2) The Game
Welcome to Megaman Battle Network 3, Capcom's latest installment in the Megaman series. Skip the formalities and let's just dive right in!
2.1) The Lights Go Out in ACDC (FlashMan)
You start out the game on a field trip to SciLab's Virus Lab. Hit L to
hear Megaman tell you to talk to everybody. Most of the kids will refresh
your memory on the absolute basics. After talking to everybody, including
Ms. Mari, your teacher, the virus busting tutorial will begin. This is
done step-by-step and the game won't let you screw it up. When all that's
said and done, Yai will set up a chat for later that day, on her HP.
You'll soon be back at school, where Ms. Mari will tell you that you have
to do a report on the Virus Lab, just like Yai suspected. When you regain
control of Lan, talk to Dex, Mayl, and Yai, then go to the park. Your
meeting will be interrupted by a man in a cowboy hat from DNN, pitching the
N1 Grand Prix, a competition to find the number one Netbattler. Naturally,
you want to join, so head back home and jack into the internet. Follow the
yellow path to ACDC Square. Find the generic Navi to the right of the road
connecting the blue area to the green area to receive your N1 Prelim
assignment.
The first question, "Red means stop", is true, so look for the O data. From
ACDC Square, it's up the ramp, take a right at the generic Navi past the
elephant slide, take the first right after that, then follow the path to
the next fork. Take that fork, turn right, and finally, turn left to find
the O data. Bring it back to the N1 guy in ACDC square.
The second question, "A ton of lead is heavier than a ton of feathers", is
false. A ton of anything is equal to a ton of anything else. The X data is
in ACDC 2, on the large tan platform near the entrance to ACDC 3.
The final question, "Adding the numbers between 1 and 10 equals 54", is false;
it gives you 55. In ACDC 1, the X data is on the small platform with the green
program in front of it, near the platform with the purple door. Bring it back
to the N1 Navi to pass the preliminaries. Glide will give you a YaiCode to
get into Yai's HP for the chat later tonight. Go out to the kitchen and talk
to your mom for some dinner before the chat.
Yai's HP is in ACDC 2, on the orange platform reached by taking the first left,
coming from ACDC 1. Walk up to the security cube and hit A to remove it, then
find Roll, Gutsman, and Glide and talk to all of them. After the chat, Mayl
reminds Lan and Dex about their homework, to which Dex responds that he left
his disk at school. Everybody but Lan will head to the school, and when you
show up, you'll learn the gate is locked. The locking mechanism is on the web,
though, so go back to your room and head to the platform in ACDC 2 where you
found the first X data in the N1 Prelims. Walk up to the giant key and hit A
to unlock the gate. You'll get email from Mayl saying the gate is, in fact,
unlocked.
Head up to your classroom and a cutscene will start. Dex can't find his disk,
but it's by the animal cages. Check that shelf to find it. When you do,
another cutscene will start. Yai hears something and chalks it up to her
imagination. Try to leave the school.
When you get to the entrance, you'll hear many noises coming from the teachers'
lounge. That's the last room in the hallway straight ahead of you. Walk in and
check the door in the corner to find Rei, WWW member and controller of
FlashMan. He'll sic FlashMan on Yai, Mayl, and Dex, hypnotizing them until
FlashMan is deleted. Talk to everybody to figure out that you need to find
something to block the Hypno Flash if you want to delete FlashMan. Go to room
5B.
Take the parasol from the desk in room 5B, then return to the principal's
office, where FlashMan and Rei are. A cutscene will show Lan blocking the Hypno
Flash, then jacking in to the principal's computer. Walk up to the purple door
and talk to the program there, who will tell you to turn on a light switch in
the real world to turn on the lights in the cyberworld. Go to classroom 5B and
turn on the lights there. You'll warp back to cyberworld.
You need to find Keydata to open the doors here. It's in blue mystery data
(BMD) which is constantly flickering into visibility. Go to the blue square
closest to the doors to find the BMD with KeyDataA. From the KeyDataA door,
KeyDataB is straight ahead. Follow the path to the BMD on the blue area with
the desk to get KeyDataC. Go up to the KeyDataC door and use the warp to get to
the second part of the principal's computer.
Turn on the lights in the teachers' lounge to light up this area of the comp.
To get PasswrdC, go to the BMD in front of the statue Megaman looked at to
figure out where he was. PasswrdB is the top BMD at the end of the large
platform preceded by a series of lockers. PasswrdA is on the pencil platforms
near the entrance to this area. Go to the door in the center of the area and
put in all three passwords to meet up with FlashMan.
--BOSS--
FLASHMAN.EXE
HP: 300
Difficulty: Easy
-Attacks-
Neon Bulb: He will launch multicolored light bulbs which will home in on you.
To dodge them, move one row up or down as they're about to hit you. (10 dmg)
Lightning Ray: He will shoot lightning two rows and one column in front of him.
This is easy enough to dodge by standing in the column where the lightning
isn't. (15 dmg)
Tesla Shock: He will summon 5HP light bulbs in your area. If they're not both
destroyed after a few seconds, they will paralyze you, leaving you open to
other attacks. (0 dmg)
Once you defeat FlashMan, he'll go out valiantly with his Shining Browser
Crasher attack. It doesn't seem to affect Megaman severely yet, so Lan's not
worried. Walk out of the teachers' lounge to meet up with the others, who are
cured of hypnosis. After a cutscene, you'll wind up outside school and you'll
get an email from Dex. He's waiting in the park to netbattle you with GutsMan.
You'll also get DexCode, to open up his security cube in the area of ACDC 1
accessed by ACDC 3. Go to the park and challenge him to a battle.
--BOSS--
GUTSMAN.EXE
HP: 300
Difficulty: Easy
-Attacks-
Shockwave: He will pound the ground and produce a slow-moving shockwave,
similar to a Mettaur's. If there is no panel in front of him when he smashes
the ground, no shockwave will be sent out. (20 dmg)
Line Crack: He will pound the ground and crack the line of panels in front of
him. If he does this on a cracked panel, it will break. If there's no panel to
smash, nothing will happen. You can only get hurt by this if he hits you with
the hammer. (20 dmg)
Guts Punch: If you stand at the column directly next to his area, he will come
face-to-face and deliver a devastating punch. (30 dmg)
AreaGrab: He will counter any attempts to AreaGrab him by AreaGrabbing right
back. (10 dmg)
When you beat GutsMan, you should get a chip for GutsMan G. Finish up this
scenario by going back home and going to bed. |