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    P.A. Guide by zidanet129

    Version: 2.0 | Updated: 03/07/04 | Search Guide | Bookmark Guide

    Megaman Battle Network 3 White Version/Rockman.EXE 3: P.A. Guide
    
    by Zidanet_129
    
    Megaman Battle Network 3 White Version/Rockman.EXE 3 and all related
    contents and images are originally copyrighted to Capcom.
    
    ------------------------------
    
    Table of Contents:
    
    1. Prologue
    2. Zeta Series
    3. Special Series
    4. Navi Series
    5. Master Style P.A.
    6. FAQs
    7. Version Updates
    8. Legal Stuff & Credits
    9. Contact Me
    
    ------------------------------
    
    1. Prologue (^1)
    
    The P.A.s, or Program Advances, are one of the best features in the
    world of 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 Zeta 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 Shown Name / Translated Name | Program Advance Number
    Chips Required
    Damage per Hit
    Number of Hits
    Description
    Range of Hit (in diagram)
    Utilize
    
    Here's the general legend for the Range of Hit:
    M = Megaman
    E = Enemies that could be hit
    P = Empty Panels
    
    Utilize only list the ways that _I_ would utilize (abuse?) the PAs. If you
    have your own strategies, unless it's REALLY interesting, don't bug me
    about it.
    
    Alright, here we go.
    
    ------------------------------
    
    2. Zeta Series (^2)
    
    Zeta Series: Composed of 3 Identical Chips with Chip Codes put into
    series. They (with the exception of H-Burst) grant Megaman 5 seconds of
    Invisibility and also unlimited use of the certain P.A. that Megaman
    Executed within the Limited Time.
    
    Z-Canon1 / Zeta-Cannon1 | Program Advance #01
    Cannon A-B-C / Cannon B-C-D / Cannon C-D-E
    Damage per Hit: 40
    Number of Hits: 3
    Description: After executed with the A Button, Megaman gains 5 seconds
                 of Invisibility and also unlimited uses of Z-Canon1 (three
                 linked Shots of Cannon, paralyzes the enemy) with A Button
                 within the Limited Time.
    Range of Hit:
    
                    PPPPPP
                    PMEEEE
                    PPPPPP
    
    The Cannon can hit only one enemy though.
    Utilize: Stunning your enemies with Chips such as PlantMan/FlashMan to
             ensure the hits.
    
    Z-Canon2 / Zeta-Cannon2 | Program Advance #02
    HiCannon H-I-J / HiCannon I-J-K / HiCannon J-K-L
    Damage per Hit: 60
    Number of Hits: 3
    Description: After executed with the A Button, Megaman gains 5 seconds
                 of Invisibility and also unlimited uses of Z-Canon2 (three
                 linked Shots of HiCannon, paralyzes the enemy) with A Button
                 within the Limited Time.
    Range of Hit:
    
                    PPPPPP
                    PMEEEE
                    PPPPPP
    
    The Cannon can hit only one enemy though.
    Utilize: Stunning your enemies with Chips such as PlantMan/FlashMan to
             ensure the hits.
    
    Z-Canon3 / Zeta-Cannon3 | Program Advance #03
    M-Cannon O-P-Q / M-Cannon P-Q-R / M-Cannon Q-R-S
    Damage per Hit: 80
    Number of Hits: 3
    Description: After executed with the A Button, Megaman gains 5 seconds of
                 Invisibility and also unlimited uses of Z-Canon3 (three linked
                 Shots of M-Cannon, paralyzes the enemy) with A Button within
                 the Limited Time.
    Range of Hit:
    
                    PPPPPP
                    PMEEEE
                    PPPPPP
    
    The Cannon can hit only one enemy though.
    Utilize: Stunning your enemies with Chips such as PlantMan/FlashMan to
             ensure the hits.
    
    Z-Punch / Zeta-GutsPunch | Program Advance #04
    GutsPnch B-C-D / GutsPnch C-D-E / GutsPnch D-E-F
    Damage per Hit: 80
    Number of Hits: 1
    Description: After executed with the A Button, Megaman gains 5 seconds of
                 Invisibility and also unlimited uses of GutsPnch with A Button
                 within the Limited Time.
    Range of Hit:
    
                    PPPPPP
                    PMEPPP
                    PPPPPP
    
    Utilize: Combine it with the GutsPnch Command to fire Rocket Punches.
    
    Z-Straight / Zeta-GutsStraight | Program Advance #05
    GutsStraight O-P-Q / GutsStraight P-Q-R / GutsStraight Q-R-S
    Damage per Hit: 100
    Number of Hits: 1
    Description: After executed with the A Button, Megaman gains 5 seconds of
                 Invisibility and also unlimited uses of GutsStraight with A
                 Button within the Limited Time.
    Range of Hit:
    
                    PPPPPP
                    PMEEPP
                    PPPPPP
    
    Utilize: Combine it with the GutsStraight Command to fire Rocket Punches
             on all 3 rows.
    
    Z-Impact / Zeta-GutsImpact | Program Advance #06
    GutsImpact G-H-I / GutsImpact H-I-J / GutsImpact I-J-K
    Damage per Hit: 160
    Number of Hits: 1
    Description: After executed with the A Button, Megaman gains 5 seconds of
                 Invisibility and also unlimited uses of GutsImpact with A Button
                 within the Limited Time.
    Range of Hit:
    
                    PPPPPP
                    PMEEEP
                    PPPPPP
    
    Utilize: Since you're invincible while using this PA, AreaLock and utilize
             (abuse?) the GutsImpact Command to deal some nice damages.
    
    Z-Variable / Zeta-Variable Sword | Program Advance #07
    VarSwrd B-C-D / VarSwrd C-D-E / VarSwrd D-E-F
    Damage per Hit: 160
    Number of Hits: 1
    Description: After executed with the A Button, Megaman gains 5 seconds of
                 Invisibility and also unlimited uses of Variable Sword with A
    Button
                 within the Limited Time. The combos of Variable Sword still work
                 with this P.A. active.
    Range of Hit:
    
                    PPEEEE
                    PMEEEE
                    PPEEEE
    
    Range depends on what type of Combo was executed.
    Utilize: ElementalSonic Command is strongly recommended while using this
             P.A., since your enemies DON'T get stunned while you burn/soak/
             shock/powder them with ElementalSonic, and you can input the
             command undisturbed. Even better if your enemies are elemental and
             are standing on Ice/Grass Panels, since extra damages will be added.
    
    Z-Yoyo1 / Zeta-Yo-Yo1 | Program Advance #08
    Yo-Yo1 C-D-E / Yo-Yo1 D-E-F / Yo-Yo1 E-F-G
    Damage per Hit: 40
    Number of Hits: (depends on the position of enemy)
    Description: After executed with the A Button, Megaman gains 5 seconds of
                 Invisibility and also unlimited uses of Yo-Yo1 with A Button within
                 the Limited Time.
    Range of Hit:
    
                    PPPPPP
                    PM223P
                    PPPPPP
    
    Special legends:
    2 = 2 hit
    3 = 3 hit
    If the enemy doesn't move.
    Utilize: Stunning your enemies with Chips such as PlantMan/FlashMan to
             ensure the hits.
    
    Z-Yoyo2 / Zeta-Yo-Yo2 | Program Advance #09
    Yo-Yo2 H-I-J / Yo-Yo2 I-J-K / Yo-Yo2 J-K-L
    Damage per Hit: 50
    Number of Hits: (depends on the position of enemy)
    Description: After executed with the A Button, Megaman gains 5 seconds of
                 Invisibility and also unlimited uses of Yo-Yo2 with A Button within
                 the Limited Time.
    Range of Hit:
    
                    PPPPPP
                    PM223P
                    PPPPPP
    
    Special legends:
    2 = 2 hit
    3 = 3 hit
    If the enemy doesn't move.
    Utilize: Stunning your enemies with Chips such as PlantMan/FlashMan to
             ensure the hits.
    
    Z-Yoyo3 / Zeta-Yo-Yo3 | Program Advance #10
    Yo-Yo3 M-N-O / Yo-Yo3 N-O-P / Yo-Yo3 O-P-Q
    Damage per Hit: 60
    Number of Hits: (depends on the position of enemy)
    Description: After executed with the A Button, Megaman gains 5 seconds of
                 Invisibility and also unlimited uses of Yo-Yo3 with A Button within
                 the Limited Time.
    Range of Hit:
    
                    PPPPPP
                    PM223P
                    PPPPPP
    
    Special legends:
    2 = 2 hit
    3 = 3 hit
    If the enemy doesn't move.
    Utilize: Stunning your enemies with Chips such as PlantMan/FlashMan to
             ensure the hits.
    
    Z-Fumikumi1/Z-Step1 / Zeta-FumikumiZan/Zeta-Step Sword | Program Advance #11
    FumikumiZan L-M-N / FumikumiZan M-N-O / FumikumiZan N-O-P
    (StepSwrd L-M-N / StepSwrd M-N-O / StepSwrd N-O-P)
    Damage per Hit: 130
    Number of Hits: 1
    Description: After executed with the A Button, Megaman gains 5 seconds of
                 Invisibility and also unlimited uses of FumikumiZan/Step Sword with
                 A Button within the Limited Time.
    Range of Hit:
    
                    PPPPEP
                    PMPPEP
                    PPPPEP
    
    Utilize: Not useful against Navis that move fast. Throw a Prism into the enemy's
             Center Panel to ensure the hit.
    
    Z-Fumikumi2/Z-Step2 / Zeta-FumikumiCross/Zeta-Step Cross | Program Advance #12
    FumikumiCross O-P-Q / FumikumiCross P-Q-R / FumikumiCross Q-R-S
    (StepCros O-P-Q / StepCros P-Q-R / StepCros Q-R-S)
    Damage per Hit: 130 (doubles if enemy is in the center of the cross)
    Number of Hits: (depends on enemy position)
    Description: After executed with the A Button, Megaman gains 5 seconds of
                 Invisibility and also unlimited uses of FumikumiCross/Step Cross
    with
                 A Button within the Limited Time.
    Range of Hit:
    
                    PPPEPE
                    PMPP2P
                    PPPEPE
    
    Special legend:
    2 = double damage
    Utilize: VERY useful against Proto, the final boss of the game, since it does
             massive damage, is multi-hit, and doesn't freeze time.
    
    ------------------------------
    
    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.
    
    BubSprd / Bubble Spread | Program Advance #13
    BubbleShot C-D-E
    Bubble-V D-E-F
    BubbleSide E-F-G
    BubbleShot-Bubble-V-BubbleSide E
    Damage per Hit: 300
    Number of Hits: 1
    Description: After executed with the A Button, Megaman shoots a Bubble Buster
                 that spreads out like the Spreader Chip does.
    Range of Hit:
    
                    PPPSSS
                    PMPSHS
                    PPPSSS
    
    Special legend:
    H = Hit
    S = Spreaded region
    Utilize: Throw a Prism into the enemies' Center Panel to deal an extra 300
             Damage.
    
    HeatSprd / HeatSpread | Program Advance #14
    HeatShot H-I-J
    Heat-V I-J-K
    HeatSide J-K-L
    HeatShot-Heat-V-HeatSide J
    Damage per Hit: 300
    Number of Hits: 1
    Description: After executed with the A Button, Megaman shoots a Heat Buster
                 that spreads out like the Spreader Chip does.
    Range of Hit:
    
                    PPPSSS
                    PMPSHS
                    PPPSSS
    
    Special legend:
    H = Hit
    S = Spreaded region
    Utilize: Throw a Prism into the enemies' Center Panel to deal an extra 300
             Damage, and another 600 will be added if GrassStage Chip is used
             beforehand. Looks familiar? Yes, it IS the basic concept of TEH famous
             DI (Disco Inferno) (and later, CDI, or Custom Disco Inferno) that
             Asakura Yoh and CrimsonKnight spent so much time to work on.
    
    H-Burst / Hyper Burst | Program Advance #15
    Spreader M-N-O / Spreader N-O-P / Spreader O-P-Q
    Damage per Hit: 100
    Number of Hits: 5
    Description: After executed with the A Button, Megaman shoots a Buster Shot
                 that spreads out for 5 times in the Spreader Chip's range, dealing
                 100 Damage per hit.
    Range of Hit:
    
                    PPPSSS
                    PMPSHS
                    PPPSSS
    
    Special legend:
    H = Hit
    S = Spreaded region
    Utilize: Sadly, Prism on Center Panel wouldn't work for this one. Replace it
             with a RockCube so the shot will hit ALL enemy Panels.
    
    DreamSrd/LifeSwrd / Dream Sword/Life Sword | Program Advance #16
    Sword-WideSwrd-LongSwrd E/L/Y
    Damage per Hit: 400
    Number of Hits: 1
    Description: Megaman slashes the area of 3x2 in front of him with a huge
                 Sword.
    Range of Hit:
    
                    PPEEPP
                    PMEEPP
                    PPEEPP
    
    Utilize: AreaSteal once, chuck a Prism into any of the two Panels in the
             enemy's center row, then SLASH. Instant 800 Damage to all enemies.
    
    ElemSwrd / Elemental Sword | Program Advance #17
    FireSwrd-AquaSwrd-ElecSwrd-BambSwrd N/P
    Damage per Hit: 150
    Number of Hits: 4
    Description: Megaman slashes the area of a Wide Sword in front of him,
                 once with each Elemental Sword. Stuns Enemy and weakness still
                 counts.
    Range of Hit:
    
                    PPEPPP
                    PMEPPP
                    PPEPPP
    
    Utilize: AreaSteal twice, change enemy's area to Ice/Grass Panels, THEN
             slash away to ensure the 750 Damage.
    
    Akuretsuzan/EvilCut / Akuretsuzan/Evil Cut | Program Advance #18
    (The English name will be added when I got my hands on the English Version)
    FumikumiZan - Paladin Sword - FumikumiCross P
    (StepSwrd - HeroSwrd - StepCros P)
    Damage per Hit: 150
    Number of Hits: depends on enemy position
    Description: Megaman steps two columns up, slash with the 3 Blades involved
                 in this P.A. in order. The enemy on the Panel right in front of
                 Megaman will receive 4 hits.
    Range of Hit:
    
                    PPP111
                    PMP141
                    PPP111
    
    Special legends:
    4 = 4-hit Panels
    1 = 1-hit Panels
    
    Utilize: Stun enemies with FlashMan/PlantMan Chips to ensure the hits.
    
    H-Ratton / Hyper Ratton | Program Advance #19
    Ratton1-Ratton2-Ratton3 A/C/F
    Damage per Hit: 500
    Number of Hits: 1
    Description: Megaman throws a Ratton that runs VERY fast.
    Range of Hit:
    
                    PPEEEE
                    PMEEEE
                    PPEEEE
    
    As long as the Ratton can turn to hit the enemies.
    
    Utilize: Use IceStage, then FlashMan to stun enemies, before you launch
             this little ratty to deal a massive 500 Damage. Another familiar
             look? This is basically the main concept of Daimou43's Flash
             Crusher.
    
    G-CntBomb/G-TimeBmb / Giga Count-Bomb/Giga TimeBomb | Program Advance #20
    TimeBomb J-K-L / TimeBomb K-L-M / TimeBomb L-M-N
    Damage per Hit: 500
    Number of Hits: 1
    Description: Megaman creates a Count Bomb that hits the whole battlefield.
    Range of Hit:
    
                    EEEEEE
                    EMEEEE
                    EEEEEE
    
    Utilize: Not too much I think...... The other obstacles WILL get destroyed
             when you put this down anyway, so it's hard to defend this against
             enemy attacks.
    
    RainGel / Raining Gel | Program Advance #21
    MetaGel1 B-C-D / MetaGel2 E-F-G / MetaGel3 S-T-U
    Damage per Hit: 150
    Number of Hits: 6
    Description: A group of six MetaGels fall from the sky and steals every Panel
                 they landed on. If an enemy is on the Panel, it gets damaged but
                 the Panel remain unstolen.
    Range of Hit:
    
                    PPPEEE
                    PMPEEE
                    PPPEEE
    
    Utilize: AreaLock enemies then RainGel them.
    
    Endless Curse / Endless Curse | Program Advance #22
    CrsShld1-CrsShld2-CrsShld3 C/L
    Damage per Hit: 100
    Number of Hits: 15 (Thanks to Asakura Yoh for pointing this out!)
    Description: Megaman summons a CrsShld that blocks enemy attack and bites
                 all enemies until they're dead. It dissipates quickly though,
                 if it doesn't hurt the enemies (LifeAura, Invis, etc.)
    Range of Hit:
    
                    PPEEEE
                    PMEEEE
                    PPEEEE
    
    Utilize: I don't really see how you can abuse your enemies with this
             attack...... Since it just chases after your enemies and kill
             them without you realizing it.
    
    Mother Quake/MomQuake / Mother Quake/Mother Quake | Program Advance #23
    RockCube *- RockCube *-GodStone S
    Damage per Hit: 200
    Number of Hits: (Lots)
    Description: The whole screen shook violently and rocks appear out of
                 nowhere and hit the enemies on their heads.
    Range of Hit:
    
                    PPPEEE
                    PMPEEE
                    PPPEEE
    
    Hits random locations in the enemy's Area.
    Utilize: Naw, AreaLocking doesn't help in this. Although reducing enemy
             areas DOES help in the accuracy in this attack.
    
    PoisPhar / Poison Pharoah | Program Advance #24
    PoisonMask-PoisonFace-PoisonAnubis 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 Megaman 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 Megaman.
    Utilize: Ooh yeah, good stuff. Use Geddon3 first, THEN put this attack down.
             Almost guarenteed toxic kill.
    
    BodyGrd / Body Guard | Program Advance #25
    Kiwarimi (AntiDmg)-NaviScout (AntiNavi)-Muramasa Blade M
    Damage per Hit: 100
    Number of Hits: 18
    Description: The Battle continue as usual, but with Shurikens raining down
                 on enemies from above the ceiling and chases after the enemies
                 for 18 times.
    Range of Hit:
    
                    PPPEEE
                    PMPEEE
                    PPPEEE
    
    Not sure if it'll hit behind Megaman. Hits are evenly distributed if there
    is more than one enemy.
    Utilize: Geddon2. DEFINITELY Geddon2. Unless your enemies happen to have       
      AirShoes/Saito.BAT/Shield/Reflect equipped, they're screwed since
             they can only sit in the only panel and eat the Shurikens.
    
    500Barrier / 500 Barrier | Program Advance #26
    Barrier-100Barrier-200Barrier E/R
    (Note: since there ARE Barrier *'s and 100Barrier *'s, it's possible to use
    any codes of 200Barrier with those two *-Coded Barrier Chips.)
    Damage per Hit: 0
    Number of Hits: 0
    Description: Megaman summons a Barrier that can endure 500 Damage.
    Range of Hit:
    
                    PPPPPP
                    PMPPPP
                    PPPPPP
    
    Utilize: Utilize the Holy Panels. Using the combo of HolyPanel R-500Barrier R
             or even Sanctuary E-500Barrier E will give you the Holy Barrier,
             which will take in a whoopin' 1000 damage before your enemies can
             touch you.
    
    ------------------------------
    
    4. Navi Program Advances (^4)
    
    Navi Program Advances: These Program Advances need a Navi Chip in order
    to be completed. Though they might cost a lot, the Damages and Side Effects
    of these Program Advances are usually the best among all the Program
    Advances in the game.
    
    BigHeart / Big Heart | Program Advance #27
    HolyPanl-Recov300-Roll (any version) R
    Damage per Hit: 50
    Number of Hits: 9
    Description: Roll appears to attack the enemy as usual, then recovers 300 HP
                 for Megaman.
    Range of Hit:
    
                    PPEEEE
                    PMEEEE
                    PPEEEE
    
    It can't hit anything behind Megaman.
    Utilize: Well...... Attach some Atk+ Chips after this P.A. for some extra
             damage.
    
    GtsShoot / Guts Shoot | Program Advance #28
    MetGuard *-DashAtk-GutsMan (V1~V4) G
    Damage per Hit: 300
    Number of Hits: 1
    Description: GutsMan appears behind Megaman, grabs Megaman and throws Megaman
                 (who opened up a shield in front of him) straight into an enemy.
                 Upon contact, the blast will spread in a "+" pattern. (Nooooo......
                 It's powered down again.......)
    Range of Hit:
    
                    PPPPSP
                    PMPSHS
                    PPPPSP
    
    Special legends:
    H = Hit
    S = Spreaded area
    
    Utilize: Although this P.A. IS time-freezing, the accuracy is still
             important. Since it's armor-piercing, Prisms will just get
             destroyed, so utilize stunning Chips like FlashMan/Plantman to
             your advantage.
    
    DeuxHero / Deux Hero | Program Advance #29
    CustomSword-VariableSword-Blues (V1~V4) B
    Damage per Hit: 70
    Number of Hits: 8
    Description: Megaman and Blues appear and attack together to deal 560
                 (Basic) Damage to all Enemy Panels.
    Range of Hit:
                    PPPEEE
                    PMPEEE
                    PPPEEE
    
    Despite where Megaman is, the P.A. hits the whole Enemy Area.
    Utilize: Prism. DEFINITELY Prism. Prism in enemies' Center Panel +
             DeuxHero = death. Also, Atk+ Chips helps out too.
    
    2xHero / Double Hero | Program Advance #30
    IaiForm (Slasher)-CustomSword-VariableSword-Blues (V1~V4) B
    Damage per Hit: 70
    Number of Hits: 10
    Description: Megaman and Blues appear and attack together to deal 700
                 (Basic) Damage to all Enemy Panels. Blue's Slashes, although
                 with the different colors, are confirmed to be NOT Elemental.
    Range of Hit:
                    PPPEEE
                    PMPEEE
                    PPPEEE
    
    Despite where Megaman is, the P.A. hits the whole Enemy Area.
    Utilize: Prism. DEFINITELY Prism. Prism in enemies' Center Panel +
             2xHero = OH SO VERY DEAD. Also, Atk+ Chips helps out too.
    
    PrixPowr / Grand Prix Power | Program Advance #31
    Brotherhood1 *-Brotherhood2 *-KingMan V5 K/MistMan V5 M/BowlMan V5 B (either one
    of them would work)
    Damage per Hit: 300
    Number of Hits: Random +1
    Description: BowlMan appears and shoots 2 MistMen on each of the enemy row,
                 dealing 300 Damage each. Then, KingMan appears, and jumps into
                 the enemy area, doing his Cross-Geyser attack for another 300
                 Damage.
    Range of Hit:
    
    BowlMan + MistMan:
    
                    PPEEEE
                    PMEEEE
                    PPEEEE
    
    KingMan:
    
                    PPPPEP
                    PMPEEE
                    PPPPEP
    
    Utilize: Cliched, but Prism helps out YET AGAIN. Prism in enemies' Center
             Panel + PrixPowr (with NO Atk+ Chips) = easy 1800 Damage.
    
    ------------------------------
    
    5. Master Style P.A. (^5)
    
    I know it's not right for a Program Advance to hag a unique section of this
    FAQ, but since this P.A. is placed in #32 in the P.A. List in the game, this
    should be the best place for it to be located.
    
    MstrStyl / Master Style | Program Advance #32
    Salamander-Daifunsui-Thunderbolt-GaiaBlade *
    (Salamndr-Fountain-Bolt-GaiaBlde *)
    Damage per Hit: 100
    Number of Hits: 1 + X, X varies based on enemy HP
    Description: Megaman splits into 3 Styles (HeatGuts, AquaCust, ElecTeam)
                 and then start to attack the closest enemy 8 times, each time
                 with a different attack (Punch/Kick/WideSwrd) and different
                 Style Type and Element. (If the enemy died before 8 hits and
                 another enemy is still alive, Megaman will continue on the
                 assult on the next enemy) After the 8 hits (less than 8 times
                 if the enemy dies before 8 hits were sent; if there are multiple
                 enemies Megaman will go strike the next closest one until all
                 enemies die or all 8 hits were delivered) Megaman goes back to
                 his original location, charges up with different Style Elements
                 flashing through, stops at his current Style's color, and causes
                 a piercing explosion that hits the whole Battlefield.
    Range of Hit:
    
                    EEEEEE
                    EMEEEE
                    EEEEEE
    
    Note: the first 8 hits are based on the location of the closest enemy so it
    won't
    be shown here.
    Utilize: Interestingly, this P.A. can't be too utilized, other than attaching
             an Atk+ Chip in it.
    
    ------------------------------
    6. FAQs (^6)
    
    Q: How exactly do I form a P.A.?
    A: Check the P.A. you want to use, and choose ALL the necessary Chips for
       executing the P.A. IN ORDER AT ONCE in the Custom Window. When you select OK,
       the screen should go dark and the 3/4 Chips that form the P.A. will flash,
       then merge into the P.A..
    
    Q: Why don't people like the Zeta- P.A.s?
    A: Simply because the Zeta-P.A.s take 3 Chips with DIFFERENT Codes to compose,
       and are therefore unable to be boosted with Atk+ Chips. Also, more than one
       Code in your Folder (excluding *-Code) will lower your fludity like crazy.
    
    Q: Why don't people like DeuxHero/2xHero/BodyGrd P.A.s?
    A: Because they're too cheap. You don't need ANY aimings for them to hit the
       enemies. This completely takes the fun factor out of the game.
    
    Q: Why do people diss the "Special P.A.," Master Style?
    A: Although it IS strong and hits multiple enemies, it's composed of 4
    MEGA-CLASS
       Chips. Which means, you can have only ONE copy of this P.A. in your Folder.
       Unless you have Wood Styles (which allow you to utilize the GaiaBlade in this
       P.A. by sucking the Attack of the other 3 Mega-Class Chips), this P.A. won't
       do you too much good when you have to sacrifice some Chips to ADD for more
    Chips.
    
    Q: Speaking of Master Style, why can't I form the P.A.? I'm sure I used all 4
       Chips IN ORDER!!
    A: Ahh yes. One of the most commonly-seen problems posted on the Boards. This
       problem is caused by the fact that there are TWO of each Elemental Mega Chips
       that works basically in the same way (Prominence/Salamander,
    WaterLine/Fountain,
       Lightning/Bolt, and GaiaSword/GaiaBlade). Make sure you're using the STRONGER
       versions of the Elemental Mega Chips. Their Chip Icons' background have a
       black circle around the "S", and they look darker than their weaker versions.
       People also tend to mistake GaiaBLADE with GaiaSWORD, so check to see if you
       ARE using the right ones.
    
    ------------------------------
    
    7. Version Updates (^7)
    
    V 2.0 (March 6, 2004): Added Utilizing methods for all the P.A.s, and added a
                           FAQ Section. Now, people on the Boards, would you stop
    poking
                           me? >_>
    
    V 1.6 (September 24, 2003): Fixed some problems. I can't believe I kept that
    problem
                                with ElementalSword PA for SUCH a long time......
    
    V 1.5 (July 13, 2003): Added BowlMan V5 B back into the GP Power PA. My bad.
    Also
                           added English Translations.
    
    V 1.3 (Feburary 16, 2003): Removed the parts that belonged to the Black Version.
    
    V 1.2 (Feburary 8, 2003): Aded descriptions for Grand Prix Power P.A., special
    thanks
                              and full credit goes to WhizKid!
    
    V 1.0 (Feburary 1, 2003): Checked some problems in the P.A.s so the wrong
    information
                              are corrected.
    
    V 0.9 (January 26, 2003): Completed basic parts of the Guide. Formats will be
                              checked and completed later.
    
    ------------------------------
    
    8. Legal Stuff & Credits (^8)
    
    Copyright to Zidanet_129 (Alan Tseng) 2003
    The completion of this guide is heavily based on the help of the people listed
    below.
    Special thanks to all these people!!
    
    WhizKid (Grand Prix Power Description)
    Dark Unknown (Complete P.A. List in order)
    A nameless Japanese Website (Various information)
    
    ------------------------------
    
    9. Contact Me (^9)
    
    If you have flames/complaints/compliments/suggestions, either send me an
    E-mail at:
    
    E-Mail: zidanet_129@hotmail.com
    
    Or leave me a message on the GameFAQs' MMBN3 Board.
    
    You do NOT have my permission to add me to your MSN Contact List. I will
    Lock 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.
    

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