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MEGA MAN POWERED UP: GUTS MAN GUIDE

by Gojira345
by Jonathan Smith
[email protected]

Contents

1. Intro
2. Basics
3. Tips
4. Walkthrough
5. Challenges
6. Boss Specifics
7. Closing and Contact


1. INTRODUCTION

I giddily picked up MMPU recently, because the allure of
playing as the
bosses pulled me
in. However, I noted that there are no character FAQs for
the game. This
was bad for me
because I was having trouble beating bosses with old Gutsy.
Well, for those of you that
are curious, here is my FAQ on Guts Man.

2. BASICS

Guts Man controls very similarly to Mega Man as far as
jumping ability. He is larger
than Mega, but not by much. His block building and
throwing abilities are powerful, but
can be hard to aim and utilize properly. You can pick
up blocks above and below you
with proper D pad presses, and his challenges in the
Challenge mode require expert use
of this technique.

3. TIPS

Always keep a block ready to throw, right above your
head to throw at enemies that
appear suddenly. It's too slow to do otherwise.

The blocks make great sheilds. They block shots and
sometimes enemies. Throw blocks
from behind other blocks, or learn to build complex
fortresses that deny the enemy
access. The best setups involve making blocks
that hang halfway over or under other
blocks.

Some bosses get completed frazzled or shut down by
a block being in the way. Use that!

You can't make blocks in or on enemies/projectiles.
You can break this rule with the
turrets that pop up from the ground. You can lay
blocks right on them. This is probably
because Guts Man can't hit them when directly
next to them, even if they rise.

Guts Man throws the blocks kind of high, but
they eventually fall to an even plane when
they reach the other side of the screen.

Use blocks on any spike pit, or make a tower of
blocks hanging off each other for
difficult jumps.

Jumping on top of blocks and then grabbing them
from above and spamming the gun button
to throw is quicker than doing it from the
ground, if looking to attack quickly. Also,
Guts Man suffers no lag from air throws. This
is key in some fights.

Guts Man can kill himself if a block falls on
top of him. Be careful when grabbing a
block you have set!

You can't create blocks on certain platforms,
but if you rest a block on that platform
and then stand on that block you can create
more that way.


4. WALKTHROUGH

Guts Man has no specified boss order, so
amuse yourself. If I were you, though, I'd
save the likes of Bomb Man for last because
he is tough to fight as Guts Man. Guts Man
has some alternate paths I may or may not
cover, but they are available.


INTRO STAGE

Just go forward and don't attack anything you
don't need to. It takes a long time and
isn't worth it. Time to take on the miniboss.

The hopper is the same as when you fought
it as Mega. However, you can block it's shots
with a block, trip it up with walls, and
kill it pretty quickly with good timing.

For the sake of arguement, let's start with
Guts Man's own stage, starring Mega Man as
the boss rather than himself!


GUTS MAN

The Metools at the start can sometimes be killed
easily from certain distances, but it's
best to lay a block in front of them before they
fire and then jump over them. Though
you can lay blocks on the platforms that move
back and forth, it's best to just traverse
them normally.

The pickaxe throwing enemy is best jumped over
from a block, but you can load one up and
kill him as he drops his sheild. If a piece
manages to graze a sheilded enemy, it may
kill them anyway, and you should remember
this for challenges and tough portions of the
game.

Don't even bother with the next jump. Just
drop a block when the platform is away, then
another if you can. Be careful, because the
platform can hold the block and crush you
between the block and pipe. The next couple
of areas are very standard, and the blocks
will save you trouble on the spikes.

On the next section, a block can help make
the trickier jumps less...tricky. The
platforms that were hard to gauge as Mega
are really tough here, so be on your toes and
be sure to watch your feet; not your body;
when landing.

The pick axe throwing enemies are a bother
here, but you should take your blows or
attack without stopping. Get caught up in
attacking and you could take far too much
damage on what may be your last life. You
can double stack the blocks in the spike pits
to sneak past the Metools unscathed. If
you get hit just go!

The section with tons of helicopter enemies
is a pain. You can either block them off and
hope they go away, slowly kill each one from
the edge of each screen with the block you
should be keeping, or you can take the high
road and just rush forward with hit
invulnerability. You can't drop blocks until
you reach the platform next to the ladder,
so don't even try until then. Safely move
forward.

Build a wall in the open spot next to the
high platform and either kill or jump over
the hopping bot from above. Boss time!

BOSS: MEGA MAN

Mega Man can be tough to take on at first,
but with a simple pattern you can easily
kill
him with little/no damage. First, know this;
dropping a block means he has to jump on
it.

If you drop a block right where you stand, the
fight is all too easy. Mega will rush,
jump on top of the block, fall down, try to
slide into you, turn around, and repeat. To
dodge all of this, just wait behind the block
till Mega falls. Jump on top of the block,
run right, create a block as you land, pick it
up, then wait in place for Mega to land.
Jump over him and over the block again to
hide behind the block laying on the ground.
The next time he jumps on top of the block, throw.
Rinse and repeat.

It's also possible to trap Mega, but this makes
it hard to damage him. His charge attack
is tough to dodge as well, but if you stay
close to the block that you use to force him
to jump, you can jump over him and the attack
easily to continue the pattern.


CUT MAN

Okay, now we are at Cut Man's stage, and this
should be a breeze with old Gutsy. Other
than keeping a block to throw ready, you
shouldn't have any real problems for the first
half of the stage. Block the turrets and
throw after they close. Don't worry, Super Arm
ignores their sheilding.

Be sure to pick up the extra life that is
practically free. Trap the big guy just
before the
gate against a 3 block wall, then either
jump over or kill him from above with well
aimed throws.

BOSS: CUT MAN

It's easy to win here but hard to avoid
the first hit. Basically, hit him however you
can with a block, and then hold another
as he recovers. Get as far away as possible.
Throw the block just as he finishes clanging
to hit him again. The further away you are,
the less likely it will be that the shot goes
over his head or hits him while he's
invulnerable. Simple as that. I haven't done
this on hard, but in general the best time
to make a block is if he jumps away, then pick
it up from above and throw as he lands
from another jump.


BOMB MAN

Bomb Man's stage isn't so bad, but for Bomb
Man himself I suggest you stock up on lives
any way you can. Block off the turrets by
dropping blocks on them, and keep rocks ready
to throw at all times. Use blocks to cover
the gaps between the platforms when the
bullets come. Lay blocks next to the bombs
in case you fall off the bombs.

Wait for the frogs to jump, then jump off
holding left. The rest of the stage should
be easy if you take it as slow and don't
run ahead. Create blocks when you can, and
be sure to stock up on life before Bomb Man.

BOSS: BOMB MAN

If you've already fought Bomb Man buster
only as Mega you know how to dodge. It's just
that hitting him back is a pain as Guts
Man. Make a block at the wrong moment, or pick
it up at the wrong moment, and bad things
happen. A bomb can land on top and trap you,
or Bomb Man may jump on you during pick
up/throw lag. Ouch.

Also, Bomb Man tends to jump just as you
throw, or the blocks go over his head somehow.
Solution?

One tough but doable method is to try
and build a fort. Do it right, and you can make
it hard for Bomb Man to get bombs or
himself in, but squeeze next to the
block and you
can get blocks out. At the height of
his jump, you can jump and throw, but this can
take eons. Trapping him is possible,
but then you can't damage the sucker! Even if you
set up the blocks so that one piece
can go through and hit him, that is very hard to
set up. So...

Don't do those either unless you want
to. Do this. Bomb Man's attacks can almost all be
dodged by walking, and the bombs can
be dodged by jumping straight up right before they
land. It's hard to jump over Bomb Man
in a corner, but possible. So basically, do this.

Wait for him to jump far away, then
build a block between you and him. He should either
throw a bomb or jump. On either attack,
move away, and then as he launches another
attack, move forward and grab the block.
The only exception is if he is on it. Grab the
block from above and immediatley chuck it.
If you miss, count your losses and move on.
The reason you attack this way is because
you can control Guts Man in the air, and if
you throw in the air you can land with no lag.
Also, should you simply pick it up and
not throw, you can run far away from the next
attack, turn and let him have it as the
bomb misses you.

Using this non-fort method, you may be wondering
how to dodge the "super" attack. To
evade it, watch Bomb Man. He does this
flashing invincible dance when he is about to
throw one. Just drop a block, then another
on top of it that hangs off it's edge, and
then a third one on top of that one in the
same matter. They should diagonally lean
towards Bomb Man in a / or \. This means
the bomb can't bounce into the area, and you
are safe. You should still stay far away
if the bomb nestles itself into the wall
somehow. Now, chuck the blocks quickly
and wait between each throw to see what Bomb
Man will do.

This slow but steady method works, but it's
hard to restrain the urge to attack more
often than you should.


ICE MAN


The stage isn't so bad if you keep a block
ready or abuse sheilding to slowly block
the penguins. Block off the sheild enemy
then kill it when it turns around by tapping
fire. You can blatantly ignore some of
the block puzzles with the "guts" blocks, so
do so.

For the section with spikes and
footholder enemies, kill them
with Super Arm, then
use blocks to traverse the terrain.
You can only have 5 at once, so be sure to
space them very, very well.

Rush to the boss door to face Ice Man.

BOSS: ICE MAN

This is easier than you may think. Ice Man
can't jump over the blocks, so if you trap
him in one corner and then throw blocks
while jumping from the other corner you can
easily drop this guy. However, he won't
just back into the corner for you, but you
can render him useless.

Drop a block, wait for an opening and
drop another from on top of that block.
If you
want, you can stack 3 or 4 blocks in a
row to ensure that his super attack doesn't
remove them all. Even if it does; big
woop; lay another. Either way, stay in the left
corner or right corner behind a block
and throw blocks as he rises. The spare
debris
should float over and hit him with no
risk to yourself. You could also jump and throw
when he is far away on the ground, but
it's hard to angle it correctly.

Just remember that the blocks gaurd
against the ice and you will be fine. Hug that wall!


FIRE MAN

Fire Man's stage is a bit of a pain, but
we will make it. Be sure to kill things from
below with jumping throws, and to use
blocks on magma jets to get by a bit easier.

Drop a block to block the fire shots of
the enemy, then begin chucking them right as
each enemy dies. Drop blocks that hang
over the edges of platforms below to make the
jumps easier. These blocks can also
block the flight path of the fire enemies coming
from below. Carry a block with you
for the "bullet" part of the stage, so that you
can quickly kill turrets.

Creat as many blocks on edges as you
need. No one will judge you.

You can actually create two blocks on
the magma beam under the fire enemy to easily
assault him from. Be sure to create
a wall as soon as you land from that, and jump
over the hopper to get to Fire Man.

BOSS: FIRE MAN

Fire Man can eventually break a block,
and I don't really know why or how. He just seems
to do so at random. Getting behind him
works decently if you create a block, pick it up
and throw from above, then create
another to block his shots. Getting behind
him is easy
from the top of a block. However, this
strategy may be too risky for you, so try this
as well.

If you can somehow get Fire Man into a
corner, but not completely cornered, he often
won't break the blocks. Now you are free
to throw blocks by lightly jumping and throwing
over the block imprisoning him from
the other side of the room. This makes the fight a
bit like Ice Man's, only you can
actually jump freely without fear, unless on hard mode.

Either way, block his shots,
throw from behind cover and the battle is yours.


OIL MAN


This stage is easy, but the boss is
a pain unless you follow a very strict strategy.
Let's do this!

Block the shots of the cactus things,
then throw the block at them or jump over. Block
the shots of the turrets and flame men
as well, being sure to use blocks on the oil to
avoid some bad situations. Jump over
any flame guy you can with high walls.

The 1 Up is easy to take with a guts
block layed to jump off of. Take it slow and just
block everything, then throw when
the enemies are idle. You can drop blocks directly on
the turrets to nuetralize them, and
be sure to make a wall to jump the hopper in the
final stretch.

BOSS: OIL MAN

Oil Man is a simple fight if you don't
overcomplicate things.  Rule 1 in this fight is
to never, even let him get oil on the
floor. "How?" you might ask.

Oil Man does a set pattern over and over,
with the only variance being when he jumps or
when he uses oil slider. Run towards him
at the start, and do a tiny hop to make him
jump. It doesn't always work, but it does
90 percent of the time. Now turn around and
make a block, and hug it. He will jump,
fire three oil spots onto your block. Pick up
the block right after the last one lands
so that you don't get hit accidentally, then
throw it as he lands. Move slightly away
from him so that if he jumps or walks he misses
you. Now do a tiny hop to make him jump
over you. Set the block and repeat. Easy peasy.

Note that blocks can't be made on
oil spots on the ground. This is why following the
pattern is so important. When Oil
Man decides to surf board around, drop a block
between you and him, and just wait
it out. He will also jump and fire 3 shots every
time, only to land and start again.
Just wait out the 3 shots, pick up the block, but
don't throw unless you need to be
rid of it because he started another slider. Move
away and either dodge his jump or
make him jump again if he is walking. Throw the
boulder and immediatley make another.
Go back into the pattern.



ELEC MAN

Easier stage with Guts. You can make the perilous
jumps less perilous with blocks that
provide footholds over the electric bolts.
The enemy footholder part must be done
normally, along with the dissapearing block
sections. Just do them as you did with
Mega. If you haven't done them with Mega,
then just take it slow and it should be clear
when to move.

The ladder that has a Metool and an electric
beam can be tough to traverse, so be sure
to try and take the right path, or to abuse
invulnerability. You can't wall the hopper
enemy, so just go underneath him if you can.
It's random, but it's better than nothing.

BOSS: ELEC MAN

Laughably easy if you are willing to take one
measly hit. Lay a block immediatley. Jump
on top, jump over Elec Man, go to the other
corner. Face Elec Man. Throw blocks. He
retaliates on easy, but on normal he just
takes it over and over while running into a
wall, unable to reason with the fact that
there is a block there. It may feel cheap, but
it works so well.

Basically, once this is set up you can
tap square while grabbing a soda. Awesome...



TIME MAN

It's very hard to avoid damage here, but with
some foreknowledge and practice you can.
Make blocks and carry them to throw at enemies
from far away. Pendelums break blocks,
so have fun with that. Drop blocks in the
spike pits. When the turret changes the
direction it fires, pick up a block, drop
and fire. Guts Man's alternate path is easy
if you use blocks well, and if you pick
up the pre-existing block you get an extra
life.

Now that you've neutralized the spike
pits with blocks, you have to make it past the
pendelums on bombs. The proper timing
for each jump is the same as Mega's, so see a
normal FAQ if need be. Guts is bigger,
but it still won't hit his head. For the conveyor
belt leading to a ladder, don't jump
until you can see that your feet are hanging over
the edge, and don't stop holding the d pad right!

Throw blocks at the Sniper Joe from below
and prepare to face a tough but managable
boss, Time Man!

BOSS: TIME MAN

To easily defeat Time Man, follow this rule.
Never create or throw a block when he is
active or able to shoot. This may sound
impossible, but because you have enough lag that
you are hit for doing so, it's necessary.
Also, he can destroy the blocks for some
unknown balancing decision...so yeah.

Anyway, dodge the arrows from the left corner.
If he shoots close he will fire a double
shot, so jump again quickly. He also fires
double shots from afar, so do small hops to
jump each in time. If he fires an hour hand high,
do smaller jumps.

But when do you attack?

Make blocks when he activates or turns off
time slow. Throw them as soon as he becomes
vulnerable again, and they will mostly hit
unless he jumps at random to throw an hour
hand. If he uses time slow very close to you,
don't even try to make a block. You can't
afford the lag. Stay in your corner, and
assault with each time slow and victory is
yours!


It is now PEANUT BUTTER WILY TIME!

WILY FORTRESS 1

Carry blocks and rush forward. Throw as soon
as you see anything in front of you until
you reach the hoppers. Try to get them to
hop over head, or make a block on each side
of yourself and see if they walk along the
top. You'll have to pick up a block and run
to get out, though.

The final hopper is best handled with a
wall that is two blocks high. Kill him from
behind it. Make a block and throw one
every couple of steps to kill the frogs. Plug the
holes with blocks to avoid spikes. Block
the sheild enemies with blocks, then throw
as they turn around.

BOSS: YELLOW DEVIL

If you already know his pattern, then
the only difference here will be how and when to
attack, which is self explanatory. As
he finishes reforming, make a block and throw it
at his eye. I can't remember if they
block the shot, but doing so can cause the eye to
close before missing it, so feel free
to throw as you jump over the shot.

If you have trouble with the pattern,
refer to a FAQ or memorize it. On normal it tends
to be jumping these blobs; 2, 4, 6,
8, 12, 15 if I'm not mistaken.  Rinse and repeat
until dead.


WILY 2

This stage seems difficult at first,
but remember this. You can block the
enemies and
come to a dead hault by making a block.
When you reach the enemies that go back and
forth in quick succession, be sure to
either stop with a block and throw as they move,
or to jump cleanly between them with good
timing and small adjustments while holding
forward for most of the run.

When you reach the bullets just jump, block,
or throw often.

BOSS: SECURITY DRONE

Throw a block at it as soon as it appears,
then corner yourself. It should have the
bubble small enough to miss you. Get under
it, then run and jump to the block that is
opposite of where the laser stops. You will
only fit if the bubble is small from the
previous hit you should have made. If not,
grab the block and run to the corner if
you have time. Throw as soon as it reforms,
and spam if it survives the attack
undamaged.

Repeat this as it gets faster and faster.
Timing is important. If you fail to hit each
new bubble, you can't evade it without making
a block to immediatley jump on and hop
over the creature.


WILY 3

This is your toughest challenge yet as Guts Man.
I'd suggest farming 9 lives, then
only fighting Bomb/Oil/Time Man at full health.
The rest are so easy that you can take
them at lower health, and should do so if you
are on the verge of losing a life, so that
you can get more bang for your buck.

For advanced boss strats on these guys, check
either above or below.

BOSS: GUTS MAN COPY

Easy as pie. He can't shake you around because
you are just as large. Just spam blocks
until he throws, then lay a block to absorb the
hit for you. You can also jump over the
blocks, but why bother. If you make a wall, you
can sometimes trap him for a short bit.

When he digs for the super attack, you can dodge
it normally by running and jumping
away as he surfaces, or you can build blocks and
run across them. Just spam this guy
from far away and he will die far before you will.


WILY 4

Compared to the last level, this is like taking candy
from a baby. Just use the blocks
on the spikes to move around. It won't take much
effort to reach Wily.

BOSS: WILY

Form 1.

Wily form 1 can be tough if you don't know what to
do. He likes to throw out rolling
cutter, oil shots, and bombs mostly. Make a block
in the far corner, make another next
to it, then make a block on top of that one. Hide
behind it during most of the attacks,
jumping when necessary during rolling cutter. For
the bombs, just stand on top of the
highest block, then hold left to fall off and
have the bomb miss, then get back up
there.

Either make a block in the hole or throw the
top block then remake it repeatidly for an
easy win. Make the blocks too close to Wily
and he will crush them.

Form 2

Practically the same as form one, but actually
easier. You still have to wait out the
oil attack from behind the blocks, but his
charging shot is easier to dodge if you stand
on the top block and then fall down as it fires.
Otherwise just throw and remake the top
block repeatidly until Wily is defeated. Yay for
Guts Man. This all applies to normal,
and you may have to use a 1 or 2 block setup for
hard because of the ram attack.




5. CHALLENGES

Good luck with these. They are as difficult
and frustrating at times as they are
puzzling and rewarding.


CONTAINER FACTORY

Just make blocks in a line and hit the
retry flag.

CONTAINERS UNDERFOOT

Pull the blocks from below and throw them.
Don't grab the one over the spikes!

STACK ATTACK!

Stack each block on the very edge of each
new platform, so that it is always hanging
off the right side. To do this easily, stack
the blocks over the drop point, and then
drop your block from as far right as you can
without falling. At the end, stack a block
on the rightmost rock. Then stand off the edge
of that block and drop another, then
another hanging off of it facing left. Climb
the ladder and make on last block to the
flag!


HARD HEADED HERO

Move to the middle of the block and pick it up and
launch it. Fall down without moving
to collect all the bubbles. Miss one and it's
a restart. If you miss the ones over the
blocks, simply stack blocks to reach them.

The part over spikes may look intimidating,
but it's not. Walk off, hold left and Guts
Man will not break the blocks, because he
didn't jump or fall on them from one I guess.
Now tap left slowly until the block lights
up. Grab and throw. Jump down onto the block
in the dip, then jump onto the block next
to it and walk left. The block you jumped on
will break, but not the block you walked to.
Jump to the point bubble.

Stack blocks so that you can jump on top of
the pre-existing Guts block. Don't throw it
yet. Make a block to jump to on the stones.
Now grab it and jump to that block. Now you
have a series of blocks that you have to do
perfectly without stones, so pay attention.
Jump into the score bubbles, then fall on
one of the two stones below the spikes. Walk
to the other, then jump to one stone, jump
and grab the next block, land on the next
stone then jump up. Keep going this way
until you have to grab another. Now you simply
have to grab the blocks in such a way that
you don't get squished, but only after
breaking stones with your head. Make a hole,
then jump and grab one from the right and
run in case the game decides you are squished,
because if the stone touches you too long
from above while falling, poof. Clear all
the blocks and then Try to use the stones to
reach the ladder. If you fail, you can still
make blocks below from the very edge and
stack them in ways that let you reach the ladder.

A few more blocks to pull effectivley
and you are done!

THROW MANIA!

Grab the block on the right. Fall and hold
left or you will die. To easily beat this,
repeat this pattern.

Don't look at where you are throwing.
Jump right and throw at about medium height. Land
on the platform you where jumping to that moves.
Hold left but not so that you edge off.
Grab a block, turn and immediatley jump and
throw it at the same height, no matter what.

Repeat 15 times.


ELEVATOR PANIC!

Okay, for every single platform until the one
that is past an enemy, the rules are the
same.

Make a block that hangs over the edge, then
stand on it and drop a block on the platform
as it comes to you. Then jump. On the moving
platform, create another block that hangs
off to the right and stand on it before placing
a block on another platform or spike.

Do this until you have to drop one block on
a platform that drops and then land on
another platform. This section is so much
easier if you make blocks to stand on to
extend your range. Either way, as you make
blocks on the spike, make 1 more than you
need and pick it up. An enemy will come out
of nowhere as you move forward, so throw!

Now, this next platform is tricky. Make 2
blocks that hang off each other. Stand on
the bottom block and wait for the platform
to return. Hit down and grab, then jump onto
the block that falls on the conveyor. Throw
the block at the enemy, then grab the next
block and throw it as well. The rest is
cake from here!

CAN'T MAKE BLOCKS ON CONVEYORS!

Hold right and jump on the block. Make a
block that hangs off of that block and get on
top. Jump to the next platform. Do the
same again, but wait till they hit the
wall. Jump
and hit square as it flashes while still
holding jump to get in. Now you have to make
a block, and jump to the conveyor.

On the small portion of land on the other
end, make a block and QUICKLY jump on it, then
to the high ground. Make a block on the
conveyor. Ride it off, then jump as the block is
about to dissapear off screen to make it.
Be as far right as possible. Now block the
flow of blocks from below, and go over top.
Now block them from the top and go below.

Now you have to get on a block, make another
block, climb it, and then jump as the
fast conveyor launches you. For the final
area with fast blocks, cram the space with
blocks to get a good slowdown. Now drop in,
hold left and jump as your head passes the
ceiling. Ram jump again as you try to land
on a block, then hold right and ram square
at the right moment while still holding jump.
Lots of luck!

SECURE A FOOTHOLD!

Choose a block. Face it. As the hopper jumps
away from your block, throw at it. Now run
under it, jump on the block that is there,
turn around and immediatley make a block. You
are now safe no matter what unless you throw
that block or the one below it. Jump up top
and make a block on that one. Grab that block,
fall back down, and when the creature
hops, throw the block. The spare bits should
hit it. Repeat until dead.

ONLY 5 AT A TIME!

Okay, here's the deal. On every available
platform here, you have to drop a block so
that it hangs right. Problem is electricity
is scary and the ceiling is low. However,
if you jump past the electricity, make a block
jutting out left, then make one to the
right of it, you now have what you need and
can stand on that block. Go backwards and
throw any blocks you don't need that are
busting the limit. Don't be afraid to stack
blocks several high to get a good drop on a
spike or electric beam. Rarely will you have
to grab a block and jump away from a beam,
if ever. This may seem vague, but it's this
pattern until the end, with little to no
exceptions.

STACK AND CLIMB!

Okay, climb down. Make then grab a block.
Jump onto the block conveyor. Throw the block
at the enemy, then immediatley make another
and throw it. Make yet one more and throw it
as well. Now you have to jump over obstacles.
Keep going until there is a drop in the
line. Drop a block on the platform then jump
to it. If you want, you can wait all day
at these points. Anyways, jump on and ride
until you have to jump and throw three blocks
that are on the path. It's possible to make
it to the platform and drop a block on it,
but safer to wait. Be sure to make another
block to throw, and once you reach the top
make as many blocks as you can keep on the
conveyors as you go. for the final stretch
you are supposed to kill the enemy, but
you can hop over it with good timing and some
luck.



6. BOSS SPECIFICS

Time to repeat the boss strats if you
only wanted to hear about those. These are just
additional notes, so please read the
main walkthrough's boss sections in their levels
if you need help. Just Ctrl+F BOSS:

TIME MAN

In addition to what was mentioned in the
walkthrough, keep in mind that Guts Man is
large, but can still fit between the shots
with some ease. Tiny hops are necessary.
He almost always shoots close, then moves
and shoots again quickly at the start. You
can tell when he's going to shoot close
because he won't bother at all from far away.

Remember that he can break the blocks
and that your lag is so bad when doing anything
that involves the fire button that you
only should create, pick up, and throw in the
moments specified in the walkthrough.

OIL MAN

Aside from what is mentioned in the
walkthrough, Oil Man does have a bad habit of
hopping on your head or getting an
oil shot past you if you are slow. Get away from
that area and make a block. It will
eventually dissapear, so yeah. You could also
make a zig zag wall I suppose. Do
it right and one tiny peice can go through and hit
him. However, this is hard to do
and time without ending up on the same side as him
AND to have the curve toward you
so that one shard can go through.

BOMB MAN

I really don't know what to say here
that isn't in the FAQ. Email me if you find a
better way to fight him as Guts Man,
especially on hard!

MEGA MAN

I've heard you can trap him, and I can
imagine how easily with the same zig zag wall
mentioned in Oil Man's part. However,
read the walkthrough and you'll find him to be
easy anyway, so yeah...

GUTS MAN

If you don't want to be hit, play slowly
and make only one block at a time. Otherwise,
just use what I put in the walkthrough.

CUT MAN

On hard he may not stun. My walkthrough
mentions how to make and throw the first block,
but Cut Man has an attack that destroys
them, and he can't be stunned, so you are going
to have to abandon a block and come back
to it as he jumps away, and mostly throw with
the "grab from above" method.

ELEC MAN

If you don't want to take the first hit that
I suggest in the walkthrough, then try to
jump the first thunder beam and then place a
block. Other than that, this fight is a
joke.

FIRE MAN

My walkthrough version of this fight is
fine, but on hard he can jump. That just means
you treat him more like Ice Man and
throw from behind cover when he jumps. He shoots
fast though, making it hard to create
bricks when they explode from a projectile being
inside.

ICE MAN

The walkthrough version of the fight is
okay. Just remember to hug a wall and chicken
out, even on hard.

YELLOW DEVIL

The walkthrough only mentions normal.
On hard he has new attacks that make it hard to
grab a block to throw. You can either
be quick on the draw as he reforms or make a
block during the final stretch of peices that fly.

SECURITY DRONE

Other than what I said in the walkthrough,
I can't think of much to be honest.

WILY 1 AND 2

Apart from what I said in the walkthrough,
you can also spam blocks from behind the
top block every time he dips if you
want a long fight. I'm not sure how
devestating the
ram attack is on hard, so be ready
to work with less blocks.


CLOSING AND CONTACT

Guts Man is a fun guy, and hopefully
anyone needing help with the brute got it when
looking here. If not... sorry! I tried.
You can reach me at
[email protected]

Mega Man Powered Up is property and copyright of
Capcom and not me. So don't sue.