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Awakening Kryptonian Bloodline In Marvel.-Chapter 391 - 391: 391: The Global Launch of the Virtual Helmets

Chapter 391

A few days later, Jarvis compiled a list of exceptional students. The roster included hundreds of thousands of names, ranging from eight to forty-five years old. All were intelligent, brave, and of good character.
Wong planned to divide the first batch into a junior class and an adult class. With Tony's financial backing, he had already obtained various teaching certifications in Nepal. The junior students would have a six-year curriculum. Upon graduation, they would receive diplomas ranging from elementary to high school levels, depending on their age. They could then pursue further study or "employment," meaning assignment to guard a Holy Site or deployment to manage Hell Creature incursions.
The adult class had a four-year program, after which students would graduate with a university diploma. Their post-graduation options also included employment or returning to civilian life, though they would be restricted from using magic publicly. The difference between the two tracks was clear: the junior class focused on foundational education, while the adult class emphasized accelerated learning and practical combat. Eventually, the Academy would no longer recruit adult students; all subsequent intakes would focus on teenagers aged 12 and up.
The Academy's final name was decided as the Supreme Mage Academy, though the teaching licenses Old Wang had obtained were registered under Kamar-Taj Middle School and Kamar-Taj University, giving them a formal, almost religious sound. The Avengers would endorse Kamar-Taj University, ensuring its diplomas were recognized globally.
With the student list finalized, the virtual world helmets — hardware by Jarvis and Tony, software crafted by Malrick — were launched worldwide.
Eight months had passed since Tony declared himself Iron Man. Stark Industries' clean energy networks now powered cities with populations over a million worldwide. Energy costs had been cut in half, and new energy devices emerged like mushrooms after rain. It was a global technological revolution.
Naturally, technological advances also sparked conflicts over vested interests. Yet, the presence of Superman, immune even to nuclear explosions, kept global tensions remarkably low. As a result, when Stark Industries opened pre-sales for the virtual helmet, it immediately became a worldwide sensation.
Although official sales had yet to begin, lines formed outside stores, and media outlets scrambled to cover the phenomenon. Critics dismissed it as overhype, arguing that smart devices had only existed for a few years, and a fully immersive virtual world seemed implausible. Others hailed Tony as a modern-day genius, likening him to Watt. Online debates grew heated, with some claiming Superman had shared Kryptonian technology with Tony, while others mocked the idea. Diehard fans argued that Tony had divine approval from Superman himself.
At the height of the frenzy, Stark Industries announced a giveaway of 200,000 helmets worldwide. Even the loudest skeptics went silent as they scrambled to register. While the lottery was said to be random, most helmets were destined for students on Jarvis's list. These students were scattered globally, from East Asia to the Middle East.
In Afghanistan, the wooden door of the Mazar household was suddenly flung open.
"Mom! I won! I won at the offline store!" Shafika Mazari, a young girl with a ponytail, shouted, waving her winning ticket and jumping up and down.
Her mother, sewing on the carpet, was startled. "What did you win, Shafika?"
"Iron Man's latest virtual helmet! Look!" Shafika held the paper high.
"You… you won that helmet that sells for over a thousand Dollars?" her mother asked, astonished and unsure she could read the ticket.
"I'm not lying! The salesperson said if I play well in the helmet, I might even meet Superman!" Shafika spun in excitement. "I can see Superman! He saved us last time — now I can thank him myself!"
Her mother, initially planning to have the girl sell the helmet for family income, paused in silence. "When your father gets home tonight, we'll discuss it."
That evening, after the father returned from work, he set down his chopsticks and ruffled Shafika's hair. "Then let's try it. Whether you meet Superman depends on you."
A few days later, Stark Industries delivered the helmets. Nervous, Shafika donned hers. Her parents and sister called to her, but she didn't respond. Finally, she removed the helmet.
"I could hear you! It's a real world inside, with a beginner's tutorial I couldn't exit until I finished it," she explained.
Her father exhaled in relief. "What kind of game lets you meet Superman?"
Shafika excitedly listed the challenges: 'Kamar-Taj Mage in The Three-Body Problem,' 'Mage Soloing Black Myth,' 'Darkseid Destroys Earth, I Use Magic to Turn the Tide,' 'Dormammu Comes, It Doesn't Matter'…" and others like "Los Santos," "Men in Black," and "Spider-Man."
"Clear a four-star level, you might see Superman. Perform well in the five-star 'Three-Body Problem,' and you can definitely meet him!"
Across the globe, 200,000 households experienced similar excitement. Some sold the helmets at high prices, some treated them as ordinary game consoles, and others sought more on the secondary market. Regardless of their actions, everyone realized Stark Industries' virtual helmet had truly revolutionized the world.
Players who experienced it firsthand raved about the immersive beauty, while some complained that the higher-level challenges were brutal — getting killed instantly by Batman in the Darkseid scenario, for instance. Online calls urging Stark Industries to release the helmets officially grew louder each day.
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