========================
 =MegaMan Battle Network 2=
 =  Program Advances FAQ  =
  ========================
By: X-Calibur
xcalibur85@hotmail.com
Version 0.63
03/14/03
Copyright 2002 X-Calibur Productions

=================
Table of Contents
=================
1. Version History
2. Introduction
     1.1 - What are Program Advances?
     1.2 - What does the * mean?
     1.3 - What and where is the P.A. Memo?
     1.4 - Why use Program Advances?
     1.5 - Regarding the Darkness Program Advance.
     1.6 - Notes worth mentioning.
3. Program Advances [incomplete]

===============
Version History
===============

Version 0.63
   - Correction to Darkness P.A. description (credits to Adam Nordby)
   - Added locations for first four Program Advances

Version 0.6 - 07/08/02
   - Added missing Program Advances
   - Added area of effect info for Darkness

Version 0.5 - 07/07/02
   - Listed Program Advances

============
Introduction
============

This is just a short Program Advances FAQ for reference purposes to 
help you get that Blue Star for completing 31 Program Advances in 
MegaMan Battle Network 2.

1.1 - What are Program Advances (P.A)?

   Program Advances or P.A. for short are stronger battle chips created 
in battle through a combination of regular battle chips in a set order, 
allowing you to make a stronger attack. 

1.2 - What does the * (wildcode) mean?

   The * (wildcode) found on some battle chips, represents any code you 
want. They're very useful in making P.A.s when you don't have the 
correct letters, and are more preferred amongst players as they can be 
combined with any coded chip in combat.

1.3 - What and where is the P.A. Memo?

   The P.A. Memo is a list of all Program Advances you've found in the 
game. It also lists other variations of the Program Advance. This is 
found in the Library menu, pressing Right on the D-Pad will bring you 
to the screen.

1.4 - Why use Program Advances?

   There are two reasons Program Advances are used, to deal more damage 
and to earn a blue star. Unlike MegaMan Battle Network 1, MMBN2 places 
you in situations where it is nessicary to use Program Advances. The 
Navis you encounter have more HP that can exceed 2000, requiring you to 
use stronger attacks if you want to beat them with ease and earn an S 
Busting Level. The second reason is if you were to collect your blue 
star next to continue, you must complete 31 Program Advances.

1.5 - Regarding the Darkness Program Advance.

   Darkness is a hidden Program Advance that exists in the game. 
However, the elemental Gospel chips are nearly impossible to get nor do 
I have any valid confirmed knowledge of how to get them without cheats. 
This is not required to gain your blue star. And PLEASE DO NOT e-mail 
me for cheats, for I do not care for them or have them at all.

1.6 - Notes worth mentioning.

   The Program Advances listed below exclude all variations that 
include wildcode (*) chips. * chips can be used to replace any chip you 
wish in the Program Advance. For example, the possibilities with * with 
the Program Advance Life Sword3 can be: 
     -> Fire Blade *, Aqua Blade R, Elec Blade R
     -> Fire Blade R, Aqua Blade *, Elec Blade *
     -> Fire Blade *, Aqua Blade *, Elec Blade *
   Note that in some situations, more than one * cannot be used, such 
as in the Omega Program Advance series. For example, the Omega Program 
Advance Ratton2:
     -> Ratton2 J, Ratton2 K, Ratton2 *, Ratton2 *, Ratton2 N
   This will instead only activate the Zeta version instead of the 
Omega advance.

   The list below is incomplete, as I plan on adding locations in the 
future of where to find the required chips. Feel free to alert me of 
errors I may have made.
   DO NOT e-mail me about questions regarding locations of battle 
chips, as that will be implemented in the future nor will I respond.

                    Have fun and enjoy the game! ^_^

================
Program Advances
================
The Program Advances below are listed in the order they appear in the 
P.A. Memo screen found in the game. The chips required to activate the 
Program Advance are listed under the Program Advance name in the 
required order, along with their variations.

1. Zeta-Cannon 1
     Chips: Cannon A, Cannon B, Cannon C
            Cannon B, Cannon C, Cannon D
            Cannon C, Cannon D, Cannon E
     Effect: Grants 5 seconds invisibility with unlimited Cannon
     Damage: 40 per shot
     Location: Canodumb - Den Area 1, 2, 3

2. Zeta-Cannon 2
     Chips: HiCannon C, HiCannon D, HiCannon E
            HiCannon D, HiCannon E, HiCannon F
            HiCannon E, HiCannon F, HiCannon G
     Effect: Grants 5 seconds invisibility with unlimited HiCannon
     Damage: 60 per shot
     Location: Canodumb2 - Plane Comp Area 4

3. Zeta-Cannon 3
     Chips: MegaCannon E, MegaCannon F, MegaCannon G
            MegaCannon F, MegaCannon G, MegaCannon H
            MegaCannon G, MegaCannon H, MegaCannon I
     Effect: Grants 5 seconds invisibility with unlimited MegaCannon
     Damage: 80 per shot
     Location: Canodumb3 - Apartment, WWW Area 2

4. Hyper-Burst
     Chips: Spreader M, Spreader N, Spreader O
            Spreader N, Spreader O, Spreader P
            Spreader O, Spreader P, Spreader Q
     Effect: 3x3 burst shot
     Damage: 100
     Location: Spreader M - KotoSquare BugFrag Exchanger
               Spreader N - Yumland Area 2 NetDealer & Koto Area GMD
               Spreader O - Den Area 3 NetDealer & Green Mystery Data
               Spreader P - Mother Computer Blue Mystery Data
               Spreader Q - Den Area 1 NetDealer

5. Zeta-Ball
     Chips: CannonBall O, CannonBall P, CannonBall Q
            CannonBall P, CannonBall Q, CannonBall R
            CannonBall Q, CannonBall R, CannonBall S
     Effect: Grants 5 seconds invisibility with unlimited Cannonball
     Damage: 150 per shot

6. Zeta-Ratton 1
     Chips: Ratton1 H, Ratton1 I, Ratton1 J
            Ratton1 I, Ratton1 J, Ratton1 K
            Ratton1 J, Ratton1 K, Ratton1 L
     Effect: Grants 5 seconds invisibility with unlimited Ratton1
     Damage: 70 per shot

7. Zeta-Ratton 2
     Chips: Ratton2 J, Ratton2 K, Ratton2 L
            Ratton2 K, Ratton2 L, Ratton2 M
            Ratton2 L, Ratton2 M, Ratton2 N
     Effect: Grants 5 seconds invisibility with unlimited Ratton2
     Damage: 80 per shot

8. Zeta-Ratton 3
     Chips: Ratton3 L, Ratton3 M, Ratton3 N
            Ratton3 M, Ratton3 N, Ratton3 O
            Ratton3 N, Ratton3 O, Ratton3 P
     Effect: Grants 5 seconds invisibility with unlimited Ratton3
     Damage: 90 per shot

9. Omega-Cannon 1
     Chips: Cannon A, Cannon B, Cannon C, Cannon D, Cannon E
     Effect: Grants 10 seconds invisibility with unlimited Cannon
     Damage: 40 per shot

10. Omega-Cannon 2
     Chips: HiCannon C, HiCannon D, HiCannon E, HiCannon F, HiCannon G
     Effect: Grants 10 seconds invisibility with unlimited HiCannon
     Damage: 60 per shot

11. Omega-Cannon 3
     Chips: M-Cannon E, M-Cannon F, M-Cannon G, M-Cannon H, M-Cannon I
     Effect: Grants 10 seconds invisibility with unlimited MegaCannon
     Damage: 80 per shot

12. Mega-Burst
     Chips: Spreader M, Spreader N, Spreader O, Spreader P, Spreader Q
     Effect: 3x3 multiple burst shot
     Damage: 100

13. Omega-Ball
     Chips: CannBall O, CannBall P, CannBall Q, CannBall R, CannBall S
     Effect: Grants 10 seconds invisibility with unlimited CannonBall
     Damage: 150 per shot

14. Omega-Ratton 1
     Chips: Ratton1 H, Ratton1 I, Ratton1 J, Ratton1 K, Ratton1 L
     Effect: Grants 10 seconds invisibility with unlimited Ratton1
     Damage: 70 per shot

15. Omega-Ratton 2
     Chips: Ratton2 J, Ratton2 K, Ratton2 L, Ratton2 M, Ratton2 N
     Effect: Grants 10 seconds invisibility with unlimited Ratton2
     Damage: 80 per shot

16. Omega-Ratton 3
     Chips: Ratton3 L, Ratton3 M, Ratton3 N, Ratton3 O, Ratton3 P
     Effect: Grants 10 seconds invisibility with unlimited Ratton3
     Damage: 90 per shot

17. Arrows
     Chips: Double Needle C, Triple Needle C, Quad Needle C
            Double Needle I, Triple Needle I, Quad Needle I
     Effect: Fires a 1-line stream of 10 arrows
     Damage: 100 per arrow

18. Ultra Bomb
     Chips: Little Bomb O, Cross Bomb O, Big Bomb O
            Little Bomb Q, Cross Bomb Q, Big Bomb Q
            Little Bomb T, Cross Bomb T, Big Bomb T
     Effect: 3x3 panel armor piercing bomb blast thrown 3 spaces ahead
     Damage: 400

19. Life Sword 1
     Chips: Sword A, Wide Sword A, Long Sword A
            Sword L, Wide Sword L, Long Sword L
            Sword Y, Wide Sword Y, Long Sword Y
     Effect: 2x3 sword attack
     Damage: 400

20. Life Sword 2
     Chips: Fire Sword H, Aqua Sword H, Elec Sword H
            Fire Sword N, Aqua Sword N, Elec Sword N
            Fire Sword R, Aqua Sword R, Elec Sword R
     Effect: 2x3 sword attack
     Damage: 500

21. Life Sword 3
     Chips: Fire Blade F, Aqua Blade F, Elec Blade F
            Fire Blade R, Aqua Blade R, Elec Blade R
     Effect: 2x3 sword attack
     Damage: 600

22. Punch
     Chips: Guts Punch B, Cold Punch B, Dash Attack B
            Guts Punch D, Cold Punch D, Dash Attack D
     Effect: Launch a 1-line stream of 6 flying punches
     Damage: 80 per punch

23. Curse
     Chips: Curse Shield1 A, Curse Shield2 A, Curse Shield3 A
            Curse Shield1 O, Curse Shield2 O, Curse Shield3 O
            Curse Shield1 P, Curse Shield2 P, Curse Shield3 P
     Effect: Creates 3-line Curse Shield
     Damage: 500

24. Time Bomb Plus
     Chips: Time Bomb1 G, Time Bomb2 G, Time Bomb3 G
            Time Bomb1 K, Time Bomb2 K, Time Bomb3 K
            Time Bomb1 Z, Time Bomb2 Z, Time Bomb3 Z
     Effect: Creates a superior Time Bomb
     Damage: 500

25. Heavy Stamp
     Chips: Quake1 Q, Quake2 Q, Quake3 Q
            Quake1 W, Quake2 W, Quake3 W
     Effect: Single auto-target stomp attack
     Damage: 800

26. Poison Pharaoh
     Chips: Poison Mask U, Poison Face U, Anubis U
            Poison Mask W, Poison Face W, Anubis W
     Effect: Summons a poison pharaoh coffin
     Damage: Poison

27. Gater
     Chips: Wind G, Fan G, GateMan G
            Wind G, Fan G, GateMan V2 G
            Wind G, Fan G, GateMan V3 G
     Effect: Summons GateMan to launch 9 projectiles
     Damage: 100 per projectile

28. Guts Shoot
     Chips: Guard *, Dash Attack G, GutsMan G
            Guard *, Dash Attack G, GutsMan V2 G
            Guard *, Dash Attack G, GutsMan V3 G
     Effect: Summons GutsMan to throw MegaMan in 1-line single target
     Damage: 400

29. Big Heart
     Chips: Holy Panel R, Recover300 R, Roll R
            Holy Panel R, Recover300 R, Roll V2 R
            Holy Panel R, Recover300 R, Roll V3 R
     Effect: Summons Roll to attack and fully heals MegaMan
     Damage: 300

30. Bodyguard
     Chips: Drop Down S, Anti-Damage S, ShadowMan S
            Drop Down S, Anti-Damage S, ShadowMan V2 S
            Drop Down S, Anti-Damage S, ShadowMan V3 S
     Effect: Summons ShadowMan to shoot 18 shurikens in active time
     Damage: 100 per shuriken

31. 2xHero
     Chips: Custom Sword B, Variable Sword B, ProtoMan B
            Custom Sword B, Variable Sword B, ProtoMan V2 B
            Custom Sword B, Variable Sword B, ProtoMan V3 B
     Effect: Summons Protoman to fight by MegaMan's side for 8 attacks
     Damage: 70 per attack

32. Darkness
     Chips: Bass V3 X, Anti-Navi X, Fire Gospel X
            Bass V3 X, Anti-Navi X, Aqua Gospel X
            Bass V3 X, Anti-Navi X, Elec Gospel X
            Bass V3 X, Anti-Navi X, Wood Gospel X
     Effect: Summons Bass and his loyal canine Gospel to attack
             Note the area of effect on the 6x3 battlefield

                            SSSGGB
                            SSGGGB
                            SSSGGB

             S represents spaces unaffected
             G represents spaces Gospel (and Bass) attacks
             B represents spaces only Bass attacks

             Gospel will attack first, if enemies remain after Gospel's
             attack, Bass will arrive to finish them off. Note that 
             Bass' attack is only one column wide, so if enemies remain 
             in separate columns, Bass will attack the closest column. 
             Bass' attack breaks panels.
             *Credit goes to Adam Nordby for correcting Bass' behaviour
     Damage: 3000


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This short FAQ and future revisions can be found at GameFAQs. You are 
welcome to use it on your websites etc. as long as it remains unchanged 
in its original content. Please however alert me that you plan on 
posting it somewhere else on the web. And no I will not send you 
updated versions of this FAQ.