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ACDC[edit]

While Lan is sleeping, a mysterious man approaches the ACDC elementary school gate. The next morning, Lan is late and runs to school.

School[edit]

You will get two new emails:

  • NetNews - Student Crime
  • Yai - Roll call

You can't go into the teacher's lounge to the right yet, so take a left. The first door is the nurse's office and you can pick up a hidden Recov50 G in the medicine cabinet. In the AV room, you can find a hidden Repair A on the teacher's desk. Go up the stairs. In the library, you can find a hidden Escape H in the last book shelf against the wall. Leave the library and check the desks in the dead end for an X-Panel1 B. Go through the back door of room 5A. Lan will sneak to his desk. Ms. Mari will introduce Mr. Higsby as an assistant for the class. Talk to all the classmates and the bell will then ring. Mr. Higsby will begin class since Ms. Mari is sick in the nurses office. A WWW re-education program will start playing. Talk to Dex and he will try to take on the viruses, but fail. Talk to Mayl and she will give you Roll R. Jack into the blackboard.

School Network 1[edit]

School Network 1

MMBN Enemy Cannon.png MMBN Enemy Beetank.png MMBN Enemy Mettool1.png MMBN Enemy Flappy.png

Mystery Data
  • ShokWave L
Inputting passcode

Go past the blackboard until the path splits. On the pencil path you can find a mystery data containing a ShokWave L. Take the other path and eventually you will find the path to School Network 2. Follow the path and go north-east to pick up a mystery data containing 800z. Go back to through the other path, which will take you back to School Network 1. At the end of the pencil path you will encounter a door that is passcode protected. The passcode hint is the number of chairs in room 5A. As Lan count the number of chairs in the classroom. The answer is nine. Press L button to tell MegaMan the number of chairs. Press Up dpad or Down dpad to scroll the numbers and press A button to confirm. The door will open. Continue past the classroom and blackboard and go through the portal to school network 2.

School Network 2[edit]

School Network 2

MMBN Enemy Cannon.png MMBN Enemy Beetank.png MMBN Enemy Mettool1.png MMBN Enemy Flappy.png MMBN Enemy Spooky.png

Mystery Data
  • 800z
  • HiCannon I

Continue going forward until you get to an intersection. The south-east path leads to a mystery data that contains a HiCannon I. The north-east path will lead to another locked door. The passcode hint is the number of volumes of History of the World. As Lan exit the classroom and go through the hallway until you get to the library. In the library, go examine the first bookshelf in the west corner of the room. The answer is 30. After you unlock the door keep going until you get to another locked door. This time the passcode hint is none. The passcode is a random number and you get five tries to input the correct number. If you do not get it in five tries, the passcode resets. After each entry, you will be told if it is too high or too low. Also, you will be told if any digit is correct. Continue past to school network 4. The mystery data at the end of the path contains 400z. Continue on the path to school network 3.

School Network 3[edit]

School Network 3

MMBN Enemy Cannon.png MMBN Enemy Beetank.png MMBN Enemy Mettool1.png MMBN Enemy Flappy.png MMBN Enemy Spooky.png

Mystery Data
  • HPmemory
  • Spreader H

Skip the first locked door and go to the second one. This one also has no passcode hint meaning you have to guess the number again. After you unlock the door, you will find a mystery data containing a HPmemory in the corner. Go back to the first locked door you skipped. This door's passcode hint is the number of doors in the school. As Lan, you can run around the school counting the number of doors. There are 15 doors. Go past the blackboard and before the portal you can take the other path to find a mystery data containing Spreader H. Go through the portal to school network 4.

School Network 4[edit]

School Network 4

MMBN Enemy Mettool1.png MMBN Enemy Beetank.png MMBN Enemy Cannon.png MMBN Enemy Flappy.png MMBN Enemy Handy.png MMBN Enemy Spooky.png

Mystery Data
  • 400z
  • Quake1 A

Take the north-west path at the split. At the blackboard take the short path that doesn't lead to the desks. At that point MegaMan will get stuck in a trap. As Lan, go downstairs and to the AV room. As you are about to enter, Mr. Higsby will exit and knock you over. Go to the computer that is closest to the front door and restart it. This will free MegaMan and you can continue. The north-west path leads to a mystery data containing a Quake1 A. The north-east path has another locked door. The passcode hint for this door is none. Go through the portal to school network 5.

School Network 5[edit]

School Network 5

MMBN Enemy Mettool1.png MMBN Enemy Beetank.png MMBN Enemy Cannon.png MMBN Enemy Flappy.png MMBN Enemy Handy.png MMBN Enemy Spooky.png

Mystery Data
  • Cannon C

The first path that splits off from the pencil path has a mystery data containing a Cannon C. There is one final locked door. This one requires an ID card. As Lan, exit the AV room and go through the hallway towards the teacher's lounge. Enter the Br room and untie Ms. Mari. Ms. Mari will give you her ID as thanks for rescuing her. You can find a hidden HPmemory in the shelf in the middle of the room. Exit the room and keep going down the hallway until you get to the teacher's lounge. Use the ID card on the time recorder to unlock the door. As MegaMan, you can now input a passcode to enter. The passcode hint is none. After unlocking the door you will encounter NumberMan who is being controlled by Mr. Higsby.

NumberMan[edit]

Numberman
Numberman
Numberman
500 HP
Element: none
Reward: 1500z

Attacks

  • Send three balls in the column in front him across one panel at a time. Each ball has a number corresponding to its HP. It inflicts 20 damage, regardless of its number.
  • Drop a time bomb in MegaMan's area that explodes when the timer reaches zero for 40 damage. The time bomb can take 10 damage before it's destroyed.
  • Drop a die in MegaMan's area that explodes for damage based on the value rolled. It also has 10 health.

Strategy

NumberMan is stationary in the back column middle row. It's a good idea to equip piercing chips like SoniWave or Dash, since it can destroy his weapons and hit NumberMan with just one chip. While he has more than half is health, he will use the three ball attack. Quickly identify the ball with the lowest HP and destroy it before it hits you. When NumberMan loses half his health, he will randomly use the other two attacks. The time bomb and die will appear in either the top or bottom row in the closest column in MegaMan's area. The time bomb and die can be destroyed so alternate your attacks on them and NumberMan.

After NumberMan is defeated, Mr. Higsby will give up and promise to be good from now on. Lan will restart the server and the WWW program will stop playing. Afterwards, class will be over and Lan will mention the metroline has opened. MegaMan suggests visiting Lan's dad in the SciLab and pick up the PowerUp program. At this point there is some free time to explore some more optional areas.

Optional[edit]

You should go back to the net merchant in internet area 1 and buy the remaining PowerUP and HPmemories if you haven't do so already.

New Ghost Navis[edit]

When you defeat a boss, a stronger version can appear somewhere on the net. They'll have more health than their base form, but their attack will remain unchanged. When you defeat one, they'll give out their special Navi chip. An even stronger version will then appear as a random encounter in a specific area on the net.

After you've completed the School scenerio FireMan will show up in internet area 1 in the dead end below the ramp leading to the merchant and Yai's link. FireMan will have 400 HP now, and he'll give you FireMan F, regardless of your busting rank. The last form of FireMan, which has 500 HP, will now appear in the same area. Depending on your rank, his third form will give out FireMan, FireMan2, and FireMan3.

New trades[edit]

  • A kid in classroom 1B wants a Dash G for a Repair H. You can get a Dash G by S-ranking Fishies.
  • Back in the Nurse's office a girl will give you advice and a Shotgun K for 3 Invis1 I's.
  • Behind Mayl's house there's a boy who wants a FireTowr F for a DynaWave R. Currently, you won't be able to find the virus that gives out this chip though.

New Jack-in points[edit]

Car[edit]

Car

MMBN Enemy Mettool2.png MMBN Enemy Twisty.png

Mystery Data
  • HPmemory

The car can be found to the left of the school entrance. It is available once NumberMan is defeated and school is over. It contains a new virus, Twisty, who will give Remobit1.