MegaMan Battle Network 5: Team ProtoMan by Sephiroth678 of supercheats.com ------------------------------ Table of Contents: 1. Prologue 2. Letter P.A.s 3. Special P.A.s 4. Navi P.A.s 5. Version Updates 6. Legal Stuff & Credits 7. Contact Me ------------------------------ 1. Prologue (^1) Well it seems i'm submitting another help document for MegaMan BN5 Team ProtoMan. ------------------------------ 2. Letter P.A.s (^2) Letter Series: Composed of 3 Identical Chips with Chip Codes put into series. Like the ones from EXE4, you get to use one strong attack related to the Chips used to form the P.A. to obliterate your enemies. ============================== Giga-Cannon1 / GigaCan1 | Program Advance #01 Cannon A-B-C Damage per Hit: 400 Number of Hits: 1 Description: MegaMan pulls out GigaCnon and fires a devastating shot. Range of Hit: PPPPPP PMEEEE PPPPPP The Cannon can hit only one enemy. ============================== Giga-Cannon2 / GigaCan2 | Program Advance #02 HiCannon D-E-F Damage per Hit: 500 Number of Hits: 1 Description: Same as GigaCnon1 Range of Hit: PPPPPP PMEEEE PPPPPP The Cannon can hit only one enemy. ============================== Giga-Cannon3 / GigaCan3 | Program Advance #03 MegaCannon F-G-H Damage per Hit: 600 Number of Hits: 1 Description: Same as GigaCnon1,2 Range of Hit: PPPPPP PMEEEE PPPPPP The Cannon can hit only one enemy. ============================== MugenVulcan1 / InfVulc1 | Program Advance #04 Vulcan1 C-D-E Damage per Hit: 20 Number of Hits: 20 Description: MegaMan pulls out 20 shot Vulcan The Vulcan hits an enemy and the Panel behind it. Range of Hit: PPPPPP PMPPHS PPPPPP H = Hit S = Splashed ============================== MugenVulcan2 / InfVulc2 | Program Advance #05 Vulcan2 A-B-C Damage per Hit: 20 Number of Hits: 24 Description: Rockman pulls out a 24 shot Vulcan The Vulcan hits an enemy and the Panel behind it. Range of Hit: PPPPPP PMPPHS PPPPPP H = Hit S = Splashed ============================== MugenVulcan3 / InfVulc3 | Program Advance #06 Vulcan1 L-M-N Damage per Hit: 20 Number of Hits: 28 Description: Rockman pulls out a 28 shot Vulcan The Vulcan hits an enemy and the Panel behind it. Range of Hit: PPPPPP PMPPHS PPPPPP H = Hit S = Splashed ============================== MadBoxer1 / Boxer1 | Program Advance #07 FirePunch1 O-P-Q Damage per Hit: 100 Number of Hits: ??? Description: Launches a barrage of random fire punches. # of hit yet to be confirmed. Range of Hit: HHHHHH HMHHHH HHHHHH ============================== MadBoxer2 / Boxer2 | Program Advance #08 FirePunch2 H-I-J Damage per Hit: 150 Number of Hits: ??? Description: Launches a barrage of random fire punches. # of hit yet to be confirmed. Range of Hit: HHHHHH HMHHHH HHHHHH ============================== MadBoxer3 / Boxer3 | Program Advance #09 FirePunch3 E-F-G Damage per Hit: 200 Number of Hits: ??? Description: Launches a barrage of random fire punches. # of hit yet to be confirmed. Range of Hit: HHHHHH HMHHHH HHHHHH ============================== Super Wide 1 / SuprSpr1 | Program Advance #10 WideShot1 L-M-N Damage per Hit: 100 Number of Hits: 3 Description: Launchs 3 WideShot1's that pierces. Range of Hit: PPEEEE PMEEEE PPEEEE ============================== Super Wide 2 / SuprSpr2 | Program Advance #11 WideShot2 L-M-N Damage per Hit: 120 Number of Hits: 3 Description: Launchs 3 WideShot2's that pierces. Range of Hit: PPEEEE PMEEEE PPEEEE ============================== Super Wide 3 / SuprSpr3 | Program Advance #12 WideShot3 L-M-N Damage per Hit: 140 Number of Hits: 3 Description: Launchs 3 WideShot3's that pierces. Range of Hit: PPEEEE PMEEEE PPEEEE ============================== YuraParade1 / ShakPar1 | Program Advance #13 SpaceYura1 G-H-I (SpShake1 G-H-I) Damage per Hit: 80 Number of Hits: (Depending on enemy position) Description: Launches 3 SpaceYuras from the back column of MegaMan's field. They travel forward in their usual wave pattern and I believe they go through anything they touch, but doesn't damage those with Shields. Range of Hit: HHHHHH HMHHHH HHHHHH ============================== YuraParade2 / ShakPar2 | Program Advance #14 SpaceYura2 B-C-D (SpShake2 B-C-D) Damage per Hit: 110 Number of Hits: (Depending on enemy position) Description: Launches 3 SpaceYuras from the back column of MegaMan's field. They travel forward in their usual wave pattern and I believe they go through anything they touch, but doesn't damage those with Shields. Range of Hit: HHHHHH HMHHHH HHHHHH ============================== YuraParade3 / ShakPar3 | Program Advance #15 SpaceYura3 S-T-U (SpShake3 S-T-U) Damage per Hit: 140 Number of Hits: (Depending on enemy position) Description: Launches 3 SpaceYuras from the back column of MegaMan's field. They travel forward in their usual wave pattern and I believe they go through anything they touch, but doesn't damage those with Shields. Range of Hit: HHHHHH HMHHHH HHHHHH ============================== SabotanDance1 / CacDanc1 | Program Advance #16 SabotanBall1 H-I-J (CactBal1 H-I-J) Damage per Hit: 30 Number of Hits: (Depending on enemy position) Description: Drops several SabotanBalls into the enemy area. If they don't land on enemies, they will start rolling and deal more damage. Range of Hit: PPPHHH PMPHHH PPPHHH ============================== SabotanDance2 / CacDanc2 | Program Advance #17 SabotanBall2 B-C-D (CactBal2 B-C-D) Damage per Hit: 40 Number of Hits: (Depending on enemy position) Description: Drops several SabotanBalls into the enemy area. If they don't land on enemies, they will start rolling and deal more damage. Range of Hit: PPPHHH PMPHHH PPPHHH ============================== SabotanDance3 / CacDanc3 | Program Advance #18 SabotanBall3 S-T-U (CactBal3 S-T-U) Damage per Hit: 50 Number of Hits: (Depending on enemy position) Description: Drops several SabotanBalls into the enemy area. If they don't land on enemies, they will start rolling and deal more damage. Range of Hit: PPPHHH PMPHHH PPPHHH ============================== Hyper Burst / H.Burst | Program Advance #19 SpreaderGun C-D-E (Spreader C-D-E) Damage per Hit: 50 Number of Hits: 6 Description: Acts like a 6-hit SpreaderGun. (Nerfed, NERFED I SAY!!) 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) ============================== YoYoGreat / GreatYo | Program Advance #21 Yo-Yo D-E-F Damage per Hit: 100 Number of Hits: 2/3 (Depending on enemy position) Dscription: MegaMan launches 3 Yo-yos on all 3 rows that goes all the way to the enemy's back column before travelling back. The last column takes 3 hits and the rest of the Panels takes two. They appear from the back row so everything gets hit. Range of Hit: 222223 2M2223 222223 2 = 2-hit 3 = 3-hit ============================== JigokuHockey / PitHoky | Program Advance #22 AirHockey Q-R-S Damage per Hit: 100 Number of Hits: (depends on how mant times the enemy avoids the bounce) Description: Fires an AirPuck1 that travels over 18 Panels in the enemy area before disappearing. Doesn't fly over broken/missing Panels. (Man, I wish they've get that bloody retarded name changed.) Range of Hit: PPPPEP PMPEPE PPPPEP PPMEPP PPPPEP PPPPPE PPPPPE PPPPEP PPMEPP If no modifications were made to the Panels (such as AreaSteals or broken Panels) ------------------------------ 3. Special P.A.s (^3) Special P.A.s are Composed of 2 or 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. Since they are always uni-Coded, they have been the basis of many RFF-Class Folders before. However, due to the one-PA-per-Battle rule introduced in this game, these P.A.s, especially DreamSword and GigaCountBomb, are rendered nearly useless as they can only be used once. ============================== Dream Sword / LifeSrd | Program Advance #20 Sword-WideSword-LongSword S Sword-WideBlade-LongBlade L Damage per Hit: 400 Number of Hits: 1 Description: MegaMan slashes the area of 3x2 in front of him with a huge Sword. Range of Hit: PPEEPP PMEEPP PPEEPP ============================== Poison Pharoah / PoisPhar | Program Advance #23 BugBomb-DeathMarch3-PoisonAnubis 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 MegaMan 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 MegaMan ============================== GigaCountBomb / TimeBom+ | Program Advance #27 CountBomb1-CountBomb2-CountBomb3 H Damage per Hit: 600 Number of Hits: 1 Description: MegaMan creates a HUGE Count Bomb that has a very high duration. Range of Hit: PPPEEE PMPEEE PPPEEE ============================== Body Guard / BodyGrd | Program Advance #28 Kawarimi-NaviScout-Muramasa Blade M Damage per Hit: 70 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 10 times. Slightly toned up from EXE4. Still some hope for Capcom, I guess. Range of Hit: PPPEEE PMPEEE PPPEEE Not sure if it'll hit behind MegaMan. If there is more than one enemy, the closest one gets the hits first. ------------------------------ 4. Navi P.A.s (^4) Whee, the P.A.s that use Navi Chips are back! With more vengence too! This time around, all of these P.A.s require SP/DS-Levelled Navi Chips, and all the Navis involved (with the exception of ShadeMan) are new faces in this game. Hell, even Django decided to pop up for his classic P.A...... ============================== CosmoPrison / CsmoPris | Program Advance #24 Meteor3-Meteor3-CosmoManSP/DS C (Astroid3-Astroid3-CosmMnSP/DS C) Damage per Hit: 60 Number of Hits: 6/9 Description: Not quite what I was expecting. CosmoMan appears and forms a space that covers all three rows on the column MegaMan was standing on and launches a barrage of...... Umm...... CosmoStars or something. They look like small spheres and they fly forward to run into enemies. I believe they hit the top row first, then middle, then bottom, then back to the top. Good thing is that they can change ONE row before hitting the enemy. So provided that you summoned CosmoMan in th center row and there's only one enemy, the enemy will get 6 hits if it's on the top or bottom row, and a whoopin' 9 hits if it's in the center row. Range of Hit: (Assuming one enemy. If more, hits are distributed based on how the stars can turn.) PP6666 PM9999 PP6666 6 = 6 hits 9 = 9 hits ============================== WildSwallow / WildBird | Program Advance #25 SamuraiSword1-SamuraiSword1-SwallowManSP/DS S (Katana1-Katana1-LarkMnSP/DS S) Damage per Hit: 200 Number of Hits: (Depending on enemy position) Description: SwallowMan appears and disappears before he enters the scene again to spin twice around the closest enemy on Rockman's row. If there's no such enemy, the attack hits the closest enemy. Oh GOD SwallowMan's name is f***in' lame now. Range of Hit: P1P222 PMP222 P1P222 1 = 1 Hit 2 = 2 Hits (Correct me on the range if I'm wrong) ============================== FootMegaBall / FootBall | Program Advance #26 MarkCannon2-MarkCannon2-FootManSP/DS F (MrkCan2-MrkCan2-GridMnSP/DS F) Damage per Hit: 180 Number of Hits: 1/2/4 (Depending on enemy position) Description: Wasn't quite what I suspected, but it's strong nontheless. FootMan appears and kicks 4 FootBalls into the enemy area, which lands on the intersections of the Panels and hits the 4 Panels around that intersection. Range of Hit: PPP121 PPP242 PPP121 1 = 1 hit 2 = 2 hits 4 = 4 hits ============================== BigNoise / (???) | Program Advance #27 PulseBeam3-PulseBeam3-ShadeManSP/DS S (Pulsar3-Pulsar3-ShadeManSP/DS S) Damage per Hit: 400 Number of Hits: 1 Description: Just as I suspected. ShadeMan appears and does a SoundStorm that hits to the END of the enemy's area. Any enemy who manage to survive will be paralyzed for a short period of time, most likely long enough for you to pull off another attack. ALWAYS use this from backrow. Range of Hit: PPHHHH MHHHHH PPHHHH ============================== Pile Driver / P.Driver | Program Advance #30 GunDelSol3-GunDelSol3-DjangoSP/DS D (GenDelS3-GunDelS3-DjangoSP/DS D) Damage per Hit: 30 Number of Hits: 10 Description: A reflective mirror appears in front of MegaMan to launch a beam of sunlight at the enemy. 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 double damage. This P.A. is NOT affected by Atk+ Chips and can only be used with Light/Normal Rockman. (Why the ****ing hell do they spell GunDelSol like that now? At least GunSol looks a bit better......) Range of Hit: PPPPPP PPMRER PPPPPP Special legends: R = Reflective Mirrors ------------------------------ ------------------------------ ------------------------------ 7. Contact Me (^7) If you have flames/complaints/compliments/suggestions, either send me an E-mail at: e-mail: [email protected] Copyright to sephiroth678/deej_ex619, any one found using this "walkthrough" besides supercheats.com will be punished to the fullest extent of the law Date Written: 7/25/05 Date Completed: 8/1/05 MegaMan and all related logos and content is copywright of capcom 2004-2005