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And Capcom opens with their typical
we're-trying-to-sound-futuristic-yeah opening text.
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The game begins with our brave hero being annoyed by an AI
with a sense of duty. Listen to Megaman whine, and then...
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You Are In Control Of Lan. Ph34r him. Talk to everyone in the
room (you'll get a couple of quick tutorials and an e-mail)
and then talk to the teacher in dark-green and purple to continue the
lessons.
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Defeat the Mettaurs with ease as the nice Navi teaches you
the basics. If you die here then smash your GBA with a hammer, then the
cart, then your head. Imbecile.
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You have been taught well, young Padawan. After another spiel
you'll end up a the school. Talk to Mayl (Baka Mallet sadly absent),
Yai and Dex, and then head out the school to the park (right and down)
as you try to get there first.
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Megaman sees dead people. That or they're hiding. Whichever.
You and the gang talk about when to chat, and some guy in a cowboy hat
will
tell you about the N1 Competition preliminaries are being held in ACDC
Square. Needless to say, you all join. Go home (the blue house), talk
to your mother, then go to the next room and jack into the PC.
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BY THE POWER OF GREYSKULL! I
AM LAN!
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Welcome to the internet. Step
into the orange pad above and to your left to end up at ACDC (pictured).
The layout is simple. Follow the
yellow road. You'll
encounter Mettaurs, Canodumbs, and a few Bunnies along the way, but
they
shouldn't pose much a threat with your mad skillz. Eventually you'll
wind up on the other side of a warp-pad at ACDC Square.
Note: After you enter
ACDC 3, go as far left as you without turning off until you reach
dead-end and a Mystery Data containing a LongSwrd E. Get it. You'll
need it later in the game.
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Talk to the green Navi above
Gilde (pictured, to Megaman's left) and get instructions for the first
prelims. And we go on a little
hunt. After asking you an inane question you must answer 'yes' to
continue on. And here are the questions;
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Question 1: Red means stop, true
or false.
Answer: True (O).
Go back to ACDC 3 through the warp pad, follow the yellow path, but
this time head down and right past Roll and go right when you get to
the
purple Navi who paced up and down. Keep heading right. Pick up the 'O'
and take it back
to the Navi for the next question. |
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Question 2: A ton of lead if
heavier than a ton of feathers.
Answer: False (X)
Follow the yellow path to ACDC 2, where the data is hiding on the first
right after you enter. Take it back and get the last question.
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Question 3: Adding every
number
from 1 to 10 gives 54
Answer: False (X)
Go to ACDC 1 (that yellow path again). It's right along it, below where
the green floating program is. You can't miss it.
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After you
all ace the first
round, you will get the access to Yai's homepage and be logged out. Go
talk to mom and eat dinner, then jack back into your PC and head to
Yai's homepage in ACDC 2. Make a first left, then right, then right,
and you're there. The cube will unlock and you're on your way. Talk to
the others, and then... |
Moron. Guess where you're going
now? Yup. head to the school,
only to find that it's shut. At night. What a surprise. Now head to
Yai's home (mansion,
far upper-right house) and jack into her PC. |
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Go to where you found the
answer
to question 2 of the prelims, in ACDC 2, to see the guard and the key.
After a
short scene you will steal it and get mail from Mayl (heh) saying the
gate is
unlocked. Jack out and head back to the school. Go to your classroom
and Dex will ask you to look for his disc. See below image for location.
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You da
man, Lan. |
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After the
short scene, head upwards from the entrance of the school. Lan, being
the one with the least wuss-blood, goes in first.
First do dwon and jack into the School server for soem HPMemory. Then
head for the door at the top of the room, and after listening to the
maniacal cackling, everyone barges in. |
Yummy.
Fresh child. After seeing Dex turned into a train, Yai into a swan, and
Mayl
into a zombie, Lan runs from the evil bald monk-man. find all three and
talk to them (they're all easy to find), then head to right-hand
classroom and grab the weird red thing hanging from a desk.
Head back to where Flashman is. This next segment is long. |
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Head all
the way right until you get to the program, and Megaman will
say it is too dark, and control will switch to Lan. Head to the
classroom where you got the parasol, and switch on the lights (red
button next to the blackboard). Heading down-left then up-left will
take you to KeydataA,
going back to the entrance and then straight up will net you a RegUP1.
Use KeydataA on the door below the green program. Head that way as far
as you can and get KeyDataB, and use it on the door above the program. Go that way to
get the KeydataC, and finally open the door beyond the program, and on
to the next area. |
Talk to the barely-visible
program and he will tell you that you need three passwords, and Lan
will find himself looking for a lightswitch again. It's the switch back
in the Teacher's Lounge.
Password C can be found next to the red statue up from the entrance
point.
Password B is in the huge room to the far-left, but it is the right Mystery Data, not the one on
the left (the other is an
encounter). Pick up the HPMemory from the pencil toppings while you're
at it.
Password A can be found on the strange octagonal tiles to the right (go
left for some HPMem.
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Now, face
Flashman
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KAMEHAM- Sorry, wrong
franchise. Well done, you got past the first not-so-hard boss. Everyone
is now okay. Dex will challenge you to a netbattle in the park and give
you the code to his homepage. Feel free to decline. Now go home and go
to sleep to continue. You've had a long day.
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