A. Getting Started
a1. Introduction
a2. The Storyline
a3. Three Modes of play
a4. Power Ups
a5. Subweapons
a6. Upgrades
B. Walkthrough
b0. Starting Up
b1. Stage 1 - Enter the Mountains
b2. Stage 2 - Industrial Underground
b3. Stage 3 - Volcanic Zone
b4. Stage 4 - The Dolphin Mazes
b5. Stage 5 - Marine Zone
b6. Stage 6 - Cerulean Caverns
b7. Stage 7 - Cave of Exodus
b8. Stage 8 - The Gauntlet
C. Miscellaneous
c1. Frequently Asked Questions
c2. The Verdict
c3. The Blaster Master Legacy
c4. Guide History
c5. Legality
c6. Credits
*******************************************************************************
A. Getting Started
*******************************************************************************
Welcome to my Blaster Master 2 FAQ/Walkthrough! Blaster Master 2 is an action
game for the Sega Genesis/Mega Drive, developed by Software Creations and
published by Sunsoft of America. It is a western-made sequel to the NES
classic Blaster Master and puts a few spins on that game's gameplay staples.
But if you're reading this you probably already knew that!
I am ClaudeLv250, aka Claude Augario, aka Jamjohnx3. I've been a fan of this
series since playing the first game on my NES. I decided to write this guide
because it was brought to my attention that there are no written walkthroughs
for this game anywhere on the internet...so it was my desire to remedy this!
If you have any questions or suggestions for the guide, you can email me at
ClaudeLv250(AT)yahoo(DOT)com.
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a2. The Storyline
-------------------------------------------------------------------------------
In Blaster Master, a boy named Jason and his pet frog Fred go on an adventure
of a lifetime when Fred escapes, mutates, and runs off to a secret world
under the planet's surface. Jason follows him and finds a highly advanced tank
called Sophia the 3rd. Suiting up, Jason pilots the tank and lays waste to
a plethora of mutants that have burrowed into the Earth, foiling their plans,
destroying the Plutonium Boss, and saving his pet frog in the end.
Blaster Master 2 picks up 4 years later when a hostile alien race known as
the Lightning Beings attack Jason and strip Sophia of its parts. Jason is
forced to rebuild the tank into Sophia the 4th and races back into the
underworld to stop the Lightning Beings from picking up where the Plutonium
Boss left off.
-------------------------------------------------------------------------------
a3. Three Modes of Play
-------------------------------------------------------------------------------
The first thing you need to know about Blaster Master 2 is that it's broken
down into three modes of gameplay: Sophia mode, Jason mode, and Overhead mode.
This is the mode you will be in the most. You control Sophia in a sidescrolling
view and move with the directional pad. Pressing up will make Sophia's cannon
aim upwards. Tapping up (or down from the up position) will aim the cannon at a
45 degree angle.
A - Shoot
B - Jump
C - Subweapon
A+Up - Enter doorway
C+Down - Get in/out of Sophia.
o===============o
| JASON MODE |
o===============o
Jason mode is very similar to Sophia mode, except you are now a small man that
is much weaker and susceptible to heights. Jason can aim in eight directions
with the d-pad and he can crouch while holding down. This mode is actually
broken into two views: field view, which is shared with Sophia, and boss view,
which is a zoomed in view with slightly altered controls when you enter a boss
arena.
Strangely, Jason shares health with Sophia...
Field View:
A - Shoot
B - Jump
C - Subweapon
Down - Crouch
A+Up - Enter doorway
C+Down - Get in/out Sophia
This was reserved for Jason in Blaster Master, but now this mode is solely
Sophia's. Here, Sophia feels more like a tank and has to navigate a
labyrinthine environment rife with traps and exclusive enemies. Sophia
moves more like a tank here; use the d-pad to move in any of the 8 directions.
A - Shoot
B - Turn turret counterclockwise (left)
C - Turn turret clockwise (right)
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a4. Power Ups
-------------------------------------------------------------------------------
Power ups are scattered throughout the game and will help you greatly. They
are tucked in corners and dropped by defeated foes. There are two different
groups of power ups depending on the mode you're currently in.
Sophia/Jason mode:
Heart - Restores health
Star - Extra life. EXTREMELY RARE.
Fat Missile - 5 units of Homing Missile
Thin Missile - 5 units of Multi-Warheads
Thunderbolt - 5 units of Thunder Break
Blue Sphere - 5 units of Shield
Canteen - Restores fuel for Hover/Jetpack
Overhead mode:
I - Invincibility
E - Energy (health)
B - Bomb (kills all enemies on screen)
<< - Speed down for 9 sec.
>> - Speed up for 9 sec.
Plus - Rapid fire
Minus - Slower fire
? - Random power up
Subweapons are Sophia's trump card. They are special weapons with limited
ammo, and should be reserved for when you really need them. There are four of
them and they can be assigned on the pause screen, and used by pressing the C
button in Sophia mode.
* HOMING MISSILE shoots a single missile that tracks the closest enemy. Can
be fired rapidly.
* MULTI-WARHEADS launches a spread of 3 missiles per shot. It's best to use
this near a powerful enemy so that every missile lands and does maximum
damage. Not that useful.
* THUNDER BREAK is much improved over its Blaster Master counterpart. This
unleashes a wave of bolts in 8 directions from Sophia. Very powerful and
great for clearing crowds of enemies that get too close for comfort.
* SHIELD is my favorite subweapon in the game. It envelops Sophia in a
barrier that makes you immune to all kind of damage. You can tear through
enemies and damage zones without a care as long as you've got this on. It's
the rarest of all the subweapon ammo to come across, so save them for
emergencies.
Jason eventually gets access to these subweapons after defeating certain
bosses.
Upgrades are a staple of Blaster Master and improve Sophia's (and Jason's)
abilities when obtained. Upgrades are obtained from bosses and can be split
into two camps: enhancements, which improve or grant new abilities, or "keys,"
which don't add functionality but allow you to "unlock" new areas.
S = Sophia upgrade
J = Jason upgrade
S+J = Upgrade for both
No mention means it doesn't really apply to either.
===============================================================================
Name | Boss | Description
===============================================================================
Hyper | 1-1 | Grants rapidfire and breaks stone blocks
(S+J)
-------------------------------------------------------------------------------
Key I | 1-2 | Literal key to Stage 1's exit
-------------------------------------------------------------------------------
Electro Armor | 2-1 | Allows Jason passage through electrical wall
(J)
-------------------------------------------------------------------------------
Drill | 2-2 | Let's Sophia drill through metal blocks
(S)
-------------------------------------------------------------------------------
Light Visor | 3-1 | Allows Jason to enter bright areas
(J)
-------------------------------------------------------------------------------
Heat Armor | 3-2 | Allows Jason to walk on molten floors
(J)
-------------------------------------------------------------------------------
Multi-Warheads | 4-1 | Grants Jason MULTI-WARHEAD subweapon
(J)
-------------------------------------------------------------------------------
Key II | 4-1 | Key to Stage 4's boss
-------------------------------------------------------------------------------
Hover | 4-2 | Grants Sophia flight (uses fuel)
(S)
-------------------------------------------------------------------------------
Homing Missile | 5-1 | Grants Jason HOMING MISSILE subweapon
(J)
-------------------------------------------------------------------------------
Dive | 5-2 | Allows normal movement under water
(S)
-------------------------------------------------------------------------------
Jetpack | 6-1 | Grants Jason flight (uses fuel)
(J)
-------------------------------------------------------------------------------
Thunder Break | 6-2 | Grants Jason THUNDER BREAK subweapon
(J)
-------------------------------------------------------------------------------
Key III | 6-2 | Key to Stage 6's exit
-------------------------------------------------------------------------------
Shield | 7-1 | Grants Jason SHIELD subweapon
(J)
-------------------------------------------------------------------------------
Key IV | 7-2 | Key to Stage 7's exit
*******************************************************************************
B. Walkthrough
*******************************************************************************
- This is the meat and bones of the guide, the walkthrough that will
cover all 8 levels of the game and their bosses.
-------------------------------------------------------------------------------
b0. Starting Up
-------------------------------------------------------------------------------
Boot up the game and you will see the Sega logo. Press any button to go beyond
it and the Sunsoft logo to reach the title screen. Press start and you are
automatically taken to an options screen. Here, you can change the amount of
credits you have, listen to the sound test, or change the default controls.
I highly suggested upping your credits to 6. Like its predecessor, this game
doesn't have a save/password feature, so you'll have to beat it in one
sitting. Having enough continues to pull that off will save you frustration
down the line.
-------------------------------------------------------------------------------
b1. Stage 1 - Enter the Mountains
-------------------------------------------------------------------------------
We start off in the mountains. This forest looks like it's seen better days.
Use this moment to adapt to the controls. Once the game picks up, you won't get
much breathing room.
ENEMIES / HAZARDS TO WATCH OUT FOR
************************************
There is a small selection of enemies you'll have to watch out for in this
area.
* A fireball will show up and damage you if you sit idle for too long. I don't
know why they put this in the game, but it can be destroyed by your cannon.
* Blue beetles simply climb up and down trees and are easy to dispatch.
* White walkers march their way towards you, so shoot them before they can
ram you.
* Giant bees also try to ram you and stay in the upper part of the level.
* Spitting plants are hidden in platforms. They emerge and spit projectiles
in a wide, upwards trajectory. They can't be killed; move fast if you see
one pop out of the ground.
* Turrets are attached to ceilings in caves. Shoot them down from a safe
position.
* Pulse Sacs are attached to some platforms. They fall down and explode if you
get too close, but drop goods whether you shoot them down or if they self
destruct.
************************************
Now let's tackle the level.
Shoot down the beetle and go to the right and down the hill. Shoot the walker
that's coming toward you. There are a series of platforms in the air. Climb
them and head to the left, where you should find some Homing ammo.
Keep to the aerial platforms and head to the right, there will be plenty of
hearts to keep your health up and some ammo for thunder break. You will reach
a plateau with a ladder leading down into a small cave with a heart. If you
need the health, jump out of Sophia (C+Down) and climb down the ladder.
TIP: Never park directly on top of a ladder. It will make getting back into
Sophia a real chore.
Shoot the turret from a safe position, grab the heart and climb back up. Watch
out for any enemies that might have spawned while you were in the cave and
destroy them while you're still in the safety of the ladder. Get back into
Sophia and go to the right where you will find another ladder. This cave has
Multi-Warhead ammo. You can go down the ladder with Jason again or you can go
over the side and drive in with Sophia.
Keep moving right and you will reach a third ladder. Ignore this one and jump
onto the platform in the air. There should be a bee or two around here. Destroy
them and keep to the right, where you should find thunder ammo. Go to the left
and you will find the cave the third ladder led to, which has homing ammo and
two hearts. Once you've got them, head right again and there will be a hole in
the ground. It's the only way to go, so drop down the hole and into the mine.
We are in the second half of the stage, and that means there are new things to
watch out for!
ENEMIES / HAZARDS TO WATCH OUT FOR
************************************
* Water drops fall from the ceiling and are basically everywhere. They can
can damage Sophia and Jason. No, I don't know why DROPS OF WATER are
hazardous to a badass tank.
* Log traps fall when you get close. Keep moving and you'll avoid them.
* Giant bats swoop down from left to right in a predictable pattern. Shoot
them when they're immobile on the ceiling.
* Red walkers move faster than their white brethren and occasionally shoot at
you. Dispatch them the same way.
************************************
We're inside of the mountain. Equip Thunder Break and KEEP MOVING FORWARD, the
logs on the ceiling will drop and try to crush you. When you pass the logs
there will be a long line of bats. Use thunder intermittently to cut down
swaths of the bats as they dive at you, and you should make it relatively
unscathed.
When you get off the wooden platform, there will be a path left and
right. Go to the right and there will be a ladder. Mind the water droplets and
head down the ladder with Jason. There will be a bat in this room, so kill it
before you go to the door.
Enter the door (A+Up) for the first boss fight.
o==========o
| BOSS 1-1 |
o==========o
BOSS : Giant Larva
DIFFICULTY : Easy
REWARD : Hyper
This is the first boss and it's a pretty easy battle. The larva moves forward
until it hits a wall and starts going in the opposite direction, occasionally
lifting its body to spit forth smaller larvae. As bosses take more damage in
the game, their bodies redden and they become faster and more aggressive.
The only way to damage the larva is to shoot its slimy underside when it lifts
its body to summon the smaller grubs. The summoned grubs will bounce before
crawling quickly across the floor, so shoot them when they're in the air or
jump over them. Make sure you keep the larva in your sight and keep shooting
its underside and it will eventually explode, granting you with the Hyper gun
upgrade.
***BOSS DEFEATED***
This new gun upgrade applies to both Jason and Sophia. Your bullets are blue
and fire much more rapidly. Get used to it, because you will have this gun for
the rest of the game.
Leave the boss room and head back up the ladder. Shoot the walkers and the bat
waiting for you before you reach the top and jump back into Sophia. Now it's
time to go left. Stay on the bottom path. There will be plenty of walkers and
turrets. There's a short ladder and a wall of cracked blocks at the end which
can only be destroyed with your shiny new Hyper gun! If you need the health,
there is a heart (and a bat) at the top of the ladder. The path leading right
from the ladder just goes back to where you came from.
Use Jason to shoot the lower rocks in the blockade and destroy the upper half
with Sophia, then go to the left, you will be on a series of stacked platforms.
The wooden boards above just leads back to the entrance so ignore it.
The path under where you just came from is a small tunnel with some hearts and
subweapon ammo. The path right under that one has a walker and a locked door.
Below that one is the main path with another locked door...this is the way we
need to go, so drop down to the very bottom of the stage and head right,
shooting down all of the turrets and walkers heading for you.
At the top of the hill will be a ladder. The path further right leads to a
dead end with a heart. You can farm walkers in this area for health if you need
it, otherwise, go down and enter the door for the next boss fight.
o==========o
| BOSS 1-2 |
o==========o
BOSS : Giant Bee
DIFFICULTY : Easy
REWARD : Key I
Looks like the larva in this room underwent metamorphosis! The bee really only
has two attacks: it will try to fly into you, and it will throw some kind of
lethal honey (?!) at you. The arena is set up so there are steps on both sides.
Shoot the bee when it's stationary and move when it comes for you. Use the
steps to jump over the bee before it corners you.
Repeat this until it's dead and you will get a lousy key for your troubles.
***BOSS DEFEATED***
Go back up the ladder, shooting the walkers that are most likely hanging out
there, and get back into Sophia. Go left and back to where we saw the locked
door. SKIP the door and climb the stacked platforms so you can jump into the
tunnel that is right above the exit. Enter this door to find a secret room
with a heart and a star (extra life).
When you're done with that, head back to the door I told you to skip and enter
it. This takes us to our first overhead portion of the game. You will get
overhead sections at the end of every level except for the final one. But
before we begin...
The first thing you need to know about all the overhead sections is that there
is absolutely no reason to explore every nook and cranny because there is
nothing in any of these sections that you can take with you to any other part
of the game. You'll just want to follow the right path and get out as soon as
possible.
The second thing you need to know is that this part can be GLITCHY. Do NOT let
the enemies ram you against a wall. It's possible that you will go through or
inside the wall. If you get stuck inside of a wall, it's pretty much game over
and you'll need to reset the game.
I will be using North / South / East / West for directions for these sections.
I won't be listing the enemies because they aren't that interesting.
When you start, you will be inside of the entrance. There will be an enemy
that looks like an SUV with legs. You can't kill them, so avoid them and stay
out of their line of sight or they will ram you.
Go north and the door will open automatically. There is a rolling ball on the
bridge so be careful and shoot it while you're crossing. Go east and then
south at the first turn off. The path will zigzag a bit. Go on the north path
and you will hit another wooden portion with some more rolling balls. Follow
the path west along the wall and then east and through the door. Take the
north path here and follow the spiraling trail to the doorway.
This takes you to a small room with some blocks, enemies, and wall turrets.
You can break the blocks and look for health if you need it. Go north and
through the exit to stage 2.
We're deeper underground. There are some castle ruins and an abandoned
industrial zone still generating power. Perhaps the castle ruins are a
throwback to the first game's second level...?
ENEMIES / HAZARDS TO WATCH OUT FOR
************************************
* Heavy Walkers are slower than their smaller cousins but launch homing
missiles at you. The missiles can be destroyed and sometimes leave
power ups behind, so you can actually farm them for health.
* Any kind of water (pools, waterfalls) is hazardous to Jason/Sophia. It must
be extremely toxic, even if it doesn't look the part.
* Spinning turrets are more aggressive than the ones in the previous level,
and you'll run into many more of them.
* Crimson wildcats lunge at you and spit fire.
* Spiders fall down and then jump at you with startling accuracy.
* Piranha jump out of pits of water during Jason sections.
* Pillar traps act just like the log traps from the first stage.
* Pretty much an abundance of electricity in the industrial area.
* Bats and water droplets are back.
************************************
There are a series of platforms right above the starting area with a heart and
some thunder / homing / warhead ammo. It doesn't look like it but you can jump
onto one of the platforms from the top of the hill to the right. The enemies
here are annoying so you may want to use your subweapons to clear them out.
When you keep going to the right you will reach a Sophia-size door leading to
a small room with hearts and more subweapon ammo. To the right of the door is
a slope going back to the upper left. There is another heart and more ammo
here. Further right of the door and the slope is a platform with warhead ammo
and a large pool of water. Ignore this path and jump onto the small platform
from the slope above the door.
Regardless of which path you take, you WILL pass through the water to get
to the other side. The reason we are taking the top path is because there are
hearts in the center of it. Use your shield subweapon (if you have any ammo) or
temporary invincibility from initial damage to go through the water. Drop down
at the end and go down the bottom path until you can go forward no longer. This
passage is too small for Sophia, so it's time to hop out and explore with
Jason.
There's a turret guarding a heart and warhead ammo right above you. Destroy it
and go through the door to the right. This next part starts in a vertical shaft
with water droplets falling from everywhere. There are very few safe spots in
the shaft so you can either take your time making your way up or rush in hopes
of taking minimal damage.
Halfway up the shaft, a path will open to the right. Go through here and watch
your step: there are 3 instant death pits with piranha jumping out, and a heavy
walker on the floor above hurling missiles at you. You can kill the piranha in
hopes of power ups, but you'll have to jump to catch them before they fall.
Cross the pits and climb the step. Destroy the walker and turret in this room
and grab thunder ammo and extra life. Follow the staircase to the left up to a
false ceiling. Jump in and follow the path back to the shaft. Make your way to
the top where there are two hearts waiting for you. If you don't need them,
save them for later. We need to come back along this way to get back to Sophia.
Go down the staircase to the right. There are plenty more droplets and turrets
along the way. At the end of the passage is a door leading to a boss.
o==========o
| BOSS 2-1 |
o==========o
BOSS : Bolt Machine
DIFFICULTY : Medium
REWARD : Electro Armor
What we have here is a vehicle the size of Jason that is equipped with some
modified (inferior) version of thunder break. It basically drives back and
forth in the center of the arena shooting lightning bolts. The lightning goes
out in the four directions either straight or diagonally in intervals. The core
of its cannons glows really fast right before it shoots.
The reason why this fight is labeled medium difficulty is because as the boss
starts shooting faster, it becomes nearly impossible to reliably jump over each
shot due to Jason's floaty jumps. However, there is a trick to overcome this.
Go to the far left or right of the arena. The ceiling slopes down near the
walls so they actually stifle Jason's jumps and let him hit the floor sooner so
he can jump again. Time all your jumps right and you can get through this fight
without taking any damage.
You are rewarded for your efforts with Electro Armor.
***BOSS DEFEATED****
The Electro Armor doesn't actually give you any new abilities. It is the first
of several non-key "key" items that simply let you access new areas. With that
disappointment out of the way, head back the way you came. Take particular
care in going down the platforms. Fall from a certain height, regardless of
your health, and you'll die instantly.
When you get back to Sophia, go up the right path beyond the two pillar traps.
We are now in the ruins of the industrial zone. There is thunder ammo on the
metal platform above. Keep going to right and there will be a series of metal
blocks that you can't break yet, so follow the path above it.
This area has a series of platforms with some more ammo and hearts. All the
way to the right is a passage too small for Sophia, so it's time to go out as
Jason again. There's a continuous electrical surge at the entrance. We have
the Electro Armor so we can pass through here safely now.
At the top of this room is ammo for your two missiles and three hearts. Grab
what you need and go down to the door to the next section.
This part has more insta-death pits of water but now there are thunderbolts
that shoot down from above. Time your jumps and go down the shaft at the end.
There is a staircase that goes to the left that leads to a dead end. Ignore it
and go down the staircase directly beneath you.
At the bottom of this first staircase is a false wall to the left with a heavy
walker hiding inside. Jump in and destroy it. The path leads to a small room
with thunder ammo and an extra life (the star may blend in with the torch in
the background, but trust me, it's there). Now follow the stairs all the way
to the bottom.
This is an open room with lots of spiders and small platforms. Take your time
and plan your jumps to reach the top. Once there, you will see a door leading
to the next boss.
o==========o
| BOSS 2-2 |
o==========o
BOSS : Drill Machine
DIFFICULTY : Medium
REWARD : Drill kit
Oh, look! It's another vehicle that Sophia could easily crush. This one has a
drill instead. And the room is set up just like the last one!
This is actually a two phase boss fight and the drill is just the first part
of it. The machine basically follows you around and hurls its drill at you.
Keep your distance, blast it and use the platforms to jump out of harm's way.
As the drill takes more damage, its reach will lengthen, so be prepared to
alter your timing.
Once the drill is destroyed, the "real" battle begins. The boss will drive
back and forth launching a plethora of bombs all over the room. The best
strategy here is to move to the far side of either the left or right platforms
(with you nearest to the wall) so that Jason is _right behind_ it, crouch, and
just lay into the boss. Its speed and distance will increase with damage. If
you placed yourself correctly, it won't ram into you. You should barely get
hurt by any of the bombs from this position.
You will get the boss's drill as a reward.
***BOSS DEFEATED***
You can turn on the drill by going into the pause menu and selecting the drill
icon at the bottom of the second column. This replaces Sophia's cannon with a
twisting drill, which CANNOT hurt enemies. I suggest only turning the drill on
when it's needed (which will not be often).
There will be a heavy walker launching missiles your way when you leave the
boss room. If you stand a bit to the left and shoot upwards, you can farm the
missiles for power ups. It's a cheap method, but the game has its own cheap
tactics against you so it balances out.
Go back the way you came to get to Sophia. Once you're back in the driver's
seat, go back down to where you saw the metal blocks. Turn on the drill, break
them, then turn it off. There are some crusher traps in this hallway so use a
shield or time your way past them. The only thing of interest in this next room
is at the very top where there will be thunder ammo and the exit to the
overhead section on the right.
This part is actually pretty straightforward but I'll give directions anyway.
Go east past the sliding door and continue eastward. Break the blocks that are
blocking your way. If you need health you can destroy the blocks scattered
about. There is a new spinning enemy herethat likes to shoot while twirls like
a ballerina. Destroy it from a distance or it will try to ram you (possible
into a wall, fulfilling a gamebreaking glitch).
When you've gone east as far as possible there will be a doorway on the south
wall. This takes you to the second half of the overhead sections. Again, this
is pretty straightforward but I'll still tell you where to go.
Head west and time your way through the turrets and electrical currents. Go
north and through the sliding door. Follow the trail and you will go through
another sliding door eventually. This path spirals a bit. At its center is
the doorway to Stage 3.
-------------------------------------------------------------------------------
b3. Stage 3 - Volcanic Zone
-------------------------------------------------------------------------------
It looks like we've stumbled inside of a volanco. Either way, it's hot and
dangerous here.
ENEMIES / HAZARDS TO WATCH OUT FOR
************************************
* Molten floors ARE LETHAL TO JASON. Sophia is immune to their damage.
* Fire balls rain down from above in certain areas.
* Arc Walkers lob shots that arc downward.
* Fire flies spin into burning wheels and hound you.
* Firebreathing statue heads come in two varieties: ceiling skulls spit balls
of fire down periodically, while heads attacked to walls spit jets of fire.
* Ceiling traps will drop parts of the ceiling on you.
************************************
This level is very Jason-centric. You will see what I mean soon.
Head to the right from the start of the level. A firefly is waiting for you so
use your subweapons to kill it before it can get to you. Keep going right
and you will encounter an arc walker and another fire fly. You will drop down
a bit and there will be a small passage to the left that Sophia is too big to
get through. Time for Jason to go at it alone.
This passage splits two ways. The top path has two arc walkers, shield ammo and
a heart. The passage below snakes down to where we need to go. The walkers will
respawn if you kill them to grab the goods. The snaking trail leads to fire
pits with fireballs leaping out of them. Time your jumps and shoot the walker
at the end. Enter the door.
This room is a platforming challenge. There are fireballs AND fire pillars
leaping out of the pits, fireflies placed in the worst positions, and statues
that breathe fire attached to the walls. The statues can (and should) be
destroyed.
In the middle of the room, there are two series of platforms on the left
and right that lead to the top. They both go to the same place but the
platforms on the right are a safer journey and have a heart. At the top of the
room is a door leading to a boss.
o==========o
| BOSS 3-1 |
o==========o
BOSS : Hovercraft
DIFFICULTY : Easy
REWARD : Light Visor
This boss is some kind of floating craft that jumps out of the fire pits,
shoots down at you and then retreats back into the depths. The room is actually
pretty big and has a bunch of platforms seperated by pits, but this boss is so
easy that you don't even have to leave the starting platform.
My foolproof strategy: When the boss leaps out of the pit, move to the opposite
end of the platform and shoot diagonally. It doesn't look like it, but the
boss's hitbox is large enough that you will damage it. Alternatively, you can
jump and shoot too.
When the boss falls back into the pit, move to the center of the platform. The
boss will emerge either to the left or right of you, but it's wide enough that
its body can damage you on the way up if you're too close. Rinse and
repeat until it's dead.
The only tricky part is that the boss dies over the pit, so you will have to
leap to catch the item it drops. While Jason can survive damage from the fire
pit to get the item, you really don't want to take unnecessary damage even
after a boss fight.
Victory over the boss will get you the Light Visor.
***BOSS DEFEATED***
The Light Visor is just another "key" item that's unlocking a place we couldn't
reach earlier.
Make your way back down the platforms. When you reach the pits with platforms
slightly lower than the one you're standing on, don't jump down to them.
Walking actually gets you enough momentum to make it across. Jumping will just
incur fall damage because of the height difference.
Once you're back in Sophia, head to the right. You will reach another a
two-way split path: A ladder going down and a walkway to the right. Both are
too small for Sophia. That means it's time for Jason yet again. Gee, aren't you
enjoying your badass tank from outerspace?
Take the ladder down as Jason. There are some more fire pits with skulls
spitting fireballs, so you know the drill by now. At the end of the path is
a door and a heart next to it. If you don't have the Light Visor when you try
to enter this door, you'll get a message about the room being too bright for
Jason to see and sent back. But since we already have the visor, we don't need
to worry about that.
In this room is a wall made out of blocks and an arc walker waiting behind it.
The blocks making up the wall have the properties of molten floors. DO NOT
TOUCH THEM. Molten floors are instant death to Jason without proper protection.
Down the hill are some pits...all the pits in this room are instant death traps
so try to be careful. That's funny...this room doesn't look that bright to me!
This next room has a series of pits and some ceiling traps. When you see a
portion of the ceiling shake, it will try to drop on you. Jason moves fast
enough that he can outrun it, so just keep moving and you will never get hit.
At the end of this path is a ladder. The only way to go is up.
The path to the right of the ladder leads to some pits and a dead end with
a heart. Go down the left hallway until you see another ladder and climb up it.
There's a firefly waiting for you. Don't touch the molten floors. There will be
a series of blocks to the upper right. Shoot all of them and go back down the
ladder and keep going left.
There is a drop here with a fireball. You will take fall damage so just walk
over the side and keep towards the wall. Continue down the path and you will
return to Sophia. Hop in and go on the upper right path. There are a lot of
fire balls raining from the sky so a shield or two would be advised. This road
is long and hilly, with plenty of fireflies.
The end of the road opens into a large area with lots of platforms. There are
several hearts and ammo for all your subweapons scattered about. When you've
gotten everything you want, there's an opening to the left with a drop to the
next part of the level.
In this room is a ladder, molten floors and another blockade. Get out of Sophia
exactly where you landed and go down the ladder. Cross the pits to a door
leading to the next boss.
This boss looks a lot like the previous one except this hovercraft is piloted
by...some sort of goblin? The fact of the matter is that this fight is EXACTLY
like the last one so use the exact same strategy. The only difference I
noticed between the two bosses is that this one is a little faster. Remember to
jump and grab the item when the boss dies.
Winning this rehashed fight gets you the Heat Armor.
***BOSS DEFEATED***
The Heat Armor turns you a cool shade of red and lets Jason walk on molten
floors now. The platforms above you lead to a small room with two hearts and
some ammo. Head back to where you left Sophia and use Jason to destroy the
blocks. Take Sophia down the newly opened path and it will lead over some pits
and to an exit.
We're in the overhead section. Destroy the blocks and head east and then south
through the sliding door. Take the first path east. This path is linear so
keep along it and use the alcoves to avoid the walking SUVs. At the end of this
path is a sliding door going east. This room has an enemy generator and two
health power ups. Just keep going east and you will find the exit to the next
level.
-------------------------------------------------------------------------------
b4. Stage 4 - The Dolphin Mazes
-------------------------------------------------------------------------------
This level seems to be close to an underground body of water. Strangely, there
are dolphin statues scattered along the background (hence why I named this
level). Who knew that the Lightning Beings adored marine mammals so much?
ENEMIES / HAZARDS TO WATCH OUT FOR
************************************
* Underground statues like to rear their ugly heads and damage you by touch.
* Green Walkers are a deadlier variation of the heavy walkers: They move
faster, as do their missiles.
* Blue turrets with actual accuracy are all over the latter half of the level.
************************************
This level is strange in that everything of interest is condensed in the center
portion. It's actually not a very large level and you won't be spending much
time here, as evident by the small list of hazards.
Head right and tread carefully: statue heads will jut out of the ground and
damage you on contact, so shoot them when they block your way. When you get far
enough up, the path will immediately split in two. There is a ladder above for
Jason and to the left is a long hallway full of doors. Both of these paths are
actually part of a door maze, but where you need to go is actually pretty
simple once you know.
Head to the left and stop at the very first doorway. Enter it with Jason and
you will be taken to the very top of the upper path. Watch out for the walker
and drop down the platforms until you see a door to the very right. This leads
to the boss.
o==========o
| BOSS 4-1 |
o==========o
BOSS : Cannon Face
DIFFICULTY : Easy
REWARD : Multi-Warheads, Key II
This must be one of the Lightning Being's reject abominations. It's a floating
metal plate/plaque with its face forever contorted into a creepy, smug smile.
This fight is pretty simple. Cannon Face floats in the middle of the arena and
moves around in a circular pattern. When it comes to a halt, spinning cannons
will emerge from its sides and shoot twice. Simply jump onto the second step
on either side of the arena and blast its ugly mug, taking care to dodge its
shots and not to get too close when it spins around and around.
When it dies it actually drops two upgrades: a second key and Multi-Warheads
for Jason.
***BOSS DEFEATED***
Subweapons for Jason can only be used outside of boss battles so they're
actually not that useful. The new key we have obviously goes to a door, so it's
time to head back to Sophia.
Go back to the top door in the shaft and it will take you to where you left
Sophia. Go all the way left through the door maze. At the end is a canteen
for a module upgrade that we don't have yet. The point of interest here is the
door locked with a metal cover. We have the key, so go inside to fight the
boss.
o==========o
| BOSS 4-2 |
o==========o
BOSS : Vanishing Face
DIFFICULTY : Pathetic
REWARD : Hover
This boss sucks.
Cannon Face's battered, younger brother is here to challenge you. He has one
"attack" and that's to hurl himself in your direction. Usually. He teleports
around the room, sits still for a moment and then moves. Sometimes it will be
in your direction, sometimes it will be in a completely different direction.
He can move a few inches or all the way across the room. There isn't a lot of
rhyme or reason to his movements.
This arena is set up like the previous one. The easy way to expose this boss
for how pathetic he really is it to stay at the bottom and mow him down. He
will never hurl himself far enough down to damage you. You want to be careful
though because he will (rarely) teleport to that very spot.
Once you've put this embarassment to the Lightning Beings out of his misery,
he will drop the Hover module.
***BOSS DEFEATED***
Sophia can fly again! Who knew such a lame boss would be holding on to such an
awesome module? You can turn Hover on and off by selecting between the top and
middle options in the second column of the pause menu.
FLYING LESSONS: Unlike the first Blaster Master, when you have Hover turned on,
you never jump...you simply fly. The trick to learning how to fly properly is
to tap or lightly press the jump button. Holding it down will send you shooting
straight up like a rocket and just burns fuel. Tapping or light presses gives
you infinitely more control over your flight.
Now that those lessons are out of the way, it's time to put hover to work. Grab
the fuel canteen to the left if you haven't already and go to the right until
you're at the center of the door maze. There is a vertical shaft right above
you. This is the beginning of a hover maze, but like the door maze...if you
know where to go, this is a piece of cake.
I recommend equipping thunder break or the shield before we start, because
this part is teeming with turrets and walkers.
Carefully hover up the shaft and go through first opening to the right. This
path will wind upwards a bit; the shallow water here doesn't hurt you at all.
There will be a long vertical shaft. Fly all the way to the top and take the
right path. There should be three more vertical shafts here. Take the middle
one and follow it to the end, where you will find the door to the overhead
portion of the level.
You may be curious about what else is in the maze. There's a fuel canteen and
maybe some ammo, none of which is worth exploring for due to the overabundance
of enemies.
When you're ready, head into the door for the overhead portion.
***WARNING: The walking SUV at the beginning of this part WILL push you into
the wall, which you glitch you inside of it and end your game. This is a
gamebreaking glitch. I've said this before, but basically, never let any enemy
push you into a wall if you don't want to have to reset the game.
Be VERY careful here and use the alcove to avoid the SUV. The path is very
linear so follow it north over a bridge with flying purple things. Avoid the
balls in this room and go west and south over another bridge. Go west and then
north over yet another bridge. Keep north and then head east. This is a long
hallway with ground turrets that shoot orbs at you. They can't be destroyed so
don't bother, just get out of there as fast as you can.
Head south over another bridge. The exit is right here, but both paths are
guarded by evil SUVs. Great. Be very careful and use the alcove on either side
to bypass them. Head through the doorway to the next level.
-------------------------------------------------------------------------------
b5. Stage 5 - Marine Zone
-------------------------------------------------------------------------------
We're so close to water, you can smell the salt!
ENEMIES / HAZARDS TO WATCH OUT FOR
************************************
* Orange Heavy Walkers are similar to their other variations.
* Spiked mines explode and shoot projectiles in every direction when you get
too close to them. Whem submerged they're mostly just obstacles.
* Fish swim back and forth and can only be damaged from behind.
* The water in the first half of this level is hazardous to Sophia but not
Jason (bizarre, I know).
* Leaping piranha are back.
************************************
Make sure you turn hover off. This area is pretty cramped and you won't be
needing it for awhile. You don't want to burn fuel you'll want later.
Go down the hill here and take your time. The mines explode if you get too
close. There will be three corridors when you reach the middle. The lower left
path has a plethora of hearts and weapon ammo. The upper right path leads to
a wall you can't breech. The lower right path is where we need to go for now.
Shoot or avoid the piranha. At the end of the path is a destructible block in
the floor that only Jason can fit through. Switch to multi-warheads to take
advantage of his new upgrade and make your way down, shooting the weak blocks
on the opposite ends of each platform. The walkers here give you no breathing
room but there are hearts to make up for that.
When you reach the bottom there will be an open area to the left. There is a
shipwreck in the water below and a bunch of tiny platforms for you to jump on.
DON'T shoot here; theyr're destrictible and you'll literally be removing your
footing.
Jason can walk in the water below just fine but there's nothing of interest
down there. The middle path of blocks leads over to shield ammo. There are
mines all around so be careful. The top path leads to a boss.
o==========o
| BOSS 5-1 |
o==========o
BOSS : Mutant Fish
DIFFICULTY : Easy
REWARD : Homing
This room is submerged so Jason's jumps are floatier than ever. The boss this
time is a giant mutated fish. Maybe the Lightning Beings are running out of
good bosses?
This is a vertical arena. There are three platforms stacked in the middle of
the room. The fish basically descends/ascends the side of the platforms until
it's level with you. It opens its mouth for a second or two and then charges
at you. It moves faster the closer it is to death.
At the start of the fight, walk to the center under the first platform and
slightly to its right. You will see the fish slowly descend to meet you. It
can only be damaged in the face when its mouth is open, so shoot it and jump
right when it closes its mouth. Manuever your body so that you avoid landing
on the platform above and instead land back on the ground floor. Meet the fish
on your opposite side and repeat this strategy.
As it gets faster, you will have to alter this strategy and incorporate the
platform right above you. Jump BEFORE the fish closes its mouth but keep firing
your gun; you will damage it on the way up. It will meet up with you as soon
as you recover on the ledge above. Here, walk TOWARDS the fish and time it so
that you walk over the side and descend straight down as it opens its mouth.
You will get a couple of shots in while falling and you will be out of its
range before it charges. Repeat this until its dead.
From the remains of the fish, you will find the Homing subweapon for Jason.
***BOSS DEFEATED***
That's odd, this upgrade isn't going to lead us anywhere we couldn't get
before! The secret here is that blockade I mentioned awhile ago disappears once
the boss is dead. Make your way back to Sophia.
Once inside of Sophia, go back to the left where the four way split was and
take the upper right path. There are plenty of mines and walkers so be careful.
There is a shaft with destructible blocks. At the top are hearts, fuel and
thunder ammo. Use hover to get them.
At the end of the path is a door leading to the next part of the level.
Everything is submerged underwater here. Sophia (and Jason) can't jump high
down here, and naturally, hover doesn't work either. The fish enemies here
have odd hit detection: They only take damage from the back, and only if their
back is turned to you. Shooting from the front does nothing.
Head to the left. There's an upper path here but we can't jump high enough to
reach it. Keep heading left and there will be a door to the next boss.
This guy looks significantly less threatening than a real angler.
This boss is exactly like the last one, attacks and all. There is a slight
twist to his approach which is why I rate it medium-hard in difficulty. The
boss will summon up to three fish minions that swim back and forth. He only
summons them while ascending/descending, and only if there aren't three out
there already. The good news is that if you follow the strategy I gave for
the previous boss, those fish will never bother you.
When the boss is dead you can snatch the Dive module from its cold dead fins.
***BOSS DEFEATED***
Well...this is disappointing. Despite the elaborate Sophia dive design, this
upgrade only makes Sophia move normally underwater. It's pretty obvious to me
that they had dive planned out like it was in the original game, but cut it.
It should also start becoming apparent to everyone else that aspects of this
game are rushed or trimmed due to memory and time constraints.
Head to the right. We can now jump onto the upper path, so follow it to the
top. To the left is a dead end with a heart. Head right and avoid the floating
mines. The are three skinny corridors here. The bottom and middle paths lead
to dead ends with hearts. Take the top one and keep going right, avoiding the
mines and fish along the way.
When you reach the end, the trail will go down and to the left. At the bottom
of this path is a two-way split. The right path leads to a dead end with a
heart. The left one has door to the overhead section and a heart next to it.
In the overhead section, there will be two SUVs waiting for you. Head
southwest and into a long room with plenty of enemy generators. Just head north
and then east when the path opens up. Follow this twisting path southeast and
then north.
Be careful here. The spinning gunships will ram you into a wall, and every
corridor has one in it. Take your time disapatching them and head east. Follow
the path south and it will take you along a twisting trail filled with blocks.
This path heads east with some sphereships shooting missiles. Follow the trail
until you reach the exit.
This place is very, very blue. Hey, it looks a little familiar, doesn't it?
It's a palatte swap of the first level's mine area. Despite the blue, it's not
ice-based. Missed opportunity (or sigh of relief).
ENEMIES / HAZARDS TO WATCH OUT FOR
************************************
* Droplets, Arc Walkers, Bats, and turrets are all back.
* There are no new hazards here.
************************************
This is another condensed level. There are a lot of paths and offshoots with
not much of interest hiding in them to give the illusion that this level is
larger than it actually is. This level is, however, padded with a lot of
enemies. And for some reason, water is deadly again...
Climb the platforms upward. When you reach the top, the only way is to the
right. There are two hearts to the right of the point we need to drop through.
When you dorp down, there are two more hearts on the platform to your immediate
left. Go down the slope and to the left of the hole is another heart and ammo
for yourmissiles.
This next part is annoying because it's full of enemies. Use a shield drop down
the hole. There are turrets and arc walkers everywhere, and a lot of platforms
and passages that are just there to distract you. Move quickly off of the
platforms so you can reach the very bottom of the level. Once you're there,
you will see a door to the next boss.
o==========o
| BOSS 6-1 |
o==========o
BOSS : Giant Larva II
DIFFICULTY : Easy
REWARD : Jetpack
Yep, it's this guy again. I guess you can't rehash the level without the bosses
too, right? To be fair, Blaster Master wasn't afraid of reusing bosses, but it
didn't reuse levels and the returning bosses were upgraded.
The larva is exactly like it was the first time you fought it. It should
actually be an easier battle since you have the Hyper gun now. Use the same
strategy as you did the first time and it will die in no time.
You will find the Jetpack from the boss's ashes.
***BOSS DEFEATED***
This game seems to have a trend of lame bosses dropping the best upgrades. The
jetpack works for Jason just like hover does for Sophia. You can turn it on and
off in the pause menu and it doesn't propel Jason as quickly as Hover does so
you don't have to worry as much about losing control. An added bonus to the
Jetpack is that as you as you activate it while in the air and Jason is in the
floaty, flying pose, you won't take fall damage.
Get back into Sophia and head to the right. The door all the way to the right
is locked so ignore that path at the moment. Instead, jump onto the upper path.
There are some blocks here and the passage is obviously too small for Sophia
so jump out again and shoot through the blocks.
This next portion is reminiscent of the hover maze in the fourth level but not
quite as annoying. Equip the homing missiles onto Jason to make things go a
little smoother.
Fly up and ignore the left path (dead end). When you get high enough there will
be another path to your left. This one spirals a bit and has fuel and thunder
ammo. Right above you are more blocks that can be destroyed. Keep flying up and
there will be a wall of blocks to the right. Drop down and the boss door will
be under the set of blocks here.
o==========o
| BOSS 6-2 |
o==========o
BOSS : Giant Bee II
DIFFICULTY : Medium
REWARD : Thunder Break, Key III
I guess if there are grubs then bees can't be too far behind, right? At least,
that's one way to rationalize another rehashed boss fight.
The bee fight is exactly the same as last time except it may be a little bit
more liberal with hurling its toxic honey at you. You'll want to come into this
fight with full or high health if you're not good at dodging the bee and its
honey.
When it's dead and gone, you'll claim thunder break for Jason and another key.
And they're attached together...
***BOSS DEFEATED***
The bee comes back AND it drops another lousy key? At least Jason gets thunder
break, which is the best subweapon to equip him with.
Make your way back to Sophia and take the bottom path. The door here leads
straight to the overhead portion, which is a deep indigo in color.
Head west through the turretfire, north, and then east through a series of
rooms with sphereships. Go south and ignore the enemy generators, then head
west. Head north and there will be walking SUvs patrolling the area. When you
pass this part, there will be an invincibility power up in the western
corridor. Head east through a series of small rooms populated by sphereships
and enemy generators. Keep heading east through the blocks and into the exit.
-------------------------------------------------------------------------------
b7. Stage 7 - Cave of Exodus
-------------------------------------------------------------------------------
This is the penultimate level, hence the name. Aaaaand it's a pallete swap of
stage 2!
ENEMIES / HAZARDS TO WATCH OUT FOR
************************************
* Droplets, Arc Walkers, Bats, turrets, and spiders are all back.
* There are no new hazards here.
************************************
No new hazards is becoming a trend.
Head right from the entrance and the level immediately splits up and down. The
path leading up leads to the first boss. This is a special case because this
boss is COMPLETELY OPTIONAL to fight. If you don't want to fight the boss and
reap his reward, you can skip to after its defeat.
Head up and climb the platforms. There are three passages above with ceilings
made of destructible blocks. Break the blocks on the passage farthest to the
right and then use Jason to climb (or fly) up the first ladder you come
across. The left path is a dead end with water that doesn't hurt you. The boss
door is to the right.
o==========o
| BOSS 7-1 |
o==========o
BOSS : Bolt Machine MkII
DIFFICULTY : Medium
REWARD : Shield
This guy is back for a rematch. The room is a little smaller this time with
the ceiling in the middle sloping downward. This doesn't meant much; the
strategy from the first fight still works here.
You will acquire the Shield subweapon for Jason from the debris of this boss.
***BOSS DEFEATED***
The shield is nice to have for Jason, but we're so late into the game that you
won't have much opportunity to use it.
Head back to Sophia, and make your way down back to the entrance of the level.
From here, drop down and head right. Break through the blocks and there will
be a series of ladders. Take the ladder farthest to the right. Keep climbing
and you will be in a shaft full of turrets (thunder works well here). Keep
making your way up. At the very top is the boss door.
o==========o
| BOSS 7-2 |
o==========o
BOSS : Drill Machine MkII
DIFFICULTY : Medium
REWARD : Key IV
Don't tell me you weren't expecting this boss to come back too?
The old strategy still works here. The sloping ceiling makes it a little
harder to dodge the drill, but the boss has no new tricks.
From this boss you will acquire...another key!
***BOSS DEFEATED***
The final upgrade is a key? I think I've talked enough about the game being
rushed/short on memory so I will let that speak for itself. A key goes to a
door, so we know what we're looking for.
Head back down to Sophia and go right. This area is made of a series of
platforms. There is an odd crevice on the left side of this area that you need
a hovering Sophia to break the blocks in order to gain "entrance." As far as I
Know, it's a time waster, but if anyone else knows if this is some sort of
secret, please fill me in on it.
Anyways, just keep climbing until you reach the top, where the door to the
overhead section is.
The doorway to the very right is the exit...so we're going to have to take the
long way to get there. Head north and then east. Head south through the
overabundance of turrets and electricity. Head west past the spiked balls and
there will be corridors with even more electricity.
There will be a room with some sphereships. Keep heading west and the path will
turn north. There are even more things shooting at you. The path turns east. Go
around the hole in the ground and follow the eastern path south. There is an
SUV here and some breakable blocks to the east. Watch out for the spinning
gunship here and keep along the path to the exit.
-------------------------------------------------------------------------------
b8. Stage 8 - The Gauntlet
-------------------------------------------------------------------------------
This is it. We're at the final level. Hey, wait. Anothe pallete swap?
ENEMIES / HAZARDS TO WATCH OUT FOR
************************************
* Piranhas, mines, arc walkers are all back.
* There are no new hazards here.
************************************
No new hazards in the final level? That's either a disappoint or sigh of relief
depending on how you feel about the journey so far.
I named this place the gauntlet because it's linear, claustrophobic and throws
a ton of enemies at you in tiny, enclosed corridors. The shield REALLY comes in
handy here, and you'll need hover fuel too. Don't worry though, enemies tend to
drop fuel when killed.
This place is reminescent of the door maze in stage 4. Ignore ALL of the doors
except for the one I tell you to enter. All the doors will take you back to
the beginning or are just false doors you can't enter. The false doors are odd
since there's nothing else like them in the game, so I'm not entirely sure that
they don't hold some secrets I haven't discovered yet.
To begin, make sure you have hover turned on and head left. Fly up this shaft
and then up the one directly to your left. When you reach the top here, go up
the shaft to the farthest right. At the top will be an arc walker and a door.
Head right and carefully descend. There are piranhas in the water pits down
here. Keep to the right and drop down this corridor. Go to the left and there
will be a mine and metal blocks you need the drill (!) to break. Drop down
and head to the right through a long corridor with blue fireballs dropping
from the ceiling.
This area opens up, but there's nothing of interest here so just hover and
enter the left opening. Keep hovering up and staying to the left until you
reach the very top of the level. There is a single door to the left. This is
the door to the final boss. Make sure you're ready for the last fight!
o============o
| FINAL BOSS |
o============o
BOSS : Ogre
DIFFICULTY : Easy
REWARD : Ending
And the one behind it all is...some ogre guy. And he's a total pushover! At
least it's not another rehashed fight.
The final boss has three phases to him. He basically teleports around the room,
stomps the ground and summons fireballs. He can only be damaged when his arms
are out after stomping the ground. His three phases basically change what the
fireballs do.
Phase 1: Summons a wheel of fire around himself. Keep your distance and lay
into him with your gun while the fireballs are spinning. He will do this about
two or three times before teleporting.
Phase 2: About three to four fireballs home in on your location. They aren't
that hard to dodge. Shoot him and jump before the fireballs get you.
Phase 3: Shoots massive fireballs to the left and right of himself. Jump and
shoot if the boss is level with you. If he's on a platform above, angle your
gun and lay into him. The fireballs will pass right over you. Keep him in your
siight so you know how to dodge.
He will explode and the world will be saved.
***GAME COMPLETED***
Watch the ending. It's not much, but it's there. It ends with a shot of the
Earth with "The End?" written ominously beneath it. As we know from Blaster
Master: Blasting Again, it's not the end of the saga!
*******************************************************************************
C. Miscellaneous
*******************************************************************************
A: YOU CAN'T! It's a baffling design decision but Jason can only use special
weapons in the zoomed out side view - not the boss arenas. I guess it
would make boss fights too easy?
Q: I can't find the SNES version of the game!
A: There isn't one. This game was made exclusively for the Sega Genesis with
limited imports of a Mega Drive version and hasn't been ported or
re-released anywhere else as of yet.
Q: But I heard they were making an SNES version?
A: There was a persistent rumor that an SNES port was going to happen, but
there's no evidence to support this. HOWEVER, Sunsoft did announced at
CES 1992 that they were developing a Blaster Master sequel for the SNES.
Obviously something must have happened for an outsourced sequel on a
different platform to emerge a year later. I like to call the lost SNES
sequel "Super Blaster Master," and maybe there's a prototype hidden
deep in the Sunsoft vaults.
Q: How do I go back to older levels?
A: You don't. Blaster Master 2 is a linear game. When it first came out I did
manage a glitch that sent me back a level, but the game was glitched out
after that and unplayable so I had to reset. I don't recommend
experimenting with that unless you're really bored.
Q: Where did you get the names for the bosses/stages/upgrades?
A: I made them up. As far as I know, there aren't any official names for any
of these things pertaining to Blaster Master 2, so it was a combination of
my imagination and info from the other Blaster Master games. No one seems
to have a manual for this game anymore to even check if that's got some
official names.
-------------------------------------------------------------------------------
c2. The Verdict
-------------------------------------------------------------------------------
My review of Blaster Master 2 coming soon!
-------------------------------------------------------------------------------
c3. The Blaster Master Legacy
-------------------------------------------------------------------------------
Rundown of the series coming soon!
-------------------------------------------------------------------------------
c4. Guide History
-------------------------------------------------------------------------------
Ver. 1.00 (4/15/2013)
* Stages 5-8 walked through
* Walkthrough portion completely finished
* Typos and other errors corrected
Ver. 0.65 (4/9/2013)
* First publication
* "Getting Started" section completely finished
* Stages 1-4 walked through
* Frequently Asked Questions addressed
* Legality written
* Credits given
This FAQ/Walkthrough is the property of Jamar Johnson (ClaudeLv250) and cannot
be copied and rehosted on another website without my consent. It cannot be
reproduced and sold for monetary value. Blaster Master 2 is a copyright of
Sunsoft.
Sites that have permission to host this FAQ:
GameFAQs.com
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