Megaman battle network how many doors




















You can only use the same type of chips together; you cannot mix and match. Chip Codes Also, you may notice that each chip has a specific chip code. You can select the same type of chips as stated above, and you can select all chips with the same chip code. Attack Attributes As you may notice, all chips have a small square to the left of the number which shows how much damage will be dealt. That square shows the attribute that the chip has.

Here's a quick list of what's good against what Neutral chips are not strong or weak against anything : Attribute Strong VS. Weak VS. After you make your selection of chips, that meter will become empty. It slowly refills throughout the course of the battle. After it refills and flashes yellow, you can press L or R to reopen the Chip Selection screen and pick another batch of chips to use. That process continues until the battle ends.

And that's about it here for the battle system of this game! He is sleeping and after his mom calls, he'll get up press Start to skip that whole scene. It'll start beeping notice the icon in the upper-left corner of the screen , so access the menu screen and check your E-Mail. Read both pieces of mail the one from Dad will give you a CrossGun C chip , then leave the room. Downstairs, check the food on the checkered red table to get a Recov10 A chip. Talk to your mom if you want, then continue out of the house.

You'll both walk to school together while she talks about the latest happenings of ovens spitting fire press Start to skip the walking sequence. School When you enter the classroom, walk around and talk to anyone you want.

Make sure you talk to the big kid in green in the back corner of the room known as Dex. He'll challenge you to a fight, and Yai run up and stop it. The bell will then ring and class will start. The teacher will speak; after she's done, press R to enter MegaMan's cyber-world.

There, the teacher will speak some more and then a battle will start between MegaMan and a couple weak enemies. Here, you'll learn the basics of how to take part in a battle.

Follow the on-screen commands and defeat the 2 hardhat enemies Mettools quickly with the 2 Cannon chips you selected. After that, you'll enter a second battle against 3 Mettools. Use the Steal and WideSwrd chips as directed to defeat these guys. You'll then enter one final battle against 3 more Mettools. You'll learn how to use the Add command in battle as well. After you win all 3 battles, the training session will be over and you'll return to the real world.

You are now free to move, so you can leave via the upper-right exit you could talk to Dex and say yes to fight his GutsMan if you want, although you may want to just to get it over with. Then, head southwest for one block, then you'll come to your house the blue one on the corner of the next block. Before you go inside, check out the small doghouse in front of your house and press R to transmit MegaMan into it.

Doghouse Outside Lan's House In the Cyber World of the doghouse, move north and west to the corner of the room. Take the Shotgun K chip there, then talk to the robot in the other corner. You may also end up fighting some Mets in random battles; defeat them and collect whatever is dropped you may get the ShokWave chip as well. Then, step back into the transporter at the start to exit here.

Now, enter your house. Lan's House At home again, go north and your mom will welcome you home. You'll notice a repairman is there fixing the control panel to prevent the oven accidents as Mayl mentioned.

Then, continue upstairs to your room. Lan's Access Upon arriving in this cyber world, talk to the green robot to find out how to get out of this world press R to pull out.

Then, step into the transporter up ahead to reach the Internet. Internet Area 1 In this area, go straight up the path and talk to the robot you see, who is known as Glyde. After a brief meeting, he'll give you Yai, which you'll need in a bit. Now, head straight up the path behind Glyde and follow the path east. Continue north and west past the WWW Gate, which you can't access right now. Keep going until you go down a ramp; at the bottom, continue west and south, then east along the path.

Continue along and you'll reach another robot standing on a platform; talk to him and he'll offer to sell you some goods. Take a look and buy something if you like, then continue along the path until you reach a green robot who seems to be lost. Talk to it, then head all the way back to the bottom of that ramp you came down before. Follow that path south to an Access point. Use it to warp to Yai's Access area. Next, follow the spiral path all the way around, collecting items in Mystery Boxes and defeating enemies along the way.

After that, press R to exit the Internet and return home. Lan's House Back in the real world, try to leave your room and your mom will call you in a panic. Go downstairs and you'll find that there is a fire in the kitchen. Approach it and press R to transmit into the fiery oven world. Oven Lan's House When you enter the burning oven, talk to the 3 green robots they're known as programs, and I'll refer to them as such from this point forward. Then, go south and west along the red pipes, and take the Mystery Box's contents.

Talk to the program nearby, then continue southeast along the red pipes to another large area. There, talk to some more programs and take the purple Mystery Box, which has Zennys inside. Take the path northwest, then continue northwest along the path to a large area with one program and a Mystery Box. Talk to it and take the Steal A chip from the Mystery Box. Go back south and take the green Mystery Box sitting on the red pipes to get the Sword B chip.

Then, continue southwest to a large green area with another program sitting on it. Talk to it and you'll be given Ice Blocks to get through the fiery areas!

Now, go back north and an explosion will occur, knocking MegaMan down and returning control to Lan in the real world. Lan will become worried about MegaMan in the burning oven, and the repairman from earlier will call and taunt you. After that, run up to your room and check the dresser where you originally picked up MegaMan in the beginning of the game to find a Water Gun. Go back downstairs and use it to extinguish the flames in the oven so MegaMan can progress.

When you gain control of MegaMan, head north and east across the red pipes. Then, go south and use an Ice Block to remove one of the flames so you can pass. Open the Mystery Box up ahead to get Zennys, then talk to the program before continuing to the next area. In this area, go northwest and open the Mystery Box to get a Shotgun Q chip.

Then, go back north and use an Ice Block on one of the flames so you can pass. Continue northwest to the corner and head southwest from there. Take the Zennys from the box and extinguish one of the flames to the left with another Ice Block. Continue north and west along the path, then at the dead end, clear one of the flames to the left so you can continue some more. Now, extinguish the flames up ahead with some Ice Blocks, then go south and talk to the program there.

Before you continue, be sure to equip MegaMan with all the better chips you have for the upcoming battle Cannon, ShokWave, Dash, and maybe a couple of Sword chips will be good. When you're ready, continue along the path to meet FireMan. The repairman from before reveals his true nature at this point.

You'll then enter battle, so read the Bosses section if you need some assistance. After the battle, the evil repairman will taunt you some more before leaving. You'll then end up back inside your house in the real world.

There, talk to your mom if you want, then leave home completely. Start by going south to Mayl's house the pink house next to yours. Inside, talk to Mayl and transmit MegaMan into the piano. Piano Mayl's House Inside this empty place, simple follow the path up and around to the very end.

Defeat the enemies you may have to fight along the way; you may even get the Quake chip if you're lucky. Then, go back out the same way you came or press R to get out if you don't want to waste time walking. Mayl's House Back in the real world, go upstairs and into Mayl's room. There, check out the yellow doll in the lower-left corner of the room and press R to transmit MegaMan.

Doll Mayl's House In this cyber area, head towards the northeast corner of the room. There, check out the Mystery Box to get an HPmemory item. Now, talk to the program near the entrance if you want, otherwise get out of here and continue out of Mayl's House completely. Then, go north and enter the house on the corner next to the Metroline, which is Dex's House. Dex's House Now that you're in the house of the green-shirted bully at school, take the time and transmit MegaMan into his computer!

Computer Dex's House In this area, go north and follow the path all the way to the end. Then, go back to the transporter in the beginning to get out. Game Dex's House In the cyber world of the video game system, talk to the nearby program, then get to the northwest corner of the room.

Now, go back to the transporter and get out of this place, then continue out of Dex's house completely. ACDC Town Outside once again, head northwest along the street all the way towards your house. Pass it, and go around the bushes and enter the house directly to the north, which is Yai's House. Yai's House In this young girl's home, go straight ahead and check out the phone on the dresser in the corner. Transmit MegaMan into its cyber world.

Telephone Yai's House In this area, talk to the program you see and open the Mystery Box to get the Escape J chip. Go back through the transporter to exit this area. Yai's House Now, go back down the hall and continue out of the house completely. Lan's House Back at home, go straight upstairs to your room. After that, get out and check the bed, save your game, and go to sleep. Over the night, you'll see a scene where a mysterious man tries to get into the school gates.

The next day, Lan and MegaMan run up to the school after oversleeping and being late! Then, head south to the next area of the school. Start by entering the Nurse's room, which is the first room to the left. There, check out the cabinet in the corner directly to your right to get a Recov50 G chip. Now, leave this room and continue down the hall, then enter the second room to the left. In this room, check out the teacher's desk to get a Repair A chip.

Then, go south and out the door at the other end of the room. Continue down the hall and go west through the door to get upstairs. There, go north and enter the first room to the left, which is the Library.

Go north and check the bookcases in the very back of the room to get an Escape H chip. Now, leave the library and continue north through the hall. Check out the desks at the end to get a X-Panel1 B chip. Then, go all the way south to the last door to the left and enter your classroom. Upon entering class, your teacher will be introducing a substitute teacher known as Mr.

He also happens to be that weird guy hanging around outside the school the previous night. After the introductions and you have control of Lan, go around the room and talk to everyone. Dex will challenge you to a fight against his GutsMan; accept it if you didn't last time you saw him in school, and win this battle read the Bosses section if you need help here.

After you're done talking to everyone, the bell will ring and the substitute teacher will come and begin class. He'll speak briefly before transmitting the lesson for the day.

A mysterious person will speak for a moment, too. After that, walk up to the blackboard and talk to Dex. A bunch of others will stand around while Dex tries to stop it, but with no success. When you get control of Lan again, talk to Mayl standing to the right of the board. She'll give you the Roll R chip. After that, transmit MegaMan into the blackboard, which leads to the school network.

Network School When you arrive here, go forward and talk to the robot standing there. Then, head north and along the path, going across the thin bridge and continuing north from there. Head northeast across the red and white platforms and check the Mystery Box to get a ShokWave L chip. Then, go back south and follow the path west and north. Go down the ramp and continue along the path until you reach another green robot.

Talk to it and answer its question however you like, then continue northeast to the next area. There, go north and east along the path; you'll see a path heading south. Pass it for right now and continue north to the very end. Open the Mystery Box to get Zennys. Now, go back and take that other path to the next area. In that area, head all the way south across the red and white bridge to the end, then check out the door blocking your path.

It requires you to find out the number of chairs in classroom 5A in the school. Gameplay will then switch to Lan in the real world.

Since 5A is your classroom, there are 9 desks total, so press L and say yes to the question. You'll then be asked to enter the passcode, which is "09", so input that and say yes to open the door. You'll then gain control of MegaMan again. Now, continue along the thin path to reach another cyber classroom.

Talk to the green robot there and continue north to the left of the blackboard to reach the next area. Follow the path down the ramp and to the north until it splits.

Then, take the path all the way southeast and north. Now, go all the way back to the intersection where the path split, and take the middle path north and up the ramp.

Talk to the green robot you come across, then check out the next door you need a passcode to get through. With Lan, leave the classroom and head up the hall to the Library. Go straight ahead and check out the bookcases to find that the number for History is "30". Press L and input the passcode, then you'll get control of MegaMan and the door will be unlocked!

Now, continue along the path to reach yet another locked door. This time, the code for the door is randomly generated, and you must guess it to proceed. When you guess wrong, you'll be told whether the number is higher or lower; that way you can narrow things down a bit more.

After you get through here, continue ahead to the next area. There, go straight ahead and talk to the green robot, then take the Mystery Box that contains Zennys inside. Then, follow the blue bridge south to the next area. Continue all the way south and west to the southmost passcode door. It's another randomly generated code, so take the "higher and lower" hints after each guess to figure it out.

After you get through, continue into the classroom and take the Mystery Box to get an HPmemory upgrade! Now, go back out of this room and take the path you passed just moments ago, and check out the other passcode door.

The hint asks you how many doors there are in the school building, and MegaMan will ask Lan for help. Take a quick run through the building if you want, then press L and input "15" as the passcode. The door will then open and you'll have control of MegaMan. So, head into that classroom and follow the path northwest to where it splits again. Take the path all the way south to a Mystery Box, and open it to get a Spreader H chip. Then, head all the way north to the following area.

Here, go north and take the path to the west and talk to the program you see. Then, continue along to where you reach 2 thin paths to take. Take the right one and MegaMan will get caught in a trap! You'll then gain control of Lan in an attempt to help free the PET. From your classroom, exit the room and head north in the hall. Go through the 3rd door to the left the one further back than the others to get downstairs.

The weird substitute teacher will push you out and walk away, causing you to wonder what he just did. Anyway, enter the room and head towards the upper-right computer in the room. Restart it to free MegaMan from the trap in the same position within the cyber world. Now, with MegaMan, continue along the path until it splits once again.

Take the west path to find a Mystery Box containing an Quake1 A chip. Go back around and take the other path to find a passcode locked door. Use the "higher or lower" method like on previous doors to figure out the code. After that, continue into the next area. In this area, go north until you see a path going to the west. Take it to find a Mystery Box; open it to get a Cannon C chip. Go back south to the main path and continue north to the final passcode door.

You'll be asked to find your teacher, who is tied up somewhere in the school. As Lan, leave your classroom and head downstairs. Go north and through the double doors to the next hall. There, continue through the following set of doors to another room.

Enter the first door to the left, which is the storage room. You'll find the teacher in the corner, so go and help her out. She'll give you the SchoolID, which you'll need to open that last door! Now, leave this room and continue north to the final door and the panel next to it. Check out that panel and you'll be given access to input a passcode since you have possession of the SchoolID.

Do the same procedure as before to open this door, then you'll meet NumberMan, who is controlled by Mr. Higsby no surprise there! After a brief conversation, battle will begin, so read the Bosses section if you need help on winning here. After the battle, Higsby will regain his senses. Lan will then restart the server, which stops the evil WWW's re-education program. Now that that's done, you then go back to your classroom. Now, leave the classroom and head downstairs, then north through the halls through 2 sets of double doors.

Enter the storage room where you found your teacher earlier and check out the cabinet to get an HPmemory upgrade! Then, leave the room and go south to the following room, and then exit the school. Outside School Outside in the parking lot, check out the yellow car to the left and transmit MegaMan into it.

Car Outside School Inside the cyber world of the car, talk to the programs standing around. Open the Mystery Box in the middle of the area to get another HPmemory upgrade. Now, go back out the same way you came in. Outside School Now, go around and talk to the people if you like, otherwise head south and off the school property completely. You'll see the Metroline Station there, so go down and enter it.

Metroline Station ACDC Town When you enter this area, talk to the police officers and the people standing around. You'll find out that the metroline is not currently running, which means you should come back later on, so leave this area. Lan's House Back at home, head upstairs into your room. Internet Area 1 When you arrive in this cyber world, continue straight through the next transporter to the following area. Now, follow the path all the way until you reach that merchant selling those chips and items from before.

Buy some chips or upgrades if you have the money, then continue on your way. When the path splits, take the north path past Dex's Access pad, then continue to the dead end, which is also known as a link.

Try to get through, but you are told you have no authorization. So, press R and jack out MegaMan, then go outside. Read the mail from Dex, who challenges you to fight against his GutsMan right now. So, head southeast and enter the house next to the metroline station, which is Dex's House. Dex's House Here, talk to Dex and he'll ask you for a Recov50 chip. Let him have one and he'll thank you, then enter battle with his GutsMan against you! Read the Bosses section for help on winning here.

After the fight, he'll give you his GutsMan G chip as a reward. Now, leave Dex's home completely and head back to your own house, which is the blue house to the northwest from your current position. Lan's House Here, head upstairs and transmit MegaMan into the computer to access the Internet.

Internet Area 1 Here, make your way to Dex's Link area that you couldn't access earlier. Internet Area 2 In this new area of the cyber world, head straight ahead and when the path splits, take the west path.

Take the path heading south, then follow it around and up the ramp to the upper area. Continue to the round platform, then take the north path straight ahead. Take the first path going east all the way to the next path split.

At that point, take the southbound path and follow it until you reach the giant stone creature known as StoneMan. Read the Bosses section for help on defeating this guy. After you win, StoneMan will be gone and MegaMan will remove the stone blocking the Metro Train's access to the station. Now you'll be able to take the Metroline to wherever you want to go! Head out of the house and go south to the Metroline once again. Metroline Station ACDC Town Here, head towards the counters that the police officer in the back is standing by, and get a ticket.

Then, go through the open gate by the other officer with your ticket and you'll automatically be taken to the next station in Government Complex. When you arrive there, talk to the people and exit the station when you're done. Government Complex Outside here, talk to all the people you come across. Head northeast all the way to the end, then go north and you'll see a girl behind a counter.

Transmit MegaMan into the cash register there. Sal's Register Government Complex In this cyber area, follow the path all the way through here. Check out the first Mystery Box you see to get Sal.

Then, continue north to the end and open the other Mystery Box to get a Recov A chip. Government Complex Now, talk to the girl behind the counter. She'll introduce herself as Sal, and challenge you to a fight. Accept the challenge against WoodMan read the Bosses section for some help if needed. Now, go south and take the path going towards the west. Enter that building, which is the Waterworks. Waterworks In this building, head straight and take the first left into an area with a TV and seats nearby.

Transmit MegaMan into the TV. Then, talk to the program and robot nearby before leaving via the transporter. Waterworks Now, continue north through the room, talking to the people along the way if you want. In the upper-left corner, there is a soda machine to the right of the counter with the people standing behind it.

Transmit MegaMan into it. Soda Machine 1 Waterworks Inside the soda machine, talk to the program and green robot to the northwest of your position. Then, go north and open the Mystery Box you find to get a Spreader J chip.

You can then get out of here by stepping back into the transporter or by pressing R. Waterworks Back in the real world again, head southeast towards the blue elevator. You can't get on it, so continue to the next area. Just follow the path into the following area, which is the SciLabs.

SciLabs In this area, go all the way to the north corner where you'll find another soda machine. Soda Machine 2 SciLabs Here, the only real important thing for you to do is open the nearby Mystery Box to get Zennys.

Talk to the program and robot if you want, otherwise step back into the transporter and return to the real world. SciLabs Now, go back south and west to the red elevator you passed before.

If you haven't already, talk to the woman behind the counter to the right of the elevator and tell her you want to visit your Dad. After that, check out the panel on the wall by the elevator to reach the next floor. There, follow the path all the way into the office room, which is your Dad's.

Start by heading directly east to the giant monitor on the wall, then transmit MegaMan into it. Then, talk to the robots in the back corners of the area if you want, then leave.

SciLabs Back in the real world, head west and south, then east into the cubicle. Check out the computer on the desk and transmit MegaMan into it. Computer SciLabs Inside your Dad's computer, talk to the program up ahead. It'll mention that MegaMan's special program isn't there, so Lan gives MegaMan a message to leave with the program. After that, continue all the way to the back of the area and open the Mystery Box to get Dad.

To the right is the Virus Machine, which you can use to train yourself against fighting random enemies. Train if you want, then go back to the transporter and leave here. SciLabs Now that you've done all you can here, follow the path northwest to the red elevator. Check out the switch on the wall to the right of the elevator to go on it. When you get out on the first floor, go south to the next area.

Follow the path through the hall to the Waterworks area. Waterworks Here, continue west and south, then out of the building completely. Government Complex Out here, head straight ahead to the main path, then go south. Continue all the way to the metroline station, then go down into it. Metroline Station Government Complex Here, go and check out the computers to the left of the turnstiles for the metroline and get a ticket.

Once there, exit the station. Be sure to apply the PowerUP upgrade as soon as possible, too. Now, head northeast 1 block, then go northwest to your house on the corner. Lan's House When you get here, talk to Mom if you want before heading upstairs.

There, check out your bed and go to sleep for the night. During the night, you'll be given more news as to what's going on with the evil WWW crew. When you wake up, head downstairs and talk to your Mom you can't avoid her this time.

She'll explain that there is no water in the house. After she's done, head out of the house. You two will talk while walking up to the school.

School When you get to school, you'll notice the lack of water in the pond as well. Mayl will run off to check something else out. When you get control of Lan again, head north into the actual school building. Inside, head south through to the next room, then continue down the hall. Go through the door that leads upstairs, then continue south to room 5A, which is your classroom.

There, talk to everyone, especially Yai in the back. After talking to Yai, class will begin. Listen to the conversations between the teacher and other students if you want press Start to skip.

After class, go around and talk to everyone if you want. Talk to Dex in the back and accept his challenge to fight GutsMan for the 3rd time. Read the Bosses section if you still need help here. After you win, leave the classroom and make your way outside of the building the same way you came in. Continue south through the gate to exit the school property completely. You'll notice a new shop "Higsby's" has been opened, and is run by that nutty substitute teacher from earlier in the game.

Then, exit and continue south to Lan's House. Internet Area 1 Here, make your way to Dex's Link like before, and continue to Area 2. Internet Area 2 In this area, go north and west, then take the first path going south. Follow it up the ramp and to the east, then when you reach the path split, go north. Take the first path you see going east and follow it to yet another split in the path. Head north, west, north, and east, all the way to Sal's Link. Internet Area 3 In this new area, follow the path up to where it splits again.

Continue north and walk into Sal's Access. Doing so will open the path between this Internet area and her register, giving you quicker access back to here. Now, go back south and take the west path to reach the merchant. Buy the WoodArmr at this time; you can win just about every chip there in battle in the following areas of the game. A Secret-Giga chip. You may find some of these chips not all from Gold Mystery Datas. Stuff to Get: Zenny BMD in RoboDog ———— Once outside, head to the end of the street and go straight up towards that grove of trees to trigger the next cut scene.

Whaddaya know? This walkthrough is designed to help a person progress through the game and accomplish everything there is to do in the game.

Go to the Mega Man option at the start menu. Press L button to see Mega Man fire his buster. This is useful if you need to see if the Bug effects your Buster. After defeating Alpha, continue the game and go to the Undernet server behind the hot tub in Yoka. Higsby as an assistant for the class. Talk to all the classmates and the bell will then ring. 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. 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 z. 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 to tell MegaMan the number of chairs. Press or to scroll the numbers and press to confirm. The door will open. Continue past the classroom and blackboard and go through the portal to school network 2. 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 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 z. Continue on the path to school network 3. Skip the first locked door and go to the second one.



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