out of Seek Bombs and Airhockeys. If your opponent still isn't deleted,
go into Junk Soul. Throw all the obstacles you can to finish the job.
At anytime during the fight (After Area Grabbing, preferably in the
beginning), you can use the Geddon 3 and Panel Return combo as support.

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

Enema!
Made by H0tSh0tZ1627

4 AquaUp 3 W
3 Geddon 1 W
3 Geyser B/ L/ V
3 DoubleCrackout *
3 Blinder *
3 AreaGrab *
3 RollAro 2 W
3 Barrier100 W
3 Invis *
1 Fullcust *
1 Fastgauge * (preset)
---------------------------------
Souls: RS: Search, Guts
BM: Aqua, Metal

Very easy strategy. Go AquaSoul and Geddon 1. You can start AquaUping
them at this point or AreaGrab and DoubleCrack to rowlock them. A
charged up AquaUp does 340 damage. Now you also have broken panels
because of the DoubleCrack. Throw a charged up Geyser in there for a
nice 400 damage. Blinder can be used to stop flinching and hit
consecutive AquaUps and Geysers. When rowlocked, they cant avoid
getting hit by the RollAro, thus destroying their chips fairly easily.
Its a pretty quick folder and does some nice damage.

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

The Impaler
Made by SushiSquid

4 WoodPowder *
4 AreaGrab *
4 GreenWood3 P
4 GreenWood2 P
3 Invis *
2 PopUp P
4 GutsPunch2 P
2 PropBom1 P
2 Wind *
1 FastGauge (Preset)
---------------------------------
Souls: RS: Wind, Search
BM: Wood

This folder and NC set-up make you very powerful, yourself, and make
for a great combo. Get them down with AreaGrabs as much as you can,
then pour on the grass. Now, even if they take their area back, you've
got grass there, so use gaia-powered GreenWoods to do massive
non-flinching damage. And if they didn't take their area back, you can
add in your 160 damage charge shot for more non-flinching pain. And
gaia effect works for four turns, not three. Because you pick the chips
for the turn you lose WoodSoul on while still in it, the gaia effect
works for that fourth turn. That's why the FastGauge was chosen over
FullCust.

NaviCust:
[H][H][Y][1][P]
[R][H][1][1][1]
[R][S][2][2][1]
[S][S][2][2][2]
[y][S][P][2][2]
1 = Custom+1
2 = Custom+2
Y = Charge+1 Yellow(White)
y = Charge+1 Yellow
P = Charge+1 Pink (Yellow)
p = Charge+1 Pink (White)
S = Super Armor
R = Rush (UnderShirt)
H = HP+100 Pink (Yellow)
The stuff in parenthesis is for when you aren't Net Battling.

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

Twin Swords (Blue Moon)
Made by H0tSh0tZ1627
1 Delta Ray Z
4 HawkCut3 I
3 VDoll I
3 Sandring *
4 PanelGrab *
4 AirHock 2 I
3 Fan *
3 Blinder *
1 Attack +30 *
3 Invis *
1 Fastgauge * (preset)
---------------------------------
Soul: RS: Search, Wind
BM:  Proto

/\/\/\/\/\/\/\/\/\/\/\\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

Twin Swords (Red Sun)
Made by H0tSh0tZ1627

1 NeoVar N
4 HawkCut3 I
3 VDoll I
3 Sandring *
4 PanelGrab *
4 AirHock 2 I
3 Fan *
3 Blinder *
1 Attack +30 *
3 Invis *
1 Fastgauge * (preset)
---------------------------------
Soul: RS: Search, Wind
BM: Proto

Start off by Panel Grabbing the top row and place a Fan down. When he
is pulled to the front center row, Sandring him to make sure he stays
there. Quickly Airhock him for Fullsync and quickly throw a VDoll on
the Panel you stole. Now run up to him and hit him with a HawkCut.
This deals 600 damage to him because it hits the VDoll also. Amazingly,
the Sandring does keep the opponent still long enough to do all of
this. But still, to do this takes practice and timing. But once you
get the idea of it, after that first HawkCut, the battle is pretty much
over. Blinder to stop the flinching and hit him with another Sandring
to keep him still again and repeat the process, or HawkCut, or even use
DeltaRay or NeoVar, depending on which version you have. Then its
pretty much over.

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

Astro Crush
Made by H0tSh0tZ1627, Raven8, and Asakura Yoh

4 MetalGear 3 *
3 Meteor 3 C
3 GunSol 3 C
3 Thunder 1 *
4 Timpani *
3 AreaGrab *
3 MokoRush 1 C
1 Attack +30 *
3 Invis *
2 PopUp *
1 Fastgauge * (preset)
-----------------------------------
Souls: RS: Search, Fire, Thunder
BM: Metal, Number

The strategy is much more simple than the previous one. Timpani and
then hit him with a GunSol3. As the Timpani ends, hit him with a
Thunder1. Wait a second, to have the Timpani about to start again, and
then start to unleash the Meteors. The Meteors will give you fullsynch,
and directy right you get fullsync, place the MetalGear on the row. The
MetalGear will now roll into the enemy doing double damage. Even if you
dont get the double damage, now with the Timpanis, the enemy is forced
to take all the damage, and not only from the MetalGear. You can repeat
this over and over doing some nice damage. MokoRush is a nice chip to
have as it helps for AreaGrabbing and is hard to avoid.

Basically, the Timpani stops them in their tracks while you smash them.

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

Lucky Ball
Made by Daimou43

3 Sandring *
4 Invis *
4 Mole *
3 Numberball3 L
3 Numberball1 L
2 Areasteal *
4 Atk+10 *
2 Timpani *
1 Fullcust *
1 Bugchain *
1 Bugfix *
1 Laserman L
1 LasermanSP L
---------------------------------
Souls: RS: Search
BM: Junk
A folder to ONLY be used FAST.
Bug the NC BAD. Something like this:

The bug in your Custom menu will drain about 100 life every 5 seconds,
as well as draining HP in the Custom menu, and nulling your Buster. The
dea is to either stop your bugs, or send them to your opponent. Laserman
is to destroy other various aspects, as well as add some muscle to the
folder. Since the HP drains so quickly, Numberball seems to be an
interesting option to attack with. Timpani + Sandring hold them in place
to Numberball and Laserman.

NaviCust:
[2][2][2][2][5]
[H][H][H][H][5]
[H][C][C][H][G]
[C][C][C][3][3]
[C][C][3][3][3]

C: Custom + 2 (Yellow)
H: HP + 400 (Yellow)
2: HP + 200 (Yellow)
5: HP + 50 (Yellow)
G: Charge+1 (Yellow)
3: HP + 300 (Yellow

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

P-Shooter
Made by Chief Clancy Wiggum

4 PanelShoot2 *
4 Area Grab *
4 Invis *
4 Meteors1 *
3 Vulcan1 *
3 Atk+10
3 Blinder *
2 PanelReturn *
1 FastGuage * (Preset)
1 Atk +30 *
1 DoublePoint *
-----------------------------------
Souls: RS: Thunder, Guts, Wind, Search
BM: Number

Airshoes helps a lot.

THIS IS NOT A SNAKES FOLDER! Now, the strategy is to hit with all four
Panel Shoots. Basically AreaGrab twice, Stun, Vulcan (For Synchro),
Double/ColorPoint, PanelShoot, Atk+30/10, and repeat, only AreaGrabbing
once every time istead of twice. Snakes is only there because it goes
along nicely with the theme of the folder.

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

THIS SECTION IS NOT DONE. THERE'S STILL SOME MORE I WANT TO DO WITH IT.
It was updated now because of a few mistakes I wanted to fix and because
I had many people asking when this would be up.

_______________________________________________________________________


                   + + + + + + + + + + + + + + + +
                   +H. Frequently Asked Questions+
                   + + + + + + + + + + + + + + + +

                            (Check it :P)

Q: I don't have a friend with this game. Can I still use the free
  tournament?
A: No. Go buy the other version. Now you have both and can free
  tournament. Yay?

Q: How does NumberBall do damage?
A: Numberball does damage according to the last two digits of your HP

Q: I always face a Normal navi in the finals, not a custom. What do I
  do?
A: Get more navi data. You'll have a higher chance of a custom navi
  advancing.

Q: How do I get different chip versions?
A: Different chip versions are based on your opponents base HP. For
  full info, check the "Prizes" section.

Q: Must I trade Navi data after every free tournament?
A: No, once you receive navi data, it stays in your cart until you
  choose to delete it.

Q: How come Propeller Bomb doesn't work? It hits the enemy but doesn't
  do damage when it explodes.
A: Propeller Bomb must fly off the screen and explode to do damage.

Q: PanelShoot3 hits four times!1!!!11!!!1!!!1!
A: NO. It throws four panels. The most panels in the same row is two.
  Therefore, it only hits TWICE.

Q: The Free Tournament is too hard.
A: That isn't a question. But anyway, no it isn't. You just suck at
  video games. Go play Finding Nemo. Don't get me wrong, I loved the
  movie, but the game is horrid. (By the way, this game comparison was
  changed due to whiney Pokemon fans flooding my inbox... Soon enough,
  the Finding Nemo fans will come.)

_______________________________________________________________________


                         + + + + + + + +
                         +I. Contact Me+
                         + + + + + + + +

                     (Please, I am so lonely)

Meh. I'm not lonely now. I'm very busy. I'm also not online as much
(Just started playing Final Fantasy ^_^). While online, I'm usually
doing something important or playing games. Needless to say, I don't
want to be bothered. If my away message isn't up, try contacting me.
If I don't respond, I forgot to put my away message on, so don't take
it personally. Although, you usually won't get me......

You can contact me through my E-mail address: [email protected],
through AIM: El Barto425, or just post on the GameFAQs' message board.
Email is usually your best bet.

Do not ask to just talk anymore on AIM. As I said before, I am very busy
these days. If you need some help, or have some important info, I'll be
glad to reply. If you have nothing useful to say, please, at least TRY,
to not bother me. Thank you.

_______________________________________________________________________


                       + + + + + + + + + +
                       +J. Special Thanks+
                       + + + + + + + + + +

                           (Thank you)

Nintendo for making the almightly Game Boy Advance SP (I can play in the
dark now!)

Major thanks to SushiSquid for info to use in this guide

NihongoX for info on how to get different chip versions

Pharohmanman exe for insight on Navi behavior

[email protected] for information on MetalMan's behavior

H0tSh0tZ1627 for info on Metal Gear 3's damage

[email protected] for PanelShoot1's damage

Various other GameFAQs users for tiny bits of info and all the questions
that were asked to inspire this FAQ

CJayC for hosting this FAQ

SPECIAL NO THANKS GOES TO:
Capcom for making everyone play this game three times to get everything
>=O

_______________________________________________________________________


                           + + + + + + + +
                           +K. Legal Info+
                           + + + + + + + +

                          (Not nice to steal)

This FAQ is Copyrighted by me, Chief Clancy Wiggum. Do not plagerise or
you will be in trouble with me and my posse. If you want to use any
information from this FAQ, contact me first and I might let you use it.
The only sites currently allowed to use this are GameFAQs.com and
Neoseeker.com.

_______________________________________________________________________


Thanks for playing...um...er, reading!!!