Program Advance FAQ by Sephiroth678
Mega Man Battle Network 5: Team Protoman on SuperCheats.com
MegaMan Battle Network 5: Team ProtoMan

by Sephiroth678 of supercheats.com



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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

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1. Prologue (^1)
Well it seems i'm submitting another help document for MegaMan BN5 Team ProtoMan.

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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)


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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.

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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

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7. Contact Me (^7)

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

e-mail: deej_ex619@yahoo.com



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