------- -- -- -- -- -- ----- -- - -- -- - - - / - - - - ROCKMAN - - - - EXE - - - - N1 - - - - BATTLE - - - - / - - - -- -- - -- ----- -- -- -- -- -- ------- A non-official FAQ/Walkthrough. Do you think the above "art" ****? If you think so, come gimme a better one into my contributor email address. This game is very similar to Megaman Battle Chip Challenge (GBA) with more difficulty. If you think that Megaman Battle Chip Challenge does not give you enough challenge, this game may be right for you. My Japanese skill is not very good and I actually somewhat strained myself trying to decipher the words. So, I don't know what's happening, but only try to understand important technical stuffs. This document is best viewed with the original display on the net, or with a word processor using fixed-width font style, such as courrier series or lucida console. Using some other font styles (example: Arial) will make the tables/maps displayed incorrectly. The legal notice: This document is protected by copyright law and international copyright treaties. Thus, do not post it as your own, do not sell it for profit, .... Ver. 1.00 -- 8/8/2008 Ver. 1.05 -- 2/19/2009 Ver. 1.06 -- 3/3/2009 Ver. 1.07 -- 12/12/2012 Ver. 1.08 -- 1/1/2015 Above are all minor updates. CONTENTS PROLOGUE. Megaman Series Note A. Menu B. Rules C. Tips D. Walkthrough E. Chips F. FAQ G. Special Thanks ===---===---===---===---===---===---===---===---===---===---===---===---===---== PROLOGUE. MEGAMAN SERIES NOTE =---===---===---===---===---===---===---===---===---===---===---===---===---===- The somewhat recommended games before this are all the original series and the previous battle network games. =---===---===---===---===---===---===---===---===---===---===---===---===---===- A. MENU ==---===---===---===---===---===---===---===---===---===---===---===---===---=== |||PET MENU||| ----------------------------------- |Program Deck | |Chip Folder | |Data Library | |Net Navi | |->Press Y2 to see your record | |Save | ----------------------------------- |||PROGRAM DECK MENU||| Press Start to display three options. --------------------------------------------------------- | | | | | | | | |-Chip Explanation -Chat with your navi -Navi Code | |-------------------------------------------------------- |||PRODUCE TOURNAMENT OPTIONS||| -You have to save before proceeding. Save? Yes/No -Read rules? Yes/No -What to do? Entry Name/Battle Start If you select Entry Name: -What to do? Net Navi Register/Net Navi Delete If you think my explanation above is still unclear, consider downloading the screenshots too. Thay are available at Gamefaqs image section: http://www.gamefaqs.com/portable/wscolor/image/918342.html For PET Menu, see screenshot #2 For Program Deck Menu, see screenshot #3 ---===---===---===---===---===---===---===---===---===---===---===---===---===-- B. RULES --===---===---===---===---===---===---===---===---===---===---===---===---===--- It's a great idea to try Megaman Battle Chip Challenge before playing this one especially if you are having difficult time with Japanese language (like me :>) Some things that I know from this game (in comparison with BCC): 1. The battle lasts maximum in 20 turns, the rest is the same with BCC (BCC has it in 10 turns). 2. Your rank will drop for longer time than BCC, but retrying will hurt it a lot. The rest is the same with BCC. 3. You can't change the battle field. Only aluminium panel can support elemental attack (elec elemental), the others can't. So, it's different with Megaman Battle Chip Challenge which adopted the field rule from MMBN series. The rest is the same with BCC. 4. There is a new variable in this game called SP. SP will determine which battle chip will be executed first. (In BCC, the chips are executed from left to right programdeckwise). Then, how if the SP is the same? Good question. Chips on the back row has more priority than those on the front row. Then, how if SP and row is the same? -___-;; It seems that the chip executed first will be randomly chosen. Support chips like Att+20 has lower priority, so don't combine it with another chip with the same SP. 5. Your patience will be tested more and more in this game. Mwahahahaha. Because you can't slot in while the battle is underway. All you can do is just watching the navis blasting their "cannons". 6. You can't have navi chips more than one. 7. You can only save your game before and after a tournament. Make sure to prepare yourself and save the game before going into a tournament. =---===---===---===---===---===---===---===---===---===---===---===---===---===- C. TIPS -===---===---===---===---===---===---===---===---===---===---===---===---===---= 1. WARNING: This game is on difficult side, so it's quite difficult to complete this game without some cheating device. If you think that Megaman Battle Chip Challenge is boring, you should think 3.33 times for an attempt for this game *evil laugh* You should thank me for making this one and only guide for this game in the whole world. ^__^ 2. WARNING: If you think that Megaman Battle Chip Challenge has many unfair fights, you will see even more unfair fights here. *___* 3. Do not feel hesitate to retry unless you want to collect one of the enemy's battle chip. Press Start during battle and select the middle option to do so. 4. It will be very helpful to talk to your navi first especially before difficult battles, only if you can read Japanese. ===---===---===---===---===---===---===---===---===---===---===---===---===---== D. WALKTHROUGH =---===---===---===---===---===---===---===---===---===---===---===---===---===- In case many of you wonders: Who is Netto, Hikawa, Higure, Hinoken,... I have translated all those names into their official English names respectively. N1 GP is a net navi tournament in Megaman Battle Network 3 Blue/White, the name is very similar to the title of this game. The game opening is almost the same with BCC. You will also receive Program Deck Manual that is different with BCC. Read it if you understand Japanese well. If you are not (like me), get ready for some stress, otherwise, just don't read it. ^__^ Now, you can browse this game with a VERY limited freedom. Shop first and get information for 0 Zenny >.>; for 20 times for a Mega Cannon chip. As far as my Japanese language skill can reach, the infos you get here are almost the same with BCC. Done well? Good, then go to Battle Chip GP site to start the tourney. ************* * E CLASS * ************* A. BEGINNER TOURNAMENT. Fee: None. Prize: 1000z, NormalNavi2 navi chip. 1. Round 1. Opponent Navi: Normal Navi 1. Operator: Kenji. Panel: Normal. Difficulty: 0/10. Capacity: 40 MB. Program Deck: Empty Empty -< Cannon -< Empty Empty -< Cannon -< Empty Empty -< Empty 2. Semifinal. Opponent Navi: Numberman.EXE Operator: Higsby. Panel: Normal. Difficulty: 1/10. Capacity: 10 MB. Program Deck: Empty Empty -< Empty -< Empty Cannon -< Empty -< Empty Empty -< Empty 3. Final. Opponent Navi: Normal Navi 2. Operator: Ms. Mari. Panel: Normal. Difficulty: 1/10. Capacity: 120 MB. Program Deck: Empty MiniBomb -< HiCannon -< Empty MiniBomb -< HiCannon -< Empty MiniBomb -< Empty B. GUTS TOURNAMENT. Fee: 500z. Prize: 1500z, Gutsman navi chip. 1. Round 1. Opponent Navi: Normal Navi 1. Operator: Koetsu. Panel: Normal. Difficulty: 3/10. Capacity: 110 MB. Program Deck: Empty Recov.50 -< HiCannon -< MiniBomb Empty -< Cannon -< MiniBomb Recov.50 -< Empty 2. Semifinal. Opponent Navi: Normal Navi 1. Operator: Kazuki. Panel: Normal. Difficulty: 2/10. Capacity: 70 MB. Program Deck: HiCannon Empty -< MiniBomb -< Empty Sword -< MiniBomb -< Empty HiCannon -< Empty 3. Final. Opponent Navi: Gutsman.EXE Operator: Dex. Panel: Normal. Difficulty: 4/10. Capacity: 140 MB. Program Deck: Cannon Empty -< HiCannon -< Cannon Empty -< HiCannon -< Cannon Empty -< Cannon C. HEALING TOURNAMENT. Fee: 500z. Prize: 1500z, Roll navi chip. 1. Round 1. Opponent Navi: Normal Navi 1. Operator: Mayumi. Panel: Normal. Difficulty: 2/10. Capacity: 80 MB. Program Deck: Empty Cannon -< Recov.50 -< Empty Cannon -< Recov.50 -< Empty Cannon -< Empty 2. Semifinal. Opponent Navi: Normal Navi 1. Operator: Harumaki. Panel: Normal. Difficulty: 3/10. Capacity: 100 MB. Program Deck: MiniBomb Empty -< HiCannon -< Recov.50 Empty -< HiCannon -< Recov.50 Empty -< MiniBomb 3. Final. Opponent Navi: Roll.EXE Operator: Mayl. Panel: Normal. Difficulty: 5/10. Capacity: 80 MB. Program Deck: Empty Cannon -< Recov.10 -< Recov.50 Cannon -< Recov.30 -< Recov.50 Cannon -< Empty Clear them all? Good. Don't expect some bonuses will flow for you, otherwise you will be disappointed. You can check the produce tournament before going to next class, but they are quite hard. ************* * D CLASS * ************* The fire on the field can't be extinguished by any water, like hell fire. Mwahahahaha.. A. MATCH TOURNAMENT. Fee: 700z. Prize: 3000z, Fireman navi chip. 1. Round 1. Opponent Navi: Normal Navi 1. Operator: Micchan. Panel: Lava. Difficulty: 4/10. Capacity: 130 MB. Program Deck: MiniBomb ViGun -< Cannon -< Empty HeatShot -< Cannon -< Empty ViGun -< MiniBomb 2. Round 2. Opponent Navi: Normal Navi 2. Operator: Miki. Panel: Lava. Difficulty: 3/10. Capacity: 110 MB. Program Deck: Recov50 Empty -< HeatVi -< HiCannon Empty -< HeatVi -< Cannon Empty -< Recov50 3. Semifinal. Opponent Navi: Normal Navi 2. Operator: Apple. Panel: Lava. Difficulty: 4/10. Capacity: 140 MB. Program Deck: Empty MiniBomb -< HeatVi -< HeatVi HeatVi -< ViGun -< ViGun MiniBomb -< Empty 4. Final. Opponent Navi: Fireman.EXE Operator: Mr. Match. Panel: Lava. Difficulty: 7/10. Capacity: 190 MB. Program Deck: Empty Cannon -< H.Spread -< HeatVi Flm.Blade-< HeatVi -< HeatVi Cannon -< Empty B. SAPLING TOURNAMENT. Fee: 700z. Prize: 3000z, Snakeman navi chip. The grass here is fire-proof. 1. Round 1. Opponent Navi: Normal Navi 1. Operator: Tetsu. Panel: Grass. Difficulty: 3/10. Capacity: 120 MB. Program Deck: HiCannon HiCannon -< HiCannon -< Empty Empty -< Recov50 -< Empty Recov50 -< Recov50 2. Round 2. Opponent Navi: Normal Navi 2. Operator: Junko. Panel: Grass. Difficulty: 4/10. Capacity: 140 MB. Program Deck: Recov50 Cannon -< For.Bomb1-< Empty Cannon -< SmallBomb-< Empty Cannon -< Recov50 3. Semifinal. Opponent Navi: Gutsman.EXE Operator: Dex. Panel: Grass. Difficulty: 6/10. Capacity: 210 MB. Program Deck: M.Cannon For.Bomb1-< SmallBomb-< Empty WideSword-< SmallBomb-< Empty For.Bomb1-< ShockWave 4. Final. Opponent Navi: Snakeman.EXE Operator: Millions. Panel: Grass. Difficulty: 6/10. Capacity: 170 MB. Program Deck: 2xNeedle For.Bomb3-< MiniBomb -< Empty MiniBomb -< Cannon -< For.Bomb1 Empty -< Recov50 C. BATTERY TOURNAMENT. Fee: 700z. Prize: 3000z, Elecman navi chip. Grass can't be grown on this aluminium panel. 1. Round 1. Opponent Navi: Normal Navi 1. Operator: Harumaki. Panel: Aluminium. Difficulty: 5/10. Capacity: 220 MB. Program Deck: Cannon Cannon -< RabiRing1-< SmallBomb HiCannon -< SonicWave-< SmallBomb Cannon -< Cannon 2. Round 2. Opponent Navi: Normal Navi 2. Operator: Anna. Panel: Aluminium. Difficulty: 6/10. Capacity: 220 MB. Program Deck: MiniBomb Sword -< RabiRing1-< LongSword WideSword-< RabiRing2-< LongSword Sword -< MiniBomb 3. Semifinal. Opponent Navi: Normal Navi 1. Operator: Mayumi. Panel: Aluminium. Difficulty: 5/10. Capacity: 210 MB. Program Deck: Recov50 SmallBomb-< Mgt.Bomb2-< Empty SmallBomb-< Mgt.Bomb2-< Empty SmallBomb-< Recov50 4. Final. Opponent Navi: Elecman. Operator: CountZap. Panel: Aluminium. Difficulty: 7/10. Capacity: 230 MB. Program Deck: Cannon RabiRing3-< 2xNeedle -< RabiRing1 Mgt.Bomb1-< 2xNeedle -< RabiRing1 RabiRing3-< Cannon D. DROPLET TOURNAMENT. Fee: 700z. Prize: 3000z, Iceman navi chip. 1. Round 1. Opponent Navi: Normal Navi 1. Operator: Kazuki. Panel: Ice. Difficulty: 4/10. Capacity: 100 MB. Program Deck: Empty Bbl.Shot -< Bbl.Shot -< Sword BubbleVi -< Bbl.Shot -< Sword Bbl.Shot -< Empty 2. Round 2. Opponent Navi: Roll.EXE Operator: Mayl. Panel: Ice. Difficulty: 7/10. Capacity: 160 MB. Program Deck: MiniBomb Recov.10 -< Bbl.Shot -< SmallBomb Recov.30 -< HiCannon -< SmallBomb MiniBomb -< Recov.120 3. Semifinal. Opponent Navi: Normal Navi 2. Operator: Takahito. Panel: Ice. Difficulty: 5/10. Capacity: 140 MB. Program Deck: ShotGun Bbl.Shot -< Bbl.Cross-< ShotGun ViGun -< CrossGun -< ShotGun Bbl.Shot -< ShotGun 4. Final. Opponent Navi: Iceman.EXE Operator: Froid. Panel: Ice. Difficulty: 7/10. Capacity: 180 MB. Program Deck: Empty B.Spread -< Cloud -< MiniBomb Sword -< Cloud -< MiniBomb B.Spread -< Empty Completing all of them makes you can advance to higher class. But, nothing else is unlocked. ************************ * PRODUCE TOURNAMENT * ************************ Let's look what's inside. If you tried to participate this tournament some time ago, you can notice that the guess opponents are getting a brand new, bigger program deck. It is the final change for the entire game. Comparison with BCC: 1. You can't randomly choose your opponent like in BCC. 2. The navi codes in this game can be used in BCC, but BCC codes can't be used here. 3. Competition with our guests is not very fair IMO. They have big deck capacity and the panel is random. So, my advice is: Stay away from them. You do not need any of their chips because none of them is rare enough. 4. You get a random rare chip from winning this tournament like BCC. What is it? See Chips section for details. Below is my navi code, there are many rare chips inside, so get them with catch machine. Name: LAN Navi code: YNVJ-KR6N-OXC2-1X1C-610R-25N1 What else? Do you want to fight me for fun? Okay, Sire, but don't cry to your mum if you lose, mwahahaha (just jokin' ^__^, our mighty guests probably are stronger because we can only have mini-sized deck). Here is one of my experimental program deck: Name: LAN Navi code: DPHI-1VCR-QRYY-6Y6W-NRUS-25N1 Navi codes for this game are VERY hard to look for. BCC navi codes are still quite easy to get. Below codes are from Roll San: 1. Name: Hansha (In Katakana) Navi code: AGYW-5MD9-SEEV-HDJ9-YGYS-6280 2. Name: OTsunami (In Katakana) Navi code: 8YHT-TZY3-1X2B-BQLX-MU7D-G3I0 Rare chip inside: BigRedTsunami 3. Name: FLBom (In Katakana) Navi code: PUW9-G02G-F4IQ-60VB-J9M4-QB01 Rare chip inside: FreezeBomb 4. Name: GSoodo (In Katakana) Navi code: 1MRL-GW14-JLWP-55UM-IDE1-XLH0 Rare chip inside: GaiaSword 5. Name: CSupaa (In Katakana) Navi code: X071-HTL7-F3D9-022Y-9HUP-ZNX1 ......Uh! This code does not work for me. Maybe you can correct it? 6. Name: Oora3 (In Katakana) Navi code: OYE9-8ZTM-51SJ-TLFE-AUQD-P2H0 Rare chip: DreamAura3 All the names are in Katakana, sorry for not translating it (See the battle chip name if you're in trouble). Want more? Ok, there are 10 more. Just guess what's inside. 1. Name: 000 Navi code: WJ5W-9HLZ-GKTS-CIJT-N4SA-ASW1 2. Name: 001 Navi code: 9V5Q-9UCD-BGEF-YV4X-AIMO-31M0 3. Name: 002 Navi code: OD4V-1EGR-JUB1-MBY4-4ZIR-V850 4. Name: 003 Navi code: ZPV9-Y6O3-3ZGR-DK1A-H29A-LEC1 5. Name: 004 Navi code: 8730-ZLWC-W1S6-UY5W-XEKY-UZL1 6. Name: 005 Navi code: RCGD-896G-91F0-OOCG-L92Y-8G00 7. Name: 006 Navi code: UCTJ-XRFU-9W5C-X5XN-0QXL-BT21 8. Name: 007 Navi code: MVL8-REAC-P6C8-40GV-YBJN-BT21 9. Name: 008 Navi code: 8UL6-X42N-ZFD0-KKCB-RUUN-BT21 10. Name: 009 Navi code: L9H3-3VTX-9PES-Z49R-JD60-BT21 ************* * C CLASS * ************* A. QUICK TOURNAMENT. Fee: 1000z. Prize: 5000z, Quickman navi chip. 1. Round 1. Opponent Navi: Normal Navi 2. Operator: Ms. Mari. Panel: Poison. Difficulty: 5/10. Capacity: 180 MB. Program Deck: Cannon Cannon -< 2xNeedle -< Cannon 2xNeedle -< 2xNeedle -< Cannon Cannon -< Cannon 2. Round 2. Opponent Navi: Normal Navi 2. Operator: Junko. Panel: Poison. Difficulty: 4/10. Capacity: 130 MB. Program Deck: Empty Attack+10-< 2xNeedle -< Cannon 3xNeedle -< 2xNeedle -< Cannon Attack+10-< Empty 3. Round 3. Opponent Navi: Fireman.EXE Operator: Mr. Match. Panel: Poison. Difficulty: 7/10. Capacity: 190 MB. Program Deck: HeatShot HeatVi -< H.Spread -< HeatShot HeatCross-< H.Spread -< HeatShot HeatVi -< HeatShot 4. Round 4. Opponent Navi: Normal Navi 3. Operator: Gen. Panel: Poison. Difficulty: 5/10. Capacity: 170 MB. Program Deck: Empty Bbl.Shot -< 3xNeedle -< SmallBomb 3xNeedle -< 3xNeedle -< SmallBomb HeatShot -< Empty 5. Semifinal. Opponent Navi: Normal Navi 2. Operator: Haruna. Panel: Poison. Difficulty: 5/10. Capacity: 170 MB. Program Deck: WideSword Cannon -< Recov.120-< Empty Whirlpool-< HiCannon -< Empty Recov.50 -< WideSword 6. Final. Opponent Navi: Quickman.EXE Operator: Dave. Panel: Poison. Difficulty: 8/10. Capacity: 280 MB. Program Deck: 3xNeedle Attack+20-< 4xNeedle -< ZapRing2 ElecBlade-< 4xNeedle -< ZapRing2 Attack+20-< 2xNeedle B. BLOCK TOURNAMENT. Fee: 1000z. Prize: 5000z, Skullman navi chip. 1. Round 1. Opponent Navi: Gutsman.EXE Operator: Dex. Panel: Normal. Difficulty: 6/10. Capacity: 160 MB. Program Deck: Empty Empty -< M.Cannon -< MetGuard M.Cannon -< M.Cannon -< MetGuard Empty -< Empty 2. Round 2. Opponent Navi: Normal Navi 2. Operator: Takahito. Panel: Normal. Difficulty: 7/10. Capacity: 290 MB. Program Deck: Whirlpool For.Bomb1-< SmallBomb-< Quake1 Whirlpool-< SmallBomb-< Quake1 For.Bomb1-< Whirlpool 3. Round 3. Opponent Navi: Normal Navi 2. Operator: Anna. Panel: Normal. Difficulty: 6/10. Capacity: 270 MB. Program Deck: MiniBomb Quake2 -< MetGuard -< MiniBomb Quake2 -< MetGuard -< MiniBomb Quake2 -< MiniBomb 4. Round 4. Opponent Navi: Elecman.EXE Operator: CountZap. Panel: Normal. Difficulty: 7/10. Capacity: 210 MB. Program Deck: RabiRing1 MetGuard -< RabiRing3-< RabiRing1 Attack+20-< RabiRing3-< RabiRing1 MetGuard -< RabiRing1 5. Semifinal. Opponent Navi: Roll.EXE Operator: Mayl. Panel: Normal. Difficulty: 7/10. Capacity: 200 MB. Program Deck: MetGuard LongSword-< Recov.80 -< MiniBomb RabiRing1-< Recov.80 -< MiniBomb WideSword-< MetGuard 6. Final. Opponent Navi: Skullman.EXE Operator: Miyuki. Panel: Normal. Difficulty: 8/10. Capacity: 200 MB. Program Deck: SmallBomb HeatShot -< Recov.50 -< BlackHole For.Bomb1-< MiniBomb -< BlackHole Bbl.Shot -< Recov.80 C. CLIFF TOURNAMENT. Fee: 1000z. Prize: 5000z. 1. Round 1. Opponent Navi: Normal Navi 1. Operator: Kenji. Panel: Hole. Difficulty: 4/10. Capacity: 270 MB. Program Deck: Cannon FireBlade-< Sword -< Cannon AquaBlade-< Sword -< Cannon ElecBlade-< Cannon 2. Round 2. Opponent Navi: Normal Navi 2. Operator: Miho. Panel: Hole. Difficulty: 5/10. Capacity: 190 MB. Program Deck: ShotGun MiniBomb -< HiCannon -< ViGun SmallBomb-< HiCannon -< ViGun MiniBomb -< ShotGun 3. Round 3. Opponent Navi: Normal Navi 3. Operator: Hakase. Panel: Hole. Difficulty: 6/10. Capacity: 240 MB. Program Deck: Cannon For.Bomb2-< Bbl.Cross -< Recov50 CrossGun -< HeatCross-< Recov50 Mgt.Bomb2-< Cannon 4. Round 4. Opponent Navi: Normal Navi 1. Operator: Koetsu. Panel: Hole. Difficulty: 5/10. Capacity: 220 MB. Program Deck: HeatCross HeatCross-< HeatCross-< HeatCross CrossGun -< HeatCross-< MetGuard Empty -< MetGuard 5. Semifinal. Opponent Navi: Normal Navi 3. Operator: Sara. Panel: Hole. Difficulty: 6/10. Capacity: 200 MB. Program Deck: Cloud Attack+20-< MoreCloud-< SmallBomb Cloud -< MoreCloud-< SmallBomb Attack+20-< Cloud 6. Final. Opponent Navi: Airman.EXE Operator: Arashi. Panel: Hole. Difficulty: 7/10. Capacity: 280 MB. Program Deck: Bbl.Cross HiCannon -< CrossBomb-< Bbl.Shot CrossBomb-< For.Bomb2-< HeatCross HiCannon -< HeatShot Great work. Now, you can participate B Class tournaments. ************* * B CLASS * ************* B Class consists of 2 tournaments, wood and aqua element navis in west, and elec and fire element navis in east. A. EAST TOURNAMENT. Fee: 1500z. Prize: 8000z, Shadowman navi chip. 1. Round 1. Opponent Navi: Normal Navi 3. Operator: Larry. Panel: Normal. Difficulty: 6/10. Capacity: 260 MB. Program Deck: ElecBlade Attack+20-< Recov.80 -< SmallBomb HeatCross-< HiCannon -< SmallBomb Attack+20-< ElecBlade 2. Round 2. Opponent Navi: Airman.EXE Operator: Arashi. Panel: Lava. Difficulty: 5/10. Capacity: 270 MB. Program Deck: CrossBomb Attack+10-< Sword -< CrossBomb Attack+20-< Recov.120-< CrossBomb Attack+10-< CrossBomb 3. Round 3. Opponent Navi: Normal Navi 2. Operator: Tom. Panel: Aluminium. Difficulty: 6/10. Capacity: 210 MB. Program Deck: Recov.80 Mgt.Bomb1-< Mgt.Bomb2-< SmallBomb Attack+20-< HiCannon -< 2xNeedle Cannon -< Empty 4. Round 4. Opponent Navi: Fireman.EXE Operator: Mr. Match. Panel: Lava. Difficulty: 8/10. Capacity: 260 MB. Program Deck: MetGuard HeatVi -< Meteor4 -< H.Spread Attack+20-< Meteor4 -< H.Spread Whirlpool-< MetGuard 5. Round 5. Opponent Navi: Normal Navi 3. Operator: John. Panel: Normal. Difficulty: 5/10. Capacity: 170 MB. Program Deck: ShotGun Attack+20-< SmallBomb-< Bbl.Shot C.Shield2-< SmallBomb-< Bbl.Shot Attack+20-< ShotGun 6. Round 6. Opponent Navi: Elecman.EXE Operator: CountZap. Panel: Aluminium. Difficulty: 7/10. Capacity: 280 MB. Program Deck: SonicWave RabiRing1-< CrossGun -< SonicWave RabiRing3-< CrossGun -< SonicWave RabiRing3-< SonicWave 7. Semifinal. Opponent Navi: Normal Navi 4. Operator: Betty. Panel: Normal. Difficulty: 6/10. Capacity: 330 MB. Program Deck: C.Shield2 Attack+20-< HiCannon -< HiCannon C.Shield2-< HiCannon -< HiCannon Attack+20-< C.Shield2 8. Final. Opponent Navi: Shadowman.EXE Operator: Dark(Dusk?) Panel: Lava. Difficulty: 7/10. Capacity: 270 MB. Program Deck: Flm.Blade C.Shield1-< Recov.50 -< Empty C.Shield3-< Recov.50 -< Empty C.Shield1-< AquaBlade B. WEST TOURNAMENT. Fee: 1500z. Prize: 8000z, Magicman navi chip. Whoohoo! 1. Round 1. Opponent Navi: Gutsman.EXE Operator: Dex. Panel: Normal. Difficulty: 5/10. Capacity: 170 MB. Program Deck: Empty Attack+20-< M.Cannon -< SmallBomb Attack+20-< M.Cannon -< SmallBomb Attack+20-< Empty 2. Round 2. Opponent Navi: Normal Navi 2. Operator: Ogata. Panel: Grass. Difficulty: 7/10. Capacity: 290 MB. Program Deck: MetGuard Flm.Blade-< HiCannon -< MetGuard AquaBlade-< HiCannon -< MetGuard Flm.Blade-< MetGuard 3. Round 3. Opponent Navi: Normal Navi 2. Operator: Apple. Panel: Normal. Difficulty: 5/10. Capacity: 240 MB. Program Deck: Drm.Aura1 Empty -< 2xNeedle -< ShotGun 2xNeedle -< CrossGun -< ShockWave Empty -< Drm.Aura1 4. Round 4. Opponent Navi: Normal Navi 3. Operator: Aya. Panel: Ice. Difficulty: 7/10. Capacity: 330 MB. Program Deck: Cannon SmallBomb-< AquaBlade-< HiCannon AquaAura -< ElecBlade-< HiCannon AquaAura -< Cannon 5. Round 5. Opponent Navi: Iceman.EXE Operator: Froid. Panel: Ice. Difficulty: 8/10. Capacity: 210 MB. Program Deck: Bbl.Shot Cloud -< B.Spread -< WoodAura MoreCloud-< AquaBlade-< Recov.10 Recov.10 -< Bbl.Shot 6. Round 6. Opponent Navi: Snakeman.EXE Operator: Millions. Panel: Grass. Difficulty: 7/10. Capacity: 290 MB. Program Deck: For.Bomb3 SmallBomb-< AquaBlade-< For.Bomb1 Empty -< Cloud -< For.Bomb1 SmallBomb-< For.Bomb3 7. Semifinal. Opponent Navi: Normal Navi 4. Operator: Yuji. Panel: Normal. Difficulty: 6/10. Capacity: 350 MB. Program Deck: MetGuard C.Shield2-< HiCannon -< WoodAura C.Shield2-< HiCannon -< Flm.Aura C.Shield2-< MetGuard 8. Final. Opponent Navi: Magicman.EXE Operator: Yahoot. Panel: Lava. Difficulty: 7/10. Capacity: 400 MB. Program Deck: Recov.200 Meteor5 -< Meteor4 -< Drm.Aura1 Flm.Blade-< Meteor4 -< Drm.Aura1 Meteor5 -< Recov.120 I believe they are not easy to beat. So, save your breath because next comes the final tournament. ************* * A CLASS * ************* Navis from all elements will compete with you in ONE tournament. Thus, your single folder must be able to anticipate all of them. MASTER TOURNAMENT. Fee: 2000z. Prize: 12000z, Blues navi chip. 1. Round 1. Opponent Navi: Snakeman.EXE Operator: Millions. Panel: Grass. Difficulty: 7/10. Capacity: 280 MB. Program Deck: C.Shield2 Whirlpool-< RabiRing2-< For.Bomb1 Cloud -< SonicWave-< For.Bomb1 MetGuard -< For.Bomb3 2. Round 2. Opponent Navi: Normal Navi 2. Operator: Ogata. Panel: Hole. Difficulty: 6/10. Capacity: 360 MB. Program Deck: Cannon Meteor4 -< Quake2 -< SmallBomb SmallBomb-< Drm.Aura1-< Recov.30 Drm.Aura1-< Quake2 3. Round 3. Opponent Navi: Iceman.EXE Operator: Froid. Panel: Ice. Difficulty: 9/10. Capacity: 290 MB. Program Deck: 3xNeedle Attack+20-< Quake2 -< Cannon B.Spread -< AquaBlade-< WoodAura Attack+10-< 3xNeedle 4. Round 4. Opponent Navi: Normal Navi 3. Operator: Hakase. Panel: Normal. Difficulty: 5/10. Capacity: 290 MB. Program Deck: AquaAura Attack+20-< 3xNeedle -< ElecAura Attack+20-< 3xNeedle -< FlameAura Attack+20-< WoodAura 5. Round 5. Opponent Navi: Skullman.EXE Operator: Miyuki. Panel: Poison. Difficulty: 8/10. Capacity: 300 MB. Program Deck: C.Shield1 Cannon -< BlackHole-< C.Shield1 HiCannon -< BlackHole-< HeatShot Cannon -< C.Shield1 6. Round 6. Opponent Navi: Shadowman.EXE Operator: Dark(Dusk?) Panel: Normal. Difficulty: 6/10. Capacity: 350 MB. Program Deck: Recov.80 LongSword-< B.Spread -< C.Shield3 LongSword-< H.Spread -< C.Shield3 LongSword-< Recov.80 7. Round 7. Opponent Navi: Normal Navi 4. Operator: Betty. Panel: Hole. Difficulty: 6/10. Capacity: 260 MB. Program Deck: SmallBomb RabiRing2-< Meteor4 -< SmallBomb RabiRing2-< Meteor4 -< SmallBomb RabiRing2-< SmallBomb 8. Round 8. Opponent Navi: Magicman.EXE Operator: Yahoot. Panel: Normal. Difficulty: 7/10. Capacity: 300 MB. Program Deck: Mgt.Bomb2 Attack+20-< Meteor5 -< Meteor3 Attack+20-< Meteor6 -< Meteor3 Attack+20-< Mgt.Bomb2 9. Round 9. Opponent Navi: Elecman.EXE Operator: CountZap. Panel: Aluminium. Difficulty: 7/10. Capacity: 330 MB. Program Deck: RabiRing3 WideSword-< Mgt.Bomb2-< ElecAura HiCannon -< MoreCloud-< ElecAura WideSword-< RabiRing3 10. Round 10. Opponent Navi: Fireman.EXE Operator: Mr. Match. Panel: Lava. Difficulty: 6/10. Capacity: 320 MB. Program Deck: H.Spread Meteor4 -< H.Spread -< HiCannon HeatVi -< H.Spread -< HiCannon Meteor4 -< H.Spread 11. Round 11. Opponent Navi: Gutsman.EXE Operator: Dex. Panel: Normal. Difficulty: 7/10. Capacity: 270 MB. Program Deck: HeatVi M.Cannon -< M.Cannon -< M.Cannon BigBomb -< M.Cannon -< M.Cannon M.Cannon -< BubbleVi 12. Round 12. Opponent Navi: Airman.EXE Operator: Arashi. Panel: Hole. Difficulty: 8/10. Capacity: 330 MB. Program Deck: Recov.80 CrossBomb-< MostCloud-< RabiRing2 CrossBomb-< MostCloud-< RabiRing2 CrossBomb-< Recov.80 13. Round 13. Opponent Navi: Quickman.EXE Operator: Dave. Panel: Normal. Difficulty: 7/10. Capacity: 400 MB. Program Deck: C.Shield2 Attack+30-< 4xNeedle -< Drm.Aura1 ElecBlade-< 4xNeedle -< Drm.Aura1 Attack+20-< C.Shield2 14. Semifinal. Opponent Navi: Rockman.EXE tags Normal Navi 5 O____O Operator: Tomozou. Panel: Normal. Difficulty: 9/10. Capacity: 410 MB. Program Deck: SmallBomb ElecBlade-< HiCannon -< Drm.Aura1 AquaBlade-< HiCannon -< Drm.Aura1 Flm.Blade-< SmallBomb Here comes final match of this game. Tada! Blues used to be Rockman's ally. But now, they face each other in a net battle to decide which is stronger between them (I guess). Rockman and Blues have fought too before in the original series for a relatively same motive, good if you still be able to remember the event. 15. Final. Opponent Navi: Blues.EXE Operator: Chaud. Panel: Normal. Difficulty: 8/10. Capacity: 460 MB. Program Deck: Drm.Aura1 FireSword-< LongSword-< Drm.Aura1 AquaSword-< WideSword-< Drm.Aura1 ElecSword-< Drm.Aura1 Beating Blues makes you conquer this game. The developer then thanking you for your "Wonder" Play, then the credit rolls. You will also receive one random chip with [S] mark on it. Different with BCC, you can get the rare chips once you beat Master Tournament again. ............................... ............................ ....................... Do you think it still does not have enough challenge for a legendary hero like Megaman/Rockman? Do you think you still have abundant amount of patience? Then, go to Free Battle, the optional quest for this game. Good if you're just lucky for being able to avoid Iceman and Blues, you can't escape Forte anyway.. ***************** * FREE BATTLE * ***************** This is like Open Battle in BCC. The difference is that this battle will never end. Don't expect you will meet some strong enemies with alluring prizes after the 100th battle like BCC. If it's so, probably you won't be able to stand it anyway... 1. Opponent Navi: Normal Navi 1. Panel: Normal. Difficulty: 3/10. Capacity: 100 MB. Program Deck: Empty Recov50 -< Cannon -< Cannon Empty -< Cannon -< Cannon Recov50 -< Empty 2. Opponent Navi: Normal Navi 1. Panel: Normal. Difficulty: 3/10. Capacity: 80 MB. Program Deck: Recov.50 Empty -< HiCannon -< Empty Empty -< HiCannon -< Empty Empty -< Recov.50 3. Opponent Navi: Normal Navi 1. Panel: Normal. Difficulty: 3/10. Capacity: 130 MB. Program Deck: HiCannon Empty -< MiniBomb -< Empty SmallBomb-< MiniBomb -< Empty Empty -< HiCannon 4. Opponent Navi: Gutsman.EXE Panel: Normal. Difficulty: 4/10. Capacity: 180 MB. Program Deck: HiCannon M.Cannon -< M.Cannon-< SmallBomb Empty -< Empty -< Empty Empty -< Cannon 5. Opponent Navi: Fireman.EXE Panel: Normal. Difficulty: 5/10. Capacity: 200 MB. Program Deck: HeatCross Empty -< Cannon -< H.Spread HeatVi -< Cannon -< H.Spread Empty -< HeatCross 6. Opponent Navi: Iceman.EXE Panel: Normal. Difficulty: 5/10. Capacity: 170 MB. Program Deck: Cannon Empty -< B.Spread -< BubbleVi Recov.50 -< B.Spread -< BubbleVi Empty -< Cannon 7. Opponent Navi: Snakeman.EXE Panel: Normal. Difficulty: 5/10. Capacity: 170 MB. Program Deck: Empty Empty -< For.Bomb1-< SmallBomb For.Bomb3-< For.Bomb1-< SmallBomb Empty -< Empty 8. Opponent Navi: Elecman.EXE Panel: Normal. Difficulty: 4/10. Capacity: 150 MB. Program Deck: Cannon RabiRing3-< Empty -< Empty RabiRing2-< Empty -< Empty RabiRing3-< Cannon +. Battle 5. Prize: NormalNavi1 navi chip. Opponent Navi: Normal Navi 1. Panel: Normal. Difficulty: 5/10. Capacity: 200 MB. Program Deck: Recov.50 Cannon -< HiCannon -< MiniBomb C.Shield1-< HiCannon -< MiniBomb Cannon -< Recov.50 The opponents for battle 6-9 are randomly chosen from the list below: 1. Opponent Navi: Normal Navi 1. Panel: Normal. Difficulty: 5/10. Capacity: 200 MB. Program Deck: RabiRing1 Cannon -< AquaBlade-< Empty Cannon -< Flm.Blade-< Empty Cannon -< RabiRing1 2. Opponent Navi: Normal Navi 2. Panel: Normal. Difficulty: 5/10. Capacity: 140 MB. Program Deck: HiCannon HiCannon -< MetGuard -< Cannon Empty -< Empty -< ShockWave MetGuard -< ShockWave 3. Opponent Navi: Normal Navi 2. Panel: Normal. Difficulty: 4/10. Capacity: 140 MB. Program Deck: Recov.50 CrossGun -< Bbl.Cross-< Empty Empty -< HeatCross-< Empty CrossGun -< Recov.50 4. Opponent Navi: Roll.EXE Panel: Normal. Difficulty: 5/10. Capacity: 140 MB. Program Deck: Recov.30 Recov.50 -< WideSword-< SmallBomb Recov.80 -< WideSword-< SmallBomb Recov.50 -< Recov.10 5. Opponent Navi: Shadowman.EXE Panel: Normal. Difficulty: 5/10. Capacity: 180 MB. Program Deck: Empty Attack+20-< WideSword-< Quake1 C.Shield1-< LongSword-< ShockWave Attack+20-< Empty 6. Opponent Navi: Skullman.EXE Panel: Normal. Difficulty: 7/10. Capacity: 160 MB. Program Deck: Empty Whirlpool -< BlackHole-< Empty RabiRing1 -< BlackHole-< Empty Whirlpool -< Empty 7. Opponent Navi: Quickman.EXE Panel: Normal. Difficulty: 7/10. Capacity: 220 MB. Program Deck: MetGuard 4xNeedle -< ElecBlade-< Empty Empty -< ElecBlade-< Empty 4xNeedle -< MetGuard 8. Opponent Navi: Airman.EXE Panel: Normal. Difficulty: 5/10. Capacity: 190 MB. Program Deck: SmallBomb CrossBomb-< CrossBomb-< Empty Empty -< Cannon -< Empty Cannon -< Cannon +. Battle 10. Prize: Normal Navi3 navi chip. Opponent Navi: Normal Navi 3. Panel: Normal. Difficulty: 6/10. Capacity: 240 MB. Program Deck: MetGuard DynaWave -< Recov.80 -< MetGuard DynaWave -< Recov.80 -< MetGuard DynaWave -< MetGuard The opponents for battle 11-14 are randomly chosen from the list below: 1. Opponent Navi: Normal Navi 2. Panel: Normal. Difficulty: 5/10. Capacity: 180 MB. Program Deck: C.Shield1 Meteor3 -< Empty -< Empty Meteor4 -< Empty -< Empty Meteor3 -< C.Shield1 2. Opponent Navi: Normal Navi 2. Panel: Normal. Difficulty: 6/10. Capacity: 220 MB. Program Deck: MetGuard Flm.Blade-< HeatShot -< Empty ElecBlade-< HeatShot -< Empty Flm.Blade-< HiCannon 3. Opponent Navi: Normal Navi 2. Panel: Normal. Difficulty: 6/10. Capacity: 190 MB.
Program Deck:
Empty
Recov.50 -<
ElecBlade-< RabiRing2
Attack+20-<
ElecBlade-< RabiRing2
Recov.50 -<
Empty
4. Opponent Navi: Fireman.EXE
Panel: Lava.
Difficulty: 5/10.
Capacity: 220 MB.
Program Deck:
MetGuard
WideSword-<
Mgt.Bomb2-< MetGuard
H.Spread -<
Mgt.Bomb1-< Empty
LongSword-<
Empty
5. Opponent Navi: Snakeman.EXE
Panel: Grass.
Difficulty: 5/10.
Capacity: 190 MB.
Program Deck:
RabiRing1
For.Bomb2-<
Attack+20-< Empty
For.Bomb3-<
Attack+20-< Empty
For.Bomb2-<
RabiRing1
6. Opponent Navi: Iceman.EXE
Panel: Ice.
Difficulty: 8/10.
Capacity: 210 MB.
Program Deck:
Recov.50
Bbl.Cross-<
AquaBlade-< Bbl.Shot
MetGuard -<
SmallBomb-< RabiRing1
Bbl.Cross-<
Recov.50
7. Opponent Navi: Elecman.EXE
Panel: Aluminium.
Difficulty: 7/10.
Capacity: 290 MB.
Program Deck:
Sword
Quake2 -<
RabiRing3-< RabiRing1
SpreadGun-<
RabiRing3-< RabiRing1
Quake2 -<
Sword
8. Opponent Navi: Quickman.EXE
Panel: Normal.
Difficulty: 5/10.
Capacity: 190 MB.
Program Deck:
Empty
Attack+10-<
3xNeedle -< Trident
Trident -<
2xNeedle -< Trident
Attack+20-<
Empty
+. Battle 15.
Prize: Normal Navi4 navi chip.
Opponent Navi: Normal Navi 4.
Panel: Normal.
Difficulty: 5/10.
Capacity: 230 MB.
Program Deck:
3xNeedle
Attack+20-<
Trident -< 3xNeedle
Attack+20-<
Trident -< 3xNeedle
Attack+20-<
3xNeedle
The opponents for battle 16-19 are randomly chosen from the list below:
1. Opponent Navi: Normal Navi 2.
Panel: Normal.
Difficulty: 6/10.
Capacity: 200 MB.
Program Deck:
MetGuard
BubbleVi -<
Bbl.Cross-< MetGuard
BubbleVi -<
Bbl.Cross-< MetGuard
BubbleVi -<
MetGuard
2. Opponent Navi: Normal Navi 3.
Panel: Normal.
Difficulty: 5/10.
Capacity: 240 MB.
Program Deck:
SmallBomb
HeatVi -<
HeatCross-< SmallBomb
HeatVi -<
HeatCross-< SmallBomb
HeatVi -<
SmallBomb
3. Opponent Navi: Normal Navi 3.
Panel: Normal.
Difficulty: 6/10.
Capacity: 200 MB.
Program Deck:
MetGuard
ViGun -<
CrossGun -< MetGuard
ViGun -<
CrossGun -< MetGuard
ViGun -<
MetGuard
4. Opponent Navi: Gutsman.EXE
Panel: Normal.
Difficulty: 7/10.
Capacity: 250 MB.
Program Deck:
HeatShot
HiCannon -<
BigBomb -< Bbl.Shot
HiCannon -<
BigBomb -< HeatShot
HiCannon -<
Bbl.Shot
5. Opponent Navi: Skullman.EXE
Panel: Normal.
Difficulty: 5/10.
Capacity: 290 MB.
Program Deck:
HiCannon
Whirlpool-<
BlackHole-< HiCannon
Whirlpool-<
BlackHole-< HiCannon
Whirlpool-<
HiCannon
6. Opponent Navi: Airman.EXE
Panel: Normal.
Difficulty: 6/10.
Capacity: 300 MB.
Program Deck:
CrossBomb
CrossBomb-<
CrossBomb-< RabiRing1
2xNeedle -<
MoreCloud-< RabiRing1
MoreCloud-<
MoreCloud
7. Opponent Navi: Quickman.EXE
Panel: Normal.
Difficulty: 7/10.
Capacity: 400 MB.
Program Deck:
AquaBlade
4xNeedle -<
4xNeedle -< AquaBlade
4xNeedle -<
4xNeedle -< ElecBlade
4xNeedle -<
ElecBlade
8. Opponent Navi: Blues.EXE
Panel: Normal.
Difficulty: 10/10.
Capacity: 310 MB.
Program Deck:
MetGuard
ElecBlade-<
AquaSword-< Recov.120
LongSword-<
AquaBlade-< Recov.120
ElecBlade-<
MetGuard
+. Battle 20.
Prize: Numberman navi chip.
Opponent Navi: Numberman.EXE
Panel: Normal.
Difficulty: 6/10.
Capacity: 340 MB.
Program Deck:
MoreCloud
SpreadGun-<
SpreadGun-< MoreCloud
SpreadGun-<
SpreadGun-< For.Bomb2
SpreadGun-<
For.Bomb2
The opponents for battle 21-24 are randomly chosen from the list below:
1. Opponent Navi: Normal Navi 3.
Panel: Normal.
Difficulty: 6/10.
Capacity: 190 MB.
Program Deck:
HeatShot
Attack+10-<
Flm.Blade-< HeatVi
Attack+20-<
Flm.Blade-< HeatVi
Attack+10-<
HeatShot
2. Opponent Navi: Normal Navi 3.
Panel: Normal.
Difficulty: 6/10.
Capacity: 230 MB.
Program Deck:
RabiRing1
Attack+10-<
ElecBlade-< RabiRing2
Attack+20-<
ElecBlade-< RabiRing2
Attack+10-<
RabiRing1
3. Opponent Navi: Normal Navi 3.
Panel: Normal.
Difficulty: 7/10.
Capacity: 190 MB.
Program Deck:
Bbl.Shot
Attack+10-<
AquaBlade-< BubbleVi
Attack+20-<
AquaBlade-< BubbleVi
Attack+10-<
Bbl.Shot
4. Opponent Navi: Fireman.EXE
Panel: Lava.
Difficulty: 7/10.
Capacity: 300 MB.
Program Deck:
HeatVi
HeatCross-<
H.Spread -< HeatVi
HeatCross-<
Flm.Blade-< HeatVi
RabiRing2-<
SmallBomb
5. Opponent Navi: Snakeman.EXE
Panel: Grass.
Difficulty: 6/10.
Capacity: 330 MB.
Program Deck:
HeatCross
For.Bomb2-<
FlameAura-< HeatVi
For.Bomb3-<
FlameAura-< HeatVi
For.Bomb2-<
HeatCross
6. Opponent Navi: Elecman.EXE
Panel: Aluminium.
Difficulty: 6/10.
Capacity: 340 MB.
Program Deck:
SmallBomb
Mgt.Bomb2-<
Quake1 -< SmallBomb
Mgt.Bomb3-<
Quake1 -< SmallBomb
Mgt.Bomb2-<
SmallBomb
7. Opponent Navi: Iceman.EXE
Panel: Ice.
Difficulty: 10/10.
Capacity: 350 MB.
Program Deck:
C.Shield1
AquaBlade-<
MostCloud-< HiCannon
HiCannon -<
MostCloud-< HiCannon
AquaBlade-<
C.Shield1
8. Opponent Navi: Magicman.EXE
Panel: Normal.
Difficulty: 6/10.
Capacity: 360 MB.
Program Deck:
Meteor4
Meteor3 -<
Recov.150-< AquaAura
Meteor5 -<
Recov.150-< AquaAura
For.Bomb2-<
Meteor4
+. Battle 25.
Prize: Normal Navi5 navi chip.
Opponent Navi: Normal Navi 5.
Panel: Normal.
Difficulty: 6/10.
Capacity: 410 MB.
Program Deck:
AquaAura
Bbl.Cross-<
Quake3 -< ElecAura
CrossGun -<
Quake3 -< FlameAura
HeatCross-<
WoodAura
The opponents for battle 26-29 are randomly chosen from the list below:
1. Opponent Navi: Normal Navi 4.
Panel: Normal.
Difficulty: 6/10.
Capacity: 360 MB.
Program Deck:
C.Shield2
Recov.120-<
Quake2 -< C.Shield2
Recov.120-<
Quake2 -< C.Shield2
Recov.120-<
C.Shield2
2. Opponent Navi: Fireman.EXE
Panel: Lava.
Difficulty: 6/10.
Capacity: 360 MB.
Program Deck:
H.Spread
H.Spread -<
H.Spread -< H.Spread
H.Spread -<
H.Spread -< H.Spread
H.Spread -<
H.Spread
3. Opponent Navi: Snakeman.EXE
Panel: Grass.
Difficulty: 8/10.
Capacity: 360 MB.
Program Deck:
For.Bomb3
For.Bomb2-<
AquaBlade-< For.Bomb1
For.Bomb2-<
ElecBlade-< For.Bomb1
For.Bomb2-<
For.Bomb3
4. Opponent Navi: Elecman.EXE
Panel: Aluminium.
Difficulty: 6/10.
Capacity: 330 MB.
Program Deck:
2xNeedle
HeatCross-<
Mgt.Bomb3-< 3xNeedle
WoodAura -<
Mgt.Bomb3-< 3xNeedle
HeatCross-<
2xNeedle
5. Opponent Navi: Iceman.EXE
Panel: Ice.
Difficulty: 10/10.
Capacity: 320 MB.
Program Deck:
C.Shield1
SmallBomb-<
MostCloud-< MetGuard
Bbl.Cross-<
For.Bomb2-< AquaBlade
For.Bomb1-<
C.Shield1
6. Opponent Navi: Skullman.EXE
Panel: Poison.
Difficulty: 9/10.
Capacity: 350 MB.
Program Deck:
BlackHole
Whirlpool-<
SonicWave-< C.Shield2
Drm.Aura1-<
SonicWave-< C.Shield2
Whirlpool-<
BlackHole
7. Opponent Navi: Gutsman.EXE
Panel: Normal.
Difficulty: 5/10.
Capacity: 360 MB.
Program Deck:
HiCannon
M.Cannon -<
BigBomb -< HiCannon
M.Cannon -<
BigBomb -< HiCannon
M.Cannon -<
HiCannon
8. Opponent Navi: Blues.EXE
Panel: Normal.
Difficulty: 10/10.
Capacity: 510 MB!!!
Program Deck:
Drm.Aura1
AquaBlade-<
ElecSword-< Drm.Aura1
ElecBlade-<
ElecSword-< Drm.Aura1
Flm.Blade-<
Drm.Aura1
+. Battle 30.
Prize: Forte navi chip.
Opponent Navi: Forte.
Panel: Normal.
Difficulty: 9/10.
Capacity: 480 MB.
Program Deck:
Drm.Aura2
M.Cannon -<
B.Spread -< Quake3
DynaWave -<
H.Spread -< Quake3
M.Cannon -<
Drm.Aura2
Next battles are unlimited wave of enemy navis. They are chosen randomly from
all the random decks above.
--===---===---===---===---===---===---===---===---===---===---===---===---===---
E. CHIPS
=---===---===---===---===---===---===---===---===---===---===---===---===---===-
Chip attack attribute explanation:
1. Normal: Navi chip attack.
= Just attack the navi, not the battle chips.
2. Add: Left battle chip attack.
= Attack the navi and the last enemy's battle chip.
3. AddT: Add 3 attack.
= Attack the navi and his back row chip thrice.
4. All Add: Battle chip attack.
= Attack the navi and all 3 battle chips the enemy currently uses.
5. All Addx: All battle chip attack x?
= Attack the navi and all 3 battle chips the enemy currently uses multiplies
random factor.
6. Random: Battle chip add attack.
= Attack the navi and one of his battle chip randomly. It can attack an empty
slot.
7. Random+?: Varies.
= The same as random plus various abilities.
8. Pierce: Pierce guard, navi chip attack.
= It doesn't break guard.
9. Break: Delete guard battle chip.
= Break any kind of guard the enemy using (except MetGuard I think..)
10. Double: Navi chip 2 attack.
= Attack the navi chip twice. Attack Point x 2.
11. Triple: Navi chip 3 attack.
= Attack the navi chip thrice. Attack Point x 3.
12. Quadra: Navi chip 4 attack.
= Attack the navi chip 4x. Attack Point x 4.
13. Cnt: Navi chip attack after guarding.
= When an enemy does an attack, it won't affect you, but you will
counterattack him instead.
14. Stun: Stun enemy.
= The navi can't perform his own attack. However, he still can use his
chips.
15. StunBom: Stun enemy.
= Stun + all add attack.
16. Delete: Delete any battlechips.
= Delete random of 3 enemy battlechips that he currently have in his program
deck. It may delete an empty slot.
17. Meteor: Navi chip 3 random attack.
= Attack the navi only, for example Meteor3: attack the enemy 0-3 times
randomly. Attack Point x number of random hits.
18. Reflect: Reflect enemy attack, it does not receive any damage from non
elemental attack.
19. Lucky: Find more chips!
=This chip doesn't do any attack. Even if it's deleted, it still increases
your busting level.
20. Aura: Block all attacks below some amount.
21. Power: Next battle chip power up.
= Next battle chip according to the deck, not SP.
22. Recovery: Regain HP!
23. All Pierce: Pierce + All add attack.
24. All Defense: All add attack then guard afterwards.
Chip list:
----+-------------+---+---+---+---+--------+----+------+-----------------
|No.|Name |HP |MB |AP |SP |Accuracy|Elem|Rarity|Attack Attribute|
----+-------------+---+---+---+---+--------+----+------+-----------------
| 1|Cannon | 60| 20| 60|150| C |None| 1 |Normal |
| 2|HiCannon | 90| 30| 80|140| C |None| 2 |Normal |
| 3|MegaCannon |150| 40|110|110| D |None| 5 |Normal |
| 4|ShotGun | 40| 10| 30|180| S |None| 1 |Add |
| 5|ViGun | 70| 20| 40|100| S |None| 2 |Add |
| 6|CrossGun | 90| 30| 50| 90| S |None| 3 |Add |
| 7|SpreadGun |150| 40| 60| 80| S |None| 5 |Add |
| 8|BubbleShot | 40| 10| 20|160| S |Aqua| 1 |Add |
| 9|BubbleVi | 60| 20| 30| 90| S |Aqua| 2 |Add |
| 10|BubbleCross | 90| 30| 40| 80| S |Aqua| 4 |Add |
| 11|BubbleSpread |130| 40| 50| 70| S |Aqua| 5 |Add |
| 12|HeatShot | 40| 10| 20|150| S |Fire| 1 |Add |
| 13|HeatVi | 60| 20| 30| 80| S |Fire| 2 |Add |
| 14|HeatCross | 90| 30| 40| 70| S |Fire| 4 |Add |
| 15|HeatSpread |120| 40| 50| 60| S |Fire| 5 |Add |
| 16|MiniBomb |120| 20| 10| 90| B |None| 1 |All Add |
| 17|SmallBomb |180| 30| 20| 70| B |None| 2 |All Add |
| 18|CrossBomb |220| 50| 30| 50| B |None| 5 |All Add |
| 19|BigBomb |300| 60| 40| 20| B |None| 5 |All Add |
| 20|ForestBomb1 |120| 30| 20| 60| A |Wood| 2 |All Add |
| 21|ForestBomb2 |130| 40| 30| 70| A |Wood| 3 |All Add |
| 22|ForestBomb3 |180| 50| 40| 80| A |Wood| 5 |All Add |
| 23|Sword | 40| 20| 70|110| D |None| 2 |Random |
| 24|WideSword | 80| 30| 70|100| D |None| 3 |Random |
| 25|LongSword | 70| 30| 70|110| D |None| 3 |Random |
| 26|FlameSword |110| 40| 80|100| C |Fire| 5 |Random |
| 27|AquaSword |110| 40| 80|100| C |Aqua| 5 |Random |
| 28|ElecSword |110| 40| 80|100| C |Elec| 5 |Random |
| 29|FlameBlade |130| 50| 90| 90| D |Fire| 4 |Random |
| 30|AquaBlade |130| 50| 90| 90| D |Aqua| 4 |Random |
| 31|ElecBlade |130| 50| 90| 90| D |Elec| 4 |Random |
| 32|Shockwave |120| 20| 50| 90| B |None| 1 |Pierce |
| 33|Sonicwave |120| 30| 70| 80| B |None| 2 |Pierce |
| 34|Dynawave |120| 40|100| 70| B |None| 5 |Pierce |
| 35|Earthquake1 | 70| 40| 30| 50| C |None| 2 |All Add |
| 36|Earthquake2 | 80| 50| 40| 40| C |None| 3 |All Add |
| 37|Earthquake3 | 90| 60| 50| 10| C |None| 5 |All Add |
| 38|DoubleNeedle | 70| 20| 20|150| B |None| 2 |Double |
| 39|TripleNeedle |120| 30| 20|160| B |None| 3 |Triple |
| 40|TetraNeedle |140| 40| 20|170| B |None| 5 |Quadra |
| 41|Trident |170| 40| 30|160| B |None| 5 |Triple |
| 42|RabiRing1 | 70| 20| 40| 80| C |Elec| 1 |Stun |
| 43|RabiRing2 | 80| 30| 40|150| C |Elec| 2 |Stun |
| 44|RabiRing3 | 90| 40| 40|200| C |Elec| 5 |Stun |
| 45|MagnetBomb1 | 90| 30| 10| 90| D |Elec| 3 |StunBom |
| 46|MagnetBomb2 |110| 50| 20|100| D |Elec| 4 |StunBom |
| 47|MagnetBomb3 |130| 60| 30|110| D |Elec| 5 |StunBom |
| 48|CurseShield1 |180| 40| 40| 0| A |None| 2 |Cnt |
| 49|CurseShield2 |220| 50| 50| 0| A |None| 3 |Cnt |
| 50|CurseShield3 |250| 70| 70| 0| A |None| 5 |Cnt |
| 51|Whirlpool | 80| 30| 10|190| D |None| 4 |Delete |
| 52|Blackhole | 60| 40| 10|190| B |None| 5 |Delete |
| 53|Meteor3 | 60| 30| 40|140| ? |Fire| 2 |Meteor |
| 54|Meteor4 | 90| 40| 40|130| ? |Fire| 3 |Meteor |
| 55|Meteor5 |100| 50| 40|120| ? |Fire| 5 |Meteor |
| 56|Meteor6 |120| 60| 40|110| ? |Fire| 5 |Meteor |
| 57|Cloud |150| 20| 10|120| B |Aqua| 2 |All Add |
| 58|MoreCloud |120| 30| 20|120| B |Aqua| 3 |All Add |
| 59|MostCloud | 90| 40| 30|160| B |Aqua| 5 |All Add |
| 60|MetGuard | 10| 20| 40| 0| B |None| 3 |Reflect |
| 61|CatchMachine |200| 20| 0| 0| X |None| 3 |Lucky |
| 62|Recovery10 | 80| 0| 10|190| X |None| 5 |Recovery |
| 63|Recovery30 | 40| 0| 30|180| X |None| 5 |Recovery |
| 64|Recovery50 |100| 10| 50|130| X |None| 1 |Recovery |
| 65|Recovery80 | 80| 20| 80|120| X |None| 2 |Recovery |
| 66|Recovery120 | 60| 20|120|110| X |None| 3 |Recovery |
| 67|Recovery150 | 40| 30|150| 80| X |None| 5 |Recovery |
| 68|Recovery200 | 60| 40|200| 70| X |None| 5 |Recovery |
| 69|Recovery300 | 30| 40|300| 60| X |None| 5 |Recovery |
| 70|AquaAura | 60| 50| 0|180| X |Aqua| 3 |Aura |
| 71|FlameAura | 60| 50| 0|180| X |Fire| 3 |Aura |
| 72|WoodAura | 60| 50| 0|180| X |Wood| 3 |Aura |
| 73|ElecAura | 60| 50| 0|180| X |Aqua| 3 |Aura |
| 74|DreamAura1 | 40| 70| 0|160| X |None| 4 |Aura |
| 75|DreamAura2 | 40| 80| 0|150| X |None| 5 |Aura |
| 76|DreamAura3 | 40|100| 0|140| X |None| 5 |Aura |
| 77|Attack+10 |120| 10| 10|180| X |None| 1 |Power |
| 78|Attack+20 | 60| 10| 20|170| X |None| 2 |Power |
| 79|Attack+30 | 60| 20| 30|160| X |None| 5 |Power |
| 80|Fire+40 | 40| 20| 40|150| X |Fire| 5 |Power |
| 81|Aqua+40 | 60| 20| 40|150| X |Aqua| 5 |Power |
| 82|Wood+40 | 60| 20| 40|150| X |Wood| 5 |Power |
| 83|Elec+40 | 60| 20| 40|150| X |Elec| 5 |Power |
| 84|BigRedTsunami| 20| 70| 80| 20| A |Fire| 5 |All Pierce |
| 85|FreezeBomb |200| 60| 40|120| B |Aqua| 5 |All Add |
| 86|ChargeSpark |300| 70| 30|130| C |Elec| 5 |All Defense |
| 87|GaiaSword |100| 60|100| 60| B |Wood| 5 |Random+? |
| 88|PaladinSword |250| 60|150|110| C |None| 5 |Random |
| 89|Rockman |500|220| 40| 30| A |None| 5 |Add |
| 90|Roll |400|200| 50| 20| C |None| 5 |Recovery |
| 91|Gutsman |700|190| 70| 10| D |None| 5 |Break |
| 92|Blues |600|210| 50| 40| B |None| 5 |Random |
| 93|Forte |800|200| 20| 50| A |None| 5 |AddT |
| 94|Iceman |500|170| 60| 30| B |Aqua| 5 |Pierce |
| 95|Fireman |500|170| 60| 40| B |Fire| 5 |Pierce |
| 96|Elecman |450|160| 20|160| B |Elec| 5 |All Add |
| 97|Skullman |650|180| 90| 90| B |None| 5 |Normal |
| 98|Numberman |400|160| 10| 20| B |None| 5 |All Addx |
| 99|Airman |550|190| 30| 10| C |None| 5 |All Add |
|100|Quickman |450|180| 30|200| A |None| 5 |Add |
|101|Shadowman |550|190| 20| 50| S |None| 5 |Triple |
|102|Snakeman |450|170| 30| 40| B |Wood| 5 |Stun |
|103|Magicman |350|250| 10| 10| B |Fire| 5 |Delete |
|104|NormalNavi1 |500|230| 30| 50| D |None| 5 |Normal |
|105|NormalNavi2 |550|240| 30| 40| D |None| 5 |Normal |
|106|NormalNavi3 |600|250| 20| 30| D |None| 5 |Normal |
|107|NormalNavi4 |650|260| 20| 20| D |None| 5 |Normal |
|108|NormalNavi5 |700|280| 10| 10| D |None| 5 |Normal |
----+-------------+---+---+---+---+--------+----+------+-----------------
Chip locations:
1. Cannon: Everywhere... ^__^
2. HiCannon: Shop, enemies.
3. MegaCannon: 20xinfo, Gutsman, late battles.
4. ShotGun: Start folder, shop, enemies.
5. ViGun: Shop, enemies.
6. CrossGun: Shop, enemies.
7. SpreadGun: Late free battles.
8. BubbleShot: Shop, enemies.
9. BubbleVi: Shop, enemies.
10. BubbleCross: Shop, enemies.
11. BubbleSpread: Iceman, late battles.
12. HeadShot: Shop, enemies.
13. HeatVi: Shop, enemies.
14. HeatCross: Shop, enemies.
15. HeatSpread: Fireman, late battles.
16. MiniBomb: Start folder, shop, enemies.
17. SmallBomb: Shop, enemies.
18. CrossBomb: Airman, late battles.
19. BigBomb: Late Gutsman.
20. ForestBomb1: Shop, enemies.
21. ForestBomb2: Shop, enemies.
22. ForestBomb3: Snakeman.
23. Sword: Start folder, shop, enemies.
24. WideSword: Shop, enemies.
25. LongSword: Shop, enemies.
26. FlameSword: Blues, my code.
27. AquaSword: Blues.
28. ElecSword: Blues.
29. FlameBlade: Shop, enemies.
30. AquaBlade: Shop, enemies.
31. ElecBlade: Shop, enemies.
32. Shockwave: Shop, enemies.
33. Sonicwave: Shop, enemies.
34. Dynawave: Late free battles.
35. Earthquake1: Shop, enemies.
36. Earthquake2: Shop, enemies.
37. Earthquake3: Normal Navi 5, Forte.
38. DoubleNeedle: Shop, enemies.
39. TripleNeedle: Shop, enemies.
40. TetraNeedle: Quickman.
41. Trident: Late free battles.
42. RabiRing1: Shop, enemies.
43. RabiRing2: Shop, enemies.
44. RabiRing3: Elecman.
45. MagnetBomb1: Shop, enemies.
46. MagnetBomb2: Shop, enemies.
47. MagnetBomb3: Late Elecman.
48. CurseShield1: Shop, enemies.
49. CurseShield2: Shop, enemies.
50. CurseShield3: Shadowman.
51. Whirlpool: Shop, enemies.
52. Blackhole: Skullman.
53. Meteor3: Shop, enemies.
54. Meteor4: Shop, enemies.
55. Meteor5: Magicman.
56. Meteor6: Magicman (Master Tournament), random prize for winning Tournament
16,32.
57. Cloud: Shop, enemies.
58. MoreCloud: Shop, enemies.
59. MostCloud: Late Iceman, late battles.
60. MetGuard: Shop, enemies.
61. CatchMachine: Shop, enemies.
62. Recovery10: Roll, late battles.
63. Recovery30: Roll, late battles.
64. Recovery50: Start folder, shop, enemies.
65. Recovery80: Shop, enemies.
66. Recovery120: Shop, enemies.
67. Recovery150: Late Magicman, my code.
68. Recovery200: Random prize for winning Tournament 16,32,64,128.
69. Recovery300: Random prize for winning Tournament 32,64.
70. AquaAura: Shop, enemies.
71. FlameAura: Shop, enemies.
72. WoodAura: Shop, enemies.
73. ElecAura: Shop, enemies.
74. DreamAura1: Shop, enemies.
75. DreamAura2: Forte, my code.
76. DreamAura3: Random prize for winning Tournament 64 and 128.
77. Attack+10: Shop, enemies.
78. Attack+20: Shop, enemies.
79. Attack+30: Random prize for winning Tournament 16,32,64,128, Quickman
(Master Tournament).
80. Fire+40: Random prize for winning Tournament 16,32,64,128, my code.
81. Aqua+40: Random prize for winning Tournament 16,32,64,128, my code.
82. Wood+40: Random prize for winning Tournament 16,32,64,128, my code.
83. Elec+40: Random prize for winning Tournament 16,32,64,128, my code.
84. BigRedTsunami: Random prize for winning Master Tournament.
85. FreezeBomb: Random prize for winning Master Tournament.
86. ChargeSpark: Random prize for winning Master Tournament.
87. GaiaSword: Random prize for winning Master Tournament.
88. PaladinSword: Navi code is the only way to get this:
Name: 9999
Navi code: FVRV-S81X-42ON-ADKZ-S58V-7R91
(Uhh.. I actually didn't create this code. Thanks to N.Majima for this code)
89. Rockman: Start folder.
90. Roll: Win Healing Tournament.
91. Gutsman: Win Guts Tournament.
92. Blues: Win Master Tournament.
93. Forte: Win the 30th Free Battle.
94. Iceman: Win Droplet Tournament.
95. Fireman: Win Match Tournament.
96. Elecman: Win Battery Tournament.
97. Skullman: Win Block Tournament.
98. Numberman: Win the 20th Free Battle.
99. Airman: Win Cliff Tournament.
100. Quickman: Win Quick Tournament.
101. Shadowman: Win East Tournament.
102. Snakeman: Win Sapling Tournament.
103. Magicman: Win West Tournament.
104. NormalNavi1: Win Beginner Tournament.
105. NormalNavi2: Win the 5th Free Battle.
106. NormalNavi3: Win the 10th Free Battle.
107. NormalNavi4: Win the 15th Free Battle.
108. NormalNavi5: Win the 25th Free Battle.
Chip notes:
A) As far as I can see, the 10-chip-bundle from Higsby Chip Shop contains battle
chips which have rarity 1-4, but if you buy them one-by-one, you can only get
battle chips with rarity <3.
B) If you see a battle chip which has SP=0, it means that this chip is
auto-equipped. Your logic may say that this means it is the slowest chip ever
exist, but actually, it's not.
C) The navis have his/her own dodge rate too (You can see that this variable is
not available at the chip data). If you wanna know what their dodge rate is,
please refer to BCC navi chips data. They may not be very exact, but they should
be at a fine rate (i.e. better than none).
=---===---===---===---===---===---===---===---===---===---===---===---===---===-
F. FREQUENTLY ASKED QUESTIONS
===---===---===---===---===---===---===---===---===---===---===---===---===---==
None. Foreign language and BCC's bad reputation is likely to cause that.
Although I'm no master in coding department, but I have (only) one cheat code
which should be useful especially if you want to collect all the battle chips
(for instant win). Mail me if you want to know what it is.
=---===---===---===---===---===---===---===---===---===---===---===---===---===-
G. SPECIAL THANKS
---===---===---===---===---===---===---===---===---===---===---===---===---===--
- Gamefaqs. For posting this document.
- Capcom. Please make a game better than this game. Please..!
- The inter web net (various particular unmentionable sites). For the support.
- Roll San and N.Majima. For the rare navi codes.
If you want to tell me about some errors that I've made in this FAQ/Walkthrough
or ask any questions, you may mail me at my contributor e-mail address.