Megaman Battle Network 4 Blue Moon/Red Sun: P.A. Guide

by Zidanet_129

Megaman Battle Network 4 Blue Moon/Red Sun and all related
contents and images are originally copyrighted to Capcom.

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Table of Contents:

1. Prologue
2. Letter PAs
3. Special PAs
4. Dark Messiah NEO PA
5. Version Updates
6. Legal Stuff & Credits
7. Contact Me

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1. Prologue (^1)

This is my first FAQ in the year of 2004!
The P.A.s, or Program Advances, are toned down slightly from the ones
in Megaman Battle Network 3. The Program Advances are usually
composed of 3 Battle Chips selected in a preset order. For methods of
getting the Chips, please refer to other Guides.
To find the part you need help with, hit Ctrl + F to open the Find...
Window, and type in "^x" and replace the "x" with the desired number
of topic that you need help with. For example, to find ways of
composing Letter Series of P.A.s, you can type in "^2" and then look
for the desired P.A..
The Program Advances Guide will be in the following format:

Program Advance Name/U.S. Translation | Program Advance Number
Chips Required
(U.S. Translation of the Chips if the difference is too dinstinct)
Damage per Hit
Number of Hits
Description
Range of Hit (in diagram)

Here's the general legend for the Range of Hit:
M = Megaman
E = Enemies that could be hit
P = Empty Panels

Alright, here we go.

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

2. Letter Series (^2)

Letter Series: Composed of 3 Identical Chips with Chip Codes put into
series. They, unlike the Zeta Series from MMBN3, give you the ability
to use strong attacks evolved from the Chips you used, instead of
5-second invisibility and infinite use of the Chip.


Giga-Cannon1 / GigaCan1 | Program Advance #01
Cannon A-B-C
Damage per Hit: 300
Number of Hits: 1
Description: Rockman pulls out a rather large Cannon and fires it.
Range of Hit:

                PPPPPP
                PMEEEE
                PPPPPP

The Cannon can hit only one enemy.


Giga-Cannon2 / GigaCan2 | Program Advance #02
HiCannon C-D-E
Damage per Hit: 400
Number of Hits: 1
Description: Rockman pulls out a rather large Cannon and fires it.
Range of Hit:

                PPPPPP
                PMEEEE
                PPPPPP

The Cannon can hit only one enemy.


Giga-Cannon3 / GigaCan3 | Program Advance #03
MegaCannon E-F-G
Damage per Hit: 500
Number of Hits: 1
Description: Rockman pulls out a rather large Cannon and fires it.
Range of Hit:

                PPPPPP
                PMEEEE
                PPPPPP

The Cannon can hit only one enemy.


Hyper Burst / H.Burst | Program Advance #04
SpreaderGun L-M-N
(Spreader L-M-N)
Damage per Hit: 100
Number of Hits: 5
Description: Acts like a 5-hit SpreaderGun.
Range of Hit:

                PPP222
                PMP212
                PPP222

(When you hit anything on 1, the 1 itself and all the 2's will get
hit for 5 times)


Heat Spread / HeatSprd | Program Advance #05
HeatShot B-C-D / Heat-V B-C-D / HeatSide D-E-F / HeatShot-Heat-V-HeatSide D
Damage per Hit: 300
Number of Hits: 1
Description: Acts like a Heat-Elemental SpreaderGun.
Range of Hit:

                PPP222
                PMP212
                PPP222

(When you hit anything on 1, the 1 itself and all the 2's will get
hit.)


Bubble Spread / BubSprd | Program Advance #06
BubbleShot P-Q-R / Bubble-V C-D-E / BubbleSide D-E-F
(BubShot P-Q-R / Bub-V C-D-E / BubSide D-E-F)
Damage per Hit: 300
Number of Hits: 1
Description: Acts like a Aqua-Elemental SpreaderGun.
Range of Hit:

                PPP222
                PMP212
                PPP222

(When you hit anything on 1, the 1 itself and all the 2's will get
hit.)


Super Wide 1 / SprWide1 | Program Advance #07
WideShot1 C-D-E
Damage per Hit: 60
Number of Hits: 3
Description: Launchs 3 WideShot1's that pierces.
Range of Hit:

                PPEEEE
                PMEEEE
                PPEEEE


Super Wide 2 / SprWide2 | Program Advance #08
WideShot2 L-M-N
Damage per Hit: 80
Number of Hits: 3
Description: Launchs 3 WideShot2's that pierces.
Range of Hit:

                PPEEEE
                PMEEEE
                PPEEEE


Super Wide 3 / SprWide3 | Program Advance #09
WideShot3 S-T-U
Damage per Hit: 100
Number of Hits: 3
Description: Launchs 3 WideShot3's that pierces.
Range of Hit:

                PPEEEE
                PMEEEE
                PPEEEE


Flame Cross 1 / FlmCros1 | Program Advance #10
FlameLine1 F-G-H
Damage per Hit: 300
Number of Hits: 1
Description: Launches a burning Cross whose center is two panels ahead.
Range of Hit:

                PPPEPP
                PMEEEP
                PPPEPP


Flame Cross 2 / FlmCros2 | Program Advance #11
FlameLine2 D-E-F
Damage per Hit: 400
Number of Hits: 1
Description: Launches a burning Cross whose center is two panels ahead.
Range of Hit:

                PPPEPP
                PMEEEP
                PPPEPP


Flame Cross 3 / FlmCros3 | Program Advance #12
FlameLine3 J-K-L
Damage per Hit: 500
Number of Hits: 1
Description: Launches a burning Cross whose center is two panels ahead.
Range of Hit:

                PPPEPP
                PMEEEP
                PPPEPP


Hell Boomerang 1 / PitRng1 | Program Advance #13
Boomerang1 L-M-N
(Boomer1 L-M-N)
Damage per Hit: 200
Number of Hits: (Depending on enemy position)
Description: (Thanks to Casebier for the info!) Three Boomerangs are
             fired, one after the other. The first is released on the
             bottom, sweeping along the enemies' back column before
             coming back. The second one is released on the top, sweeping
             along the enemies' center column before coming back. The
             third is released on the bottom, sweeping along the enemies'
             front column before coming back.

Range of Hit:

                333321
                PMP111
                333321

Special Legend:
3 = 3 hits
2 = 2 hits
1 = 1 hit


Hell Boomerang 2 / PitRng2 | Program Advance #14
Boomerang2 L-M-N
(Boomer2 L-M-N)
Damage per Hit: 250
Number of Hits: (Depending on enemy position)
Description: (Thanks to Casebier for the info!) Three Boomerangs are
             fired, one after the other. The first is released on the
             bottom, sweeping along the enemies' back column before
             coming back. The second one is released on the top, sweeping
             along the enemies' center column before coming back. The
             third is released on the bottom, sweeping along the enemies'
             front column before coming back.

Range of Hit:

                333321
                PMP111
                333321

Special Legend:
3 = 3 hits
2 = 2 hits
1 = 1 hit


Hell Boomerang 3 / PitRng3 | Program Advance #15
Boomerang3 S-T-U
(Boomer3 S-T-U)
Damage per Hit: 300
Number of Hits: (Depending on enemy position)
Description: (Thanks to Casebier for the info!) Three Boomerangs are
             fired, one after the other. The first is released on the
             bottom, sweeping along the enemies' back column before
             coming back. The second one is released on the top, sweeping
             along the enemies' center column before coming back. The
             third is released on the bottom, sweeping along the enemies'
             front column before coming back.

Range of Hit:

                333321
                PMP111
                333321

Special Legend:
3 = 3 hits
2 = 2 hits
1 = 1 hit


Mad Fang 1 / BstFang1 | Program Advance #16
TwinFang1 A-B-C
Damage per Hit: 50
Number of Hits: 8
Description: Fires TwinFang1 8 times.
Range of Hit: (Thanks to Casebier for the info!)

                PPEEEE
                PMPPPP
                PPEEEE


Mad Fang 2 / BstFang2 | Program Advance #17
TwinFang2 O-P-Q
Damage per Hit: 60
Number of Hits: 8
Description: Fires TwinFang2 8 times.
Range of Hit: (Thanks to Casebier for the info!)

                PPEEEE
                PMPPPP
                PPEEEE


Mad Fang 3 / BstFang3 | Program Advance #18
TwinFang3 F-G-H
Damage per Hit: 70
Number of Hits: 8
Description: Fires TwinFang3 8 times.
Range of Hit: (Thanks to Casebier for the info!)

                PPEEEE
                PMPPPP
                PPEEEE


Jigoku Hockey 1 / PitHoky1 | Program Advance #19
AirPuck1 D-E-F
(AirHock1 D-E-F)
Damage per Hit: 100
Number of Hits: (depends on how mant times the enemy avoids the bounce)
Description: Fires an AirPuck1 that bounces 18 times in the enemy area
             before disappearing.
Range of Hit:

                PPPPEP
                PMPEPE
                PPPPEP


Jigoku Hockey 2 / PitHoky2 | Program Advance #20
AirPuck2 I-J-K
(AirHock2 I-J-K)
Damage per Hit: 150
Number of Hits: (depends on how mant times the enemy avoids the bounce)
Description: Fires an AirPuck2 that bounces 18 times in the enemy area
             before disappearing.
Range of Hit:

                PPPPEP
                PMPEPE
                PPPPEP


Jigoku Hockey 3 / PitHoky3 | Program Advance #21
AirPuck3 U-V-W
(AirHock3 U-V-W)
Damage per Hit: 200
Number of Hits: (depends on how mant times the enemy avoids the bounce)
Description: Fires an AirPuck3 that bounces 18 times in the enemy area
             before disappearing.
Range of Hit:

                PPPPEP
                PMPEPE
                PPPPEP


MagShock 1 / ??? | Program Advance #22
MagBolt1 B-C-D
Damage per Hit: 200
Number of Hits: 1
Description: Attracts all enemies to their front row. Electrically shocks
             at a range of a WideSword.
Range of Hit:

                PPPEPP
                PPMEPP
                PPPEPP


MagShock 2 / ??? | Program Advance #23
MagBolt2 E-F-G
Damage per Hit: 250
Number of Hits: 1
Description: Attracts all enemies to their front row. Electrically shocks
             at a range of a WideSword.
Range of Hit:

                PPPEPP
                PPMEPP
                PPPEPP


MagShock 3 / ??? | Program Advance #24
MagBolt3 A-B-C
Damage per Hit: 300
Number of Hits: 1
Description: Attracts all enemies to their front row. Electrically shocks
             at a range of a WideSword.
Range of Hit:

                PPPEPP
                PPMEPP
                PPPEPP

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

3. Special Series (^3)

Special Series: Composed of 3 Different Chips with the same Chip Codes.
These Program Advances usually ultilize the Chips being used to compose the
Program Advance and deal a great deal of damage to the enemies.


Dream Sword / LifeSrd| Program Advance #25
Sword-WideSword-LongSword E/L/S
Sword-WideBlade-LongBlade S
(Sword-WideSwrd-LongSwrd E/L/S
Sword-WideBlde-LongBlde S)
Damage per Hit: 400
Number of Hits: 1
Description: Rockman slashes the area of 3x2 in front of him with a huge
             Sword.
Range of Hit:

                PPEEPP
                PMEEPP
                PPEEPP


Pile Driver / P.Driver | Program Advance #26
Gun Del Sol 1-2-3 G
(GunSol1-2-3 G)
Damage per Hit: 40
Number of Hits: Up to 10
Description: A reflective mirror appears in front of Rockman to launch
             a HUGE beam of sunlight at the enemy, dealing 400 damage.
             If the panel of the enemy's last column has nothing on it
             and is not broken, another reflective mirror will also
             appear there and send another beam of sunlight to deal
             extra damage. This PA is NOT affected by Atk+ Chips or
             Color/Double Point.
Range of Hit:

                PPPPPP
                PPMRER
                PPPPPP

Special legends:
R = Reflective Mirrors


Giga Count-Bomb / TimeBom+ | Program Advance #27
CountBomb J-K-L
(TimeBomb J-K-L)
Damage per Hit: 600
Number of Hits: 1
Description: Rockman creates a Count Bomb that has a very high duration.
Range of Hit:

                PPPEEE
                PMPEEE
                PPPEEE


Poison Pharoah / PoisPhar | Program Advance #28
DarkHole *-DarkLine *-PoisonAnubis A
(Hole *-DarkLin *-Anubis A)
Damage per Hit: 1
Number of Hits: Unlimited as long as the Pharoah Statue stays active and
                enemies stays alive.
Description: A HUGE Purple PharoMan Statue drops in front of Rockman and
             poisons the enemies twice as fast as the Anubis Statue. The
             effect will keep on until the enemies are deleted OR until the
             Purple PharoMan Statue was destroyed.
Range of Hit:

                EEEEEE
                EMEEEE
                EEEEEE

Hits EVERYONE on the Battlefield except for Rockman.

Body Guard / BodyGrd | Program Advance #29
Kiwarimi-NaviScout-Muramasa Blade M
(AntiMagc-AntiNavi-Muramasa M)
Damage per Hit: 100
Number of Hits: 10
Description: The Battle continue as usual, but with Shurikens raining down
             on enemies from above the ceiling and chases after the enemies
             for 8 times. Terribly toned down from BN3. Aren't we disappointed.
Range of Hit:

                PPPEEE
                PMPEEE
                PPPEEE

Not sure if it'll hit behind Rockman. Hits are evenly distributed if there
is more than one enemy.


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

4. Dark Messiah NEO P.A. (^4)

It's STILL not right for a Program Advance to hag a unique section of this
FAQ, but this P.A. is too special to be placed with along with the others,
considering it IS the only P.A. that uses Navi Chips and is apparently the
only Dark P.A. (Only usable by DS Rockman). Plus it's a LEGAL P.A. that
involved Forte, Rock's long-time rival......

Dark Messiah NEO | Program Advance #30
DarkLine *-BugChain *-Forte (Red Sun)/Forte Another (Blue Moon) X
(DarkLin *-BugChain *-Bass (Red Sun)/BassAnly (Blue Moon) X)
Damage per Hit: 250
Number of Hits: 4
Description: Rockman MUST be BLACK to use this P.A.. According to Nomia Karen:
             "Forte rises from where Rockman is, then 2 purple balls appear in
             his hands as he summons Rockman (black). Rockman is holding the
             thing that looks like the Bug Charge chip, and 9 Gospel heads start
             flying in the 3 rows (he won't shoot the bottom row if he's on the
             top one), dealing 250 damage each. Finally, Forte falls down to the
             4th row from the left and does his move that crack 6 panels (it
             still does 250)."
             Now...... Since Whitedragon Nall, the Forte.EXE master of the
             GameFAQs Forums, seems to be unsatisfied with Nomia Karen's
             description, he went and authorized me to use HIS description, as
             follows: "The return of the legendary ultimate PA from EXE2! It has
             been weakened considerably, though, and Gospel has been replaced
             with Rockman DS. Rockman DS uses the Gospel Cannon to fire three
             shots on the lines above, below, and in front of him, and Forte
             then uses Darkness Overload. Each hit does 250 damage, and a single
             enemy can be hit up to four times."

Range of Hit:

                PPEEEE
                PMEEEE
                PPEEEE


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

5. Version Updates (^5)

V 1.4 (August 8, 2004): Checked some errors and added the U.S. Version
                        translations, despite the fact that I HATE them.

V 1.3 (March 9, 2004): I think I've completed this Guide's basic parts, thanks
                       to Casebier's info on the Hell Boomerangs and Mad Fangs.
                       Ways of utilizing the P.A.s will be added in the next
                       update.

V 1.1 (Feburary 18, 2004): Fixed range for JigokuHockeys. Would someone PLEASE
                           tell me the ranges for the Hell Boomerangs and
                           MadFangs already? <_<
                           Also added Whitedragon Nall's description of Dark
                           messiah NEO. Thanks Nall.

V 1.0 (January 7, 2004): Finall finished it. Piledriver was FINALLY added. And
                         a flamebomb to those who kept hurrying me. (j/k >_>)

V 0.95 (January 3, 2004): Completed the Dark Messiah NEO P.A.. Thanks to Nomia
                          Karen! Also fixed the NAME of the last P.A....... I
                          can't believe I made that TERRIBLY TERRIBLE mistake.
                          Thanks to Magenta Galaxy for pointing it out! <_<

V 0.9 (January 1, 2004): Completed basic parts of the Guide. Formats and missing
                         information will be checked and completed later.

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

6. Legal Stuff & Credits (^6)

Copyright to Zidanet_129 (Alan Tseng) 2003~2004
The completion of this guide is heavily based on the help of the people listed
below. Special thanks to all these people!!

Mastermind Chaud
Magenta Galaxy
A nameless Japanese website
Nomia Karen
Whitedragon Nall, the RMEXE Boards' Forte.EXE MASTER
masterz13
Genosync
Casebier
MANY GFAQs users who were annoyed at the missing info in this Guide.

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

7. Contact Me (^7)

If you have flames/complaints/compliments/suggestions, either send me an
E-mail at:

E-Mail: zidanet_129@hotmail.com

Or leave me a message on the GameFAQs' MMBN4 BM Board. (I don't check the
RS Board as often)

You do NOT have my permission to add me to your MSN Contact List. I will
Block you if I find out about the reason you add me into your Contact List.
And I DON'T have time to chat with you, so do NOT expect to add me and chat
with me. If you want to ask general questions about this game, DO NOT E-MAIL
or MSN me. I WILL ignore you unless I find your question interesting. There
are plenty of other FAQs that will answer your questions, which are VERY
possibly answered to death MANY times. If you INSIST on adding me to your
MSN Contact List, ask me for my permission first by e-mailing me. However,
unless you're a vet or are well-known on the Boards, I'll most likely just
ignore you as a rejection.