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    FAQ/Walkthrough by Darkness X Unlimited

    Version: Final | Updated: 04/12/04 | Search Guide | Bookmark Guide

                 _________    _________    _________    ___   ____
                /********/\  /********/\  /********/\  /**/\_/***/\
               /*/    /*/ / /*/    /*/ / /*/\======\/ /**/ /****/_/
              /*/____/*/ / /*/    /*/ / /*/ /        /**/_/***/_/
             /********/_/ /*/____/*/ / /*/_/_____   /*******/_/
            /**/  \*\ \  /********/ / /*********/\ /***/ \**\ \
           /**/====\*\_\ \========\/  \=========\/ \===\  \==\_\
    
               ____    _____ _    _________     ___       ___
              /****\  /*****\ \  /*********/\  /***\     /**/\
             /***/\*\/*/\***/ / /**/  \***/ / /*****\   /**/ /
            /***/ /***/ /**/ / /**/___/**/ / /**/ \**\_/**/ /
           /***/ /***/ /**/ / /*********/ / /**/ / \*****/ /
          /***/ /***/ /**/ / /**/ / /**/ / /**/ /   \***/ /
          \===\ \===\ \==\/  \==\/  \==\/  \==\/     \==\/
    
               ________       ___     ____      ________
              /*******/\     |***|  _/***/\    /*******/\
             /*/======\/     |***|_/***/_/    /*/======\/
            /*******/\     _/********/ /     /*******/\
           /*/======\/   _/****/ |**| |     /*/======\/
          /*******/\    /****/   |**| |    /*******/\
          \=======\/   |====/   /==/_/     \=======\/
    
           ________     _______     _______       ________
          / ____  /\   / _____/\   / _____/\     / ____  /\ -------
         / /___/ / /  / / ____\/  / / ____\/    / /___/ / / -------
        / ____  | |  / / /       / / |_  _|\   /  _____/ / -------
       / /___/ | |  / /_/__     / /___/ / \/  /  / ____\/ -------
      /_______/ /  /______/\   /_______/ /   /__/ / --------
      \_______\/   \______\/   \_______\/    \___\ --------
    
    
    *******************************************************
    Rockman EXE Battle Chip Grand Prix Guide (Version 1.00)
    *******************************************************
    
    
    /------------------Content------------------------\
    |*************************************************|
    |                                                 |
    | - Version History                               |
    | - What's this game (SEC01)                      |
    | - Gameplay/Basic Control (SEC02)                |
    | - Battle Chip List (SEC03)                      |
    |   - Keys and Notes                              |
    |   - Normal Battle Chip List                     |
    |   - Navi Chip List                              |
    | - Chip location + Chips you can't buy (SEC04)   |
    | - Navi Chip locations (SEC05)                   |
    | - Battle Chip Preference Guide (SEC06)          |
    | - Battle Stage Function + AP power-up (SEC07)   |
    | - Battle Strategy (SEC08)                       |
    | - Special Chips + Navi-codes (SEC09)            |
    |   - Official Navi-codes                         |
    |   - Self-made Navi-codes                        |
    |   - Translation Table                           |
    | - Data Chip Section (SEC10)                     |
    | - Secret Chips (SEC11)                          |
    |   - Hub/Saito Style                             |
    |   - Normal Navi V5                              |
    | - Cheat Codes Section (SEC12)                   |
    | - Bug Section (SEC13)                           |
    | - Wonder Swan Ver. Difference (SEC14)           |
    | - Frequently Asked Questions (SEC15)            |
    | - Credits                                       |
    | - A Word From Author                            |
    \_________________________________________________/
    
    (Press Ctrl+F and use the code in bracket to search for a particular section)
    
    
    *** Version History ***
    -----------------------
    ver0.1 - Game play/basic Control section, chip list made
    
    ver0.2 - Data Chip , tournament prize section and special chip + navi-code
             section made
    
    ver0.3 - Minor mistakes corrected, ASCII code title made
    
    ver0.4 - Battle Stage Function section added
    
    ver0.5 - Battle chip preference guide up
    
    ver0.65 - Secret chips section and cheating section added
              Translation table added in Special Chip Section
              Navi-code found in exe4 added in navi-code section
              Bug section added
    
    ver0.75 - Chip list rearranged
              AP power-up information added
              Content table added
              Lots of cheats Added
    
    ver0.8 - New navi-codes added
             FAQs section added
             Cheats rearrangement
    
    ver0.81 - Minor mistakes corrected, two more FAQs up
    
    ver0.85 - Wonder Swan ver. Difference part added, some proofreading
    
    ver1.00 - Secret navi-codes from mmbn4 added
              Navi-chip locations added
              Section Code added
              Proofread (again)
              Added "Chip location + Chips you can't buy" section
              Tournament chip section deleted (added to chip location)
              Battle Strategy Section added
              (largest update ever, and could be the last)
    
    
    *** What's this game? (SEC01) ***
    ---------------------------------
    Another Rockman EXE game. This time it's not a RPG game, not an action game.
    This time is a strategy-based game! This game takes place somewhere between
    Rockman EXE 3 and 4, with six characters available for you to choose. Each
    character has his/her own story.
    
    Main Characters : Hikari Netto - with his navi Rockman
                      Sakurai Meiru - with her navi Roll
                      Ooyama Dekao - with his navi Gutsman
                      Ijyuuin Enzan - with his navi Blues
                      Todoroki Kaita - with his navi Turboman
                      Towa Mary - with her navi Ring-chan (or Ring)
                      Forte - a navi created by Dr. Cossack, have no operator
                      Higure Yamitaro - with his navi Numberman (not playable)
    
    
    
    *** Game play/Basic Control (SEC02) ***
    ---------------------------------------
    In real world
    A : select an option, select a chip, etc.
    B : go back to the previous menu, cancel the command before, etc.
    L : page up for the chip library/chip selection screen
    R : page down for the chip library/chip selection screen
    Select : show details of chip after the chip is highlighted
    
    During Battles
    A : speed up the flashing "VS" screen which shown up before battle
    B : speed up/slow down game play
    L/R : slot-in chip execute
    
    
    During the battle/chip preparation screen, table with following format is shown
    
      -------------80mb
      ----L-----------7
      ------------4----
      --------2-------8
      OK--1-------5----
      --------3-------9
      ------------6----
      ----R----------10
    
    (the OK button and amount of MB is only shown in chip preparation screen)
    
    1. You can only put a Navi chip in slot 1, while the others must be non-navi
       chips.
    
    2. The slots "L" and "R" can only be put in a chip with their size equal or
       less than the number indicated on the top-right hand corner. The maximum
       size will increase as you continue playing the game.
    
    3. The amount of size of the chips in slots 2 to 10 cannot exceed the size of
       MB shown in the Navi chip.
    
    4. The slots 2 to 10, L and R can be empty while 1 cannot.
    
    5. During a battle, a random order is made, such as 1, 2, 4, 8 or 1, 3, 6, 10
       (like a lot game), with the Navi chip used lastly, i.e. the orders for
       previous examples are 2, 4, 8, 1 and 3, 6, 10, 1.
    
    6. The chance that the chip will be used in a turn is as the following :
    
       ---N/A---------------12.5%
       ---------------25%--------
       ---------50%---------37.5%
       --100%---------50%--------
       ---------50%---------37.5%
       ---------------25%--------
       ---N/A---------------12.5%
    
       It is better for you to place the chips in the order of importance.
    
    7. The slot-in gauge (the gauge at the bottom of screen during battle) will
       increase by 5% after a Navi use a chip (no matter success or fail). It will
       indicate the chance you can successfully use the slot-in chip.
    
    8. All of the chips have their own HP. The chip will be deleted if its HP is
       reduced to 0. The battle ends when one of the navi's HP decreased to 0.
    
    9. You can get money, and sometimes randomly get a chip in enemy's deck after
       you win. Higher the busting level, higher the chance you'll get a chip.
    
    
    
    *** Battle Chip List (SEC03) ***
    --------------------------------
    Here it comes, the long list for the 243 chips in this game. No idea of how a
    particular chip works? See the chip number in chip library and look up here.
    Please read the keys and list notes first.
    
    
    Keys
    ====
    keys for element  - A = aqua
                        E = elec
                        F = fire
                        W = wood
    
    keys for function - A = attack navi chip
                      - C = counter type chip, condition stated in bracket
                          (please note the difference between "if" and "whenever")
                      - G = guard-type chip that absorbs damage, chip HP decrease
                            after guarding, deleted after HP goes to zero.
                      - * = attack all battle chips
                      - > = attack last battle chip
                            (the last chip you can use at that turn)
                      - ? = randomly attack a battle chip
                      - P = pass through guards that absorbs damage
                      - D = delete and skip guards that absorbs damage,
                            enemy's guard can't function at that time
                      - ! = paralyze enemy
                      - E = attack at the end of turn if the chip is not deleted
    
    
    List Notes
    ==========
    Order : the order for the functions follows the chronological order.
            e.g. "G, C, >" means "guarding -> conditional attack -> attack last
            battle chip"
    
    Counter Chip : For those counter chips with [whenever] in description, it can
                   be used for counter attack more than one time, but those stating
                   [if] will wear off after activation
    
    Special Chip : you will gain one of chips of no. 172 to 181 after you beat S
                   class, can't gain the any other special chips using the same
                   method again. The only way to gain others is to win navis with
                   those chips by inputting navi-codes
    
    Navi Chip : the amounts of MB of navi chip are in final status (i.e. after you
                finish class S)
    
    Name : all of the names are the direct translations from the Japanese version
    
    
    
    Chip Notes (for indicated chips only)
    =====================================
    Note 1 : Weakness attribute attack (e.g. aqua against fire) will delete these
             chip immediately, and its function (e.g. blocking) can't be used at
             that time.
    
    Note 2 : Attacks with same element as this chip cause no damage to the chip
    
    Note 3 : HP of barrier/aura won't decrease after blocking, auras will be
             deleted after blocking attacks over its AP limit
    
    Note 4 : Kagebunshin - enemy's non-sword attack can't hurt you/damage the chip
                         - can jump over the hole to attack
                           (You cannot use sword-type attack in the hole stage)
    
    Note 5 : Gaia Sword - AP=100 + total AP of unused, selected chips in that turn
                        - recovery chips not included
                        - unused chips can still be used
    
    Note 6 : Variable Sword - Randomly select one of the followings to attack :
                              Sword(AP70), WideSword(AP80), LongSword(AP90),
                              KnightSword(AP180)
    
    
    
    *** Normal Battle Chip List ***
    
    No.  Name           HP    AP    MB   element  accuracy  stars   functions
    ---  ------------  ----  ----  ----  -------  --------  -----  -----------
    1.   Cannon         60    60    10      -         C       1         A
    2.   HiCannon       90    80    20      -         C       2         A
    3.   MegaCannon    150   120    40      -         D       3         A
    4.   Shotgun        40    30    10      -         S       1       A , >
    5.   VGun           70    50    20      -         S       2       A , >
    6.   CrossGun       90    60    30      -         S       2       A , >
    7.   SpreadGun     150    70    40      -         S       3       A , >
    8.   BubbleShot     40    20    10      A         S       1       A , >
    9.   BubbleV        60    30    20      A         S       2       A , >
    10.  BubbleCross    90    40    30      A         S       3       A , >
    11.  BubbleSpread  130    50    40      A         S       4       A , >
    12.  HeatShot       40    20    10      F         S       1       A , >
    13.  HeatV          60    30    20      F         S       2       A , >
    14.  HeatCross      90    40    30      F         S       3       A , >
    15.  HeatSpread    120    50    40      F         S       4       A , >
    16.  MiniBomb      120    10    10      -         B       1       A , *
    17.  SmallBomb     220    20    20      -         B       2       A , *
    18.  CrossBomb     250    30    40      -         B       3       A , *
    19.  BigBomb       300    40    60      -         B       4       A , *
    20.  ForestBomb1   120    20    30      W         A       1       A , *
    21.  ForestBomb2   130    30    40      W         A       2       A , *
    22.  ForestBomb3   180    40    50      W         A       4       A , *
    23.  Sword          40    70    10      -         E       1       A , ?
    24.  WideSword      80    80    20      -         D       2       A , ?
    25.  LongSword      70    90    20      -         D       2       A , ?
    26.  FireSword     110    80    30      F         C       4       A , ?
    27.  AquaSword     110    80    30      A         C       4       A , ?
    28.  ElecSword     110    80    30      E         C       4       A , ?
    29.  FlameBlade    130    90    40      F         D       3       A , ?
    30.  AquaBlade     130    90    40      A         D       3       A , ?
    31.  ElecBlade     130    90    40      E         D       3       A , ?
    32.  Fumikomizan    80    70    40      -         D       4       A , ? - can
    jump over the hole to attack
    33.  Ryoutekunai1   60    10x3  10      -         C       2       A , ?
    34.  Ryoutekunai2   70    20x3  20      -         C       3       A , ?
    35.  Ryoutekunai3   80    30x3  30      -         C       4       A , ?
    36.  CustomSword   150    30x?  40      -         D       4       A , ? - AP =
    30 x turn
    37.  Muramasa       60    10    70      -         E       4       A , ? - AP =
    your damage
    38.  VariableSword 160     0    30      -         D       4       A , ? - see
    note6
    39.  Iaiform       180   100    50      -         D       4       C , ? [if
    enemy steps in]
    40.  Shockwave     120    50    10      -         B       1       A , P
    41.  Sonicwave     120    70    20      -         B       2       A , P
    42.  Dynawave      120   130    40      -         B       3       A , P
    43.  Earthquake1    70    30    40      -         C       2       A , *
    44.  Earthquake2    80    40    50      -         C       3       A , *
    45.  Earthquake3    90    50    60      -         C       4       A , *
    46.  GutsPunch     160    70    30      -         B       4       A , D
    47.  ColdPunch     110    70    30      A         B       3       A , D
    48.  DashAttack     90    80    40      -         A       2       A , P
    49.  Tekkyuu       120    40    20      -         D       1       A , D
    50.  Hougun        160    80    30      -         D       2       A , D
    51.  DoubleNeedle   70    20x2  10      -         B       1         A
    52.  TripleNeedle  120    20x3  20      -         B       2         A
    53.  TetraNeedle   140    20x4  30      -         B       4         A
    54.  Trident       170    30x3  30      -         B       4         A
    55.  Ratton1        80    40    10      -         S       1       A , >
    56.  Ratton2       120    50    20      -         S       2       A , >
    57.  Ratton3       160    60    30      -         S       3       A , >
    58.  RattonHanabi  120   120    60      F         S       5     G , C , > [when
    enemy use fire element attack]
    59.  Tornado        50    10x3  40      -         D       4       A , *
    60.  Kogarashi      30    10x3  40      W         D       3       A , *
    61.  Neppu          20    10x3  40      F         D       3       A , *
    62.  BurningBody   110    40    50      F         B       4       A , *
    63.  RabiRing1     120    10    40      E         C       1       A , !
    64.  RabiRing2      60    50    40      E         C       2       A , !
    65.  RabiRing3      30   100    40      E         C       3       A , !
    66.  Satellite1     50    40    20      E         B       2       A , >
    67.  Satellite2     80    50    30      E         B       3       A , >
    68.  Satellite3    120    60    40      E         B       4       A , >
    69.  BadSpice1     200    30    20      W         S       2       A , * - only
    used in grass stage, can skip any guards
    70.  BadSpice2     240    50    30      W         S       3       A , * - only
    used in grass stage, can skip any guards
    71.  BadSpice3     300    70    40      W         S       4       A , * - only
    used in grass stage, can skip any guards
    72.  MagnetBomb1    90    10    10      E         D       2       A , *
    73.  MagnetBomb2   110    20    20      E         D       3       A , *
    74.  MagnetBomb3   130    30    30      E         D       4       A , *
    75.  Yo-yo1         60    30x3  30      -         C       1         A
    76.  Yo-yo2         80    40x3  40      -         C       2         A
    77.  Yo-yo3        120    50x3  50      -         C       4         A
    78.  CurseShield1  180    50    40      -         A       2       G , C
    [whenever enemy attacks]
    79.  CurseShield2  250    60    50      -         A       3       G , C
    [whenever enemy attacks]
    80.  CurseShield1  300    70    60      -         A       4       G , C
    [whenever enemy attacks]
    81.  BreakHammer    40    30    40      -         C       3     A , D , *
    82.  ZeusHammer     40    50    60      -         C       4     A , D , *
    83.  HeavyGuage    120     0    20      -         -       4         - decrease
    enemy's slot-in gauge by 50%
    84.  BronzeFist    110    90    30      -         C       3       A , D
    85.  SilverFist    100   120    40      -         C       3       A , D
    86.  GoldFist       90   150    50      -         C       4       A , D
    87.  PoisonMask    140    20    30      -         A       2     G , C , *
    [whenever enemy attacks]
    88.  PoisonFace    180    30    50      -         A       3     G , C , *
    [whenever enemy attacks]
    89.  Uzushio        80    10    30      -         D       3         A -
    randomly delete a battle chip
    90.  BlackHole     250    10    50      -         B       4         A -
    randomly delete a battle chip
    91.  Meteor3        70    40x?  30      F         ?       1         A - AP = 40
    x [1 to 3 hits]
    92.  Meteor4        90    40x?  40      F         ?       2         A - AP = 40
    x [1 to 4 hits]
    93.  Meteor5       100    40x?  50      F         ?       4         A - AP = 40
    x [1 to 5 hits]
    94.  Meteor6       120    40x?  60      F         ?       5         A - AP = 40
    x [1 to 6 hits]
    95.  CountBomb1     90    40    30      -         S       2   G , A , E , *
    96.  CountBomb2    180    40    50      -         S       3   G , A , E , *
    97.  CountBomb3    260    40    60      -         S       4   G , A , E , *
    98.  Cloud         180    10    20      A         B       2       A , *
    99.  MoreCloud     150    20    30      A         B       3       A , *
    100. MostCloud     120    30    40      A         B       4       A , *
    101. StealthMine   100    50    30      -         S       3       C , * [if
    enemy steps in]
    102. FrontSensor   300    40    50      -         S       4     G , C , * [if
    enemy attacks] - chip self-destruction
    103. DoubleSensor  140    70    50      -         S       4     G , C , * [if
    enemy attacks] - chip self-destruction
    104. Remo-kogoro1  150    10    30      E         B       2     A , G , *
    105. Remo-kogoro2  210    20    40      E         B       3     A , G , *
    106. Remo-kogoro3  300    30    50      E         B       4     A , G , *
    107. AquaBalloon   160    10    30      A         C       2     A , G , E - AP
    = amount of enemy's attack (see note 1,2)
    108. ElecBalloon   160    10    30      E         C       2     A , G , E - AP
    = amount of enemy's attack (see note 1,2)
    109. HeatBalloon   160    10    30      F         C       2     A , G , E - AP
    = amount of enemy's attack (see note 1,2)
    110. Kanketsusen    50    50    40      A         A       4       A , * - only
    used in hole field
    111. MagmaDragon    40    50    50      F         A       5       A , * - only
    used in hole field
    112. GodStone       60    80x?  50      -         ?       5         A - only
    used in hole field, AP = 80 x [1 to 3 hits]
    113. OldWood        40    50    50      W         A       5       A , * - only
    used in hole field
    114. MetGuard       10    40    20      -         B       2       G , C
    [whenever attack]-attack with element delete it
    115. CatchMachine  200     0    20      -         -       2         - increase
    your busting level by 2
    116. AnotherMind   100    10    10      -         S       5         A - enemy's
    next draw is same as previous one
    117. Recovery-10    80    10     0      -         -       4         - recover
    your navi's HP by 10
    118. Recovery-30    40    30     0      -         -       4         - recover
    your navi's HP by 30
    119. Recovery-50    80    50    10      -         -       1         - recover
    your navi's HP by 50
    120. Recovery-80    80    80    20      -         -       2         - recover
    your navi's HP by 80
    121. Recovery-120   40   120    20      -         -       2         - recover
    your navi's HP by 120
    122. Recovery-150   60   150    30      -         -       3         - recover
    your navi's HP by 150
    123. Recovery-200   90   200    40      -         -       5         - recover
    your navi's HP by 200
    124. Recovery-300   20   300    40      -         -       5         - recover
    your navi's HP by 300
    125. AirShoes      100     0    20      -         -       4         - allow you
    to jump over the hole to attack
    126. Candle1       100    40    10      -         -       2         - recover
    your navi's HP by 40 and remove paralyze
    127. Candle2       100    70    20      -         -       3         - recover
    your navi's HP by 70 and remove paralyze
    128. Candle3       100   100    40      -         -       4         - recover
    your navi's HP by 100 and remove paralyze
    129. StoneCube     250     0    10      -         -       1         G
    130. Prism         150     0    30      -         -       4     A , G , E - AP
    = your own attack amount after using the chip
    131. Ojizousan      70   150    70      -         -       4     G , C , * [if
    enemy attacks] - chip self-destruction
    132. Toppu(Wind)   160     0    20      -         -       2         - remove
    enemy guard, enemy accuracy down but evasion up
    133. Suikomi(Fan)  180     0    20      -         -       2         - remove
    enemy guard, enemy accuracy up but evasion down
    134. PoisonAnubis  230    30    60      -         S       5     A , G , * -
    ignore any kind of guards to attack
    135. Invisible1     10     0    20      -         -       3         - enemy's
    attack can't hurt you
    136. Invisible2     20     0    30      -         -       3         - enemy's
    attack can't hurt you
    137. Invisible3     40     0    40      -         -       3         - enemy's
    attack can't hurt you
    138. Tenjouura      60     0    40      -         -       4         - enemy's
    attack can't hurt you
    139. Yukashita     100     0    50      -         -       4         - enemy's
    attack can't hurt you
    140. StoneBody      80     0    30      -         -       3         - enemy's
    attack can only reduce 10 of your HP
    141. Kagebunshin1   30    30    40      -         S       3         C [whenever
    enemy use non-sword attack] (see note 4)
    142. Kagebunshin2   30    40    50      -         S       3         C [whenever
    enemy use non-sword attack] (see note 4)
    143. Kagebunshin3   30    60    60      -         S       4         C [whenever
    enemy use non-sword attack] (see note 4)
    144. Undershirt    120     0    20      -         -       4         - enemy AP
    over your HP turn 10 dmg
    145. Barrier       120     0    30      -         -       2         - disappear
    after blocking enemy's attack once
    146. BubbleWrap     90     0    30      A         -       2         - disappear
    after blocking attack once (see note 1,3)
    147. LeafShield     90     0    30      W         -       2         - disappear
    after blocking attack once (see note 1,3)
    148. AquaAura       60     0    50      A         -       4         - block any
    non-elec attacks with AP < 80 (see note 1,3)
    149. FlameAura      60     0    50      F         -       4         - block any
    non-aqua attacks with AP < 80 (see note 1,3)
    150. WoodAura       60     0    50      W         -       4         - block any
    non-fire attacks with AP < 80 (see note 1,3)
    151. ElecAura       60     0    50      E         -       4         - block any
    non-wood attacks with AP < 80 (see note 1,3)
    152. DreamAura1     40     0    40      -         -       4         - block any
    attacks with AP < 100 (see note 3)
    153. DreamAura2     40     0    50      -         -       4         - block any
    attacks with AP < 120 (see note 3)
    154. DreamAura3     40     0    60      -         -       5         - block any
    attacks with AP < 150 (see note 3)
    155. Jealousy       10    10    60      -         S       5         A - delete
    enemy's slot-in chips
    156. Kakigenkin    120    40    50      F         S       5         C [if enemy
    use fire element attack]
    157. Hiraishin     120    40    50      E         S       5         C [if enemy
    use elec element attack]
    158. Daikouzui     120    40    50      A         S       5         c [if enemy
    use aqua element attack]
    159. Kawarimi       70    80    50      -         C       4       G ,
    C[whenever enemy attacks]-element attacks can't damage
    160. Shirahadori    60   100    40      -         S       4       C , ? [if
    enemy use sword attack]
    161. QuickGuage    200     0    20      -         -       4         - increase
    your slot-in gauge by 50%
    162. BadMedicine   100     0    40      -         S       4         C - [if
    enemy use recovery chips], AP = recovery chip AP
    163. Attack+10     160    10    10      -         -       1         - AP of
    chip afterwards + 10
    164. Attack+20      80    20    10      -         -       2         - AP of
    chip afterwards + 20
    165. Attack+30      80    30    20      -         -       4         - AP of
    chip afterwards + 30
    166. Fire+40        60    40    20      F         -       4         - AP of
    fire chip afterwards + 40
    167. Aqua+40        60    40    20      A         -       4         - AP of
    aqua chip afterwards + 40
    168. Wood+40        60    40    20      W         -       4         - AP of
    wood chip afterwards + 40
    169. Elec+40        60    40    20      E         -       4         - AP of
    elec chip afterwards + 40
    170. Navi+20        60    40    10      -         -       3         - AP of
    navi chip afterwards + 20
    171. Navi+40        40    40    20      -         -       4         - AP of
    navi chip afterwards + 40
    172. BigRedWave     10    90    80      F         A       5     A , P , *
    173. FreezeBomb    250    40    40      A         B       5       A , *
    174. ChargeSpark   300    50    70      E         C       5     A , * , G
    175. GaiaSword      90   100    70      W         C       5       A , ? - (see
    note 5)
    176. BlackBomb     300    60    50      F         A       5     G , C , * -
    [whenever enemy uses fire attack] (see note 2)
    177. FighterSword  150   150    40      -         C       5       A , ?
    178. KnightSword   130   180    50      -         C       5       A , ?
    179. PaladinSword 110   250    70      -         C       5       A , ?
    180. Ryuuseigun     70    60x?  80      F         ?       5         A - AP = 60
    x [1 to 6 hits]
    181. Poltergeist   160   150x?  50      -         A       5         A - AP =
    150 x no. of guards using now, disable all guards
    182. PanelSteal    120     0     0      -         -       1         - reduce
    enemy's evasion point by 10
    183. AreaSteal     120     0    10      -         -       2         - reduce
    enemy's evasion point by 30
    184. MagmaStage     10     0    20      -         -       2         - change
    the battle stage into magma stage
    185. IceStage       10     0    20      -         -       2         - change
    the battle stage into ice stage
    186. KusamuraStage  10     0    20      -         -       2         - change
    the battle stage into grass stage
    187. AlumiStage     10     0    20      -         -       2         - change
    the battle stage into aluminium stage
    188. DeathMatch     10     0    20      -         -       2         - change
    the battle stage into poison stage
    189. PanelOut       10     0    20      -         -       2         - change
    the battle stage into hole stage
    190. PanelReturn    10     0    20      -         -       2         - change
    the battle stage into normal stage
    191. DataChip1       0     0     0      -         -       5         - lot
    number for Rockman exe 4 (see Data Chip sect SEC10)
    192. DataChip2       0     0     0      -         -       5         - lot
    number for Rockman exe 4 (see Data Chip sect SEC10)
    193. DataChip3       0     0     0      -         -       5         - lot
    number for Rockman exe 4 (see Data Chip sect SEC10)
    194. DataChip4       0     0     0      -         -       5         - lot
    number for Rockman exe 4 (see Data Chip sect SEC10)
    
    
    
    *** Navi Chip List ***
    
    No.  Name           HP    AP      MB  element  accuracy  evasion  stars
    attack description
    ---  ------------  ----  ----   ----  -------  --------  -------  -----
    -------------------
    195. Rockman       500    50     330     -         A        B       5
    Charge Shot    - A , >
    196. Roll          400    50     300     -         C        A       5
    Heart Flash    - A , recovery50
    197. Gutsman       600    70     290     -         C        C       5
    Guts Hammer    - A , D
    198. Blues         550    60     320     -         B        B       5
    Sonic Boom     - A , ?
    199. Turboman      550    20     320     -         A        C       5
    Turbo Wheel    - A , * (element : F)
    200. Ring          450    20x2   310     -         B        A       5
    Ring Boomerang - A , > (element : E)
    201. ForteGS       800    40     330     -         B        B       5
    Gospel Cannon  - A , * (element : F)
    202. Forte         700    20x3   300     -         A        B       5
    Air Blast      - A , >
    203. Iceman        500    60     290     A         B        A       5
    Freeze Tower   - A , P (element : A)
    204. Fireman       500    60     290     F         B        C       5
    Fire Arm       - A , P (element : F)
    205. Elecman       450    20     290     E         B        B       5
    Rakurai        - A , * (element : E)
    206. Woodman       600    80     290     W         B        C       5
    Woody Tower    - A , P (element : W)
    207. Skullman      650    90     310     -         B        B       5
    Bone Stalker   - A
    208. Numberman     400    10x?   280     -         B        C       5
    Dice Bomb   - A , * (AP=10 x [1 to 6 hits])
    209. Airman        550    30     300     -         C        B       5
    Air Shooter    - A , *
    210. Quickman      450    30x2   310     -         A        S       5        Q
    Bommerang    - A , >
    211. Thunderman    550    40     280     E         C        C       5
    Thunder Bolt   - A , ! (element : E)
    212. Gateman       600   100     290     -         B        B       5
    Gate Cannon    - A
    213. Sharkman      400    40     280     A         C        A       5
    Air Shooter    - A , > (element : A)
    214. Shadowman     450    20x3   290     -         S        S       5
    Shuriken       - A
    215. Knightman     700    50     300     -         B        C       5        R.
    W. B.       - A , D
    216. Magnetman     600    60     280     E         S        C       5
    Mag Missile    - A , P (element : E)
    217. Freezeman     500    30     280     A         A        B       5
    Ice Tower      - A , * (element : A)
    218. Snakeman      450    30     280     W         B        A       5
    Snake Arrow    - A , ! (element : W)
    219. Toadman       400    30     290     A         S        S       5
    Onpu Melody    - A , ! (element : E)
    220. Heatman       650    70     280     F         B        B       5
    Flame Tower    - A , P (element : F)
    221. Colouredman   450    80     330     -         A        A       5        FA
    Tower       - A
    222. Magicman      350    10     340     F         A        A       5
    Magic Fire     - A, 50% rdm chp delete(elem:F)
    223. Flashman      550    30     270     E         A        B       5
    Neon Light     - A , ! (element : E)
    224. Beastman      500    30x3   290     -         B        S       5
    Wild Rush      - A
    225. Plantman      550    20     270     W         A        C       5
    Yellow Flower  - A , * (element : W)
    226. Flameman      600    30     270     F         B        C       5
    Fire Blaze     - A , * (element : F)
    227. Metalman      650    80     300     -         B        B       5
    Metal Fist     - A , D
    228. Kingman       500    20     290     -         A        C       5
    Checkmate      - A , *
    229. SaitoStyle    200    20x5   510     -         B        B       5
    Rock Buster    - A (see Secret Chip sect. SEC11)
    230. HeatGuts      400    70     310     F         C        B       5
    Kaenhousya     - A (element : F)
    231. ElecBrother   400    30     310     E         B        B       5
    Rabi Ring      - A , ! (element : E)
    232. WoodShield    400    10x3   310     W         E        B       5
    Kogarashi      - A , * (element : W)
    233. AquaCustom    400    50     310     A         S        C       5
    Aqua Shot      - A , > (element : A)
    234. NormalNavi    500    30     330     -         D        C       5
    Normal Buster  - A
    235. NormalNaviV2  550    30     340     -         D        C       5
    Normal Buster  - A
    236. NormalNaviV3  600    20     350     -         D        D       5
    Normal Buster  - A
    237. NormalNaviV4  650    20     360     -         D        D       5
    Normal Buster  - A
    238. NormalNaviV5  700    10     380     -         D        D       5
    Normal Buster  - A
    239. NaviTypeF     550    70     320     F         C        C       5
    Kaenhousya     - A (element : F)
    240. NaviTypeA     550    40     320     A         S        C       5
    Aqua Shot      - A , > (element : A)
    241. NaviTypeW     550    10x3   320     W         E        C       5
    Kogarashi      - A , * (element : W)
    242. NaviTypeE     550    30     320     E         B        C       5
    Rabi Ring      - A , ! (element : E)
    243. NormalNaviX   700    30     370     -         A        E       5
    Charge Shot    - A , >
    
    
    
    
    *** Chip location + Chips you can't buy (SEC04) ***
    ---------------------------------------------------
    I'll list some of the chips location (some, but not all) here and if you can't
    find a particular chip, look up here.
    
    No.  Name            Location
    ---  --------------  ---------------------------------          --------
    11.  BubbleSpread    Sharkman
    15.  HeatSpread      Heatman
    19.  BigBomb         Tournament 16 (can't be bought!)
    22.  Forestbomb3     Woodman
    35.  RyouTekunai3    Beastman
    36.  CustomSword     Rockman
    37.  Muramasa        Shadowman
    38.  VariableSword   Blues
    39.  Iaiform         Blues
    45.  Earthquake3     Knightman
    54.  Trident         Plantman
    58.  RattonHanabi    Tournament 16 (can't be bought!)
    59.  Tornado         Airman
    60.  Kogarashi       Plantman
    62.  BurningBody     Turboman
    68.  Satellite3      Thunderman
    71.  BadSpice3       Snakeman
    74.  MagnetBomb3     Magnetman
    77.  Yo-yo3          Colouredman
    80.  CurseShield3    Skullman
    82.  ZeusHammer      Kingman
    83.  HeavyGauge      Freezeman
    86.  GoldFist        Metalman
    90.  BlackHole       Tournament 128 (can't be bought!)
    93.  Meteor5         Magicman
    94.  Meteor6         Tournament 64 (can't be bought!)
    97.  CountBomb3      Tournament 16
    102. FrontSensor     Tournament 16 (can't be bought!)
    103. DoubleSensor    Tournament 16 (can't be bought!)
    106. Remo-kogoro3    Flashman (use Poltergeist if you want to beat him in Z)
    110. Kanketsusen     Tournament 32
    111. MagmaDragon     Tournament 32 (can't be bought!)
    112. GodStone        Tournament 32 (can't be bought!)
    113. OldWood         Tournament 32
    117. Recovery-10     Roll
    118. Recovery-30     Roll
    123. Recovery-200    Tournament 16
    124. Recvoery-300    NormalNaviX (can't be bought!)
    125. AirShoes        Tournament 32
    128. Candle3         Flameman
    130. Prism           Numberman
    134. PoisonAnubis    Tournament 16 (can't be bought!)
    138. Tenjouura       Tournament 32
    139. Yukashita       Tournament 128
    143. Kagebunshin3    Tournament 64
    144. Undershirt      Tournament 16
    152. DreamAura1      Forte
    153. DreamAura2      NormalNaviX (can't be bought!)
    154. DreamAura3      ForteGS (can't be bought!)
    155. Jealousy        Ring
    156. Kakigenkin      Tournament 32 (can't be bought!)
    157. Hiraishin       Tournament 32 (can't be bought!)
    158. Daikouzui       Tournament 32 (can't be bought!)
    161. QuickGauge      Quickman
    165. Attack+30       Tournament 64 (can't be bought!)
    166. Fire+40         Tournament 64 (can't be bought!)
    167. Aqua+40         Tournament 64 (can't be bought!)
    168. Wood+40         Tournament 64 (can't be bought!)
    169. Elec+40         Tournament 64 (can't be bought!)
    171. Navi+40         Tournament 64 (can't be bought!)
    
    Other chips you can't buy : 172-181 (Special Chips SEC09)
                                191-194 (Data Chip SEC10)
                                195-243 (Navi Chips)
    
    If I miss any chips or I've made any mistakes, send an e-mail to me.
    
    
    
    *** Navi Chip locations (SEC05) ***
    -----------------------------------
    Having trouble in founding a particular navi-chip? Here is the list which you
    can found them :
    (Note that the character you use may affect some of the navis' locations)
    
    No.  Name            Location
    ---  --------------  --------------------------------------------------------
    195. Rockman         Hacker's N battle 30 for Roll, Class S Master for others
    196. Roll            Class E Healing, except for Roll
    197. Gutsman         Class E Guts, except for Gutsman
    198. Blues           See another list below
    199. Turboman        Open Hacker's N/YamiNet battle 10, except for Turboman
    200. Ring            Open Hacker's N/YamiNet battle 40, except for Ring
    201. Forte GS        Open Hacker's N/YamiNet battle 100
    202. Forte           Class Z Chaos
    203. Iceman          Class D Droplet
    204. Fireman         Class D Match
    205. Elecman         Class D Battery
    206. Woodman         Class D Sapling
    207. Skullman        Class C Block
    208. Numberman       Open DenCity/Densan battle 10
    209. Airman          Class C Cliff
    210. Quickman        Class C Quick
    211. Thunderman      Open Yumland/Ajina battle 5
    212. Gateman         Class Y Guardian
    213. Sharkman        Class B Stream
    214. Shadowman       Class X Shadow
    215. Knightman       Open Netopia/Amerope battle 25
    216. Magnetman       Open Netopia/Amerope battle 15
    217. Freezeman       Class A East
    218. Snakeman        Open Yumland/Ajina battle 10
    219. Toadman         Open Yumland/Ajina battle 15
    220. Heatman         Class B Firework
    221. Colouredman     Class E Healing for Roll, Hacker's N battle 30 for others
    222. Magicman        Class A West
    223. Flashman        Class B Thunder
    224. Beastman        Open Netopia/Amerope battle 20
    225. Plantman        Class B Verdant
    226. Flameman        Open Hacker's N/YamiNet battle 50
    227. Metalman        Class E Guts for Gutsman, Hacker's N battle 20 for others
    228. Kingman         Open Yumland/Ajina battle 20
    229. Hub/SaitoStyle  Secret Navi-code (see Secret Codes Sect. SEC11)
    230. HeatGuts        Tournament 128
    231. ElecBrothers    Tournament 128
    232. WoodShield      Tournament 128
    233. AquaCustom      Tournament 128
    234. NormalNavi      Open Dencity/Densan battle 5
    235. NormalNaviV2    Class E Novice
    236. NormalNaviV3    Open Netopia/Amerope battle 5
    237. NormalNaviV4    Open Netopia/Amerope battle 10
    238. NormalNaviV5    Open Hacker's N battle 5/Navi-code (JP ver)
    239. NaviTypeF       Open Hacker's N battle 60
    240. NaviTypeA       Open Hacker's N battle 90
    241. NaviTypeW       Open Hacker's N battle 70
    242. NaviTypeE       Open Hacker's N battle 80
    239. NormalNaviX     Open Netopia/Amerope battle 30
    
    Blues location
    Rockman/Roll - Class S Master
    Gutsman - Open Hacker's N/YamiNet battle 20
    Turboman - Open Hacker's N/YamiNet battle 10
    Ring - Open Hacker's N/YamiNet battle 40
    
    
    
    *** Battle Chip Preference Guide (SEC06) ***
    --------------------------------------------
    During battle, there is a preference which will determine whether you or your
    opponent executes his chip first.
    e.g. Your chip order : Quick Gauge -> Fire+40 -> Meteor4
         Opponent's chip order : Aqua Sword -> Cross Bomb -> BubbleBi
         Order of execution : Aqua Sword -> Quick Gauge, Fire+40 -> Cross Bomb,
                              and then Bubble Bi -> Meteor4
    
    If you know more about the preference, you can set up chips with higher
    preference so you can get an advantage during the battle.
    The preference is far too complicated for me to list out all of them so I will
    make a brief description here :
    1. Bad Spice chips (chip no. 69 - 71) have an extremely high preference.
       Have a high AP and can damage chips (but the stage must be Kusamura stage).
    2. Barrier type chips (chip no. 145 - 147) have top preferences.
       Can be used to make a good defence strategy.
    3. Special element chips (chip no. 172 - 175) has a high preference.
       Can use them to either destroy chips/defence in advance.
    4. Remo-kogoro chips (chip no. 104 - 106) have a very high preference.
       Perform EXTREMELY well in chip deleting and defence.
    5. Attack + chips (chip no. 163 - 171) has a quite high preference.
       Generally put in the middle/front row of deck.
    6. Shotgun type (chip no. 4 - 15) has a quite high preference.
       Can be used to destroy chips with little HP at the back.
    7. Invisible type chip (chip no. 135 - 143) has a medium high preference.
       Extremely recommended when enemy's chip's first chip is a defence-type chip
       with no Poltergeist equipped (e.g. Forte/Forte GS).
    
    There is also a preference for the navis. This preference will affect the
    order of navi's attack (e.g. Flashman has a higher preference than Navi Type
    E). What I am not very sure is that whether the navi preference is affected by
    chip ID/total amount of MB/HP/AP. If you have any specific information
    concerning chip/navi preference, tell me and credits will be given.
    
    By the way, if you and your opponent is holding the same type of chip and is
    of the same type of navi, the computer will randomly decide who will perform
    his action first.
    
    
    
    *** Battle Stage Function + AP power-up (SEC07) ***
    ---------------------------------------------------
    1. Battle Stage
       Magma Stage - decrease non-fire navi's HP by 50 at the end of each turn
                   - change to normal stage after using any aqua element attack
    
       Ice Stage - increase navi's evasion
                 - power-up elec element attacks' AP
    
       Grass stage - increase wood element navi's HP by 50 at the end of each turn
                   - power-up fire element attacks' AP
                   - change to normal stage if any fire element attack is used
    
       Aluminium Stage - power-up elec element attacks' AP
                       - change into grass stage if any wood element attack is used
    
       Poison Stage - reduce navi's and all chip's HP by 20 at the end of each turn
    
       Hole Stage - Close range attacks can't be used, e.g. Sword-type attack,
                    Fist-type attack, Wave-type attack, etc.
    
    
    2. AP power-up
       There are 4 conditions that will increase the AP of the chip, they are :
       - attack-up chip (e.g. fire+40)
       - the navi you use is as the same attribute as the chip
         (e.g. Elecman use Remo-kogoro1/2/3)
       - ground effect (only for ice/grass/aluminium stage, see the above)
       - weakness effect, i.e. fire against wood, water against fire, elec against
         water, and wood against elec
    
       Each of the conditions 2-4 will increase your AP by 60% (not 100%), the
       following is a formula to calculate the AP of your chip:
       AP = [(initial AP + attack-up chip)] x [(1 + [navi same attribute 0.6] +
            [ground effect 0.6] + [weakness 0.6])]
    
       If the amount is not divisible by 10, it will be increased to the next
       multiple of 10 (e.g. 132 -> 140)
    
       For multi-attack chips, the AP will be :
       AP = [(initial AP + attack-up chip)] x [(1 + [same attribute 0.6] +
            [ground effect 0.6] + [weakness 0.6])] x ?
       where ? is number of times of attack (e.g. for Yo-yo1, ? is 3)
    
       So if you use a Navi Type E, then you stand on the aluminium stage and use
       a Remo-kogoro3 (AP 30) and an elec+40 chip against Toadman (with aqua
       attribute), then the AP = (30 + 40) x (1 + 0.6 + 0.6 + 0.6) = 196 -> 200!
       Use the strategy wisely and you'll get an great advantage when
       encountering enemies.
    
    
    
    *** Battle Strategy (SEC08) ***
    -------------------------------
    Almost the most important section of the game. Here is what I learnt from the
    game, hope that these can help. Use it according to the rating.
    
    Power-up :
    1. Use AP power-up listed in the previous section (SEC07) as much as possible.
       e.g. Magicman then use Fire+40 then Meteors/Ryuseigun on grass stage ->
       70% immediate kill (all you need is luck at that time).
    
    2. Use different Stage series chip for your own advantage (e.g. put grass
       stage in your deck if you use fire-type navi, put ice stage if you use
       navi with high dodge rating).
    
    3. Use corresponding elements for different element enemies, e.g. use Aqua
       Ball for Iceman (he can't break it) or Big Red Wave for Plantman.
    
    4. Put different set of chips (including navi chips) with different element
       in your folder, you will have great trouble if your enemy's element is
       against you.
    
    
    Slot-in related :
    1. Put a recovery-300 or chips that can do massive damage (e.g. Hero/Paladin
       Sword, Muramasa) for slot-in. They are your friends when you are in
       trouble. You may also need a Quick Gauge in your deck.
    
    2. Set up a theme for your deck, whether you would like a chip-deleting deck
       or deck causing massive damage, so you can choose different chips for the
       theme.
    
    
    Deck-related strategies
    1. Use chips with high preference, see Battle Chip Preference SEC06, you will
       always get an advantage because you take your move first.
    
    2. Don't use too much chips with low HP (especially in the back), you will
       find helpless if all your chips are deleted. You can only use a lot if your
       opponent's deck hawe no chip-delete chips (e.g. Gutsman in one of the
       classes, though I forgot which one)
    
    3. A simple but useful one. Before a multi-attack chip, place a attack+ chip.
       e.g. Fire+40 then Blower -> massive damage to enemy's chips!
    
    4. Fill up our deck's space with 0mb chips, i.e. Recovery-10, Recovery-30 and
       Panel Grab/Steal. It can prevent your other chips being damaged.
    
    
    Against different themes :
    - guarding + chip-deleting (e.g. Class Z's Flashman)
      1. Use break guard-type chip (e.g. Gold-Fist, Gutsman)
      2. Use Poltergeist
      3. Use piercing chips (e.g. Dynawave, Fireman)
      4. Life Aura series (not always work because enemy may attack first)
    
    - massive damage type
      1. Use AntiDamage/Kawarimi or Metguard, depending on whether the chips has
         elements or not.
      2. Use hole stage, in many cases those chips with large damage have to jump
         to your side to attack (e.g. swords and fist-type chip).
    
    
    Recommended deck :
    Well, these decks are just for reference, but you can modify them to suit your
    deck and navis.
    
    1. General deck, for all type of battles
       Navi : BassGS
       Slot-ins : Repair/Panel Return or Muramasa and Gaia Sword
       First column : Popup/Yukashita (top), Hero Sword/Paladin Sword (Bottom)
       Second column : yo-yo3 (top), Hero Sword (middle), Recovery-200 (bottom)
       Third column : PanelGrab (top), Poltergeist, navi+40, PanelGrab(bottom)
    
       A generally strong deck.
    
    2. Elec attack-based chip-deleting deck
       Navi : NaviTypeE
       Slot-ins : Alumi Stage, Hero Sword
       First column : Sparker/Charge Spark X 2
       Second column : Remobit/kogoro2 (top), Poltergeist, Remokogoro2 (bottom)
       Third column : PanelGrab (top), navi+40, Magnet Bomb3, Recovery-30 (bottom)
    
       Chips with low HP will be deleted quickly.
    
    3. Fire attack-based chip-deleting deck
       Navi : Magicman
       Slot-ins : Recovery-300, Meteors/Ryuuseigun
       First column : Big Red Wave X 2
       Second column : Fast/Quick Gauge (top), Fire+40, Grass Stage (bottom)
       Third column : PanelGrab (top), Meteor6, Meteor6, PanelGrab (bottom)
    
       A great deck, if opponent's first chip is not Remobit/Remokogoro.
    
    4. Elec guard-based chip-deleting deck
       Navi : Magnetman
       Slot-ins : Muramasa, Popup/Yukashita
       First column : Sparker/Charge Spark (top), Magnet Bomb3 (bottom)
       Second column : Magnet Bomb3 X 3
       Third column : MagnetBomb3(top),MagnetBomb3,AlumiStage,MagnetBomb3(bottom)
    
       Though simple, but can cause great damage to chip and navi.
    
    5. Fire attack-based deck
       Navi : NaviType F
       Slot-ins : Big Red Wave, Meteors/Ryuuseigun
       First column : Big Red Wave (top), Fire Blade (bottom)
       Second column : Fire Sword (top), fire+40 (middle), Fire Sword (bottom)
       Third column : Recovery-30 (top), HeatSpread, Meteor6, GrassStage (bottom)
    
       Fire-navi with many swords, could be in trouble if battle on hole stage.
    
    
    
    *** Special Chips + Navi-code (SEC09) ***
    -----------------------------------------
    You will obtain one of the chips between No.172 and No.181 after you finish S
    class, and you can't get other nine chips by playing S class again. The only
    way to obtain them is to input a Navi-code that contain the chips into the
    tournament's section, then battle them and win them. I rate the navi-codes
    myself, so the rating may not be same for different players.
    
    (note: Those with dashes are in Japanese, can only be entered in Japanese
           version of the game. Also, a is not A and tsu is not TSU. Please refer
           to the translation table below.)
    
    
    Navi-codes found in Megaman Battle Network 4 (for USA/Eur ver) :
    
    Code 1 - Name : LAN          Navi-code : NG75-H5RF-R0MN-440N-2QX(club)-X341
             Navi : Megaman      Where can be found : Electown's rubbish bin
    
    Code 2 - Name : MAYL         Navi-code : 8NT8-JZFL-3Q9D-7RPX-T(diamond)CH-JX51
             Navi : Roll         Where can be found : bunch of flower in Den Dome
    
    Code 3 - Name : DEX          Navi-code :
    FD(star)3-3JW1-PS(star)V-(diamond)01(diamond)-(heart)6R(club)-1J32
    Navi : Gutsman      Where can be found : chairs in the castle of
    Castillo
    
    Code 4 - Name : CHAU         Navi-code : 93(club)5-WXNH-9MWT-(star)VX8-DY7M-88H0
             Navi : Protoman     Where can be found : boxes in the market of Netopia
    
    Code 5 - Name : KAI          Navi-code :
    M(star)SP-3(heart)(diamond)C-6KGQ-(heart)9FM-X0N(heart)-M(diamond)P1
             Navi : Turboman     Where can be found : small Buddhas in Yumland
    
    Code 6 - Name : MARY         Navi-code :
    CX4(star)-1G(spade)9-5JKL-S(club)GD-3L5B-90Z1
    Navi : Ring         Where can be found : pictures inside the space
    centre of Sharo
    
    Code 7 - Name : LAN          Navi-code :
    5(star)4H-B81R-(star)KKZ-P15X-ZS5B-(club)XK0
             Navi : Hub Style    Where can be found : line graph in NAXA
    
    
    Navi-codes found in Rockman EXE4 (for Jap ver) :
    
    Code 1 - Name : NE-tsu-TO    Navi-code : J5FA-16MI-A82F-KNBR-X892-T6Y0
             Navi : Rockman      Where can be found : Denki Street's rubbish bin
    
    Code 2 - Name : ME-I-RU      Navi-code : S9S0-6KZL-7DUW-KR6U-A1U1-BAX1
             Navi : Roll         Where can be found : bunch of flower in Densan Dome
    
    Code 3 - Name : DE-KA-O      Navi-code : 27XB-KQ5T-22AV-OLQL-Q2SM-GEQ0
    Navi : Gutsman      Where can be found : chairs in the castle of Cielo
    Castillo
    
    Code 4 - Name : E-N-ZA-N     Navi-code : O3ND-ZCO1-SQYB-0HAA-TOWD-39S0
    Navi : Blues        Where can be found : boxes in the market of
    Ameroupe
    
    Code 5 - Name : KA-I-TA      Navi-code : CG69-6UMN-J10Y-19X5-7L6R-FQ22
             Navi : Turboman     Where can be found : small Buddhas in Ajina
    
    Code 6 - Name : MA-RI-i      Navi-code : IVJZ-Y1RB-DGNH-T1YW-9CWZ-73A1
    Navi : Ring         Where can be found : pictures inside space centre
    of Sharro
    
    
    /----Japanese Translation Table----\
    |**************Page 1**************|
    |                                  |
    |   A KA SA TA NA HA MA YA RA WA   |
    |   I KI SI TI NI HI MI    RI      |
    |   U KU SU TU NU HU MU YU RU WO   |
    |   E KE SE TE NE HE ME    RE      |
    |   O KO SO TO NO HO MO YO RO  N   |
    \__________________________________/
     __________________________________
    /**************Page 2**************\
    |                                  |
    |  GA ZA DA BA    PA     a ya tsu  |
    |  GI ZI DI BI    PI     i         |
    |  GU ZU DU BU    PU     u yu  -   |
    |  GE ZE DE BE    PE     e         |
    |  GO ZO DO BO    PO     o yo  ?   |
    \__________________________________/
    
    (note : For Japanese version only. TSU=TU, FU=HU, and ? is the black box)
    
    
    Here are some codes from the internet :
    
    Code 1 - Name : YU-'-'-KI       Navi-code : 8Y4H-MDCS-RFDP-AACU-ZH62-Y090
             Navi : Magnetman       Special Chips : Charge Spark
             Rating : 8.5/10
    
    Code 2 - Name : O-KA-MO-TO      Navi-code : Y6HH-HDIQ-A09D-LJDK-YK7F-VE70
    Navi : Normal navi X   Special Chips : BigRedWave, FreezeBomb,
    ChargSpark, GaiaSword, DreamAura3
             Rating : 6.5/10
    
    Code 3 - Name : FXRO            Navi-code : 4IC0-JDFB-QUCB-K69Q-0AH7-PKH1
    Navi : Magicman        Special Chips : Recovery-300, Big Red Wave and
    Ryuuseigun
             Rating : 7.5/10
    
    Code 4 - Name : KO-RO-KO-RO     Navi-code : DA1R-178G-DKBN-7V8P-6KO6-2GQ1
             Navi : Rockman         Special Chips : Paladin Sword, Ryuuseigun
             Rating : 6/10
    
    
    Hikachu's contributions :
    
    Code 1 - Name : NA-MI-E         Navi-code : 0Z9P-EQFR-ZNPK-4HG7-E91T-GBW0
    Navi : Forte           Special Chips : Fighter Sword, Charge Spark,
    Gaia Sword, Navi+40
             Rating : 8/10
    
             Author comment :
             Forte will make use of the two high priority elemental chips to
             provide offensive and defensive patterns. If he gets the Gaia Sword
             on the first round, halve the time it's almost game over. Relies on
             his strength if middle panels are broken
    
    Code 2 - Name : GGGG            Navi-code : 9Y0X-UGQ3-B7BX-9U55-SFG1-AGG0
    Navi : Flashman        Special Chips : Charge Spark, Poltergeist,
    Recovery-300
             Rating : 9/10
    
             Author comment :
             Defensive, Lightning Spark dependent pattern, then secondary guards
             or Poltergeist. Quite accurate and it freezes the enemy, thus he needs
             only 2 layers of shields. Effective in broken panel, magnetic stage or
             ice stage. The Poltergeist chip will help out in "shield wars"^^.
             Accuracy is better than the other elec based NAVI's. One miss in this
             game can cost you =).
    
    Code 3 - Name : FREZ            Navi-code : D6KV-52HX-6O4R-801D-PC2N-VIU0
    Navi : Freezeman       Special Chips : Freezebombs, Aqua+40,
    Recovery-300
             Rating : 8/10
    
             Author comment :
             Chip destroyer specialist, Aqua style. Very effective against Fire
             elemental Navi's.
    
    Code 4 - Name : SHDW            Navi-code : 2FXN-1K3S-NNID-FHPQ-Y9XA-PYO1
    Navi : Shadowman       Special Chips : Yukashita, Blackhole, Variable
    Sword, Recovery300
             Rating : 7/10
    
             Author comment :
             Non-aggressive, stable pattern. Relies on his accuracy and evasion
             mostly.
    
    
    Mastersord's contributions :
    
    Code 1 - Name : AAAA            Navi-code : S660-N9MG-KER4-1GDL-J518-2P61
             Navi : Forte GS        Special Chips : Knight Sword, Muramasa Blade
             Rating : 6.5/10
    
    Code 2 - Name : GOD             Navi-code : TXBN-BJ57-0608-O4NG-M3Q1-GPM0
             Navi : Rockman         Special Chips : Ryuuseigun (cheat used)
             Rating : 6.5/10
    
    
    Louisng114's contributions :
    
    Code 1 - Name : LOU             Navi-code : DP0Y-M3D1-4T1G-AEJC-2K90-VIS0
             Navi : Navi Type E     Special Chips : Remo-kogoro3, Magnet Bomb3
             Rating : 7/10
    
    
    Pokemonandrew's contributions :
    
    Code 1 - Name : ANDY            Navi-code : C0WT-SS7A-G2Q7-06M6-9MIW-3ZW0
             Navi : Metalman        Special Chips : Gold Fist
             Rating : 5/10
    
    Code 2 - Name : ANDY            Navi-code : CVZL-6IUR-KI0H-WZLC-ZYA7-2FB0
             Navi : Shadowman       Special Chips : Muramasa, Yo-yo3
             Rating : 5/10
    
    Code 3 - Name : ANDY            Navi-code : QGD7-J06Q-IN2Q-HRPS-LZTW-VVM1
             Navi : Quickman        Special Chips : Navi+40, Gaia Sword, Ojizousan
             Rating : 5/10
    
    
    
    *** Data Chip (SEC10) ***
    -------------------------
    They contain lot numbers of Numberman machine for Rockman EXE 4, with the words
    "ROCKMAN.EXE" and a big "?" in their pictures. Here are their descriptions :
    
    Data Chip 1 - How to get : listen to Higure's advice 20 times and he'll give
                               it to you
                  Lot number : 45798331
                  Prize from Numberman machine : Mini Energy (sub-chip)
    
    Data Chip 2 - How to get : finish freebattle's Ajina/Yumland Area, GP staff
                               will send you a e-mail attaching this
                  Lot number : 27979609
                  Prize from Numberman machine : Enemy Search (sub-chip)
    
    Data Chip 3 : How to get : finish the S class and this chip will appear at the
                               end of your deck
                  Lot number : 02109544
                  Prize from Numberman machine : Mega folder 2 (NC block)
    
    Data Chip 4 : How to get : finish the 128 tournament, GP staff will send you a
                               e-mail attaching this
                  Lot number : 30873642
                  Prize from Numberman machine : HP+500 (NC block)
    
    
    
    *** Secret Chips (SEC11) ***
    ----------------------------
    There are two chips that you can't obtained by throughout the whole game :
    Saito Style (and Normal Navi V5, if you play with Jap ver).
    
    1. Saito Style :
    
       In the Tournament's registry, input below:
    
       For USA/Eur ver (found from mmbn4, line graph in NAXA):
       Name : LAN         Code : 5(star)4H-B81R-(star)KKZ-P15X-ZS5B-(club)XK0
       For Jap ver (from Capcom japan's website):
       Name : NE-tu-TO    Code : M9L1-24TZ-OQNU-MFZL-A6SY-HSA1
    
       After you input these, you'll get Saito Style automatically, and a opponent
       with extremely strong chips in its deck will be registered (though he has
       only 200 HP...)
       (note : for those who use the name LAN/NE-tu-TO as their name, you can
               still get this chip)
    
    
    2. Normal Navi V5 (it's a secret chip ONLY in JP ver, because you can't fight
       him in that ver) :
    
       - First, get a Wonder Swan and a "Rockman EXE N1 Battle" cartridge.
       - Input your entry name in this game using the one you use in BCGP
       - Then play it and get the chip Normal Navi V5.
       - Put your Normal Navi V5 into your deck (wonder swan) and write down the
         entry code.
       - Get your BCGP, input your own name and the code you've got into the
         tournament registry.
         (note : although it's the same name you use, the game won't say your name
                 is wrong)
       - After the registration, you'll automatically get Normal Navi V5!
       - Here is an example from Capcom Japan's website:
         Your own name : WA-N-SU-'-' (in Japanese)
         Entry Name : WA-N-SU-'-'
         Code : XIQA-K3KU-FFJL-URWD-4TG6-7WH0 (the last 0 is zero)
         And a Normal Navi V5 with no chip in its deck will be registered.
         (note : if your own name is not the same one you entered in registration,
                 you can't get the chip 'Normal Navi V5', but the entry will still
                 be created)
    
       If you don't get a wonder swan/the cartridge, there are three ways to use
       cheat codes (in cheat codes section) to get your Normal Navi V5 registered
       in the library.
    
       - Use the Library Complete Code or
       - Change your name with the cheat code below and input the sample code
         above, then change back to your old one.
    
    
    
    *** Cheat Codes (SEC12) ***
    ---------------------------
    Here is the huge list of cheat codes I found from the Internet. I DON'T
    RECOMMEND YOU TO USE THEM, AS IT WILL RUIN THE FUN TO PLAY THIS GAME (though
    there are not much fun playing this game already). Anyway, here are the codes.
    
    Codebreaker Codes
    =================
    <Infinite HP>
    8200b832 03e7
    
    <Infinite zenny> [by WhiteDragon Nall]
    82007110 ffff
    82007112 ffff
    
    <99MB slot-in chip memory>
    3200747C 0063
    
    <999 deck memory> [by Nomia Karen]
    8200747a 0fff
    
    <99 of all chips in backpack>
    320070A2 00F3
    42007813 6363
    000000F7 0002
    
    <Library instantly completed after pressing L>
    74000130 01FF
    32007621 0083
    74000130 01FF
    42007622 8181
    0000007B 0002
    74000130 01FF
    32007718 0081
    
    <Base navi code>
    3200746d 00xx
    (note : changes your portrait for some of the regular dialogue as well as your
            battle intro screen. Non-navi chips will make it show rockman as the
            portrait.)
    
    <Instant win>
    8200b8c2 0000
    (note : even though you get destroyed in 1 hit, you always win, and you can use
            this code anytime during battle)
    
    <Change your name>
    You can use this code to create thousands of null record/get normal navi V5
    82008810 XXXX (each code change a character of your name)
    82008812 XXXX
    82008814 XXXX
    82008816 XXXX
    
    Where XX is the address of the characters :
    XX - Page 1
         000B - 000F : A - O
         0010 - 0014 : KA - KO
         0015 - 0019 : SA - SO
         001A - 001E : TA - TO
         001F - 0023 : NA - NO
         0024 - 0028 : HA - HO
         0029 - 002D : MA - MO
         002E - 0030 : YA - YO
         0031 - 0035 : RA - RO
         0036 : WA   0039 : WO   003A : N
         (can't be entered) 0037 : 'V2'   0038 : 'V3'
         0000 : blank
    
         Page 2
         003B - 003F : GA - GO
         0040 - 0044 : ZA - ZO
         0045 - 0049 : DA - DO
         004A - 004E : BA - BO
         004F - 0053 : PA - PO
         0054 - 0058 : a - o
         0059 : tu   0078 : '-'   010A : (black box)
         005A - 005C : YA - YO
         (can't be entered) 005D : Vu
    
         Page 3
         0001 - 000A : 0 - 9
         005E - 0062 : A - E
         0063 - 0067 : F - J
         0068 - 006C : K - O
         006D - 0071 : P - T
         0072 - 0076 : U - Y
         (can't be entered) 79 : x, 7A : =, 7B : ':', 7C : ?, 7D : +
         (can't be entered) 7E : (divide sign), 7F : x with spots, 80 : star, 81:!
         (much more useless characters are not listed)
    
         e.g. The code used to change the name into WA-N-SU-'-' is
         82008810 0036
         82008812 003A
         82008814 0017
         82008816 0078
    
    
    <Infinite use of slot-in chips>
    D0000020 0100
    8200B8AC 0060
    D0000020 0200
    8200B8B8 0060
    D0000020 0004
    8200B9A4 0000
    
    <Enemy has no chips> [by Helder]
    4200B8CE 0000
    0000000B 000C
    
    <Enemy chips do no damage> [by Helder]
    4200B8C6 0000
    0000000C 000C
    
    <All your chips do 900 damage or heal 900 HP>
    4200b836 0384
    0000000C 000C
    
    <All your chips have 900 HP> [by Helder]
    4200B83E 0384
    0000000B 000C
    (note : HP won't decrease even if you switch off the code during battle)
    
    <Library entries counter at 243>
    32004a9a 00f3
    (note : the counter will go back to original no. if you switch off the code)
    
    <Enable Code> (Must Be On) [by Blaze & Likk]
    000096F2 000A
    10000632 0007
    
    <Infinite HP> [by Blaze & Likk]
    8200B832 270F
    
    <Press Select For 1 HP Enemy> [by Blaze & Likk]
    74000130 03FB
    8200B8C2 0001
    
    <Press L For Library Complete> [by Blaze & Likk]
    74000130 01FF
    32007621 0083
    74000130 01FF
    42007622 8181
    0000007B 0002
    74000130 01FF
    32007718 0081
    
    
    VBA Cheat Codes
    ===============
    <Infinite Zenny>
    02007110:ffff
    
    <Change your max HP>
    0200b832:xxxx (replace xxxx with your desired HP, in hex)
    
    <Instant win after any attacks>
    0200b8c2:0000
    
    <999MB deck memory>
    0200747a:0fff
    
    <99MB slot-in chip memory>
    0200747d:0063
    
    <Slot-in guage always full>
    02005174:0064
    
    <Putting 99 of ?? chip in your backpack>
    02007XXX:YY
    
    value of XXX (in hexadecimal):
    813 - 8d4 : Cannon (no.1) - Data Chip 4 (no. 194)
    8da - 90a : Rockman (no. 195) - Navi Type X (no. 243)
    
    Calculate the value of XXX from the chip no. using a calculator :
    e.g. Freeze Bomb (no. 173), 2260 (8d4 in decimal) - (194 - 173) = 2239 (dec)
         -> 8bf (hex)
    
    value of YY (desired number of chips you want in hexadecimal) :
    e.g. 63(hex) = 99(dec), so replace YY by 63 can let you get 99 that kind of
         chips
    
    
    
    *** Bug Section (SEC13) ***
    ---------------------------
    So far I have only found one bug in this game.
    
    Note : It is only for Japanese version, seems like the USA ver and Europe ver
           has it debugged.
    
    Your Total Chip no. in Chip Library can never go up to 243 :
    In the Free Battle -> Ameroupe/Netopia Area's 30 battles, the boss Normal Navi
    X will drop his chip after you beat him. But one thing that is different from
    other chips is that the library's total chip number will not increase by one
    (though this chip will be registered). No matter how many times you beat him,
    you still can't increase the total chip number by one. As a result, through
    normal game play, you can only reach the total number of 242/243 after
    getting all the chips. (note : if you use complete library code, the number
    will reaches 243/243, and everyone will know you get all of them by cheating,
    if you are playing with the Japan ver ^_^)
    
    If you found any more, tell me and credits will be given.
    
    
    
    *** Wonder Swan Ver. Difference (SEC14) ***
    -------------------------------------------
    It's time for some curious players who heard of the Wonder Swan ver. before.
    (Though you can take a look even you haven't heard of it ;P)
    
    There is a Wonder Swan ver. of this game called "Rockman EXE N1 Battle", and
    is released on the same day as he Japanese ver. of this game (and is released
    in Japan only). Why is there a Wonder Swan ver.? I don't know, maybe Capcom
    wants to earn some more money.
    
    So, what's the difference between the WS ver. and the GBA ver.? After using a
    few days to finish the game, the major differences I can spot are these.
    
    - one shop only (Higure's shop)
    - one free battle only
    - no class B, X, Y, Z (B is replaced by A, and A is replaced by S)
    - no MB upgraded for your navis
    - no slot-in chips (yes, what you can do in battle is just WATCH the battle)
    - much fewer navis
    - chips' and navis' HP, AP and MB are slightly adjusted
    - only 108 chips available
    - when using the chips, they don't follow the chronological order
      (the position you place the chips), but instead, SP value is added for the
      chips and navis, and the order of attack used in battle will follow the
      value of SP value (from high value to low value). Also, the navis don't
      attack one after another, but all the attacks of both you and your opponent
      mix up and is used in the order of SP value.
    - no dodge rate shown (but probably exists)
    - most ground properties are gone (e.g. you can't change the type of ground
      even you use all kind of battle chips)
    - very few attack sprites available, most of them uses cannon, throwing bombs,
      flash's attack sprites
      e.g. when using dynawave/tetra needle/rabi ring etc., you are always using
      the attack sprite of cannon to attack
    - battle ends after 20th turn instead of the 10th turn
    - prize for tournament 16, 32 are the same
    - prize of 128 is always Dream Aura 3 (probably)
    - the formula of calculating the navi-code is slightly different from that of
      the GBA version
    - you can use the navi-codes of WS ver in GBA ver, but not vice versa
    
    I have the full list of battle chips of this game. If you REALLY want it, you
    can contact me.
    
    
    
    *** Frequently Asked Questions (SEC15) ***
    ------------------------------------------
    Q : Is this an action-RPG based game like exe 1-4?
    A : No, this is a strategy-based game. What you have to do is to put chips in
        the table-like "Program Deck" and it will play the rest for you. The only
        thing you can do during battles is to use slot-in chips, which serves as a
        great help during battles.
    
    Q : Can I use Program Advance in this game?
    A : No, you can't. They are only for exe1-4, exe tm, and exe ws only.
    
    Q : Is there any difference between GBA version and Wonder Swan version?
    A : See "Wonder Swan Ver. Description" part above.
    
    Q : How to earn chips?
    A : As there is no virus in this game, the only ways to earn chips is by :
        1) buying random chips in Higureya and Sunset (the two chip shops), sunset
           will show up after you've play certain extend of the game
        2) beat navis with high busting level and get random chips from their deck
        3) play the tournaments (the park) and you'll win some chips that CANNOT
           be bought from shops (see Chips location SEC04)
        4) input navi-codes (only for Saito Style and JP ver's Normal Navi V5, see
           Secret Chip section SEC11)
        5) special ways (e.g. heard 20 info from Higureya to get Data Chip 1, see
           Data Chip Sect. SEC10)
    
    Q : I can't play the 32/64/128 tournament, what should I do?
    A : You have to input navi-codes (see Special Chips + Navi-codes section) from
        your friends, from the Internet, or from the ones you previously made. Note
        that navi-codes with same name can't be input together, or the game will
        ask you to erase the earlier record (except those navi-codes made by
        Capcom). After you get enough records, you can play the tournament.
    
    Q : What is the use of the "Continue Winning Record" in the Free Battle? Can I
        earn special chips if the record is high enough?
    A : It just tells you your record, nothing else.
    
    Q : Where are Class X, Y and Z?
    A : They'll appear after you beat class S and the staff roll.
    
    Q : Can I view my battle records?
    A : Yes, select Pet -> Net Navi -> Press Start, and all the records are there.
    
    Q : The chips and the navis seems so familiar, why is that so?
    A : They use all the standard chips (and the sprites) from Rockman EXE 2, and
        the sprites for navis are mainly grabbed from EXE 1-3.
    
    Q : I don't know where the chips which I have bought from the shop is, how can
        I use them?
    A : Go to "Pet" -> "Chip Folder" -> select folder -> press right to go to
        another chip folder -> select chips and put them into the main chip folder
        -> go back to "Program deck" -> press right until you see a chip folder
        -> select chip and put them into the program deck
    
    Q : How can I know my navi-codes?
    A : set the chips in the program deck edit screen -> press start in that
        screen -> press A to see navi-code
    
    Q : The Open Battle seems to last forever, will it ever end?
    A : It actually consist of 100 battles, with the last battle facing Forte GS,
        so charge your battery / get some new batteries before playing this.
    
    Q : Your FAQ sucks, I can't find what I want in this FAQ!
    A : Made one yourself!
    
    Q : I've got problems other than these, what should I do?
    A : Leave a message/send an e-mail to me.
    
    
    
    *** Credits ***
    ---------------
    Mastersord - Thanks for giving me lots of codebreaker codes and some navi-codes
    GameFAQs - Thanks for posting this guide up
    Keiji Inafune - Thanks for creating Rockman!
    
    
    
    *** A Word from Author ***
    --------------------------
    If you want to post this guide/information from this guide on your site or open
    it to the public, you should send an e-mail to me, but my reply will certainly
    be :"NO, YOU CAN'T". I've stopped writing on this FAQ, so you won't get any
    replies from me if you send me an e-mail (provided you know my e-mail address).
    
    Copyright 2003-2004, a rockman-game-player somewhere in the world
    
    

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