***************************************************
              *Megaman Battle Chip Challenge Chip Guide         *
              *Version 1.10                                     *
              *Contact: LiteYear at gmail dot com               *
              ***************************************************

###############################################################################
                               Table of Contents
###############################################################################

Version History
Frequently Asked Questions
Battle Chip List
Navi Chip List
Chip Priority Chart
Chip Locations
Chip Codes
Credits
Contact Information
Copyright Information

###############################################################################
                                Version History
###############################################################################

Version 1.00
Released: July 14th, 2004
- First Public Release
- All chips recorded
- Rare chip locations recorded
- Navi codes for difficult to acquire chips recorded

Version 1.01
Released: Oct. 4th, 2004
- Anticipated Final Release
- Added a few more chip codes
- Fixed some minor errors

Version 1.10
Released: Dec. 17th, 2004
- Added Chip Prorities
- Added Chip Prority Chart
- Some minor corrections

###############################################################################
                          Frequently Asked Questions
###############################################################################

-------------------------
What are Data Chips for?
-------------------------

Data chips contain codes for the NumberMan machine in MMBN 4.  Press select
on the chips in your library or pack listing to see the codes.

-----------------------------------
How do I get chip #229 - HubStyle?
-----------------------------------

Enter this navi code, and you will automatically be given the HubStyle chip:

Name: LAN
Code: 5(star)4H-B81R-(star)KKZ-P15X-ZS5B-(club)XK0

-------------------------
How do I get past Invis?
-------------------------

Well, there are a few ways. First, the best way would be to destroy them
before they even get used. Invis chips are slow on the priority scale, and
they have low HP, so if you have a powerful Add All chip as your first attack
(like Treebom3 or Burner), only a Pop-up chip will be able to survive that
attack.

If your opponent does get an Invis chip off, you still have a few options.
The best option would be to use a Poltrgst chip, which will remove his Invis
and deal 150 damage to him.  But you probably won't have that chip unless you
use Navi Codes.  So, you can either remove the Invis chip with a Wind or Fan
chip (great if you only want to spend a minimal amount of MB), you can use one
of the 4 attack chips that ignore any chip in the box (which are Spice1,
Spice2, Spice3, and Anubis), or you can set up a guard of your own, and if it
can counter-attack (like CrsShld chips), it can hit your opponent even if he
has an Invis chip up.

-----------------------
What is chip priority?
-----------------------

Chip priority is a hidden variable in the game, and it determines which of the
two chips or Navi's will attack first.  Recently, though, it became known that
the Brady Games' guide did have a listing of chip priorities, and I thank
Cap'n Ascii for providing these values from the guide.

--------------------------------------
How much will elemental weakness add?
--------------------------------------

In this game, there are three potential modifiers that can increase your damage.
They are:

- Your navi's elemental affinity is the same as the element of the chip you use

- You attack an elemental navi with a chip whose element is strong against it.

- You attack with a chip whose element gets a boost from the stage.

A stage boost can only be received by Fire and Elec chips.  Fire chips will
gain this modifier on a Grass Stage (however, remember that a Grass Stage
reverts back to normal panels as soon as that Fire chip is used), and Elec
chips can gain a stage boost on either an Ice Stage, or an Aluminum Stage.

Each modifier will increase that chip's attack power by 60%.  So, if you had all
three modifiers active, you'd get a 180% attack bonus (almost triple damage).
Even better, if you increased the chip's damage with a damage booster (like an
Atk+10 chip), that will be added to the damage before it gets multiplied.
The value will be then rounded up to the nearest 10, and if you have a chip
that deals multiple hits, that damage will be dealt over each one.  Below is
the summarized formula:

([Base Damage]+[Damage Boosts])*(1+(0.6*[Elemental Modifiers])*[number of hits]

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

###############################################################################
                               Battle Chip List
###############################################################################

This section is a list of every battle chip (i.e. any non-navi chip) in the
game.  They are listed in the order that the library lists them in.  Below is
an explanation of what each field of the chip listing means.

***Attack***: This lists the damage a chip does, the element this chips' attack
is, what chips this attack damages, and any other notes about this attack.
Here is a description of the different types of attacks a chip can have:

- Normal: This type of attack only damages the navi; it'll do no damage to its
chips.
- Add: This type of attack damages the navi, and then does an equal amount of
damage to the last battle chip that the navi has selected.  If you're using
this attack, then it'll hit the opponents left-most battle chip.  If the enemy
is using this attack, then it'll hit your right-most battle chip.
- All Add: This type of attack damages the navi, then does an equal amount of
damage to every battle chip that navi has drawn this turn.
- Random: This type of attack damages the navi, and then does an equal amount
of damage to one of the chip slots of your opponent, determined randomly.  This
type of attack can hit empty slots, and if it does, then no chip will take
damage.
- Piercing: This type of attack damages the enemy navi, and if the opponent has
a guard-type chip in its box that doesn't totally block this attack (a
guard-type chip being any chip that tries to block damage to the navi), then
this chip will do an equal amount of damage to it.
- Breaking: This type of attack damages the enemy navi, and if the opponent has
a guard-type chip that doesn't totally block this attack, then that guard-type
chip will be completely destroyed.
- Stun: This type of attack damages the navi, and then it will "stun" the navi,
preventing it from using its navi attack for this turn.
- Delete: This type of attack damages the enemy navi, and then randomly selects
a slot, and if it has a chip in it, it is deleted outright.
- Meteo: This type of attack deals damage, but it randomly determines the 
number of hits.  I believe this type of attack ignores enemy dodge, and 
determines hits at 50% accuracy (i.e. the only way the enemy will dodge this
attack is that if this chip draws 0 hits).
- Multiple Hits: This attack will deal its damage multiple times to the enemy.
If you use an add attack chip (like Atk+10), it will essentially be multiplied
by the number of hits this chip will do.  However, except for Meteo chips, the
whole attack is grouped into one; you either land every hit, or the attack is
dodged completely.
- Close Range Attack: This attack must be preformed at close range; it cannot
be preformed over a hole field unless you have AirShoes in your chip box.
- Ground Attack: This attack travels along the ground, and thus a hole field
will prevent this attack from working.
- Counter Attack: A chip with this listing will not attack when you first use
it, but instead be put into your box.  When your opponent uses a type of attack
this chip doesn't like, then this chip will attack.  See the corresponding
Special section to see exactly what each chip will counter against.
- Guard Chip: This type of chip will not attack (unless otherwise listed), and
will instead go into your box.  This chip will then attempt to block every
attack your opponent will fire at you.  If a chip "blocks" an attack, it'll
take the damage instead of you.  If a chip "totally negates" an attack, it'll
take no damage, and any effects from that attack will not happen.  Unless
otherwise specified, all Guard Chips will attempt to block any attack.

***Accuracy***: Accuracy denotes how often this chip will hit your opponent.
There are 6 grades of accuracy: S, A, B, C, D, and E.  S accuracy attacks are
the highest, and will always hit if no navi's accuracy has been changed by
chips or an Ice Field.  Other than that, I believe an attack will always hit
so long as the accuracy value is one grade higher than the opponents' dodge
rating (again, under normal conditions).  Likewise, an attack may miss if 
the accuracy of the chip is the same grade or lower than the opponents dodge
rating.  Your navi's accuracy has no effect on the accuracy of the chips it
uses.

***Hit Points***: This is the damage a chip can take before being destroyed
and thus unusable for the remainder of the battle.  There is no way to heal a
battle chip, nor any way to recover a chip after its been destroyed.

***Memory Use***: This is the amount of memory the chip uses.  If your navi
does not have enough remaining memory, you cannot put this chip in its program
deck.

***Priority***: This is the priority rating of the chip, on a scale of 0-11.
The chip with the higher priority will execute first.  If both chips are of the
same priority, then the chip going first will be random.

Note: Elemental chips will always execute first over non-elemental chips.
Therefore, no non-elemental chip has a priority over 5, and conversely, no
elemental chip has a priority lower than 6.

Exception: If one player is using an element chip, and the other player is
using the element chip it is strong to, player one's chip will execute first no
matter what the priority rating is (i.e.  If one player uses a Wood chip while
his opponent uses an elec chip, the Wood chip will execute first even if its
priority is lower than the Elec chips').

***Special***: If a chip has an additional effect other than explained in the
attack part, then they'll be listed here.

----------------
#001 - Cannon
----------------

Attack: Normal 60 / None
Accuracy: C
Hit Points:  60
Memory Use:  10
Priority: 3
Special: None

----------------
#002 - HiCannon
----------------

Attack: Normal 80 / None
Accuracy: C
Hit Points:  90
Memory Use:  20
Priority: 3
Special: None

----------------
#003 - M-Cannon
----------------

Attack: Normal 120 / None
Accuracy: D
Hit Points: 150
Memory Use:  40
Priority: 3
Special: None

----------------
#004 - ShotGun
----------------

Attack: Add 30 / None
Accuracy: S
Hit Points:  40
Memory Use:  10
Priority: 4
Special: None

----------------
#005 - V-Gun
----------------

Attack: Add 50 / None
Accuracy: S
Hit Points:  70
Memory Use:  20
Priority: 2
Special: None

----------------
#006 - CrossGun
----------------

Attack: Add 60 / None
Accuracy: S
Hit Points:  90
Memory Use:  30
Priority: 2
Special: None

----------------
#007 - Spreader
----------------

Attack: Add 70 / None
Accuracy: S
Hit Points: 150
Memory Use:  40
Priority: 2
Special: None

----------------
#008 - Bubbler
----------------

Attack: Add 20 / Aqua
Accuracy: S
Hit Points:  40
Memory Use:  10
Priority: 10
Special: None

----------------
#009 - Bub-V
----------------

Attack: Add 30 / Aqua
Accuracy: S
Hit Points:  60
Memory Use:  20
Priority: 8
Special: None

----------------
#010 - BubCross
----------------

Attack: Add 40 / Aqua
Accuracy: S
Hit Points:  90
Memory Use:  30
Priority: 8
Special: None

----------------
#011 - BubSprd
----------------

Attack: Add 50 / Aqua
Accuracy: S
Hit Points: 130
Memory Use:  40
Priority: 7
Special: None

----------------
#012 - HeatShot
----------------

Attack: Add 20 / Fire
Accuracy: S
Hit Points:  40
Memory Use:  10
Priority: 9
Special: None

----------------
#013 - Heat-V
----------------

Attack: Add 30 / Fire
Accuracy: S
Hit Points:  60
Memory Use:  20
Priority: 8
Special: None

----------------
#014 - HeatCros
----------------

Attack: Add 40 / Fire
Accuracy: S
Hit Points:  90
Memory Use:  30
Priority: 7
Special: None

----------------
#015 - HeatSprd
----------------

Attack: Add 50 / Fire
Accuracy: S
Hit Points: 120
Memory Use:  40
Priority: 7
Special: None

----------------
#016 - MiniBomb
----------------

Attack: All Add 10 / None
Accuracy: B
Hit Points: 120
Memory Use:  10
Priority: 1
Special: None

----------------
#017 - LilBomb
----------------

Attack: All Add 20 / None
Accuracy: B
Hit Points: 220
Memory Use:  20
Priority: 1
Special: None

----------------
#018 - CrosBomb
----------------

Attack: All Add 30 / None
Accuracy: B
Hit Points: 250
Memory Use:  40
Priority: 1
Special: None

----------------
#019 - BigBomb
----------------

Attack: All Add 40 / None
Accuracy: B
Hit Points: 300
Memory Use:  60
Priority: 1
Special: None

----------------
#020 - TreeBom1
----------------

Attack: All Add 20 / Wood
Accuracy: A
Hit Points: 120
Memory Use:  30
Priority: 7
Special: None

----------------
#021 - TreeBom2
----------------

Attack: All Add 30 / Wood
Accuracy: A
Hit Points: 130
Memory Use:  40
Priority: 7
Special: None

----------------
#022 - TreeBom3
----------------

Attack: All Add 40 / Wood
Accuracy: A
Hit Points: 180
Memory Use:  50
Priority: 8
Special: None

----------------
#023 - Sword
----------------

Attack: Random 70 / None, close range attack
Accuracy: E
Hit Points:  40
Memory Use:  10
Priority: 2
Special: None

----------------
#024 - WideSwrd
----------------

Attack: Random 80 / None, close range attack
Accuracy: D
Hit Points:  80
Memory Use:  20
Priority: 2
Special: None

----------------
#025 - LongSwrd
----------------

Attack: Random 90 / None, close range attack
Accuracy: D
Hit Points:  70
Memory Use:  20
Priority: 2
Special: None

----------------
#026 - FireSwrd
----------------

Attack: Random 80 / Fire, close range attack
Accuracy: C
Hit Points: 110
Memory Use:  30
Priority: 8
Special: None

----------------
#027 - AquaSwrd
----------------

Attack: Random 80 / Aqua, close range attack
Accuracy: C
Hit Points: 110
Memory Use:  30
Priority: 8
Special: None

----------------
#028 - ElecSwrd
----------------

Attack: Random 80 / Elec, close range attack
Accuracy: C
Hit Points: 110
Memory Use:  30
Priority: 8
Special: None

----------------
#029 - FireBlde
----------------

Attack: Random 90 / Fire, close range attack
Accuracy: D
Hit Points: 130
Memory Use:  40
Priority: 8
Special: None

----------------
#030 - AquaBlde
----------------

Attack: Random 90 / Aqua, close range attack
Accuracy: D
Hit Points: 130
Memory Use:  40
Priority: 8
Special: None

----------------
#031 - ElecBlde
----------------

Attack: Random 90 / Elec, close range attack
Accuracy: D
Hit Points: 130
Memory Use:  40
Priority: 8
Special: None

----------------
#032 - StepSwrd
----------------

Attack: Random 70 / None, close range attack, ignores holes
Accuracy: D
Hit Points:  80
Memory Use:  40
Priority: 3
Special: None

----------------
#033 - Kunai1
----------------

Attack: Random 10 / None, 3 hits
Accuracy: C
Hit Points:  60
Memory Use:  10
Priority: 2
Special: This can hit more than one slot, as it'll attack the chips 3 times.

----------------
#034 - Kunai2
----------------

Attack: Random 20 / None, 3 hits
Accuracy: C
Hit Points:  70
Memory Use:  20
Priority: 2
Special: This can hit more than one slot, as it'll attack the chips 3 times.

----------------
#035 - Kunai3
----------------

Attack: Random 30 / None, 3 hits
Accuracy: C
Hit Points:  80
Memory Use:  30
Priority: 3
Special: This can hit more than one slot, as it'll attack the chips 3 times.

----------------
#036 - CustSwrd
----------------

Attack: Random ?? / None, close range attack
Accuracy: D
Hit Points: 150
Memory Use:  40
Priority: 0
Special: This chip's attack power will be 30 times the number of turns that
have elapsed in the battle so far.

----------------
#037 - Muramasa
----------------

Attack: Random ?? / None, close range attack
Accuracy: E
Hit Points:  60
Memory Use:  70
Priority: 0
Special: Does damage equal to the amount of HP you've lost over the battle.
If you haven't lost any HP, this'll still do 10 damage.

----------------
#038 - VarSwrd
----------------

Attack: Random ?? / None, close range attack
Accuracy: D
Hit Points: 160
Memory Use:  30
Priority: 0
Special: This chip randomly chooses one of four different sword attacks, and
executes it on the opponent.  It can either be Sword (70 damage), WideSwrd
(80 damage), LongSwrd (90 damage), or KngtSwrd (180 damage).

----------------
#039 - Slasher
----------------

Attack: Random 100 / None, counter attack, close range attack
Accuracy: D
Hit Points: 180
Memory Use:  50
Priority: 4
Special: If your opponent attempts a close range attack with this in your box,
that attack will not happen.  Instead, Slasher will attack him.  Once Slasher
attacks, it will remove itself from your box.

----------------
#040 - ShockWav
----------------

Attack: Piercing 50 / None, ground attack
Accuracy: B
Hit Points: 120
Memory Use:  10
Priority: 2
Special: None

----------------
#041 - SonicWav
----------------

Attack: Piercing 70 / None, ground attack
Accuracy: B
Hit Points: 120
Memory Use:  20
Priority: 2
Special: None

----------------
#042 - DynaWave
----------------

Attack: Piercing 130 / None, ground attack
Accuracy: B
Hit Points: 120
Memory Use:  40
Priority: 1
Special: None

----------------
#043 - Quake1
----------------

Attack: All Add 30 / None
Accuracy: C
Hit Points:  70
Memory Use:  40
Priority: 1
Special: None

----------------
#044 - Quake2
----------------

Attack: All Add 40 / None
Accuracy: C
Hit Points:  80
Memory Use:  50
Priority: 1
Special: None

----------------
#045 - Quake3
----------------

Attack: All Add 50 / None
Accuracy: C
Hit Points:  90
Memory Use:  60
Priority: 0
Special: None

----------------
#046 - GutPunch
----------------

Attack: Breaking 70 / None, close range attack
Accuracy: B
Hit Points: 160
Memory Use:  30
Priority: 1
Special: None

----------------
#047 - ColdPnch
----------------

Attack: Breaking 70 / Aqua, close range attack
Accuracy: B
Hit Points: 110
Memory Use:  30
Priority: 7
Special: None

----------------
#048 - DaskAtk
----------------

Attack: Piercing 80 / None
Accuracy: A
Hit Points:  90
Memory Use:  40
Priority: 3
Special: None

----------------
#049 - Wrecker
----------------

Attack: Breaking 40 / None
Accuracy: D
Hit Points: 120
Memory Use:  20
Priority: 0
Special: None

----------------
#050 - CannBall
----------------

Attack: Breaking 80 / None
Accuracy: D
Hit Points: 160
Memory Use:  30
Priority: 0
Special: None

----------------
#051 - DoubNdl
----------------

Attack: Normal 20 / None, 2 hits
Accuracy: B
Hit Points:  70
Memory Use:  10
Priority: 3
Special: None

----------------
#052 - TripNdl
----------------

Attack: Normal 20 / None, 3 hits
Accuracy: B
Hit Points: 120
Memory Use:  20
Priority: 4
Special: None

----------------
#053 - QuadNdl
----------------

Attack: Normal 20 / None, 4 hits
Accuracy: B
Hit Points: 140
Memory Use:  30
Priority: 4
Special: None

----------------
#054 - Trident
----------------

Attack: Normal 30 / None, 3 hits
Accuracy: B
Hit Points: 170
Memory Use:  30
Priority: 4
Special: None

----------------
#055 - Ratton1
----------------

Attack: Add 40 / None, ground attack
Accuracy: S
Hit Points:  80
Memory Use:  10
Priority: 1
Special: None

----------------
#056 - Ratton2
----------------

Attack: Add 50 / None, ground attack
Accuracy: S
Hit Points: 120
Memory Use:  20
Priority: 1
Special: None

----------------
#057 - Ratton3
----------------

Attack: Add 60 / None, ground attack
Accuracy: S
Hit Points: 160
Memory Use:  30
Priority: 2
Special: None

----------------
#058 - FireRatn
----------------

Attack: Add 120 / Fire, guard chip, counter attack, ground attack
Accuracy: S
Hit Points: 120
Memory Use:  60
Priority: 6
Special: If your opponent uses a fire attack while FireRatn is in your box,
and you do not dodge the attack, FireRatn will completely negate that attack,
and then it will attack your opponent. 

----------------
#059 - Tornado
----------------

Attack: All Add 10 / None, 3 hits
Accuracy: D
Hit Points:  50
Memory Use:  40
Priority: 0
Special: None

----------------
#060 - Twister
----------------

Attack: All Add 10 / Wood, 3 hits
Accuracy: D
Hit Points:  30
Memory Use:  40
Priority: 6
Special: None

----------------
#061 - Blower
----------------

Attack: All Add 10 / Fire, 3 hits
Accuracy: D
Hit Points:  20
Memory Use:  40
Priority: 6
Special: None

----------------
#062 - Burner
----------------

Attack: All Add 40 / Fire
Accuracy: B
Hit Points: 110
Memory Use:  50
Priority: 8
Special: None

----------------
#063 - ZapRing1
----------------

Attack: Stun 10 / Elec
Accuracy: C
Hit Points: 120
Memory Use:  40
Priority: 8
Special: None

----------------
#064 - ZapRing2
----------------

Attack: Stun 50 / Elec
Accuracy: C
Hit Points:  60
Memory Use:  40
Priority: 9
Special: None

----------------
#065 - ZapRing3
----------------

Attack: Stun 100 / Elec
Accuracy: C
Hit Points:  30
Memory Use:  40
Priority: 11
Special: None

----------------
#066 - Satelit1
----------------

Attack: Add 40 / Elec
Accuracy: B
Hit Points:  50
Memory Use:  20
Priority: 8
Special: None

----------------
#067 - Satelit2
----------------

Attack: Add 50 / Elec
Accuracy: B
Hit Points:  80
Memory Use:  30
Priority: 8
Special: None

----------------
#068 - Satelit3
----------------

Attack: Add 60 / Elec
Accuracy: B
Hit Points: 120
Memory Use:  40
Priority: 8
Special: None

----------------
#069 - Spice1
----------------

Attack: All Add 30 / Wood
Accuracy: S
Hit Points: 200
Memory Use:  20
Priority: 7
Special: This attack ignores any chip in the opponent's box (even Invis chips)
but this chip will only attack if the panels are Grass.

----------------
#070 - Spice2
----------------

Attack: All Add 50 / Wood
Accuracy: S
Hit Points: 240
Memory Use:  30
Priority: 7
Special: This attack ignores any chip in the opponent's box (even Invis chips)
but this chip will only attack if the panels are Grass.

----------------
#071 - Spice3
----------------

Attack: All Add 70 / Wood
Accuracy: S
Hit Points: 300
Memory Use:  40
Priority: 7
Special: This attack ignores any chip in the opponent's box (even Invis chips)
but this chip will only attack if the panels are Grass.

----------------
#072 - MagBomb1
----------------

Attack: All Add and Stun 10 / Elec
Accuracy: D
Hit Points:  90
Memory Use:  10
Priority: 8
Special: None

----------------
#073 - MagBomb2
----------------

Attack: All Add and Stun 20 / Elec
Accuracy: D
Hit Points: 110
Memory Use:  20
Priority: 8
Special: None

----------------
#074 - MagBomb3
----------------

Attack: All Add and Stun 30 / Elec
Accuracy: D
Hit Points: 130
Memory Use:  30
Priority: 8
Special: None

----------------
#075 - Yo-Yo1
----------------

Attack: Normal 30 / None, 3 hits
Accuracy: C
Hit Points:  60
Memory Use:  30
Priority: 1
Special: None

----------------
#076 - Yo-Yo2
----------------

Attack: Normal 40 / None, 3 hits
Accuracy: C
Hit Points:  80
Memory Use:  40
Priority: 1
Special: None

----------------
#077 - Yo-Yo3
----------------

Attack: Normal 50 / None, 3 hits
Accuracy: C
Hit Points: 120
Memory Use:  50
Priority: 1
Special: None

----------------
#078 - CrsShld1
----------------

Attack: Normal 50 / None, guard chip, counter attack
Accuracy: A
Hit Points: 180
Memory Use:  40
Priority: 0
Special: Counters any attack if it survives

----------------
#079 - CrsShld2
----------------

Attack: Normal 60 / None, guard chip, counter attack
Accuracy: A
Hit Points: 250
Memory Use:  50
Priority: 0
Special: Counters any attack if it survives

----------------
#080 - CrsShld3
----------------

Attack: Normal 70 / None, guard chip, counter attack
Accuracy: A
Hit Points: 300
Memory Use:  60
Priority: 0
Special: Counters any attack if it survives

----------------
#081 - BrakHamr
----------------

Attack: All Add and Breaking 30 / None, close range attack
Accuracy: C
Hit Points:  40
Memory Use:  40
Priority: 0
Special: None

----------------
#082 - ZeusHamr
----------------

Attack: All Add and Breaking 50 / None, close range attack
Accuracy: C
Hit Points:  40
Memory Use:  60
Priority: 0
Special: None

----------------
#083 - SloGauge
----------------

Attack: None
Accuracy: Always Hits
Hit Points: 120
Memory Use:  20
Priority: 5
Special: This chip reduces the enemy's slot-in gauge by 50 points.

----------------
#084 - BrnzFist
----------------

Attack: Breaking 90 / None, close range attack
Accuracy: C
Hit Points: 110
Memory Use:  30
Priority: 0
Special: None

----------------
#085 - SilvFist
----------------

Attack: Breaking 120 / None, close range attack
Accuracy: C
Hit Points: 100
Memory Use:  40
Priority: 0
Special: None

----------------
#086 - GoldFist
----------------

Attack: Breaking 150 / None, close range attack
Accuracy: C
Hit Points:  90
Memory Use:  50
Priority: 0
Special: None

----------------
#087 - PoisMask
----------------

Attack: All Add 20 / None, guard chip, counter attack
Accuracy: A
Hit Points: 140
Memory Use:  30
Priority: 4
Special: Counters any attack if it survives

----------------
#088 - PoisFace
----------------

Attack: All Add 30 / None, guard chip, counter attack
Accuracy: A
Hit Points: 180
Memory Use:  50
Priority: 4
Special: Counters any attack if it survives

----------------
#089 - Whirlpl
----------------

Attack: Delete 10 / None
Accuracy: D
Hit Points:  80
Memory Use:  30
Priority: 4
Special: None

----------------
#090 - BlckHole
----------------

Attack: Delete 10 / None
Accuracy: B
Hit Points: 250
Memory Use:  50
Priority: 4
Special: None

----------------
#091 - Meteor3
----------------

Attack: Meteo 40 / Fire, up to 3 hits
Accuracy: N/A
Hit Points:  70
Memory Use:  30
Priority: 9
Special: None

----------------
#092 - Meteor4
----------------

Attack: Meteo 40 / Fire, up to 4 hits
Accuracy: N/A
Hit Points:  90
Memory Use:  40
Priority: 9
Special: None

----------------
#093 - Meteor5
----------------

Attack: Meteo 40 / Fire, up to 5 hits
Accuracy: N/A
Hit Points: 100
Memory Use:  50
Priority: 9
Special: None

----------------
#094 - Meteor6
----------------

Attack: Meteo 40 / Fire, up to 6 hits
Accuracy: N/A
Hit Points: 120
Memory Use:  60
Priority: 8
Special: None

----------------
#095 - TimeBom1
----------------

Attack: All Add 40 / None, guard chip
Accuracy: S
Hit Points:  90
Memory Use:  30
Priority: 5
Special: Attacks only at the end of the turn.

----------------
#096 - TimeBom2
----------------

Attack: All Add 40 / None, guard chip
Accuracy: S
Hit Points: 180
Memory Use:  50
Priority: 5
Special: Attacks only at the end of the turn.

----------------
#097 - TimeBom3
----------------

Attack: All Add 40 / None, guard chip
Accuracy: S
Hit Points: 260
Memory Use:  60
Priority: 5
Special: Attacks only at the end of the turn.

----------------
#098 - LilCloud
----------------

Attack: All Add 10 / Aqua
Accuracy: B
Hit Points: 180
Memory Use:  20
Priority: 9
Special: None

----------------
#099 - MedCloud
----------------

Attack: All Add 20 / Aqua
Accuracy: B
Hit Points: 150
Memory Use:  30
Priority: 9
Special: None

----------------
#100 - BigCloud
----------------

Attack: All Add 30 / Aqua
Accuracy: B
Hit Points: 120
Memory Use:  40
Priority: 10
Special: None

----------------
#101 - Mine
----------------

Attack: All Add 50 / None, counter attack
Accuracy: S
Hit Points: 100
Memory Use:  30
Priority: 0
Special: If your opponent attempts a close range attack, and it would work 
(i.e. you're not on a Hole Field), that attack will not happen, and instead
Mine will attack.  After Mine attacks, it will remove itself from your box.

----------------
#102 - FrntSnsr
----------------

Attack: All Add 40 / None, guard chip, counter attack
Accuracy: S
Hit Points: 300
Memory Use:  50
Priority: 0
Special: This will counter any attack (if it survives), but then this chip
will delete itself entirely.

----------------
#103 - DblSnsr
----------------

Attack: All Add 70 / None, guard chip, counter attack
Accuracy: S
Hit Points: 140
Memory Use:  50
Priority: 0
Special: This will counter any attack (if it survives), but then this chip
will delete itself entirely.

----------------
#104 - Remobit1
----------------

Attack: All Add 10 / Elec, guard chip
Accuracy: B
Hit Points: 150
Memory Use:  30
Priority: 9
Special: This chip will attack, and then it will guard you.

----------------
#105 - Remobit2
----------------

Attack: All Add 20 / Elec, guard chip
Accuracy: B
Hit Points: 210
Memory Use:  40
Priority: 9
Special: This chip will attack, and then it will guard you.

----------------
#106 - Remobit3
----------------

Attack: All Add 30 / Elec, guard chip
Accuracy: B
Hit Points: 300
Memory Use:  50
Priority: 10
Special: This chip will attack, and then it will guard you.

----------------
#107 - AquaBall
----------------

Attack: Normal ?? / Aqua, guard chip
Accuracy: C
Hit Points: 160
Memory Use:  30
Priority: 7
Special: When guarding, any battle damage this chip takes will add to its
attack power.  It will totally negate any aqua attack (while still absorbing
the damage).  At the end of the turn, if it survives, it will attack dealing
10 + whatever damage it absorbed.

----------------
#108 - ElecBall
----------------

Attack: Normal ?? / Elec, guard chip
Accuracy: C
Hit Points: 160
Memory Use:  30
Priority: 7
Special: When guarding, any battle damage this chip takes will add to its
attack power.  It will totally negate any elec attack (while still absorbing
the damage).  At the end of the turn, if it survives, it will attack dealing
10 + whatever damage it absorbed.


----------------
#109 - HeatBall
----------------

Attack: Normal ?? / Fire, guard chip
Accuracy: C
Hit Points: 160
Memory Use:  30
Priority: 7
Special: When guarding, any battle damage this chip takes will add to its
attack power.  It will totally negate any fire attack (while still absorbing
the damage).  At the end of the turn, if it survives, it will attack dealing
10 + whatever damage it absorbed.

----------------
#110 - Geyser
----------------

Attack: All Add 50 / Aqua
Accuracy: A
Hit Points:  50
Memory Use:  40
Priority: 9
Special: This attack will only work on a hole stage.

----------------
#111 - LavaDrag
----------------

Attack: All Add 50 / Fire
Accuracy: A
Hit Points:  40
Memory Use:  50
Priority: 10
Special: This attack will only work on a hole stage.

----------------
#112 - GodStone
----------------

Attack: Meteo 80 / None, up to 3 hits
Accuracy: N/A
Hit Points:  60
Memory Use:  50
Priority: 4
Special: This attack will only work on a hole stage.

----------------
#113 - OldWood
----------------

Attack: All Add 50 / Wood
Accuracy: A
Hit Points:  40
Memory Use:  50
Priority: 8
Special: This attack will only work on a hole stage.

----------------
#114 - Guard
----------------

Attack: Normal 40 / None, guard chip, counter attack, ground attack
Accuracy: A
Hit Points:  10
Memory Use:  20
Priority: 0
Special: Any non-elemental attack (including piercing and breaking) will be
totally negated, and then Guard will counter attack.

----------------
#115 - Catcher
----------------

Attack: None
Accuracy: N/A
Hit Points: 200
Memory Use:  20
Priority: 0
Special: Simply having this chip in your deck will increase your busting level
by 2 points, regardless if you use it or not.  Multiple Catchers do not stack

----------------
#116 - MindBndr
----------------

Attack: Normal 10 / None
Accuracy: S
Hit Points: 100
Memory Use:  10
Priority: 2
Special: If this hits, your opponent will draw the same chip path he drew for
this turn.

----------------
#117 - Recov10
----------------

Attack: None
Accuracy: N/A
Hit Points:  80
Memory Use:   0
Priority: 4
Special: Your HP will recover by 10 when you use this.  Your HP cannot go
above the maximum amount for your Navi.

----------------
#118 - Recov30
----------------

Attack: None
Accuracy: N/A
Hit Points:  40
Memory Use:   0
Priority: 4
Special: Your HP will recover by 30 when you use this.  Your HP cannot go
above the maximum amount for your Navi.

----------------
#119 - Recov50
----------------

Attack: None
Accuracy: N/A
Hit Points:  80
Memory Use:  10
Priority: 3
Special: Your HP will recover by 50 when you use this.  Your HP cannot go
above the maximum amount for your Navi.

----------------
#120 - Recov80
----------------

Attack: None
Accuracy: N/A
Hit Points:  80
Memory Use:  20
Priority: 3
Special: Your HP will recover by 80 when you use this.  Your HP cannot go
above the maximum amount for your Navi.

----------------
#121 - Recov120
----------------

Attack: None
Accuracy: N/A
Hit Points:  40
Memory Use:  20
Priority: 2
Special: Your HP will recover by 120 when you use this.  Your HP cannot go
above the maximum amount for your Navi.

----------------
#122 - Recov150
----------------

Attack: None
Accuracy: N/A
Hit Points:  60
Memory Use:  30
Priority: 2
Special: Your HP will recover by 150 when you use this.  Your HP cannot go
above the maximum amount for your Navi.

----------------
#123 - Recov200
----------------

Attack: None
Accuracy: N/A
Hit Points:  90
Memory Use:  40
Priority: 1
Special: Your HP will recover by 200 when you use this.  Your HP cannot go
above the maximum amount for your Navi.

----------------
#124 - Recov300
----------------

Attack: None
Accuracy: N/A
Hit Points:  20
Memory Use:  40
Priority: 1
Special: Your HP will recover by 300 when you use this.  Your HP cannot go
above the maximum amount for your Navi.

----------------
#125 - AirShoes
----------------

Attack: None
Accuracy: N/A
Hit Points: 100
Memory Use:  20
Priority: 2
Special: If this chip is in your box, you may perform close range attacks even
on a Hole field.

----------------
#126 - Candle1
----------------

Attack: None
Accuracy: N/A
Hit Points: 100
Memory Use:  10
Priority: 2
Special: Your HP will recover by 40 when you use this, and you will recover
from a Stun condition as well.  Your HP cannot go above the maximum amount
for your Navi.

----------------
#127 - Candle2
----------------

Attack: None
Accuracy: N/A
Hit Points: 100
Memory Use:  20
Priority: 2
Special: Your HP will recover by 70 when you use this, and you will recover
from a Stun condition as well.  Your HP cannot go above the maximum amount
for your Navi.

----------------
#128 - Candle3
----------------

Attack: None
Accuracy: N/A
Hit Points: 100
Memory Use:  40
Priority: 2
Special: Your HP will recover by 100 when you use this, and you will recover
from a Stun condition as well.  Your HP cannot go above the maximum amount
for your Navi.

----------------
#129 - RockCube
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points: 250
Memory Use:  10
Priority: 0
Special: None

----------------
#130 - Prism
----------------

Attack: Normal ?? / None, guard chip
Accuracy: Always hits
Hit Points: 150
Memory Use:  30
Priority: 2
Special: When this chip is in your box, any attacks that you do will be added
to the attack value of this chip.  At the end of your turn, if this chip is
still in your box, it will do damage equal to the total value of the attacks
you did when Prism was out.  For example, if you're Megaman and your chip path
was HiCannon - Prism - Cannon, Prism would deal 110 damage at the end of the
turn; 60 from the Cannon, and 50 from Megaman's ChgShot (but nothing from the
HiCannon, since you fired it before the Prism was out).

----------------
#131 - Guardian
----------------

Attack: All Add 150 / None, guard chip, counter attack
Accuracy: S
Hit Points:  70
Memory Use:  70
Priority: 0
Special: If this chip blocks an attack and survives, it will attack.  After it
attacks, it will delete itself from your deck.

----------------
#132 - Wind
----------------

Attack: None
Accuracy: N/A
Hit Points: 160
Memory Use:  20
Priority: 2
Special: When you use this chip, any chip in the opponent's box will be 
removed.  Then, either the opponent's or both navi's dodge rate improves,
but their accuracy falls.  (It's impossible to tell if it affects one or
both navis)

----------------
#133 - Fan
----------------

Attack: None
Accuracy: N/A
Hit Points: 180
Memory Use:  20
Priority: 4
Special: When you use this chip, any chip in the opponent's box will be 
discarded.  Then, either the opponent's or both navi's dodge rate falls,
but their accuracy improves.  (It's impossible to tell if it affects one or
both navis)

----------------
#134 - Anubis
----------------

Attack: All Add 30 / None, guard chip
Accuracy: S
Hit Points: 230
Memory Use:  60
Priority: 2
Special: This chip will attack, and then guard.  Also, this chips' attack will
ignore any chip in the opponents box (even Invis chips).

----------------
#135 - Invis1
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points:  10
Memory Use:  20
Priority: 0
Special: This chip will totally negate nearly any attack.

----------------
#136 - Invis2
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points:  20
Memory Use:  30
Priority: 0
Special: This chip will totally negate nearly any attack.

----------------
#137 - Invis3
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points:  40
Memory Use:  40
Priority: 0
Special: This chip will totally negate nearly any attack.

----------------
#138 - DropDown
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points:  60
Memory Use:  40
Priority: 0
Special: This chip will totally negate nearly any attack.

----------------
#139 - Popup
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points: 100
Memory Use:  50
Priority: 0
Special: This chip will totally negate nearly any attack.

----------------
#140 - StoneBod
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points:  80
Memory Use:  30
Priority: 0
Special: This chip will reduce any opponents' attack to 10 damage, and then
StoneBod will take that damage.

----------------
#141 - Shadow1
----------------

Attack: Random 30 / None, guard chip, counter attack
Accuracy: S
Hit Points:  30
Memory Use:  40
Priority: 0
Special: This chip will totally negate any non-sword attack, and still block
a sword attack.

----------------
#142 - Shadow2
----------------

Attack: Random 40 / None, guard chip, counter attack
Accuracy: S
Hit Points:  30
Memory Use:  50
Priority: 0
Special: This chip will totally negate any non-sword attack, and still block
a sword attack.

----------------
#143 - Shadow3
----------------

Attack: Random 60 / None, guard chip, counter attack
Accuracy: S
Hit Points:  30
Memory Use:  60
Priority: 0
Special: This chip will totally negate any non-sword attack, and still block
a sword attack.

----------------
#144 - UnderSht
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points: 120
Memory Use:  20
Priority: 2
Special: Any attack that would be fatal to you will instead only do 10 damage
if this chip is in your box.

----------------
#145 - Barrier
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points: 120
Memory Use:  30
Priority: 5
Special: This chip totally negates the opponent's next attack, but then it
will remove itself from your box.  This chip also has high priority.

----------------
#146 - BblWrap
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points:  90
Memory Use:  30
Priority: 11
Special: This chip totally negates the opponent next attack if it isn't elec.
An elec attack will break this chip.  This chip also has a high priority.

----------------
#147 - LeafShld
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points:  90
Memory Use:  30
Priority: 11
Special: This chip totally negates the opponent next attack if it isn't fire.
An fire attack will break this chip.  This chip also has a high priority.

----------------
#148 - AquaAura
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points:  60
Memory Use:  50
Priority: 10
Special: This chip totally negates the opponent next attack if it's attack
power is 80 or below, and still block an attack 90 and above.  However, an
elec attack will break this chip.

----------------
#149 - FireAura
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points:  60
Memory Use:  50
Priority: 10
Special: This chip totally negates the opponent next attack if it's attack
power is 80 or below, and still block an attack 90 and above.  However, an
aqua attack will break this chip.

----------------
#150 - WoodAura
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points:  60
Memory Use:  50
Priority: 10
Special: This chip totally negates the opponent next attack if it's attack
power is 80 or below, and still block an attack 90 and above.  However, a
fire attack will break this chip.

----------------
#151 - ElecAura
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points:  60
Memory Use:  50
Priority: 10
Special: This chip totally negates the opponent next attack if it's attack
power is 80 or below, and still block an attack 90 and above.  However, a
wood attack will break this chip.

----------------
#152 - LifeAur1
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points:  40
Memory Use:  40
Priority: 4
Special: This chip totally negates the opponent next attack if it's attack
power is 100 or below, and still blocks an attack 110 and above.

----------------
#153 - LifeAur2
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points:  40
Memory Use:  50
Priority: 3
Special: This chip totally negates the opponent next attack if it's attack
power is 120 or below, and still blocks an attack 130 and above.

----------------
#154 - LifeAur3
----------------

Attack: None, guard chip
Accuracy: N/A
Hit Points:  40
Memory Use:  60
Priority: 3
Special: This chip totally negates the opponent next attack if it's attack
power is 150 or below, and still blocks an attack 160 and above.

----------------
#155 - Jealousy
----------------

Attack: Normal 10 / None
Accuracy: S
Hit Points:  10
Memory Use:  60
Priority: 5
Special: If this chip hits the opponent, both of his slot-in chips are
destroyed.

----------------
#156 - AntiFire
----------------

Attack: All Add 40 / Fire, counter attack
Accuracy: S
Hit Points: 120
Memory Use:  50
Priority: 8
Special: If your opponent uses a fire attack, it won't happen, and AntiFire
will attack.  After attacking, AntiFire will remove itself from your box.

----------------
#157 - AntiWatr
----------------

Attack: All Add 40 / Aqua, counter attack
Accuracy: S
Hit Points: 120
Memory Use:  50
Priority: 8
Special: If your opponent uses an aqua attack, it won't happen, and AntiWatr
will attack.  After attacking, AntiWatr will remove itself from your box.

----------------
#158 - AntiElec
----------------

Attack: All Add 40 / Elec, counter attack
Accuracy: S
Hit Points: 120
Memory Use:  50
Priority: 8
Special: If your opponent uses an Elec attack, it won't happen, and AntiElec
will attack.  After attacking, AntiElec will remove itself from your box.

----------------
#159 - AntiDmg
----------------

Attack: Random 80 / None, guard chip, counter attack
Accuracy: C
Hit Points:  70
Memory Use:  50
Priority: 5
Special: AntiDmg will totally negate any elemental attack, and block any 
non-elemental attack.  If AntiDmg survives, it'll counter attack.

----------------
#160 - AntiSwrd
----------------

Attack: Random 100 / None, counter attack
Accuracy: S
Hit Points:  60
Memory Use:  40
Priority: 5
Special: If your opponent tries to use a sword attack, it won't happen, and
AntiSwrd will attack.  After AntiSwrd attacks, it'll remove itself from your
chip box.

----------------
#161 - FstGauge
----------------

Attack: None
Accuracy: N/A
Hit Points: 200
Memory Use:  20
Priority: 2
Special: Your slot-in gauge will increase by 50 points.

----------------
#162 - AntiRecv
----------------

Attack: Normal ?? / None, counter attack
Accuracy: S
Hit Points: 100
Memory Use:  40
Priority: 5
Special: If your opponent tries to use a recover chip, it won't happen, and
instead, AntiRecv will counter attack.  AntiRecv will do damage equal to the
amount the opponent was supposed to recover.  After attacking, AntiRecv will 
remove itself from your box.  I am unsure whether AntiRecv will work on other
chips besides the Recover series.

----------------
#163 - Atk+10
----------------

Attack: None
Accuracy: N/A
Hit Points: 160
Memory Use:  10
Priority: 4
Special: If the next battle chip is an attack chip, then its damage will
increase by 10 points.

----------------
#164 - Atk+20
----------------

Attack: None
Accuracy: N/A
Hit Points:  80
Memory Use:  10
Priority: 4
Special: If the next battle chip is an attack chip, then its damage will
increase by 20 points.

----------------
#165 - Atk+30
----------------

Attack: None
Accuracy: N/A
Hit Points:  80
Memory Use:  20
Priority: 4
Special: If the next battle chip is an attack chip, then its damage will
increase by 30 points.

----------------
#166 - Fire+40
----------------

Attack: None
Accuracy: N/A
Hit Points:  60
Memory Use:  20
Priority: 9
Special: If the next battle chip is a fire attack chip, then its damage will
increase by 40 points.

----------------
#167 - Aqua+40
----------------

Attack: None
Accuracy: N/A
Hit Points:  60
Memory Use:  20
Priority: 9
Special: If the next battle chip is an aqua attack chip, then its damage will
increase by 40 points.

----------------
#168 - Wood+40
----------------

Attack: None
Accuracy: N/A
Hit Points:  60
Memory Use:  20
Priority: 9
Special: If the next battle chip is a wood attack chip, then its damage will
increase by 40 points.

----------------
#169 - Elec+40
----------------

Attack: None
Accuracy: N/A
Hit Points:  60
Memory Use:  20
Priority: 9
Special: If the next battle chip is an elec attack chip, then its damage will
increase by 40 points.

----------------
#170 - Navi+20
----------------

Attack: None
Accuracy: N/A
Hit Points:  60
Memory Use:  10
Priority: 2
Special: Your navi's attack will increase by 20 points for this turn.

----------------
#171 - Navi+40
----------------

Attack: None
Accuracy: N/A
Hit Points:  40
Memory Use:  20
Priority: 2
Special: Your navi's attack will increase by 40 points for this turn.

----------------
#172 - BgRedWav
----------------

Attack: All Add and Piercing 90 / Fire, ground attack
Accuracy: A
Hit Points:  10
Memory Use:  80
Priority: 6
Special: None

----------------
#173 - FreezBom
----------------

Attack: All Add 40 / Aqua
Accuracy: B
Hit Points: 250
Memory Use:  40
Priority: 9
Special: None

----------------
#174 - Sparker
----------------

Attack: All Add 50 / Elec, guard chip
Accuracy: C
Hit Points: 300
Memory Use:  70
Priority: 9
Special: This will attack first, and then guard you.

----------------
#175 - GaiaSwrd
----------------

Attack: Random ?? / Wood, close range attack
Accuracy: C
Hit Points:  90
Memory Use:  70
Priority: 7
Special: This chip will do damage equal to 100 plus the attack power of all
the chips behind it.  Unlike MMBN 2 / 3, the chips used to power up GaiaSwrd
will still execute.

----------------
#176 - BlkBomb
----------------

Attack: All Add 60 / Fire, guard chip, counter attack
Accuracy: A
Hit Points: 300
Memory Use:  50
Priority: 8
Special: If your opponent uses a Fire attack when BlkBomb is in your box, it
will not happen, and instead BlkBomb will counter attack.  After countering, 
BlkBomb will remove itself from your box.

----------------
#177 - FtrSword
----------------

Attack: Random 150 / None, close range attack
Accuracy: C
Hit Points: 150
Memory Use:  40
Priority: 3
Special: None

----------------
#178 - KngtSwrd
----------------

Attack: Random 180 / None, close range attack
Accuracy: C
Hit Points: 130
Memory Use:  50
Priority: 3
Special: None

----------------
#179 - HeroSwrd
----------------

Attack: Random 250 / None, close range attack
Accuracy: C
Hit Points: 110
Memory Use:  70
Priority: 4
Special: None

----------------
#180 - Meteors
----------------

Attack: Meteo 60 / Fire, up to 6 hits
Accuracy: N/A
Hit Points:  70
Memory Use:  80
Priority: 8
Special: None

----------------
#181 - Poltrgst
----------------

Attack: Normal ?? / None
Accuracy: A
Hit Points: 160
Memory Use:  50
Priority: 3
Special: This chip will do damage based on if you and/or your opponent have
anything in your chip boxes.  If neither of you have a chip in your box, then
Poltrgst will do 0 damage.  If one of you has a chip in your boxes, Poltrgst
will do 150 damage.  If both of you have a chip in your boxes, Poltrgst will
do 300 damage.  By attacking this way, any chip in the chip box will be 
removed before Poltrgst attacks.

----------------
#182 - PanlGrab
----------------

Attack: None
Accuracy: N/A
Hit Points: 120
Memory Use:   0
Priority: 4
Special: Decreases the enemy navi's ability to dodge.  I don't know exactly
by how much, but it's probably not a lot.

----------------
#183 - AreaGrab
----------------

Attack: None
Accuracy: N/A
Hit Points: 120
Memory Use:  10
Priority: 4
Special: Decreases the enemy navi's ability to dodge.  I don't know exactly
by how much, but more than PanlGrab.

----------------
#184 - LavaStge
----------------

Attack: None
Accuracy: N/A
Hit Points:  10
Memory Use:  20
Priority: 1
Special: This chip changes the stage to lava panels.  Lava panels will deal
50 damage to any non-fire navi at the end of the turn (will not kill, though).

----------------
#185 - IceStage
----------------

Attack: None
Accuracy: N/A
Hit Points:  10
Memory Use:  20
Priority: 1
Special: This chip changes the stage to ice panels.  Ice panels increase damage
from Elec attacks and lower any non-aqua navi's accuracy.

----------------
#186 - GrassStg
----------------

Attack: None
Accuracy: N/A
Hit Points:  10
Memory Use:  20
Priority: 1
Special: This chip changes the stage to grass panels.  Grass panels heal any
wood navi by 50 HP at the end of turn, and will increase damage from any fire
attack (although after a Fire attack, grass panels return to normal panels)

----------------
#187 - AlumiStg
----------------

Attack: None
Accuracy: N/A
Hit Points:  10
Memory Use:  20
Priority: 1
Special: This chip changes the stage to aluminum panels.  Aluminum panels will
increase the damage of an Elec attack.

----------------
#188 - Geddon
----------------

Attack: None
Accuracy: N/A
Hit Points:  10
Memory Use:  20
Priority: 1
Special: This chip changes the stage to poison panels.  Poison panels will deal
20 damage to both navis and also 20 to all their chips at the end of the turn.

----------------
#189 - PanlOut
----------------

Attack: None
Accuracy: N/A
Hit Points:  10
Memory Use:  20
Priority: 1
Special: This chip changes the stage to hole panels.  Close range and ground
attacks will not work on hole panels.

----------------
#190 - Repair
----------------

Attack: None
Accuracy: N/A
Hit Points:  10
Memory Use:  20
Priority: 1
Special: This chip changes the stage to normal panels.  Normal panels do not
influence combat in any way.

----------------
#191 - DataChp1
----------------

Attack: None
Accuracy: N/A
Hit Points:   0
Memory Use:   0
Priority: N/A
Special: This chip cannot be equipped.  It gives you a code for MMBN 4.

----------------
#192 - DataChp2
----------------

Attack: None
Accuracy: N/A
Hit Points:   0
Memory Use:   0
Priority: N/A
Special: This chip cannot be equipped.  It gives you a code for MMBN 4.

----------------
#193 - DataChp3
----------------

Attack: None
Accuracy: N/A
Hit Points:   0
Memory Use:   0
Priority: N/A
Special: This chip cannot be equipped.  It gives you a code for MMBN 4.

----------------
#194 - DataChp4
----------------

Attack: None
Accuracy: N/A
Hit Points:   0
Memory Use:   0
Priority: N/A
Special: This chip cannot be equipped.  It gives you a code for MMBN 4.

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

###############################################################################
                                Navi Chip List
###############################################################################

This section lists all of the Navi Chips in the game, in the order that the
library list them in.  Below is an explanation on how I've represented them.

***HP***: This is the amount of HP that Navi Chip has.  If the Navi Chip loses
all of its HP, then that person loses the battle.

***Elemental Affinity***: This is the affinity of the Navi.  If a Navi has no
affinity, that means any chip damages him equally.  If the Navi does have an
affinity, then any chips that are the same element as the navi will do more
damage, while any damage taken from a chip that the navi's element is weak to
will do more damage.

***Attack***: This is the attack that your Navi will preform after it has used
all of its chips for the turn.  Attack types (like Normal, Add, etc) here are
the same as they are on battle chips, with the following exceptions:

- Recover: Roll's Navi attack.  This type of attack will do the damage stated,
and then will heal Roll for 50HP.  roll will heal even if the attack missed,
or is blocked, but will not heal if she does not get the attack off (i.e. she
was stunned)
- Delete: MagicMan's Navi attack.  This type of attack will deal the damage
stated, and then it will choose a slot, and it will have a 50% chance of
deleting the chip in that slot (if one is there).

***Accuracy***: This is the accuracy of the Navi attack.  However, your navi's
accuracy does not affect the accuracy of battle chips it uses.

***Dodge***: This is the dodge rate of your Navi.  A navi with a higher dodge
can avoid more attacks than a navi with low dodge.  I believe you have a 
change to dodge any attack that has the same, or lower rating accuracy rating
than your dodge rating (except S-accuracy attacks; they'll always hit)

***Priority***: This determines which Navi will use their attack first.  If
there is a tie in priority, then the navi will be chosen at random.  Note that
this applies to only their Navi attacks; the Navi's priority has no effect
on the priority of the chips it uses.

***Base MB Capacity***: This is the base MB capacity of the Navi you're using.
The total MB of all your battle chips cannot exceed the Navi's capacity.  By
winning certain tournaments, you can increase your Navi's MB capacity, up to
a maximum increase of 160 MB.

---------------
#195 - MegaMan
---------------

HP: 500
Elemental Affinity: None
Damage: Add 50 / None
Accuracy: A
Dodging: B
Priority: 0
Base MB Capacity: 170

------------
#196 - Roll
------------

HP: 400
Elemental Affinity: None
Damage: Recover 50 / None
Accuracy: C
Dodging: A
Priority: 0
Base MB Capacity: 140

---------------
#197 - GutsMan
---------------

HP: 600
Elemental Affinity: None
Damage: Breaking 70 / None, close range attack
Accuracy: C
Dodging: C
Priority: 0
Base MB Capacity: 130

----------------
#198 - ProtoMan
----------------

HP: 550
Elemental Affinity: None
Damage: Random 60 / None
Accuracy: B
Dodging: B
Priority: 1
Base MB Capacity: 160

----------------
#199 - TurboMan
----------------

HP: 550
Elemental Affinity: None
Damage: All Add 20 / Fire
Accuracy: A
Dodging: C
Priority: 6
Base MB Capacity: 160

------------
#200 - Ring
------------

HP: 450
Elemental Affinity: None
Damage: Add 20 / Elec, 2 hits
Accuracy: B
Dodging: A
Priority: 6
Base MB Capacity: 150

--------------
#201 - BassGS
--------------

HP: 800
Elemental Affinity: None
Damage: All Add 40 / Fire
Accuracy: B
Dodging: B
Priority: 6
Base MB Capacity: 170

------------
#202 - Bass
------------

HP: 700
Elemental Affinity: None
Damage: Add 20 / None, 3 hits
Accuracy: A
Dodging: B
Priority: 1
Base MB Capacity: 140

--------------
#203 - IceMan
--------------

HP: 500
Elemental Affinity: Aqua
Damage: Piercing 60 / Aqua
Accuracy: B
Dodging: A
Priority: 6
Base MB Capacity: 130

---------------
#204 - FireMan
---------------

HP: 500
Elemental Affinity: Fire
Damage: Piercing 60 / Fire
Accuracy: B
Dodging: C
Priority: 7
Base MB Capacity: 130

---------------
#205 - ElecMan
---------------

HP: 450
Elemental Affinity: Elec
Damage: All Add 20 / Elec
Accuracy: B
Dodging: B
Priority: 10
Base MB Capacity: 130

---------------
#206 - WoodMan
---------------

HP: 600
Elemental Affinity: Wood
Damage: Piercing 80 / Wood
Accuracy: B
Dodging: C
Priority: 6
Base MB Capacity: 130

----------------
#207 - SkullMan
----------------

HP: 650
Elemental Affinity: None
Damage: Normal 90 / None
Accuracy: B
Dodging: B
Priority: 2
Base MB Capacity: 150

-----------------
#208 - NumberMan
-----------------

HP: 400
Elemental Affinity: None
Damage: All Add 10 / None, 1-6 hits (randomly determined)
Accuracy: B
Dodging: C
Priority: 0 
Base MB Capacity: 120

--------------
#209 - AirMan
--------------

HP: 550
Elemental Affinity: None
Damage: All Add 30 / None
Accuracy: C
Dodging: B
Priority: 0
Base MB Capacity: 140

----------------
#210 - QuickMan
----------------

HP: 450
Elemental Affinity: None
Damage: Add 30 / None, 2 hits
Accuracy: A
Dodging: S
Priority: 5
Base MB Capacity: 150

------------------
#211 - ThunderMan
------------------

HP: 550
Elemental Affinity: Elec
Damage: Stun 40 / Elec
Accuracy: C
Dodging: C
Priority: 6
Base MB Capacity: 120

---------------
#212 - GateMan
---------------

HP: 600
Elemental Affinity: None
Damage: Normal 100 / None
Accuracy: B
Dodging: B
Priority: 0
Base MB Capacity: 130

----------------
#213 - SharkMan
----------------

HP: 400
Elemental Affinity: Aqua
Damage: Add 40 / Aqua
Accuracy: C
Dodging: A
Priority: 6
Base MB Capacity: 120

-----------------
#214 - ShadowMan
-----------------

HP: 450
Elemental Affinity: None
Damage: Normal 20 / None, 3 hits
Accuracy: S
Dodging: S
Priority: 1
Base MB Capacity: 130

-----------------
#215 - KnightMan
-----------------

HP: 700
Elemental Affinity: None
Damage: Breaking 50 / None, close range attack
Accuracy: B
Dodging: C
Priority: 0
Base MB Capacity: 140

-----------------
#216 - MagnetMan
-----------------

HP: 600
Elemental Affinity: Elec
Damage: Piercing 60 / Elec
Accuracy: S
Dodging: C
Priority: 6
Base MB Capacity: 120

-----------------
#217 - FreezeMan
-----------------

HP: 500
Elemental Affinity: Aqua
Damage: All Add 30 / Aqua
Accuracy: A
Dodging: B
Priority: 6
Base MB Capacity: 120

----------------
#218 - SnakeMan
----------------

HP: 450
Elemental Affinity: Wood
Damage: Stun 30 / Wood
Accuracy: B
Dodging: A
Priority: 7
Base MB Capacity: 120

---------------
#219 - ToadMan
---------------

HP: 400
Elemental Affinity: Aqua
Damage: Stun 30 / Elec
Accuracy: S
Dodging: S
Priority: 6
Base MB Capacity: 130

---------------
#220 - HeatMan
---------------

HP: 650
Elemental Affinity: Fire
Damage: Piercing 70 / Fire
Accuracy: B
Dodging: B
Priority: 6
Base MB Capacity: 120

----------------
#221 - ColorMan
----------------

HP: 450
Elemental Affinity: None
Damage: Normal 80 / None
Accuracy: A
Dodging: A
Priority: 0
Base MB Capacity: 170

----------------
#222 - MagicMan
----------------

HP: 350
Elemental Affinity: Fire
Damage: Delete 10 / Fire
Accuracy: A
Dodging: A
Priority: 6
Base MB Capacity: 180

----------------
#223 - FlashMan
----------------

HP: 550
Elemental Affinity: Elec
Damage: Stun 30 / Elec
Accuracy: A
Dodging: B
Priority: 6
Base MB Capacity: 110

----------------
#224 - BeastMan
----------------

HP: 500
Elemental Affinity: None
Damage: Normal 30 / None, 3 hits
Accuracy: B
Dodging: S
Priority: 0
Base MB Capacity: 130

----------------
#225 - PlantMan
----------------

HP: 550
Elemental Affinity: Wood
Damage: All Add 20 / Wood
Accuracy: A
Dodging: C
Priority: 6
Base MB Capacity: 110

----------------
#226 - FlameMan
----------------

HP: 600
Elemental Affinity: Fire
Damage: All Add 30 / Fire
Accuracy: B
Dodging: C
Priority: 6
Base MB Capacity: 110

----------------
#227 - MetalMan
----------------

HP: 650
Elemental Affinity: None
Damage: Breaking 80 / None
Accuracy: B
Dodging: B
Priority: 0
Base MB Capacity: 140

---------------
#228 - KingMan 
---------------

HP: 500
Elemental Affinity: None
Damage: All Add 20 / None
Accuracy: A
Dodging: C
Priority: 0
Base MB Capacity: 130

----------------
#229 - HubStyle
----------------

HP: 200
Elemental Affinity: None
Damage: Add 20 / None, 5 hits
Accuracy: A
Dodging: B
Priority: 0
Base MB Capacity: 350

----------------
#230 - HeatGuts
----------------

HP: 400
Elemental Affinity: Fire
Damage: Normal 70 / Fire
Accuracy: C
Dodging: B
Priority: 6
Base MB Capacity: 150

----------------
#231 - ElecTeam
----------------

HP: 400
Elemental Affinity: Elec
Damage: Stun 30 / Elec
Accuracy: B
Dodging: B
Priority: 6
Base MB Capacity: 150

----------------
#232 - WoodShld
----------------

HP: 400
Elemental Affinity: Wood
Damage: All Add 10 / Wood, 3 hits
Accuracy: E
Dodging: B
Priority: 6
Base MB Capacity: 150

----------------
#233 - AquaCust
----------------

HP: 400
Elemental Affinity: Aqua
Damage: Add 50 / Aqua
Accuracy: S
Dodging: C
Priority: 6
Base MB Capacity: 150

-------------------
#234 - Normal Navi
-------------------

HP: 500
Elemental Affinity: None
Damage: Normal 30 / None
Accuracy: D
Dodging: C
Priority: 0
Base MB Capacity: 170 

----------------------
#235 - Normal Navi v2
----------------------

HP: 550
Elemental Affinity: None
Damage: Normal 30 / None
Accuracy: D
Dodging: C
Priority: 0
Base MB Capacity: 180

----------------------
#236 - Normal Navi v3
----------------------

HP: 600
Elemental Affinity: None
Damage: Normal 20 / None
Accuracy: D
Dodging: D
Priority: 0
Base MB Capacity: 190

----------------------
#237 - Normal Navi v4
----------------------

HP: 650
Elemental Affinity: None
Damage: Normal 20 / None
Accuracy: D
Dodging: D
Priority: 0
Base MB Capacity: 200

----------------------
#238 - Normal Navi v5
----------------------

HP: 700
Elemental Affinity: None
Damage: Normal 10 / None
Accuracy: D
Dodging: D
Priority: 0
Base MB Capacity: 220

-----------------
#239 - Navi-Fire
-----------------

HP: 550
Elemental Affinity: Fire
Damage: Normal 70 / Fire
Accuracy: C
Dodging: C
Priority: 6
Base MB Capacity: 160

-----------------
#240 - Navi-Aqua
-----------------

HP: 550
Elemental Affinity: Aqua
Damage: Add 40 / Aqua
Accuracy: S
Dodging: C
Priority: 6
Base MB Capacity: 160

-----------------
#241 - Navi-Wood
-----------------

HP: 550
Elemental Affinity: Wood
Damage: All Add 10 / Wood, 3 hits
Accuracy: E
Dodging: C
Priority: 6
Base MB Capacity: 160

-----------------
#242 - Navi-Elec
-----------------

HP: 550
Elemental Affinity: Elec
Damage: Stun 30 / Elec
Accuracy: B
Dodging: C
Priority: 6
Base MB Capacity: 160

---------------------
#243 - Normal Navi X
---------------------

HP: 700
Elemental Affinity: None
Damage: Add 30 / None
Accuracy: A
Dodging: E
Priority: 0
Base MB Capacity: 210

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

###############################################################################
                             Chip Priority Chart
###############################################################################

This section is a listing of chip priority in desending order.  I have included
this because I believe chip priority is just as an important consideration as
damage or type of chip, and that you cannot order chips by priority in the game

Priority 11
-----------

ZapRing3
BblWrap
LeafShld

Priority 10
-----------

Bubbler
BigCloud
Remobit3
LavaDrag
AquaAura
FireAura
WoodAura
ElecAura
ElecMan

Priority 9
----------

HeatShot
ZapRing2
Meteor3
Meteor4
Meteor5
LilCloud
MedCloud
Remobit1
Remobit2
Geyser
Fire+40
Aqua+40
Wood+40
Elec+40
FreezBom
Sparker

Priority 8
----------

Bub-V
BubCross
Heat-V
TreeBom3
FireSwrd
AquaSwrd
ElecSwrd
FireBlde
AquaBlde
ElecBlde
Burner
ZapRing1
Satelit1
Satelit2
Satelit3
MagBomb1
MagBomb2
MagBomb3
Meteor6
OldWood
AntiFire
AntiWatr
AntiElec
BlkBomb
Meteors

Priority 7
----------

BubSprd
HeatCros
HeatSprd
TreeBom1
TreeBom2
ColdPnch
Spice1
Spice2
Spice3
AquaBall
ElecBall
HeatBall
GaiaSwrd
FireMan
SnakeMan

Priority 6
----------

FireRatn
Twister
Blower
BgRedWav
Any Navi with an elemental attack besides ElecMan, FireMan, and SnakeMan.

Priority 5
----------

SloGuage
TimeBom1
TimeBom2
TimeBom3
Barrier
Jealousy
AntiDmg
AntiSwrd
AntiRecv
QuickMan

Priority 4
----------

ShotGun
Slasher
TripNdl
QuadNdl
Trident
PoisMask
PoisFace
WhirlPl
BlckHole
GodStone
Recov10
Recov30
Fan
LifeAur1
Atk+10
Atk+20
Atk+30
HeroSwrd
PanlGrab
AreaGrab

Priority 3
----------

Cannon
HiCannon
M-Cannon
StepSwrd
Kunai3
DashAtk
DoubNdl
Recov50
Recov80
LifeAur2
LifeAur3
FtrSword
KngtSwrd
PoltrGst

Priority 2
----------

V-Gun
CrossGun
Spreader
Sword
WideSwrd
LongSwrd
Kunai1
Kunai2
ShockWav
SonicWav
Ratton3
MindBndr
Recov120
Recov150
AirShoes
Candle1
Candle2
Candle3
Prism
Wind
Anubis
UnderSht
FstGuage
Navi+20
Navi+40
SkullMan

Priority 1
----------

MiniBomb
LilBomb
CrosBomb
BigBomb
DynaWave
Quake1
Quake2
GutPunch
Ratton1
Ratton2
Yo-Yo1
Yo-Yo2
Yo-Yo3
Recov200
Recov300
LavaStge
IceStage
GrassStg
AlumiStg
Geddon
PanlOut
Repair
ProtoMan
Bass
ShadoMan

Priority 0
----------

CustSwrd
Muramasa
VarSwrd
Quake3
Wrecker
CannBall
Tornado
CrsShld1
CrsShld2
CrsShld3
BrakHamr
ZeusHamr
BrnzFist
SilvFist
GoldFist
Mine
FrntSnsr
DblSnsr
Guard
Catcher
RockCube
Guardian
Invis1
Invis2
Invis3
DropDown
PopUp
StoneBod
Shadow1
Shadow2
Shadow3
Any other Navi not listed to this point.

###############################################################################
                                Chip Locations
###############################################################################

This section is a list of locations in which you can get the rarer chips in
the game.  The more common ones usually can be found easily when shopping for
chips in any of the stores.  This list is separated into sections grouped by
similar conditions.

------------------------------------
S Tournament Reward (Chips 172-181)
------------------------------------

Unfortunately, you can only gain one of these chips per normal play through.
The chip you ultimately do get from this set is randomly determined.  The rest
must be acquired through Navi Codes.

---------------------
Hub Style (Chip 229)
---------------------

You need to enter a special Navi code to get the HubStyle chip:

Name: LAN
Code: 5(star)4H-B81R-(star)KKZ-P15X-ZS5B-(club)XK0

Just by entering this code, the HubStyle chip will be given to you.  This
code also has several of the S Tournament Reward chips as well, which you can
try to acquire when battling it.

--------------------------
DataChips (Chips 191-194)
--------------------------

There are 4 datachips in this game.  Datachips cannot be used in this game;
you'll be given an error if you try to move them into a folder.  However, if
you press select on them, their description will give you a NumberMan trader
code than can be used in MMBN 4.

Datachp1: Talk to Higsby 20 times in this chip shop.
Datachp2: Finish the YumLand Open Battle.
Datachp3: Complete GP Class S.
Datachp4: Win the 128 Navi Tournament (Park Battle).

--------------------------
Enemy Navi "Strong Chips"
--------------------------

Most of the rarer chips in this game are each navi's strong chip.  With the
exception of NumberMan in the Novice tournament, all navis will carry their
strong chip, making finding these chips easy.  However, if you find that they
will not give you their chip, you can attempt to get most of them from the Chip
Lab under the 10 chip setting.

MegaMan: CustSwrd
Roll: Recov30
GutsMan: GutPunch
ProtoMan: Slasher
TurboMan: Burner
Ring: Jealousy
BassGS: LifeAur3
Bass: LifeAur1
IceMan: AquaSwrd
FireMan: FireSwrd
ElecMan: ElecSwrd
WoodMan: TreeBom3
SkullMan: CrsShld3
NumberMan: Prism
AirMan: Tornado
QuickMan: FstGauge
ThunderMan: Satelit3
GateMan: Guardian
SharkMan: BubSprd
ShadowMan: Muramasa
KnightMan: Quake3
MagnetMan: MagBomb3
FreezeMan: SloGauge
SnakeMan: Spice3
ToadMan: BigCloud
HeatMan: HeatSprd
ColorMan: Yo-Yo3
MagicMan: Meteor5
FlashMan: Remobit3
BeastMan: Kunai3
PlantMan: Trident
FlameMan: Candle3
MetalMan: GoldFist
KingMan: ZeusHamr
Normal Navi: Cannon
Normal Navi v2: HiCannon
Normal Navi v3: CrosBomb
Normal Navi v4: TripNdl
Normal Navi v5: TripNdl
Navi-F: HeatCros
Navi-A: BubCross
Navi-W: TreeBom2
Navi-E: Satelit2
Normal Navi X: LifeAur2

--------------------------
Enemy Navi Core Locations
--------------------------

- GP Class E
  -  Novice Tournament: Normal Navi v2
  -  Guts Tournament: GutsMan (MetalMan if you are playing as Dex)
  -  Healing Tournament: Roll (ColorMan if you are playing as Mayl)
- GP Class D
  -  Match Tournament: FireMan
  -  Sapling Tournament: WoodMan
  -  Droplet Tournament: IceMan
  -  Battery Tournament: ElecMan
- GP Class C
  -  Quick Tournament: QuickMan
  -  Block Tournament: SkullMan
  -  Cliff Tournament: AirMan
- GP Class B
  -  Firework Tournament: HeatMan
  -  Verdant Tournament: PlantMan
  -  Stream Tournament: SharkMan
  -  Thunder Tournament: FlashMan
- GP Class A
  -  East Tournament: FreezeMan
  -  West Tournament: MagicMan
- GP Class S
  -  Master Tournament: MegaMan or ProtoMan (depending on your character)
- GP Class X
  -  Shadow Tournament: ShadowMan
- GP Class Y
  -  Guardian Tournament: GateMan
- GP Class Z
  -  Chaos Tournament: Bass

- Dencity
  -  Battle  #5: Normal Navi
  -  Battle #10: NumberMan
- Yumland
  -  Battle  #5: ThunderMan
  -  Battle #10: SnakeMan
  -  Battle #15: ToadMan
  -  Battle #20: KingMan
- Netopia
  -  Battle  #5: Normal Navi v3
  -  Battle #10: Normal Navi v4
  -  Battle #15: MagnetMan
  -  Battle #20: BeastMan
  -  Battle #25: KnightMan
  -  Battle #30: Normal Navi X
- Hackers Net
  -  Battle  #5: Normal Navi v5
  -  Battle #10, #20, #30, and #40: The 4 of these navis that you are missing:
    - ProtoMan, MetalMan, ColorMan, MegaMan, TurboMan, Ring
  - Battle #50: FlameMan
  - Battle #60: Navi-F
  - Battle #70: Navi-W
  - Battle #80: Navi-E
  - Battle #90: Navi-A
  - Battle 100: Bass GS

-----------------------------
Navi Code Tournament Rewards
-----------------------------

There are chips in the game that can be acquired through the park battle
option (where you use Navi Codes).  While some of these chips can be found in
the Chip Lab, most can only be acquired through this format.
***Note***: You must have enough Navi Codes entered in the game in order to
actually play the tournaments.  The game only comes with 26 Navi Codes, so
thus you can only play the Tournament-16 option until you enter more.

Tournament 16 Prizes
--------------------

BigBomb
FireRatn
TimeBom3
FrntSnsr
DblSnsr
Recov200
Anubis
UnderSht

Tournament 32 Prizes
--------------------

Geyser
LavaDrag
GodStone
OldWood
DropDown
AntiFire
AntiWatr
AntiElec

Tournament 64 Prizes
--------------------

Meteor6
Shadow3
Atk+30
Fire+40
Aqua+40
Wood+40
Elec+40
Navi+40

Tournament 128 Prizes
---------------------

BlckHole
Pop-Up
HeatGuts
AquaCust
ElecTeam
WoodShld

-----------------
Other Rare Chips
-----------------

There are some chips that don't fall into any of these categories.  For any 
Navi, VarSword and QuadNdl are two very difficult chips to acquire.  The Sunset
Chip shop (not the lab) has VarSwords and you can get them through the 10-chip
option.  Protoman will also have a VarSword in this program deck in a few of
his encounters as well. QuadNdl can be found from the Lab chip shop ONLY,
through the 10-chip option. Also, the Navi you are playing as "Strong Chip" can
only be found through a chip trader as well (usually the lab one).

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

###############################################################################
                              Navi Codes for Chips
###############################################################################

This section will list Navi codes.  Each navi codes will only have one type in
their main deck, filling the 2nd and 3rd columns.  Some Navis will also have a 
few slot-ins to make sure they can use their chips. (I.e. sword decks will 
have Repairs as their slot-ins).  To defeat most of these navis, all you'll
need is an Invis chip in your first column, and they shouldn't be able to harm
you at all (the exception would be the Poltrgst folder; don't use any type of
guard chip against it).  So far, the only codes listed here will be for chips
that are extremely difficult or impossible to find through a good play
through, but if demand is high, I may include more codes.

***Note***: Navi chips cannot be acquired in this way.

***Guilt Warning***: There is no mechanism in place to stop you from gaining
any chip you want here after opening the park battle (beat GP Class E).
Therefore, you can use these codes to get very powerful chips way earlier than
you will be offered them by the game.  However, as my own little method of
abuse protection, what I've done is I've made all the navi's the same name, so
thus you can only have one of these codes active at a time.  Still, please
only use this to get chips you otherwise cannot get, and not to build
uber-powerful decks to waste D-Class opponents. 

All navis are named "ACC0", and all opponents are Normal Navi X.
c = club, d = diamond, h = heart, s = spade, * = star 

#036 - CustSwrd: FPHT dhFd J*XM W4JZ 93Td 6FY1
#038 - VarSword: 7N6c JYKY 5HY0 X76F H2Zc Y5F1
#039 - Slasher:  NZC9 QKdS LsV6 GRZ4 3227 CJ51
#046 - GutPunch: KFRP c*9d HQ*s Q7Vs sKCd QGF1
#053 - QuadNdl:  LQhG 4GZX cQGB XLR3 2JPY 16*1
#062 - Burner:   sGLY 6SSM V78R 38HJ *KLZ 5Vc1
#117 - Recov10:  HXL3 LQ5T Q7LP PP9s 2W36 QRL1
#118 - Recov30:  PV3G 7*QR 1MLW 7930 *V6Y 35C1
#152 - LifeAur1: Y1LT 8VHX WCs* R6VY 478W RK11
#153 - LifeAur2: h1S1 BD23 8RsV 9Q** Q6B* 5YR0
#154 - LifeAur3: QZ9c XsN1 J5B2 S9hc C6cG JBh0
#155 - Jealousy: Y135 LWTS W3TP BTB4 Y5H8 X*80
#172 - BgRedWav: *sJJ 1NSB QRW0 S2CY WH64 Mh32
#173 - FreezBom: S13s 4PV5 NNBG DhYT sXT2 2VT1
#174 - Sparker:  00LM QMG4 Y1CN V1SJ WWWd F8K1
#175 - GaiaSwrd: S5S* DTK4 3sDT 8*S3 QGFG RMs1
#176 - BlkBomb:  HZ9h JGH8 FM4S Q7cK 4QCR T201
#177 - FtrSword: D8QW dRJJ Rs7c TRCW hYGQ 5HQ0
#178 - KngtSwrd: L689 HP4h 2P7L BB6M 4YJh JdG0
#179 - HeroSwrd: 56FH J7PN D38S TdZB QXMs X770
#180 - Meteors:  H35Z YK5X DH4G FZ1H sGM0 BL22
#181 - PoltrGst: LhHC Rd56 FVLQ 6LXc BR3F *YS1

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

###############################################################################
                                     Credits
###############################################################################

In this section, I'd like to acnowledge the people who provided me information
to make this guide even more complete.

Brady Games - For finding out and listing the chip priorities.

Cap'n Ascii - For providing the values from the Brady Games' guide.

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                                Contact Information
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Before you contact me, please read the following guidelines:

- Make sure that I can tell from the subject line of your E-Mail that it is
about this guide.  I have received a lot of junk mail in the past, and even a
subject line of "Hello" will probably get junked.
- I will only comment on questions pertaining to this guide's subject.  In this
case, that would be about chip locations only.
- As a special note, please do not E-Mail me if the priority values seem wrong.
All values were taken from the Brady Games guide, and because it is hidden in
the game, I cannot confirm the accuracy of these values.
- Also, make sure that the question is not already answered in this guide.
- Conversely, while I appreciate the time writing to me, any questions about
other subjects of this game (like, how do I beat this boss) will be ignored.
- Both positive and negative feedback is welcome.  However, anyone openly
insulting me will be permanently blocked.
- Suggestions and/or additional information are also welcome.
- I have already used my G-Mail invitations.  I do not have any more, and if
you ask for one, you will be permanently blocked.
- Finally, I don't check my E-Mail too often.  If you have a question that can
be answered by somebody else, it's probably better that you ask them than me,
as my replies are not prompt (unless you get lucky).

So, you may contact me at: LiteYear at gmail dot com

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                                Copyright Information
###############################################################################

Davin Shirley (aka LiteYear on GameFAQs) wrote this guide in its entirety.  All
information in this guide was gathered from the game alone, or from users that
offered their information to be used in this guide.  Currently, this guide may
only be hosted on the web sites below, but however, I am receptive to requests
from other web sites wishing to host this guide.

- www.gamefaqs.com
- www.ign.com

If you see this guide on any other website not listed above, please let me
know.

This file is copyright Davin Shirley, 2004.

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