Megaman Battle Network 4 Blue Moon/Red Sun: P.A. Guide
by Zidanet_129
Megaman Battle Network 4 Blue Moon/Red Sun and all related
contents and images are originally copyrighted to Capcom.
------------------------------
Table of Contents:
1. Prologue
2. Letter PAs
3. Special PAs
4. Dark Messiah NEO PA
5. Version Updates
6. Legal Stuff & Credits
7. Contact Me
------------------------------
1. Prologue (^1)
This is my first FAQ in the year of 2004!
The P.A.s, or Program Advances, are toned down slightly from the ones
in Megaman Battle Network 3. The Program Advances are usually
composed of 3 Battle Chips selected in a preset order. For methods of
getting the Chips, please refer to other Guides.
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 | Program Advance Number
Chips Required
(U.S. Translation of the Chips if the difference is too dinstinct)
Damage per Hit
Number of Hits
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
Alright, here we go.
------------------------------
2. Letter Series (^2)
Letter Series: Composed of 3 Identical Chips with Chip Codes put into
series. They, unlike the Zeta Series from MMBN3, give you the ability
to use strong attacks evolved from the Chips you used, instead of
5-second invisibility and infinite use of the Chip.
Giga-Cannon1 / GigaCan1 | Program Advance #01
Cannon A-B-C
Damage per Hit: 300
Number of Hits: 1
Description: Rockman pulls out a rather large Cannon and fires it.
Range of Hit:
PPPPPP
PMEEEE
PPPPPP
The Cannon can hit only one enemy.
Giga-Cannon2 / GigaCan2 | Program Advance #02
HiCannon C-D-E
Damage per Hit: 400
Number of Hits: 1
Description: Rockman pulls out a rather large Cannon and fires it.
Range of Hit:
PPPPPP
PMEEEE
PPPPPP
The Cannon can hit only one enemy.
Giga-Cannon3 / GigaCan3 | Program Advance #03
MegaCannon E-F-G
Damage per Hit: 500
Number of Hits: 1
Description: Rockman pulls out a rather large Cannon and fires it.
Range of Hit:
PPPPPP
PMEEEE
PPPPPP
The Cannon can hit only one enemy.
Hyper Burst / H.Burst | Program Advance #04
SpreaderGun L-M-N
(Spreader L-M-N)
Damage per Hit: 100
Number of Hits: 5
Description: Acts like a 5-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 5 times)
Heat Spread / HeatSprd | Program Advance #05
HeatShot B-C-D / Heat-V B-C-D / HeatSide D-E-F / HeatShot-Heat-V-HeatSide D
Damage per Hit: 300
Number of Hits: 1
Description: Acts like a Heat-Elemental SpreaderGun.
Range of Hit:
PPP222
PMP212
PPP222
(When you hit anything on 1, the 1 itself and all the 2's will get
hit.)
Bubble Spread / BubSprd | Program Advance #06
BubbleShot P-Q-R / Bubble-V C-D-E / BubbleSide D-E-F
(BubShot P-Q-R / Bub-V C-D-E / BubSide D-E-F)
Damage per Hit: 300
Number of Hits: 1
Description: Acts like a Aqua-Elemental SpreaderGun.
Range of Hit:
PPP222
PMP212
PPP222
(When you hit anything on 1, the 1 itself and all the 2's will get
hit.)
Super Wide 1 / SprWide1 | Program Advance #07
WideShot1 C-D-E
Damage per Hit: 60
Number of Hits: 3
Description: Launchs 3 WideShot1's that pierces.
Range of Hit:
PPEEEE
PMEEEE
PPEEEE
Super Wide 2 / SprWide2 | Program Advance #08
WideShot2 L-M-N
Damage per Hit: 80
Number of Hits: 3
Description: Launchs 3 WideShot2's that pierces.
Range of Hit:
PPEEEE
PMEEEE
PPEEEE
Super Wide 3 / SprWide3 | Program Advance #09
WideShot3 S-T-U
Damage per Hit: 100
Number of Hits: 3
Description: Launchs 3 WideShot3's that pierces.
Range of Hit:
PPEEEE
PMEEEE
PPEEEE
Flame Cross 1 / FlmCros1 | Program Advance #10
FlameLine1 F-G-H
Damage per Hit: 300
Number of Hits: 1
Description: Launches a burning Cross whose center is two panels ahead.
Range of Hit:
PPPEPP
PMEEEP
PPPEPP
Flame Cross 2 / FlmCros2 | Program Advance #11
FlameLine2 D-E-F
Damage per Hit: 400
Number of Hits: 1
Description: Launches a burning Cross whose center is two panels ahead.
Range of Hit:
PPPEPP
PMEEEP
PPPEPP
Flame Cross 3 / FlmCros3 | Program Advance #12
FlameLine3 J-K-L
Damage per Hit: 500
Number of Hits: 1
Description: Launches a burning Cross whose center is two panels ahead.
Range of Hit:
PPPEPP
PMEEEP
PPPEPP
Hell Boomerang 1 / PitRng1 | Program Advance #13
Boomerang1 L-M-N
(Boomer1 L-M-N)
Damage per Hit: 200
Number of Hits: (Depending on enemy position)
Description: (Thanks to Casebier for the info!) Three Boomerangs are
fired, one after the other. The first is released on the
bottom, sweeping along the enemies' back column before
coming back. The second one is released on the top, sweeping
along the enemies' center column before coming back. The
third is released on the bottom, sweeping along the enemies'
front column before coming back.
Range of Hit:
333321
PMP111
333321
Special Legend:
3 = 3 hits
2 = 2 hits
1 = 1 hit
Hell Boomerang 2 / PitRng2 | Program Advance #14
Boomerang2 L-M-N
(Boomer2 L-M-N)
Damage per Hit: 250
Number of Hits: (Depending on enemy position)
Description: (Thanks to Casebier for the info!) Three Boomerangs are
fired, one after the other. The first is released on the
bottom, sweeping along the enemies' back column before
coming back. The second one is released on the top, sweeping
along the enemies' center column before coming back. The
third is released on the bottom, sweeping along the enemies'
front column before coming back.
Range of Hit:
333321
PMP111
333321
Special Legend:
3 = 3 hits
2 = 2 hits
1 = 1 hit
Hell Boomerang 3 / PitRng3 | Program Advance #15
Boomerang3 S-T-U
(Boomer3 S-T-U)
Damage per Hit: 300
Number of Hits: (Depending on enemy position)
Description: (Thanks to Casebier for the info!) Three Boomerangs are
fired, one after the other. The first is released on the
bottom, sweeping along the enemies' back column before
coming back. The second one is released on the top, sweeping
along the enemies' center column before coming back. The
third is released on the bottom, sweeping along the enemies'
front column before coming back.
Range of Hit:
333321
PMP111
333321
Special Legend:
3 = 3 hits
2 = 2 hits
1 = 1 hit
Mad Fang 1 / BstFang1 | Program Advance #16
TwinFang1 A-B-C
Damage per Hit: 50
Number of Hits: 8
Description: Fires TwinFang1 8 times.
Range of Hit: (Thanks to Casebier for the info!)
PPEEEE
PMPPPP
PPEEEE
Mad Fang 2 / BstFang2 | Program Advance #17
TwinFang2 O-P-Q
Damage per Hit: 60
Number of Hits: 8
Description: Fires TwinFang2 8 times.
Range of Hit: (Thanks to Casebier for the info!)
PPEEEE
PMPPPP
PPEEEE
Mad Fang 3 / BstFang3 | Program Advance #18
TwinFang3 F-G-H
Damage per Hit: 70
Number of Hits: 8
Description: Fires TwinFang3 8 times.
Range of Hit: (Thanks to Casebier for the info!)
PPEEEE
PMPPPP
PPEEEE
Jigoku Hockey 1 / PitHoky1 | Program Advance #19
AirPuck1 D-E-F
(AirHock1 D-E-F)
Damage per Hit: 100
Number of Hits: (depends on how mant times the enemy avoids the bounce)
Description: Fires an AirPuck1 that bounces 18 times in the enemy area
before disappearing.
Range of Hit:
PPPPEP
PMPEPE
PPPPEP
Jigoku Hockey 2 / PitHoky2 | Program Advance #20
AirPuck2 I-J-K
(AirHock2 I-J-K)
Damage per Hit: 150
Number of Hits: (depends on how mant times the enemy avoids the bounce)
Description: Fires an AirPuck2 that bounces 18 times in the enemy area
before disappearing.
Range of Hit:
PPPPEP
PMPEPE
PPPPEP
Jigoku Hockey 3 / PitHoky3 | Program Advance #21
AirPuck3 U-V-W
(AirHock3 U-V-W)
Damage per Hit: 200
Number of Hits: (depends on how mant times the enemy avoids the bounce)
Description: Fires an AirPuck3 that bounces 18 times in the enemy area
before disappearing.
Range of Hit:
PPPPEP
PMPEPE
PPPPEP
MagShock 1 / ??? | Program Advance #22
MagBolt1 B-C-D
Damage per Hit: 200
Number of Hits: 1
Description: Attracts all enemies to their front row. Electrically shocks
at a range of a WideSword.
Range of Hit:
PPPEPP
PPMEPP
PPPEPP
MagShock 2 / ??? | Program Advance #23
MagBolt2 E-F-G
Damage per Hit: 250
Number of Hits: 1
Description: Attracts all enemies to their front row. Electrically shocks
at a range of a WideSword.
Range of Hit:
PPPEPP
PPMEPP
PPPEPP
MagShock 3 / ??? | Program Advance #24
MagBolt3 A-B-C
Damage per Hit: 300
Number of Hits: 1
Description: Attracts all enemies to their front row. Electrically shocks
at a range of a WideSword.
Range of Hit:
PPPEPP
PPMEPP
PPPEPP
------------------------------
3. Special Series (^3)
Special Series: Composed of 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.
Dream Sword / LifeSrd| Program Advance #25
Sword-WideSword-LongSword E/L/S
Sword-WideBlade-LongBlade S
(Sword-WideSwrd-LongSwrd E/L/S
Sword-WideBlde-LongBlde S)
Damage per Hit: 400
Number of Hits: 1
Description: Rockman slashes the area of 3x2 in front of him with a huge
Sword.
Range of Hit:
PPEEPP
PMEEPP
PPEEPP
Pile Driver / P.Driver | Program Advance #26
Gun Del Sol 1-2-3 G
(GunSol1-2-3 G)
Damage per Hit: 40
Number of Hits: Up to 10
Description: A reflective mirror appears in front of Rockman to launch
a HUGE beam of sunlight at the enemy, dealing 400 damage.
If the panel of the enemy's last column has nothing on it
and is not broken, another reflective mirror will also
appear there and send another beam of sunlight to deal
extra damage. This PA is NOT affected by Atk+ Chips or
Color/Double Point.
Range of Hit:
PPPPPP
PPMRER
PPPPPP
Special legends:
R = Reflective Mirrors
Giga Count-Bomb / TimeBom+ | Program Advance #27
CountBomb J-K-L
(TimeBomb J-K-L)
Damage per Hit: 600
Number of Hits: 1
Description: Rockman creates a Count Bomb that has a very high duration.
Range of Hit:
PPPEEE
PMPEEE
PPPEEE
Poison Pharoah / PoisPhar | Program Advance #28
DarkHole *-DarkLine *-PoisonAnubis A
(Hole *-DarkLin *-Anubis A)
Damage per Hit: 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.
Range of Hit:
EEEEEE
EMEEEE
EEEEEE
Hits EVERYONE on the Battlefield except for Rockman.
Body Guard / BodyGrd | Program Advance #29
Kiwarimi-NaviScout-Muramasa Blade M
(AntiMagc-AntiNavi-Muramasa M)
Damage per Hit: 100
Number of Hits: 10
Description: The Battle continue as usual, but with Shurikens raining down
on enemies from above the ceiling and chases after the enemies
for 8 times. Terribly toned down from BN3. Aren't we disappointed.
Range of Hit:
PPPEEE
PMPEEE
PPPEEE
Not sure if it'll hit behind Rockman. Hits are evenly distributed if there
is more than one enemy.
------------------------------
4. Dark Messiah NEO P.A. (^4)
It's STILL not right for a Program Advance to hag a unique section of this
FAQ, but this P.A. is too special to be placed with along with the others,
considering it IS the only P.A. that uses Navi Chips and is apparently the
only Dark P.A. (Only usable by DS Rockman). Plus it's a LEGAL P.A. that
involved Forte, Rock's long-time rival......
Dark Messiah NEO | Program Advance #30
DarkLine *-BugChain *-Forte (Red Sun)/Forte Another (Blue Moon) X
(DarkLin *-BugChain *-Bass (Red Sun)/BassAnly (Blue Moon) X)
Damage per Hit: 250
Number of Hits: 4
Description: Rockman MUST be BLACK to use this P.A.. According to Nomia Karen:
"Forte rises from where Rockman is, then 2 purple balls appear in
his hands as he summons Rockman (black). Rockman is holding the
thing that looks like the Bug Charge chip, and 9 Gospel heads start
flying in the 3 rows (he won't shoot the bottom row if he's on the
top one), dealing 250 damage each. Finally, Forte falls down to the
4th row from the left and does his move that crack 6 panels (it
still does 250)."
Now...... Since Whitedragon Nall, the Forte.EXE master of the
GameFAQs Forums, seems to be unsatisfied with Nomia Karen's
description, he went and authorized me to use HIS description, as
follows: "The return of the legendary ultimate PA from EXE2! It has
been weakened considerably, though, and Gospel has been replaced
with Rockman DS. Rockman DS uses the Gospel Cannon to fire three
shots on the lines above, below, and in front of him, and Forte
then uses Darkness Overload. Each hit does 250 damage, and a single
enemy can be hit up to four times."
Range of Hit:
PPEEEE
PMEEEE
PPEEEE
------------------------------
5. Version Updates (^5)
V 1.4 (August 8, 2004): Checked some errors and added the U.S. Version
translations, despite the fact that I HATE them.
V 1.3 (March 9, 2004): I think I've completed this Guide's basic parts, thanks
to Casebier's info on the Hell Boomerangs and Mad Fangs.
Ways of utilizing the P.A.s will be added in the next
update.
V 1.1 (Feburary 18, 2004): Fixed range for JigokuHockeys. Would someone PLEASE
tell me the ranges for the Hell Boomerangs and
MadFangs already? <_<
Also added Whitedragon Nall's description of Dark
messiah NEO. Thanks Nall.
V 1.0 (January 7, 2004): Finall finished it. Piledriver was FINALLY added. And
a flamebomb to those who kept hurrying me. (j/k >_>)
V 0.95 (January 3, 2004): Completed the Dark Messiah NEO P.A.. Thanks to Nomia
Karen! Also fixed the NAME of the last P.A....... I
can't believe I made that TERRIBLY TERRIBLE mistake.
Thanks to Magenta Galaxy for pointing it out! <_<
V 0.9 (January 1, 2004): Completed basic parts of the Guide. Formats and missing
information will be checked and completed later.
------------------------------
6. Legal Stuff & Credits (^6)
Copyright to Zidanet_129 (Alan Tseng) 2003~2004
The completion of this guide is heavily based on the help of the people listed
below. Special thanks to all these people!!
Mastermind Chaud
Magenta Galaxy
A nameless Japanese website
Nomia Karen
Whitedragon Nall, the RMEXE Boards' Forte.EXE MASTER
masterz13
Genosync
Casebier
MANY GFAQs users who were annoyed at the missing info in this Guide.
------------------------------
7. Contact Me (^7)
If you have flames/complaints/compliments/suggestions, either send me an
E-mail at:
E-Mail:
[email protected]
Or leave me a message on the GameFAQs' MMBN4 BM Board. (I don't check the
RS Board as often)
You do NOT have my permission to add me to your MSN Contact List. I will
Block you if I find out about the reason you add me into your Contact List.
And I DON'T have time to chat with you, so do NOT expect to add me and chat
with me. If you want to ask general questions about this game, DO NOT E-MAIL
or MSN me. I WILL ignore you unless I find your question interesting. There
are plenty of other FAQs that will answer your questions, which are VERY
possibly answered to death MANY times. If you INSIST on adding me to your
MSN Contact List, ask me for my permission first by e-mailing me. However,
unless you're a vet or are well-known on the Boards, I'll most likely just
ignore you as a rejection.