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    Free Tournament FAQ by Chief Clancy Wiggum

    Version: 1.6 | Updated: 11/21/04 | Printable Version | Search This Guide

    
    
                            /===================\
                           (    MegaMan Battle   )
                           (      Network 4      )
                           ( Free Tournament FAQ )
                            \===================/
    
    This FAQ is written by Chief Clancy Wiggum (Frank P.)
    
    Update - Not a new version. If anyone is hoping for folder reviews
    (Though I doubt it), they won't be getting them. I will be very busy
    with school until Christmas break. And once Christmas comes, I'll have
    enough new video games to last until next Christmas. So, sorry.
    
    Version 1.6 - 9/16/04
    The folders are up. It's what everyone's been asking for. I always
    deliver.
    
    Version 1.0 -  8/25/04
    I've got everything that I planned on having in this FAQ written down.
    There's still more stuff I want to put in, though, such as secret chip
    folders.
    
    Version 0.98 - 8/23/04
    Fixed a few errors. Both grammatical, and information-al >_>
    Also added info on MetalMan's secret chips
    
    Version 0.95 - 8/19/04
    This is the basic FAQ. Once I get the missing info up, it will reach 
    1.0.
    
    _______________________________________________________________________
    
    
                               + + + + + + + + + +
                               +Table of Contents+
                               + + + + + + + + + +
    
    A. Introduction (I've been expecting you)
    
    B. Starting (Free is always good)
    
    C. Tournament Basics (Let's commence preparations for rumbling!!!!)
    
    D. Prizes (You are the winnar!)
    
    E. Navi info (DELETE!)
    
    F. Secret chips (Shh, don't tell)
    
    G. Secret Chip Folders (Insert slightly witty comment here)
    
    H. Frequently Asked Questions (Check it :P)
    
    I. Contact Me (Please, I am so lonely)
    
    J. Special Thanks (Thank you)
    
    K. Legal Info (Not nice to steal)
    
    
    PRESS CONTROL+F TO FIND WHAT YOU NEED
    
    _______________________________________________________________________
    
    
                                + + + + + + + + +
                                +A. Introduction+
                                + + + + + + + + +
    
                            (I've been expecting you)
    
    Hey. What's up? Same here. Now that we know how each other are 
    doing, we can get down to business. This FAQ was made for all those 
    annoying people who made Free Tournament questions on the message 
    board. If it weren't for you, this FAQ would not exist. This FAQ will 
    answer all your questions about the very cool, but not actually free 
    tounament (After all, somebody had to pay for the game). WHAT? I didn't 
    answer your question? Check the contact me section. kthxbai
    
    _______________________________________________________________________
    
    
                                 + + + + + + +
                                 +B. Starting+
                                 + + + + + + +
    
                              (Free is always good) 
    
    The Free Tournament takes place in the back of Higsby's shop, on the 
    chalk board. Second it becomes available only after you receive the 
    Navi Customizer (Confirmation needed, E-mail me, check the contact 
    section) and after you have at least one navi in your waiting room.  
    This means YOU MUST HAVE TRADED NAVI DATA WITH A FRIEND TO ACCESS 
    THE FREE TOURNAMENT. One person sends Navi data, the other receives 
    it. Simple, no?
    
    _______________________________________________________________________
    
     
                           + + + + + + + + + + + +
                           +C. Tournament Basics +
                           + + + + + + + + + + + +
    
                 (Let's commence preparations for rumbling!!!!)
    
    Here's the lowdown. There are eight spots in the tournament. MegaMan 
    occupies one. Seven left. These are filled by custom navis, traded into 
    your BN4 cart. You can receive a maximum of seven. Now, for every spot 
    not filled by a custom navi, it is filled by a normal navi or heel 
    navi. You fight three battles. (Note, that you just battle. There are 
    no scenaios along with the battle). Generic and custom navis that you 
    do not control fight each other with stupid AI. To skip a battle between 
    computer controlled opponent press "select" during the fight. Generic 
    navis usually beat custom navis for some crazy reason, if you skip the 
    fight. If you yourself get deleted, you have the choice of watching 
    the rest of the battles or qutting.
    
    _______________________________________________________________________
    
    
                                + + + + + +
                                +D. Prizes+ 
                                + + + + + +
    
                             (You are the winnar!)
    
    Ah, the reason for the tournament. Prizes range from zenny, to Bug 
    Frags, to Battle Chips. Your prize is determined by the last Navi you 
    fight. Zenny (1000-3000z) is won from normal navis. Bugfrags (1-3) 
    are won from heel navis. Battle Chips (The real reason you're here)
    are won from custom navis (WindMan, JunkMan, etc).
    
    Here's a list of chips to be won, their codes, and their navis.
    
    
    Roll Arrow 1 A F T \
                        \
    Roll Arrow 2 D R W   Roll
                        /
    Roll Arrow 3 Q Y Z /
    
    
    Guts Punch 1 B E N \
                        \
    Guts Punch 2 G P Y   GutsMan
                        /
    Guts Punch 3 M Q T /
    
    
    Propeller Bomb 1 E G P * \
                              \
    Propeller Bomb 2 F V Z     WindMan
                              /
    Propeller Bomb 3 H J Q   /
    
    
    Meteors 1 G L S * \
                       \
    Meteors 2 M Q T     FireMan
                       /
    Meteors 3 C R Z   /
    
    
    Seek Bomb 1 B R S * \
                         \
    Seek Bomb 2 C I O     SearchMan
                         /
    Seek Bomb 3 M U W   /
    
    
    Lightning 1 L T W * \
                         \
    Lightning 2 A E V     ThunderMan
                         /
    Lightning 3 H J Q   /
    
    
    Aqua Upper 1 B S Z \
                        \
    Aqua Upper 2 I P U   AquaMan
                        /
    Aqua Upper 3 F K W /
    
    
    Number Ball 1 E L W \
                         \
    Number Ball 2 A E P   NumberMan
                         /
    Number Ball 3 L T Y /
    
    
    Metal Gear 1 A M P * \
                          \
    Metal Gear 2 C E G *   MetalMan 
                          /
    Metal Gear 3 I L Q * /          
    
    
    Green Wood 1 G J Y \
                        \
    Green Wood 2 D K P   WoodMan
                        /
    Green Wood 3 E N P /
    
    
    Hawk Cut 1 H N O \
                      \
    Hawk Cut 2 F S V   ProtoMan
                      /
    Hawk Cut 3 I N Z /
    
    
    Panel Shoot 1 A H S * \
                           \
    Panel Shoot 2 C G T *   JunkMan
                           /
    Panel Shoot 3 F J N * /
    
    (For full chip details, see the Secret chips section.)
    
    
    Now to determine what version chip you get, you look at your
    opponent's HP. Dark chips DO effect which version chip you receive.
    However, THE GAME ONLY TAKES INTO ACCOUNT BASE HP,NOT INCLUDING 
    HP+ NAVI CUST PARTS! (Thanks to NihongoX for the info in caps). The
    Free Tourney navis will recieve the HP boost, but the boost does not 
    effect which chip you get. Clear? Good. The chart goes as follows 
    (Once again, confirmation would be appreciated):
    
    1-399 = V1 chip
    400-699 = V2 Chip
    700-999 = V3 Chip
    1000 = Random Version chip (Or so it seems. It gives you one of each
                                version you do not have, and then only 
                                gives out V3)
    
    Didn't get the navi you wanted in the finals? Reseting will usually 
    change the tournament bracket. If reseting won't work, simply compete 
    in the tournament. The next one WILL be different. If it isn't, give 
    me a call. I'll show your cart who's boss.
    
    _______________________________________________________________________
    
    
                              + + + + + + + +
                              +E. Navi Info +
                              + + + + + + + +
    
                                 (DELETE!)
    
    This is where you get some tips on the navis if you're too lazy to go 
    to the Boss FAQ. The navis here are easy, since they tend to use lousy 
    chips such as Cannons. However some may tend to get annoying. Don't 
    expect something as elaborate as the Boss FAQ, this is just here 
    because of the limited things to write this FAQ about :P
    
    -----------------------------------------------------------------------
    
    Roll
    She's yet to summon a virus against me so she doesn't use that attack 
    anymore. Unfortunately, she makes up for that with the increased use 
    of the RollArrow. Easy to dodge however. She will occaisionally stray 
    from her normal movement pattern (Appear then warp) to use a chip on 
    you. The best time to attack her is right after she warps because 
    you're in the same row.
    
    -----------------------------------------------------------------------
    
    GutsMan
    A pushover. As long as you avoid his GutsBuster you should be fine. 
    One problem, however, is that he cracks your panels. Make sure he 
    doesn't lock you to one panel. I've known him to use a few powerful 
    chips and PAs such as Red Sun, Gun del Sol, and Life Sword. The best 
    time to attack is during a missed GutsBuster attack.
    
    -----------------------------------------------------------------------
    
    WindMan
    WindMan basically plays out as usual. His attack patterns are the 
    same since he rarely uses chips. Your normal WindMan strategy should 
    apply here. Stun him, then attack is my plan.
    
    -----------------------------------------------------------------------
    
    FireMan
    Tends to use chips more often than other navis in my opinion. Uses 
    things like DreamSword and Gun del Sol. Also likes to use his magma 
    bomb attack. When low on health, he'll use his fire spin attack in 
    your area. Counter his magma bomb attack, and then fire away. One of 
    the easiest navis to deal with. Very predictable.
    
    -----------------------------------------------------------------------
    
    SearchMan
    This guy likes to use chips. In my experiences, he very rarely uses 
    his normal attacks. He's used Gun del Sol on me in just about every 
    battle. If not using chips, he'll usually throw a seek bomb at you. 
    Best time to attack would be the period of time after you escape Gun 
    del Sol but while the chip is still in effect.
    
    -----------------------------------------------------------------------
    
    ThunderMan
    Doesn't use chips much. He lets his cloud do the talking. The cloud 
    will probably be the main thing you want to avoid. Luckily, it only 
    moves around, it does not shoot thunderballs. Will accompany his cloud 
    with his thunder attack that goes down the row he is on. On rare 
    occasions he will use thunder bolt attacks. Best time to attack is in 
    between his attacks.
    
    -----------------------------------------------------------------------
    
    AquaMan
    He throws in a nice balance of chips combined with his regular attacks. 
    Basically uses random chips in combination with his Bubbler technique. 
    If the fight drags on long enough, he'll conjure up is faucets. 
    Occasionally will throw a bomb. I stun him (Double damage), then hit 
    him.
    
    -----------------------------------------------------------------------
    
    NumberMan
    Very rarely uses battle chips. Likes his NumberBall attack a lot. 
    They're hard to avoid if your buster power isn't high (Mine is). Will 
    waste your chip. Sometimes followed up by his semi-homing 
    triangle-math-thingy attack. Hit him right before he summons his 
    NumberBalls *snicker*
    
    -----------------------------------------------------------------------
    
    MetalMan
    Starts off with two Metal gears on the field. One in your middle row
    and one in his middle row. The gears will move back and forth and
    damage you if you get hit. Piercing chips can destroy the Metal gears.
    MetalMan will usually fire off three missles that break the panel they
    land on. He also resorts back to his Boomerang move sometimes. But, 
    when he wants to be completely annoying, he will use his gear change
    move. This move kind of, ya know, how do I put it?...Um. Oh yeah! 
    Changes the gears. They both move to you area in your top and bottom
    row. Yay, for limited movement! MetalMan will occasionally step in 
    front of you and punch down on the panel. The panel will break if you 
    are not on it.  MetalMan will use PA's such as Life Sword and normal
    chips like Cannon.
    
    -----------------------------------------------------------------------
    
    WoodMan.
    Uses random chips. He clearly telegraphs when he does so by breaking 
    his normal jump-type movement pattern. Other than that, just watch out 
    for his walnut shooter and logs. Wood towers are easy to avoid thanks 
    to the flashing. Hit him right when he comes down from a jump.
    
    -----------------------------------------------------------------------
    
    ProtoMan
    Has only used one chip against me. His own. That's right, for some 
    reason he loves to use his own navi chip. I don't know why. All I 
    know is that he's used it three times in one battle. Other than that, 
    he just uses his normal sword play. Avoid his FighterSword and attack.
    
    -----------------------------------------------------------------------
    
    JunkMan
    Another one who isn't a big fan of chips. Just likes to throw Junk and 
    screws. Easy to avoid by themselves, slightly harder when used together. 
    Stays in the back row. Attack when you aren't in the same row as his 
    junk.
    
    -----------------------------------------------------------------------
    
    NormalNavi
    Uses a bomb (Mini, Little, etc) depending on his version. Easy to 
    avoid. Uses a sword depending on his version. Easy to avoid. Uses a 
    cannon. Once again, easy to avoid. His only other trick is to use the 
    following chips: Fanfare, discord, timpani (rare), Silence (rare), or 
    wind. The AI for custom navis have a hard time destoying his obstacles. 
    Idiots. A piece of cake. Preferably, strawberry short cake. Yum!
    
    -----------------------------------------------------------------------
    
    HeelNavi
    Has more HP than the normalnavi but is easier. Wll either use a fighter 
    sword or a ball chip that breaks the panel it lands on. Other than 
    that, summons either a ValGear (FLametower virus) or Gaia (With the 
    hammer). Attack whenever. Easy.
    
    -----------------------------------------------------------------------
    
    Pharohman exe had this to add:
    If you send your Navis first (While trading navi data, be the first to 
    send data)they retain your Battle Chips and ignore the basic AI for 
    the Navi itself for the most part. When you send them second (While 
    trading navi data, be the second to send data), they ignore 
    your battle style and totally rely on the AI. I have proven it when 
    trading data with my friend.
    
    Note: Parts in parenthesis were added by me to make things slightly 
    clearer.
    
    _______________________________________________________________________
    
    
                                + + + + + + + + +
                                +F. Secret Chips+
                                + + + + + + + + +
    
                                (Shh, don't tell)
    
    Here's the secret chips layout;
    Name: <Chip's Name>
    Codes: <Code's you can receive the chip in>
    Damage: <Base Damage>x<Number of hits>
    Description: <What the chip does>
    Area of Effect: <A field drawing of where the chip will hit>
    
    
    Name: Roll Arrow 1
    Codes: A F W 
    Damage: 50x1
    Description: Time freeze. Roll shoots her arrow and breaks your
    opponent's chips 
    Area of effect:
    [_][_][_][_][_][_] M=MegaMan
    [_][M][>][>][>][>] >=Path of RollArrow
    [_][_][_][_][_][_]
    
    
    Name: Roll Arrow 2
    Codes: D R W
    Damage: 70x1
    Description: Time freeze. Roll shoots her arrow and breaks your
    opponent's chips 
    Area of effect:
    [_][_][_][_][_][_] M=MegaMan
    [_][M][>][>][>][>] >=Path of RollArrow
    [_][_][_][_][_][_]
    
    
    Name: Roll Arrow 3
    Codes: Q Y Z
    Damage: 90x1
    Description: Time freeze. Roll shoots her arrow and breaks your
    opponent's chips 
    Area of effect:
    [_][_][_][_][_][_] M=MegaMan
    [_][M][>][>][>][>] >=Path of RollArrow
    [_][_][_][_][_][_]
    
    
    Name: Guts Punch 1
    Codes: B E N
    Damage: 100x1
    Description: Time freeze. GutsMan appears and does a GutsPunch hitting
    the panel ahead. Pushes obstacles back.
    Area of effect:
    [_][_][_][_][_][_] M=MegaMan
    [_][M][H][>][>][>] H=Panel hit
    [_][_][_][_][_][_] >=Path of obstacle (If hit)
    
    
    Name: Guts Punch 2
    Codes: G P Y
    Damage: 140x1
    Description: Time freeze. GutsMan appears and does a GutsPunch hitting
    the panel ahead. Pushes obstacles back.
    Area of effect:
    [_][_][_][_][_][_] M=MegaMan
    [_][M][H][>][>][>] H=Panel hit
    [_][_][_][_][_][_] >=Path of obstacle (If hit)
    
    
    Name: Guts Punch 3
    Codes: M Q T
    Damage: 180x1
    Description: Time freeze. GutsMan appears and does a GutsPunch hitting
    the panel ahead. Pushes obstacles back.
    Area of effect:
    [_][_][_][_][_][_] M=MegaMan
    [_][M][H][>][>][>] H=Panel hit
    [_][_][_][_][_][_] >=Path of obstacle (If hit)
    
    
    Name: Propeller Bomb 1
    Codes: E G P *
    Damage: 120x1
    Description: Megaman launches a Propeller Bomb forward. This bomb must 
    fly off the screen to do damage. If it hits an enemy or an obstacle, 
    it doesn't do anything. However, if it does fly off the screen, the 
    bomb explodes, damaging the last three rows.
    Path of Bomb:
    [_][_][_][_][_][_] M=Megaman
    [_][M][>][>][>][>] >=Path of the Bomb
    [_][_][_][_][_][_]
    Area of Effect:
    [_][_][_][_][E][E] M=Megaman
    [_][M][_][_][E][E] E=Area hit by explosion
    [_][_][_][_][E][E]
    
    Name: Propeller Bomb 2
    Codes: F V Z *
    Damage: 160x1
    Description: Megaman launches a Propeller Bomb forward. This bomb must 
    fly off the screen to do damage. If it hits an enemy or an obstacle, it 
    doesn't do anything. However, if it does fly off the screen, the bomb 
    explodes, damaging the last three rows.
    Path of Bomb:
    [_][_][_][_][_][_] M=Megaman
    [_][M][>][>][>][>] >=Path of the Bomb
    [_][_][_][_][_][_]
    Area of Effect:
    [_][_][_][_][E][E] M=Megaman
    [_][M][_][_][E][E] E=Area hit by explosion
    [_][_][_][_][E][E]
    
    
    Name: Propeller Bomb 3
    Codes: H J Q
    Damage: 200x1
    Description: Megaman launches a Propeller Bomb forward. This bomb must 
    fly off the screen to do damage. If it hits an enemy or an obstacle, it 
    doesn't do anything. However, if it does fly off the screen, the bomb 
    explodes, damaging the last three rows.
    Path of Bomb:
    [_][_][_][_][_][_] M=Megaman
    [_][M][>][>][>][>] >=Path of the Bomb
    [_][_][_][_][_][_]
    Area of Effect
    [_][_][_][_][E][E] M=Megaman
    [_][M][_][_][E][E] E=Area hit by explosion
    [_][_][_][_][E][E]
    
    
    Name: Meteors 1
    Codes: G L S *
    Damage: 50x5
    Description: Megaman makes Meteors fall three panels ahead of him.  
    Meteors do not cause a reaction by the opponent, so he/she could simply 
    walk off after being hit by one.
    Area of effect:
    [_][_][_][_][_][_] M=Megaman
    [_][M][_][_][H][_] H=Panel Hit by Meteors
    [_][_][_][_][_][_]
    
    
    Name: Meteors 2
    Codes: M Q T
    Damage: 60x5
    Description: Megaman makes Meteors fall three panels ahead of him.  
    Meteors do not cause a reaction by the opponent, so he/she could simply 
    walk off after being hit by one.
    Area of effect:
    [_][_][_][_][_][_] M=Megaman
    [_][M][_][_][H][_] H=Panel Hit by Meteors
    [_][_][_][_][_][_]
    
    
    Name: Meteors 3
    Codes: C R Z
    Damage: 70x5
    Description: Megaman makes Meteors fall three panels ahead of him.  
    Meteors do not cause a reaction by the opponent, so he/she could simply 
    walk off after being hit by one.
    Area of effect:
    [_][_][_][_][_][_] M=Megaman
    [_][M][_][_][H][_] H=Panel Hit by Meteors
    [_][_][_][_][_][_]
    
    
    Name: Seek Bomb 1
    Codes: B R S *
    Damage: 80x1
    Description: Megaman throws a bomb that lands on the panel your 
    opponent is currently on. If your opponent moves off the panel, the Seek 
    Bomb will explode assoon as it hits the field causing no damage. If there 
    is more than one enemy, the Seek Bomb will hit the panel with the enemy 
    nearest to you.
    Area of effect:
    [_][_][S][S][S][S] M= Megaman
    [_][M][S][S][S][S] S=Possible Seek Bomb landing points. It all depends on
    [_][_][S][S][S][S]   what panel your opponent is on
    
    
    Name: Seek Bomb 2
    Codes: C I O 
    Damage: 110x1
    Description: Megaman throws a bomb that lands on the panel your 
    opponent is currently on. If your opponent moves off the panel, the Seek 
    Bomb will explode assoon as it hits the field causing no damage. If there 
    is more than one enemy, the Seek Bomb will hit the panel with the enemy 
    nearest to you.
    Area of effect:
    [_][_][S][S][S][S] M= Megaman
    [_][M][S][S][S][S] S=Possible Seek Bomb landing points. It all depends on
    [_][_][S][S][S][S]   what panel your opponent is on
    
    
    Name: Seek Bomb 3
    Codes: M U W
    Damage: 140x1
    Description: Megaman throws a bomb that lands on the panel your 
    opponent is currently on. If your opponent moves off the panel, the Seek 
    Bomb will explode assoon as it hits the field causing no damage. If there 
    is more than one enemy, the Seek Bomb will hit the panel with the enemy 
    nearest to you.
    Area of effect:
    [_][_][S][S][S][S] M= Megaman
    [_][M][S][S][S][S] S=Possible Seek Bomb landing points. It all depends on
    [_][_][S][S][S][S]   what panel your opponent is on
    
    
    Name: Lightning 1
    Codes: L T W *
    Damage: 100x1,2,3 (Depends on opponents position and number of obstacles)
    Description: A lightning bolt falls on every obstacle on the field, 
    damaging every panel around it.
    Area of effect:
    [_][_][_][1][2][O] M=Megaman
    [_][M][_][1][O][2] O=Obstacle
    [_][_][_][1][1][1] #=Number of hits. Panels marked 1 are hit once. Panels 
                         marked 2 are hit twice.
    
    
    Name: Lightning 2
    Codes: A E V
    Damage: 130x1,2,3 (Depends on opponents position and number of obstacles)
    Description: A lightning bolt falls on every obstacle on the field, 
    damaging every panel around it.
    Area of effect:
    [_][_][_][1][2][O] M=Megaman
    [_][M][_][1][O][2] O=Obstacle
    [_][_][_][1][1][1] #=Number of hits. Panels marked 1 are hit once. Panels 
                         marked 2 are hit twice.
    
    
    Name: Lightning 3
    Codes: H J Q
    Damage: 160x1,2,3 (Depends on opponents position and number of obstacles)
    Description: A lightning bolt falls on every obstacle on the field, 
    damaging every panel around it.
    Area of effect:
    [_][_][_][1][2][O] M=Megaman
    [_][M][_][1][O][2] O=Obstacle
    [_][_][_][1][1][1] #=Number of hits. Panels marked 1 are hit once. Panels 
                         marked 2 are hit twice.
    
    
    Name: Aqua Upper 1
    Codes: B S Z
    Damage: 110x1
    Description: Aqua towers rise under enemies. The panels the opponents are
    on must be CRACKED, NOT BROKEN. Towers only appear on panels with enemies.
    Unoccupied cracked panels do not have towers rise on them.
    Area of effect:
    [_][_][A][A][A][A] M=Megaman
    [_][M][A][A][A][A] A=Possible location for AquaTower (Panel must be cracked
    [_][_][A][A][A][A]   and contain an enemy.
    
    
    Name: Aqua Upper 2
    Codes: I P U
    Damage: 140x1
    Description: Aqua towers rise under enemies. The panels the opponents are 
    on must be CRACKED, NOT BROKEN. Towers only appear on panels with enemies.
    Unoccupied cracked panels do not have towers rise on them.
    Area of effect:
    [_][_][A][A][A][A] M=Megaman
    [_][M][A][A][A][A] A=Possible location for AquaTower (Panel must be cracked
    [_][_][A][A][A][A]   and contain an enemy.
    
    
    Name: Aqua Upper 3
    Codes: F K W
    Damage: 170x1
    Description: Aqua towers rise under enemies. The panels the opponents are
    on must be CRACKED, NOT BROKEN. Towers only appear on panels with enemies.
    Unoccupied cracked panels do not have towers rise on them.
    Area of effect:
    [_][_][A][A][A][A] M=Megaman
    [_][M][A][A][A][A] A=Possible location for AquaTower (Panel must be cracked
    [_][_][A][A][A][A]   and contain an enemy.
    
    
    Name: Number Ball 1
    Codes: E L W
    Damage: ???x3
    Description: Time freeze. Numberman shoots three number balls going down 
    your row.The damage done is the last two digits of your HP for every ball 
    (If your HP is 867, each ball would do 67 damage. If your HP is 700, each
    ball would not do any damage). 
    Area of effect:
    [_][_][_][_][_][_] M=Megaman
    [_][M][>][>][>][>] >=Path of Numberballs
    [_][_][_][_][_][_]
    
    
    Name: Number Ball 2
    Codes: A E P
    Damage: ???x4
    Description: Time freeze. Numberman shoots four number balls going down 
    your row.The damage done is the last two digits of your HP for every ball 
    (If your HP is 867, each ball would do 67 damage. If your HP is 700, each
    ball would not do any damage). 
    Area of effect:
    [_][_][_][_][_][_] M=Megaman
    [_][M][>][>][>][>] >=Path of Numberballs
    [_][_][_][_][_][_]
    
    
    Name: Number Ball 3
    Codes: L T Y
    Damage: ???x5
    Description: Time freeze. Numberman shoots five number balls going down 
    your row.The damage done is the last two digits of your HP for every ball 
    (If your HP is 867, each ball would do 67 damage. If your HP is 700, each
    ball would not do any damage). 
    Area of effect:
    [_][_][_][_][_][_] M=Megaman
    [_][M][>][>][>][>] >=Path of Numberballs
    [_][_][_][_][_][_]
    
    
    Name: Metal Gear 1 (Thanks goes to SushiSquid for this info)
    Codes: A M P *
    Damage: 100
    Description: Time freeze. Megaman places a Metal Gear in the first panel 
    of the row he is currently on. If your opponent runs into the gear,
    he/she receives damage.
    Area of effect:
    [_][_][_][_][_][_] M=Megaman
    [_][M][_][G][>][>] G=Panel on which Metal Gear is placed
    [_][_][_][_][_][_] >=The Metal Gear's path
    
    
    Name: Metal Gear 2 (Thanks goes to SushiSquid for this info)
    Codes: C E G *
    Damage: 130
    Description: Time freeze. Megaman places a Metal Gear in the first panel 
    of the row he is currently on. If your opponent runs into the gear,
    he/she receives damage.
    Area of effect:
    [_][_][_][_][_][_] M=Megaman
    [_][M][_][G][>][>] G=Panel on which Metal Gear is placed
    [_][_][_][_][_][_] >=The Metal Gear's path
    
    
    Name: Metal Gear 3 (Thanks goes to SushiSquid for this info)
    Codes: I L Q *
    Damage: 160 (Thanks goes to H0tSh0tZ1627)
    Description:  Time freeze. Megaman places a Metal Gear in the first panel 
    of the row he is currently on. If your opponent runs into the gear,
    he/she receives damage.
    Area of effect:
    [_][_][_][_][_][_] M=Megaman
    [_][M][_][G][>][>] G=Panel on which Metal Gear is placed
    [_][_][_][_][_][_] >=The Metal Gear's path
    
    
    Name: Green Wood 1
    Codes: G J Y
    Damage: 120
    Description: Panels must be grass and have an enemy on them. A wood
    tower will rise out of any panels that meet those mentioned conditions.
    Area of effect:
    [_][_][G][G][G][G] M=Megaman
    [_][M][G][G][G][G] G=Possible locations for tree spikes to come out of
    [_][_][G][G][G][G]   (Panels must be grass and have an enemy)
    
    
    Name: Green Wood 2
    Codes: D K P
    Damage: 140
    Description: Panels must be grass and have an enemy on them. A wood
    tower will rise out of any panels that meet those mentioned conditions.
    Area of effect:
    [_][_][G][G][G][G] M=Megaman
    [_][M][G][G][G][G] G=Possible locations for tree spikes to come out of
    [_][_][G][G][G][G]   (Panels must be grass and have an enemy)
    
    
    Name: Green Wood 3
    Codes: E N P
    Damage: 160
    Description: Panels must be grass and have an enemy on them. A wood
    tower will rise out of any panels that meet those mentioned conditions.
    Area of effect:
    [_][_][G][G][G][G] M=Megaman
    [_][M][G][G][G][G] G=Possible locations for tree spikes to come out of
    [_][_][G][G][G][G]   (Panels must be grass and have an enemy)
    
    
    Name: Hawk Cut 1
    Codes: H N O
    Damage: 80x1,2 (Depends on opponents position)
    Description: Time freeze. Protoman appears and uses a Widesword then a
    Longsword. Can hit twice.
    Area of effect:
    [_][_][1][_][_][_] M= Megaman
    [_][M][2][1][_][_] 1= Hit either by thw Widesword OR Longsword
    [_][_][1][_][_][_] 2= Hit by both WideSword AND Longsword
    
    
    Name: Hawk Cut 2
    Codes: F S V
    Damage: 90x1,2 (Depends on opponents position)
    Description: Time freeze. Protoman appears and uses a Widesword then a
    Longsword. Can hit twice.
    Area of effect:
    [_][_][1][_][_][_] M= Megaman
    [_][M][2][1][_][_] 1= Hit either by thw Widesword OR Longsword
    [_][_][1][_][_][_] 2= Hit by both WideSword AND Longsword
    
    
    Name: Hawk Cut 3
    Codes: I N Z
    Damage: 100x1,2 (Depends on opponents position)
    Description: Time freeze. Protoman appears and uses a Widesword then a
    Longsword. Can hit twice.
    Area of effect:
    [_][_][1][_][_][_] M= Megaman
    [_][M][2][1][_][_] 1= Hit either by thw Widesword OR Longsword
    [_][_][1][_][_][_] 2= Hit by both WideSword AND Longsword
    
    
    Name: Panel Shoot 1
    Codes: A H S *
    Damage: 100x1
    Description: Time freeze. The panel in front of Megaman rises into the air.
    It shoots forward, hitting the first enemy in its path. The panel will not
    shoot if it's your opponents, if it is broken, or if there is something 
    on it. The panel shot becomes broken and will eventually repair. 
    Not sure what happens if the panel in front of you is already broken or
    your opponents. I assume the one in back shoots instead (Confirmation 
    needed).
    Area of effect:
    [_][_][_][_][_][_] M=Megaman
    [_][M][P][>][>][>] P=Panel tossed (Note that the panels must be yours not
    [_][_][_][_][_][_]   your opponents and nothing must be on it)
                       >=Path of panel
    
    
    Name: Panel Shoot 2
    Codes: C G T *
    Damage: 60x1,2,3,4
    Description: Time freeze. Any panels in Megaman's row that are not your
    opponents and do not contain obstacles are lifted into the air. They
    shoot forward hitting the first enemy in their path (Note that the
    number of hits depends on how many panels in your row are unoccupied
    and how many belong to you). The panel(s) shot become broken and will
    eventually repair.
    Area of effect:
    [_][_][_][_][_][_] M= Megaman
    [P][M][P][P][P][>] P=Panel tossed (Note that the panels must be yours not
    [_][_][_][_][_][_]   your opponents and nothing must be on it)
                       >=Path of panels
    
    
    Name: Panel Shoot 3
    Codes: F J N *
    Damage: 80x1,2
    Description: Time freeze. The panels to your top, bottom, left, and
    right rise up and shoot forward. As usual the whole opponent's panel,
    etc thing applies here too. Very hard to dodge if you position yourself
    correctly. Panels thrown become broken and will eventually repair. 
    Unless you have Airshoes on, you basically trapping yourself.
    Area of effect:
    [_][P][>][>][>][>] M=Megaman
    [P][M][P][>][>][>] P=Panel tossed (Note that the panels must be yours not
    [_][P][>][>][>][>]   your opponents and nothing must be on it)
                       >=Path of panels
    
    
    Yay! Done! thats all of 'em!
    
    
    _______________________________________________________________________
    
    
                            + + + + + + + + + + + + +
                            +G. Secret Chip Folders +
                            + + + + + + + + + + + + +
    
                        (Insert slightly witty comment here)
    
    This is where you're going to find some pretty good folders. And guees
    what! They all center around secret chips *gasp*! You're gonna find the
    chips used in the folder, the strategy, the NC set-up (If needed). 
    Anyway, here's the list. After the list, you'll 
    find the actual folders.
    
    Red Sun:
    Hammer of Guts! (GutsPunch)
    Mjolnir (Lightning)
    Meteoric Supremecy (Meteors)
    TDU/MMC/ZD's Propeller Bomb Folder
    Cleptogeist (RollArrow)
    Toxic Bomber (SeekBomb)
    
    Blue Moon:
    Enema! (AquaUp)
    The Impaler (GreenWood)
    Twin Swords (HawkCut)
    Astro Crush (MetalGear)
    Lucky Ball (NumberBall)
    P-Shooter (PanelShoot)
    
    Now for the actual folders:
    
    =======================================================================
    
    Hammer of Guts!
    Made by H0tSh0tZ1627
    
    4 Fan *
    4 GutPunch 2 G
    3 BigHammer 2 G
    1 Gutsman G
    1 Gutsman SP G
    1 GodHammer G
    3 GunSol 3 G
    1 GunSol EX G
    3 Thunder 1 *
    2 Invis *
    3 Blinder *
    3 Area Grabs *
    1 Fastgauge * (preset)
    ---------------------------------
    Souls: RS: Wind, Search, Thunder
    BM: Metal
    
    Obviously this folder is stronger in Red Sun.
    
    A very nice folder for GutsPunch. Basically, Fan or go into WindSoul.
    Pull them to the front and keep hitting them with GutsPunch and
    Gutsman. Paralyze them and hit them with a BigHammer or GodHammer.
    Blinder could be used to hit consecutive attacks, or just to not let
    the opponent see where you are. GunSols are useful against Invis and
    Popup. Its a folder made up of semi-powerful attacks, but is pretty
    quick. 
    
    =======================================================================
    
    Mjolnir
    Made by Eclpise and The Dark Unknown
    
    3 BigHammer 2 J OR 3 BigHammer 3 V
    4 Lightning 3 J OR 4 Lightning 2 V
    1 Junkman SP J OR 1 SuperVulcan V
    2 ThunderBall 1 *
    4 Rockcube *
    3 Blizzard *
    2 AirRack *
    3 Areagrab *
    3 PanelGrab *
    3 Invis *
    1 FastGauge * [Preset]
    1 Atk +30 *
    ---------------------------------
    Souls: RS: Thunder, Search
    BM: Junk, Metal, Number
    
    It works, but I noticed that Rockcubes explode after two Lightning
    Strikes (Because it does <200 damage). Prolly better if more obstacles
    were tossed in.
    
    =======================================================================
    
    Meteoric Supremacy
    Made by SushiSquid
    
    4 Vulcan1 *
    3 Timpani *
    3 PanelGrab *
    3 MetalGear3 *
    4 Invis *
    3 PopUp *
    4 Meteors3 R
    1 FastGuage * (Preset)
    3 Attack+10 *
    1 Attack+30 *
    1 RedSun R
    ---------------------------------
    Souls: RS: Fire, Search
    BM: Junk, Number
    
    Row lock them with PanelGrabs and MetalGear, then place the Timpani.
    It's much safer, now. After that, FullSynch with an un-dodgeble Vulcan1,
    then fire off a Meteors3 just as the Timpani starts singing. Powered up
    and FullSynch, it does insane damage, and they cannot dodge it. Also,
    there are only three ways to kill that Timpani. ColdMan, JunkMan, or
    JunkSoul, and even then you've got two more. The defense in this
    folder is more than enough for how fast and powerful it is. There's
    no required set-up, but Rush is always a good idea.
    
    Field:
    [O][O][O][X][E][X]
    [O][O][O][O][O][G]
    [O][O][O][T][X][X]
    O are your panels, X are theirs. G is the MetalGear. E is them and T
    is the Timpani. You could be anywhere down their row and the Meteors
    will lock onto their panel and hit.
    
    =======================================================================
    
    PropellerBomb Folder (No name)
    Made by The Dark Unknown, Mastermind Chaud, and Zephyr Delta
    
    4 PropellerBomb 1 *
    4 VoodooDoll I
    3 ThunderBall 3 I
    4 WideShot 1 *
    4 AirHock 2 I
    2 Rockcube *
    2 Areagrab *
    2 Panelgrab *
    3 Invis *
    1 FastGauge [Preset]
    1 FullCust *
    ---------------------------------
    Souls: RS: Search, Thunder
    BM: Metal
    
    You've got two choices for PropellerBomb, both which are just as
    effective.
    
    1) Rowlock your opponent with Areagrabs, Panelgrabs and Rockcubes. Now,
    it's straightforward. Launch the Propellerbomb on the row your opponent
    isn't on.
    
    OR
    
    2) Make them flinch. PropellerBomb passes through your opponent when
    they're flinching, and so you eradicate the problem where your opponent
    blocks the PropellerBomb. How? WideShot 1 *. The odds of this missing
    are slim, and it's insta-flinch from there!
    
    When the PropellerBomb reaches the end of the area, and is about to go
    off screen, toss the VDoll. You MUST not have both on at the same time
    (In theory, they're both 3 point Medium Obstacles that exceed the
    limit). However, that means that if you can escort the PropellerBomb
    off the screen, you've got yourself some pretty decent damage.
    
    =======================================================================
    
    Cleptogeist
    Made by SushiSquid and H0tSh0tZ1627
    
    1 DeltaRay Z
    1 Jealousy J
    4 RockCube *
    4 RollArrow3 Y
    3 Thunder1 *
    2 Wind *
    4 Fanfare *
    2 Popup *
    2 Silence *
    3 NumberBall3 Y
    3 Area Grab *
    1 SlowGauge * (Preset)
    -----------------------
    Souls: BM: Junk
    
    This folder is very annoying for your opponent.  You get to actually
    steal their chips while smashing them repeatedly.  It's for Net Battles
    only, of course.
    
    WARNING! LONG DESCRIPTION AHEAD!
    
    As you should know, JunkSoul can recycle chips.  It can also recycle
    your opponents chips, as well.  And, the chips needn't be used to be
    recycled.  So, by deleting your opponent's chips with a RollAro3 at
    the start of every turn, you not only stop them from using them, but
    you get to take them for yourself and attack.  Changed it a little.
    The Wind now pushes back for AreaGrabbing and can be thrown. The
    AreaGrabs make the Thunder1 impossible to dodge without their chips or
    Refelct/Shield/AntiDamage, and the Thunder1 used at the end of each turn
    make the RollArrows have perfect aim for the next turn.The really cool
    thing is, JunkSoul seems to have a feddish with secret, Mega, and Giga
    chips, in that order of least to greatest.  So, not only are you very
    likely to get your RollAro3 back, in case you didn't get another, but
    you're also nearly guaranteed to take the more powerful chip they had
    selected.  Of course, SushiSquid did some testing and the chips
    JunkSoul selects to recycle are random, but it is more likely to give
    back better chips.  If the opponent's chips aren't useful or aren't Y
    or * coded, you can still be very annoying.  That's where the obstacles
    and the SlowGauge come in.  Since their chips have all been destroyed,
    they can only attack with their buster.  The SlowGauge now has a
    dual-effect.  It keeps them away from new chips while giving you enough
    time to use Poltergeist mulitple times a turn.  And because their
    flinching ends just as you get another full charge, you can chain the
    poltergeists.  Only MetalSoul would be able to get through this, since
    you'll be firing off the obstacles before they'd be able to do enough
    damage with their buster.  RockCube is the best for this purpose.  It
    has 200 HP, two of them can be placed at a time, and it can be placed
    with one of any other kind of obstacle.  This means you should not use
    RockCube to soul unison.  Plus, recycle seems to like RockCube as well,
    so that's even more damage.  Fanfare even keeps you invincible while
    you charge the poltergeist!  If you don't like the chips recycle gives
    you, then don't select them.  They'll go back into the "recycle bin"
    with every other chip that has been selected and not already recycled
    and you'll get different chips the next turn.  However, you might get
    some of the same chips because of JunkSoul's previously mentioned love
    of good chips.  Of course, the Poltergeist itself isn't enough damage.
    You get up to 490 damage with the RollAro3 and four obstacles, and an
    extra 200 should you begin with rocks in the area.  That's why the
    NumberBall3's were added.  Great damage that comes in code.  The
    PopUp's are there should you not get RollAro3, which is extremely rare.
    Jealousy fits the theme nice by destroying their chips and dealing some
    hefty damage.  Delta Ray gives the folder more power as well as takes
    out the Barriers/ LifeAuras.  
    
    I know you guys are thinking, "What?  He criticizes us about lots of
    codes, when this folder has 3!"  Well, it doesnt matter that this one
    has 3 codes.  I shall explain.  It does not matter that RollAro 3 and
    Jealousy are different codes because they would never ever be used on
    the same turn.  They both destroy chips, so there wouldn't be a point
    in using both of them on the both turn.  It is ok that Delta Ray is
    in Z because it will never be used with RollAro or Jealousy.  It is
    mainly for enemies with a LifeAura.  RollAro and Jealousy cannot break
    through the LifeAura, but Delta Ray can and deal hefty damage after.  
    
    An ideal NaviCust for this folder:
    
    [1][c][c][ 3] [2]
    [c][c][S][C][C]
    [R][c][C][C][C]
    [R][H][C][C][H]
    [3][H][H][H][H]
    H = HP+200 
    1 = Charge+1 Yellow
    2 = Charge+1 Pink
    3 = Charge+1 White
    c = Custom+1
    C = Custom+2
    S = Speed+1 Yellow
    
    Gives the Custom glitch for NumbrBl3, full charge speed, and a full
    +3 custom.  And since you're already destroying their chips, they'll
    have an even harder time killing you with the +400 HP... Plus this
    NC looks really cool.  This way, if they activate Invis, it paralyzes
    them. 
    
    =======================================================================
    
    Toxic Bomber
    Made by Chief Clancy Wiggum and H0tSh0tZ1627
    
    4 SeekBomb 3 U
    2 Geddon 3 U
    2 Panel Return *
    4 Boomer 3 U
    3 Seekbomb 1 *
    2 AreaGrab *
    3 Timpani *
    2 Rockcube *
    3 AirHock 3 U
    2 Invis *
    2 Barr200 U
    1 Fastgauge * (preset)
    ---------------------------------
    Souls: RS: Search, Guts
    BM: Wood, Junk, Metal 
    
    First, AreaGrab once, and place a Rockcube and Timpani as shown in
    the picture.
    
    [_][_][_][A][_][_] R=Rock Cube
    [_][_][_][T][R][_] T=Timpani
    [_][_][_][M][_][_] M=Megaman's Airhockey
    A=Area Grabbed
    
    Now go into Wood Soul and use all the Boomers powered up by
    SeekBomb 3's. Once you're out of WoodSoul, use an Airhockey for Full
    Synch from where it is shown in the picture. Once the Timpani starts
    to Paralyze, throw the Full Synch Seek Bomb. Use this until you run
    out of Seek Bombs and Airhockeys. If your opponent still isn't deleted,
    go into Junk Soul. Throw all the obstacles you can to finish the job.
    At anytime during the fight (After Area Grabbing, preferably in the
    beginning), you can use the Geddon 3 and Panel Return combo as support.
    
    =======================================================================
    
    Enema!
    Made by H0tSh0tZ1627
    
    4 AquaUp 3 W
    3 Geddon 1 W
    3 Geyser B/ L/ V
    3 DoubleCrackout *
    3 Blinder *
    3 AreaGrab *
    3 RollAro 2 W
    3 Barrier100 W
    3 Invis *
    1 Fullcust *
    1 Fastgauge * (preset)
    ---------------------------------
    Souls: RS: Search, Guts
    BM: Aqua, Metal
    
    Very easy strategy. Go AquaSoul and Geddon 1. You can start AquaUping
    them at this point or AreaGrab and DoubleCrack to rowlock them. A
    charged up AquaUp does 340 damage. Now you also have broken panels
    because of the DoubleCrack. Throw a charged up Geyser in there for a
    nice 400 damage. Blinder can be used to stop flinching and hit
    consecutive AquaUps and Geysers. When rowlocked, they cant avoid
    getting hit by the RollAro, thus destroying their chips fairly easily.
    Its a pretty quick folder and does some nice damage.
    
    =======================================================================
    
    The Impaler
    Made by SushiSquid
    
    4 WoodPowder *
    4 AreaGrab *
    4 GreenWood3 P
    4 GreenWood2 P
    3 Invis *
    2 PopUp P
    4 GutsPunch2 P
    2 PropBom1 P
    2 Wind *
    1 FastGauge (Preset)
    ---------------------------------
    Souls: RS: Wind, Search
    BM: Wood
    
    This folder and NC set-up make you very powerful, yourself, and make
    for a great combo. Get them down with AreaGrabs as much as you can,
    then pour on the grass. Now, even if they take their area back, you've
    got grass there, so use gaia-powered GreenWoods to do massive
    non-flinching damage. And if they didn't take their area back, you can
    add in your 160 damage charge shot for more non-flinching pain. And
    gaia effect works for four turns, not three. Because you pick the chips
    for the turn you lose WoodSoul on while still in it, the gaia effect
    works for that fourth turn. That's why the FastGauge was chosen over
    FullCust.
    
    NaviCust:
    [H][H][Y][1][P]
    [R][H][1][1][1]
    [R][S][2][2][1]
    [S][S][2][2][2]
    [y][S][P][2][2]
    1 = Custom+1
    2 = Custom+2
    Y = Charge+1 Yellow(White)
    y = Charge+1 Yellow
    P = Charge+1 Pink (Yellow)
    p = Charge+1 Pink (White)
    S = Super Armor
    R = Rush (UnderShirt)
    H = HP+100 Pink (Yellow)
    The stuff in parenthesis is for when you aren't Net Battling.
    
    =======================================================================
    
    Twin Swords (Blue Moon)
    Made by H0tSh0tZ1627
    1 Delta Ray Z
    4 HawkCut3 I
    3 VDoll I
    3 Sandring *
    4 PanelGrab *
    4 AirHock 2 I
    3 Fan *
    3 Blinder *
    1 Attack +30 *
    3 Invis *
    1 Fastgauge * (preset)
    ---------------------------------
    Soul: RS: Search, Wind
    BM:  Proto
    
    /\/\/\/\/\/\/\/\/\/\/\\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
    
    Twin Swords (Red Sun)
    Made by H0tSh0tZ1627
    
    1 NeoVar N
    4 HawkCut3 I
    3 VDoll I
    3 Sandring *
    4 PanelGrab *
    4 AirHock 2 I
    3 Fan *
    3 Blinder *
    1 Attack +30 *
    3 Invis *
    1 Fastgauge * (preset)
    ---------------------------------
    Soul: RS: Search, Wind
    BM: Proto
    
    Start off by Panel Grabbing the top row and place a Fan down. When he
    is pulled to the front center row, Sandring him to make sure he stays
    there. Quickly Airhock him for Fullsync and quickly throw a VDoll on
    the Panel you stole. Now run up to him and hit him with a HawkCut.
    This deals 600 damage to him because it hits the VDoll also. Amazingly,
    the Sandring does keep the opponent still long enough to do all of
    this. But still, to do this takes practice and timing. But once you
    get the idea of it, after that first HawkCut, the battle is pretty much
    over. Blinder to stop the flinching and hit him with another Sandring
    to keep him still again and repeat the process, or HawkCut, or even use
    DeltaRay or NeoVar, depending on which version you have. Then its
    pretty much over.
    
    =======================================================================
    
    Astro Crush
    Made by H0tSh0tZ1627, Raven8, and Asakura Yoh
    
    4 MetalGear 3 *
    3 Meteor 3 C
    3 GunSol 3 C
    3 Thunder 1 *
    4 Timpani *
    3 AreaGrab *
    3 MokoRush 1 C
    1 Attack +30 *
    3 Invis *
    2 PopUp *
    1 Fastgauge * (preset)
    -----------------------------------
    Souls: RS: Search, Fire, Thunder
    BM: Metal, Number
    
    The strategy is much more simple than the previous one. Timpani and
    then hit him with a GunSol3. As the Timpani ends, hit him with a
    Thunder1. Wait a second, to have the Timpani about to start again, and
    then start to unleash the Meteors. The Meteors will give you fullsynch,
    and directy right you get fullsync, place the MetalGear on the row. The
    MetalGear will now roll into the enemy doing double damage. Even if you
    dont get the double damage, now with the Timpanis, the enemy is forced
    to take all the damage, and not only from the MetalGear. You can repeat
    this over and over doing some nice damage. MokoRush is a nice chip to
    have as it helps for AreaGrabbing and is hard to avoid. 
    
    Basically, the Timpani stops them in their tracks while you smash them. 
    
    =======================================================================
    
    Lucky Ball
    Made by Daimou43
    
    3 Sandring *
    4 Invis *
    4 Mole *
    3 Numberball3 L
    3 Numberball1 L
    2 Areasteal *
    4 Atk+10 *
    2 Timpani *
    1 Fullcust *
    1 Bugchain *
    1 Bugfix *
    1 Laserman L
    1 LasermanSP L
    ---------------------------------
    Souls: RS: Search
    BM: Junk
    A folder to ONLY be used FAST.
    Bug the NC BAD. Something like this:
    
    The bug in your Custom menu will drain about 100 life every 5 seconds,
    as well as draining HP in the Custom menu, and nulling your Buster. The 
    dea is to either stop your bugs, or send them to your opponent. Laserman
    is to destroy other various aspects, as well as add some muscle to the
    folder. Since the HP drains so quickly, Numberball seems to be an
    interesting option to attack with. Timpani + Sandring hold them in place
    to Numberball and Laserman.
    
    NaviCust:
    [2][2][2][2][5]
    [H][H][H][H][5]
    [H][C][C][H][G]
    [C][C][C][3][3]
    [C][C][3][3][3]
    
    C: Custom + 2 (Yellow)
    H: HP + 400 (Yellow)
    2: HP + 200 (Yellow)
    5: HP + 50 (Yellow)
    G: Charge+1 (Yellow)
    3: HP + 300 (Yellow
    
    =======================================================================
    
    P-Shooter
    Made by Chief Clancy Wiggum
    
    4 PanelShoot2 *
    4 Area Grab *
    4 Invis *
    4 Meteors1 *
    3 Vulcan1 *
    3 Atk+10
    3 Blinder *
    2 PanelReturn *
    1 FastGuage * (Preset)
    1 Atk +30 *
    1 DoublePoint *
    -----------------------------------
    Souls: RS: Thunder, Guts, Wind, Search
    BM: Number
    
    Airshoes helps a lot.
    
    THIS IS NOT A SNAKES FOLDER! Now, the strategy is to hit with all four
    Panel Shoots. Basically AreaGrab twice, Stun, Vulcan (For Synchro),
    Double/ColorPoint, PanelShoot, Atk+30/10, and repeat, only AreaGrabbing
    once every time istead of twice. Snakes is only there because it goes
    along nicely with the theme of the folder.
    
    =======================================================================
    
    THIS SECTION IS NOT DONE. THERE'S STILL SOME MORE I WANT TO DO WITH IT.
    It was updated now because of a few mistakes I wanted to fix and because
    I had many people asking when this would be up.
    
    _______________________________________________________________________
    
    
                        + + + + + + + + + + + + + + + +
                        +H. Frequently Asked Questions+
                        + + + + + + + + + + + + + + + +
    
                                 (Check it :P)
    
    Q: I don't have a friend with this game. Can I still use the free 
       tournament?
    A: No. Go buy the other version. Now you have both and can free 
       tournament. Yay?
    
    Q: How does NumberBall do damage?
    A: Numberball does damage according to the last two digits of your HP
    
    Q: I always face a Normal navi in the finals, not a custom. What do I 
       do?
    A: Get more navi data. You'll have a higher chance of a custom navi 
       advancing.
    
    Q: How do I get different chip versions?
    A: Different chip versions are based on your opponents base HP. For 
       full info, check the "Prizes" section.
    
    Q: Must I trade Navi data after every free tournament?
    A: No, once you receive navi data, it stays in your cart until you 
       choose to delete it.
    
    Q: How come Propeller Bomb doesn't work? It hits the enemy but doesn't
       do damage when it explodes.
    A: Propeller Bomb must fly off the screen and explode to do damage.
    
    Q: PanelShoot3 hits four times!1!!!11!!!1!!!1!
    A: NO. It throws four panels. The most panels in the same row is two.
       Therefore, it only hits TWICE.
    
    Q: The Free Tournament is too hard.
    A: That isn't a question. But anyway, no it isn't. You just suck at 
       video games. Go play Finding Nemo. Don't get me wrong, I loved the
       movie, but the game is horrid. (By the way, this game comparison was
       changed due to whiney Pokemon fans flooding my inbox... Soon enough, 
       the Finding Nemo fans will come.)
    
    _______________________________________________________________________
    
    
                              + + + + + + + + 
                              +I. Contact Me+
                              + + + + + + + +
    
                          (Please, I am so lonely)
    
    Meh. I'm not lonely now. I'm very busy. I'm also not online as much
    (Just started playing Final Fantasy ^_^). While online, I'm usually
    doing something important or playing games. Needless to say, I don't
    want to be bothered. If my away message isn't up, try contacting me.
    If I don't respond, I forgot to put my away message on, so don't take
    it personally. Although, you usually won't get me......
    
    You can contact me through my E-mail address: Teh1337Nebilim@gmail.com,
    through AIM: El Barto425, or just post on the GameFAQs' message board.
    Email is usually your best bet.
    
    Do not ask to just talk anymore on AIM. As I said before, I am very busy
    these days. If you need some help, or have some important info, I'll be
    glad to reply. If you have nothing useful to say, please, at least TRY,
    to not bother me. Thank you.
    
    _______________________________________________________________________
    
    
                            + + + + + + + + + +
                            +J. Special Thanks+
                            + + + + + + + + + +
    
                                (Thank you)
    
    Nintendo for making the almightly Game Boy Advance SP (I can play in the
    dark now!)
    
    Major thanks to SushiSquid for info to use in this guide
    
    NihongoX for info on how to get different chip versions
    
    Pharohmanman exe for insight on Navi behavior
    
    Theomarfactor@aol.com for information on MetalMan's behavior
    
    H0tSh0tZ1627 for info on Metal Gear 3's damage
    
    SamVictor232@yahoo.com for PanelShoot1's damage
    
    Various other GameFAQs users for tiny bits of info and all the questions
    that were asked to inspire this FAQ
    
    CJayC for hosting this FAQ
    
    SPECIAL NO THANKS GOES TO:
    Capcom for making everyone play this game three times to get everything 
    >=O
    
    _______________________________________________________________________
    
    
                                + + + + + + + +
                                +K. Legal Info+
                                + + + + + + + +
    
                               (Not nice to steal)
    
    This FAQ is Copyrighted by me, Chief Clancy Wiggum. Do not plagerise or
    you will be in trouble with me and my posse. If you want to use any
    information from this FAQ, contact me first and I might let you use it.
    The only sites currently allowed to use this are GameFAQs.com and 
    Neoseeker.com.
    
    _______________________________________________________________________
    
    
    Thanks for playing...um...er, reading!!!