Entirely written by Darklink42 AKA Taylor Lake
July 2006
Completed July 8th, 2006
Version 1.00
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------- - ---------- EGA MAN
Powered Up!
1.0 07-08-2006 Finished the walkthrough enough to call it capable of being
submitted. There are still other things that I want to do with it, and I'm sure
there are some things that I missed the first time around. I also still need to
get Proto Man, but that might take several weeks, so I'm holding off for now.
Prepared e-mail and will submit and wait for this walkthrough's fate on Monday.
0.8 07-07-2006 General walkthrough completed save for the alternate paths for
the bosses and the secrets and facts section. Also need to cover boss data on
Easy mode with some bosses in the plus section, and re-write some of the enemy
data
0.6 07-05-2006 Had data deleted by retarded owner of the PSP I was playing the
game on. Went out and got my own, followed shortly by a repeat play through. I
don't know that I'll get to Proto Man as all of my hard work in the challenges
section has been erased as well. After all the hard fought work, I don't know
that I want to go through it a second time. So frustrated....
0.4 06-30-2006 Finished Oil Man's stage, added challenge names, and the
expectations of each. Downloaded Roll, added her to the playable characters
list.
0.2 06-27-2006 Organized items, enemies, bosses and such into separate
categories for easier access. Finished up chapters 3 and 4. Added small layout
changes.
0.0 06-25-2006 started FAQ because there are no other FAQ's out and available
at the current moment. Listed bosses, number of packs, characters and info, and
basic layout.
I Introduction Information
II Story
III Controls
IV Characters
V New Style Walkthrough
Prologue: Proto Eye (Ch0)
Chapter 1: Cut Man (Ch1)
Chapter 2: Bomb Man (Ch2)
Chapter 3: Ice Man (Ch3)
Chapter 4: Fire Man (Ch4)
Chapter 5: Oil Man (Ch5)
Chapter 6: Elec Man (Ch6)
Chapter 7: Time Man (Ch7)
Chapter 8: Guts Man (Ch8)
Wily Castle 1: Yellow Devil (Wily1)
Wily Castle 2: CWU-01P (Wily2)
Wily Castle 3: Clone Robot (Wily3)
Wily Castle 4: Dr. Wily (Wily4)
VI Challenges
VII Items, Blocks, and Stuff
VIII Enemy Listing +
IX Boss strategies
X Facts, Secrets, Other things
XI Legal Info, Special Thanks, and Royal Salutes
I- Introduction Information
------------------------------
Hello, my name is Darklink42 and this is my first walkthrough. I choose to do
this walkthrough as my first because of the lack of any other on the most
useful website I've found. GameFAQs has been helping me through the rough spots
of games for many years, and this game being as difficult as it is, I'd like to
give back. So, here's a little on this game. The Mega Man series has been
around since the long gone days of the NES. Back then it was famed for its
unrelenting difficulty and the precision platforming that made it unique. It
told the story of a teenage robot who embarked on a quest to stop a raving
madman from using his brethren robots for dire purposes. Since then, many more
games in the series have been made, and while the bosses got sillier and the
platformer died, the Blue Bomber just keeps coming back for more. This is a
throwback to the original, essentially a remix of the roots of the series. And
while it may have that cutesy, chibi look, make no mistake this game still
presents quite a bit of challenge. And it even throws the original style in
just in case veterans of the series want a little nostalgia. So without further
ado, here's my walkthrough for Mega Man Powered Up.
II- Story
------------------
The year 20XX. With the advancement of science humans are able to create
industrial humanoid robots. A helper robot by the name of "Mega" lived
peacefully in the labs of the foremost authority on robotics, Dr. Light. Until
one day...
III- Controls
-------------------
Actually the controls are pretty simple. X and O both jump where Square and
Triangle shoot by default. Start will take you to the abilities menu and Select
will take you to the options menu with the cursor automatically on save. When
you do get other character's powers, the two shoulder buttons will let you
switch between them with out pausing. So, to recap
X, O: Jump
Triangle, Square: shoot
Right and Left Shoulder: Switch Abilities (Once unlocked)
Start: Abilities Menu
Select: Options Menu
IV Characters
-------------------
Mega Man (Mega): Originally a helper robot for Dr. Light in his laboratory,
Mega was upgraded to Mega Man to stop Dr. Wily's evil plan to take over the
world using Dr. Light's other robots. Mega Man is a kind and caring robot and
is the basis for all of the other robots made by Dr. Light. He uses his
trademark arm buster cannon to shoot through to victory. It's also modified so
that he can absorb the powers of the other robots he's defeated. Once upgraded,
it also has the power to charge shots.
Signature move: Buster cannon shot/charge shot
Special ability: None/slide
Rolling Cutter: Sends out a flying pair of cutters in a wide arc that will go
through walls.
Super Arm: I hate this ability so much...all it does it let you pick up Guts
blocks. That's all there is, nothing more or less. And if there are no Guts
blocks, you're SOL.
Ice Slasher: Fire's an icy shot that will freeze most opponents and also lava
shooters.
Hyper Bomb: Throws a bomb that bounces three times and explodes. This is still
my favorite and most accurate attack.
Fire Storm: Shoot a fiery wall outwards, equal to your height. Also surrounds
you with a ring of fire. (Johnny Cash kicks ass).
Thunder Beam: Shoot three beams outwards, a large one forwards, and two
smaller ones up and down.
Time Slow: Slow down time. Useful for getting through those hard to reach
places
Oil Slider: Creates a puddle of oil which can be used as a land mine, or can
be rode skateboard style.
Roll: Another helper robot, she is essentially Dr. Light's second child. She
stays in the lab to assist Dr. Light while Mega Man goes out to fight. She is
good at cleaning and fixing robots and has a secret crush on Mega Man. (Roll is
downloadable via the MMweb function under Construction. Simply go to Connect,
Download, and Special. Scroll to the bottom and download "Roll refuses to
lose!" She uses a broom with a special two slash attack. It requires that you
get close to enemies but is particularly devastating to bosses if you can get
the second swing in.)
Dr. Thomas Light: The "father' of all the major robots, he is the head
authority on all things robotic. He is deeply devoted to finding harmony
between robots and humans.
Dr. Wily: An evil genius who studied and graduated at the same school Dr. Light
did. He has stolen and re-programmed a bunch of Dr. Light's robots in an effort
to take over the world. Not the smartest when it comes to fighting but
brilliant with robots. His trademark laugh is feared the world over for its
annoying frequency.
Cut Man: A robot created by Dr. Light for lumber cutting. The cutters on his
head are made of ceramic titanium and can be thrown like a boomerang. He has a
strong sense of family.
Signature move: Rolling Cutter
Special Ability: Wall jump
"Cutting it up!"
Guts Man: A construction/land development robot, Guts Man is strong enough to
pick up huge boulders with just one arm. He is made of a super sturdy alloy,
and is dedicated to the job over anything else.
Signature move: Super arm
Special ability: Guts block Generation
"Ready!"
Ice Man: Specifically made to explore the South Pole, he then took up a job in
a frozen goods warehouse. Ice man obviously has the ability to control ice. He
is a dedicated soldier, though he seems to have multiple personalities as he
thinks he's both a Commander and a soldier.
Signature move: Ice Slasher
Special ability: Iced enemy steps
"Reporting for duty!"
Bomb Man: Another construction type robot, Bomb man is the demolition crew half
of the team that was he and Guts Man. He excels at explosives and delights in
them whenever he can.
Signature move: Hyper bomb
Special ability: Precision Bombing
"Bombs!"
Fire Man: A trash combustion robot, curiously southern accented. He's obviously
powered by flames. If the flame on his head goes out, he loses some of that
power. He's hardcore about justice and everything he does is oriented on that
principle.
Signature move: Fire Storm
Special ability: Snow melt, unscathed by Lava, weakened by water
"Really Cookin'!"
Elec Man: Handles electricity in power plants. Quick and nimble, he is also
cocky and sure of himself. If anyone in this game is stereotypical in regards
to anime, it would be him.
Signature move: Thunder Beam
Special ability: Elec block power up
"Energize!"
Time Man: New to this game, he is one of two new bosses that never appeared in
the original and can only be seen and played in New Style. He's an experiment
in time travel manipulation and can control it quite well.
Signature move: Time Slow
Special ability: Hands of time
"Time's Up!"
Oil Man: The other new robot, he is a lubing robot. (Insert your own dirty
thoughts). His oil works on any machine. More concerned with style than actual
fighting.
Signature move: Oil Slider
Special ability: Oily Feet
"It's showtime!"
Proto Man: Found later in the game, he is the basis of Mega Man. Unfortunately,
he's terribly unstable due to the nuclear reactor in his core. This makes him
weaker than others but he makes up for that with superior firepower.
V- New Style Walkthrough
--------------------------
((Please note that for the most part I'm not going to be doing a walkthrough on
the Easy mode. If you need help with that, then you shouldn't be playing the
game. The only real notable differences are essentially that the harder gaps
are made simpler by little first aid type blocks and the enemies are slow, if
not downright weak. I will cover the enemies, but that's about it. Easy mode
should be for practice and getting the hang of the game. Not hard to get
through at all. I also will only briefly touch on Hard mode. It's a challenge
that I've only started to scratch the surface of and I think I'll leave it to
someone else to write a walkthrough for it In regards to alternate paths, if
and when you take one, and need help getting the rest of the way through,
simply control-F and search for the capital letter of the beginning of the
characters name with parenthesis, such as (C) for Cut Man.))
Prologue: Proto Eye (Lv0)
"We've got a problem!"
-------------------------------
This is the first mission of the game and it is designed to teach you controls
and such. It doesn't matter who you're playing or on what difficulty, the level
does not change. The scene opens with the narrator setting the scene. Roll
comes on as klaxons blare and you run over to the giant screen. Wily will
appear and inform you of his "sudden" plan to take over the world. He'll blast
out of the screen, laugh at you and talk a little trash before flying away. And
this is the start of the level. You cannot attack until after you talk to Dr.
Light. So for right now you're Mega.
Go forward and you'll come to a platform which you can jump over. Soon you'll
see your first enemy, a Spine.
Enemy: Spine
This is a little, spiky ground scooter robot. On easy he'll just go back and
forth slowly. On Normal he'll speed up whenever you're on the same level of
ground that it is. On hard, it'll constantly go fast. On any difficulty it will
be stunned for a while with the buster cannon, and destroyed with any other
weapon.
Leap over the Spine and there will be another one on a larger set of ground.
Run and jump over it as it approaches. If you do get hit, jump up and grab the
mini health on the platform and continue on. You'll see a ladder, which you can
climb by pushing Up when you're in front of it. Climb the ladder and enter the
lab. A cutscene will follow and Mega will offer to help Dr. Light. Mega will be
transformed and dubbed Mega Man. Yay! Onward to the second half. Go forward and
you'll quickly come upon two new enemy types.
Enemy: Octo Battery
This is another simple enemy, but one that can be tricky at certain points.
They only move in one given direction, either up and down, or left and right.
It takes 5 shots by the buster cannon to defeat one. On Hard they will be
faster, on Easy and Normal they will be slower and more predictable.
Enemy: Beak
Here's your first shielded enemy. It only takes one shot to kill them, but they
have a shield on. The trick is to wait for it to open and then shoot it. On
Easy it will fire two shots, Normal three, and hard four. Also on Hard it will
open more frequently.
As you defeat enemies you'll notice they drop a variety of things. The items
they drop are as follows:
Item: Score Ball
This item gives you 100 points at the end of the level for each one you pick
up. Don't go out of your way to pick them up, it's not really worth it. You'll
end up with around ten per level anyways.
Item: Small Health
This is a little yellow capsule, and will restore around one and a half bars of
health. Only go after these if you need the life or it's prior to a boss battle.
Item: Large Health
These are giant yellow jar capsules. Enemies only drop these when you're low on
health and they restore at least six bars of health. Be sure to keep an eye out
for these, as they often signal a boss battle or hard spot.
Item: Small Power Capsule
These are small blue capsules and they are for restoring power to your used
abilities when you have them. Confusingly, enemies drop these a lot, even when
you have no powers. Again, only go out of your way for them if you need them.
Item: Large Power Capsule
Same as the large Healths except they restore power to abilities. They are they
giant blue jar capsules. Again, look for these near boss battle areas.
Item: Life Heart
You won't see these too often, but every now and then an enemy will drop one or
you'll see it in a level. These give you one extra life.
Item: Yashichi
I'm not sure what this looks like in the game, I've yet to see one. It restores
full health and power though.
Shoot the Octo battery until it dies, and then shoot the Beak as soon as it
opens. Jump up and wait for the Octo battery to go to the other side and kill
it. Climb down the ladder a little but don't jump off. Instead, aim to the
right and fire at the beak just off screen. Go forward and kill the next Octo
battery. If for some reason you took damage, climb the ladder and get the small
health then go back down. Keep an eye on the beak though. Shoot it once you go
back down. Wait out the Octo until it goes over head, jump up and shoot it if
you want. You'll be right on top of another beak, so wait until it's not
firing, jump down and kill it. Climb the ladder, kill the beak, and jump down.
You'll see a glowing ball surrounded by a cone of energy. Fret not, for it is a
replay flag.
Item: Replay Flag
This is you're get out of jail free card, so to speak. Should you die at any
point in the level after you touch one, you'll return to this spot. But beware,
should you run out of lives, you will have to go to the beginning.
Look, it's the original 8-bit Mega Man smiling at you, how cute...Anyways, go
forward and prepare for the easiest boss in the game.
Boss: Proto Eye
Get used to that design, you'll be seeing it again in smaller more heavily
armored form. For now though, this guy's a push over on any difficulty. He only
has two attacks. The first is his jump, but he doesn't aim it, only leaps about
in a predictable fashion. If he gets too close, run under him as he goes up and
continue. The other only happens on Normal and Hard. On Normal, when he reaches
one side of the screen, he'll turn around, charge up, and fire a single ball of
energy. Duck it, leap over it, it doesn't really matter. Shame on you if you
get hit. On hard, he'll stop at random intervals and fire three, but with the
same charge up. Simply get under the eye and you'll never get hit. On Easy
he'll just jump up and down in place.
There really isn't much for strategy with this guy. Shoot until he dies. The
trick though, is that you wait until he's not flashing to shoot again. Even
though you're shots don't bounce off, you may be frustrated to find that you're
not killing him any faster by spamming buster cannon shots. The truth is, he
only takes damage, as with every other boss, when he is recovered from taking
damage. After that, he's simple. Shoot him anywhere on the body and he takes
damage. Avoid his leap and his pathetic energy shot, and he'll be gone in less
then a minute.
Tada! You're done with the first level! Go grab a drink and celebrate. Or just
watch as Mega Man finds himself back in the lab with Dr. Light and Roll.
They'll inform you that the others are going nuts and ask you to help them. A
screen will come down and you'll be presented with the option of choosing who
you want to take down first. From here on out it's up to you where you want to
go, but for reasons that will become obvious, I always go after Cut Man first.
Chapter 1: Cutting Up, Breaking Down. (Lv1)
"I'll take care of this!"
When you get into the level, you'll see two guts blocks right in front of you.
Don't worry about blocks like this, they are movable, but not at this point in
time. I'll describe them and their use at a later point in time. Anyways, head
forward, hopping on top of the blocks and then up onto the higher platform. Be
careful because as soon as you reach the end of this platform, you'll be
encountering a new enemy.
Enemy: Blader
Bladers are one of the most annoying spawnable bad guys next to Pengs and
Killer Bullets (Both of which are featured in later levels). Fortunately they
are predictable and easily dealt with. They will spawn at a determined point on
the edge of the screen and move straight forward until they see you. At this
point they dive down directly at you, usually at an angle from above. They only
take one hit to kill, but don't miss as they are not the easiest enemy to dodge
thanks to the height advantage they have on you. The thing about these and
other flying enemies is that if they miss you, they will crash into a wall
behind you and obliterate themselves. These, however, are unique in that they
will follow you if they can. At least on Normal and Hard modes.
Shoot straight ahead, leap down to the next platform and shoot again to get the
drop on the next Blader. Repeat the process with the next set, only this time
when you jump down, watch out for the Blader that will appear above where you
landed and then the next one shortly after that from the same height. Leap up
and over the Guts Blocks ahead of you and shoot the beak as it fires. Go to the
ladder and climb it, or shoot the beak aiming at you then climb, which ever you
prefer. At the top of the ladder are two more beaks, and a Guts block. Jump
onto it and fire at the top beak first, then the lower one. If you time it
right, you can get both in the same jump. Climb the ladder on the left. Here
you're going to want to shoot the beak on the lowest level first, then the next
highest one, even before you go across the gap. Once that's done, shoot the
third one. If for some reason you got shot, jump from the very edge of the
second step across the gap and you'll be able to get the two small healths on
the platform. Don't worry about falling into the gap, it will just take you
back down a level and you can climb back up. Head for the ladder to the right.
Up the ladder one screen you'll catch a glimpse of your very first construction
pack.
Item: Construction Pack/ Scenery Pack
These packs are extra items new to the game. They give you new tools and sets
to work with when building your own stage. Collecting them is a challenge in
its own right and will require the help of the other robots at times.
For now, you can't get at this one so skip it and head farther up the ladder.
When you first get into the screen, stop and shoot the two beaks from the
ladder, then proceed to the left and up yet another friggin' ladder. (Get used
to them, there are a lot more where these came from. Cut Man does cut trees for
a living you know.) You'll see yet more beaks here, so stay under the ledge you
just climbed under, and try to shoot the beak straight ahead of you. Then,
cross to the other side, and shoot the one attached to the ledge, leaping over
its last shot as need be. You don't need to shoot the third one if you don't
want to, but you can if that's your thing. Climb the ladder again, and you'll
be at the top of this tree. Right in front of you is a curious looking machine,
and it's in the background. Is it harmless, will it attack? You're darn right
it will. As you walk towards the machine, it will proceed to spit cutters at
you.
Enemy: Cutter Machine
Though technically not an enemy as it can't move or hurt you by touching it, it
can attack none the less. As long as you are in a certain range, this machine
will spam cutters at you and will take a good chunk of health per hit. The
cutters will also bounce on higher difficulties and even give chase for a time.
The trick here is to let it shoot one cutter, walk under that one as it
bounces, and then keep walking forward. It will fire a second, and possibly a
third if it's not off screen fast enough, but it's pretty easy to dodge them
once you're moving. Keep heading right and you'll see the first replay flag of
the level. Hit it and jump up and over the Gut's blocks. Do not fall in the
hole, this is a pit. Leap over the gap and stay on the higher level. Study the
layout of this area before moving on, as there will be two more just like it,
only with enemies. Leap up to the top the steps and you'll be very close to yet
another new enemy.
Enemy: Flea
These are the most annoying little buggers anywhere. They will single minded
leap at you for as long as they are on screen, and they are damn hard to shoot
when on the ground as they are just low enough that the buster cannon shot goes
over them. Green, fast, and obnoxious, watch out for them at all costs.
As soon as you leap onto the high platform again, two fleas will appear.
Neither of them can get up to your platform at first jump, but it is a good
idea to try and shoot them out of the air before heading lower. Be careful if
they jump and try to be out of the way when they land. Shoot them just as they
land, in the air, or just before they leap. One shot each should do it. Head up
the stairs and repeat the process. Only this time, there will be three. One may
even land on the top platform, so shoot carefully and quickly. The third one
won't appear right away, instead waiting until you go lower and then sailing
over the steps and landing right on you. Another simple way to get rid of them
is to quite simply wait on the top platform until they leap off to their dooms.
For the most part they can't leap high enough to reach you and are stupid
enough to leap off to the left, deftly committing suicide while you march on
through. Head past the last of the stairs, and kill the Octo battery in front
of you. Head up the ladder, kill the second Octo if you so choose. You'll be in
a room with three Octo batteries, a Gut's block, and a large health. Now here
are the choices you have. If you're low on health, you can wait out the first
Octo, leap up onto the Guts block, head down the ladder and kill the second
Octo and collect the health, or you can wait out the first Octo, kill it while
it's opposite you, kill the third Octo and move on. Either way, head up the
ladder when you're through you’ll see yet another Construction pack up here,
this time far across an impassable gap in an otherwise empty room. The creators
really love to tease. Keep going up, and you'll see how you could get it if
only you were better equipped. Here you'll be in a room with four Octos, one
right in front of you and easy to kill. The other three, are not so simple. Add
to that a very tiny passageway that you cannot get into, and you're probably
wondering how in the world you're supposed to get that pack. The answer to that
lies a little later on in the game, so we'll come back to it. Anyways, there
seems to be an Octo stuck in a two square area and he's not going up and down.
Now you could try and kill him, but inevitably you'll only take damage, and
that's not what you need to be doing. Instead, wait until it's on one side and
then leap up through the clear area and on to the appropriate platform. But
beware. Once you get up there, you'll have to factor in the third and fourth
Octos. They are just high enough up to fool you into thinking you can under
them, but the third Octo will hit you if you're not careful. Fortunately the
fourth one is going the wrong way, making it easy to jump over the third and
run for the ladder. Kill the offending Octos if need be, and head up the
ladder. Once you get to the top, don't move. The Octo at the top is keeping a
secret and shortly after you arrive on screen, it'll show you. This one moves
up and down and if you had gone forward, you'd have jumped right into him.
Instead, wait until he gets down to your level and blast him. Wait for the
other one to get out of the way, blast it if you feel like it, and head up.
Look, yet another construction pack on a ledge that you can possibly reach
guarded by two easy to kill octos. But you'll find that once you kill them,
even Mega Man has his limits. So head up the ladder instead. Now you see that
it's guarded by a Guts block. Great...Leap over the gap once the Octo above you
is on the other side, blast the one going up and down, then hop on the Guts
block and kill the one going left and right. Leap back over the gap and up to
the ladder, and climb it as well, paying attention to the third Octo. And now
you're at the top of another tree. Here's yet another Cutter machine, and some
curios Bomb blocks stacked in such a way that you can't access the ladder.
Well, you've now just seen your first alternate path. Each level has one for
one other character that you can unlock later. Obviously, this is Bomb Man's
path, and you can explore it at a later date.
Bomb Man's Alternate Path
Almost as soon as you get up here, you'll see a life heart, surrounded by Bomb
blocks. If you're hell bent on getting it, throw a Bomb straight forward fast
(Hold the right button as you do. It should land and blow up the bottom two
blocks, giving a wonderfully bad gap to jump through. Aim for it and hope you
make it, that's the best you get. Good luck getting back though, that's the
harder part. Head up the ladder either way. Up here you'll see a Sniper Joe and
some Bomb blocks, so get rid of the Sniper Joe first. Then, throw a bomb up and
try to get it to bounce into the gap between the tow stacks. It should detonate
all four at the same time. Destroy the next Sniper and the one after him. Hop
up on the upper platforms after destroying the Bomb blocks again, and jump
forward. Rain bombs down on the final sniper, the chuck a bomb over to the
ledge regular jump style, then hop over yourself and collect the Construction
pack
Construction Pack Obtained: Bomb Extra #4
Jump down the gap and lay a bunch of bombs at your feet to get rid of the stack
of Bomb blocks in your way, then climb down again. You'll be very near to the
end of the stage, near where the Flying Shells start.
End of Bomb Man's Alternate Route
For now, head forward and dodge the cutters. Go up the steps, and watch out for
three more Bladers who will appear in front of you, two at you're current level
and one below you. Keep going forward and you'll see a life heart guarded by
another Guts block. Getting annoying, isn't it? You'll also see two ladders,
one going up, the other going down. DO NOT leap for the top one. You can't
reach it, and if you fall down the gap, it will hurt. (B) Go down the ladder.
It's at this point that I should point out that you can shortcut going down a
ladder by pressing the jump button at any point in the climbing. It's not
recommended however, that you do this when you can't see what is below you. The
phrase "Look before you leap" comes readily to mind. And you'll shortly get the
gist of what I'm talking about. Head to the bottom of the ladder and observe a
curious enemy.
Enemy: Flying Shell
This is another shielded enemy, and like the Beaks, they cannot be hurt unless
they are open and about to fire. Unlike the beaks though, they can and do move.
Not only that but instead of firing one shot at a time in a spread, they do
away with accuracy in favor of shooting one shot in every direction before
moving on. Wait until they open the shell, and then shoot them. Head for the
nearest exit though, because where that one came from, there will be more.
Wait until the Flying Shell goes away, and head for the ladder. Don't fear, it
can't shoot you if you don't jump, though it can hit you if it passes over you,
as you're just a little too tall to fit under it. Make use of the ladder drop,
and run for the next ladder as fast as you can, or shoot the Flying Shell
before it gets under you. You'll see another Construction pack, but this one is
over a bed of spikes so don't think you can get it just yet, because you can't.
You will however, not that there are snow blocks near it and these will play a
role later. Head down the ladder, DO NOT drop off it quick style of or you'll
land right on the spike directly under you. Instead, head a little down the
ladder and drop off while directing Mega Man towards the land. There are some
Guts blocks here, but they don't do anything, so don't worry about them. Go
down the last ladder you'll have to climb in this level. Head to the right, but
be wary. Ahead of you lies the game's equivalent of a mini boss and an item
ball rolled into one.
Enemy: Big Eye
Like the Proto Eye, only smaller and more armored. The only weakness this thing
has is its enormous eye. Trouble is, it closes it when it's perfect range to
get shot. It only has the ability to leap at you, either a low leap, or a high
one. In Easy mode, it doesn't even get that, it just sits in one place and
jumps up and down until you kill it or get bored and run under it. It takes
about nine hits with the buster cannon to defeat.
The easiest way to kill it, because you'll want to should you be low on health,
is to run away slightly, turn, and shoot at its eye until it gets too close.
Don’t' be afraid to spam shots at it if you're aiming is bad. Should you go so
far back as to run into the Guts block, wait for one of its large jumps and run
under the thing. Continue until dead and it will usually drop a large health.
Once that's done, head for the quadruple doors, and hit the replay flag. And
now, here's the boss.
Boss: Cut Man
Right away you'll get the impression of claustrophobia. There are two Guts
blocks right under you and they are taking a huge amount of floor space. Add to
that Cut Man starts on a lower level, and this seems a lot harder then it is.
Truth be told, Cut man is one of the easier bosses to kill, as would be
evidenced by the simplicity of his level. When you start, Cut man will appear
and claim that you are the bad robot. Mega Man pleads with him, but it's no
use. Cue Cut Man's tag line and start up move, and the fight is on.
Cut man has some very basic moves that you should be aware of and in each boss
battle I will spell out each and give a dodging strategy for each before I go
on to the boss.
Cut man's first move is simple. He jumps. A lot. He jumps so much, one almost
has to wonder why he's not Jump Man. He'll try to leap onto you to inflict
damage, and his jumps, while always to the same height, will very in distance
greatly. It's important to pay attention to his angling, and anticipate where
he'll land. After that, go under him and shoot from the other side, and you've
already half beaten him. Cut man also has the cutters atop his head, and this
is where things get interesting. Sometimes he'll announce when he's going to
through them by glowing and clanging his fists together, other times he'll just
jump slightly and throw them without warning. In the first case, simply leap
over the cutters the first time, and then immediately run towards Cut Man. This
may sound stupid, but more often than not, shortly after throwing them, Cut Man
will leap up into the air to catch them instead of making you leap over them
again. On the other hand, when he leaps up and throws them, there's not a lot
you can do if you don't see it coming. This is the only move you're likely to
take damage from, so don't worry too much about it. Lastly, Cut Man, like all
the other bosses, has a super move that you will never get to perform, even if
and when you do play as that character. In this case, Cut Man will do the same
thing as if he was going to throw a Rolling Cutter, but he'll glow more
brightly. He'll then shout "Down the Middle!" and then throw an oversized
cutter at you. Leap over this, then chase after it. What this does is lets you
be behind the Super Cutter when it comes back down. And it will.
Now, as to strategy, Cut Man may actually take a life out of you before you get
him down. The first thing he's going to do, before anything else, is leap up
onto the Guts Blocks with you. Here you have two options. You can run towards
him and pray he doesn't land on you before you get off, which does sometimes
work, or you can wait close to the door, shoot him, and run under him when he
leaps again. Either way, get to the ground level as fast as you can, because
there is more room there to maneuver. If Cut Man chooses to throw the Rolling
Cutter at you form atop the Guts blocks, leap over it and run towards the
blocks and he'll leap over you. Turn around and shoot him once. I'd like to
once again point out that the only time you'll deal damage to any boss is when
he's not flashing or recovering from an attack. So time you're shots instead of
spamming them. This will help you keep a better eye on the boss’s movement.
Keep running under him, dodging his Rolling cutter attacks as need arises and
generally dealing damage to him. Try not to get caught up against or on top of
the Guts blocks, it is hard to get away from him there without taking damage.
When he gets near half health or so, be on the look out for the super move.
When you see it coming get on top of the Guts blocks. Watch for it and as it
comes over you, leap off towards Cut Man, but as soon as you land, run the
other way to avoid the blade coming down on your head. The good thing about
this super attack s that it clears the blocks out of the way, giving you
maximum maneuvering room. From here on out, it's the same fight, but with the
occasional Super Cutter thrown in for good measure. A note about when a boss is
glowing or doing a super move. You cannot damage them in that state. You just
have to wait out the move and continue injuring them after the fact.
After you finally defeat him, he'll fly off a ways and if he's close enough to
a wall, comically flatten into it before slumping on the ground and exploding.
In this case, you didn't have a choice of weapons, so you automatically get to
befriend Cut Man. In the future, and you will face him again, Guts Man's power
works the best on him. Mega Man will celebrate and then ask if Cut Man is ok.
Chapter 2: Big Party Blowout (Lv2)
"Time for a big bang."
-------------------------------------
You'll find yourself at the selection screen, and there's Cut Man all battered
but in one piece. Dr. Light and Roll will commend you on not killing him, and a
message will inform you that you can access him and his challenges should you
feel like it. I'll cover individual strategies later in this FAQ, for now stick
with Mega Man and go to Bomb Man. Once again, personal preference may lead you
to choose a different one, and that's fine, but in this guide I'm going through
the bosses in order of their weaknesses. However, in each boss description I
will also describe how to kill them with only the buster cannon as well.
Welcome to one of the coolest sounding levels in the game. As with most levels,
you'll start out on a flat, enemy-less area. Head forward, but watch out
because not three steps away from the steps, fleas will jump out at you. Watch
them carefully, as they land in really awkward places, making it hard to shoot
them without getting hit. Continue up the steps, and there will be two more
fleas, take care of them as they appear. Go past the Guts block, and you'll see
a curious pair of platforms at the bottom of the screen.
Miscelaneous: Count Bomb
This is neither an enemy nor an item, but it is unique enough to warrant a side
note. In the challenges later on, you'll encounter walking versions of these,
but essentially they are simply platforms that countdown from three and explode
shortly after hitting zero. Time your jumps carefully.
As fun as walking across the bombs is, take the higher platform and jump over
them, land on them to see what they do and get a feel for the timing if you
want. Just don't get stuck on them when they hit zero it's a life off. Go up
the stairs and you'll encounter a new enemy.
Enemy: Bombomb
Curious, seems that a certain name from Nintendo went to this lame enemy.
Essentially, all this thing has the ability to do is jump into the air and
explode. It's easy enough to hit when it does this, and you'll only ever see
this enemy type in this level at this one spot. Still, if the hit is not timed
right, it will split into four mini bombs and spread fire to both sides of
where it explodes.
All you really need to do is shoot the Bombomb before it has the chance to
explode. Or if you're feeling unlucky, wait for it to explode and then leap
over before the next one comes up. Really though it's easier by far to shoot
them. Either way, continue past three of them and leap onto the Count Bomb and
then onto the higher platform. Go a little forward and you'll see what will
become a fairly common enemy unlike the Bombombs
Enemy: Screw Bomber
Dirty thoughts aside, this thing is a pain in the ass when grouped in sets of
three or more. Essentially they sit on either the ceiling or the floor. When on
the floor, it's impossible to shoot them until they pop up. On the ceiling, if
there is a higher roof, you can aim shots to hit it without it ever going off.
Either way when it does pop out, it will fire twice. On easy it will fire three
shots, five on Normal and _ on Hard. Try to kill them before they pop up.
In this case, the high road is suddenly not so appealing. Instead take the low
road and start spamming shots into the distance. With all luck, you'll destroy
each of them before they get the chance to fire. Should they get a shot off,
jump over it and keep moving. Head for the ladder and up you go. Look at that,
another Construction pack. And it's guarded by three beaks. Keep climbing and
you'll notice that the ladder isn't even blocked off. So shoot the two Beaks in
the way and climb down. Take out each of the Beaks in turn and then hop down to
get the first Construction pack
Construction pack obtained: Fine pack 5 #25
Head back up the ladder, kill the beak near you and watch out for the top one.
It can hit you from up there. Climb the ladder up and hit the replay flag. Head
forward and meet Sniper Joe.
Enemy: Sniper Joe
Why is he Sniper Joe, instead of some nameless robot? Who knows? He doesn't
even snipe really. Either way, don't even bother trying to shoot through the
shield he's got, it won't work. Unless of course you're really gutsy and want
to get real close to him. He'll wait a bit, maybe jump up once, and then fire
between 3 and 5 shots, timed out in such a way that you can actually jump over
or between every one. This is when you're supposed to shoot him. If you're in a
good spot, you can usually spam off enough Buster cannon shots to kill him
before the bullet reaches you at all. It takes four shots to kill a Sniper Joe
Defeat the Sniper Joe and continue on. Almost immediately you'll run into a
beak, so kill it too. Go forward, kill the next beak before it gets a chance to
fire, but wait a second before going up the stairs and read carefully about the
enemy you're about to face.
Enemy: Killer Bullet
Single-handedly the cheapest enemy in the game, you'll hate these every time
you see one. Very similar to the Bullet Bills of Mario, these bullets only
travel along a straight line, never deviating. What makes them annoying is that
they keep coming for a given distance, and often appear right in a crucial
timed jumping spot. Adding to the aggravation is that fact that even after you
kill them, they can still hurt you. See, unlike all of the other enemies, when
these bullets die, they explode and this explosion can hurt you as well. And if
you're really unlucky, you'll hit it right as you're over a pit, cutting a
crucial jump short. I hate them, and you will too. Trust me on this. There is
one upside to them however. For all their annoyance, they are one of the few
enemies that will drop an extra life when killed, and they tend to do so with
odd frequency.
Okay, now that you've been briefed, head up to the top of the stairs and start
firing. Keep firing as you jump down, and kill the beak. Wait out the bullet,
or take your chances and kill it before it reaches you and repeat at the next
set of steps. Leap to the ladder and climb an your out of the Bullet area,
thankfully. You'll see a life heart, and it's not even blocked off. Well, head
onward, jumping over the Spine. You could waste your Rolling Cutter killing it,
but I recommend you save them for the boss eventually. I play conservatively
with abilities, but if you think you can get enough Power capsules then by all
means feel free to use it as much or as little as you want. On the other hand,
it's a good idea to kill the Spine guarding the heart, because it's hard not
taking damage and getting the heart without doing so. Head up the stairs and
then the ladder. Watch out for the spine and leap up onto the Count Bomb. Head
up the ladder on the right, and get the Super Power capsule. Jump to the next
ladder and climb it.
Ice Man's Alternate Path
To get up here, ,the first thing you're going to have to do is freeze a Flying
Shell and use it as a stepping stone to reach the ladder. From here, there
really is no particular strategy involved except freezing enemies and using
them as platforms. Jump quickly but cautiously, and if you fall you can just go
back and try it again. The tricky one is the bombombs, so try to keep the
platforms near even as you go, otherwise you'll hit the ceiling and be unable
to progress. Eventually you'll get over to the Construction pack waiting for
you.
Construction Pack Obtained: Common Pack 3 # 15
Drop down and you'll be at the end of the long gauntlet run.
End Ice Man's Alternate Path
Watch out here, because you'll be in an area with Count Bomb platforms over
spikes, and constantly generating Flying Shells. Try to shoot the Shell before
they get to fire, and try also not to get stuck on a Count Bomb while doing so.
For some freakish reason, if you should happen to get hit by the Shell and fall
in the spike, you’ll still be alive. But move your ass, because once the
invincibility ends, you're instantly dead if you're still touching them. Get
past the platforms, and leap over the Spine. Kill the last Flying Shell, and go
onward to another Sniper Joe. (I) take out this one and keep forward, hitting
the replay flag and heading down the ladder. You'll see two fleas staring right
at you in the next room, but instead of charging forward, simply stay on the
ladder and fire off to the left. You'll probably hit one of them, and the other
will get stuck under you. Jump off to the side, deal with the flea, and drop
down the gap. You'll see yet more unique blocks, but once again you can't do
anything with them at the moment so take the low road. Destroy each Octo as you
get to it, and gather whatever free items you can get. Leap over the Guts
blocks and watch out for the Sniper Joe. Kill him or leave him and head for the
ladder. Watch out for the Octo and keep going down. You’ll find two more right
below you, so wait until they are on either side and either quick drop or kill
them. Kill the Octo dead in front of you and nab the health if need be. Go down
the ladder, wait for the octos to clear out, and quick drop to the bottom. Kill
the Sniper Joe and head through the Quad doors to another Boss battle. Drop
through the door on the floor and here we go.
Boss: Bomb Man
This boss is a ramp up in difficulty depending mostly on whether you're trying
to befriend him or just kill him. His attacks are fairly predictable, the only
trouble comes with his jumps. His attacks are as follows:
Bomb Man has even better hops than Cut Man. He can go from one side of the
stage to the other with very little effort. This gets annoying because he also
seems to be able to aim where he lands, often leading to you getting caught
under him no matter where you stand or run to. After that, he gets bombs. And
lots of them. Fortunately for you, he only ever throws one at a time, and they
don't travel any farther then they are thrown. They can also be detonated by
shooting them. Be careful though, as they also make an effective block for your
shots. He’ll often throw one first, then leap at you. Your best bet is to get
close to the bomb or shoot it while you’re moving. Either way, try not to get
caught in the blast. His Super Move is a giant bomb, which takes some small
time to charge up. He'll say "I'll show you" and hide for a second before
whipping out a huge bomb and chucking it at you. If you're too far away, it
will explode where it lands, and there's no way to dodge it. If you're close to
him, it will bounce and you can run under it if you're good. Stand close to him
until he lets go, then run a little ways away and run under it during its first
bounce. After that, it doesn't get enough clearance and you're going to get
hit, irregardless of where you're standing.
If you're fighting him with only the Buster cannon, be prepared. Since you
can't blow him backwards with the cannon, he'll be able to keep moving towards
you. You're best bet is to watch carefully where he's jumping and when he's
jumping. Also watch out for the bombs he throws and try to guess where the
explosion will be. It's easy to get caught up in where the bomb is and forget
the boss, but that's when he'll jump on you. You can shoot the bomb to make it
explode, but for some reason, that makes Bomb Man jump even more then usual.
When he uses the Big Bomb, stick close until he throws it and try to dodge the
bomb as best as possible. That thing hurts a lot when you do get hit by it.
If you're using Cut Man's power, which Bomb Man is weak against, this fight
will be over a lot faster. Every time you hit him, he'll get blown backwards,
or sometimes towards you. It will also do double damage and as an added bonus,
it cuts the bombs in half, nullifying their explosion. Aim carefully, and be
careful that he doesn't just jump over you're attack.
Either way that you beat him, the fight is over and you've won. On to Level
three.
Chapter 3: Frozen Swimming Pool (Lv3)
"Stop and Freeze!"
----------------------------------------
As the name implies, you'll have you're first encounter with water in this
level. And really, it won't play that important a role until later. Don’t'
worry about drowning, or anything like that, this is a robot we're talking
about. Instead, you get to encounter a new enemy almost right off the bat.
Enemy: Peng
More like pain. These are damn hard to hit in most cases, no matter how
prepared you are. They are also the weirdest enemy I've ever seen. They are
essentially penguins with rotors attached to their beaks. They don't shoot, all
they do is fly at you. But they fly in that annoying up and down fashion that
most flying enemies do.
Ideally, firing in a straight line down the middle should work, but often with
these guys its better just to aim carefully and spam shots from there. Either
way, get used to the Pengs, they don't stop until you get out of the water. The
other thing to keep in mind about this level is that most of the platforms are
icy, which means if you try and turn too suddenly, you'll flail about making
you an easy target. Try to, if precision is required, make small jumps.
Alright, now let's get started. First thing's first, head forward into the
water and start blasting Pengs as they appear. You'll see platforms above you,
with a life heart and even a Construction pack, but you can't get either until
later, so just keep chugging forward. Just past the second block, two fleas
will appear on the steps. Make quick work of them and continue on. You'll soon
encounter yet another annoying type of enemy.
Enemy: Crazy Razy
This is by far the most obnoxiously hard to hit enemy. He loves to stay just
out of range and punch you when you get too close or when he swoops down right
over your head. He'll walk forward and separate at the torso, and when his legs
fall away, he'll start flying well above your head. Shoot at his head only,
destroying his legs does nothing. Two buster cannon shots does it.
Kill this lame ass robot and fall down the hole, but stick to the left edge.
You'll hopefully land on the ledge where there are two small healths and a
third new enemy type.
Enemy: Shield Guard
Don't worry too much about these guys. They only go back and forth and never
really attack. As soon as they go past, shoot at them from behind as their
heavy shields up front prevent damage. Six hits will do in this robot.
Anyway, kill the shield guard and head down the next hole. Hit the replay flag
and head forwards. You'll soon come to a large gap and some curious blue
platforms. But wait, they disappear and reappear with a curious sound
accompanying each appearance. Time your jumps and make sure that when you jump
on the next one that there is in fact a platform below you. If you miss, there
is a Spine below you, you can kill it if you really feel like it. Head up the
steps, and on to the Fire block. Wait out the shield guard and put a few shots
in his back. You'll be at the next set of disappearing blocks. These ones are a
little trickier. Once you get to the third one, watch behind you because that's
where the next one will appear. Get on it, jump to the next one and head on
down the line. There is a Construction pack in an extremely narrow passageway,
but you can't get it just yet so fall down the pit instead. When you get down
to the next level, you are not going to want to fall down. The next screen down
is full of spikes. You'll also see another curious robot.
Miscalaneous: Foot Holder
This is another example of a platform that moves or does something, but is not
exactly an enemy. These guys can't hurt you, but they can carry you across
pits. On Easy, they move in a straight forward line. On Normal, they go back
and forth in a diagonal pattern, going up and down as well. Time you're jumps
well, there's nothing quite as humiliating as missing one as it's flying away.
Wait for the Foot Holder to fly lower and hop on when you feel it's safe. Le it
carry you to the other side and climb down the ladder. Drop down into the
water, hit the replay flag, and head forward being aware that Pengs are going
to be spawning soon. If you must, kill the Spines with Rolling Cutters and head
onward. Go up the steps at the other side and hit the, curiously close to the
last one, replay flag. You'll see a lava shooter below you and behind it a
Super Health. Get it if you need it, but time your going carefully. Jump over
the fire block and down the hole. In this next room, before doing anything,
kill the Spine. Because you'll notice that there are two disappearing blocks,
and when you try to cross them, you'll realize that they are just slow enough,
and just far enough apart to make getting across difficult. All you can do is
keep trying, you’ll get the timing eventually. Just be sure to leap from near
the far left corner of the disappearing block, or you probably won't make it.
Once you cross these, fall down the hole again.
Fire Man's Alternate Path
You'll land on some meltable blocks and as long as Fire Man has fire on his
head, they will melt and reveal a pit for you to fall through. As soon as you
land, you have the choice to run to the right and get the life heart, or fall
through and keep going, either way is up to you. In this next area, there will
be a water shooter and a Shield Guard. Melt the blocks, but before you fall
through, jump back up and time out the water shooter. The best thing to do is
to make sure you have fire at all times to melt blocks with. It will come in
handy, though there will be lava shooters periodically to refresh you should
you touch water anyways. Drop down, destroy the Shield Guard if you want, or
just dodge it and continue onwards. If you've lost your fire, get it back now
at the lava, then head upwards and melt the blocks in front of you. This is the
fun part and it may take you a few times to get it. You're going to be hoping
from block to block here, but don't wait too long or there won't be a block
under you and you'll have to start over. But, there's a little trick to all
this. The very last block is a vanishing one. So, the only way to get it is to
time yourself correctly and hope it's still visible when you arrive. If not,
try again. After that, it's not too hard. IF, however, you are finding it just
too difficult here is another way. Al you'll have to do is melt the four blocks
in your way, then drop down and lose your fire, then jump back up and proceed.
The only thing to keep in mind is that the screen where the blocks were must
never leave your field of view or the blocks will respawn. Tada, you've go the
construction pack.
Construction Pack Obtained: Common Pack 5 #17
Re-light your fire, then proceed forward past the melting blocks. There will be
a water shooter here, do not let it hit you. You need your fire to get through
the melting blocks. When melting these, press and hold the right button. If you
don't melt the ones to the right, you're simply going to melt yourself right
into the spikes. After that, just climb the ladder, and melt the blocks in your
way.
End Fire Man's Alternate Path
Head over to the right, leap over the fire block and proceed with caution.
There are footholds here, and spikes below all of them. It's not too hard to
get across the up coming gaps, and you'll never have to leap between more than
two, but you have to make sure that when you leap the Foothold you're shooting
for is moving towards you. If you mis-tread, you'll have to go back and do it
again sans one life. After this palm sweater, head across the flat area and
down the hole. You'll be in an enemy-less area with a Construction pack blocked
off by a curious looking block. Keep going Scooter, you'll come back for that
one near the end of your adventure. Head down the next hole. As soon as you
land, start firing and don't move. (F) A crazy razy will appear under you and
if you don't move you'll be able to kill him without any trouble. Head forward,
and watch out for the second one. Just go through the quad doors instead. And
now you're about to face off with Ice Man.
Boss: Ice Man
This guy is a little lost in the head. Maybe it was all the time out in the
South Pole with no one else, or perhaps it was fumes from the fridge. Either
way, Ice Man seems to think he's both Commander and Grunt in a one man army. In
comparison with Bomb Man, Ice man is fairly predictable, and the only way he's
really going to kill you is if you time your jumps wrong, as you'll see.
Ice man rarely jumps. Unlike his other brothers, he likes to stay firmly on the
ground unless he's doing his second attack. But he's smart enough not to try
and stomp you. Instead he'll rely, in similar fashion to how Mega Man fires, on
firing three rounds of his Ice Slasher at a time. Sometimes they'll be in a
straight line, sometimes they will come angled up or down. Either way he
chooses to fire them, they are very easily dodged. Fire away at him while
dodging, if you have the mind to do so. Ice Man's super move is confusing to
me. It essentially drops a large icicle on the ground near the middle of the
stage. This both prevents you from hitting anything behind it, but also
prohibits Ice man from moving around which I find odd. He, unlike you however,
can fire through it and will make good use of it. Simply continue leaping out
of harm's way until it melts and return to business as usual.
Fortunately, Ice Man is very predictable and the fight twill be over quickly
once you have the pattern down. He'll move, fire three shots, then three more,
and move again. If he gets overly close, leap over him and move to the other
side. Be careful when you do leap over him, he will turn around and fire at you
and you could land on his shots. Once you whittle his health down enough, he'll
drop a giant icicle, either trapping himself behind it, or trapping both of you
in close proximity. If he traps himself, just jump the shots as per normal, and
resume firing when it melts. If he traps both of you, try to get past him when
he gets too close and get over the icicle. Being near Ice Man will throw off
your timing and usually only ends up getting you hurt.
If you're using Ice Man's weakness against him, this is a shorter battle. He
might not even get the chance to fire a shot. The only trick is to once again
wait until he's recovered from getting blasted. Once that's done, even if you
miss with the bomb, he'll very likely run right into it, genius that he is.
This battle's over.
Chapter 4: Ring of Fire (Lv4)
"Time to burn the trash!"
---------------------------------------
Another of my favorite levels, this one will give you your first opportunity to
use a power to access secrets. To start with, head up the ladder to the left,
wait for the screw bomber and then destroy it. Destroy the next one from the
ladder and repeat one more time. See that Lava shooter? Well, if you switch to
Ice Slasher and use it when the column is a little higher then you, you can use
it as a platform to reach that life heart. Be warned that the freezing process
only works for a short time, and if you take too long it will unfreeze.
Continue right, nab the small Power capsule to replenish the shot you just
used, and go up the ladder. When you get to the top you'll be seeing the first
and only new enemy of this level.
Enemy: Hot Head
These guys can be a pain depending on where they are placed relative to where
you are. They only have the ability to throw Tackle Fires at you, and that's
all they need. The Tackle Fires are slightly capable of aiming themselves and
if you're not careful they will hit you every time. Five buster cannon shots
are enough to get rid of this guy.
Enemy: Tackle Fire
They don't really count as an enemy in my book, as they are usually generated
by Hot Heads except in Fire Man's level. They just jump up or fly at you,
although they do have, unlike other enemies, a limited homing ability which can
result in a lot of hurting.
Stand right on the ladder where you came up and destroy the Hot Head, he won't
be able to hit you where you're standing. If you have been following this
walkthrough in order, you have Ice Man's power and this will save you a small
headache and nab you a Construction pack in the process. If you don't have Ice
Man's power, head up the ladder to the right. If you do, get on the left side
of the lava shooter and wait for it to go over your head a bit. Freeze it, hop
on, and then up the ladder. Do the same thing with the next one. Don't worry
about the Hot Head, once again he will be incapable of hitting you if you don't
move. Climb the ladder and you have yourself a nifty Construction pack.
Construction pack Obtained: Fine Pack 10 #30
If you took the hard way, you'll end up right under the Hot Head. Run out and
shoot him after he throws the Tackle Fire, then hide under the ledge. Repeat
until it's destroyed, then head up the ladder to the left. Either way you'll
end up in the same place, so head forward. There will be a lava shooter right
in front of you, freeze it if you have the ability because there is a large
Power Container to recharge your shots.
Oil Man's Alternate Path
This one is a cinch. See where the large power capsule is? Shoot an oil blob on
the end closest to where the ladder was, then Oil Slider the other way, and
leap through the ceiling. Don't worry, you’ll land alright and go sailing over
the topography, nabbing the life heart you couldn't get before, and going
through to the next area. Getting the Construction pack, on the other hand, is
a different matter. To get it, you'll need to hop up to where the lava shooters
are. Use the Oil Slider to sail past them, worry not about gaps for you will
cross those with ease. It's the two ensuing jumps that make this difficult.
You'll need to land on the platform with the Oil block, and then leap over to
get the pack. To get off the Oil Slider, press X while holding Up. Or, as has
been recently pointed out to me by another persons guide, you can just do this
the easier way. Use the Oil Slider, and then jump and jump off, and you can
easily land on the platform without hassle. The only problem I see with this is
that you'll still have to the tricky platforming to get out.
Construction Pack Obtained: Oil Extra # 8
There's an Oil block way up high that you cannot reach with the Oil Slider
unless you make the jumps. So sail away, and when you do make all three jumps,
you'll be on the other side.
End Oil Man's Alternate Path
You’re going to want to take the bottom route in either case, so head back
down, dodge under the lava shooter, and head all the way to the right against
the wall. You'll need to jump up and shoot this Hot Head between both the lava
shooter above you, and the Tackle Fires that he's chucking at you. Once
destroyed, head right again. Time your jump over the next gap so you're leaping
down even as the lava is retracting. This should give you just enough time to
leap up to the next step. Don't slack off now though, for there are two Screw
Bombers that will make short work of you if you do. Shoot the first one from
the higher platform, it can't hit you there. Then go down and the shoot the
second one more easily. You'll see two lava shooters and a life heart in the
most curious place. Don't try to get it, it's impossible at this point in time.
But, if you look in the very right corner, you'll see the vague color and shape
of an Oil Block. Yep, but Mega Man can't reach up there even with Oil Slider so
it'll have to wait. Dodge the Lava shooters and head down the ladder. Look,
another item conveniently placed out of Mega Man's ability to reach. Those odd
blocks are Time blocks and can only b destroyed by Time Man, so just keep
heading down. Here are two lava shooters, firing in such a way that if you
hesitate for a second between them, you're getting hurt. If it seems too hard,
freeze the top one and go under it, or just wait until the two are going back
and run like hell through there to the ladder. Whatever you do though, do not
fall down the hole, take the ladder. Head down and you'll see that the hole
leads to nothing less then a crispy end to one of your lives and you'd have had
to start from the beginning. Hit the replay flag and head onwards. Through this
next part, I recommend you stick to the top level of every platform. It makes
it easier to jump to the next one, and the delay in Tackle Fires is great
enough that you'll have ample time to clear the space. Just watch out because
these ones will try to land where you're standing if you miss them the first
time. When you get to the Hot Head, just keep an eye on the Tackle Fires behind
you and destroy all who try to damage you. Continue onwards, skipping the first
small health and going to the second one. When the lava shooter goes down, leap
down there and get the health, then wait. Don't worry, the Tackles can't get
you here. Keep shooting the tackles as they appear, and wait for the Lava to go
down again, then make a quick leap of faith for the ladder platform. You'll see
another Construction pack below you, so wait for the fire to go by and jump
down there to collect it. Just don't get hit by the fire, or it's back to the
beginning of the gauntlet.
Construction pack Obtained: Fine Pack 4 #24
Watch out for Tackles on this ledge, they can get you now, so wait until the
fire goes by, then leap back and head up the ladder. Keep climbing to the top,
and go for the Super Health capsule if you need it. When you're done, climb up
the next ladder and hit the replay flag. (O) Then prepare yourself for another,
this time more dangerous, Killer Bullet segment. This one sucks, because if you
get hit over the pit, you lose a life. Lucky for you, Killer Bullets often have
an extra life in them, so if you do die, you can kill some until you get it
back. Anyways, start firing away and head right. Nab the Super Power capsule if
you need it, then go right again. You'll see two screw Bombers sitting there.
Try to kill both before you jump up, their shots will send you reeling back far
enough to land in the lava, believe me. Anyway, once you've done that, leap
onto your newly claimed pillars and spam small jump shots as you travel
forward, the Killer Bullets are on the right level to knock you off before you
can hit them. Leap down and stop next to the lava shooter. Here you have a
choice. You could freeze it, jump up, and then to the nest one. But it's
dangerous to do this because a killer bullet may well appear right in front of
you and you'll pause just a second too long and end up in the lava when it
unfreezes, thereby sending you into the more deadly kind. Or you can wait for
it to go down and make the leap. Either way, for the next one, you are going to
want to freeze it and leap, though time it so you don't hit the Tackle. Wait
for the next set to leap and jump up to solid ground. Go right, wait for the
lava to retract, then run for your life to the right. You'll see yet another
Construction pack on a ledge above you, so leap up when the time is right,
freeze the lava and go get it if you have the power.
Construction Pack Obtained: Fine pack 14 #34
That brings the total up to three for you, and all that you can get from this
stage. Makes you glad you followed this guide, doesn't it? Anyways, once done
head down the ladder. There will be a hot head, and it's conveniently just
shorter then you're buster cannon will let you hit. I personally just save
myself the trouble and use Rolling Cutter to kill this one, but you can freeze
the lower lava shooter, hop on it and shoot the crap out of it before the lava
reverts. This is a more difficult task however so be careful. Once that
obstacle is cleared, head down the next ladder. Run under or destroy the Big
Eye as health dictates, then dodge the last two lava shooters and prepare to
face the fiery justice of Fire Man.
Boss: Fire Man
This is the funniest boss in this game. He's got a southern accent, he is hell
bent on justice, and he's just a little one track minded when it comes to his
favorite element. Then again, maybe you would be too if your head was on fire.
Anyway, don't let the silly southern accent fool you, this guy is trickier then
he seems, and a hell of a lot faster. Fortunately he's also very predictable
and won't try to jump on you.
Fire Man's first attack is the one he'll use throughout the fight. He'll spam
Fire Storm shots at you pretty quickly. They are easy enough to jump, but the
trick is that sometimes he'll fire two shots, just far enough apart that you'll
go to jump the first one and land right on the second one. Be patient, and try
to see both coming when possible. Either that or wait until the Fire is almost
on you and jump, but this can be dangerous. Fire Man's Super move is to light
the ground on fire in a wave of burning doom. Then, as it's coming towards you,
he'll also shoot out more Fire Storm shots. Yeah, cheap but effective. If you
have to get hit by something, take the Fire Storm shot and use the
invincibility to get across the Super move. Often though you'll jump the Super
move and get hit with the shot anyways. Fortunately, it does less damage, so
don't worry too much about it.
Fire Man is pretty direct in his approach. He'll stand in the middle of the
room and start firing shots at you. Leap them and shoot at him when appropriate
until he uses the super move. As noted above you have two options, take either
you think will be effective. Don't leap over Fire Man, unless you like being on
the other side of the room. It's the same either way, so stick to the pattern
of leaping shots and firing and he'll be down before you know it. If you have
Ice Slasher and aren't worried about saving him, just follow the same
strategies that you would with any other boss and their weakness with one
exception. Fire Man takes a little longer to recover, and he also can fire a
single shot before you can, so be wary of this.
Cool his jets with either method and your half way through the regular bosses
of this game. Go get a cookie to celebrate.
Chapter 5: Oily Fingers
"It's Showtime!"
------------------------------------
Yay! More cool music for an otherwise weak boss. (Is it me or does he look
remarkably like a duck?) Get used to the idea of watching your environment,
because from here on out, things can and will get hairy if you're not watching
where you're standing or what's in front of you. Go forward, and you'll
immediately run into you're first new enemy.
Enemy: Catuspy
Really awkward name, but a really easy enemy. This enemy will sit there and
look like a cactus until you get close, then fire a single volley of spikes
similar to a Screw Bomber before running away and doing it again. You can't
hurt it when it's in cactus form, so wait until it fire, dodge the spike, and
start shooting. Anywhere you hit it works just fine and it'll be dead soon
enough.
Keep killing the cactuspes as you go, and soon you'll find your first patch of
oil slicked ground. It'll look very similar to chocolate cake. When you do go
out on it, you’ll immediately notice that you cannot, at almost any speed, walk
on it. The only way you're going to get across is if you make jumps, and land
straight without trying to run forward. This might be a good place to practice
on, but I'd suggest further up the road, as the cactuspy ahead of you can hit
you from where he's at. So keep going forwards, get the replay flag, and hop
onto the liquid oil containers. These containers can be destroyed by fire,
especially the Fire Storm ability that you recently acquired. But don’t waste
it here, as you only get a few shots and there are other better places to try
this out at. Just beyond the containers you'll find another new enemy.
Enemy: Crazy Cannon
These guys look like a pushover, and for the most part they are. IF you kill
them fast enough. Take your time and they will re-adjust their shots to hit
you. Try to kick back and kill them from a safe distance, or if you're pressed
for space or just feeling plucky, run up under their shots and kill them face
to face. Either way, they take five buster cannon shots to kill.
Kill the cannon, and the one after it. Be careful about the one over the oil
slick, shot as best you can without falling down. You’re a sitting duck (near
literally) when you're on your butt. Head forward and kill the Hot Head. Be
aware that they throw FIRE Tackles. If a Fire Tackle should hit the oil slick
at any point, it will ignite the whole thing for several seconds, and that
hurts a lot. The advantage to this is that the oil slick will be gone, but try
not to be on it when it goes up or so will some of your life. Destroy the oil
container under the Crazy cannon, and claim your first Construction pack of the
level.
Construction Pack Obtained: Fine Pack 7 # 27
Onwards through some more crazy cannons, try to stick to the top levels where
possible, as navigating the long oil slick will cause you only headaches. When
you get to the next set of oil canisters, watch out for the Hot Head above you.
You can shoot him without getting on the canisters, but if you do, be aware
that Fire Tackles can also destroy those as well. Head onward, kill the screw
bomber above you and take his platform, killing the second one as you go.
Shortly after you do so, a Fire Tackle will inevitably light the oil slick
beneath you. Thank goodness for high platforms. Look out for the Cactuspy
shortly after you destroy the Hot Head and hop again to the high platform over
the oil slick. This time, the Hot Head will be on two canisters and the Fire
Tackles, though they can't get you, are landing just shy of lighting the thing.
So hop down carefully, and wait for the next one to be thrown at you before
hopping back up again. This brings the enemy to a lower level and makes it much
easier to kill him. A little more right and you've reached the end of the
second gauntlet in the game.
Elec Man's Alternate Path
Zap the Elec block in front of you, though you may want to head up and get the
replay flag first in case you die along the way. This is a pretty tricky area.
Head right, shoot the Elec block and use it to reach the ladder, do the same
for the next one and nab the Construction pack.
Construction Pack Obtained: Elec Extra # 6
Jump back on to the Elec block and use it to get to the ladder again. For this
one, you're going to want to shoot the Elec block, hop onto it, then jump off
when it takes you back to the ledge. Climb up, and shoot the Elec block out of
your way hen wait for it to come back. Hop on, shoot the Elec block up top,
then hop onto the ledge and up the ladder again. Look, another Construction
pack...how odd that the only one that gets two is Elec Man. Guess he's a fan
favorite or something. Anyways, shoot the Elec block, then wait for it to come
back before leaping on to it.
Construction Pack Obtained: Elemental Special # 9
Then just leap for the ladder and up you go. Here's the tricky part. To get the
top one out of your way and the bottom one to move without the middle going
anywhere, simply jump up and shoot at the middle from point blank range. The
middle will get frozen because you're in the way, and the other two will move,
the bottom slightly out, the top gone. Hop up and you're almost out. From here,
grab the life heart, then zap the Elec block above you and take the elevator.
End Elec Man's Alternate Path
Rejoice and head up the ladder, you deserve it...Nab the replay flag here, and
make note of the Life Heart, you'll be getting to that shortly. Go over to the
oil canisters and use the Fire Storms circling power to destroy the canisters
two at a time, this will save you on uses later. Get the extra life and head
back up, or if you prefer to save energy, go around the way you came up the
first time. Either way, you're going to want to light the oil slick platform so
you can maneuver and destroy the crazy cannon. Hop over to its platform when
you're done and grab the Large Power capsule before heading up the ladder on
the right. Bait the Hot Head into clearing the oil slick for you, then kill it
from the ladder. Climb up, and shoot the next one before getting to the top of
the ladder and continue upwards. Shoot the first Screw bomber from the top of
the ladder, but be careful shooting the one higher up, as it can hit you if
you're standing on the top platform. Inch your way forwards to the very edge of
the oil slick, then leap for the ladder and hope you make it. At the top, hit
the replay flag and head right. (E) You'll have to run through a series of
Screw Bombers, but you already know how to take care of those, so do so and
head up when you reach the other side. At this point, it's iffy to use Fire
Storm, but if you want to kill the Hot Head faster, you can destroy the
canisters it’s on, and then use the buster cannon. Or you can bait it into
lighting the floor, then kill it from below, either way is suitable. If you
need health, jump from the canisters or the edge of the second step and
retrieve the two small healths there. Leap upwards when you're ready. As if the
last on wasn't awkward enough, now you get a crazy cannon that you cannot hit
form the ledge you're on, and a Hot Head directly above you if you get to close
to the cannon. Here's my suggestion: jump out onto the oil slick, and wait for
the Hot head to toss a Tackle Fire, then jump back. It'll light the oil slick,
so you don’t' have to worry about that. Then you can kill the crazy cannon from
there, then the Hot Head from the cannon's position. Kill or run under the Big
Eye as usual, and hit that replay flag. It's time to get greasy with the Boss.
Boss: Oil Man
One of two new bosses, this guy is a complete gimmick. His power, once you get
it, is ridiculously slow, and the Oil Slider, while fun, is not an effective
enough weapon to be considered for use more then a couple of times at best.
He's also one of the easiest bosses to beat, if you know his pattern. The first
attack he has is his jumping. He won't deliberately jump on you, but if you're
in the place where he plans on landing, he's not going to steer clear. His
second, and technically third, attack is his oil gun. He'll fire one shot at
you on Easy mode, Three on Normal, and _ on Hard. Even if the attack doesn't
hit you, though on Normal it's a little difficult to avoid, the oil gun shot
will create a puddle on the ground where it hits, making you slip if you touch
it. And that's going to let Oil Man jump all over you. His Super move, though
technically it's just an ability, is the Oil Slider. He'll spin around once,
then surf at you from one side of the room. On Easy, he rarely does this, but
if he does, he'll only do it once. On Normal he'll do it from one to three
times consecutively. Just leap over them as he comes at you, their easy to see
coming.
Oil Man is sort of limited to firing at you from one side of the room. He
rarely fires in the middle, and the only thing you'll have to worry about from
him is when he's running at you. The best thing to do is just stand your
ground, depending on where you are. If you’re at the opposite end, you'll be
fine unless you're against the wall. Move forward a bit, and he won't get you.
If you're somehow on his half when he starts running, jump over him or run
away, just don't end up against the wall. When he does fire the oil gun, try to
stay away from where you plan on firing at him. Slipping will cost you some
life, one way or another.
If you have Fire Storm, you're in luck. But there is one catch. You only have
nine shots, and when Oil Man recovers from flying back, he'll often use the oil
gun and jump into the air. So wait until he lands before nailing him again
unless you're feeling lucky. Play conservative though, he can't hurt you half
as bad as you can hurt him. Be aware however that you can light the oil puddles
similar to the oil slicks, so be careful.
And with that, the level is over and it's on to one of the harder bosses.
Chapter 6: All Amped up and Nowhere to Roam (Lv6)
"Electrifying!"
----------------------------------------------------------
As I said before, this is one of the hardest of the eight bosses you'll be
facing, especially if you're trying to befriend the sucker. On the other hand,
he's also one of the funniest and very stereotypical in regards to anime type
characters. Anyways, you're here for a walkthrough, not an exposition, so on
with the level. You'll start out in a room with nothing in it. Not much to it
except to go up. Take a look at the layout for a moment because you'll see it
though the next couple of rooms. The best principle for this is to leap between
the gap in the first and second platforms, landing on the second one. As you
can see once you go up the ladder, this helps alleviate some of the stress with
the electricity shooters. Get used to those as well, and try not to get hit,
they hurt a lot and will kill you in a very short amount of time. Dodge the two
and head up the ladder. Kill the Met from either side and head up again. If you
need the healths, head up the ladder, then jump back down from the platform. If
not keep climbing, and do not stop or the new enemy will shoot at you.
Enemy: Watcher
Actually, these aren't all that bad considering. Every time that you're ever
going to see these guys will be when you're climbing up a long ladder. And, if
you don't stop to look at them, they will never hit you. If you do stop, they
cannot be hurt until they get ready to fire at you, and only take one shot to
kill. The trick is not to get hit by their shot before they get hit by yours.
Still, there is no real point to killing them, as you can't get the items they
drop, only some meager points.
Once you reach the top of the ladder, you'll be in an area with some
disappearing platforms and two ladders. Now which do you choose? I recommend
the one to the left. If you do go up the other one, it could work to your
advantage, but then the Met could also knock you all the way back down. Either
way, you'll be in a little chamber with a life heart, a Met, and four
disappearing platforms that all go in a line. If you're on the right side, try
to line up your steps and kill the Met before it shoots you off, then jump up
to the higher level. If you're on the left side, shoot the Met then leap on to
the last platform and then up before it disappears. If you're really good, you
can actually get Mega Man up the little hole to the left and get the life
heart, but if you miss you're going down a ways. Once you're up to the top
platform, climb the next ladder. Use whatever weapon you want to kill the
Spine, and trust me, you'll want to. The jump is bad enough without that
nuisance. If you're having trouble, just remember that the only way you can
reach the other side is by leaping from as close to the end of the platform as
possible. Once across, head up the last ladder for the moment and hit the
replay flag. Head right and you'll hear that wonderful rotor sound. That's
right everyone, it's time to ride the Foot Holds again. These two aren't hard
to leap on, but don't get comfy, there will be a harder one. Anyways, wait
until the second Foot Hold gets low enough that you can jump to the ladder,
ignore the small Power capsules, you can always get those from enemies if
you're low. Hit the replay flag and... Deja vu, you're in that familiar room
layout again...the designers must have liked the look I guess. Kill the Spine,
nab the health if you need it, and head up wards yet again. Once again you're
faced with the option of taking the left or the right ladder. You’re going to
have to take the left again in this case, you'll see why in a minute. (A small
note: every time you're offered a fork in the road, the left side often proves
the easier, for whatever reason. Coincidence? I don't know, that's just how it
is...) Up the ladder with you after killing the Spine and the Met. Watch out
for the electricity shooter in this next room, if you're too slow getting to
the second ladder, you will get hit and likely launched back down a level. Head
up again and immediately kill the met in to the right. See the Construction
pack in the upper corner? If you simply must have it, you could always go up
the other way and get it, but then you'd have to go back down and take a lot of
grief doing it. Wait until you have Mega Man S, then go get it, it'll make
you're life a lot easier. For now, just head up the ladder, waiting for the
shooter, and get ready to race few more Watchers. Again, just keep climbing and
you'll be alright. Once you reach the top, you'll see...another fork in the
road. This is the last one, don’t' worry, but again you'll be taking the left
path, this time because there is no way to get through the right one at the
moment. In case you were wondering about the disappearing platforms or were
having trouble, try listening for the sound the make and timing out that. They
do follow a pattern, and if you know where they appear, and when, you'll fare a
lot better. Head up the ladder to the left. With all those electricity
shooters, guess which ladder is safer and easier? Yep, the left tone. Not only
that, but the right one doesn't seem to serve any real purpose other than to
hold a Guts block up. So wait out the shooters and climb to the top. Hit the
replay flag and get ready to do some more hopping, this is the harder Foot Hold
part. As I said before, try to only leap on them when they are coming towards
you, and you'll be okay. And take your time, there is no limit so feel free to
wait as long as you like, they aren't going to deviate from their pattern.
Time Man's Alternate Path
This is, by far, the deadliest Alternate path you'll take. It's hard to get
into, and requires timing and patience to get out of. If you do mess up, more
than likely it will cost you your life unless you're lucky. So be careful. To
begin with, hop up the ladder, despite the block you see before you. There is a
reason. See, you'll need to do Time Slow in order to even think about getting
through, and even then, it's going to be by the seat of your pants. Charge a
Time Slow and use it. Then drop off, firing at the Time block from above. This
will hopefully destroy it in time for you to land on the ledge where it was,
before a new one can be spawned. Yeah, it's that way or the highway, trust me
on this. You could try shooting it from the Foot Hold, using the Time Stop and
landing back on it, and waiting for it to reach the lowest point as well,
though really it's not much easier. Either way, head right and you'll see a
life heart above the conveyor belt. Jump up and grab it, it's practically free,
then slow time run along the conveyor as if it weren't even moving. Climb the
ladder, and DO NOT MOVE!!!! If you move, and Time is not slowed recently,
you're dead. God shall send two stacks of Time blocks right on your head. Time
Slow once they all have landed, and start running and gunning. That's the easy
part. Now the trick. You'll need to wait for time to resume, then Time Slow
again. You're going to have to run across the generating Time blocks as they
fall. Fall down? You'd best to move to either side of the room as fast you can
and hope you don't get crushed or you're going all the way back to the hard
part. Head up the ladder and you'll see the Construction pack. Want it? You'll
have to do the same thing again, only this time with less space to run before
you fall. Try to fall down onto the Time blocks as soon as there is enough room
and start running.
Construction Pack Obtained: Common Pack 7 # 19
Head up the ladder and through the doors, and you're directly where the boss
is. Hope you brought some life, this guys is no pushover when you're weak
against his power.
End Time Man's Alternate Path
Head right, leap for the ladder, and up you go. Don’t' worry, you're close to
the end of these damn things. Cross the empty room and head up again. Kill the
Spine and the Met, and then aim your jump carefully. Once you're up the next
ladder, you'll see two small healths resting in easy reach right under an
electricity shooter. DO NOT RUN TOWARDS THEM! I'm serious, I've done it so many
times and it really wastes the idea of getting them. The reason I emphasize the
not running towards them is that there is a cleverly placed electricity shooter
on ground level aimed at you. And if you run towards those two healths, you're
getting toasted. If you must have the health, and I assume you will if you were
trying to get them, wait out the shooter and then jump up to them, wait it out
again, and head back to the ladder. Notice how the jump to the upper platform
is the same as before? Yeah, I hope you practiced on the lower ones, because if
you miss this one, chances are you'll get zapped. And it's going to be
frustrating as hell if you die here, so close to the boss door. Once you get
past that area, you'll be in that familiar layout again, so kill the Spine,
jump through the gap to the first platform, then the second one, like always.
Climb the ladder here, but do not get off. There is a Big Eye right in front of
you, and it's damn near impossible to kill it with the space you're given. So
let it hop itself right into oblivion, unless you really need the health. If
this is the case, hope it leaps high, then run under that ledge and fire away.
Either way, head through the doors and it's boss time. But wait, there's
another fork in the road. There are two doors? Worry not, the second one is for
Time Man's use only, so when you're ready leap through the top door.
Boss: Elec Man
Let's start this one of by observing the room. And you're not going to like it
at all. There are, to start off with, two very inconvenient Guts blocks in
either corner, nearly eliminating you're floor space. Get used to them, they
are going to be there until he uses his Super move.
Elec Man is a hard boss for a reason, and it's not just the layout of his room.
His primary attack is his Thunder Beam, and that's all he's going to need if
you're not careful. It hurts a lot, taking off a lot more life then you'd like.
Add to that that even if you stand on the Guts block it'll hit you and you can
see that this is not a picnic. That being said, just try to time your jumps, as
that's the only effective way to dodge the shots, no matter where you are. And
be careful about shooting him, he tends to shoot you shortly after you hit him.
His super move is a thunder bolt, and this is another thing you don’t' want to
get hit by...ever. Period. You'll know what he's up to when he flashes and
waves his arm. Just after he says "Electrify!” start running in either
direction. The thunder will strike just behind you. If you're good about it,
you can actually get him to blow away one of the Guts blocks even as you dodge,
giving you that much more room. He'll also make a habit of getting
uncomfortably close when he shoots, so be aware of this. Fortunately, he never
does jump on you.
This battle is hard even with Elec Man's weakness, which is Oil Man's Oil
Slider. See, Elec Man won't take extra damage just by getting shot by the oil.
The only way you can knock him down is to use the actual Oil slider. And with
the amount of room you have to work with, this can get painful. Especially as
when you hit him, if you don't cancel the slider, you'll take damage too. That
being said, you can use the oil puddles as little mines and switch between that
and the buster cannon. If you must use the slider, try to get the puddle as far
to one side as possible, and jump on it from the right direction.
If you're only using the buster cannon, this is the most frustrating boss
you'll face. You'll be dealing very little damage to him even as he takes huge
chunks out of your life with each zap. The best strategy is that of a
conservationist. Play it safe, and focus more on dodging the shots instead of
all out attack. You can also use the Guts blocks for some small advantage,
especially if Elec Man decides to fall into a pattern, which he may or may not
do.
Congratulations, you've just beat Elec Man, just two more bosses and you'll
have bested all of them.
Ch 7: Killing a little Time (Ch7)
"Time's up!"
----------------------------------------
Ironically enough, this level will test your timing and platforming skills.
It's not hard, but if you mess up a jump, you'll have to start over from the
beginning again. So take your time, and you'll be alright. To begin, head
right. You'll see a shield almost right away. Destroy it and the one above it
and continue on, but stop at the top of the little pyramid you're on. See that
hole in the ceiling? That's what I was talking about. Once you get up to the
next level, if you fall through on of the holes, often times it will take you
down a level, or out right kill you depending on the area. Try to avoid falling
through these, it's never fun having to go through a tough part a second time.
Anyways, continue right and destroy the Crazy Cannon. You'll see an electrified
pendulum swinging back and forth. These are not friendly. This is also where
your timing will be put to the test, and there will be many more of these. So
wait for it to start swinging away from you, then run forward and jump over it
as it swings back, then run for your life. Shoot the Crazy Cannon once you're
clear and you'll see a small health on a little ledge. Tempting as it is, kill
the Shield Guard first, to ensure that you don't waste the point of getting it.
Here's another pendulum for you, so again wait it out and jump over it when the
timing is right. Run across the conveyor belt and make an insane leap for the
ladder. Hit the replay flag and notice that there is a construction pack above
you. How do you get it? Why, just fall down from above if you're so inclined.
There are other ways to do it too, and I actually recommend that you wait until
later to get that one, as you don't really want to have to go through the next
two levels all over again. For now, just be content to head left, leaping over
the pendulum with caution. Don't worry about falling, you'll just land one
level down and have to climb back up. Destroy the two Beaks, leap over the Guts
blocks and the pendulum. But this time when you land, jump again, the conveyor
belt can and will slow you down enough that the pendulum will hit you square in
the ass on the back swing. Hop on the Count Bomb, kill the Shield Guard, and
then wait for a gap in the Crazy Cannon's shots to jump under it. Then shoot it
from below. You'll see some spikes, and if you inch forward just enough, you'll
also see the pendulum swinging over them. Don't fret if you get hit by it, it's
hard to avoid. And if you fall in the spikes, hop out before your invincibility
runs out. Leap for the ladder and head up.
Guts Man's Alternate Path
Destroy those brown blocks over your head by jumping into them. Create a Guts
block, and use it like a step to get up. Climb the ladder and do the same
thing. From here, throw the two existing guts blocks out of your way and try
this: create a Guts block that sits perfectly on only one of the crumble
blocks. This gives you a place to stand that wont' fall away. Do it again with
the uncovered half of the platform, and a third time with the other gap. Now
just fall into the gap, grab the pack, and jump out.
Construction Pack Obtained: Guts Extra # 2
Climb the ladder and prepare yourself for the only cool thing about Guts Man
and his abilities. If you lay a Guts block on the spikes, it will create a
place for you to cross. Do so and cross in safety. Hmmm... That Guts block
looks a little out of place. Try picking it up, and look, there's a life heart
just for you. Grab it, blow up the blocks guarding the ladder, and climb out
into the sunlight.
End Guts Man's Alternate Path
You're now going right again, so head up the stairs, onto the Count Bomb, and
then to the edge of the next ledge. The reason is that there is a Crazy Cannon
right in front of you. So shoot it, then the one just behind it. You'll then
see two Count Bombs side by side over some spikes. Jump over the first one and
land on the second one, then jump back to solid ground. Wait for it to explode,
then jump onto the first one. Jump off this one and aim for the wall while
holding right. You'll land on the ledge just fine. You'll find yourself right
under a really high up Beak. But before you go after that one, shoot straight
ahead. There's a second Beak just off screen that will cause you a lot of grief
if you go after the one you can see. Now, hop over and you'll see a wooden
pendulum standing still. Shoot it once, and it will start to move. Hop up, jump
over to the health if you need it, and then continue right. Kill the Beak, and
you’ll see a pendulum over a gap and a conveyor belt that's pretty high up. You
can't jump over this pendulum, so instead aim to jump under it. Wait until it
swings towards you, run forward, then jump under it as it swings backwards. If
you want to go through all of that again, hop down the last gap just before the
ladder to collect the construction pack, but again, I recommend that you just
go up the ladder. Go past the Beaks, you can't get their items anyways, and
head up a screen. Here you'll see a wooden pendulum, a life heart, and another
construction. This one is a little tough to get and may cost you a life if you
miss, but it's worth going for. So shoot the pendulum once, climb a little
higher on the ladder, then drop onto it when it's on under you. Leap over rand
get the life heart, so even if you die now, you'll still have the same amount
of lives, then make a leap of faith. If you make it, the construction pack is
yours. If not, try again, you can do it as often as you like.
Construction Pack Obtained: Fine Pack 1 # 21
Head up the ladder once you're done, shoot the Shield Guard, and head up again.
Here you'll see a Guts block, two Bomb blocks, and another construction pack.
Unfortunately, you're going to need to be able to aim the bombs you throw to
get it, so just head upwards again. You'll now be in the upper areas of the
clock tower you're in, as evidenced by the new look. Grab the Power capsule if
you need it, then head left and jump over the two pendulums carefully. Watch
them spikes. Shoot the Crazy cannon form the conveyor belt, then kill the
Sniper Joe however you think it best to do so. Head under yet another
Construction pack, you'll need Guts Man's lame ass ability to get that one. Now
here's a tough one for you. You're going to need to leap over the first
pendulum, and then try to wait out and jump the second one, all without going
into the spikes. If ever the invincibility of getting hit was your friend, now
is the time. Even if you do miss the second one and it hits you into the
spikes, you've now got a free pass through both. Make us of it, but wait out
the Shield Guard before you leap down. Hop onto the count Bomb, and then go up
the ladder. You can't do much down below, that's for Guts Man later. (G) Here
again you'll see two Count Bombs over some spikes and a ledge. But this time
they are on top of each other. However, this is essentially the same thing, so
just jump on the top one, hop off and wait for the explosion, then hop back
over and through the gap. Kill the Shield Guard carefully, and you'll see some
power-ups on a ledge that you can't reach. Now normally you'd need to be Ice
Man to get up there, but I have a little trick if you're good enough or
desperate enough to need those. Hop onto the first conveyor belt, and go the
end of it. Then turn around and run back towards the gap above you. You'll gain
a little extra speed, so wait until you're almost to the end, then jump up and
forwards a little bit, but as you get to the same level as the ledge, turn
around and aim yourself the other way. You should make it up there. If not, try
again. Trust me, this works, it just takes a little practice. Once done, head
right again, but be careful on these conveyors, they are right over some spikes
and there is a pendulum guarding the ledge you want to be on. Time your jump
and head right a little ways. Here's the best part of this level. You'll be
hopping over some count Bombs and a huge gap. Don’t' worry about dying, you'll
only fall right to the lower level, but then you'll have to go through all of
that again, and who wants that. To add to the bother, there are some pendulums
overhead and you can't jump over them. Well, believe it or not, you can
actually stand under them this time without fear of getting hit. But that's a
small comfort when you consider that they explode after 4 seconds. Prepare
yourself, then, for a palm sweater. What you're trying to do here is one of two
things. You can aim to get hit by one of the pendulums, then use your
invincibility to cross unscathed. This is an unreliable method though, as often
the pendulum will simply knock you into the gap. So the other thing you can do
is wait for the first one to swing towards you. Then, just as it reaches its
highest point, leap towards it and you'll land unscathed under it just as it
swings over head. Do this again with the next one, but keep a close eye on the
timer. You won't have the advantage of waiting to time out the pendulum here,
so all you can do is fly by instinct. Just wait for the point when the pendulum
is going away from you, then jump.
If you do fall, just head back up and try it again. Once you're through that
part, it gets even better. You'll have to make the conveyor jump for the ladder
again, only this time there are those lovely spikes under you. Yeah, not very
friendly. Do the best you can and hold the up button for dear life. Kill the
Sniper Joe up here, and you're to the boss at long last.
Boss: Time Man
The second of the two new bosses in the game, Time Man is a little cooler than
Oil Man, and his power will serve you well. Fortunately, he's also not a very
hard boss to beat either, contrary to his challenging level.
Time Man gets to shoot clock hands at you in addition to his running around and
jumping. For the most part, Time Man doesn't jump on you on purpose. He's much
more bent on running through you for some reason. And he will also, for some
unexplained reason, jump when you jump sometimes. Got me why he's that stupid,
but it actually works out to his advantage unless you know what he's up to. In
this case, the easiest way to avoid getting rhino charged is to jump straight
up. If Time Man chooses to jump at the same time, then simply land, then jump
over him. This actually works better. An even better technique is to let him
run past you. Because once he starts running the other way, like a bull and
matador, he won't change directions unless he uses his Super move. Of course,
his super move is probably not to his advantage. All he gets is his Time Stop
ability, but it both easy to see coming, and doesn't slow you down that much.
If anything, it's more helpful for you because you can see his attacks coming.
If you're using Time Man's weakness, electricity for whatever reason, this
battle will make you laugh your ass off. It's so ridiculously easy after the
hell that his level was. The only thing to watch for is when he recovers, after
losing a certain amount of health, he'll automatically use Time Stop. So wait
for him to go back to normal status and shoot him again.
If you're using the buster cannon, well this battle is still pretty easy, just
not as easy. The only thing to really watch out for is the clock hands, as they
travel pretty quickly. But other than that, try to avoid getting run through
too often and you're all set. One other trick you can use is to jump over him a
he's activating or de-activating Time Stop. He'll always run the same way as he
was facing, giving you a free hit or two before he tries to shoot you.
Stop this guy's ticking for good, and it's on to the last boss. Hooray!
Ch 8: Guts or Glory? (Ch8)
"I've got it Covered!"
-----------------------------------
For being the last boss that you'll face, assuming you've been following this
walkthrough so far, this level is friggin hard. There are a lot of precision
timing parts that will make you want to bash your head or at least your PSP
through the wall. But fret not, for you have both this walkthrough and all of
the other powers on your side. And they will serve you well. If you do find
yourself running a little short on lives, there is a way to make easy extras.
Simply go back to Ice Man's stage and use the Oil Slider on the water. It will
float you over it, and nab you an extra life. Exit the level and repeat until
you have the desired amount. Remember though that you'll never have more than
nine at a time.
Start off by heading right. Kill the Met there, and by the way there will be a
lot of Mets in this level, so get good at killing them before they fire.
Continue up the stairs, destroying the next two Mets as well. Go forward a
little and you'll see your first conveyor belt. These are annoying as hell, but
only when there are gaps in the belt. You'll know where those are by the little
flashy posts. AS soon as the little black ball end of he platform reaches a
post it will drop its load, usually you. The best thing you can do is jump up
just before this happens, and you'll land on the other side okay. It's the
timing that will make or break you, and in later parts it can get down right
evil. Just keep practicing and stock up on lives if you have a really hard time
with it. Anyways, hop onto the platform as it's coming towards you and ride it
forwards. Wait until it reaches the end of the line, then hop down to the one
below you. If you don't feel comfortable, just wait a bit and time it out. It
can be tricky for beginners, but if you've followed me thus far you'll be well
and used to these kinds of things and this one will be a cinch. Ride this lower
one forward, and there will be a third above you. DO NOT jump yet. Wait for it
to come back around or you'll inevitably miss and die. This third on has one of
the dips in it, so you'll want a little breathing room. Just let the platform
you’re on start going backwards before jumping on to the next one. This gives
you plenty of time to handle the jump. Time your jump well, and ride it to the
end of its track, then jump to solid ground and start breathing again. Head
forwards, kill the met at the bottom of the stairs, and then keep to the lower
platforms and kill the lower Met first, then the one above it. You shouldn't
need the Power capsules, but there they are in case you do need them. Head
forwards and you'll see a new enemy.
Enemy: Picket Man
These guys are very similar to Sniper Joe. The only difference is that instead
of shooting you directly, they will chuck mining picks at you, giving their
name a whole new meaning. As with Sniper Joe though, you can run up to them and
fire through their shield if you so choose or you can get somewhat close and
dodge their picks while firing. Any way that you decide to take them on, they
are going to be a pain, so fire fast and five shots will kill them.
And look at that. There's a Construction pack right there for your efforts.
Guess the Union doesn't like Picket Men either. (Yeah, crappy joke. I know).
Construction Pack Obtained: Fine Pack 6 #26
Hop down the gap and watch the conveyor carefully. This will require a slight
bit of finesse, but nothing unreasonable. Don't kick yourself too hard if you
mess it up, for some reason I do that a lot too. Don't ask why, maybe I
suck...anyways, head down the ladder and to safety. Hit the replay flag and
head off to the right again. Kill the Picket Man guarding the Large Health, and
then get it if you need it. Go upwards and take care of the second one as well.
Forwards again and you'll see a pit and a ladder so far out of reach you'll
wonder why. Fret not, for only Cut Man can reach that one.
Cut Man's alternate path
Well, if you happen to be playing Cut Man in this level, here's your chance to
avoid a lot of hassle and collect a Construction pack to boot. Simply wall jump
up the ladder and climb up. You'll see two Bubble Bats, so get rid of those
when they fly at you, then wall jump up to the next ladder after destroying the
Cut block in your way. Just don't fall on those spikes. You'll be in a long
area with nothing but Bubble Bats on the ceiling and a bunch of little steps in
the way. You could wait for all of the bats to fly down and kill them all one
by one. OR you could just run under them and save yourself the trouble. Either
way, you'll soon end up at a dropping point with a loving parting present
waiting for you. Jump up there and grab the pack, then hop down.
Construction Pack Obtained: Common Pack 1 #13
Kill the two Mets here and wall jump your way to the next ladder. Rinse and
repeat and you’re almost done. You’ll land in an area with a life heart and a
conveyor belt with a gap. If you feel lucky or good enough, jump on and good
luck to you. Conveyors are notoriously harder when going backwards, for
whatever reason. If you're not interested, simply keep going down and you'll be
near the middle of the level, just after the second conveyor ride.
End Cut Man's alternate Path
So drop down instead and you'll be in the easiest room of the level. Why is it
like this you ask? Don't know. Probably the creator's apology for the travesty
of skill that is shortly to follow. Prepare yourself for the hardest
platforming section in the entire game, save perhaps for the challenges. It's
at this point that you're going to want a few lives. Because you will likely
mess up one of the necessary timed jumps and die. More than likely you'll die a
few times here. It's not fun, and it's never pretty. When you're ready, head
forwards and wait for the conveyor to take you to your doom. Hop up onto the
upper conveyor belt and time your jumps over the gaps. This is still the easy
part. Why you ask? Well, once you get over a few of the gaps you'll see a lower
conveyor with some very closely grouped gaps. Think that's where you’d never
survive? Think again. That's where you're going, and it's the only way to get
across unless you happen to be either Time Man, Proto Man, or really lucky with
Mega Man and Time Stop. See the higher up conveyor with no gaps? Yeah, don't
even try to jump for that one. You will not make it unless you use Time Stop
with such precision that you manage to land on it as your doing the Time Stop
animation. And that is, by far, a challenging thing to do. It can be done, I've
done it a few times, but trust me on this, the survival rate is way better if
you take the lower one. Just not by much. Wait until the current conveyor
you're on gets to the end of its line, then jump down to the lower one while
it's heading away from the suicide gaps. From here, all you've got is timing.
There is no strategy I can offer you other than to watch the conveyor platform
very carefully. You're essentially going to need to make short jumps that allow
you to land and then jump again. Also keep in mind that the conveyor dips when
the black part reaches a bar and comes back up at the same point, just on the
other side. If it's any consolation, it's near impossible to do it the other
way, but that's also going to be the trouble if you miss this upcoming jump.
Should you survive the suicide gaps, you're still going to need to make a
tremendous leap across the gap in front of you. Worry not though, while it
looks insanely long, for some reason even Guts Man can make it across, so
you'll be alright. Just think of it as an extension of the Elec Man jumps form
earlier. Just don't let the conveyor start taking you backwards or you're
screwed unless you're a master or a masochist. Once you make it across, pause
the game and release the PSP slowly. Take a few deep breathes, wipe your hands
on a rag or something and once you're calm again, unpause and head onwards.
Don't worry, from here on out this level is a cinch. The worst is, in fact,
over. Head forwards and kill the Picket Man that dares to ruin your perfect
timing and send you back. A quick note for all of you completionists. There is
a Construction pack directly over your heads at this point. But you can't see
it? Well yeah, that's why I'm making this note. It's the hardest one to find if
you don't know where it is, and it's even worse because only Guts Man can reach
it. Now, I've never tried it with Ice Man, because the Picket Man might be tall
enough to let you up. I don't know. But Guts Man can create Guts blocks, and
that's the sure fire way to get it. Now, back the regularly scheduled
walkthrough. (C) Destroy the Picket Man standing above you, then climb down the
ladder. DO NOT DROP!!! I'm dead serious, there are spike down there and it's
the surest way to get yourself killed and have to do the suicide jumps again.
Not fun, and not cool either. On the next screen you'll see a rather curious
black ball hanging from the platform on the left with a Construction pack on
it. This is actually an enemy, but not one that you need worry about.
Enemy: Bubble Bat
They only exist in two spots throughout the game, and they don’t' really serve
a purpose other than to be annoying. You can't shoot them when they are in
hanging mode, similar to the Beaks. You'll just have to wait until they unfurl
their wings and fly at you. It only takes one shot to kill them, and if they
should hit you, they will immediately go back into hanging mode.
Drop down off the ladder on the next screen, and shoot the Met before jumping
over to the next platform. Repeat and head downwards one more time. Hit the
replay flag and breathe a sigh of relief, you don’t have to go through those
jumps again, even if you do die. Head up the stairs, kill the Met and the
Picket Man beyond, then the pair of them shortly there after. Once you get to
the top of the next stairs, start firing, because Bladers are going to start
appearing. Not only that, but you'll be over a large bed of spikes. Proceed
with caution, shooting the Bladers and heading forwards across the platform
until you reach the other side. You'll see a life heart and no way to get to it
without dying. There is a way. See those two Oil containers. Yeah, climb a
little ways down the ladder and shoot them out of your way, then climb back up
the ladder and drop down. Just be careful not to miss the ledge. Once you've
collected it, jump back on the ladder and climb down. See why? You'll need to
drop off the ladder onto that conveyor. This is easy though, so do so, leap
onto the upper platform, then back onto the conveyor and down this one last
drop. Quickly run and jump onto the floating platform ahead of you. There will
be a Big Eye coming and he will be able to climb those steps if you stay where
you are. Jump over him once he gets under the platform and kill him from the
other side if need be. Head through the doors and it's onto the last boss.
Boss: Guts Man
Now here’s a radically different Boss battle. Not only are you going to have to
watch out for his attacks, you'll also need to watch out for when he lands,
irregardless of where you are relative to him.
His first "attack" is really just a stunning move. Every time he jumps and
lands, the ground will quake and if you're still touching the ground, you'll
fall on your ass, similar to an oil slick. This won't hurt you most of the
time, but if you choose to fall as he throws the block he's got over his head,
you're very likely to get hit. His first real attack is the blocks he will draw
from the ground. Any contact with one will cause you damage, so don't be too
close when he draws one or you'll get hit by it as it comes up. He'll carry it
for at least one hop, then throw it at you. If you're close to him, you can
often run away and not get hit, or if you're farther, you can often jump over
it. Just be sire to get the timing down, because those blocks hurt a lot. His
Super move involves him tunneling into the ground, then bursting forth, block
in hand. There's very little you can do to avoid damage unless you get the
timing down. It's really hard to get out of the way as he's coming up from
under you, mostly due to the block that he's holding. It sticks out a little
farther than his body, and it will often nick you and deal damage. The best
thing to do is get to one side of the arena and wait until you think he's going
to come out, then run for your life. Jumping might help, but make sure you're
traveling forward when doing so. Guts Man is also fond of jumping around the
stage in a completely random manner. Sometimes he'll keep heading for you,
sometimes he'll just jump in one place, and sometimes he'll jump towards you,
then away from you. It's neither predictable, nor set. All you can do is run
under him if he gets to close.
Guts Man's weakness is Time Stop, and it will be a handy weakness to exploit.
The problem is this: you only get TWO. That's right, two. And even if you hit
him with both, it won't be enough to kill him. What do you do then? Well, I
recommend that you take down a little of his life first, then use Time Stop on
him once. Once he recovers, shoot him with the buster cannon until the ability
fades away. Continue wheedling his health away again for a bit, then use it
again. There are two things about using Time Stop though. The first is that
Guts Man cannot be hurt while he is recovering. No news there. Guts Man can
also not be hit while he is in the air. That's where the trouble starts. Given
that he spends about fifty percent of his time in the air, you're going to need
to use those two Time Stops wisely.
If you're using only the buster cannon, the only real thing you can do is shoot
like there is no tomorrow. Keep an eye on when he lands and throws blocks, and
dodge to the best of your ability, but otherwise keep shooting. He will die,
eventually....One more thing, those blocks cannot be destroyed with
conventional weaponry. So don't think that you can shoot them, or through them,
because you can't. They are essentially Guts blocks, just made of bricks.
Celebrate, you've just beaten the g....wait a minute, it's not over? You'll
receive a message from Dr. Wily himself, inviting you to his personal lair,
Castle Wily. Looks like you'll have to defeat the doctor himself to stop this
ridiculousness. Scroll to the little W in between Guts Man and Cut Man, and
you're on your way.
Castle Wily Part 1: The Devil is in the details (Wily1)
"Bumo!"
-----------------------------------------------------------
Bumo??? What the hell does that mean? Actually, you'll be finding out shortly,
and you're not going to like it either. Here's the deal, there are actually
four parts to Wily's Castle and this is the first. From here on out, you'll be
facing radically different bosses then the ones before. And the levels, while
shorter, are a ramp up in difficulty. My recommendation is that you go do the
Ice Man trick I mentioned earlier and collect a few lives before takin' on any
of these challenging sections.
You'll start off this level in a cool looking sunset background, outside of
some city. Don't look at it too long though, because trouble is right in front
of you. Run forwards and after a while you'll run into a Crazy Razy, followed
by another one. Defeat both or run from them, but in either case look out at
the steps because there will be a Big Eye coming down them and gunning for you.
Your best bet is to run from it, but you could also kill it too, it doesn't
matter as long as you don't get hit. They take a lot of damage off of you every
time, and don't always leave behind Large Health capsules unless you're on Easy
mode. Head up and over the steps, but look out because here comes another one.
Dodge this one too, don't even try to kill it. Not enough room at all. Hop up
the steps, then watch out for the third one at the bottom. Dodge this last one
and RUN. Shoot the grey blocks out of your way, and if you did get hit, use the
over hanging ledge to kill the Big Eye in safety. Continue over and hit the
replay flag. Look out ahead of you, there are now some Fleas here. Kill them,
but try not to destroy the grey blocks as there is a life on the upper ledge.
Go get it and then head down through the lower area and down the ladder. Now
here is an interesting area. You'll be faced with a choice of dueling a Sniper
Joe on a single column, or making the greatest jump of your life to some Small
Healths and safety. Should you choose the Healths, aim to jump off the very
edge of the platform you're on and hop you make it. If you don't, you'll have
to duel Joe on the platform. Fortunately, even if he hits you, you'll be
invincible long enough to run through him and shoot him in the back. I'm cheap,
what can I say...Anyways, climb down the ladder when you're done here. You
might be tempted to try and drop past the two electricity shooters you see
here. DON'T. There are spike below you and that's a quick death that you don't
want. Instead, simply wait them out and climb down at your leisure. You'll see
a lovely leftover from Time Man's stage: a pendulum. And it's right next to
those deadly spikes. Great...wait for it to swing towards you, then drop down
as it starts to swing back. Jump over it and head down the next ladder. Wait on
the ladder for the Shield Guard to go away, kill it and its twin, then head
forwards again. If you don't mind wasting a few Ice Slashers, there is a nifty
trick to getting through these three lava shooters. Simply wait for them to go
about at your feet, then freeze them. If you timed it right, there will be a
perfect Mega Man sized gap for you to walk through in safety. Do this two more
times and you're through. If not, and you want to play conservative, simply
wait until the lava is going down hen jump into the gap it's in, then out again
before it toasts your bottom. Head up the ladder in any case. For this next
part, switch to Rolling Cutter and kill the Crazy Cannon. It's not worth trying
to time your shots under the pendulum, and it's even worse trying to dodge it
and the shots to get to safety. Wait 'til the pendulum is out of your way, then
head upwards. Wait out the electricity, and then hit the replay flag at the
top. Prepare yourself for one of the most annoying and longest battles you'll
go through. I really hate this boss...
Boss: Yellow Devil
Yes, you heard it right, it said Bumo. What does that mean anyways? Either way,
it's going to attack so suit up. Here's the thing about the Yellow Devil. In
Easy mode, which you're not playing in, he will never do more than shoot at you
or bitch slap you if you get too close. On normal and hard modes, you're in for
a really fun time. See, every time you shoot him in the eye, he'll break up
into a tornado of pieces and start transferring from one side of the room to
the other. And in doing so he'll create a second tornado. This leaves you a
very small amount of space in which you can jump or stand under the pieces he's
sending over. Get hit by a piece and you're losing a lot of health. So much in
fact that four or five hits even with full health and you're toast. Yeah, it's
so cheap it took me five or six attempts just to kill him. And I had his
pattern down. Get used to your hands betraying you. Even though you'll be able
to see his pattern and know what's coming, every once in a while you're going
to slip up and do the wrong action. It happens all the time, and you'll hate
yourself every time you do it. Not only will you be punishing yourself, the
game will punish you too. If you happen to mess up and do the wrong action in
the pattern, the game will then switch up the pattern on you too. Yep, now
you're screwed until the transfer is over, because I'm sure as hell not going
through all the possible permutations if you miss. You can if you want, but
hopefully someone else will get bored enough to do it instead. I'm only going
to give you two. And the second one is about the only helpful thing, in regards
to general walkthrough and boss battles, that I've been able to get off
GameFAQs, because the current one is so broken...(Hint: please someone take
that one down until it's complete enough to be used.) His pattern in normal
mode, if you do it my way is this:
Wait,Jump,Wait,Jump,Wait,Jump,Wait,Jump,Wait,Jump,Wait,Jump,Wait 2x,Jump
The other way you can do it only differs in one regard:
Idle/Jump/Idle/Jump/Idle/Jump/Idle/Jump/Idle 3x/Jump/Idle 2x/Jump
That first idle in the series of three, if you choose to stand under the shot
instead of jumping it, the idle being easier, sets the balls into a different
pattern. I usually jump that one, which puts my pattern a little different and
more predictable. Choose whichever you like. When he does complete himself,
he'll wait a bit, then open his eye and shoot a ball at you, similar to the
Proto Eye.
Unlike the Proto Eye, Yellow Devil cannot stand getting shot by a Fire Storm
shot. It will take off two bars and make this fight a little quicker. And if
you're good enough with the shoot, it will deny him his chance to fire, though
I suggest waiting, because you only have so many Fir Storms that you can use.
Either way you choose to take him down it's the same though, shoot once, hop
over the balls in the pattern and repeat until the big bastard gives up the
ghost and melts Oz style into a puddle.
Castle Wily Part 2: Thank you sir, may I have another? (Wily2)
"Elim-i-nate!"
------------------------------------------------------------------
Oh Boy! Part 2 of 4, and the fun is already started. If you lost a lot of lives
back with your time fighting the Yellow Devil, go get some more back at Ice
Man's stage and get ready fro the next hardest boss. Actually, I consider this
boss to be about the same in regards to difficulty, just in a different way.
Also note that this level will essentially play out as the longest gauntlet of
enemies in the game. You'll go through a lot of different kinds, but it will be
short. And, once done, you'll get to face off with the boss. You won't need the
lives for the gauntlet, it's pretty easy.
Actually, there's not a lot of strategy to play out here. The level is pretty
straight forward, so I'm just going to tell you what's in each room. At least
until you get to the bottom of the ladders.
First Room: Two Octos
Second Room: Two Screw Bombers
Third Room: Two Beaks
Fourth Room: Two Screw Bombers, One Beak
Fifth Room: Three Octos
Now you'll land next to a giant grate. If you're clever, you may actually have
guessed based on the layout of the background, what's about to come out of that
grate. And no, this isn't Indiana Jones style. Run forwards a ways and a wall
of water will sweep through the hall. There's no way you can out run it, even
if you're Oil Man and on the Oil Slider. Get used to it. The water, in addition
to being water, will have a current which will carry you forwards, no matter
what direction you are trying to run. How fast or slow you go depends on
whether you go with the flow or run with it. If you run, you'll go faster, but
you'll be more likely to hit stuff. I suggest just letting the current carry
you forwards as you're in no hurry to face the boss. You'll run into a variety
of enemies along the way, and the only thing I can tell you to do is keep
firing. The Octos will die before you reach them, and the Mets will often open
just as you reach them. The only time you'll have to worry is one on top of a
Guts block, so wait for it to fire then shoot it and jump over, killing it in
the process. Or use a Rolling Cutter. You won't need that ability anyways.
You'll also run into some Killer Bullets farther in, just spam shots at your
level and make little leaps to shoot slightly above your head. This will remove
them in short order without the risk of getting caught in their explosions.
And, as a bonus for playing along, they may even drop an extra life, as they
tend to do. So nice of them. Anyways, hit the replay flag. (And you'll be
wanting to), then fall down the pit and into the water. It's boss time already.
Boss: CWU-01P
Yep, here he is, the second not very typical and very difficult boss.
Immediately you'll notice two things about this boss. The first is that there
are two Guts blocks in the level. Save these for now, you'll be wanting them
for later. Trust me. The other is that he is protected by a bubble shield. This
means that he'll take a few hits before actually taking damage. Here's the
problem: you don't have that advantage. As a matter of fact, the shield will
deal the same amount of damage as the boss will if you run into him, no matter
where you stand. And, because we love you so much, that giant suction thing in
the background is entirely functional and will try to drag you towards the
middle of the room. Now you see why this guy is tough? Fortunately, this
particular boss has two weaknesses and the first is those Guts blocks. Each
time he gets hit by one, his shield goes down substantially. And if you manage
to hit him with two in a row, he'll take extra damage. His second weakness is
lightening, though it won't deal him damage. Instead, similar to Oil Man's
obnoxious oil puddles or Guts Man's quake, it will stun the boss for a bit.
This may give you enough time to hurl a Guts block at him, but more likely it
will keep you alive long enough to at least pick one up. Be aware too that if
the boss does touch guts block, it will blow up. So be careful.
Other than the bosses shield and convenient swimming pattern which make only
the very corner of the room safe, this boss has more tricks up its sleeve. Once
it makes a single rotation around the room, it will stop in the middle and fire
a laser upwards in a half arc. This will cause some nasty brown bubbles to
appear. Don't stand under those bubbles, or you'll die instantly when a Guts
block appears and falls on your head. The boss will then fire the laser again,
this time sweeping the floor. Unlike the shield, this laser cannot destroy the
Guts blocks, neither can it shoot through them. If that all doesn't do it for
you, there is more. Every time you damage this boss, he speeds up a little
more. By the time you get him down to his last breath, he'll be moving so fast
you'll wish that you could...stop time? As a matter of fact, that's a good idea
and one you should make use of. When he goes red, you're not going to want to
be trying to avoid his super fast attacks, so slow him down a bit and toss
those Guts blocks up his ass until dead.
The only other strategy I can recommend is that you make full use of the Guts
blocks for the first little bits. And remember that you can only pick up so
many, so save the tossing for when you really need it. Instead, hop up onto a
block and spam a few shots at the annoying little bugger, then jump over him as
he goes to destroy the block. If you're fast enough, and don't fall off from
the drag, you can get in enough hits to send him back up before he has a chance
to destroy you're other block. Be aware though that once he comes back down,
he'll destroy the other one and you'll be stuck without them until he creates
more. When he fires the laser, the easiest way to dodge it, assuming you didn't
run the wrong way, is to either hide behind the block if they land in the
middle of the level, or on top if they in the corners. Good luck, you'll need
it...
Castle Wily Part 3: A clone of the rest of us (Wily3)
"Bring it on, Hot Shot!"
------------------------------------------------------------
You're really not going to like this level. At all. As a matter of fact, go
back a few levels, go to Ice Man's stage, and use the Oil Slider to nab a few
extra lives before starting this stage. You see, it's relatively short, the
only problem is, you're going to have to face all eight robots again, with no
health in between rounds. The only good thing to this whole mess is that you
can still use their weaknesses against them, and this time you'll have the
whole stage no matter which one you're fighting. To begin with, head right,
don't worry about enemies, there aren't going to be any to shoot for a while.
Climb the ladder, and watch the pattern of disappearing platforms a few times
before attempting them. Those spikes are no more or less forgiving then they
were before. Climb to the top of this ladder and find out what it means to
stand on a ticking time bomb. You're going to have to leap from the first
disappearing platform on to the Count Bomb. But the trick is, the second one
does not appear until the timer is nearly out, due to the nature of the timing.
So wait for the platform to appear and jump for dear life. Climb the ladder,
you'll see a life heart off to the right. If you really want it that badly, go
get it from farther up. Just remember to land on the right side, you'll hit
only spike on the left. Wait for the Foot Hold, being wary of the spike over
head, and jump for the ladder when you think you can make it. Climb up the
ladder, and go through toe boss door overhead. Be sure to hit the replay flag
before heading into the teleporters. These teleporters all lead to a boss
battle, so you're going to want to come back if and when you die. Now, there
are obviously eight transporters, one for each boss. The colors break down like
this:
White: Cut Man. Stick with the buster cannon, Guts Man's ability still sucks.
Yellow: Elec Man. Oil Slider is now a much more viable solution.
Green: Bomb Man. Rolling Cutter works wonders, as always.
Dark Red: Oil Man. Use Fire Storm, you'll be alright.
Light Purple: Time Man. Lightning is your friend, use it wisely.
Red: Fire Man. Ice slasher will cool this fight down.
Blue: Ice Man. Fire away the bombs, he'll go down like a sack of hammers.
Orange: Guts Man. Time Stop only has two shots, mix it up with the buster.
It's recommended that you have more than two lives before taking them on, as
you will get hurt by one or another, and likely killed after a while. And this
is not the end of the stage either, so come prepared. When you're ready, head
into a teleporter and take down the bosses one at a time. There's no real order
you should take them on in, but here are their difficulties:
Cut: 2-3, you don't get a special attack
Elec: 3-4, Oil Slider is still inaccurate and damaging
Bomb: 1-2, the only trouble here is aim if you're not that good
Oil: 1-2, as long as you aim carefully
Time: 1-2, this one is over fast
Fire: 1-2, again, over quickly
Ice: 1, the easiest you'll face
Guts: 2-3, if you get hit too much by the thrown blocks
If you need strategies for beating any of the bosses, refer to the bosses
section. After you've beaten every boss, a ladder will appear in the upper
room. You'll hit a replay flag and the worst of the nightmare is now over.
Check out the neat background, and head up the ladder. Nab the Power capsule if
you need it, then head up again. Don’t' bother with the Beaks, unless you need
health or something, then stand under them when they fire at you. Continue up,
grab the health if you need it, kill the Octo in your way carefully, and head
upwards. Watch out in this area, there are Picket Men here, and they will hurt
you a lot, so try to avoid their picks as best as possible, then continue on,
grabbing the power ups if need be. Hit the replay flag and make a dash as fast
as you can for the boss door. Didn't make it? Yeah, thought not. Prepare
yourself to face...
Boss: Mega Man Clone
That’s right, it's you. And, like you, he has all of the abilities. Actually,
despite his being as beefy as you are, this fight is pretty simple and straight
forward.
Your clone is obviously going to have the same attacks as you do. He can fire
the buster cannon, but he only ever fires one shot at a time, so it's easy to
see coming. He'll run towards you, even jump on you. He's really quite crazy
you know. To the point of running right into you if need be. He doesn't get
anything else though, thankfully.
Here's the trick when fighting your clone. He will switch to one of the powers
eventually. And as long as it’s not Cut Man's, he'll take extra damage the same
as if he were that boss. So use the weaknesses to your advantage and cut him
down. The buster cannon is also effective, just be sure to watch for when he
shoots, as his shot will hide in yours. Feel free to use any of the boss powers
if you feel more comfortable doing so, just be sure to save a few for when he
changes to a power. After that, this battle is a cinch and you'll find yourself
pondering whether Wily really knew what he was getting into.
Castle Wily Part 4: EggheadsRus (Wily4)
"Nwahahahahahahaha!"
This is, rest assured, the last of the castle Wily stages. It's pretty straight
forward, the only hard part will be the conveyor belts that return from Guts
Man's stage. But we'll get to that in a minute. I recommend that you use
rolling cutter here, and you'll see why in a minute. Head forwards, you'll soon
find yourself under a Beak and behind a Screw Bomber. Now, you could hop up and
shoot the bomber, then turn and hit the Beak. What you don’t' know is that
there is another Screw Bomber just off screen. This is why I waste my Rolling
Cutters here. They have plenty of distance, they can go through walls and
floor, and they allow you to hit enemies without being directly in the line of
fire. Either way you choose to go, kill the one screw bomber, carefully kill
the Beak, then the second bomber, then the second Beak before it has a chance
to fire at you. Here’s another place that the Rolling Cutter is your best
friend. Kill the Screw Bombers however you like, but the cutter does wonders to
them without letting you take damage. Destroy them, the Octos past those, and
then the combination of enemies shortly there after. There's no real strategy,
just destroy at will. Once you're through the gauntlet, head right and hop up
onto the block platform above the conveyor belt. Right away you'll have to do a
little jump over the gap, and then you'll see a life heart over head. Get it at
all costs. You're going to need it shortly, as you shall see. Wait for the
conveyor to head back in your direction, hoping up and collecting the power ups
as you go. Now, here's the fun part. There is a really long gap here. Now, it's
entirely possible that you'll make it the first time, no powers involved. But
the likelihood of such an event is pretty weak. I've done it a few times, but
I've died more times then I can count trying. There is a solution though. If
you've tried using Time Slow in the past on a moving component, you've likely
notice that it keeps moving and you do not. You can use this concept to your
advantage. Just as the conveyor dips, jump up and forwards, then use Time Slow
when you reach the peak of your jump. This allows the conveyor to move slightly
over before you come back down. Now be sure to aim yourself to the other side
and you should just make it. Remember to aim though, if you don't you'll just
go straight down. Don't worry if you do die, as long as you collected that life
heart, you'll never lose a life trying this. It always reappears there. And if
you’re really lucky, an enemy may drop an extra one as a present for trying so
hard. As soon as you do survive the gap, leap onto and over the next few
platforms and up to the ladder., climb the stairs and the next ladder, and
charge straight forward through the absurdly long hallway.
Boss: Dr. Wily
Here he is, ladies and gentlemen, the nefarious Doctor behind all of this. But
he's not going down without a fight. He comes down with his U.F.O. machine and
then introduces you to the unimaginatively named "Wily Fighting Machine Number
1". Depending on which difficulty you’re on, this guy will either be a push
over or a pain in the ass. On Easy, all he's ever going to have is a
cannon-like shot which he fires every two seconds or so. The easiest strategy
here is to walk under them or jump over them as the placement of the machine
dictates. It will roll back and forth, but it can't crush you against the
screen so it will stop short. This gives you a little breathing room but not
much. When it gets to this point you can be daring and try to fire at Wily, but
dodging the shots should be a higher priority until he backs away. The weakness
of this boss is the windshield/eye visor where Wily is hiding. Aim your shots
at that when the machine is not recovering (as always) and you'll take off one
bar each time. In this mode that's all you'll get. He has no weapon weakness
that I'm aware of, though time slow might help should things get really hairy.
On normal mode...well, as a good friend once said, Wily will make you cry
yourself to sleep at night. This is a damn tough battle and you'll find
yourself wishing more then once that Guts Man's power wasn't so damn stupid. In
this difficulty, Wily ditches the simplistic cannon in favor of all of the boss
attacks. And trust me, while this sounds easy, it ain't. He'll usually start of
the battle by firing a couple of rolling cutters at you. Get used to it, he'll
do this fairly often, or at least often enough to whittle your health down in
scary fast ways. Dodge the best you can, and if nothing else shoot at him until
he switches. The key to this battle is to watch the top of the U.F.O. as it
will change colors pertinent to which attack Wily is about to use. Once he
switches, there is a slight delay before he uses the power and this will give
you time to switch to the power he's weak against. Hit him with it and he'll
lose two bars, and switch immediately to another power. The colors and their
weaknesses are as follows:
Grey: both a default (I guess) color for Wily and also for that of Cut Man. Use
the buster cannon, because Guts Man is a loser and you can't attack with his
power.
Orange: Guts Man. He won't attack in this color, as far as I'm aware. Use the
buster cannon, because you only get two Time Stops and you're going to need
those for later.
Light Blue: Here comes the Ice slasher. While the obvious power might seem like
fire, try using bombs instead. Just make sure they hit the windshield or you'll
be hurting.
Bright Green: Bomb Man's power is really easy to see coming as Wily waits the
longest to use this ability and you'll be dying to use rolling cutter if and
when Wily gets to this one.
Red: Fire Man's fire storm is coming. Fortunately, Wily does not get to use the
fire shield as well as the shot. Use Ice and you'll be fine.
Yellow: You're really going to hate this one. If any power now suddenly becomes
lamer then Guts Man's, it's going to be Oil Man's. Oil is Elec man's weakness,
but the limited range and inaccuracy of this attack hurt. A lot. Whatever you
do, do not miss. Other wise you're in for a world of hurt until the puddle goes
away and you can fire again.
Purple: On the other hand, should Wily decided to use this power you should be
thankful. This essentially adds up to a free hit. Or several if you want to try
the buster cannon. If not, use electricity and time goes back to normal.
Blackish Purple: Of course, Wily doesn't get to suffer the agony of limited
range and will make good use of the fact. This is the power he is able to use
the fastest, so try and predict it before he shoots. Hit him with fire before
he gets a shot off, or he's getting several puddles on the ground before you
hit him. And those are not conducive to your health, believe me.
After all of that, you'd think you'd get to sit back and enjoy the victory.
Think again. Wily whines a bit, and then tinkers with the robot and now he can
fly. As if that wasn't bad enough, he gets a brand new energy bar and you get
stuck with? The same amount of health you managed to retain from the first
fight. And it gets better. Because he can fly, Wily will now go up and down,
making it harder to hit him. All of his attacks will be the same, thankfully,
except for one. Should he change into Guts Man's power you'd better start
praying. He will do one of two things. The first is to sit and get shot. This
is what you'd better be praying for. If he doesn't, the robot will pick up a
pair of pointy arms, and now he's about to charge you. So far, I've not been
able to dodge this attack at all, but you're best bet would be to Time stop and
hope you can jump over him. If not, hope you have a decent amount of life or
it's back to square one with you. Finally, after all is said and done, Wily
will get toasted and try to crawl away. Finding his escape route blocked, he'll
start begging for forgiveness. And it's all over from there. Or so it seems...
Watch the credits and collect your just rewards. Mega Man C. Now check out Hard
mode, or the challenges, for even more in the way of hair pulling difficult
fun. Or go pack and collect all of those Construction Packs you saw before but
couldn't get. You’ve got all the powers now, and you won't ever not have them
when you're Mega Man. Any way you decide to go, it's up to you.
VI Challenges
------------------
Mega Man:
1 Jump for Joy
2 Jump for Joy 2
3 Flee from Fleas
4 Snipe Hunt
5 Bomb Walker
6 Special Weapons Master
7 Dodge Octo Battery Assault
8 Blader Raider
9 Tackle Fire Frenzy
10 Score Ball Wrangler
Cut Man:
1 Wall Jump Seminar
2 wall Jump Seminar 2
3 Octopus Battery Panic!
4 Octo Battery Exterminator
5 No Damage Flying Shell Heck
6 When Pruning Shears Attack
7 Survive Rare Enemy!
8 No Climbing Frozen Walls!
9 Crazy Containers
10 Unstoppable Pendulum
Guts Man:
1 Container Factory
2 Containers Underfoot
3 Stack Attack!
4 Hard Headed Hero
5 Throw Mania!
6 Elevator Panic!
7 Can't make Blocks on Conveyors!
8 Secure a Foothold!
9 Only Five at a Time!
10 Stack and Climb!
Ice Man:
1 Freeze and Climb!
2 Climb the Ice Tower!
3 Use Attacks to your Advantage!
4 Freeze and Go!
5 Cross the Frozen Fire
6 Freezing Blizzard!
7 Cross Octopus Battery Canyon
8 Cross Flea Valley
9 Freeze! You're Toast!
10 Killer Bullet Ice Field
Bomb Man:
1 Bomb Container Destroyer
2 Switch Block Mania
3 Angle Throw Panic
4 1 Minute Crisis!
5 Switch Block Obstacle Course!
6 Aim, Throw, Destroy!
7 Bombing errors Lead to Doom
8 Count Bomb Explosion!
9 Victory or Destruction?
10 Secure a Path!
Fire Man:
1 Keep the Home Fires Burning
2 Gauntlet Runner
3 Don't Melt the Snow!
4 Going is Easy, Returning is Scary!
5 Defeat Picket Men with Fire
6 First One Wins!
7 Cornered!
8 Walking on Air
9 Defeat Shield Cannons with Fire
10 Methodical Gauntlet
Elec Man:
1 Fun with Elec Blocks
2 More Fun with Elec Blocks!
3 Even More Fun with Elec Blocks!
4 Tiptoe on the Elec Blocks
5 Killer Bullet Attack
6 Clever Elec Block Crosser
7 Cool Elec Block Climber
8 Watch out for Elec Blocks!
9 Brave the Elec Block Gauntlet!
10 Don't Lose Elec Blocks!
Time Man:
1 Master Time Slow
2 Master time Slow 2
3 Move the Pendulum!
4 Watch your Step!
5 Time Limit Panic!
6 Container Crossing
7 Watch out for Explosions!
8 No Time to Lose!
9 Don't lose track of Octo Battery!
10 Countdown!
Oil Man:
1 Slide to Victory!
2 Slider Jump!
3 Oil Floats!
4 Watch out for Burning Surfaces!
5 Hit Enemies with the Slider!
6 Conveyor Belt Madness!
7 Run on Water!
8 Don't Slow Down!
9 No Brakes
10 Keep your Speed Up!
Boss Survival:
1 Boss Attack!
2 Easy Boss Attack!
3 Normal Boss Attack!
4 Hard Boss Attack!
5 Wily Boss Attack!
6 Wily Easy Boss Attack!
7 Wily Normal Boss Attack!
8 Wily Hard Boss Attack!
9 Normal All Boss Attack!
10 Hard All Boss Attack!
VII Items, Blocks, and stuff
--------------------------------
Items list
--------------
Score Ball
This item gives you 100 points at the end of the level for each one you pick
up. Don't go out of your way to pick them up, it's not really worth it. You'll
end up with around ten per level anyways.
Small Health
This is a little yellow capsule, and will restore around one and a half bars of
health. Only go after these if you need the life or it's prior to a boss battle.
Large Health
These are giant yellow jar capsules. Enemies only drop these when you're low on
health and they restore at least six bars of health. Be sure to keep an eye out
for these, as they often signal a boss battle or hard spot.
Small Power Capsule
These are small blue capsules and they are for restoring power to your used
abilities when you have them. Confusingly, enemies drop these a lot, even when
you have no powers. Again, only go out of your way for them if you need them.
Large Power Capsule
Same as the large Healths except they restore power to abilities. They are they
giant blue jar capsules. Again, look for these near boss battle areas.
Life Heart
You won't see these too often, but every now and then an enemy will drop one or
you'll see it in a level. These give you one extra life.
Yashichi
I'm not sure what this looks like in the game, I've yet to see one. It restores
full health and power though.
Replay Flag
This is you're get out of jail free card, so to speak. Should you die at any
point in the level after you touch one, you'll return to this spot. But beware,
should you run out of lives, you will have to go to the beginning.
Construction Pack/ Scenery Pack
These packs are extra items new to the game. They give you new tools and sets
to work with when building your own stage. Collecting them is a challenge in
its own right and will require the help of the other robots at times.
Blocks list
----------------
Block
Yep, it's a block. That's really all there is to it. Any one can destroy it,
and it's there. Um...yeah...
Cut block
You won't see these too often, if at all in the regular story. These are
essentially breakable blocks with a giant cutter on them. They can only be
broken with a rolling cutter. Nothing else special here.
Guts block
This is a brownish block with a rock symbol in the middle. Guts man can not
only pick up these blocks, but also create them. Mega Man can pick them up with
the Super Arm ability. (That's all it's good for anyways) These are the most
prolific blocks anywhere, get used to seeing them. They are also the only
blocks to appear in boss battles, and in several at that.
Bomb block
These are smaller then the other blocks, and have a bomb on them. Often times
they are placed in such a way that only bomb man can make use of them. They
aren't very common, and usually hide a Construction pack.
Elec blocks
A curious looking, blank block with a nozzle that can only be activated by Elec
man. Once shot, they will move in the direction indicated by the little nozzle.
They will stop short if Elec Man gets in the way but can be ridden as platforms
if you get on top.
Oil Blocks
Another relatively rare block, it is orangish with a large drop symbol in it.
They can be destroyed using the Oil Slider. Again, relatively simple other wise.
Time blocks
Curiously, another type of block that can only be destroyed by the pertinent
boss. It features two hands and is white and purple. Only seen twice or so in
the game, both hide secrets.
Fire blocks
Can be destroyed using fire. Look like grey Guts blocks with a fire symbol
instead of a rock. Not much to them otherwise, though care should be taken to
destroy them if they seem suspiciously out of place.
Ice blocks
Another small type block, this can only be destroyed by...Fire Man? That's
right, Fire Man gets two kinds of special blocks. The only difference is that
these can only be melted when Fire Man is lit. If the fire is out, you're not
going through these babies.
Misc. Stuff
----------------
Foot Holder
This is another example of a platform that moves or does something, but is not
exactly an enemy. These guys can't hurt you, but they can carry you across
pits. On Easy, they move in a straight forward line. On Normal, they go back
and forth in a diagonal pattern, going up and down as well. Time you're jumps
well, there's nothing quite as humiliating as missing one as it's flying away.
Count bomb
This is neither an enemy nor an item, but it is unique enough to warrant a side
note. In the challenges later on, you'll encounter walking versions of these,
but essentially they are simply platforms that countdown from three and explode
shortly after hitting zero. Time your jumps carefully.
Oil Tubes
These look exactly as the name implies. You'll only see them in the Oil Man
stage, but they hide some good stuff, so destroy them with fire whenever you
think they might be hiding something.
VIII Enemy Listing +
-----------------------
Spine
This is a little, spiky ground scooter robot. On easy he'll just go back and
forth slowly. On Normal he'll speed up whenever you're on the same level of
ground that it is. On hard, it'll constantly go fast. On any difficulty it will
be stunned for a while with the buster cannon, and destroyed with any other
weapon.
Octo Battery
This is another simple enemy, but one that can be tricky at certain points.
They only move in one given direction, either up and down, or left and right.
It takes 5 shots by the buster cannon to defeat one. On Hard they will be
faster, on Easy and Normal they will be slower and more predictable.
Beak
It only takes one shot to kill them, but they have a shield on. The trick is to
wait for it to open and then shoot it. On Easy it will fire two shots, Normal
three, and hard four. Also on Hard it will open more frequently.
Blader
Bladers are one of the most annoying spawnable bad guys next to Pengs and
Killer Bullets. Fortunately they are predictable and easily dealt with. They
will spawn at a determined point on the edge of the screen and move straight
forward until they see you. At this point they dive down directly at you,
usually at an angle from above. They only take one hit to kill, but don't miss
as they are not the easiest enemy to dodge thanks to the height advantage they
have on you. The thing about these and other flying enemies is that if they
miss you, they will crash into a wall behind you and obliterate themselves.
These, however, are unique in that they will follow you if they can. At least
on Normal and Hard modes.
Cutter Machine
Though technically not an enemy as it can't move or hurt you by touching it, it
can attack none the less. As long as you are in a certain range, this machine
will spam cutters at you and will take a good chunk of health per hit. The
cutters will also bounce on higher difficulties and even give chase for a time.
Flea
These are the most annoying little buggers anywhere. They will single minded
leap at you for as long as they are on screen, and they are damn hard to shoot
when on the ground as they are just low enough that the buster cannon shot goes
over them. Green, fast, and obnoxious, watch out for them at all costs.
Flying Shell
This is another shielded enemy, and like the Beaks, they cannot be hurt unless
they are open and about to fire. Unlike the beaks though, they can and do move.
Not only that but instead of firing one shot at a time in a spread, they do
away with accuracy in favor of shooting one shot in every direction before
moving on. Wait until they open the shell, and then shoot them. Head for the
nearest exit though, because where that one came from, there will be more.
Big Eye
Like the Proto Eye, only smaller and more armored. The only weakness this thing
has is its enormous eye. Trouble is, it closes it when it's perfect range to
get shot. It only has the ability to leap at you, either a low leap, or a high
one. In Easy mode, it doesn't even get that, it just sits in one place and
jumps up and down until you kill it or get bored and run under it. It takes
about nine hits with the buster cannon to defeat.
Bombomb
Curious, seems that a certain name from Nintendo went to this lame enemy.
Essentially, all this thing has the ability to do is jump into the air and
explode. It's easy enough to hit when it does this, and you'll only ever see
this enemy type once. Still, if the hit is not timed right, it will split into
four mini bombs and spread fire to both sides of where it explodes.
Screw Bomber
Dirty thoughts aside, this thing is a pain in the ass when grouped in sets of
three or more. Essentially they sit on either the ceiling or the floor. When on
the floor, it's impossible to shoot them until they pop up. On the ceiling, if
there is a higher roof, you can aim shots to hit it without it ever going off.
Either way when it does pop out, it will fire twice. On easy it will fire two
shots, five on Normal and _ on Hard. Try to kill them before they pop up.
Sniper Joe
Why is he Sniper Joe, instead of some nameless robot? Who knows. He doesn't
even snipe really. Either way, don't even bother trying to shoot through the
shield he's got, it won't work. Unless of course you're really gutsy and want
to get real close to him. He'll wait a bit, maybe jump up once, and then fire
between 3 and 5 shots, timed out in such a way that you can actually jump over
or between every one. This is when you're supposed to shoot him. If you're in a
good spot, you can usually spam off enough Buster cannon shots to kill him
before the bullet reaches you at all. It takes four shots to kill a Sniper Joe
Killer Bullet
Single-handedly the cheapest enemy in the game, you'll hate these every time
you see one. Very similar to the Bullet Bills of Mario, these bullets only
travel along a straight line, never deviating. What makes them annoying is that
they keep coming for a given distance, and often appear right in a crucial
timed jumping spot. Adding to the aggravation is the fact that even after you
kill them, they can still hurt you. See, unlike all of the other enemies, when
these bullets die, they explode and this explosion can hurt you as well. And if
you're really unlucky, you'll hit it right as you're over a pit, cutting a
crucial jump short. I hate them, and you will too. Trust me on this. There is
one upside to them however. For all their annoyance, they are one of the few
enemies that will drop an extra life when killed, and they tend to do so with
odd frequency.
Peng
More like pain. These are damn hard to hit in most cases, no matter how
prepared you are. They are also the weirdest enemy I've ever seen. They are
essentially Penguins with rotors attached to their beaks. They don't shoot, all
they do is fly at you. But they fly in that annoying up and down fashion that
most flying enemies in other games do.
Crazy Razy
This is by far the most obnoxiously hard to hit enemy. He loves to stay just
out of range and punch you when you get too close or when he swoops down right
over your head. He'll walk forward and separate at the torso, and when his legs
fall away, he'll start flying well above your head. Shoot at his head only,
destroying his legs does nothing. Two buster cannon shots does it.
Shield Guard
Don't worry too much about these guys. They only go back and forth and never
really attack. As soon as they go past, shoot at them from behind as their
heavy shields up front prevent damage. Six hits will do in this robot.
Watcher
Actually, these aren't all that bad considering. Every time that you're ever
going to see these guys will be when you're climbing up a long ladder. And, if
you don't stop to look at them, they will never hit you. If you do stop, they
cannot be hurt until they get ready to fire at you, and only take one shot to
kill. The trick is not to get hit by their shot before they get hit by yours.
Still, there is no real point to killing them, as you can't get the items they
drop, only some meager points.
Picket Man
These guys are very similar to Sniper Joe. The only difference is that instead
of shooting you directly, they will chuck mining picks at you., giving their
name a whole new meaning. As with Sniper Joe though, you can run up to them and
fire through their shield if you so choose, or you can get somewhat close and
dodge their picks while firing. Any way that you decide to take them on, they
are going to be a pain, so fire fast and five shots will kill them.
Bubble Bat
They only exist in two spots throughout the game, and they don’t' really serve
a purpose other than to be annoying. You can't shoot them when they are in
hanging mode, similar to the Beaks. You'll just have to wait until they unfurl
their wings and fly at you. It only takes one shot to kill them, and if they
should hit you, they will immediately go back into hanging mode.
Shield Cannon
You will never see one of these in story mode. They only exist for Construction
mode. If you do go up against them, it will be in Challenge mode for, you
guessed it, one challenge. There is no real strategy here other than they fire
three cannon balls at you, and these will be aimed at where you were standing
prior to the shot. You can only kill these when they are opened, as with all
shielded enemies, four shots is all it takes. They also happen to be extremely
phallic...(yeah, dirty minds think alike. Sorry.)
IX Boss Strategies
-------------------------
Proto Eye
Get used to that design, you'll be seeing it again in smaller more heavily
armored form. For now though, this guy's a push over on any difficulty. He only
has two attacks. The first is his jump, but he doesn't aim it, only leaps about
in a predictable fashion. If he gets too close, run under him as he goes up
and continue. The other only happens on Normal and Hard. On Normal, when he
reaches one side of the screen, he'll turn around, charge up, and fire a single
ball of energy. Duck it, leap over it, it doesn't really matter. Shame on you
if you get hit. On hard, he'll stop at random intervals and fire three, but
with the same charge up. Simply get under the eye and you'll never get hit. On
Easy he'll just jump up and down in place.
There really isn't much for strategy with this guy. Shoot until he dies. The
trick though, is that you wait until he's not flashing to shoot again. Even
though you're shots don't bounce off, you may be frustrated to find that you're
not killing him any faster by spamming buster cannon shots. The truth is, he
only takes damage, as with every other boss, when he is recovered from taking
damage. After that, he's simple. Shoot him anywhere on the body and he takes
damage. Avoid his leap and his pathetic energy shot, and he'll be gone in less
then a minute.
Cut Man
Right away you'll get the impression of claustrophobia. There are two Guts
blocks right under you and they are taking a huge amount of floor space. Add to
that Cut Man starts on a lower level, and this seems a lot harder then it is.
Truth be told, Cut man is one of the easier bosses to kill, as would be
evidenced by the simplicity of his level. When you start, Cut man will appear
and claim that you are the bad robot. Mega Man pleads with him, but it's no
use. Cue Cut Man's tag line and start up move, and the fight is on.
Cut man has some very basic moves that you should be aware of and in each boss
battle I will spell out each and give a dodging strategy for each before I go
on to the boss.
Cut man's first move is simple. He jumps. A lot. He jumps so much, one almost
has to wonder why he's not Jump Man. He'll try to leap onto you to inflict
damage, and his jumps, while always to the same height, will very in distance
greatly. It's important to pay attention to his angling, and anticipate where
he'll land. After that, go under him and shoot from the other side, and you've
already half beaten him. Cut man also has the cutters atop his head, and this
is where things get interesting. Sometimes he'll announce when he's going to
through them by glowing and clanging his fists together, other times he'll just
jump slightly and throw them without warning. In the first case, simply leap
over the cutters the first time, and then immediately run towards Cut Man. This
may sound stupid, but more often than not, shortly after throwing them, Cut Man
will leap up into the air to catch them instead of making you leap over them
again. On the other hand, when he leaps up and throws them, there's not a lot
you can do if you don't see it coming. This is the only move you're likely to
take damage from, so don't worry too much about it. Lastly, Cut Man, like all
the other bosses, has a super move that you will never get to perform, even if
and when you do play as that character. In this case, Cut Man will do the same
thing as if he was going to throw a Rolling Cutter, but he'll glow more
brightly. He'll then shout "Down the Middle!" and then throw an oversized
cutter at you. Leap over this, then chase after it. What this does is lets you
be behind the Super Cutter when it comes back down. And it will.
Now, as to strategy, Cut Man may actually take a life out of you before you get
him down. The first thing he's going to do, before anything else, is leap up
onto the Guts Blocks with you. Here you have two options. You can run towards
him and pray he doesn't land on you before you get off, which does sometimes
work, or you can wait close to the door, shoot him, and run under him when he
leaps again. Either way, get to the ground level as fast as you can, because
there is more room there to maneuver. If Cut Man chooses to throw the Rolling
Cutter at you form atop the Guts blocks, leap over it and run towards the
blocks and he'll leap over you. Turn around and shoot him once. I'd like to
once again point out that the only time you'll deal damage to any boss is when
he's not flashing or recovering from an attack. So time you're shots instead of
spamming them. This will help you keep a better eye on the boss’s movement.
Keep running under him, dodging his Rolling cutter attacks as need arises and
generally dealing damage to him. Try not to get caught up against or on top of
the Guts blocks, it is hard to get away from him there without taking damage.
When he gets near half health or so, be on the look out for the super move.
When you see it coming get on top of the Guts blocks. Watch for it and as it
comes over you, leap off towards Cut Man, but as soon as you land, run the
other way to avoid the blade coming down on your head. The good thing about
this super attack s that it clears the blocks out of the way, giving you
maximum maneuvering room. From here on out, it's the same fight, but with the
occasional Super Cutter thrown in for good measure. A note about when a boss is
glowing or doing a super move. You cannot damage them in that state. You just
have to wait out the move and continue injuring them after the fact.
Bomb Man
This boss is a ramp up in difficulty depending mostly on whether you're trying
to befriend him or just kill him. His attacks are fairly predictable, the only
trouble comes with his jumps. His attacks are as follows:
Bomb Man has even better hops than Cut Man. He can go from one side of the
stage to the other with very little effort. This gets annoying because he also
seems to be able to aim where he lands, often leading to you getting caught
under him no matter where you stand or run to. After that, he gets bombs. And
lots of them. Fortunately for you, he only ever throws one at a time, and they
don't travel any farther then they are thrown. They can also be detonated by
shooting them. Be careful though, as they also make an effective block for your
shots. He’ll often throw one first, then leap at you. Your best bet is to get
close to the bomb or shoot it while you’re moving. Either way, try not to get
caught in the blast. His Super Move is a giant bomb, which takes some small
time to charge up. He'll say "I'll show you" and hide for a second before
whipping out a huge bomb and chucking it at you. If you're too far away, it
will explode where it lands, and there's no way to dodge it. If you're close to
him, it will bounce and you can run under it if you're good. Stand close to him
until he lets go, then run a little ways away and run under it during its first
bounce. After that, it doesn't get enough clearance and you're going to get
hit, irregardless of where you're standing.
If you're fighting him with only the Buster cannon, be prepared. Since you
can't blow him backwards with the cannon, he'll be able to keep moving towards
you. You're best bet is to watch carefully where he's jumping and when he's
jumping. Also watch out for the bombs he throws and try to guess where the
explosion will be. It's easy to get caught up in where the bomb is and forget
the boss, but that's when he'll jump on you. You can shoot the bomb to make it
explode, but for some reason, that makes Bomb Man jump even more then usual.
When he uses the Big Bomb, stick close until he throws it and try to dodge the
bomb as best as possible. That thing hurts a lot when you do get hit by it.
If you're using Cut Man's power, which Bomb Man is weak against, this fight
will be over a lot faster. Every time you hit him, he'll get blown backwards,
or sometimes towards you if the cutter hits him on it's way back. It will also
do double damage and as an added bonus, it cuts the bombs in half, nullifying
their explosion. Aim carefully, and be careful that he doesn't just jump over
your attack.
Ice Man
This guy is a little lost in the head. Maybe it was all the time out in the
South Pole with no one else, or perhaps it was fumes from the fridge. Either
way, Ice Man seems to think he's both Commander and Grunt in a one man army. In
comparison with Bomb Man, Ice man is fairly predictable, and the only way he's
really going to kill you is if you time your jumps wrong, as you'll see.
Ice man rarely jumps. Unlike his other brothers, he likes to stay firmly on the
ground unless he's doing his second attack. But he's smart enough not to try
and stomp you. Instead he'll rely, in similar fashion to how Mega Man fires, on
firing three rounds of his Ice Slasher at a time. Sometimes they'll be in a
straight line, sometimes they will come angled up or down. Either way he
chooses to fire them, they are very easily dodged. Fire away at him while
dodging, if you have the mind to do so. Ice Man's super move is confusing to
me. It essentially drops a large icicle on the ground near the middle of the
stage. This both prevents you from hitting anything behind it, but also
prohibits Ice man from moving around which I find odd. He, unlike you however,
can fire through it and will make good use of it. Simply continue leaping out
of harm's way until it melts and return to business as usual.
Fortunately, Ice Man is very predictable and the fight twill be over quickly
once you have the pattern down. He'll move, fire three shots, then three more,
and move again. If he gets overly close, leap over him and move to the other
side. Be careful when you do leap over him, he will turn around and fire at you
and you could land on his shots. Once you whittle his health down enough, he'll
drop a giant icicle, either trapping himself behind it, or trapping both of you
in close proximity. If he traps himself, just jump the shots as per normal, and
resume firing when it melts. If he traps both of you, try to get past him when
he gets too close and get over the icicle. Being near Ice Man will throw off
your timing and usually only ends up getting you hurt.
If you're using Ice Man's weakness against him, this is a shorter battle. He
might not even get the chance to fire a shot. The only trick is to once again
wait until he's recovered from getting blasted. Once that's done, even if you
miss with the bomb, he'll very likely run right into it, genius that he is.
Fire Man
This is the funniest boss in this game. He's got a southern accent, he is hell
bent on justice, and he's just a little one track minded when it comes to his
favorite element. Then again, maybe you would be too if your head was on fire.
Anyway, don't let the silly southern accent fool you, this guy is trickier then
he seems, and a hell of a lot faster. Fortunately he's also very predictable
and won't try to jump on you.
Fire Man's first attack is the one he'll use throughout the fight. He'll spam
Fire Storm shots at you pretty quickly. They are easy enough to jump, but the
trick is that sometimes he'll fire two shots, just far enough apart that you'll
go to jump the first one and land right on the second one. Be patient, and try
to see both coming when possible. Either that or wait until the Fire is almost
on you and jump, but this can be dangerous. Fire Man's Super move is to light
the ground on fire in a wave of burning doom. Then, as it's coming towards you,
he'll also shoot out more Fire Storm shots. Yeah, cheap but effective. If you
have to get hit by something, take the Fire Storm shot and use the
invincibility to get across the Super move. Often though you'll jump the Super
move and get hit with the shot anyways. Fortunately, it does less damage, so
don't worry too much about it.
Fire Man is pretty direct in his approach. He'll stand in the middle of the
room and start firing shots at you. Leap them and shoot at him when appropriate
until he uses the super move. As noted above you have two options, take either
you think will be effective. Don't leap over Fire Man, unless you like being on
the other side of the room. It's the same either way, so stick to the pattern
of leaping shots and firing and he'll be down before you know it. If you have
Ice Slasher and aren't worried about saving him, just follow the same
strategies that you would with any other boss and their weakness with one
exception. Fire Man takes a little longer to recover, and he also can fire a
single shot before you can, so be wary of this.
Oil Man
One of two new bosses, this guy is a complete gimmick. His power, once you get
it, is ridiculously slow, and the Oil Slider, while fun, is not an effective
enough weapon to be considered for use more then a couple of times at best.
He's also one of the easiest bosses to beat, if you know his pattern. The first
attack he has is his jumping. He won't deliberately jump on you, but if you're
in the place where he plans on landing, he's not going to steer clear. His
second, and technically third, attack is his oil gun. He'll fire one shot at
you on Easy mode, Three on Normal, and _ on Hard. Even if the attack doesn't
hit you, though on Normal it's a little difficult to avoid, the oil gun shot
will create a puddle on the ground where it hits, making you slip if you touch
it. And that's going to let Oil Man jump all over you. His Super move, though
technically it's just an ability, is the Oil Slider. He'll spin around once,
then surf at you from one side of the room. On Easy, he rarely does this, but
if he does, he'll only do it once. On Normal he'll do it from one to three
times consecutively. Just leap over them as he comes at you, their easy to see
coming.
Oil Man is sort of limited to firing at you from one side of the room. He
rarely fires in the middle, and the only thing you'll have to worry about from
him is when he's running at you. The best thing to do is just stand your
ground, depending on where you are. If you’re at the opposite end, you'll be
fine unless you're against the wall. Move forward a bit, and he won't get you.
If you're somehow on his half when he starts running, jump over him or run
away, just don't end up against the wall. When he does fire the oil gun, try to
stay away from where you plan on firing at him. Slipping will cost you some
life, one way or another.
If you have Fire Storm, you're in luck. But there is one catch. You only have
nine shots, and when Oil Man recovers from flying back, he'll often use the oil
gun and jump into the air. So wait until he lands before nailing him again
unless you're feeling lucky. Play conservative though, he can't hurt you half
as bad as you can hurt him. Be aware however that you can light the oil puddles
similar to the oil slicks, so be careful.
Elec Man
Let's start this one of by observing the room. And you're not going to like it
at all. There are, to start off with, two very inconvenient Guts blocks in
either corner, nearly eliminating your floor space. Get used to them, they are
going to be there until he uses his Super move.
Elec Man is a hard boss for a reason, and it's not just the layout of his room.
His primary attack is his Thunder Beam, and that's all he's going to need if
you're not careful. It hurts a lot, taking off a lot more life then you'd like.
Add to that that even if you stand on the Guts block it'll hit you and you can
see that this is not a picnic. That being said, just try to time your jumps, as
that's the only effective way to dodge the shots, no matter where you are. And
be careful about shooting him, he tends to shoot you shortly after you hit him.
His super move is a thunder bolt, and this is another thing you don’t' want to
get hit by...ever. Period. You'll know what he's up to when he flashes and
waves his arm. Just after he says "Electrify!", start running in either
direction. The thunder will strike just behind you. If you're good about it,
you can actually get him to blow away one of the Guts blocks even as you dodge,
giving you that much more room. He'll also make a habit of getting
uncomfortably close when he shoots, so be aware of this. Fortunately, he never
does jump on you.
This battle is hard even with Elec Man's weakness, which is Oil Man's Oil
Slider. See, Elec Man won't take extra damage just by getting shot by the oil.
The only way you can knock him down is to use the actual Oil slider. And with
the amount of room you have to work with, this can get painful. Especially as
when you hit him, if you don't cancel the slider, you'll take damage too. That
being said, you can use the oil puddles as little mines and switch between that
and the buster cannon. If you must use the slider, try to get the puddle as far
to one side as possible, and jump on it from the right direction.
If you're only using the buster cannon, this is the most frustrating boss
you'll face. You'll be dealing very little damage to him even as he takes huge
chunks out of your life with each zap. The best strategy is that of a
conservationist. Play it safe, and focus more on dodging the shots instead of
all out attack. You can also use the Guts blocks for some small advantage,
especially if Elec Man decides to fall into a pattern, which he may or may not
do.
Time Man
The second of the two new bosses in the game, Time Man is a little cooler than
Oil Man, and his power will serve you well. Fortunately, he's also not a very
hard boss to beat either, contrary to his challenging level.
Time Man gets to shoot clock hands at you in addition to his running around and
jumping. For the most part, Time Man doesn't jump on you on purpose. He's much
more bent on running through you for some reason. And he will also, for some
unexplained reason, jump when you jump sometimes. Got me why he's that stupid,
but it actually works out to his advantage unless you know what he's up to. In
this case, the easiest way to avoid getting rhino charged is to jump straight
up. If Time Man chooses to jump at the same time, then simply land, then jump
over him. This actually works better. An even better technique is to let him
run past you. Because once he starts running the other way, like a bull and
matador, he won't change directions unless he uses his Super move. Of course,
his super move is probably not to his advantage. All he gets is his Time Stop
ability, but it both easy to see coming, and doesn't slow you down that much.
If anything, it's more helpful for you because you can see his attacks coming.
If you're using Time Man's weakness, electricity for whatever reason, this
battle will make you laugh your ass off. It's so ridiculously easy after the
hell that his level was. The only thing to watch for is when he recovers, after
losing a certain amount of health, he'll automatically use Time Stop. So wait
for him to go back to normal status and shoot him again.
If you're using the buster cannon, well this battle is still pretty easy, just
not as easy. The only thing to really watch out for is the clock hands, as they
travel pretty quickly. But other than that, try to avoid getting run through
too often and you're all set. One other trick you can use is to jump over him a
he's activating or de-activating Time Stop. He'll always run the same way as he
was facing, giving you a free hit or two before he tries to shoot you.
Guts Man
Now here’s a radically different boss battle. Not only are you going to have to
watch out for his attacks, you'll also need to watch out for when he lands,
irregardless of where you are relative to him.
His first "attack" is really just a stunning move. Every time he jumps and
lands, the ground will quake and if you're still touching the ground, you'll
fall on your ass, similar to an oil slick. This won't hurt you most of the
time, but if you choose to fall as he throws the block he's got over his head,
you're very likely to get hit. His first real attack is the blocks he will draw
from the ground. Any contact with one will cause you damage, so don't be too
close when he draws one or you'll get hit by it as it comes up. He'll carry it
for at least one hop, then throw it at you. If you're close to him, you can
often run away and not get hit, or if you're farther, you can often jump over
it. Just be sire to get the timing down, because those blocks hurt a lot. His
Super move involves him tunneling into the ground, then bursting forth, block
in hand. There's very little you can do to avoid damage unless you get the
timing down. It's really hard to get out of the way as he's coming up from
under you, mostly due to the block that he's holding. It sticks out a little
farther than his body, and it will often nick you and deal damage. The best
thing to do is get to one side of the arena and wait until you think he's going
to come out, then run for your life. Jumping might help, but make sure you're
traveling forward when doing so. Guts Man is also fond of jumping around the
stage in a completely random manner. Sometimes he'll keep heading for you,
sometimes he'll just jump in one place, and sometimes he'll jump towards you,
then away from you. It's neither predictable, nor set. All you can do is run
under him if he gets to close.
Guts Man's weakness is Time Stop, and it will be a handy weakness to exploit.
The problem is this: you only get TWO. That's right, two. And even if you hit
him with both, it won't be enough to kill him. What do you do then? Well, I
recommend that you take down a little of his life first, then use Time Stop on
him once. Once he recovers, shoot him with the buster cannon until the ability
fades away. Continue wheedling his health away again for a bit, then use it
again. There are two things about using Time Stop though. The first is that
Guts Man cannot be hurt while he is recovering. No news there. Guts Man can
also not be hit while he is in the air. That's where the trouble starts. Given
that he spends about fifty percent of his time in the air, you're going to need
to use those two Time Stops wisely.
If you're using only the buster cannon, the only real thing you can do is shoot
like there is no tomorrow. Keep an eye on when he lands and throws blocks, and
dodge to the best of your ability, but otherwise keep shooting. He will die,
eventually....One more thing, those blocks cannot be destroyed with
conventional weaponry. So don't think that you can shoot them, or through them,
because you can't. They are essentially Guts blocks, just made of bricks.
Yellow Devil
Yes, you heard it right, it said Bumo. What does that mean anyways? Either
way,, it's going to attack so suit up. Here's the thing about the Yellow Devil.
In Easy mode, which you're not playing in, he will never do more than shoot at
you or bitch slap you if you get too close. On normal and hard modes, you're in
for a really fun time. See, every time you shoot him in the eye, he'll break up
into a tornado of pieces and start transferring from one side of the room to
the other. And in doing so he'll create a second tornado. This leaves you a
very small amount of space in which you can jump or stand under the pieces he's
sending over. Get hit by a piece and you're losing a lot of health. So much in
fact that four or five hits even with full health and you're toast. Yeah, it's
so cheap it took me five or six attempts just to kill him. And I had his
pattern down. Get used to your hands betraying you. Even though you'll be able
to see his pattern and know what's coming, every once in a while you're going
to slip up and do the wrong action. It happens all the time, and you'll hate
yourself every time you do it. Not only will you be punishing yourself, the
game will punish you too. If you happen to mess up and do the wrong action in
the pattern, the game will then switch up the pattern on you too. Yep, now
you're screwed until the transfer is over, because I'm sure as hell not going
through all the possible permutations if you miss. You can if you want, but
hopefully someone else will get bored enough to do it instead. I'm only going
to give you two. And the second one is about the only helpful thing, in regards
to general walkthrough and boss battles, that I've been able to get off
GameFAQs, because the current one is so broken...(Hint: please someone take
that one down until it's complete enough to be used.) His pattern in normal
mode, if you do it my way is this:
Wait,Jump,Wait,Jump,Wait,Jump,Wait,Jump,Wait,Jump,Wait,Jump,Wait 2x,Jump
The other way you can do it only differs in one regard:
Idle/Jump/Idle/Jump/Idle/Jump/Idle/Jump/Idle 3x/Jump/Idle 2x/Jump
That first idle in the series of three, if you choose to stand under the shot
instead of jumping it, the idle being easier, sets the balls into a different
pattern. I usually jump that one, which puts my pattern a little different and
more predictable. Choose whichever you like. When he does complete himself,
he'll wait a bit, then open his eye and shoot a ball at you, similar to the
Proto Eye.
Unlike the Proto Eye, Yellow Devil cannot stand getting shot by a Fire Storm
shot. It will take off two bars and make this fight a little quicker. And if
you're good enough with the shot, it will deny him his chance to fire, though I
suggest waiting, because you only have so many Fire Storms that you can use.
Either way you choose to take him down it's the same though, shoot once, hop
over the balls in the pattern and repeat until the big bastard gives up the
ghost and melts Oz style into a puddle.
CWU-01P
Yep, here he is, the second not very typical and very difficult boss.
Immediately you'll notice two things about this boss. The first is that there
are two Guts blocks in the level. Save these for now, you'll be wanting them
for later. Trust me. The other is that he is protected by a bubble shield. This
means that he'll take a few hits before actually taking damage. Here's the
problem: you don't have that advantage. As a matter of fact, the shield will
deal the same amount of damage as the boss will if you run into him, no matter
where you stand. And, because we love you so much, that giant suction thing in
the background is entirely functional and will try to drag you towards the
middle of the room. Now you see why this guy is tough? Fortunately, this
particular boss has two weaknesses and the first is those Guts blocks. Each
time he gets hit by one, his shield goes down substantially. And if you manage
to hit him with two in a row, he'll take extra damage. His second weakness is
lightening, though it won't deal him damage. Instead, similar to Oil Man's
obnoxious oil puddles or Guts Man's quake, it will stun the boss for a bit.
This may give you enough time to hurl a Guts block at him, but more likely it
will keep you alive long enough to at least pick one up. Be aware too that if
the boss does touch guts block, it will blow up. So be careful.
Other than the bosses shield and convenient swimming pattern which make only
the very corner of the room safe, this boss has more tricks up its sleeve. Once
it makes a single rotation around the room, it will stop in the middle and fire
a laser upwards in a half arc. This will cause some nasty brown bubbles to
appear. Don't stand under those bubbles, or you'll die instantly when a Guts
block appears and falls on your head. The boss will then fire the laser again,
this time sweeping the floor. Unlike the shield, this laser cannot destroy the
Guts blocks, neither can it shoot through them. If that all doesn't do it for
you, there is more. Every time you damage this boss, he speeds up a little
more. By the time you get him down to his last breath, he'll be moving so fast
you'll wish that you could...stop time? As a matter of fact, that's a good idea
and one you should make use of. When he goes red, you're not going to want to
be trying to avoid his super fast attacks, so slow him down a bit and toss
those Guts blocks up his ass until dead.
The only other strategy I can recommend is that you make full use of the Guts
blocks for the first little bits. And remember that you can only pick up so
many, so save the tossing for when you really need it. Instead, hop up onto a
block and spam a few shots at the annoying little bugger, then jump over him as
he goes to destroy the block. If you're fast enough, and don't fall off from
the drag, you can get in enough hits to send him back up before he has a chance
to destroy you're other block. Be aware though that once he comes back down,
he'll destroy the other one and you'll be stuck without them until he creates
more. When he fires the laser, the easiest way to dodge it, assuming you didn't
run the wrong way, is to either hide behind the block if they land in the
middle of the level, or on top if they in the corners. Good luck, you'll need
it...
Mega Man Clone
That’s right, it's you. And, like you, he has all of the abilities. Actually,
despite his being as beefy as you are, this fight is pretty simple and straight
forward.
Your clone is obviously going to have the same attacks as you do. He can fire
the buster cannon, but he only ever fires one shot at a time, so it's easy to
see coming. He'll run towards you, even jump on you. He's really quite crazy
you know. To the point of running right into you if need be. He doesn't get
anything else though, thankfully.
Here's the trick when fighting your clone. He will switch to one of the powers
eventually. And as long as it’s not Cut Man's, he'll take extra damage the same
as if he were that boss. So use the weaknesses to your advantage and cut him
down. The buster cannon is also effective, just be sure to watch for when he
shoots, as his shot will hide in yours. Feel free to use any of the boss powers
if you feel more comfortable doing so, just be sure to save a few for when he
changes to a power. After that, this battle is a cinch and you'll find yourself
pondering whether Wily really knew what he was getting into.
Dr. Wily
Here he is, ladies and gentlemen, the nefarious Doctor behind all of this. But
he's not going down without a fight. He comes down with his U.F.O. machine and
then introduces you to the unimaginatively named "Wily Fighting Machine Number
1". Depending on which difficulty you’re on, this guy will either be a push
over or a pain in the ass. On Easy, all he's ever going to have is a
cannon-like shot which he fires every two seconds or so. The easiest strategy
here is to walk under them or jump over them as the placement of the machine
dictates. It will roll back and forth, but it can't crush you against the
screen so it will stop short. This gives you a little breathing room but not
much. When it gets to this point you can be daring and try to fire at Wily, but
dodging the shots should be a higher priority until he backs away. The weakness
of this boss is the windshield/eye visor where Wily is hiding. Aim your shots
at that when the machine is not recovering (as always) and you'll take off one
bar each time. In this mode that's all you'll get. He has no weapon weakness
that I'm aware of, though time slow might help should things get really hairy.
On normal mode...well, as a good friend once said, Wily will make you cry
yourself to sleep at night. This is a damn tough battle and you'll find
yourself wishing more then once that Guts Man's power wasn't so damn stupid. In
this difficulty, Wily ditches the simplistic cannon in favor of all of the boss
attacks. And trust me, while this sounds easy, it ain't. He'll usually start of
the battle by firing a couple of rolling cutters at you. Get used to it, he'll
do this fairly often, or at least often enough to whittle your health down in
scary fast ways. Dodge the best you can, and if nothing else shoot at him until
he switches. The key to this battle is to watch the top of the U.F.O. as it
will change colors pertinent to which attack Wily is about to use. Once he
switches, there is a slight delay before he uses the power and this will give
you time to switch to the power he's weak against. Hit him with it and he'll
lose two bars, and switch immediately to another power. The colors and their
weaknesses are as follows:
Grey: both a default (I guess) color for Wily and also for that of Cut Man. Use
the buster cannon, because Guts Man is a loser and you can't attack with his
power.
Orange: Guts Man. He won't attack in this color, as far as I'm aware. Use the
buster cannon, because you only get two Time Stops and you're going to need
those for later.
Light Blue: Here comes the Ice slasher. While the obvious power might seem like
fire, try using bombs instead. Just make sure they hit the windshield or you'll
be hurting.
Bright Green: Bomb Man's power is really easy to see coming as Wily waits the
longest to use this ability and you'll be dying to use rolling cutter if and
when Wily gets to this one.
Red: Fire Man's fire storm is coming. Fortunately, Wily does not get to use the
fire shield as well as the shot. Use Ice and you'll be fine.
Yellow: You're really going to hate this one. If any power now suddenly becomes
lamer then Guts Man's, it's going to be Oil Man's. Oil is Elec man's weakness,
but the limited range and inaccuracy of this attack hurt. A lot. Whatever you
do, do not miss. Other wise you're in for a world of hurt until the puddle goes
away and you can fire again.
Purple: On the other hand, should Wily decide to use this power you should be
thankful. This essentially adds up to a free hit. Or several if you want to try
the buster cannon. If not, use electricity and time goes back to normal.
Blackish Purple: Of course, Wily doesn't get to suffer the agony of limited
range and will make good use of the fact. This is the power he is able to use
the fastest, so try and predict it before he shoots. Hit him with fire before
he gets a shot off, or he's getting several puddles on the ground before you
hit him. And those are not conducive to your health, believe me.
After all of that, you'd think you'd get to sit back and enjoy the victory.
Think again. Wily whines a bit, and then tinkers with the robot and now he can
fly. As if that wasn't bad enough, he gets a brand new energy bar and you get
stuck with? The same amount of health you managed to retain from the first
fight. And it gets better. Because he can fly, Wily will now go up and down,
making it harder to hit him. All of his attacks will be the same, thankfully,
except for one. Should he change into Guts Man's power you'd better start
praying. He will do one of two things. The first is to sit and get shot. This
is what you'd better be praying for. If he doesn't, the robot will pick up a
pair of pointy arms, and now he's about to charge you. So far, I've not been
able to dodge this attack at all, but you're best bet would be to Time stop and
hope you can jump over him. If not, hope you have a decent amount of life or
it's back to square one with you. Finally, after all is said and done, Wily
will get toasted and try to crawl away. Finding his escape route blocked, he'll
start begging for forgiveness. And it's all over from there. Or so it seems...
XI Facts, Secrets, Other Stuff
--------------------------------------
Here's a couple of cool things you can do with this game that you might not
have known before:
*try shooting a Shield Guard with a bomb instead of the buster cannon, then
laugh at it.
*try throwing a bomb and getting it to detonate on a Sniper Joe's shield. Heh,
no more shield.
*For a challenge worthy of the best, try going back to Guts Man's level and
seeing how many times you can leap over the series of little gaps at the second
conveyor area.
*Another challenge: see if you can get through any of the levels (Except the
prologue, that's too easy) without getting hit.
*Or try to do it as fast as you can. You can even go to the GameFAQs board and
see if you can post on the hall of fame.
*Download Roll from MMweb and play through as her. Adds a lot more challenge
and a different kind of depth. She's surprisingly similar to Zero- from the
other Mega Man games, just not as fast.
XII Legal Info, Special Thanks, and Royal Salutes
-----------------------------------------------------
Mega Man and all related characters are property of Capcom, copyright
1986-2006. The PSP is the property of Sony Entertainment. All of this is
unofficial, and not sanctioned by Capcom nor endorsed by said party.
This walkthrough was specifically created for GameFAQS.com, and is not be used,
under any circumstance, by any other website or company without written request
for permission and a written consent of permission from the author. Legal
action will ensue should it be found anywhere else without those two things.
If you have questions, care to inform me of typos, errors, or better methods,
please feel free to send me an email at:
[email protected]. I'll try to
respond as best I can, and if your info is new to me or useful, I'll add your
name under the appropriate area, along with a special thanks. Please, do not
send me spam or flames, I will not respond to that kind of mail. This is a
walkthrough written by me and is based entirely off of my experiences with the
game. All of the words here are my own and if you're not okay with that, keep
it to yourself, I don't need to know.
So far, special thanks goes out to:
*Me, for the patience in putting up with writing this thing. I never figured it
would be as challenging as it was.
*Capcom, for making an excellent game, worthy of my gaming prowess and personal
time.
*Dagyanna, for her everlasting support, despite my being completely stupid
about these sorts of things. I'll marry you someday, I promise.
*Game Informer, for clueing me into this game's potential, and for being the
single handiest magazine on the planet
*GameFAQS.com, for helping me through the toughest parts of my gaming career.
*All the people that wrote such great FAQs and walkthroughs before me. It's a
cool thing to be among you, thanks for helping me out.
*Reptobismol, for making the handy construction pack guide. You saved my ass
when I couldn't figure out which were which. Knew I should have waited to get
them.
Royal Salutes, however, are another matter:
*Julio, for deleting my damn save files off the PSP in an effort to put your
crazy rap music on it. Next time, just buy a frigging iPod.
END DATA, mission complete...