Secrets and Miscelaneous Mega Man:Battle Network Stuff

There's a lot of stuff to do besides beating up the LifeVirus. Here's all the stuff that you can do if you run out of plot to play through.

Secret Bosses - Side Quests/Mini-Games - Trading Sequences - Program Advance
Shops - Chip Secrets - Leveling Up - Emulator Cheat Codes

Secret Bosses
There are three navis you can fight that aren't part of the plot. For all three you have to have beaten the game once, and achieved a certain goal to be able to encounter them.

Pharaohman is the first, you can find him in area 8 of the internet if you have Level 70 Mega Man or higher. You fight him the first time for the Pharaohman V1 chip, and you can encounter him as a random enemy afterwards to get Pharaohman1, 2, 3 or the valuable Anubis chip if you get a score around 6 or 7.

Shadowman can be fought in area 11 of the internet if you have at least 140 chips in you library. (No, you don't have to keep the chips after they've been recorded in your library, and no, it doesn't count more than one of the same type chip.) The first fight gets you Shadowman V1, and he can be fought as a random boss afterwards in area 11 for Shadowman1, 2, 3, or maybe even the special Muramasa blade if you get level 10 or S. Keep in mind that for both Anubis and Muramasa, there's an equal chance you'll get Zenny or a summon chip at the same score. It's mostly just random.

The final challenge is Bass. YOU DO NOT NEED TO BE AT LEVEL 100 TO FIGHT HIM. Despite what you may have heard, you just need 174 chips recorded in your Library. I don't know if there really is a level limit for him...the lowest level I've encountered him with is 92, you could try for even lower, but really, I think Level 100 is a suggestion, because when you go up against Bass, you're gonna need all the levels you can get! He appears as a random enemy in area 12. If I haven't updated that map yet, ignore what it says about Bass showing up at that marked spot on the map. It seemed to make sense that the most distant point on the map would be Bass's spot, but I encountered him just randomly. Depending on your score, you could get Life Auras of various codes, or a whole lot of Zenny.

If you want help on how to fight them, check out the Boss Guide.

Side Quests/Mini Games
1. An old man next to the ACDC Metroline station shows up after a couple events and mumbles something about losing his teeth near the park. Go to the park and search around these trees. Take them back to the guy and he'll reward you with Recov80 G.

2. After Iceman, there's a guy in the Waterworks lobby standing next to the broken soda machine complaining about his drink. Jack in and go to the middle of the area, there's a virus in there you have to fight. When the battle is over, jack out and the guy will give you Repair G, which is a component of the Storm combo.

3. After Colourman, a guy shows up in the eastern edge of ACDC, complaining about a bank robber, after talking to him, go to the place where you first fought Stoneman and fight the virus that's waiting there. When you defeat the virus, the guy gives you 10,000 Zenny.

4. Also after Colourman, go to Yai's house and recieve your reward for getting her a birthday present, 10,000 Zenny.

5. Later in the game, check out the summer school and you'll find a kid who'll give you a little quiz, here's the answers just in case: There are 18 bulbs in the power plant net, Iceman infected the waterworks, you shout "Transmit!", Sword does 80 damage and Steal increases your area. You get Ratton1 E for winning.

6. At the end of the game, go to the power plant, and a scientist standing next to the control room will give you a 10 question quiz. The answers are: Dex is Guts' Master, Yuri teaches summer school, Higsby owns the chip shop, there are 9 chairs in the AV room, Mayl has a piano, Yai is 8 years old, Escape is the chip you use to escape, the antique store is on Block 2, Mayl has a stuffed animal (A stuffed Lan? lol), and Mari's measurments are 33, 22, 33 (Yuri tells you that if you visit the summer school after beating Colourman. Heh). Your prize this time is Ratton3 M.

Trading Sequences
1. After Numberman, there's a kid in the AV room who'll make you BusterguardA for 30 Metguard As. To get Metguard A, find a place common with mettools, (I prefer Lan's doghouse) and try to get a score of 6-7 when fighting them. This trade is essential if you want to get Busterguard.

2. Another rare, Buster-type chip, BusterPunch C can be obtained from a guy standing next to the large vending machines in the waterworks lobby mid-way through the game. He wants Howitzer H, a good place to get that is in the Recycled PETs in the restaurant.

3. The last Buster-type (that you don't buy at Higsby's that is) is BusterBomb D. Go to the storage closet in the school at the end of the game and a wandering chip trader will give it to you for X-Panel3 S, it's a rare chip that you get from another trade.

4. Also after Numberman, a girl in the nurse's office will give you Shotgun K (a component of the Pure Cannon combo) and some hints on how to make Z and O combos if you give her 3 Invis1 Is. Invis1 I can be won by getting a score of 6-7 from the ghosts, which are common in the school net and Mayl's stuffed Kobun.

5. A kid behind Mayl's house will give you DynaWave R for FireTower F after you beat Numberman. Firetower F can be won by getting an S score against the FireTower foe. This trade is only helpful by getting you a relatively good chip like Dynawave early in the game.

6. A kid in the grade 1 classroom will trade your Dash G (a very common chip through battle) for Repair H, Repair H can be traded for...

7. Hammer M, from a woman standing next to the door to the Waterworks office after you beat Iceman.

8. A girl in the ACDC metroline station near the end of the game trades you the X-Panel3 S you need for the Busterbomb trade for HammerM, which comes from the above trade.

9. After Numberman, there's an old guy in the north corner of ACDC who'll give you Knightsword G for all your Escape chips. I'm not sure where to get all five, but I know that if you explore everywhere as you go through the game, you should have them all by the time you beat Iceman. Having a Knightsword this early in the game can be pretty helpful.

10. A girl in eastern edge of Block 3 Dentown after Colourman's defeated will give you the rare, Recov300 C, only at the expense of your Pure Cannon chips. (It's from her you hear the hint of how to make the Pure Cannon work.)

11. At the end of the game, there's a guy in one of the machine areas of the waterworks who'll give you HeroSword B (the penultimate component of the 2XHero combo, extremely rare) for V3s of each of the neutral navis (Skull, Wood, and Shark) and Dropdown B and IronBody C. IronBody C can be won by getting a mediocre score against a Gaia enemy, easy to find. The Dropdown B will kill you trying to get it though, Dropdown enemies are notoriously stingy, your best hope is actually the chip trader. O_o

12. The final trade, for the ever-ellusive Woodaura C (Probably your only hope of getting Woodaura at all) can be made with a guy in the restaurant at the end of the game, he wants Invis2J, CloudestK and Ratton3 L. All three can be won from battles quite easily. Get high scores for Cloudest and Invis2, and a score of 6-7 for Ratton3 L, check the enemy guide if you want to find out their hiding spots.

Advance Combos
Advance Combos are tricky to pull off, but often make the battle much easier. They don't improve your score much though, and the only way it would make the battle easier is if you drew the right chips at the right time. Often trying to get a combo is very long and tiresome, it really sucks when the one chip you needed to finish the combo was #30 in your random draw. :P These are by no means neccessary to win the game, but they are fun and impressive in some cases, here's how to make them.

Zeta and Omega Combos
These are the easiest to pull off and unlike most other types of combos, they don't require you to keep crappy and obsolete chips in your folder. They're also hinted at constantly throughout the game, from Yai, from the girl in the nurse's office, the kid in the chip shop, the scientist outside the Goverment Complex, etc.

They're made by taking a type of chip with its code letters in alphabetical order. Line up three alphabetically for a Z-combo and all five for the O-combo. This can be done with Cannon, HiCannon, M-Cannon, Spreader, Ratton1,2 and 3, and TriArrow, Spear and Lance. These are the chips with which all 5 code letters are lined up directly in the alphabet. The game likes to make these hard to pull off by making the most rare code of the chip type be the one in the middle. For instance, out of M-Cannon K, L, M, N, and O... M was the hardest to find for the longest time, making neither Z or O Cannon3 possible. When you do get all five, it's a good idea to keep all five in the chips folder, so when you go into battle, there's always a good chance you could make a Z-combo, and still a slim chance for an O-combo.

The effect is a limited time of unlimited use of the chips you lined up. With Z-combos you get five seconds to use the chip as much as you can, with O-combos you get a whole ten seconds. As an added bonus you also get to be invisible while the counter is running, so you can go trigger happy without having to worry about dodging.

Beta and Sigma Combos
These are definately more useful than the Z and O combos, but not as convenient, because these DO require you to keep crappy or obsolete chips in your folder. There's also more particular ways to set them up. They don't give much information on how to make these work in the game, there's just a guy outside the Govt Complex who mentions how the Swords and Bombs are related, and a NetBattler ML message that mentions how an "extra chip" is needed to make a combo advance to the next level. Both clues are hopelessly vague.

They're set up by taking the three chips of a certain family and lining them up in order of increasing level. Naturally, this requires a common code, and the reason these are complicated to set up is because in each case there's only one code letter out of five that's common among the three chips. For B-Combos, just line up one of each type of chip, for S-combos, you use five chips, the other two being repeats of one of the others. This can be done with Bombs, Swords, Waves, and Quakes. For Bombs, use the B code, Swords use the S code, waves use the C code, and Quakes use the Q code. Like I said, these might not be worth it, if you're at the point in the game where you have a BigBomb B, you'll realize it's stronger and more effective than LilBomb and CrossBomb combined, so what's the point of having them in your folder just to do the combo? If you do want to try a B or S Combo, I suggest using a Quake1, Quake2 and 3 Quake3s. In any case, the two extras for the S-combo might as well be the strongest, and if any family is strong and useful no matter what level, it would be the Quake family.

The effect is doubled or tripled use of the chips selected. So a B-Quake will let you use two Quake1s, 2 Quake2s and 2Quake3s, in that order. S-Quake will let you use 3 of each in that order. For S-Quake, that's one quake for each enemy panel, you could crush their entire area! And no time limit!

Special Combos
These are special in that they use unique attacks instead of just a bunch of pre-existing ones. They're also some of the coolest to watch.

1. Pure Cannon-Okay, it's actually PwrCannon, the "w" looked like a u to me at first, but Pure Cannon sounds cooler. This one is pulled off with Shotgun, Crossgun, Spreader and M-Cannon, all with the K code, the result is this huge cannon that shoots a single shot, hits like Spreader, and does 200 damage. This is my favourite just becasue of the way it looks. ^_^

2. Big Straight- This is one of the first combos you can do in the game, it's easy and strong. The kid in the chip shop tells you how to use it at one point. Use Punch, IcePunch and Dash, all with the B code, and you make some sort of "punch laser" if you can imagine such a concept. It does 250 damage to the entire row, it's not very impresive looking, but very useful for early in the game.

3. Heavy Stamp- This one is difficult to set up, and I don't know of anywhere in the game that hints to how to use it. Use Gaia 1, 2, 3 and Quake 3, all with the C code and Rock stamps one enemy and does 400 damage. This is difficult to get since getting Gaia3 in itself is difficult, let alone the C coded version.

4. Blood Suck- Another obscure one that you don't learn about in the game, it's relatively easy to get though. Use Drain1, 2, 3 and Wave, all code A. Rock creates a wave of syringes (really weird) one syringe for each row, they each stab the first enemy they hit, doing 200 damage, and you drain 200 HP as well.

5. Storm- Yet another obscure combo I only know about because I used the emulator cheat codes. Line up Typhoon, Huricane, Cyclone, and (of all things) Repair, all with the G code. Rock does 200 damage on all enemies by creating a really big fan-arm and blowing tornadoes all over the place. I have no idea what the Repair is for, the combo doesn't repair the area, but then again, I don't think I've ever been in a position where I've ever needed to repair it. :P

Navi Combos
None of the following are hinted at during the game as far as I know, but they're each among the strongest and most useful combos available. They each use a navi chip of one of your closest allies and two other chips, and brings the ally to your side to perform an incredible combo attack with you. Note that it doesn't matter which version of the navi you use, it has no effect on the power of the combo. Also note that because these combos use navi chips, there's only one type of code you can set them up with, and the code should be self evident, it's the first letter of the navis name! uh...excet with Protoman, they used his Japanese initial...

1. Guts Shoot- Metguard, Dash and Gutsman come together to bring you this amusing attack where Guts throws you at the enemy! It does 500 damage to the unfortunate sap Rock rams into. This is the strongest single-attack in the game. (Muramasa doesn't count, if you have to lose more than 500 HP to do more damage, than you're a lousy fighter anyway and strength doesn't apply :P) This one is great to use since its component are common as dirt and it's really strong. The only problem is the dash and Metguard chips become obsolete later in the game and if you want to use it you have to keep them in your folder at the expense of overall effective strategy. At least it's great for early in the game.

2. Life Saver- Barrier, AquaAura and Roll combined give you the best defensive technique in the game. Roll zaps you and heals all your life and makes you invisible for a really long time. This makes battles a sinch to win after it's used, but unless you're a really defensive type, it's not for you. Besides, AquaAura R is pretty rare, you might not even get the chance to try it.

3. Double Hero- FtrSword, KngtSwrd, HeroSwrd and Protoman are the components for this one. There's a trick though, each of the B-code swords are extremely rare. The FtrSword B is found behind a WWW pin locked door somewhere in the internet, KngtSwrd B is found on the platform where you first encounter Pharaohman, and HeroSwrd B is gained from the man in the waterworks as trade for some more rare chips. There's basically only one of each, so whatever you do, don't trade 'em away! When used, Rock and Proto appear side-by-side, charge up, and unleash their fury upon the whole area, doing 400 damage. It's the strongest full-area attack in the game.

Shops
Here's the types of chips you can buy at each of the shops in the game, just in case you're looking for one and don't want to go around checking each one. Note that there's a limited number of chips you can buy, but it's unlikely you'll run every shop in the game out of stock...unless...you know...you're like me and get really bored after completing everything else in the game.

Area 1-Widesword K, Spreader I, Hammer A, Recov50 C, Cannon C

Area 3- Widesword S, Hammer I, X-Panel3 G, M-Cannon L

Area 4- IceCube I, Cloudier A

Undernet L3- X-Panel1 S, Invis1 Q, Timebomb2 S, TriSpear J, Recov150 C, Ratton2 G

Area 6- Longsword E, M-Cannon L, Steal A

Area 8- IcePunch M, Geddon1 L, Geddon2 A

Area 11- Dash G, Reapair G, Wave A, BblWrap3 R

Higsby-(These don't all show up at once, lines indicate you have to wait another event for them to become available.) Cannon E, Spreader K, Recov80 E, X-Panel3 L, Repair G, Barrier F, ElecSword E, Steal L,//FastGuage A, Geddon1 H, Interrupt L, Recov150 L, // SloGuage Q, Geddon2 K, FtrSword S, BstrSword S

Battlechip Secrets
1. There are a couple of chips with hidden powers that you might not know about. The first one is IceCube, its library file says it doesn't do any damage, but if there happens to be an enemy standing in the panel it's created in, (it gets created in the panel directly in front of you in case you didn't know) it does damage, quite a bit of it in fact, 200 damage! This makes Icecube the strongest Aqua elemental attack in the game, capable of killing the first Fireman in one hit! Too bad Icecube is overall worthless, or it could be pretty useful. It would be a good idea to stock up on it when going after some Fireman chips though. All other objects you create in the panel in front of you, like Anubis or Lockon just do ten damage. Same thing with other "non-attacking" chips that can happen to collide with an enemy, like Steal and X-panel. The other chip to have special hidden atack power is Iron Shield. When Iron Shield gets hit it flies off of you, shoots straight forward and runs into the first enemy in its path (usually the one who made the attack.) The flying shield does 100 damage, which is pretty good for a chip that's not supposed to do any damage at all.

2. Drain chips work like the Dash chip, you charge straight forward, and if there's 3 enemies in that row, all three enemies lose the specified amount of HP. Let's use Drain3 as the example. There are three enemies in the row, you charge forward, all three lose 90 HP. You'd think this means you should get 270 HP, right? actually, you only get 90. Same thing with Blood Suck, you throw three syringes, if there's an enemy in each row, each enemy loses 200 HP, but you don't get 600 HP, just 200. And with the mosquito enemies, you can cut their damage in half by wearing armour, like a Yellow Mosquito normally does 200 damage, but you can cut that to 100, however, the mosquito still gains 200 HP. It's a messed up world.

3.Muramasa can be the strongest chip in the game, doing up to 999 damage with one hit. But if you've lost that much HP, making an instant kill is NOT going to help your busting level any. It's wiser to stick with attacks where you don't have to inflict pain on yourself, although you might as well have it in you folder for when you can't help but get hurt...

4. When used by enemies, Tower attacks track in on you. You don't have that luxury when you use the attacks yourself. You can alter a tower's direction by "leading" it. If you step two panels down, the tower's path will bend the way you moved.

5. A Ratton will only change direction if it travelled forward one panel first. So if you want to hit an enemy in the innermost enemy column with a Ratton, don't throw it from your innermost column...unless...you know...you're standing directly IN FRONT of the enemy, in which case homing abilty doesn't really matter...
Anyway, this goes the same for the Ratton enemies, so if they try to attack from the innermost column, you should stand in YOUR innermost column...unless...you know...you're standing directly IN FRONT of the Ratton...

6. Storm attacks like Typhoon have a range of two panels, they don't really mention that in the library. It's kinda an important thing to know if you actually want to hit the enemy. :P

7. Ringzap is by far the lamest attack in the entire game.

8. Oh wait, so is BodyBurn, what is even the point of attacking all around you? You never, EVER have an enemy behind you, and there are very rare instances which include the "Steal" chip where you'll get enemies to your side. Bodyburn would be a lot more useful if you could dash with it like the picture indicates but nooo...

9. All the Recov chips have the same set of codes, A C E G L, that's gotta be useful somehow.

10. I think Interrupt only works in Netbattles with a friend, they don't seem to affect enemies in the game, despite what the mettool in the chip picture could attest to.

11. What's up with Slow Guage? Why the hell would you want to slow down your custom guage? I assume this is another chip better suited for Netbattles. Though I don't have any friends with other GBAs and copies of MM:BN to test this with, (*sniff*) I assume the custom guages are constantly synchronized during a battle with a friend, so slowing the guage down would affect both players, and benefit the one who selected more chips to pass the time with. I don't even know how it would work when the guage fills up though, would one player have to enter the chip select screen if the other pressed the R or L buttons first? Damn I wish I wasn't the only person I knew who liked Mega Man...

12. When using Auras, it doesn't matter if you're wearing armour. If you have the LifeAura activated, and you're wearing some armour, and an enemy that does 120 damage normally hits you, he'll still dissipate the aura, even though the power of the attack should have been reduced to 60.

13. You know what a great combo is? Steal S, Skullman3 S, Sharkman3 S, Stoneman3 S, and Shadowman3 S. Isn't it great that four of the greatest navi attacks all have the same code? And the reason Steal is thrown in there is because Steal works great in tandem with Stoneman. Stoneman only drops stones on enemy panels, so with Steal you can reduce a 5/9 chance of a hit to a 5/6 chance! The same bonus can be reached with missing panels, Stoneman doesn't drop stones on missing panels...unless there's less than five panels remaining I guess... I think I've been in a position where that's happened before.

14. Here's some more Icecube fun. When you drop an IceCube, you can use a Punch Chip and the cube shoots to the other end of the board, just like when Iceman kicks them. If the cube collides with an enemy, it doesn't do 200 damage like the cube is supposed to, it does the amount of damage the puch chip did. So Punch + Icecube is like a long range punch to that effect. An interesting thing to do is to take these chips into a battle with Iceman, you can each punch/kick each other's cubes, it's crazy. Thanks go to Searchman EXE for tipping us off to this tidbit.

Leveling Up
You start at level 1, each of the 45 HPMemories adds 1 level, each of the 12 PowerUps add 3 levels, and each of the 3 armours add 6 levels. That's 1+45+36+18 and that equals...umm...*sizzle*...100! yeah!
Anyway, here's where to find each of the components to level up fully.

HPMemory
1-5. There are five you can by from the Area 1 merchant for prices ranging from 500 to 5000 Z.

6-10. Another 5 can be bought in area 3 for 4000 to 15000 Z.

11-15. Yet another five in Area 4 for 6000-15000 Z.

16-19. Only four in Undernet Level 3 for prices from 8000-15000 Z.

20-23. Another 4 in Area 6 for 12000-25000 Z.

24-27. Yet another 4 in area 8 for 12000-25000.

28-31. The last four you can buy in area 11 for 15000-40000 Z.

32-34. Found behind WWW PIN locked doors.

35. Found inside Mayl's Kobun doll.

36. Found in the School network.

37. Examine the shelf next to where you find the bound and gagged Ms. Mari.

38. Found inside the Principal's car.

39. Dad promised you a powerup, you get one as part of the package.

40. Check the lockers next to Froid's work-station.

41. There's one somewhere in the Waterworks network.

42. There's even one in the Traffic-system network.

43. Masa gives you one for beating him.

44. Found inside the Recycled PET in the restaurant.

45. The last can be found in the Skull Castle Network, Traffic Network re-visited.

PowerUp
1-2. The merchant in Area 1 sells them for 2000 and then 5000 Z apiece.

3. Another can be bought in Undernet Level 3 for 20000 Z.

4. Another can be bought in area 6 for 25,000 Z.

5-6. Two more can be bought in Pharaohman's Area for 25000 and 50000 Z.

7. The last one on sale is in Shadowman's area for 100000 Z.

8-9. Two can be found behind WWW PIN locked doors.

10. The second half of the package your dad sends you after you leave the message for him after beating Stoneman.

11. There's on hidden under the ice in Iceman's level, check here for more info. (Scroll down, look for "Power Up" in bold letters)

12. The last is found in the blackboard in the Summer School.

Armour
1. Wood- Bought from the Area 3 merchant for 15000 Z.

2. Fire- Bought from the Area 4 merchant for 20000 Z.

3. Aqua- Bought from the Area 6 merchant for 30000 Z.

Level 101
There's really no such thing, but using Hub.bat DOES increase the power of Rock's buster a bit. If it did 5 damage per hit before, it does 6 damage per hit at the very end of the game. It also looks like the charge speed goes up and possibly the rapid fire too, though it's hard to tell exactly. It goes back to normal when you beat the game and continue though. Beating the game only saves any extra chips you got and the extra time you spent between saving before Magicman and killing the LifeVirus. Otherwise you end up in the same spot with the same Buster level.

Emulator Cheat Codes
If you have VisualBoy Advance downloaded, try out this handy way of getting Battlechips, as described Here

Affiliates

Blyka's Door
E-Can Factory
MMAyla
MM BN Chrono X
MM PC Website
Protodude's RM Corner
Reploid Research Lavatory
RM AMV Station
RM EXE Online
RM EXE Zone
RM:Perfect Memories
Sprites INC