4. Walkthrough
4.1 - Chapter 1: Flashman (The Story Begins)
"The year is 200X. The world's machines are joined in a worldwide
network. But there is a dark side to this convenience as well: computer
viruses, and an increase in NetCrime. The Virus Lab at SciLab conducts
research into ways of dealing with these viruses. One day the students
of ACDC School, in ACDC Town in Den City, took a field trip to the
SciLab's Virus Lab."
- Tutorial -
And heeeeeeeeeeeere's Lan! You'll start in the Virus Research Lab, and
Lan will marvel at the stuff. Talk to the kid pacing back and forth to
learn about mail, which you'll get. Open and read it, then go and talk
to everyone, and pay attention, some have useful info. Ms. Mari, your
teacher, will call everyone together to listen to the scientist. Once
he's done talking, press R to jack in, and he'll start the lesson.
[Virus Battle: Mettaur, Mettaur]
The scientist will talk about the basics of virus busting, so pay
attention. Once he's done, select the two Cannons. He'll talk more,
then fire the Cannons you selected at the Mettaurs to defeat them.
[Virus Battle: Mettaur, Mettaur, Mettaur]
The scientist will now talk about special chips and chip codes. Once he
shuts up, select AreaGrab, then WideSwrd. He'll talk again, then use
AreaGrab to steal the panels, then use WideSwrd standing in the middle
square to defeat both Mettaurs. Shoot your buster until the Custom
Gauge is full, then do whatever to defeat the ramaining Mettaur.
[Virus Battle: Mettaur, Mettaur, Mettaur]
The scientist will talk about Folder Opening. Select the three
Recov10's, then select ADD. Manage without chips for a turn, then open
up your folder to find eight chips. Defeat the Mettaurs, and the lesson
will end.
- Say What? -
You, Mayl, Yai and Dex will make plans to talk tonight, then you'll go
back to school. Talk to Dex, Mayl and Yai, then leave the school. Go to
the park and approach the jungle gym and everyone will talk for a
spell, then another person will come over. He's with DNN, and they're
holding an international NetBattle tournament, the N1 Grand Prix! He'll
tell you to go to ACDC Square for the prelims, then leave. Everyone
else will leave as well. Go to your house and up to your room, then
read the mail from Dex and jack in to your computer. Go through the
other warp to ACDC 1, then follow the yellow path through ACDC 2 and 3
to ACDC Square.
- Preliminaries, Round 1 -
Talk to the green Navi in the right corner of the main square to learn
how the first round will work. His first statement, "Red means 'stop',"
is true, so go to ACDC 3. Go backwards past the slide, then take the
path next to it, past Roll and the squirrel. Go up, take a right, then
go up and get the O data. Return to the square and talk to the Navi.
His second statement, "A ton of lead is heavier than a ton of
feathers," is false (they both weigh a ton). Backtrack to ACDC 2 and go
up as soon as possible, then get the X and return to the square.
His third statement, "Adding every number from 1 to 10 gives 54," is
false (they give 55). Follow the yellow path back to ACDC 1, then go
back to the entrance to Lan's computer. Take the last right before then
and you'll find the X. Go back to the square. Congratulations! You've
passed the first round! Glyde will give you YaiCode, which lets you
access her homepage.
- After-Dinner Chat -
Go downstairs and talk to Lan's mom, then you'll eat dinner. Go back
upstairs and jack in, then go to ACDC 2. Take a left, then take a
right. Open the SecurityCube, then enter the warp to Yai's HP. Talk to
Roll, Glyde and Gutsman, then you'll chat. An hour later, you'll leave
for homework, but Dex forgot his disk at school! You all better help
him get it!
- Dex Disk -
Leave and go to the school gates to find them locked. The lock program
is on the Internet, so go home, jack in and go to ACDC 2. Go where you
found the X data here and you'll see the lock. Luckily, the guard is
asleep, so inspect the data and Megaman will unlock the gate. Read the
mail from Mayl, then jack out and enter the school. Go up to Classroom
5A and watch the scene. Inspect the left-most cage to get the disk.
- Hypnosis -
Go downstairs and you'll hear sounds. Go to the teachers lounge at the
other end of the building, then go in, and enter the door inside.
You'll confront the intruder, who has stolen the first TetraCode,
whatever that is. His Navi, Flashman, will hypnotize the others. Dex is
a train, Yai is a swan, and Mayl is apparently a zombie. Leave, then
talk to Mayl to get Roll R. Talk to Dex and Yai as well, then go to
classroom 5B and grab the Parasol from the desk, then go back to
Flashman. You'll jack into the school system.
- School System -
Go up and keep going up until you see the program. Talk to it, then
Megaman will ask you to turn on the lights. Go into classroom 5B and
flip the switch, and you'll control Megaman again. Go down and left to
find KeydataA, then go through the right door. Go down, ignoring the
first BMD (it's a trap), and get KeydataB, then go back and go through
the left door. Follow the path and ignore the first BMD (another trap),
but get the next two, a Recov10 * and KeydataC. Go through the last
door and to Prncp's PC 2.
Go forward and talk to the Navi, and Megaman will ask you again to turn
on the lights. Go back to the teacher's lounge and flip the light
switch, and the lights will come on. Go down, then down-right, then
right. Follow the path to the pencils, then go down to get an HPMemory,
and go up for PasswrdA. Backtrack to the red area go down-left, then
left. Get the first BMD, then ignore the bottom one and get the other,
which is PasswrdB. Go back to the red area and take the left path to
get PasswrdC. Go back to the door and unlock it, then go up to meet
Flashman. After some talk, you'll do battle.
[Navi Boss Battle: Flashman]
HP: 300
Electric Element
Attacks: Goes to the leftmost row and uses an electric attack that
strikes a panel and each panel touching it non-diagonally. 10 Damage.
Sends a string of colored lightbulbs at you. 10 Damage.
Creates two lightbulbs. A few seconds later, if they haven't
been destroyed, he lights them, paralyzing you temporarily. 5 Damage.
Strategy: Whenever he moves, he'll move two spaces, then pause. Attack
during the pause. You could also use Roll whenever. When the lightbulbs
appear, destroy them.
After you defeat Flashman, he'll try to take you out with a final
attack, but fail. You'll jack out, so exit the teacher's lounge and
your friends will run up, thank you, then leave. Leave the school, then
read the mail from Dex and get DexCode. You can battle him in the park
if you want.
[Navi Battle: Gutsman]
HP: 300
Attacks: Sends a shockwave at you. 20 Damage.
Breaks a row of panels. 20 Damage if you're hit.
Punches you. 30 Damage.
Strategy: I have nothing to say, really. Just keep shooting.
Once you're done, you'll get a GutsMan G chip. Go home and go to sleep. |