Here is a list of a few of the NaviCust parts you can pick up and use. Find others!
During battle, these allow you to walk over hole (empty) panels as if they were normal tiles. This works only for holes; MegaMan is affected by all other types of panels in the standard way.
Raises your shot power by 1. Since these also affect the power of your charged shots, they are quite recommended. Raising your Power rating enough can allow you to quicky eliminate enemies with just your Buster.
After every battle, this will heal you about 10% of your total health. It doesn’t sound like much, but this can really add up over time. It also frees you from having to use Recovery chips as often.
This is a poor man’s SneakRun. It makes you move faster, but the real benefit is that you don’t get attacked by viruses as frequently while using this.
Raises your charge rating by 1. This shortens the time required to charge. These are even more useful in liberation missions, because the faster you charge, the more damage you can do in a shorter amount of time.
With this active, you can walk over any tile type (except holes) without being affected by it. So poison, lava, and so forth will no longer harm you. Note that you won’t crack panels while these are active, so you can’t form holes on purpose to block attacks (but you also can’t get yourself trapped as easily either).
Raises your maximum HP by 100. When you equip this, your actual HP value will not rise, so you will be left with less than max. When you take this off, your HP is clipped to fit in the new maximum if necessary. You can stack multiple HP-raising parts to give your Navi an insane HP level. Also notice that higher level HP+ items tend to increase youor HP for less tiles than stacking lower level ones. This means it’s still useful to get, say, an HP+200 even if you have two HP+100s, because the HP+200 will take up less space on your NaviCust grid.
Raises your rapid-fire speed by 1. This can help you to get more shots off quickly, but is only really useful when coupled with increases to your Power rating. (Pecking away at enemies for 1 HP each shot isn’t going to be terribly useful, but rapid-firing for 5 HP per hit can very quickly make a dent.)
If you’re struck with a fatal blow, you are left with 1 HP instead, unless you were already at 1 HP, in which case you die. This is actually not as useful if you are planning to use DarkChips a lot, because the DarkChip system already has a better version of the UnderSht built in.
Not all chips are included here. This lists mostly chips which were introduced in this game, and even then, only ones which have some applicable commentary. Some of the chips which were already mentioned in the Data Base sections of previous games I do not bother to repeat here, to save space.
AirSpin shoots a disk forward. It stops when it hits a virus or the end of the screen or whatever. When it stops, it pauses and forms a circular slash all around it that hits the eight tiles surrounding it, then it vanishes. The slash does multiple hits.
Okay, now these are sweet. There’s one of these for each Element (I’m only listing one because the others operate in the same manner). Basically these are similar to the AntiDmg except that they are triggered when a foe uses an attack of the stated Element (Fire, for AntiFire). Note that unlike the AntiDmg, here the enemy does not need to actually hit you with his attack to trigger the AntiFire, so be sure to continue to dodge normally. The AntiFire triggers the moment the enemy tries to use his attack, even if he doesn’t hit you with it, and it strikes all enemies on the field for its stated attack power damage. (I’m sure this chip, like the AntiDmg, is going to get toned down in the next game...) Knowing when to use each chip is the main key. Generally you can match the chip to the type of the virus (a Fire virus is likely to use Fire attacks), but note that this isn’t always the case. Some viruses and even Navis use attacks which don’t match their own Element. For example, ShadowMan does not have a type, yet he uses an attack which is of type Fire, which will set off the AntiFire.
Also Known As: BblWrap
This gives you a bubble-like shield (negating any other barriers you might have had present). The shield absorbs one hit and vanishes. However, the hidden benefit of this chip is that the bubble regenerates. Give it about five seconds and your shield comes back. You can use this to negate half or more of the damage you’ll take in any given battle. It’s particularly useful against bosses. BubWrap’s weakness is it will be eliminated for the rest of the battle if you’re hit with an Elec attack while it’s up.
Tosses a bomb three tiles forward which hits three tiles in a column. This will crack the tiles it hits in addition to damaging any enemies standing on those tiles. Like all such attacks, if the tiles are already cracked, this bomb will break them.
Unlike most of the DarkChips, this one is not at all similar to the regular chip it is named after. DarkInvis activates the same berserk mode that happens when you get reduced to below 1 HP while in evil mode, except of course you’re not at 1 HP. The resulting bug makes MegaMan move two tiles with every press of a directional button instead of one.
This is like a Navi Chip, except instead of summoning a Navi, you summon Solar Boy Django. Django tosses down a coffin on the first enemy lined up with you, then showers beams of light down on anyone within the nine-tile area of the coffin. Anyone who isn’t killed outright by this will gradually lose health over time. Suitably overpowered. Just be aware that if you aren’t lined up with anything when you use this, nothing happens and you waste the chip.
This chip appears to do very little damage, but it actually inflicts multiple hits at a very rapid pace. You will finish off most viruses that stand still using this.
This chip hits the nearest column with enemies. It will strike the entire column if more than one foe is lined up together. FireHit has only a three-tile range, however, so you have to get fairly close to use it.
This places a statue on the tile in front of you when you use it. Whoever destroys the statue first gets the retaliation (yes, you can hurt yourself with this, so take care not to hit the statue). The retaliation attack does damage to all enemies on the screen when triggered by any enemy, even “shielded” ones like the CanGrdEX. Note that enemies won’t hurt themselves by simply running into the statue; they have to destroy it. Proper use of the Guardian: drop it down into the middle of an enemy’s shots. That way they can’t help but trigger it. You can even have a CanGrdEX hit the statue if you time your movements correctly (move one step backward just as the cannon targets you, then drop the statue before the cannon fires).
This sends a target cursor forward; if it strikes an enemy, it freezes that enemy and then shoots a cannon blast at it. If you get interrupted while using this, the cannon shot might not go off, but the enemy will remain frozen for a few seconds if he was targeted before you were hit. A relatively powerful chip considering the point in the game where you get it. Beware, however, that the cannon’s target cursor only covers up to three rows, so get close before you use it.
The damage of this chip equals the last two digits of your current HP. While at first this sounds rather weak (only a maximum of 99 damage), note that the NumberMan throws 5 balls, so you actually get five times the stated damage. Also, if you can line things up in a row, you can potentially damage more than one enemy with this.
ProtoMan blips across the field, appearing on each column in front of every enemy on the field, or at least those not blocked by an object or a hole. He swings a WideSwrd at each foe, which means he can thus do damage to enemies on either side of each target as well. This, in turn, means some enemies might end up taking double or triple the damage. Each swing does 130 damage.
This chip slows down your Custom Gauge (that thing at the top of your screen). Normally this would be a bad thing, because it means you can select chips less frequently. However, in this game, SloGauge can be useful in liberation missions to give you more time to defeat your enemies, since there you are limited to three turns.
This fires a large cannon that can push enemies backward. If the blast hits the edge of the screen without striking anything first, it blows up in a three-column blast. This can be a useful way to hit enemies in the rear row; just purposefully miss the enemies and then you can hit more than one foe with the resulting explosion.
Note: All Japanese names are listed given name first, family name last.
Also Known As: Net (Netto) Hikari
Your typical sixth-grader whose best friend happens to be his Net Navi, MegaMan.EXE. He’s resourceful and isn’t afraid to get in over his head, which is often where he gets MegaMan as well. He is, though, just a little bit dense.
Also Known As: Rockman.EXE, Hub, Site (Saito)
Lan’s Net Navi and a skilled virus buster. Like all Net Navi, he is incapable of leaving cyberspace because he has no physical body, but he communicates with Lan through his PET terminal. MegaMan and Lan get along like brothers—both the good aspects and the bad.
Also Known As: Mail (Meiru) Sakurai, Maylu Sakurai
Probably Lan’s closest friend outside of MegaMan.EXE, although he doesn’t acknowledge this fact. Mayl is a girl in Lan’s class who loves walking with him to school and just plain spending time with him.
Roll is Mayl’s Net Navi and, as a result, rather good friends with MegaMan.EXE. When called upon in battle, she has both offensive and healing capabilities.
Also Known As: Enzan Ijuuin, Chaud Blaze
Chaud is a Net Battler—a member of a group of individuals who have made it their purpose to use their Net Navi to combat Net crime. He takes his job very seriously and gets irritated by any unauthorized interference.
Also Known As: Barrel, Beryl
The supreme commander of Netopia’s Network Corps is called in to destroy the SoulServer that Regal is building.
Also Known As: Dekao Oyama, Dex Ogreon
Another of Lan’s classmates and the owner of GutsMan. He takes great pride in his Net Navi but in truth isn’t very good at fighting Net battles.
Dex’s Navi matches his enthusiasm for Net Battling. He likes to think he is tough and throws all of his heart into his battles.
Also Known As: Yaito Ayanokouji, Yai Ayano
This rich sixth-grader has a lot of knowledge of PETs, or at least likes to think she does. She helps out Lan mostly by giving advice.
Yai’s Net Navi is programmed to be calm and polite.
Also Known As: Dr. Yuuichirou Hikari
Dr. Yuichiro Hikari
Lan’s father and an expert in PETs (Personal Exploration Terminals, or sometimes just PEsonal Terminals). He is, technically speaking, the creator of MegaMan.EXE.
Lan’s mother, who is generally oblivious to what Lan is up to (or pretends to be).
Also Known As: Dr. Wily, Mr. Wily
Once the leader of the WWW, Wily worked with Dr. Tadashi Hikari years ago.
A scientist who is quite bitter about the world and wishes to overtake the planet with evil, so that there is no right or wrong.
Dr. Tadashi Hikari
Dr. Hikari’s father, and Lan’s grandfather. This man was responsible for creating the Internet.
A former helicopter pilot who likes to live life on the fast and wild side.
TomahawkMan’s operator is from the same place as Raoul, and he fights with the same honor-bound ferocity.
Also Known As: Dark, Dark Miyabi
Very little is known about this operator. He’s apparently a mercenary for hire who uses his ShadowMan to fight Navis.
Also Known As: Nenji Rokushakudama
FyreFox (sic) takes a lot of pride in the fireworks that he produces. (I don’t even want to speculate on his name...)
Not much is known about this girl from a foreign land except she is in search of a cure.
Also Known As: Meijin Eguchi
A rather, well, famous Net Battler who is constantly experimenting with new Navis and battling techniques.
Also Known As: Yamitaro Higure
Higsby loves rare chips, so he has opened a chip shop to turn his joy and hobby into his occupation.
Not much is known about the princess of Creamland except that she’s got a very loyal knight for a Navi.
A representative from Sharo who works for the Sharo president.
Also Known As: Kero Midorikawa
A news reporter who also happens to like Net Battling. She’ll do just about anything for a scoop.
Also Known As: Telsa Magnets
The daughter of Mr. Gauss seems to have inherited both his company and his Navi after her father’s imprisonment. She doesn’t seem to be quite as badly tempered as her dad, however.
This section describes how the Navis operate when they are on your team. If you want to know how to fight against them, see the Net Navis
He can save on the map. His Order Point action is ScreenDivide (ScrenDiv) which hits the three panels in front of him like a WideSword. His charged attack in battle is a > shaped shot which partially auto-aims: it strikes the row of the enemy in front of him. You can hit more than one enemy at a time with this if they are arranged correctly. His special chip is the C-Cannon which is essentially a TankCan.
During battle, his charged attack is a whirlwind that hits three tiles in front of him (similar to the flamethrower with the Fire-type Style Change). GyroMan is completely unaffected by cracked panels and he can even fly over empty tiles. On the map his special skill is that he can move over tiles. He can also liberate the tile underneath him by dropping a bomb onto it, at the cost of an Order Point. You can’t do this with any panel with a special property however (such as a Dark Hole or an item panel).
He has a passive ability where he will shield anyone one tile away from him from taking damage on the map. Also, he takes no damage himself if he’s attacked on the map. His charged attack during battle is a mace which he swings around himself in a circle. This therefore has no range. His special chip is KnightCrush and it fires a mace straight forward, plowing through just about anything it hits.
He has an Order Point ability called MagnetBarrier which shields all party members from taking damage on the overworld but uses up his turn. During battle, his charged attack shoots a Magnet Missile straight forward (it can also change directions mid-flight). His magnet comes out relatively slow, however, and can be destroyed in-flight by enemy shots. His special chip is called NSTackle and he charges forward shoulder first. MagnetMan does not reel when he’s struck during battle, and thus does not lose his weapon charge. He also is floating and does not break cracked panels.
Meddy is just plain strange. Her TwinLiberation requires her to liberate a tile first, then another person across from her has to liberate the other panel. If either one of them fails, the entire effort is wasted. Otherwise, all of the panels between the two of them are liberated. During battle, Meddy tosses capsules three tiles forward. This means she is difficult to use against certain enemies and in most battle field formations.
His overworld attack is in the shape of a T (with an extra tile on the top). In battle, instead of charging up, he rapid-fires for 5 damage per hit for as long as you hold down B, and he stops as soon as you release B, so he doesn’t leave himself vulnerable as much as MegaMan does when he uses the respective Soul Unison. His special chip is Napalm; this fires a nine-panel bomb which he shoots upward in an arc. There’s a bit of a delay on it where he is vulnerable.
On the map, he searches in the same pattern as TomahawkMan’s attack. He’ll clear out any item panels in the area he searches, disarming traps. During battle, NumberMan’s charged attack tosses dice bombs. These are rather random since you never know what number he’ll pull up.
Also Known As: Blues
He can save on the map. His Order Point action is WideSwrd and it clears three panels in front of him. (Or just do a 1-turn liberation, heh.) During battle his charged attack is also a WideSwrd; thus, it has no range. (It does at least 50 damage though, right from the start of the game.) It is recommend that you bring a Fan as your Regular chip when using ProtoMan. His special chip is a StepSwrd.
He can search panels at least 5 tiles in a straight line, maybe more, except that any tile which he can’t search (anything but a DarkPanel) stops the line. Unlike NumberMan, who simply grabs the items from the panels, SearchMan actually opens a liberation battle and liberates any item panels that he searches. This is kind of useless because you end up with a bunch of holes in the area that can interfere with your other actions (except maybe a TwinLiberation). His special chip during battle requires you to stop the cursor on the enemy; this summons a laser cannon to fire at the targeted tile. SearchMan’s charged shots auto-target and then produce a burst of rapid-fire. This is quite useful, though SearchMan charges up slowly. (His operator needs to invest in some Charge+1 NaviCust parts...)
ShadowMan can walk across Dark Panels as if they aren’t there. He can also damage enemies directly on the map without having to fight a liberation battle, although this uses up his turn. In battle, his charged attack is essentially an AntiDmg but without the guard part: ShadowMan leaps into the air and flings a star at an enemy. His special chip summons a shadow to swing a sword at an enemy.
ToadMan can use up his turn to boost another team member. This allows that member to, for one turn, use his normal liberate command to liberate something like 5 tiles in a straight line all the way up until some sort of obstacle is reached. During battle, ToadMan’s special chip fires musical notes which can stun enemies. His charged attack causes him to dip down underneath the ground, come back up in front of an enemy, and punch. There is a delay before the damage comes out as he does this dive; also, ToadMan can frequently put himself right into the line of fire using this, so beware.
His special chip has the range of a LifeSwrd. There is a bit of a windup delay on it, however, which gives enemies time to interrupt him. His charged attack throws his axe in a circle that seems to auto-aim on the nearest enemy. His map action is a six-panel liberation like a LongSwrd and WideSwrd combined. TomahawkMan is a Wood type who recovers health on grass panels and takes extra damage from Fire.
Note: Hidden bosses are not yet listed here.
I will get to them later. Also note that HP and AT levels are generally for the first time you encounter the Navi and may not apply to subsequent battles.
You’ll fight him at least twice; the first time he’s pretty tame, but he gets serious in subsequent battles. As when you use him, he has a V-shaped attack which hits three tiles in a < formation on your side. He also can do a diagonal swipe, and he has a cannon much like the TankCan chip which knocks you back against the far left of the screen if you stay lined up with him long enough to be hit. (Don’t stand against the left side of the screen either.) Colonel almost never stands on the far left block of his side of the field, so using swords against him requires some additional strategy.
He forms satellite-like things that move in a circle around the tile that flashes. He can send rings toward you; shoot the rings (not the things in the center) to disable them before they reach you, or dodge around them. He can also put himself into a sort of dark hole and then shoot debris out from it.
Also Known As: FootMan.EXE
This is Mr. Famous’s football-themed Navi. He forms orange versions of himself which charge you when you reach their row. You can stop them by breaking tiles. GridMan tosses footballs which bounce from tile to tile. He can also punt a football which is like a little bomb. Anyway the orange guys appear to be immune but you can just move in front of them, then move away, to get them to charge off the screen.
He throws Gryo Blades that can change direction toward you. GyroMan can also turn into a copter and use a machine gun, or fly over your field dropping bombs. His main attack is a three-column horizontal whirlwind shot.
He starts out in StoneBody form where he can’t be harmed. When he loses his grayscale look and turns colored, he can be damaged. He drops rocks from above and shoots a spiked ball forward. (He tends to shoot his mace forward if you’re lined up with him, and make rocks fall from above otherwise, but sometimes he breaks this pattern.) He doesn’t seem to move much, except to take a hop every once in a while. If you’re close to him he’ll use a mace ball attack that circles his body. He likes to use PanelGrabs.
Also Known As: SwallowMan.EXE
He kind of warps around rather than just blipping. To dodge his bird boomerang, wait until he throws it, then move up or down away from it. You can also stand near the right side of your field, then as the bird goes by on your row, move down into that same row. Other attacks will show what tiles they will hit by flashing the tiles, though he also does a bird swoop attack that does not flash the tiles, so you just have to avoid the row that he hits.
MagnetMan creates magnet tiles as soon as the battle begins. He also shoots a slow-moving energy ball that can stun you, creates a blob on the floor which can also slow you down, and his main attack is his Magnet Missile which can change directions once. When MagnetMan gets low on health he’ll start using an attack where he forms a blue copy of himself on your side of the screen, and the two MagnetMen slam together.
Also Known As: Medi.EXE
She tosses pills in pairs which damage the row and column that they land on. She can also create red and blue...uh..things which float around on your side of the field. You can destroy them, and some auto-targeting chips will hit them too. If you don’t destroy one of them in time, they both explode and damage your entire area. Meddy doesn’t like to stay lined up with you.
Also Known As: MoltanicMan.EXE
Fire type. He has an invincible gun helper that comes up from the floor and shoots repeatedly. NapalmMan throws bombs which appear to blow up in a bigger area than the tile where they hit (the tile where they hit flashes to show you where they will land, however). He can also throw a single 3x3 bomb that targets you first, but you can see exactly where it will damage before it lands.
His bombs move across the screen and have to be destroyed before they reach you if you want to avoid taking damage. If you have a rapid-fire thumb, I would recommend shooting the bombs with the MegaBuster (stand as close to them as safely possible) and saving your chips for NumberMan himself. (NumberMan doesn’t move much which makes hitting him relatively easy, once you get the bombs out of the way.)
Also Known As: Blues.EXE
He uses his StepSwrd a lot, though luckily unlike the real chip, there’s a bit of a delay, plus he doesn’t step directly in front of you. So when you see him move to your side of the field, just take a step forward to avoid being hit. He will also swing from his side of the field, usually very long, 3-tile swords. He also has his shield but he almost never puts it up. You can sometimes rapid-fire him to try to force him to put it up so that you can buy yourself some time since he can’t attack while he’s guarding.
Also Known As: SearchMan.EXE
He tosses grenades that appear to blow up in a X formation. Also he can target you and then fire, but you can knock him out of it by hitting him hard enough to make him reel. Honestly, this battle is fairly easy if you can hit SearchMan repeatedly before he can get his own shots off. (Later in the game, try using his own Soul Unison against him, heh heh...)
He moves around quickly and creates bats which fly over to your side and can turn toward you once. He can also attack in his T-shaped formation that he uses when you use his chip (it paralyzes you). Finally, he will slash at you with his claws if you stand in the rightmost column on your side.
He blips from tile to tile. He can make duplicates of himself, but only one has the HP value on it, so it’s pretty easy to tell which one is fake and which one is real. Do enough damage to the fake one and it’ll go away, but ShadowMan will usually reform it quickly. One of his attacks is slow as it grinds across the screen, so it’s easy enough to dodge. He also has an attack similar to the AntiDmg. He can also swing a sword, sometimes on your side of the field.
ToadMan alternates between the top and bottom two rows and fires musical notes at you which will track your location and will briefly paralyze you if they hit. He’ll also appear in front of you occasionally to slap you (usually he tries this after he’s stunned you).
He has a totem behind him which seems to be invincible and has different effects on TomahawkMan depending on what face is forward. One face makes him invincible, one heals him gradually over time, and one totem attacks you with meteors. I believe you can shoot the faces to make them turn back around and thus turn off the effect, but this doesn’t seem to actually damage them. TomahawkMan himself has an axe swing the size of a LifeSwrd and also can throw an axe that circles around. Finally, he can do a spin attack where he spins himself up and then lands on the tile that you were standing on when he targeted (the tile flashes), and this produces a sort of dust wave that damages tiles around him.
For the viruses section, currently I’m listing only one variation of each enemy, unless I have specific commentary on another version. (Most variations simply increase the HP and attack power of the enemy in question, although some have significantly different effects.) Also, not all viruses are covered here yet. I will get to the others later.
Bats which hang out up in the air half of the time. They cannot be harmed by any attack while they are high in the air. But they also can only attack while they are low to the ground. Their sonic beams will expand to a large circle if they hit an object. Note that the Batty will only fire when you are lined up with it. But it also leaves itself vulnerable for a longer than usual time when it is shooting, so you can use this property to bait the bat into being hit by a slow-moving attack if necessary.
An extremely irritating enemy that produces a bomb box in front of it, then pushes it across to your side. Once the bomb is on your side, it will explode, damaging all tiles on your side of the field. You can slow down the advance of the bomb by firing at it; with a high enough firing rate, you can even stop it entirely. However, this is not very effective when there are two BomBoys on the field. For best results, block the bomb with an object (like a Trumpy), then fire over it with other chips to hit the BomBoy directly.
These tanks move up and down in their column, occasionally stopping to fire a bomb at you. The bomb hits three tiles in a column, with your location as the center.
Tall cacti. They sit motionless for a few seconds, then toss their heads at you. The body is invincible while the head isn’t attached to it; however, as a side effect, the head itself can be hit at any time while it is on the screen, even if it isn’t attached to the body. The head cannot cross holes, so a Cactikil cannot harm you over a pit.
Like the normal cannons, these send out target cursors when you are lined up with their row, and will only shoot if the target lands on you. But these variations are invulnerable from most attacks while they are not targeting or shooting. You need to stand in their row to make them vulnerable before you can hit them.
This is a tank which moves relentlessly forward, one panel at a time. It can even move into your space, turning your panels into enemy panels. When it stops, it will fire a TankCan forward which will knock you back if it hits you, and if it doesn’t, it will blow up on the last row, damaging you if you are standing there.
Champy teleports right in front of you when you line up with its row, then punches. If it can’t go to that tile (because it’s occupied or it’s a hole or something), the Champy won’t move. Also, Champy does nothing as long as you are not lined up with it. So you can decide when to trigger its attack.
These stingray-like viruses move in a circle around the battle field, firing when they reach the top or bottom rows. Notice that Larks only shoot when they are against the edge of the field; this is why their attacks only ever cover two rows (even though they are firing WideSht1s). So you can always dodge by standing on the opposite side of the field from them.
Submarines that can hide in water tiles. They shoot bubbles that move in a diagonal line and bounce off the top and bottom of the field. If you shoot the bubble, it breaks and the anchor inside shoots forward.
These are invulnerable to most attacks while they have their helmets down. Having said that, they expose themselves when they attack. When the higher level Mettaurs attack in groups, only one Mettaur will attack at a time; the others remain hidden under their helmets, waiting their turns. But a lone Mettaur will attack constantly.
These things can be downright irritating in the wrong situation. They move forward in a weaving formation, even across your side of the battle field. If they strike a stationary object, they will stop and circle the object for a few moments. One strategy is to purposefully place a RockCube or a Trumpy or something so that the Shakey will circle it and you can shoot at it more easily.
While this plays, all enemies are granted invincibility. A Trumpy cannot affect itself, so you can destroy the Trumpy even while it is playing.
A Trumpy, but instead of protecting the enemies, this one makes you confused (birdies over MegaMan’s head). This causes you to move erratically.
This produces wind which will push you backward or forward no matter where you stand on the battle field. Alone, a WindBox is harmless, but it can interfere when you are fighting other enemies.
Thanks to Chase
for some of the data.