MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9 /'\_/`\ /'\_/`\ /'_ `\ /\ \ __ __ __ /\ \ __ ___ /\ \_\ \ \ \ \__\ \ /'__`\ /'_ `\ /'__`\ \ \ \__\ \ /'__`\ /' _ `\ \ \___, \ \ \ \_/\ \/\ __//\ \_\ \/\ \_\.\_ \ \ \_/\ \/\ \_\.\_/\ \/\ \ \/__,/\ \ \ \_\\ \_\ \____\ \____ \ \__/.\_\ \ \_\\ \_\ \__/.\_\ \_\ \_\ \ \_\ \/_/ \/_/\/____/\/____\ \/__/\/_/ \/_/ \/_/\/__/\/_/\/_/\/_/ \/_/ /\____/ \____/ MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9 ************************************************** * * * Mega Man 9 * * * * * * General FAQ/Walkthrough * * Version 1.5 * * By Justin Morgan * * Created 9/23/2008 * * Last Updated 10/21/2008 * * * ************************************************** Version History: 1.0 - First complete version of the guide. 1.1 - Revisions to 1.00 such as fixing small errors; added a few hints and newly discovered info (such as Tornado Blow increasing jump height) and added reader-submitted content. Generally fixed up guide. Thanks to Martino Wolff for support and J.S. for tons of great info, especially regarding Challenges. 1.2 - More revisions and more info. Added General Information section. Added Characters section. Added Downloadable Content section. Thanks to Wes Kitty for a heads-up on an error, and Combo, Tahngarth and manosrules for some nice strategies. 1.3 - Even more revisions, new info and hints! Added controls for the Wii Classic and PS3 controllers. Added Boss Mini-Guide section. Added pros and cons for each weapon. Thanks to Johnathan Toliver, John P. Walsh and anonymous readers for even more great tips and strategies; Tahngarth for even more hints; and a big high-five to Master Espeon on GameFAQs for a boatload of strategies, hints, tricks and error alerts! 1.31 - Thanks to Chris Sucevich and Nate Rice for some more tips and anonymous readers for more error notices; generally touched up and added a bit more to the guide (such as Weapon Energy costs for each weapon) and everything should be good until the DLC is released. 1.4 - Ever the more fixes and touch-ups, new info, hints and strategies Added controls for the Xbox 360 Info added for the first DLC, Proto Man Mode and Endless Attack! Filled in a lot of missing information Thanks to Mastalock, Andrew Rivera and Eric Pearson for even more cool new tips and info! 1.5 - Needless to say, more revisions and minor fixes--all the small stuff should be ironed out now! Info added for the new DLC; Hero and Superhero Modes, and the Special Stage! Thanks to Blackmage0_15 and everyone else who's contributed--this may be the last version for awhile! [=====================] = Table of Contents = [=====================] I) Basics 1-01 General Information 1-02 Story 1-03 Characters 1-04 Controls 1-05 Main Menu II) Walkthrough 2-01 Splash Woman 2-02 Concrete Man 2-03 Galaxy Man 2-04 Jewel Man 2-05 Plug Man 2-06 Tornado Man 2-07 Magma Man 2-08 Hornet Man 2-09 Wily's Fortress 1 2-10 Wily's Fortress 2 2-11 Wily's Fortress 3 2-12 Wily's Fortress 4 2-13 Boss Mini-Guide III) Equipment 3-01 Weapons and Adapters 3-02 Items and Power-Ups 3-03 Shop IV) Extras 4-01 Challenges 4-02 Downloadable Content 4-03 Hints, Tips and Secrets V) The End 5-01 Credits 5-02 Copyright 5-03 Contact Information [=============] = I) Basics = [=============] ----------------------------- - 1-01 General Information - ----------------------------- Title: Mega Man 9 (International) Rockman 9: The Ambition's Revival!! (Japan) Developer: Inti Creates Publisher: Capcom Genre: Action/Platformer Rating: E - Mild Cartoon Violence (ESRB) Release Dates: - Wii (WiiWare) - North America: September 22, 2008 - Japan: September 24, 2008 - Europe: September 26, 2008 - Playstation 3 (Playstation Network) - North America: September 25, 2008 - Europe: September 25, 2008 - Xbox 360 (Xbox Live Arcade) - North America: October 1, 2008 Cost: - WiiWare: 1000 Wii Points - Playstation Network: $9.99 (estimate) - Xbox Live Arcade: 800 Microsoft Points (estimate) Space Required: - Wii: 66 blocks - Playsation 3: N/A - Xbox 360: N/A Trial Mode: - There is a Trial Mode for the Xbox 360 and PS3 versions of Mega Man 9. You are allowed to play Concrete Man's stage and look at various options until purchasing the full game. Reaching the end of Concrete Man's stage, you'll meet him but before the battle begins you'll be prompted to purchase the full version with a message from Capcom staff. --------------- - 1-02 Story - --------------- The prologue to the game can be seen at the very beginning, after the company logos come and go. It explains the main plot of the game, but here's a more concise run-through. After Dr. Wily was bested by Mega Man seemingly once and for all, the world felt a period of peace and calm. However, one day robots started going wild all over the world once again! Unbelievably, Wily doesn't seem to be behind this recent series of attacks--he appears on the world news and claims his own innocence while offering video proof that it was actually Mega Man's creator, the kindly Dr. Light, admitting that he was behind the attacks! Dr. Light, though confused and obviously guilty of no wrongdoing, admits to Mega Man that the robots shown attacking the cities are, indeed, ones built by his own hands for various purposes useful to mankind. Have they gone haywire? Have they been reprogrammed? Mega Man is determined to find out, put a stop to them and prove Dr. Light's innocence! Thus he sets out with Rush on his first adventure in a long time! Fight, Mega Man! For everlasting peace! ------------------- - 1-03 Characters - ------------------- +++++++++++++++++++ ((Main Characters)) +++++++++++++++++++ The characters of the game you might want to know about, in order from roughly their first appearance in the series. [[Mega Man]] Appearance: Light blue and dark blue color scheme with a tell-tale blue helmet and very humanlike face This super fighting robot is the blue-tone hero of all of the Classic series of Mega Man games (not counting the ability to optionally play as a few others in some instances), and in some way, some iteration of him is the main character of every part of the Mega Man franchise as a whole (except for Zero and maybe ZX). The important thing to know, though, is that this is the ORIGINAL, good old classic version of the Blue Bomber and while playing this game you can forget about your X, your Volnutt, your .EXE and whatever else you may have seen running around for the last long stretch of time. Mega Man was created as a household robot and an assistant to Dr. Light, along with his sister, Roll. Not only were they helpful to have around, but they served as "children" for the kindly Doc. As the story, goes, however, one day Dr. Light's colleague in robotic science reprogrammed their co-op robotic creations originally designed for productive human use into killing machines, and then no one was powerful enough to stand against them, Rock took the liberty to ask Dr. Light to remodel him into a battle android capable to tackling the evil Robot Masters. With little choice, Dr. Light painstakingly transformed his beloved 'son' into a fighting machine the likes of which no one had seen before; and between his radical upgrades and amazingly humanlike, fiercely strong sense of justice, Mega Man began the fight for peace--and has always been on the call when the world needs him since. [[Roll]] Appearance: Very similar to a human girl with ponytailed blonde hair with a green hair ribbon and a red dress Dr. Light's second numbered creation, she was intended to be Rock's younger "sister" and help make him and his creations feel more like a "family" and his lab feel more like a "home". When Rock became Mega Man and began his series of endless crusades against Dr. Wily and his many minions and pawns, Roll stayed home to take care of Dr. Light and has since become a top-notch housekeeping robot, always ready to welcome back her brother upon his eventual return. Rarely engaging in actual combat, she aids Mega Man in his adventures in various other ways such as helping Auto or Dr. Light keep up with the lab shops and giving him advice and hints (such as help finding the CDs in Megaman and Bass). [[Dr. Light]] Appearance: Rotund old man with white hair, a labcoat and a very fluffy beard This kindly robotics engineer with an appearance and disposition similar to Santa Claus is the creator of Mega Man, Roll, Rush, Eddie and Auto, working with Wily back before his world conquest days to create Proto Man and the six (or eight, if you go by Mega Man: Powered Up) original Robot Masters. It would seem he's been busy trying to make more Masters to actually benefit mankind to make up for Wily's wrongdoings over the years, as the eight Masters from Mega Man 9 were created by him as well. Though a kindly and innocent old man, he has the ability to create immensely powerful and infinitely useful androids, items and equipment, and played a huge role in birthing what will become more and more of a global-scale war between good robots and bad robots, and robots themselves vs. humanity. In the setup story for Mega Man 9, it would seem his own batch of Robot Masters have gone haywire and are attacking cities across the globe, and as such he is put under arrest unless Mega Man can somehow prove his innocence. [[Dr. Wily]] Appearance: A short old man with huge tufts of grey hair around a bald head, a large mustache and legendarily wicked eyebrows which he's fond of wiggling up and down. He can be known to dress rather vibrantly with garbs ranging from expensive-looking clothes, a skull-buckled belt and a magnificent cape, but often (and in this game) you'll see him in his classic labcoat The twisted antithesis of Dr. Light, this rather insane-looking dark grandmaster of robotics and somewhat of a severe caricature of Albert Einstein is the main antagonist of the entire classic Mega Man series, serving as the main villain in all but Mega Man V for Game Boy. Though and absolute genius, he views his ability to create war machines and modify other androids to do his bidding as a key to world domination rather than a way to aid humanity as a whole. After having reprogrammed the Robot Masters he built with Dr. Light to help him rule the world and being thwarted by Mega Man, he went on to create many, many more with his own hands, who have one by one fallen to the Blue Bomber. Building robots painstakingly to help him build other even more, every few years Dr. Wily manages to have fully completed yet another fortress to use as a base of attack, a set of powerful new Robot Masters and smaller minions to attempt to do away with Mega Man, and come up with another crazy scheme to try and focus Mega Man's attention elsewhere while he prepares, once again, to take him down; from manipulating fellow robotics experts to hosting fake fighting robot tournaments under a disguise, this time Wily has put the blame on Dr. Light, even supplying a seemingly undeniable recording of Light admitting his newly evil intentions to Wily. Wily finally did finish a robot as advanced as Mega Man on his own after years of work, named Bass, and an equally adaptable canine companion for him named Treble. In recent years, though, Bass has seemingly grown more and more tired of the idea of simply being Wily's pawn and has begun to develop a sense of self. Where we'll meet him next, no one's sure. [[Rush]] Appearance: An adorable pink-and-red pooch with a long, fat snout tipped with a black nose, he has a helmet similar to a smaller, red version of Mega Man's and has the ability to transform into a plethora of useful forms Mega Man's metallic canine companion, Rush was created after the success of Dr. Light's prototype mobility-supplementing equipment in Mega Man's second battle with Wily to pose as both a machine capable of advanced improvements of those old prototypes, transforming into any given number of useful mobility-enhancing forms, and an actual simulation of a dog and 'best friend' of sorts to Mega Man. Though rarely engaging in actual combat, Rush strives to help his master in any way he can, serving as a platform and springboard to a hoverboard to a submarine, sniffing out and digging up useful items or even fusing with Mega Man to grant him extended natural abilities such as a personal jetpack and a devastating rocket punch. In Mega Man 9 you'll get to see both an improved version of the Rush Coil, allowing you to jump to ridiculous heights, and the trusty Rush Jet which will allow you to pass long stretches of air with little worry of falling into the abyss. [[Proto Man]] Appearance: Red and grey color scheme, his helmet has a slick white design around the visor area which is equipped with a sweet pair of shades; he always wears a yellow scarf and a tall shield known as the Protoshield The mysterious older brother of Mega Man and roll, Proto Man was a prototype robot created in a collaboration by both Dr. Light and Dr. Wily before Mega Man was even conceived. Having been an imperfect predecessor to the later, fully functional humanoid robots that were to come, Proto Man didn't listen to his masters and escaped the lab some time before the events of Mega Man 1 even took place, not reappearing until Mega Man 3's era to secretly train Mega Man for the upcoming battles with Wily under the masked guise of "Break Man". Though framed as evil by Wily's lookalike robot known as Dark Man and often offering little suggestion that he's on anyone's 'side' or even fighting for any definite purpose, Proto Man occasionally shows up to meet Mega Man along his adventures and give him advice, helpful equipment or even spar with him. While seemingly quite jealous of Mega Man's 'superiority' as a newer model, Proto Man seems to harbor a sense of protectiveness over his little brother and very often comes to aid him in times of need, even if he often tires of his naivety. Note that it has been confirmed that Proto Man will be playable in Mega Man 9 through downloadable content. [[Beat]] Appearance: A small, round blue bird with a design on his head very similar to the one on Mega Man's helmet A useful little bird robot given to Mega Man by Dr. Cossack as a gift after the events of Mega Man 4, he has joined Rush in aiding Mega Man in some way in each game thereafter. Usually he must be unlocked in some way such as finding activation plates or rescuing him from Dr. Wily's minions, though in Mega Man 9 you must simply buy Beat Calls from the shop to use his services. As with in Mega Man 7, Beat will save Mega Man from pitfalls should he fall into one with a Beat Call in his inventory; he'll even save him from other falls out of Beat's own clutches provided you have more Beat Calls. He's not terribly fond of carrying things, though, especially bulky robots like Mega Man, so he'll struggle and eventually let go if you don't jump off over a safe area fast enough. [[Eddie]] Appearance: A little red cubic container with a pair of eyes and legs underneath This little guy was supposedly built by Dr. Light as a mobile suitcase but has since been given the main function of delivering supplies to Mega Man in the midst of dangerous enemy territory. In previous Mega Man games he would appear in specific safe rooms to drop Mega Man a random helpful item, but in Mega Man 9 you can buy an Eddie Call to summon him at any point to receieve a total of five powerups! [[Auto]] Appearance: A bulky green robot with yellow and white tones and red eyes. His right hand is, instead of a Buster cannon, a tool arm (usually a screwdriver) Auto is a mechanic and engineer robot designed by Dr. Light to help him around the lab, perhaps in part to replace Rock at the lab when he decided to go play hero. He's known for being able to build just about anything with Bolts and Screws found in various games, and often runs 'shops' in which Mega Man trades him Bolts or Screws he finds with which he can make Mega Man new items and upgrades. In Mega Man 9 he helps run the shop with Roll and looks over Dr. Light's lab in his absence, and even upgrades Rush with his Rush Jet ability once again later in the game. +++++++++++++++++ ((Robot Masters)) +++++++++++++++++ The known data and information on this game's 8 Robot Masters, in alphabetical order; for strategies on their stages and boss fights, refer to the Walkthrough section (II.) The descriptions at this time are all the official descriptions and taken from the Mega Man Knoweledge Base. [[Concrete Man]] Appearance: A quite large, predominately orange robot with grey and white accents and a big green jewel-looking object on his chest Weapon: Concrete Shot Concrete Man is a construction robot built to be the supervisor of dam construction. He is stubborn and will tell off any lazy robots. [[Galaxy Man]] Appearance: A silver (though he shimmers a rainbow of colors in-game) robot with a flying saucer for a head and two small antennae. He has a black visor on his face similar to Astro Man with red eyes Weapon: Black Hole Bomb Galaxy Man was designed to work in a space research center where it was his job to instantly calculate the trajectories for rockets. He loves to observe stars and name any new ones that he finds. [[Hornet Man]] Appearance: A yellow-and-black robot with a small baseball cap-like protrusion over his eyes, a Metal Man-esque facemast and a spike atop his head. His most obvious physical attribute is the trio of giant honeycomb-like hexagons making up his chest Weapon: Hornet Chaser Hornet Man was designed to manage a flower park. It was his job to pollinate the flowers using his vast knowledge of flowers from around the world, and he loves gardening. [[Jewel Man]] Appearance: A similar design to Top Man but with a white and black color scheme. He's adorned with large pink jewels over his chestplate, wrists, knees and belt and has a huge clasped pink jewel atop his head Weapon: Jewel Satellite Jewel Man was designed to work in a diamond mine where he was in charge of cutting and polishing rocks with dexterity. He likes to receive attention and collect shiny things. [[Magma Man]] Appearance: A bulky red robot with black accents, he looks much like a fusion between Needle Man and Fire Man. His head and shoulders end with volcano-like openings that flare up when he's ready for battle, and both of his arms seem to be flamethrower-like Buster cannons. Weapon: Magma Bazooka Magma Man was built to oversee safety operations and manage a geothermal power plant. He is able to withstand incredibly high temperatures and loves to visit hot spas. [[Plug Man]] Appearance: A top-heavy, fuschia-colored robot with electrical plugs on either side of his head and on his Buster arm. His head is similar to Dynamo Man's without the dome. Weapon: Plug Ball Plug Man was designed to inspect the quality control in a television factory. He is obsessed with gadgets and loves to browse electronic stores. [[Splash Woman]] Appearance: A blue and cyan female-designed robot with white accents; she has a fishlike 'tail' under her waist with a fin at the end, much like a mermaid. she has white gloves, seashell-like shoulderpads and a blue helmet with a yellow adornment and an elegant white tuft protruding from over her left eye with the appearance of seafoam. She carries a trident with blue energy forming the fork at the end. Weapon: Laser Trident She is a robot that was designed to rescue victims of sinking ships and beach accidents. She is fond of karaoke bars so she can show off her singing voice. She is the first female Robot Master in the series, and the second female robot after Roll. [[Tornado Man]] Appearance: A green robot with yellow and white accents, he's one of the most humanoid in appearance of the Robot Masters and comparable to Mega Man in size and shape. He has winglike 'fins' protruding from the back of his legs and the sides of his helmet, as well as a collapsable propellers on either hand that he can use to control wind to a great degree. Weapon: Tornado Blow Originally a robot stationed in a weather control center. With the ability to create powerful tornadoes, he used them to offset the formation of typhoons. ------------------ - 1-04 Controls - ------------------ [[Wii]] (Wiimote) Mega Man 9 is best played when holding the Wiimote sideways with the Control Pad and Sensor on the left and 1 and 2 buttons on the right. This emulates an elongated Nintendo Entertainment System controller, which was used to play the original Mega Man games that Mega Man 9 emulates. Control Pad: Moves Mega Man left and right, up and down ladders, or maneuvers the Rush Jet upwards or downwards. Also moves the selection cursor on various menus and the Stage Select screen. A Button: Skips the Safety dialogue when first starting up the game. + Button: This game's equivalent of the NES's Start button. Starts the game and opens up your Pause/Menu screen in gameplay. - Button: Opens the Challenges List mid-gameplay, i.e. when in a stage. Home Button: As with all Wii titles, brings up the Home Menu. 1 Button: Fires your weapon and serves as a 'back' or 'cancel' button in some menus. 2 Button: Jumps and serves as a 'forward' or 'confirm' button in menus. (Classic Controller) This will give a control feel much more comfortable to those who spent a lot of time playing Mega Man 7 or Mega Man X, X2 and X3 on the SNES. Note: BE SURE to change the Control Type to Type 2 in options, so that Y is fire and B is jump, if you want a control scheme like the SNES Mega Man games. Control Pad: Moves Mega Man A Button: Jump/Confirm B Button: Fire/Cancel X Button: Fire/Cancel Y Button: Jump/Confirm + Button: Starts game, opens Pause/Menu screen - Button: Opens Challenges List during gameplay Home Button: Brings up Home Menu L/R/ZL/ZR Buttons: No known use Left/Right Thumbsticks: No known use [[Playstation 3]] Left Control Stick: Moves Mega Man Control Pad: Moves Mega Man Square Button: Fire/Confirm Triangle Button: Jump/Cancel x Button: Jump/Cancel Circle Button: Fire/Confirm Start Button: Start game, opens Pause/Menu screen Select Button: Opens Challenges List during gameplay Right Control Stick/L/R/L2/R2/L3/R3 Buttons: No known use [[Xbox 360]] Left Control Stick: Moves Mega Man Control Pad: Moves Mega Man X Button: Fire/Cancel A Button: Start game, Jump/Confirm Y Button: No known use B Button: Fire/cancel Start Button: Opens Xbox Live Arcade menu screen Back Button: Opens Pause/Menu screen Xbox 360 Button: Opens Xbox 360 Tab Right Control Stick/LB/RB/LT/RT/Control Stick Buttons: No known use ------------------- - 1-05 Main Menu - ------------------- Upon pressing Start (or +, or whatever) on the title screen will bring you to the name screen and a familiar tune from Mega Man 2. Once you input a name, you will be brought to the main menu. Here are your options (an asterisk * denotes that the option is available only through Downloadable Content): GAME START - NEW GAME (Starts a new file from the beginning, placing you headfirst into the Stage Select screen) - LOAD (Allows you to load a saved game from one of 8 save slots) - TIME ATTACK (Speedruns. The goal is to beat a stage as fast as possible, at least any length of time under 10 minutes, as once you hit that mark you instantly die with a "Time's up!" message. You begin with all weapons but no usable or passive items, and only one life; there are no powerups throughout the stages and no way to get more than one life. You DO have to face the boss at the end of the stage) - STAGE SELECT (Gives you a list of all stages, including the final stages once you complete the game. There is also a hidden stage at the bottom, unlocked via downloadable content as the Special Stage, only playble in Time Attack mode. Once you select a stage from this menu, you're immediately taken to that stage to begin a Time Attack. You're brought back to this menu if you die) - RANKINGS (Gives you a list similar to Stage Select, but selecting a stage will connect you to Wifi and give you a list of the top 10 time trial rankings for that stage by people around the world) - RULES (Explains the rules for Time Attack mode) - BACK - *ENDLESS ATTACK (A neverending maze of difficult rooms in which to test your skill and try to land a spot on the World Top 10) - START (Starts the Endless Attack mode, dropping you instantly into the action) - RANKINGS (The World Top 10 players of Endless Attack, ranked by how many rooms they've completed) - RULES (Explains the rules for Endless Attack mode) - BACK - *SPECIAL GAMES (A set of special alternative ways to play through the main game) -HERO MODE (The normal game, but with a different enemy and powerup layout, making it more challenging. More information in the Downloadable Content section [4-02]) -SUPERHERO MODE (Like Hero Mode but far more vast in its changes and far more difficult. More information in the Downloadable Content section) -PROTO MAN MODE (Play through the game as Proto Man, Mega Man's brother! More information in the Downloadable Content section) - BACK CHALLENGES LIST (A list of all 50 Challenges in the game, a crown icon appears next to Challenges you've completed. See the Challenges section later in the guide for more info) RANKINGS - TIME ATTACK RANKING (Brings up the same list as Time Attack > Rankings) - ENDLESS ATTACK RANKING (Connects you to Wifi for a list of the top 10 players of Endless Attack mode) - ALL CLEAR RANKING (Connects you to Wifi for a list of the top 10 overall times through the entire game, from beginning to end) OPTIONS - CONTROL TYPE (Allows you to switch between 'b' shoot 'a' jump similar to NES style, or 'a' shoot 'b' jump similar to Mega Man Anniversary Collection for Gamecube, switching whichest two buttons your controller uses for those actions) - LEGACY MODE (Allows you to toggle sprite flickering, as in the flashing of moving sprites when too many were onscreen at the same time a la how the NES functioned in such a situation) - PLAYER NAME (Allows you to change the Player Name that you put in when you first started up the game; this name displays on all your Time Trials records and is potentially viewable by the world) DOWNLOADABLE CONTENT (Brings up the Downloadable Content menu. As of this writing, there is none yet released) BACK (Returns to the title screen) NOTE: This menu differs on the Xbox 360 and possibly PS3 versions of the game, but the basic options and selections are all the same. For example, the Xbox 360 version has an Achievements menu as well as a Challenges menu, and a detailed "How to Play" option. [===================] = II) Walkthrough = [===================] You begin the game on the Stage Select screen much like the earlier Mega Man titles from long ago. From here you can select one of 8 Robot Masters to tackle as well as go to the Shop, but there's not much reason for that at this point as you yet have no Screws with which to purchase any items. You may of course take on the Masters in any order you so choose, but I have listed them in order, starting with the easiest to be defeated with your Mega Buster alone and then moving forward to which Master is weakest to the last's weapon. ---------------------- - 2-01 Splash Woman - ---------------------- Selecting the stage and being greeted by an old-style Boss Selected cutscene and a well-animated 8-bit sprite of a mermaid/robot chick with a rad trident, you're promptly teleported to the bottom of a water-filled mechanical base with a sunny, fluffy-clouded backdrop. This peaceful scenery will turn rather abruptly into a fight for your life as a floating mine in the water to your right comes to life with an angry disposition upon being shot at or walked close to. There's no use trying to defeat it--only a powerful weapon like the Black Hole Bomb will do the job, and even then it's generally a better idea to just avoid these guys. They'll home in on you and eventually self-destruct, but they move in such wide arcs that it's not difficult to dodge them safely. At the end of this corridor, fall into the pit purposely to reach the next room. In this room you'll find pink-colored octopus enemies that hide in jars and periodically peak out to pelt you with an orb of ink. It doesn't hurt much and can be destroyed with your shots, but if you're hit it will turn Mega Man (as well as all Weapon Pellets) a tar-black color. From all I can figure, this doesn't actually hinder gameplay in any way. Once you've dispatched the octopi with short jump-shots in order to hit the head, move right to find another hole as well as a third octopus and Large Screw beyond it. It's in your interest to grab this screw, as it's by far the easiest and quickest to find an obtain in the game and adds 20 to your currency (that's one extra life, or 2/3rds of an E-tank at the shop!) Now fall down and BEAR LEFT! There's a small bed of spikes in the center of the room below, that you must fall left or right of; the left path leads to an easy Extra Life. Continue forward in the room below, but be wary of the speedy fish-bots that will come from the left side--they're weak, but very fast. You'll approach a pair of mines as well as a green wall climbing bot on the right wall--you'll want to move back and have the mines dispose of themselves and quickly destroy the wall climber on your way back, as his shots will explode into an 8-directional mess if not countered quickly. Fall again here to reach a split path. The right path, this time, is the one you'll want to take, despite the fact that it looks more dangerous. Past this screen it quickly becomes much easier than the left one, and even offers a reward in the form of a large Energy Pellet if you bear left after the spikes. The next room contains a wall crawler at the top, unreachable with just your Mega Buster, so you'll get a chance to learn how its shots work--and how to avoid them--while you do battle with the octopus on the bottom and move your way up. After one more quick fish and a mine, it's on to the next room, the halfway point of the stage (you'll continue from here from now on if you lose a life). Here's the bubble room! Just like in Wave Man's stage from Mega Man 5, you've got an array of large and small bubbles to ride up to the further areas of the stage. From right to left, the bubbles come out in order; small, large, small, small, large. Large bubbles are slower but safer, never popping and serving as ideal platforms to ride on to the next screen. Smaller bubbles are faster but may only be used as quick stepping stones which you must immediately jump off once you land on or else they will pop and send you way back down to the first bubble room. You can technically ride them up to the next screen as well, but I wouldn't advise it. Anyway, jump on the far right big bubble and ride on up. You'll get some bubble-riding practice on the next screen as a couple fast drill-nosed fish will fly through from the left as you rise; shoot at them as you jump to the left big bubble to avoid the spikes, and remember to stay light footed on the small bubbles. The next screen contains thee of the speedy fish but is otherwise quite safe; if you ride the left big bubble to near the very top of the screen, you can make a daring leap all the way to the one on the right easily (which you'll need to do to avoid spikes on the next screen up). If you're confident of your bubble-hopping skills you can use the two smaller ones to reach a large Screw on the left, but otherwise proceed to your right. After a fairly safe room you'll climb a ladder to reach a corridor with a single wall crawler to your left and a series of water-filled platforms that periodically jet out of either wall, in a specific pattern from bottom to top. Destroy the crawler from its lowest point and memorize how the platforms come out; practice in this room as much as you like before proceeding, because the next few chambers will have similar puzzles. Also take note of how the water level inside the platforms clues you to how long they will last before dissipating. Move upward to reach a more tricky platform puzzle with spikes littering the bottom of the screen. Make sure you have a plan before moving forward; check out the bottom two platforms and realize their pattern. If you run and jump on both at the right time you can easily reach the right-hand rest but be careful not to let the platform moving out just above it push you off. It's also possible to summon Rush on the spikes on the bottom and time your Coil jump so that you land on the uppermost platform from the left, and reach the ladder easily. The next room is the toughest, but it's really not as hard as it may seem. You obviously can't use Rush here, so get ready to do some platform-hopping. Just remember--stick to the left! It may seem dangerous but with some quick hops on all platforms from bottom to top focussing on reaching the left wall as soon as possible makes this room much easier. Sent in by anonymous: "For Splash Woman's zone, in the rooms with the flying water-filled platforms, it's possible to use the rush coil to make things easier. Put rush on the right of the beginning platform, where there aren't spikes so close directly above, and bounce to land on the third flying platform. You won't hit the spikes, and it makes things a fair bit easier." Get past this point and it's only a couple small rooms with simple enemies and then the Boss Door. Oooh, just like Mega Man 2 but with a "Dr. L" symbol? Very nice! {***********************} * WARNING! * * BOSS: SPLASH WOMAN * {***********************} Ahh, the first boss! According to this guide, anyway! Luckily, she's the weakest Master there is to your Mega Buster, taking double the damage from it any other Master would, so she's great to start off with. After her flashy intro, Splash Woman will proceed to sit on her trident and sing adorably while swishing back and forth across the screen, moving upwards. As she does so, schools of three yellow fish will enter the screen in quick succession from one side then the opposite, three schools in total. They can be destroyed or avoided, though it'll take a bit of practice to be able to evade both Splash and her minions at once at this point. Since she takes so much damage from your trusty Buster, though, it's easy to just tough it out with her as long as you don't take *too* many unneeded hits. Once at the top of the screen, she will point her trident fiercely downwards and quickly unleash shot after shot of Laster Trident, her signature weapon. It's not really that difficult to avoid simply by moving back and forth, but if you've got her on the ropes you can jump and hit her at the apex of your leap. After 6 shots she'll pause for and instant and then thrust straight downward with her mighty fork, all the way to the bottom of the screen--this is her most deadly attack, so be sure to avoid it at all costs! At this point she'll set herself back up for the siren song and continue a pattern like this throughout the fight. Just try to avoid her more damaging attacks while pelting her as often as possible with your Buster and you should win out. Your prize will be the Laser Trident, which shoots a rather basic, but powerful projectile straight forward; it's stronger than the Mega Buster though not quite as rapid-firing, takes very little weapon energy and eats through shields, not to mention destroys special blocks you'll find later in your journey. Not bad at all, it's a special weapon you'll find yourself using very often! If this was indeed your first Master defeated, you'll now be treated to a short cutscene expanding the story introduced in the prologue movie. Press Start to skip it or watch the whole thing--either way, you'll be sent to the Stage Select screen once again and get the chance to spend some of your shiny new Screws at the shop or just proceed to the next stage. ---------------------- - 2-02 Concrete Man - ---------------------- And if you want to choose your next stage according to the Master weakest to the weapon you just acquired, Concrete's your man! Upon entering the stage witih its scenery and catchy tune preceded by a short drum beat, you may get flashbacks to Wood Man from Mega Man 2--and with a lot of close-quarters combat, a couple tricky pit traps and a trio of big minibosses one after the other, it's easy to tell that old Master was likely Concrete's inspiration. Move to your right and you'll quickly face legions of rock-holding birds, flying swiftly from the right (or from the left if you backtrack). They'll drop their mini-boulders near you and once they contact the ground they'll split into smaller rock-shrapnel, so be ready to jump and fire rapidly to get rid of them all. Once you reach the pits further on the right, LOOK before you leap! Small capsule-shaped bots will fly upwards when you near the pit and occasionally open up and shoot at you. You'll want to destroy them on their upward initial flight and quickly jump over the pit as another will briskly spawn if you take too much time. At the end of the screen you'll face a cannon enemy that slowly aims toward you while lobbing large, explosive orbs which can be destroyed, followed by a ladder upward. As a note, if you have the Jewel Satellite before facing Concrete Man, it makes this entire first room much easier. This next room is highly reminiscent of the first room of Elec Man's stage in Mega Man 1. You have two Spikes (those annoying, mostly invincible ground based enemies in just about every Mega Man game) on two platforms jutting out of the opposite walls; you can shoot them to freeze them, but it's possible to just quickly hop all the way up without ever being touched. Black Hole Bomb or Tornado Blow can destroy them completely if need be, though. The next room has an easy 1-up to reach on the top left, and you'll definitely want it for the one truly challenging portion of this stage which is just ahead--the robot elephants! Wood Man's triplet of fire dogs may have been annoying in their own right, but these guys are just deadly. The first one introduces you to the concept of the miniboss you are about to come very accustomed to, giving you a ladder on the left that basically guarantees a free kill. Simply climb to the top and fire at the elephant's face to dispose of it, but you may want to study its attack patterns first. It will blast a large red ball forward and then proceed to immediately suck it back to its snouth once it reaches the far left of the screen.. and this suction works rather powerfully on Mega Man, as well. You'll want to practice jumping over the ball on both its rolls while trying to stay in the same small area (around the middle of the screen would be best)-you'll see why soon enough. The next room, and second elephant, has no ladder and a green ball that works a bit differently. It'll instead bounce to the left instead of rolling, but once reacing the screen's edge the action is basically the same. The safest spot to dodge the bouncing ball is actually just in front of it, this guarantees an evasion each time. This one's not too hard. Now, the third room and final elephant is the really tricky part! You have a red ball-equipped elephant just like the first, but no ladder, and two pits in the floor! It may not seem that difficult, but trust me and the countless players who've already died multiple times in this room--being hit ONE time, at ANY point in the room to the left of the elephant, while he's suctioining the ball pretty much GUARANTEES a death! You'll be taking damage and won't be able to control yourself during your knockback animation while the elephant vacuums you right into a hole! I hope you practice on the first one well enough, because it's really going to be put to the test here. The trick is to move to the middle platform and slowly shoot at the elephant when you get the chance.. above all, stay calm! Your main goal is to survive, and to no matter what, always dodge the ball, especially during its return roll! Even if you only get one shot off on the elephant each round, it's worth it--the halfway point is just past this room. The Laser Trident may actually come in handy here as even though it can't destroy an elephant in as low a flat time as the Mega Buster fired rapidly can, in your patient one-or-two-shot rounds it will take less overall shots to take it down with your new weapon. If you have the Magma Bazooka it makes all three elephants wonderfully easy to defeat; rush them with a shotgunned, charged Magma Bazooka and then rapidly fire a couple non-charged shots and they'll be decimated. This even works very well on the final Elephant, as you can jump toward him and quickly destroy him as soon as he sends the red ball to the left. The Concrete Shot, interestingly, is also an extremely effective weapon here, downing them in five shots and can be shot rapidly at close range. Anyway, after THAT ordeal, you come to a small room with a ceiling spider which will lower itself and bounce around when approached, as well as a large Energy Pellet only obtainable if you have the Hornet Chaser and the first of many floors found in the later half of this stage which have a 'fake' block; you'll notice that one block is the inverse 'lego-like' shape of the others, and that's the one you'll want to avoid, as you'll fall through if you attempt to step on it. Continue down a room to the actual halfway point and then BEAR RIGHT as you fall to the next room below it for a large Screw. If you miss it you can still just destroy the green cannon and use Rush Coil to reach it, though. As you move right across this room be sure to jump each time you reach the waterfalls that obstruct your view, as many of them conceal pits. When you approach the second green cannon, jump up on the concealed platform behind the first waterfall then drop down to the visible platform to finish it off before leaping clean over to the floor on the right side. Destroy the cannon in the next room before climbing up and remember which blocks to avoid. The above room is actually the long final area before the boss. Stay cool as you fight off the palm tree enemies, they'll hop and lob bullets in both directions if you near them but otherwise they're harmless. Take the top path for a couple small screws or the middle for some small Energy Pellets. Past this is a large Weapon Pellet that you'll want to grab if your Laser Trident is low at all on energy; don't waste a Rush Coil, just ride the upwards platform nearby to reach it. After this is the final stretch of the stage, a series of upwards and downwards-flying platforms that is somewhat reminiscent of the end of Top Man's stage in Mega Man 3. Quickly jump off the downward-falling green ones while riding the upward-flying red ones as high as you wish to make the subsequent jump easier. You'll have to ride the next-to-last one pretty high to make it to the final green one, from which you can quickly jump to reach safety and, finally, the boss. (The Rush Jet can help a lot in this last room if you have it!) {***********************} * WARNING! * * BOSS: CONCRETE MAN * {***********************} Upon entering his chamber, Concrete Man will clench his fists together as his health bar fills and immediately proceed with his assault, which is made up of three different moves which he'll use relentlessly in any random order he so pleases. He can and will: A) Shoulder charge across the room towards you directly into a wall and knock himself back a bit B) Jump up and forward into the air, then come crashing down E. Honda-style to the ground, causing a quake which renders Megaman helpless for a moment unless you jump just before he lands C) Blast three globs of concrete that arc low-to-high towards you, solidifying into solid blocks if they touch the ground or solidifying Mega Man into a solid statue if any of them hit him You can get out of the concrete shell if you press buttons rapidly but you'll have to be *very* quick to both achieve this and dodge his next assault. It's also possible to destroy the Concrete Shots with your Laser Trident, though it may take a bit of practice to get the timing for this down. You'll want to equip your Trident and pummel him with it in rapid succession any time you get the chance; make sure to jump over his charges and hit him up to three times as he bonks himself into a wall. Make absolutely sure you're in the air when he lands or his next attack is sure to hit you, and they're all VERY powerful. His Concrete Shot's the hardest move in his repertoire to dodge; just try to move toward the opposite wall and jump over the furthest-moving one as it nears you, or destroy them with your Laser Trident. Written by manosrules: "The reason I was writing was I had a small tip to contribute to the fight against concreteman. If he shoots his concrete shot then jumps, you can stand on the block of concrete and not have to worry about being stunned from his landing. It's a small miracle against him, but it's very nice for getting a few pot shots on him." Winning will grant you the Concrete Shot. Despite its funny name, basic color scheme and drab graphic of a simple grey blob, it's one of the most versatile and useful weapons in the game. Not only does it do huge damage, but it creates blocks that can be used as platforms and it freezes and stops certain tricky hazards throughout the game. -------------------- - 2-03 Galaxy Man - -------------------- With his fruity intro and flashing multicolored body as if he'd just touched a Super Star, you know this one's going to be interesting. You teleport into a stage very reminiscent of Star Man's from Mega Man 5, but unfortunately you're not going to find any low gravity here. While listening to the funky beats, move right to be assaulted by a troupe of small green UFOs that move surprisingly predictably and are simple to defeat. A bit further in you'll encounter some Mets--and yes, they're Mega Man 1 style Mets! No movement whatsoever other than opening up to shoot (and be shot) and no silly Met gimmicks (save for one very funny one we'll see later). Move forward past the simple platforming area to climb up to a room with an interesting new twist: teleport boxes! Jump in one and you'll come out another in the room, shot straight upwards into the air. Luckily, this duo is simple to understand and prepares you for what to expect out of later ones. Jump in the left, come out and fall back into the right, then come out the left again and onto the ladder. This next corridor seems simple enough, and even has a nice large Energy Pellet on the top le---OOOHMYGOSHWAAAAAAAH! Oh yes, yes indeed. The most terrifying enemy in this entire game if not Mega Man history. A shockingly sudden, loud helicopter noice will fill your ears as a yellow grappling robot will dive lightning-fast from the top of the screen and pick you up, hastily carrying you to the right at full speed. You can jump and shoot while it's holding you, but it won't actually let go until it feels like it. You can get these to fall before running into their grasp, but until you know where one is this can be tricky to do. Of course, you can also use the Jewel Satellite to make them think twice about diving toward you, but if you're following the order of this guide you probably don't have that yet. Now, if you've got your nerves back together, grab the pellet if you want and advance to the right--very carefully. Jump over the spike pit and try to land on the very left tip of the platform if you want to avoid further manhandling by the grapplers. One will drop down just slightly into this platform and if you're grabbed by it you'll have to carefully time your jumps with its movement so that you pass over the next few spike pits unharmed. At the very beginning of the second spike pit after having grabbed you it'll float away, so you'll have to be bearing right as you jump to make it all the way. Near the very end of this platform another one will drop, so be careful. There are a couple final spike pits right next to each other immediately following that grappler that are especially tricky to get past when under its control. A third one will drop down near the beginning of the final platform of the room to try and force you to fall down the end of the corridor instead of climbing down the ladder--which, while not immediately deadly, will set you up for being impaled by the spikes on the far right of the room below if you don't hold left while falling. Destroy the Met and fall to the right into the next room to avoid yet another bed of spikes and traverse another chamber of green UFOs before coming to a spectacular little maze of teleportation boxes set precariously above a long bottomless pit. Jumping into the first box teleports you to to the second, immediately right and up in the air, and falling back into it returns you to the first box. The third box will teleport you to the last, and you must maneuver yourself around it and onto the platform under it without falling to pass through. Re-enering the last box will send you back to the third, which will shoot you straight into the second, starting you back all over again. Once you pass this little puzzle, head right into a room full of... giant floating green eyeballs. They look kind of like little blobs of the Rock Monster/Yellow Devil from Mega Man 1, and interestingly the two versions of this enemy are green and yellow just like the two notorious Devil bosses fromthe series. Shooting one a couple of times will cause it to abruptly split into three smaller blobs that each propel slightly in a random direction, so be careful. The Concrete Shot will destroy them completely, so using that would be a good idea here--but don't waste too much as you'll want some for the boss. The next room contains the yellow variations which are fundamentally the same at first but split instead into four smaller blobs which all tend to propel in a similar direction rather than all over the place. Defeat both of these and use Rush Coil on the middle plat- form to reach the extra life on the far right before proceeding. The next room contains a couple more as well as the Shield Attackers' (presumably) first Mega Man 9 appearance; these basic, classic enemies move back and forth in a simple pattern and can only be damaged from behind. But remember, the Laster Trident is capable of piercing shields, so use that to your advantage. This next room seems safe enough. There is a grappler bot but it doesn't seem to be dangerous as it simply runs you into a wall on the right side.. but remember its position! There are spikes on the second platform on which you have to run back to the left, and he'll spawn again and smash you into them if you aren't careful. He spawns just a bit right of the ladder up to the third platform, so be sure to spawn him before he grabs you. Go up through an easy room with some easy Screws to obtain, into the final room of the stage. On the left are a set of powerups and a wall of spikes, but remember that the grapplers only run you to the right. There IS a grappler that will drop down just to the right of either powerup and run you to inevitable doom on the right wall, though, so make sure to get him out of the way if you need the items. To the right is one last puzzle, another maze of teleport boxes. Jump around the first to grab a large Screw if you're daring, then move into the maze. The first box takes you to the second, and vice-versa. The third takes you to the sixth. The fourth takes you to the seventh. The fifth takes you to the eigth, which leads you to the boss door. There are UFOs constantly spawning in the top of this area but if you're careful you don't have to worry about them. Once you're finished, on to... {*********************} * WARNING! * * BOSS: GALAXY MAN * {*********************} Yesh, do that flashy dance for us one more time. Galaxy Man is honestly one of the simplest bosses to learn; he only has two tactics, which he uses randomly. He'll either hop up into a small UFO form and fly forward slowly arcing up, or jump way up to the top of the screen and release a small Galaxy Bomb which will slowly move left and right, faintly 'homing' in on you until it reaches just above Mega Man's head, at which point it'll explode into a miniature black hole and vacuum you in while Galaxy Man teleport underneath it and goads you on. If he hops slightly and is about to dash, if you're like me, you'll REALLY want to slide under him! But alas, your best option is to jump towards and over him just as he begins his dash. If he leaps into the air, be prepared to run back and forth, attempting to be as close to the opposite side of the screen as the Black Hole Bomb as possible once it reaches its bursting point. It's easy to turn around and quickly blast Galaxy Man several times while he's sitting pretty underneath his little sinkhole in the cosmos if you're far enough away that you're not at risk. His weakness happens to be the Concrete Shot which is likely the most difficult weapon in the game to hit him with, but considering his fairly simple attack patterns anything more would have perhaps made him too easy. It actually does have a neat special effect, though; if you manage to nail his Black Hold Bomb with a Concrete Shot, it'll freeze and dissipate and yet Galaxy Man will teleport down to the ground and pose anyway, giving you several easy, free shots to his mug. If you find this difficult or are low on Concrete Shot juice, alternatives to nailing him in the air include Tornado Blow and Hornet Chaster (the Chaser being a favorite alternative of mine for this battle even if it does only a point of damage at a time). You'll earn the Black Hole Bomb, which is pretty much as awesomely powerful as it sounds. Press fire to release a small ball that you can control freely then fire again to morph it into a little black hole you can call your own--eating anything but the largest enemies in one hit and devouring any and all projectile-based shots IN THE GAME. Luckily, it still drops helpful items for you to collect from whatever it destroys. ------------------- - 2-04 Jewel Man - ------------------- Another flashy boss, this pink Top Man lookalike adorned with an array of gems and jewels prances for you to come take him on at the end of his fancy stage. Yep, this guy's as hetero as Hard Man, that's for sure. Anyway, this stage is actually very easy on the eyes, offering lots of smooth, cool colors and a gem- infested crust of earth to look at while you're being pummeled by the various rock-and-jewel based enemies, the fierce miniboss and the myriad of spike and pit-based traps. Star your perilous journey by moving down into a small hall full of Mets that leads out into a large room of cannons, rock-filled minecarts that spill painful pebbles upon being hit and four explosive ones in the immediate area when destroyed, and... dollar bills that float featherlike to the ground and then turn into tiny, spinning spiked wheels of death upon touching the floor. Yeah. There's not much I can say about this room other than the fact that you'll want to use Laser Trident to take out the bills once they reach the floor as they'll be too short for the Mega Buster, and you may want to try out your Black Hole Bomb here and see the marvel of it eating anything and everything in its path. Down in the next room are three of the ceiling spiders you may have first encountered in Concrete Man's stage. They only take two hits, but their wily movements can leave you in bruises if you aren't careful. They move to the floor when approaches and proceed to pounce wildly around thereafter until destroyed. The best plan of action is to quickly pop two Mega Buster rounds into them just as they land, but the spider on the bottom will cut loose before you can reach him, so you may want to land a Black Hole Bomb on him or slice him with a Laser Trident while dropping down if you're already weak from the previous room. The room below contains two more, even trickier spiders; one on the far left wall that will drop too fast for you to kill when approached and another on the bottom in a small chamber. You can dispatch the spider on the left by jumping and shooting it from where you fell into the room, but the bottom one will require you to lead it to the right then quickly run left and drop down, killing it before it reachest you. Proceed to the right and greet what may be your new worst nightmare; momentum-based platforms in an 8-bit game! Jumping on these, they sway lightly back and forth and seem to function as normal platforms, but running back and forth of them will cause them to swing in increasingly wide arcs the more you do so to a certain point. You'll have to "power up" many of these to reach the next platform, so you'd better destroy the Spike with a Galaxy Bomb or Concrete Shot and practice on the first platform before moving forward. The first couple are easy enough, but the third will require a very wide-arcing swing to reach the fourth. This final platform you actually DON'T want to swing too far, into the spikes on the right hand wall. It's actually best to allow the platform to 'calm down' and inch to the right edge of the platform in its default position, then make a hefty leap to the 'boss door' to avoid both the spikes and the pit below. And here comes one of the most surprisingly challenging minibosses I've ever had the pleasure of facing. You come to a room with boulders lining the ceiling, and in no time tremors shake the chamber and boulders begin to loosely fall from top to bottom. They'll fall in a fairly easy-to-recognize little pattern but they come FAST so you have to stay on your toes. At the end of the barrage comes a boulder-shaped robot with an angry disposition that will land with a heavy thud, shocking you similar to a Concrete Man stomp if you're not in the air while it lands. The boulder with stay put for a second or two before rolling at lightspeed toward whichever side of it you happen to be, and back up the wall into the boulder nest on the ceiling. Trails of dust will then rustle from the boulders and that dust's stopping point will clue you in to where exactly the boulder bot will drop next round. The only time you really have to attack the guy at all is during his pause phase just after landing, and then just for a second and only if you didn't get caught by his quake--it's a very tricky miniboss that took me many attempts to truly conqueor, but once you know how he works and have a little practice he actually becomes quite simple to beat. Note that Concrete Shot DESTROYS him, but you must be very close-ranged to hit him with it. Sent in by Blackmage0_15: Also, you can use your Hornet Chaser on the Evil Boulder so that it hits him as the boulders start dropping to automatically make him drop. They home in wherever he is, and this makes fighting him simple, as you don't have to memorize where he is, as well as stopping his attack. Watch out when he comes down though, he still shakes the ground on impact. (A lå Hard Man) Out of the back of this chamber we have our halfway point immediately followed by a room of three diamond-shaped flying enemies that are sort of like a mix between the Flying Shells (aerial Mets) of Mega Man 1 and the Peris of Mega Man 5. They fly around in an invincible diamond state for a bit then stop, open their eyes, and shoot a projectile at you; of course only damageable when eyes are exposed... well, unless you hit them with something silly-powerful like, say, Black Hole Bomb, which these three like to group up perfectly for. Down below we have a couple more miine cart enemies, and watch out for the first couple of pits as they have more of those capsule pit-lurking enemies from Concrete Man's stage inside! Past a couple more pits is another momentum platform flanked on the right side with a platform covered in every are but the one you can walk on with spikes. The trick here is to build up near-maximum momentum and them simply walk off the right edge onto the ground below. You'll be rewarded--well, if you have the Hornet Chaser already--with an extra life and large Energy Pellet nestled in the stone below. After a couple more diamond flyers and an easy-to-avoid Spike you fall into one last deadly trap room Jewel Man has up his sleeve. A momentum platform in the middle of a room littered witih spikes, with the only way to the next room being a shaft directly below the center of the platform. Of course, you have to move the platform left and right far enough that you can quicklky jump down into the shaft without hitting the spikes.. which, needless to say, can be a pain. It could very well be worth buying a Shock Guard for this stage and avoiding every spike up to this point as best you can just to purposely use it here and skip the challenge, but this whole game's pretty much a big challenge, so it can't hurt to try it the old fashioned way. Too much, at least. The best way I can describe to do it is to build a lot of momentum as best you can without leaving the relative center of the platform, and once you have it going jump when the platform's just above the center of the hole--lightly--so that it will swing to either side and allow you through. It may take a little bit of midair maneuvering but it's that or be spike food. Sent in by Master Espeon: "Also for the spike room in Jewel Man's stage (with the single tethered platform), you can run left a bit, then right (or vice versa) and jump off when you're above the hole. That way the platform will swing far and you won't have to maneuver yourself much when falling." The last room has a lot of spiders and dollar enemies but after the last few rooms they should pose little threat compared to all the one-hit wonders you've just passed. At the very end is your (perhaps) first encounter with the stomping enemies that are this game's equivalent to Mega Man 1's mighty Big Eye; they aren't as.. big, and don't respawn as easily (thankfully), but they do MONSTER damage and take a boatload of shots to go down. Rapid firing while moving slowly backwards with the Mega Buster works, but it's usually worth it to just wreck it with a few well-placed Concrete Shots if you have the energy to spare. I've found that the Laser Trident also works quite well against these guys. {********************} * WARNING! * * BOSS: JEWEL MAN * {********************} And here's the prettyboy himself. After such a hellish stage, it's only a nice reward that the boss is quite simple and straightforward. Basically, he will call forth a Jewel Satellite, surrounding himself with four rotating diamonds that protect him from your shots and make his 'size' big enough that you can't easily jump over him. The real trick to this guy is that when you press the jump button, at ALL, even a tiny bit, he'll leap high into the air, allowing you to pass over him--it's a lot like how you could 'control' Gemini Man and Freeze Man in past Mega Man games with your shot button, only this time it's jump. Also, each time you shoot one of his precious diamonds it will fly off towards you, weakening his defenses but giving you something else to worry about dodging. Periodically if you haven't shot off all his diamonds he'll blast them off himself, sending each one that was left, one at a time in quick succession, in your general direction, and re-summon his full-capacity shield. It's overall pretty simple to beat him any way once you get the jump trick down, but the really easy way is to come equipped with Black Hole Bomb. Not only does it do a lot of damage to him, not only can you coax him into being hit by it several times per use with the jumping, but it eats up his jewels, whether they're being shot at you or being ripped right off his orbit. I've found a very effective way to beat him, even in under 10 seconds, without having to use the BHB trick, too; set a Bomb off in front of you just as the battle starts; let him run into it and IMMEDITELY jump, so that he'll jump and fall right back onto it; he'll then hit the left well, turn around and hit the bomb again; jump immediately and he should land on it again for a total of 4 hits! Try and repeat this as bast you can for the opposite side and he'll be down very quickly. And for finishing this frustrating-yet-beautiful stage you receive the Jewel Satellite, quite frankly the best thing to happen to Mega Man shield weapons since Junk Shield. It takes infinite hits from enemies it can destroy in one hit, it reflects projectiles back whence they came, and you can shoot it off at will at no extra cost (except the cost of re-summoning the shield if need be). If this was, in fact, your fourth boss, you'll receive an odd gear-shaped item upon defeat of it. This triggers another cutscene once you choose Stage Select that details further points in the plot before allowing you to tackle your fifth Master. ------------------ - 2-05 Plug Man - ------------------ Here we have perhaps the overall most odd Master of the new bunch, a top-heavy purple guy with a rubber-looking helmet whose theme is... electrical plugs. Yeah, like the kind you plug into electrical sockets at home. Kinda like Spark Man with a face like Dynamo Man, but a million times less cool than either of them--at least until you hear his catchy tune and play his totally sweet, unique stage--and very likely get totalled by him in the boss room unless you brought his weakness weapon with lots of energy. You begin your electric trek by quickly happening upon the first pipe-shaped Telly/Pipe Bomber generator in the game, and you can by all means activate your fresh Jewel Satellite under it to collect a neverending amount of Screws, lives and powerups as long as you want to stay idle. There are faster areas of two Tellys at once in other parts of the game, but this one is the easiest to access. Continue right to reach a simple platforming section made slightly more dangerous by the presence of a few amoeba-esque yellow electrical enemies that travel continously around whatever platform they're attached to. They're invincible to the Mega Buster and many other weapons but the Jewel Satellite effortlessly absorbs them (and you can use other weapons such as the Black Hole Bomb if you, for whatever reason, don't have it yet). The end of this room holds the fabled large Screw nestles in between two platforms that many viewers of the early gameplay footage of Mega Man 9 spotted and claimed to have proof that the slide was indeed obtainable in the game somehow, but alas, 'twas but a cruel joke and the only way to actually obtain that Screw is with the Hornet Chaser.. as Mega Man, at least. Upwards is a simple room with two more electric blobs followed by a simple room with some Mets and a cannon... and... and... oh yes, disappearing blocks! Many a Mega Man fan's bane, these phasing block puzzles are present in some form in just about every game and are very imposing to the new player--but with enough experience, practice and memorization anyone can surpass them with flying colors. Just have patience and study them, and tune yourself to the rhythm at which the blocks appear and disappear. You'll get by! The second set of them in this room has one tough spot--when the path splits, you'll have to be FAST to take the upper route, or else you'll be shunned from the platform by an annoyingly-placed block. It may be safer to just fall to the lower route unless you're speedrunning. Finally we come a block puzzle that's entirely skippable, but beating it will net you a big Screw and an Extra Life, and it's really not difficult at all. You can use the Rush Coil to skip most of the first set, and though the second looks dangerous, it's really quite easy. Fall down from here to reach what seems like a safe room but actually contains two hologram machines that looks like they're part of the background. Walking in front of one will produce a black and grey 'anti' Mega Man that will chase you relentlessly across and down platforms and make meager jumps that can allow it to follow you up low rises as well. You can destroy it with a couple Mega Buster shots but it's almost certain you'll take damage if you attmpt this. Again the savior in this stage, the Jewel Satellite will end them effortlessly if they approach you with it activated but remember that this is a tough boss and that weapon is his weakness, so don't overuse it unless you have a Mystery Tank handy. Fall down to reach a dark room with more holograms and, glee, yet more block puzzles. It'd be a wise idea to activate the Jewel Satellite at the beginning of this room to make like a bit easier as you make your way past the various hazards. Midways through the first block puzzle you'll have to wait a bit and make a leap of faith from the second to third and then immediately jump straight up to the fourth. In the third block puzzle, you'll actually want to fall from the third block to the set of two that appear on either side of the lone one at the bottom of the screen then quickly run across and jump to the seventh overall block to survive. You'll be able to jump to safety on the right from here but if you wait and jump to the left wall just as the next block wave appears, and then wait to jump straight up just as the next wave after THAT appears, you'll be able to climb to a jumble of small Screws surrounding an Energy Tank. Or, well, you could just take the easy lower path, obliterate all the mega-clones with Jewel Satellite and then Rush Coil up to the goodies. Interestingly, if you spawn some clones on the bottom path here and then jump up onto and run along the path above it you can actually run them into a bed of spikes at the end of the lower hallway which will actually destroy them, after which you can pick up the goodies down there at will! Past a final few clones lies a wondrous platform covered in Telly-spawning pipes that can actually produce the unheard-of number of three onscreen at a time. In addition to being able to nab a very easy big Screw at the top of the platform, you can stand at the very bottom-right section underneath the two parallel pipes on the right-hand side with the Jewel Satellite activated and be fed a constant stream of Tellys from which to get any number of powerups--and it's a great way to refill your Satelllite itself for the battle ahead as well. Did I say you might want to save your Weapon Energy? Well, I meant only if you were in a rush or on Time Trials, heh heh. The next room up contains one last simple block puzzle, but it's a real kicker in that if you don't make the leap up to the top level perfectly you're pretty much guaranteed a death (or loss of a Shock Guard) on the spikes below. However, if you make it, you're rewarded witih a free extra life, so it's kind of fair. Head up once more to reach the final room, a simple chamber with a few more electric blobs and a big stomper at the end. I'd advise just using a Black Hole Bomb to dispatch the blobs and take out the stomper with Concrete Shot, then head to the boss. {*******************} * WARNING! * * BOSS: PLUG MAN * {*******************} This strangely-named, strangely-shaped fellow will quickly remove all ill thoughts you may have once had of him when he rips you a new one with his fast-moving, tricky to doge Plug Balls and crazy constant jumps in his funky shaped chamber. Like Snake Man on acid, he jumps around his room while releasing Plug Ball after Plug Ball (as disgusting as that may sound), each of which will crawl along the floor, up the wall and across the ceiling before you can crack a joke at the name. Once they meet up with Mega Man vertically while traversing the ceiling (i.e. you're directly under them) they will quickly drop straight down and finally out of existence--that is, except for their brothers who are constantly coming out of Plug Man's buster cannon (yeah, it's really difficult not to make this sound strange). But seriously, he's a tough boss. Even if he pretty much just does one thing at a constant rate, it's really very difficult to dodge all the stuff going on at once--and each hit Plug inflicts on you does really substantial damage. So unless you have a Guard Power Up and some E-Tanks, what do you do? Use the power of one of the EASIEST Masters, of course! The Jewel Satellite, as infinitely useful as it was in Plug Man's stage, is even more useful against the boss. Not only does it deflect all the Balls he could ever throw at you (snort) but coming in contact with him with one on will, although dissipate the shield itself, take a huge chunk out of his health. The amount of health he uses is actually proportionate to the amount of Weapon Energy each Satellite takes to use, so you need to make every hit count to make this a truly easy battle--but it's not that that's very difficult seeing as Plug Man isn't quite maneuverable enough to get out of a large flying Jewel Satellite's way most of the time and they'll even deflect his shots while whisking forward. Basically, you want to start the battle by immediately activating then tossing several Satellites, and once he's near you, just get close to him and activate one after the other in his face; they'll instantly disappear and trade chunks of Weapon Energy for boss health, and in no time he'll be down. One of the easiest bosses to get the Quick Draw challenge for, this is. The Weapon you receive? Well, of course, it's the hilarious Plug Ball, aptly turning Mega Man a vibrant pink color. In fact, though, this weapon isn't much of a joke as it not only crawls along floors, walls and ceilings, but fires extremely quickly and TRAVELS even more quickly, takes almost no Weapon Energy per shot, and does totally decent damage. The only downside is it fires STRAIGHT downwards and is only useful to grounded enemies or ones attached to or touching a wall or ceiling in some way. If this was your fifth boss (or whatever ends up being your fifth boss defeated if not) upon picking Stage Select you will be treated to another cutscene, but this time a happier one than the last. Auto has been kind enough to refit Rush with his Jet parts of long past, giving you access to one of the most handy pieces of equipment in all that is Mega Man: the Rush Jet! Unfortunately not the insane, free-form version of Mega Man 3, it instead takes the route of the later games in the series by providing you with a forward-moving platform that can be tilted up or down gradually. However, in Mega Man 9, you can summon it even from midair, and if you use it quickly after a Rush Coil boost you can breeze past difficult areas with your head in the clouds! It may take a bit of practice, but this is an amazing technique! --------------------- - 2-06 Tornado Man - --------------------- Now, just after receiving Rush Jet, we get to play the stage that it's perhaps the most useful for. Tornado Man's quite popular both for his smooth looks and catchy themesong used in the origiinal trailer for Mega Man 9 and confused by many to be the main themesong of the game for a time. With great visuals, some very interesting enemies and obstacles and one of the best music tracks the game has to offer, it's all the least you could be offered when confronting what is likely the most difficult Master level in the game. After watching Tornado Man's cool intro pose, you're dumped headfirst into an aerial-themed level and immediately forced to climb upwards; little more can be said about the inevitable plethora of bottomless pits and tests of platforming prowess. The second room is very simple but contains one of the most interesting and cool enemies, a little hot air balloon bot that hovers steadily while occasionally pelting you with a small projectile. There are two ways to defeat it; blasting its face thrice is the safer way, but more time-consuming, and causes the balloon to rise safely into the atmosphere.. but popping the balloon itself with your Buster will cause the bot to spin around out of control, circling around in wide arcs a couple times before leaving the screen. It's potentially hazardous but extremely fun to me and disposes of the enemy in one clean hit--although the Concrete Shot will do the same without any dodging to fuss about. Another screen up you will find a funky little platform that you'll be seeing a whole lot of throughout this stage. This battery-looking cylinger moving back and forth across a wire seems enough like a normal moving platform, but jumping on it will cause Megaman to spin around vertically, almost in a pseudo-3d fashion, with feet staying adhered to the platform. Now, this isn't too bad--you just need to remember that jumping while Mega Man's in the upper three frames of the spin animation will have him jump up as normal and jumping in the lower three frames will send him plummeting downwards. However, you'll quickly realize that you won't get much time to think about it on many of these platforms later, and it may be a better, although more risky approach to instead bunny-hop on top of the platform over and over to ensure you're staying on the top end and jumping normally except when other action is required. As with most strange contraptions in this game, you can use this first sighting to practice and get a feel for how it works, as you are quickly thrust into having to use them as if they were the only platforms in the game. Up again and you find another balloon enemy followed by, you guessed it, a big fat platforming section composed almost entirely of those new spinny battery things. Now, this would be a great time to try that Rush Coil + Rush Jet combination maneuver, but if you don't have the Jet yet or would rather man it up the hard way, get on the nearest battery and start riding. Bunny-hopping generally makes a lot of this section easier for me, but except when dealing with spikes along the platform trail you can generally just spin around and be patient. There are a couple areas in which bunny hopping makes timing for leaping to the next platform much easier, and some areas in which it's heavily inhibited by the presence of spikes, so choose your moves wisely. There are a few places in which it's much easier to drop down from the platform to a lower one instead of attempting to jump it, so keep an eye out for those. If you're using Rush Jet, try to stick near the middle of the screen and memorize the locations of spikes; even if you die a time or two, knowing this will later make this section much easier to pass. And, if you used the Coil+Jet trick, stay at the VERY TOP of the screen until just past the spikes near the top, then move down so that you won't bump the even higher set against the top of the screen a bit later. There's a rest platform near the end of this whole mess of a section, and once you reach it, I urge you to use Rush Jet here if you haven't already. Veer down as soon as you hop on so you don't bump your head on the spikes and then you're home free. After a few balloons the room's end offers you the small reward of a large energy capsule that you should feed Rush for his performance as a wonderful jetsledrobotdog and move down. This next area's fairly straightforward, but be very wary of the extra-slippery ice platforms. The weather's changing suddenly; it's like an 8-bit version of Cloud Man's stage from Mega Man 7 but without the weatherdoll bots. Move past the next few chilly screens, readying your Laser Trident to deal with the Shield Attackers, then meet your first beefed-up Mega Man 9 version of Sniper Joe in the far right room. These guys are blood-red and equipped with what looks like an uzi instead of their standard fare of a standard arm cannon! While they may seem intimidating, and they certainly are more difficult to beat than they used to be with your Mega Buster, there are a few tricks to make life easier against them if you have some Master Weapons. Needless to say Black Hole Bomb destroys them and Laser Trident removes the fear of counterattack as it can pierce through their shields while they defend, but perhaps the coolest way to dispatch them is using a Jewel Satellite and watching what happens when they try to machinegun you to death. Freakin' sweet! Now move up to find a Met, a Joe and a big Screw easily reachable with Rush Coil. And then up once more to reach... ...a rainy area, filling out the three weather conditions of Cloud Man rather nicely. The rain here actually pushes you back as you jump, exactly like Toad Man's stage in Mega Man 4, so be prepared to make some really crazy jumps. You can use Rush Jet again but you'll have to contend for the skies against regularly falling umbrella enemies and it may get hairy up there. An alternative is to activate the Jewel Satellite again which happens to absorb falling umbrellas quite well and track forward, using Rush adaptors when absolutely necessary (i.e. the next jump looks freaking terrifying). It can be unnerving since you walk at normal speed but jump at half, but luckily many of the small grey cluods below the platforms hide footholds that can help you across. At the end is a set of three more spinny platforms with spikes underneath, which can actually spell a quick victory if you have a Shock Guard to spare; otherwise summon Rush Jet one last time on the last platform if he has any energy left, and make an easy escape to the end of the room. This next room actually has rain flowing the OPPOSITE way, making your jumps quite longer when facing right. Though the obstacles are greater in this final stretch, I find this room much less scary and stressful than the last to be perfectly honest. Move forward and Rush Coil up to the upper platforms for an easy 1-Up. If you somehow have managed to keep a good amount of Rush Jet energy up to this point you can use it form the extra life platform to make the last room a good deal easier but you have to remember to constantly fire to protect yourself from the umbrellas. Jewel Shield and fancy footwork will also get you by, and allow the slightly more daring to reach a big Screw near the bottom of the screen at the end of the platform section; though it would be much safer to attain from a higher foothold if you have Hornet Chasers to retrieve it for you. Finally, you'll reach the boss door with one last leap. {**********************} * WARNING! * * BOSS: TORNADO MAN * {**********************} And here's our man once again, showing off his sweet moves before beating the crap out of you with barrage after barrage of tornadoes and bodyslams. Like Burst Man before him (geez, this guy and his stage sure remind me of a lot of Robot Masters) Tornado Man has an array of spikes nestled in little gaps in the top of his chamber whicih he will try to force you up into with his wind power when he's not using it to simply cause damage to you. Upfront, Tornado Man is a very intimidating boss, summoning mini-whirlwinds up from all over the place to do you in in between running around the room and slamming into you with his little personal ridable twister. On the contrary, he's rather simple to avoid if you know what you're doing, but you have to be careful not to splatter against the ceiling spikes when you're doing well. Basically, Tornado Man will immediately fly into the air in a small tornado and begin to summon barrages of small green storms from the bottom to top of the screen, always four in a row. Just keep moving in one direction and they'll never be able to hit you, and while he's summoning them like this you can jump in the air easily to shoot at him if you have the guts--but make sure you don't hit any of the spikes if you attempt it! After a few rounds of this, he'll drop forcefully toward you in an attempt to crush you, but with, again, a solid run in one direction, he'll never aim his descent with much accuracy. Of course, sometimes you won't have all the room to keep running in long stretches and dodge both him and the ever- continuing waves of tornadoes at once, so you can 'trick' the tornadoes into coming up where you were at one poin while rapidly moving around to cause others to follow suit and create a pattern that should be evadable with some prowess. Now, his weakness weapon is the very unlikely Plug Ball; a weapon good against anything but airborne enemies being the weakness of the airborne Master? Go figure. Surprisingly, it works incredibly well, though; he's hit easily by it on the ground, and he tends to fly up very close to his own ceiling, at which point a Plug Ball climbing toward him from any angle is sure to connect. What's more, they cause his Tornado Blow attacks to disintigrate instantly on contact--and since you don't have to jump to use the Ball effectively, you can concentrate on attacking him safely from the ground when he's causing havoc in the air. Upon defeat Tornado Man will relinquish his Tornado Blow, Mega Man 9's full- screen saturation attack. It will pick up just about any normal enemy in the entire game from any point onscreen and lift them up and out of the game, never to be seen again (until the next time you spawn it or reenter that room). It actually can be activated while moving forward and will proceed to pick off any further enemies that appear onscreen during its entire animation, which lasts for a bit, making it somewhat of a combination of Rain Flush and Gravity Hold for you oldschoolers out there. It even does damage to things that it can't otherwise destroy in one hit, so it's never useless to use. Of course, it comes at a cost, though, draining Weapon Energy faster than any other weapon in the game. ------------------- - 2-07 Magma Man - ------------------- Upon entering this fiery domain you'll instantly be taken aback by the bright, powerful colors and flowing lava immediately ahead; it's going to be a bumpy ride, but with all the experience and equipment you've attained up to this point it shouldn't seem daunting! Move forward to quickly be assaulted by flying welding mask enemies that try to push you off platforms with their flamethrower. Thrash them with your Laser Trident to get them out of your face and try to take the airborne platform when you reach it to skip having to deal with one of them. The little fire spout robots in the lava at the end of the room can be eradicated quickly with Plug Ball, and though the jump across the last lava pool to the ladder is very difficult normally, you can actually summon Rush into the lava below to help you reach it! Now that's one faithful dog! You'll meet fire tote enemies in the upper room but they're quite simple to overcome, especially susceptible to Concrete Shots. Up again you'll meet more welding maskers, and then... ooh, that noise just doesn't sound good at all, does it? These giant vats of magma (that remind me more of Lava Reef zone from Sonic and Knuckles more than anything from Mega Man, though they seem to be big, fat, less-scary versions of the Quick Beams seen in Quick Man and Turbo Man's stages in the past) make a decidedly alarming noise and are quite deadly to the touch, but they move so slowly they shouldn't be a problem. If you are having trouble, you can actually 'freeze' them with the Concrete Shot which keeps any more from pouring out until unfrozen, but make sure you freeze it such that you can proceed and aren't blocked by your own concrete creation. A few more welding masks and you're at a safe zone with another totem and a big Screw to be found. (NOTE: Instread of rewriting this entire section at the time being I'm just going to point out here that thanks to J.S. via e-mail I've discovered that it is possible to DESTROY the magma beams by first freezing them with Concrete Shot and then decimating them with Laser Trident. Very handy!) Drop down and you'll find yourself in a pitch black room with a pair of ominous white eyes staring at you, just like those golems from Plant Man's stage in Mega Man 6. What appears is the fire dragon made up of giant versions of Fire Man's old Tackle Fire enemies, that likes to spit them out at you and leave trails of burning flame at a rapid pace. It's very difficult to actually dodge all its attacks and the best course of action is generally to defeat it in as little time as possible. The Black Hole Boms is the weapon of choice for this, as it actually rips the Tackle Fires right off the dragon's body, exposing nothing but a mechanical spine underneath and leaving the dragon to fly away, sad-faced, and return with his power renewed. It just takes a few well-placed hits to take it down this way, and each time you strip it bare it won't attack anymore for that round through the screen, so if you're skilled you can defeat it quickly without taking any damage. A good alternative weapon to try is the Hornet Chaser, as firing it quickly when the dragon's onscreen will have it downed in just a couple run-throughs if you're fast. I've discovered that the Tornado Blow will also rip the flames off of the dragon in a similar fashion to Black Hole Bomb, but since we're gonna want as much Tornado Blow energy as we can muster for the boss and BHB can be used as much as we need to for less of a Weapon Energy cost it's generally the better idea here. The following room is a relatively simple dual-layered corridor filled with fire spout bots and flame totems; you'll want to take the high road for the extra life at the end. Safely remove the fire spout with a Plug Ball and the totem with a Black Hole Bomb and drop down to your left, using Rush Jet or a Concrete Shot to make your way safely across the last lava pool. Watch out in the next room for a magma vat directly above the lava pool, and proceed upwards. This room is full of many magma vats close together, but it's really no challenge to pass with some patience. The easiest way to reach the large Energy Pellet at the end is to turn around and freeze the magma beam with a Concrete Shot when it's at a low point, creating a safe platform to and from the Pellet. Dispose of a couple more fire spouts (you may want to use one last Concrete Shot or Rush adapter to traverse the last lava pit) and you've reached the boss. {********************} * WARNING! * * BOSS: MAGMA MAN * {********************} Magma Man, the big, hulking robot with powerful flames bursting from the top of his body, jumping around and blasting you with huge, shotgun-like bursts of superheated fire... Well, yeah, it seems tough, but he actually has a very simple attack pattern. He'll jump, and shoot in midair. Then jump, and shoot in midair. And... that's pretty much it. Sometimes he'll shoot just as he's jumping, mixing it up just enough to get you off-guard. You can sometimes trick him into jumping over you again and again between platforms at the bottom of the stage or up and down a single 'step' of terrain, but he'll eventually make a short jump and crush you. You'll have to learn his patterns of shot timing to stand a chance against him with your Mega Buster--though they seem erratic he seems to have a pattern, and remember that low jumps have delayed shots and high jumps have instant shots; keeping him around the bottom of his corridor, jumping back and forth across the two nearest platforms seems to be the easiest way to 'confuse' him into an easy enough pattern, though it'll take practice to do it right.. Now, his weakness weapon makes this whole mess a lot easier to deal with; Tornado Blow, being a saturation attack, couldnn't miss him if you tried, and each time you use it it not only blows his blasts right off the screen but it actually puts out the flame on his head which causes his shots to become smaller and weaker until he refuels himself. Keeping him periodically pelted with this attack ensures a very easy victory. It's very, very tricky, but actually possible to hit him twice with one Tornado Blow in order to actually defeat him without having to switch back to another weapon. The key is to use it JUST as he's beginning a leap, such that the 'low to high' sweep of the T. Blow catches him both at a low and high point--it's extremely difficult but can make the fight with him just a bit easier. The Magma Bazooka comes into your posession with this win, and it's a mighty weapon indeed to have in your arsenal. Shot normally it releases a three-shot blast of small fireballs that travel simultaneously forward, angled upward and angled down in a 'shotgun' like fashion. However, you can actually charge up the weapon much like Heat Man's Atomic Fire, only much faster. This grows the shots substantially and makes them more powerful and easier to hit with, but it also causes the shot to take a bit more Weapon Energy than normal. You can shotgun enemies at close range with this weapon to do up to three times damage, which can be very devastating when charged up. -------------------- - 2-08 Hornet Man - -------------------- What a chestpiece on that robot. No, I haven't selected Splash Woman again, I'm talking about Hornet Man! A huge, out-of-place looking beehive covering his upper body... do hornets even make honey? Ah, well, anyway, this stage greets you with a catchy melody (aren't they all?) and a flower-laden grassy scenery. This ain't no Blast Hornet, that's for sure. Moving forward we'll find our old friend, the minecart (which is probably more of a wheelbarrow full of dirt in this stage), followed by a flowerpot that shoots annoying homing missiles in the shape of tulips to track you down. Moving on to the next screen we find this stage's patented gimmick platform, this time in the form of a giant, mechanical, yellow party blower. You have to jump on the flat section and shoot the rolled up portion with any weapon to get it to 'blow' out and unravel; you then have only a short time to reach the end and jump to the ladder before it rolls up, rolling initially all the way back to the beginning portion and knocking off anyone who took too long (there's no way to land on the rolled up portion, so you have to wait until it unravels to its natural position again). Yet again, I urge you to practice with this and learn how it works as you will be seeing more of them soon. (Note: Since I've found that Tornado Blow increases jump height while in use, I've found it's perfect for nabbing the large Screw at the beginning of this screen without having to worry about the Rush Jet tactic, but if you lack the Blow at this point it's still your best option) The next room immediately reveals a large Screw on the top left, but it's guarded somewhat by spikes nearby, making an ascent with Rush Coil dangerous. Move right and be prepared to be surprised by the lightning-fast scissor enemy that will quickly fly, in two separate halves, toward you from the upper-right and lower-right corners of the screen and form into a whole scissor which not only dashes toward you and off the screen but boomerangs BACK for one last attempt before finally disappearing. The Jewel Satellite makes quick work of them, but you should fight a couple to really understand their attack pattern first. Anyway, once you've disposed of that one way or another, turn around near the edge of the first platform and summon Rush Jet then ride it, bearing upwards, and jump off at the end to safely reach the Screw before proceeding to the right. This next room contains a bit of a predicament; a large cannon on the right that refuses to fire, and a floor that seems impossible to pass through. You must shoot at the cannon to activate it, and it will proceed to launch three large orbs, one after the other, toward whatever position you were in at the time at which the orb was launched. Basically, you have to get the orbs to fall where you'd like the floor to be destroyed, while also avoiding them so as not to be damaged in the process. You'll obviously want to try to make a path on the left side for the big Screw at the bottom of the screen, and again in the next room you'll want to fall through the lower-left section, bearing left and shooting rapidly as you do so so that you'll hit another cannon on the next screen down. Activate this cannon and stay near the lower left to open up a gap with an extra life inside, or if you failed to do so on the initial drop, hit it with a weapon like the Magma Bazooka. This last cannon-based screen always shocks me at first, it looks like you're falling into a bed of spikes but once the screen fully scrolls a safe floor will be revealed. Well, kinds safe, as you have to blow up the middle just right if you want a clean drop down from here. Once below, you'll enter a clock-like room with a series of eight platforms arranged around the room circularly with a 'clock hand' composed of flowers constantly spinning cloclwise around. Touching the flower 'hand' will cause damage, and you must destroy flower-based miniboss enemy that randomly appears on any given platform while avoiding its own petal projectiles, the hand and the spikes littering the floor. Beating this miniboss with the Mega Buster alone without taking any damage or dying may prove your platforming superiority, but don't get discouraged if you get hit by the hand a couple times during the battle, especially along the lower set of platforms which are tricky to maneuvre beyond without taking damage or hitting the spikes. Remember that just one shot of any kind will cause the boss to stop shooting petals and stop momentarily, defenseless, before reappearing on another platform and trying again. The Tornado Blow is by far the best weapon for this, as you simply have to worry about avoiding the flower clock-hand while attacking the miniboss as soon as it appears; it won't be able to hit you with projectiles as they'll be blown away and it'll stop shooting them until it reappears anyway, and a good 4 or so shots with Tornado Blow destroys it. (Note: It's actually possible to jump left over the clock hand from the top to the top-left platform as it passes, even without a Tornado Blow, but it's much easier with one) Defeating the miniboss opens a path on the lower-left of the screen leading to the halfway point, and a platform puzzle involving those party blowers. Remember to be FAST in this area, as taking too long on any platform can sentence you to a spikey death. Also understand that the Jewel Satellite won't help you here, as coming in contact with the party blowers' rolled portion will cancel it out and you have to shoot it anyway to proceed. Tornado Blow won't do much good either, as it will open the blowers early and pretty much screw you over. Your options are pretty much to use your Mega Buster and hope you're quick enough on the draw to destroy the scissors before they can knock you off, or... use the Rush Jet. You can use him from the left side of the corridor, fly to the top of the screen and just shoot often for safety and reach the end with no problems at all provided you have at least nearly a full tank of energy for him. The next room contains another 'wheelbarrow' as well as a flowerpot similar to the ones at the beginning of the stage, only this time it shoots... cacti. And then the next room hast a host of various ones, all easy prey to a couple Gravity Holds or Tornado Blows. The end of the stage has a big stomper and an easy 1-Up, but collecting it causes the stomper to respawn, so be ready with your Concrete Shot. Now to the boss door... {*********************} * WARNING! * * BOSS: HORNET MAN * {*********************} Here's Hornet Man, and we promptly get shown exactly what use that crazy honeycomb is. He'll float into the air, releasing a triplet of robotic bees (or hornets, technically), presumably from each of those silly oversized hexagons, which line up vertically in front of him and then proceed to fly toward you... somewhat slowly, then stop in midflight. But they're not done yet--they'll fly toward you again, and stop.. yet again, and then once more and fly on off the screen. They're like sneaky slow little versions of Wily's insane projectiles from the end of Mega Man 7.. but, well, nowhere near as frightening. Anyway, they ARE destructable, though it will take two Buster shots per hornet which can be a lot to ask for when you're in the middle of a boss fight and he's summoning them in swarms rather often. In between Hornet Chasers, Hornet Man will drop to the ground and leap across to the other side of the stage, quite easily avoidable, but made more frustrating when you constantly have hoardes of bees on your tail. Weapons such as the Black Hole Bomb and Tornado Blow can put them out of commission, but they don't do much damage to Hornet Man himself. Magma Bazooka is your answer to that--its shotgun effect can take out an entire set of three bees at once, and quickly charging it up then blasting Hornet Man himself with it as he scrambles across the stage does substantial damage. Repeat this process until he's toast. Your most humble reward is possibly the cutest weapon in Mega Man history. The Hornet Chaser releases a little bee at an upward angle that spins around and homes in on the nearest enemy or item in the vicinity, either retrieving the item for you or sacrificing itself on the enemy. They can pass through smaller enemies, destroying them and remaining unharmed, though, and if that enemy drops a consumeable the bee will grab it at the same time and boomerang it back to you. You can shoot these rapidly, three onscreen at a time, and they take minimal weapon energy, but are rather weak offensively. And I realize I should probably call them hornets, but 'bee' just sounds right somehow. Now, if this was your 8th and final Robot Master defeated, or whichever one happened to be, it will drop a blue memory chip upon defeat. Once you pick Stage Select after this, you'll once again be treated to a cutscene, even further explaining the story and, DUN DUNNN, exposing Dr. Wily as the true culprit behind the recent robot attacks and revealing him as the true enemy of the game. Absolutely mindblowing. Anyway, from now on, when you go to the Stage Select menu on this saved game the screen will flash several times and Mega Man's face in the center will be replaced by the good old Dr. W sign. And thus begins your latest assault on Wily's 395th Skull Fortress. At least we know where he got the funds this time... Now, I would highly, HIGHLY advise going to the Hints section and reading up about how to get fast Screws, as unless you plan on a lot of Game Overs and starting over from the beginning of the castle many times you will need to be *VERY* prepared. And I'm talking E-tanks, an M-tank, three Beat Calls and Shock Guards, and at least 5 or 6 lives. You're gonna need all the help you can get mowing through four of the toughest Wily stages you've ever seen. --------------------------- - 2-09 Wily's Fortress 1 - --------------------------- Upon selecting the big W you will be treated to a VERY familiar cutscene with VERY familiar music. As if straight from Mega Man 2, here's Wily's rockin' castle, with an awesomely fun first stage with totally gnarly tunes just as good as the ever-so-popular MM2 version to back it up. I'm no longer going to attempt to explain enemies in detail or drone on about simple things that you surely are very aware of by now past this point. From here on, it's just going to be a concise play-by-play on how to lay the smackdown on Wily and his new pad, and we're gonna do it in style. I'll do it room-by-room, separated by paragraphs. To start, activate your Jewel Satellite. Everything up to the end of this area is devoured by it, and it'll just make your life a lot easier. Once you reach the large shield bot, change to the Laser Trident and quickly stab it 5 times to do it in. The odd platform at the end of the screen can be activated with the Tornado Blow, so use it and ride on up. You can try and grab the powerups on the upper-right but I wouldn't worry about them; I'll tell you why later. Just activate the platforms and jump to the left about halfway up, then up to the next room we go. Grab the Weapon Pellet to your left, activate the platform, grab the next Pellet, etc. This section is very simple, just make sure you don't somehow mess up and run out of Tornado Blow energy (but you shouldn't). It's very easy to jump to the platform with the 1-Up; grab it, fall to the next platform, and don't even bother activating it, just jump on up to the next platform and climb up. Just take out these drones with your Laser Trident. Note the awesome lightning effect in the background. One Tornado Blow will take care of these palm trees in a flash. Move on up. Another magma dragon miniboss. Use Black Hole Bomb or spam Hornet Chaser. Actually, if you're very fast, BHB-ing the dragon just as it appears (and allowing it to strip its flames) then quickly switching to Chaser and blasting him just a couple times with it can kill him on his FIRST fly through. In this room, grab the extra life with Hornet Chaser IF you need it. Otherwise, just leave it alone, as this is the halfway point of the stage and if you die later you can grab it then. This room has two Tellys so you can sit around here with Jewel Satellite and refill your energy and weapons quickly. This next room contains a horizontal magma beam chute that you must freeze at the right moment with Concrete Shot and run across. It's not difficult, but.. ..The next room is notorious for dismaying many a player. There are two ways to defeat it; the first, 'normal' way is to immediately jump up on top of the left chute, freeze the magma beam when it's reached out pretty far, and get ready to freeze the second beam fairly quickly (but when it's reached far enough out to you that you can reach it, jump on it and reach the ladder above in time); jump on top and either go for the far-right ladder or try and turn around and freeze the third beam and climb up the left ladder for an Energy Tank and a dead end if you REALLY need it. Now, the simpler way is to climb up with Rush Coil equipped and IMMEDIATELY summon him, jump up and try your best to grab the middle ladder. It's quite difficult but the cleanest and fastest way past this room. Also, remember, if you ever run low on Concrete Shot just go back down to the halfway point and kill Tellys for energy. Another strategy I've found once I realized that the Laser Trident destroys frozen magma beams is to, again, jump onto the left vat, wait for the right (2nd) beam to come forward, freeze it and destroy it so that when it comes out again it'll be independent of the previous pattern and you'll be able to use it much more easily as a safer platform to jump up to any ladder you choose. Sent in by Tahngarth "I found a surefire way to get through this room quickly without using the concrete shot. Have the Rush Coil selected before entering the room. As you enter, immediately use the rush coil and bounce up to the left most ladder. You will just barely beat the bottom lava flow. Go up to the next screen, to the top of the ladder segment you're on and face right before climbing back down to the previous room. Select the rush jet and hang off the very edge of the ladder until you almost fall off, and activate the rush jet. You'll be able to ride it to the other side of the room and grab the far right ladder. It sounds complicated, but I think it's faster. You certainly are allowed to use the C.Shot to stop the lava flows in WILY'S STAGE ONLY for the conservationist challenge, but this allows you to even skip doing that." The room between the tough room and the upper room with the E-tank and dead-end does have one last magma chute, so be careful of that. If you used Rush and took the middle ladder, you'll have to wait for the magma beam and then jump from the top of the middle ladder to the far right one to continue. Up a room and we have a combination of gimmicks form Jewel Man and Galaxy Man. It's quite simple, just build up some momentum and jump into the right teleport box. And this room's a joke. Just use Rush Jet on both the lower and upper levels. Toss a Black Hole Bomb up from the bottom level to dispose of the palm trees in this room, then climb up. Alternatively, you can Rush Coil from the bottom left platform. This is it--just Laser Trident the shield bot and you're at the boss. {*************************} * WARNING! * * BOSS: SPIKE CRUSHERS * {*************************} For lack of a better name until I can find the official ones, I'll just call these Wily bosses the best thing I can come up with to suit their appearance. This is basically a set of four robots each on the far right side of the room, each with a spiked ball in front of them that's deady to the touch, pushing it slowly forward with shots. Honestly, there's no weapon that's especially useful against these guys, and there's not a whole lot of strategy involved. Weapons like the Magma Bazooka and Tornado Crush can push back multiple balls at once but it's generally not worth it. The Plug Ball can be useful for the boss, as it's extremely rapid-shooting and knocks back the balls just a bit further per shot than the Mega Buster, so that's the closest thing to an alternative here. Basically, you will just want to use your Buster and treat this almost like a semi-dangerous minigame. Just pick a row and start blasting the snot out of the spiked ball, pushing it back into the bot and destroying it. Each bot destroyed takes a couple slivers off the boss's health bar, and it's quickly replaced by another bot, either blue or red; red ones shoot more slowly but their shots are stronger and push the ball further forward. If you allow any ball to reach the far left side, it will revert back to the middle, but the bot that was pushing it will begin to shoot triangular blasts toward you that are dodgeable but become increasingly annoying the more bots you allow this luxury. It can be very difficult to keep all the balls from reaching the left side but it's best to not let more than one or two do so at any given time if at all possible. When the boss nears death, certain rows will cease producing further bots, until you're left with only one and the boss's health finally reaches zero. Everything left explodes. Good game. --------------------------- - 2-10 Wily's Fortress 2 - --------------------------- You enter a green metallic-looking area that's very similar to many of the 'middle' areas of Wily Fortresses of yore, providing you with a free large Weapon Pellet to either side. The music is very catchy here and really reminds me of Double Dragon for some reason. Anyway, move up the left ladder to nab a 1-Up with Rush Coil while avoiding some Mets. In the next room, a well-placed Black Hole Bomb will take care of all the electro-blobs. The lower jumps here are a bit tricky, you have to make sure you hit the bottom of the upper platform on your leap. Sent in by Andrew Rivera: "I found that if you use a Rush Coil when you first get up on the ladder and aim it towards the first platform/block, you don't have to use a Black Hole Bomb." Concrete Shot or Black Hole Bomb the eye blob and move past both the upper paths with Rush Jet. The green hologram-producing flying enemies here like to produce 'fake' blocks and just fly on by. An easy way to make all rooms like this simpler is to re- enter them with the Tornado Blow equipped and instantly use it to wipe them away before they can mess with anything. Jump during Tornado Blow's effect to most quickly and easily advance upwards, but don't use it again if you miss the chance; use a Rush Coil or Concrete Block instead. The hologrammers here don't really do anything destructive, just blow away the Joe with a Black Hole Bomb, Jewel Satellite or some Laser Tridents before continuing. You'll probably want to Tornado Blow this room, effectively making it ridiculously simple. Another option would be the Rush Jet. The easiest way to pass this room is to stand just on the vertical 'seam' in the floor near the left edge of the screen and shoot a Concrete Block to the right. It will make a platform perfeclty on top of the left formation of spikes and allow you to easily reach the next room. If you're daring, however, it's possible to pass through with just a very well-placed jump. Another flower miniboss from Hornet Man's stage. Tornado Blow and if you don't have full TB energy finish it off with some Mega Buster shots or a Magma Bazooka. Move down and collect the powerups, then go into the water. Skip the upper octopus and obliterate the lower one with Black Hole Bomb. You can easily traverse the dangerous-looking lower path with Rush Jet to collect an Energy Tank, but the round-trip back and forth will take most of his energy from full. For the upper path, evade the first few mines and Black Hole Bomb the last two. Jump up a bit above the upper platform in the next room to spawn a drill fish, then simply walk to the next room. This room has a lot of spikes and and a lot of walls destructable via the Laser Trident. Make your way to the right, collecting any powerups you'd like, and fall down the pit leading back to the large Weapon Capsule. Go back and collect it, but pay heed that those groups of two drill fish will reapwn very rapidly if you run back and forth in the right spot. Activate your Jewel Satellite and run back and forth about half a screen left of the set of two spiked balls low near the ground. You can spawn and destroy the groups very quickly and easily recharge all your health and Weapon Energy right here for the battles ahead. When you're ready to proceed, Laser Trident the block in the middle of the vertical column to the right, stand on the left edge of the ledge where that block used to be and blast a Concrete Shot. It should land on the left edge of the platform to the lower right, making it a bit safer to land on. It's hard but possible to summon Rush Jet just inside the cavity left by the green block here and make this part much less dangerous, but can be time consuming to get it to happen just right so that he's both summoned and you can fit. Blast the last green block under the ladder and try to jump UNDER the ceiling. If you bear right, you should make it every time. Jump once on the far right side to spawn a couple drill fish, then proceed up. Tornado Blow this room. Proceed left. There are many small yellow UFOs in the next set of rooms. You may be tempted to Tornado Blow or Black Hole Bomb, but there's not really a point. Just proceed up, then drop bearing right as you fall to slip into a shortcut to pass some unnecessary ladder climbing. Move up to the next screen again, blast the wall climber from behind the wall, move up and dispose of the big stomper simply with your Mega Buster. One more big stomper and then the boss. Get ready! {***************************} * WARNING! * * BOSS: SHARK BATTLESHIP * {***************************} This huge battleship is composed of three sections each with a separate health meter--the tail, the underbelly and the head. You enter from the right and fight it right to left, starting with the tail. An incredibly fun boss, if I say so myself. To start with the tail; it'll float up and down on the left side of the screen, periodically opening a compartment from which it will launch three homing missiles towards you. These are difficult to evade but can be destroyed with just a single Mega Buster shot. The tail is only vulnerable when the compartment is open to shoot, but it takes decent damage from your Mega Buster (two per shot) so as long as you keep destroying the missiles before they reach you and pummel the tail when it's open and low enough to hit this won't take very long or be very difficult. The easy way, however, is to use the Hornet Chaser. Your hornets will intercept and pass through the homing missiles, lock on to the compartment and spin around it until it opens, and then deal two damage a pop to it when it opens. The next phase is the underbelly; you move underneath the spike-laden stomach of the craft and on either side is a pod that opens up to release a small shark bot that will move forward briskly and is nearly unavoidable due to the low ceiling you have to work with (hitting your head on the bell will do a good deal of damage). The best way to beat this with your Buster would be to constantly destroy the small sharks just as they spawn and only jump to shoot at the pods when the battleship has raised to near its peak velocity. You'll also want to alternate between pods as often as possible, as being left with one pod produces a constant stream of mini-sharks that are very difficult to deal with. Of course, this phase has an easier option, as well. Equip the Magma Bazooka and charge it before unleashing it near whichever pod is spitting out sharks. It will not only destroy the mini-shark but the upper-tilted blast will deal substantial damage to the pods' health meter. Finally, you move to the left and final phase, the head of the shark. The craft will continue to hover up and down, intermittently opening its mouth to deliver a volley of several laser blasts straight out to the left. These can be difficult to dodge, but unless you're low on health your only goal at this point should be to destroy the thing as fast as possible. Laser Tridents do the job, slicing through its health bar like butter. You can have it down easily within two rounds of it opening its mouth. As an end note; since I didn't make it very clear, ALL phases of this boss are weak to the Laser Trident, it's just the some other weapons are technically easier to use on specific forms. If you'd rather kill it faster, generally the Trident is best at least against the first and third forms, while Hornet Chaser is safer. The second form is definitely best with Magma Bazooka or, as detailed in the below strategy, Tornado Blow, though. Sent in by Master Espeon: "The second part of the shark battleship is easiest with tornado blow. Personally, I use three and then destroy the hatches with one buster shot each. And as for the third part, even though hornet chasers only do two damage per hit, they can hit even when the hatch opens high, and you can focus on dodging." Sent in by Chris Sucevich: "Just saw something cool happen. On the head of the shark boss in Wily Stage 2 using the black hole bomb it will actually suck in the laser blasts and do damage at the same time. Makes this even easier and you don't even really need to move and inch." And that's that. --------------------------- - 2-11 Wily's Fortress 3 - --------------------------- Now we're getting deep. With a darker color tone and more menacing-sounding tunes, we know we're in the belly of the beast at this point and there's no turning back. The first room contains a couple big stompers. Mega Buster or Concrete Shot. This next room contains a new gimmick--antigravity rooms. You're constantly floating upwards, and the only way to move left or right is by shooting. You'll move softly in the direction opposite of which you shot, and move faster the more times you shoot in the same direction. You can slow yourself down by shooting in the direction you're moving. The first room is simple, just blast yourself all the way to the far right wall, and ride up. And up. And up. And up. Once you reach the ceiling hear, blast yourself left and climb the ladder. Move right across a simple room of Shield Attackers, diamond flyers and spikes. Then down a room with one diamond flyer and a couple powerups. Fall down the right path for some Weapon Pellets. If you miss them, you can get back up with a well-aimed Rush Coil. Climb down the right ladder for a large Weapon Pellet, then fall down the left shaft. Press on, taking out the Shield Attackers then activating a Jewel Satellite for the Joes later on in the corridor. Another antigravity section. Move up the left side, avoiding the blob. If you go too far right past the spikes, note that a grabber will scare the pants off you. Move up further, bearing left, but not hugging the left wall; a couple blocks from it. And again. Here, turn left and make sure you spawn the grabber (that hopefully won't grab you if you're in the right position) before pressing right. You'll want to push right hard quickly to avoid the spikes, and to grab the M-tank. Then push left, having already spawned the grabber (hopefully) you've saved yourself the trouble of the most annoying and jump-from-your-seat part of the game. If you didn't spawn it, equip and use a Jewel Satellite just after shooting enough Mega Buster shots to push left hard, so that the grabber will fall onto your shield. Sent in by Nate Rice: "So I have a suggested tip for stage 3 of Wily's fortress in the game. In the second antigrav lift, to get the M tank, let the grabber grab you on the lower opportunity. It;ll take you straight to it, and it lets you go in a position to safely reach the ladder, if you spam on the fire button." Well, that makes THAT part a lot easier! Now, on up the ladder: This room is hilarious. Three extra lives for all your troubles--only two of them hurt you! They're freaking Mets hiding under Extra Life-shaped helmets.. how rude! The life on the left is actually real, though, so be sure to grab it. Move right, beating up the Mets and cannons; this is a tricky cannon section, remember that Concrete Shot and Black Hole Bomb destroy them quickly. Once you reach the Joe, activate a Jewel Satellite, which will aid you a great deal in traversing the Joe and Met-infested remaining platforms. Defeat the last big stomper in the game, and fall down to a VERTICAL boss door. Haven't seen one of those since Bomb Man unless I'm forgetting something. Now, get ready for one of the deadliest boss fights in the game... (Oh, and if you die on the boss, you respawn on the little ledge above the first door, so don't worry) {**********************} * WARNING! * * BOSS: DUAL DEVILS * {**********************} Oh yes, the Yellow Devil and the Green Devil. Both at once. Except... not quite. It's more like the Yellow and Green gooey substances that were left over after Mega Man destroyed each of them at least twice apiece. The green blob starts at the lower left and has the 'eye' initially. The yellow one starts at the upper right. They will proceed to 'trade' blocks with each other like a funky co-opping Yellow Devil that seems like insanity at first, but with time and observation it becomes rather obvious that this guy's nothing compared to, say, the hellish original Yellow Devil fight from Mega Man 1. Starting from the 'front' and working towards the 'back', each blob will trade block-sized blobs to each other; halfway through the second 'line' of blobs, out will pop the eye, which is susceptible to damage only when travelling through the air during this short period. Needless to say, it's a long and tedious fight with most weapons, but not when you know its weakness. Unleash a Black Hole Bomb just in front of the eye after the first 'row' of blobs have completed their transfer and watch as the eye falls for it every single time, moving out and instantly being heavily damaged by the black hole right in front of its face. This makes actually damaging the boss the easy part and leaves you to worry about dodging the blobs as they fly about. Lucky for you, they fly in the same pattern EVERY SINGLE TIME, only switching the positions of the main blobs themselves after evrey transfer is totally completed. You'll learn the patterns more and more as you fight the boss and understand that most of the transfers can be easily evaded by simply standing near the center of the platform and jumping at the right time... or by standing under them. Oh, and the Galaxy Bomb pause/unpause trick is fantastic for this. With some practice, you can hit him 2-3 times each round and regularly destroy him on the second--but with a LOT of practice, it's actually possible to hit him 4, or even 5 times in one round and destroy him completely the first time his eye pops out! It takes pinpoint timing, but it helps a lot for getting this guy over with as quickly as possible. Next--the conclusion! --------------------------- - 2-12 Wily's Fortress 4 - --------------------------- Ah, the final stage. That tell-tale skull. Here awaits your final battle, with all that you'd expect with this being a new Classic Mega Man game and all. Moving through this small stage, you'll encounter little more than very simple platforming segments, a few Mets, scattered powerups and a unique obstacle in the form of force fields which can only be stopped by a well-placed Concrete Shot. These actually do little damage, even less if you use your Guard Power Up for this stage (a smart move), and with the scattered Energy Pellets and the fact you'll want to save some Concrete Shot energy you may not want to even bother witih stopping most of these. The last one is a very long one just before a high jump, so you'll definitely want to Concrete it, though, to both avoid damage and create a platform to get up there. You'll drop down to a small room with a couple large Pellets on the left side you can quickly grab with Rush Jet, and a corridor leading straight down decorated with the classic "Dr. W" signs. Oh, whatever could be down here? I haven't the foggiest idea? {***********************************} * WARNING! * * BOSS RUSH: THE TELEPORTER ROOM * {***********************************} Oh ho ho. Our old friend, our old pal! The teleporter room! The one component that ties together most every Mega Man game from most series on most every platform, the Teleporter Room. The Boss Doors. The Master Rematch. It's here, folks, and it works like it always has. Enter the rooms in any order you wish, exploit the Bosses' weaknesses and receive a large Energy Pellet to keep you going after each victory. Once all 8 Masters are defeated again, the door of destiny to the final battle awaits. Now without further adieu, the teleporter map: |[G]_ _[P]| | | |[C] _____ [T]| | | |[S] [J] [H] [M]| ================= (Note: you CAN unlock Boss-related Challenges here!) Counter-clockwise from the top-left, we have Galaxy Man, Concrete Man, Splash Woman, Jewel Man, Hornet Man, Magma Man, Tornado Man, and Plug Man. Just in case you need a refresher course, the weaknesses are as follows: Galaxy Man - Concrete Shot Concrete Man - Laser Trident Splash Woman - Mega Buster or Hornet Chaser Jewel Man - Black Hole Bomb Hornet Man - Magma Bazooka Magma Man - Tornado Blow Tornado Man - Plug Ball Plug Man - Jewel Satellite Once you've finished off the last of them, the final teleporter opens in the top-middle portion of the screen. Entering you will take you into battle with.... {******************************} * WARNING! * * BOSS: DR. WILY, PHASE ONE * {******************************} Lo and behold! It's the Wilymachine, Mk IX! Or Mk X, if you count Megaman and Bass as well. Now, this is a REALLY interesting and honestly very fun battle. As per usual, Wily's in a large, skull-faced mechanical tank of a vehicle, launching bouncing orbs of death in your direction. Only this time, instead of energy orbs you must dodge, they're egg-like objects that you get to play ping pong against Wily with. You shoot them with your Mega Buster to send them back towards Wily, and they crack a bit upon contacting his ship. On the third time back the egg will explode, and it has to explode near the skull-shaped face of the ship to do damage to it. It is a bit time-consuming but a rather fun warm up to the "real" phases of the final boss hereafter. (It's weird, but isn't this battle kind of strangely like a very cartoony, very Mega Man-like homage to Link vs. Ganon in various Zelda games playing tennis with a ball of energy?) (Note: I've found that when Wily's close to the egg it's best to hit it from its lowest point, whereas if he's far away hit it from its highest point; this will virtually guarantee a direct hit every time) {******************************} * WARNING! * * BOSS: DR. WILY, PHASE TWO * {******************************} Destroying the skull and revealing Dr. Wily himself at the controls and, in more detail, that this Wilymachine is in fact modeled after a dinosaur for some reason, he'll begin his assault anew by moving directly towards you and unleashing a low fire shot that arcs up very similar to the fire dog minibosses from Mega Man 2. After this he'll float into the air and move back and forth, attempting, obviously, to squash you flat. You generally want to run to the right to taunt him in that direction then make a mad dash for the left so that he sits down far away and gives you a great opportunity to blast his mug several times. His fire is possible to dodge with a well-timed jump when it's from far away, but when he dashes up close and use it I'm NOW COMPLETELY SURE how to escape it due to the massive number of emails I received concerning various strategies for this boss as detailed below. Oh, and his weakness is Concrete Shot. Update: BOY, did I get a lot of emails giving me strategies for this guy! I hope all the readers are able to beat him perfectly now with all this good stuff! Sent in by Combo: "Anyway, thought I could provide a nice addition to your strategy for phase 2 of Wily. When he zooms in real close to you and launches the flamethrower, it is actually possible to jump over it if you time it perfectly (i.e. jump at the last possible moment and come down as close to Wily as you can). There is an easier way to deal with this, however. Right as he is about to launch the flames (watch for him the open his mouth), jump and swing Mega Man to the left. This will fake out Wily and cause him to launch the flames right over your head while you're on the ground! Simple. You could probably do this at any point during the fight, just jump to fake him out before he shoots the flames." Sent in by Johnathan Toliver: ""The fire breath attack is actually avoidable, but there's a trick to it. 1) When Wily comes down from flying in the air, STAND CLOSE TO HIM. As you see him getting ready to unleash the flames, JUMP AWAY. 2) When Wily backs up then charges to the left, wait til he stops, then time your jump so you're coming down as his fire is starting. In both cases, Wily launches the flames at your position, so if you're not there long, he'll miss! In instance #1, the fire should drop but then rise up behind you. In the case of #2, the idea is to get his fire arch to barely drop below the 'chin' of his dinosaur machine so you can safely stand underneath. I hope this helps!" Sent in by John P. Walsh: "Simply be in the air at the same time that the mouth opens. Then Wily will aim his flames in the air instead of at the ground and you can just stand safely beneath them." Sent in by Master Esperon: "You can avoid the close flamethrower from Wily's second phase the same way you can from afar, but it's so tricky I wouldn't suggest it. I suggest jumping high just before or during when the mouth opens, then just... falling. The flames will go over your head." Unbelievably, I got one more email detailing a different method no one's even thought of that I've noticed: Sent in by Michael P. Murphy: "As for avoiding the close-up flames during phase 2 of Dr. Wily - if you have any energy left in your Black Hole Bomb special weapon (or if you have a mystery tank), you can fire one right at the mouth of the dinosaur-bot and it'll eat the fireballs right up. Pretty simple, made beating that phase easy, particularly since having full energy for the Black Hole Bomb will run the full course for phase 2 (or just about) if you're able to use the Concrete Shot when he's stationary after dropping down and trying to crush you." Now, we should all know how to wreck this guy. But alas, there is one more phase.. {*********************************} * WARNING! * * BOSS: DR. WILY, FINAL BATTLE * {*********************************} Ahahahaha. The pod tactic again. For the last, like, 7 games, it's been the pod tactic. Fighting Dr. Wily in a combat-modified version of his little escape pod, he'll randomly disappear and reappear around the room while shooting at you with various shapes and sizes of energy orbs that tend to hurt quite a bit and make for a challenging final boss but after this many times it's just getting silly. Of course, it was just right for a classic Mega Man game, but I was kinda expecting something near like the alien hologram from Mega Man 2... oh well. Now, let's get down to business. Wily's in a small pod, disappearing and reappearing, shooting at you with various shapes and sizes of energy orbs that tend to hurt quite a bit (a-hyuck). This time, a lot of them are really scary, but it's nothing compared to Mega Man 7's ridiculous fiinal boss. This one's only bad because you have to fight all these phases, but with all the Energy potentially at your disposal as well as a potential use of the Guard Power Up item, it's not like he has much of a chance here. His attacks include: A) Four purple balls shot in four directions from his pod; directly left and right, and diagonally down-left and down-right. They will all home in on you slightly and fly off the screen. You'll want to basically run in a single direction, drawing them all into a tight bunch, and try to jump over them as they speed towards you. If he's high in the air, you can simply run to one side of the chamber. B) He charges electricity at the center of his machine then launches six electrical orange balls that all work simlarly to Plug Balls. Three fall straight downward then crawl along the floor in your direction while the other three fly horizontally from his ship to your direction and fall down if you get near them. Try to run away from it, turn around and jump over the lower ones.. then turn back around and run away from the upper ones. C) He'll simply reappear and disappear quickly, as if taunting you. And that's all I've ever gotten out of him. Now, about actually beating him.. Similar to past games, you can defeat him with just your Mega Buster, but it's weak and many times he will appear too high on the screen to be hit by it. The funny thing is, every single special weapon in the game works on him, for at least one point of damage, so you can technically use whatever you like best--though, some work better than others. Namely, these: Magma Bazooka can hit him up high and if you manage to shotgun him with it (even uncharged) it will do multiple units of damage to him depending on how many hit. A good choice. Black Hole Bomb will only do one unit of damage but will eat all of his shots if you place it right. Yes, it eats all of the last boss's shots. Tornado Blow, again, only does one point of damage, but doesn't need good placing to blow all his shots off the screen. Both this and Blach Hole Bomb would be excellent for playing defensively if you, say, were attemtping something akin to the Mr. Perfect challenge. Hornet Chaser does only one unit of damage, but is quite likely the single easiest weapon to hit him with other than Tornado Blow. This is probably overall the optimum weapon of choice for battling this version of Wily. Plug Ball is... his weakness. Yes, one hit from the pink wonder ball with the crazy name will do a (comparatively) massive amount of 4 damage. However, as you may have guesses, he will have to be low to the ground and you'll have to put yourself in harm's way to use it. It may be possible to make better use of it with such tactics as using Rush Coil then switching to this to hit him higher in the air, or using a Black Hole Bomb or Tornado Blow and quickly switching to this for more damage and a safe hit. Aaand there you go. By now you have everything you need to beat Wily, especially if you stocked up on supplies and still have enough E-tanks by the time you reach him to tough it out. He should fall fairly quickly with all these weapons and tactics.... and then.... Well, then there's the ENDING! It's spectacular! It's tremendous! It's satisfying! You'll laugh! You'll cry! You'll probably enjoy it to some degree! In all honesty, I was very satisfied with the ending and some parts of it are just gold--things that longtime Mega Man fans will definitely enjoy. But then comes the credits, which are more awesome in this game than any Mega Man before it. You'll love it. And then, after the credits roll and all the lights go down.. you're asked to save your game. This "New Game +" style of feature will provide you with a new file that retains, at least, all the Screws you earned during the playthrough. So you can start fresh, able to immediately buy lots of goodies and powerups to make unlocking some of those pesky Challenges a lot easier. Oh, and now you should have access to Time Trials, allowing you to choose any stage up to the final Wily fortress to speedrun and practice. Especially useful is picking Wily 4 to get quick access to all the bosses to practice on anytime you like. ------------------------- - 2-13 Boss Mini-Guide - ------------------------- For the impatient and the folks that just want to quickly find a boss's weakness, I've created this mini-guide to give you help on what's best used to defeat all the Masters, Wily bosses and minibosses throughout the game. If you need help in a tricky part of a stage, just turn back to the walkthrough. +++++++++++++++++ ((Robot Masters)) +++++++++++++++++ Splash Woman Weakness: Mega Buster or Hornet Chaser Weakness Effect: The Chasers will rip through the fish she summons and easily hit her atop the screen as you focus on dodging her Tridents Concrete Man Weakness: Laser Trident Weakness Effect: The Trident can be used to destroy his Concrete Shots even before they form into blocks if timed right Galaxy Man Weakness: Concrete Shot Weakness Effect: His Black Hole Bomb can be frozen before or even during its vortex effect, causing Galaxy Man to stand there defenselessly Jewel Man Weakness: Black Hole Bomb Weakness Effect: Eats his Jewel Satellite right off him and can be used to hit him multiple times in one use if manipulated correctly Plug Man Weakness: Jewel Satellite Weakness Effect: Deflects any and all Plug Balls he shoots, whether they're on the ground or falling from the air Tornado Man Weakness: Plug Ball Weakness Effect: Negates his Tornado Blow whirlwinds and can hit him on the ceiling when he flies high enough Magma Man Weakness: Tornado Blow Weakness Effect: Sweeps away all of his shots while putting out his flames; he is severely weakened for a bit, causing his bullets to be much smaller and weaker, and is a sitting duck for a moment when refuelling his fire Hornet Man Weakness: Magma Bazooka Weakness Effect: The Bazooka is set up perfectly to take out all three summoned bees at once; Hornet Man will then take overkill damage from a shotgunned, charged Bazooka blast +++++++++++++++ ((Wily Bosses)) +++++++++++++++ Spike Crusher Weakness: Mega Buster, Plug Ball Weakness Effect: The Plug Ball will push back the spiked orbs faster than the Mega Buster. The Magma Bazooka and Tornado Blow can also be used to push back multiple balls at once Shark Battleship Weakness: Laser Trident Weakness Effect: All three phases are most weak to Laser Trident though most weapons, including the Mega Buster, can be used to deal at least 2 units of damage at once. The Hornet Chaser is a good alternative for the first phase especially and the Magma Bazooka or Tornado Blow are ideal for the second phase Dual Devils Weakness: Black Hole Bomb Weakness Effect: Set up to be in vortex phase as the eye is about to leave the blob makes this the easiest weapon to use against the boss, and with the quick BHB trick you can kill it in record speed Dr. Wily, Phase 1 Weakness: Mega Buster Weakness Effect: None really, the 'weakness' in question is really Wily's own egg bomb and the Mega Buster is the easiest and most efficient way of batting it back and forth Dr. Wily, Phase 2 Weakness: Concrete Shot Weakness Effect: None, it simply does the most damage of any weapon Dr. Wily, Phase 3 Weakness: Plug Ball Weakness Effect: None, again, it simply does the most damage ++++++++++++++ ((Minibosses)) ++++++++++++++ Robotic Elephant Weakness: Magma Bazooka, Concrete Shot Weakness Effect: A couple charged Magma Bazookas to the face take this miniboss out with the greatest speed, you can even rush the third one and have it destroyed before being damaged in any way. Though you won't have it your first time through Concrete Man's stage, Concrete Shot is very powerful against these guys as well Evil Boulder Weakness: Hornet Chaser, Concrete Shot, Plug Ball Weakness Effect: The Hornet Chaser will root out the Evil Boulder and force it to fall even before its rock-tumbling animation ends; the Concrete Shot thusly destroys it extremely quickly, and Plug Ball is a decent alternative that can climb up and hit it if it escapes up the wall Flame Dragon Weakness: Black Hole Bomb, Tornado Blow Weakness Effect: The most obvious weakness to any miniboss I've found, the Black Hole Bomb actually rips the flames right off the dragon's body and leaves little more than a spine and a sad dragon that will not attack until its next run. The Hornet Chaser is also a decent weapon here but will require lots of spamming and is best to supplement BHB once it's done its job in hopes of finishing off the dragon in a single run I've found that Tornado Blow also does the same thing as BHB, though it's probably a better idea to waste less Weapon Energy and go with Black Hole Bomb Flower Clock Weakness: Tornado Blow, Magma Bazooka Weakness Effect: A full bar of Tornado Blow will have this miniboss destroyed by the last shot, but what's more, the jump boost you get from the weapon will allow you to jump over the flower clock's hand from the top to the top-left platform as it's travelling between them. The Magma Bazooka will also devastate this miniboss if you're skilled enough to get off a good few shotgunned charged shots of it off [==================] = III) Equipment = [==================] ------------------------------ - 3-01 Weapons and Adapters - ------------------------------ You begin the game with only the Mega Buster and Rush Coil, but receive a weapon each time you defeat a Robot Master. You also earn the Rush Jet after beating 5 Masters. Here I list the weapon, where it's obtained, the Weapon Energy cost in pixels, a description, and some pros and cons. <> WE Cost: 0 The trusty weapon Mega Man begins the game with in every installment. In the years since his last adventure, it seems to have lost its ability to charge up--but the damage from normal shots seems more powerful, a la the earlier games. Up to three shots can be fired at a time, it's reasonably fast, travels horizontally and is effective in some way against most every enemy in the game. Pros: +Takes no Weapon Energy. Obviously, this is the greatest pro, as it ensures infinite use with no fear of running out of ammo +Very easy to use and aim +Rapid firing Cons: -Very basic weapon. Not especially great in any situation or against any enemy <> WE Cost: 1/2 normally, 3 when charged up This flaming projectile travels in three directions at once; forward, angled up and angled down. You can fire it at close range to shotgun the enemy with all three shots at once for more damage. It can also be charged up much like Heat Man's Atomic Fire from Mega Man 2, but in a much shorter time. Pros: +The only special weapon capable of being charged up +Shoots in three directions, capable of hitting enemies in front, above or below +'Shotgunning' enemies with multiple shots, especially when charges, makes this the most powerful weapon in the game as far as raw damage output Cons: -Takes more Weapon Energy than some of the other more 'basic' weapons like the Laser Trident, and even more when charged up, which is how it'll often be used -Shotgunning enemies as you'll often want to try and do can make it very dangerous to use <> WE Cost: 1 Fires a small hornet that travels at an upward angle for a bit and then homes in on the nearest enemy or item. It will explode on contact with an enemy unless it's an enemy that the Chaser destroys in one hit or it's the final hit said enemy could take; in such a case, the Chaser will either continue flying in the same direction until it reaches the end of the screen or hits something that causes it to explode, or, if the enemy dropped an item, it will boomerang back to you with that item. It can be used to retrieve stray items throughout stages as well, except Energy and Mystery Tanks (but including Extra Lives and Large Screws!). You can have up to three on-screen at a time. Pros: +Uses little weapon energy +Can be fired rapidly, up to three shots onscreen at a time. +Homes in on enemies +Can be used to pick up and bring back stray items from killed enemies or in the stage +Adorable Cons: -Very weak, likely the overall least damaging weapon in the game -Moves slowly, so even with homing effect it can be difficult to hit defensive or fast-moving enemies -Homing effect sometimes doesn't work as you'd like it to when multiple enemies and items that it could potentially home in on exist onscreen <> WE Cost: 4 This powerful tool will release a small, slow-moving orb that you can control freely. Pressing the fire button again will cause it to erupt into a miniature black hole, sucking any nearby enemies or projectiles into oblivion. This includes any small or medium-sized enemy in the game, even otherwise completely invincible ones; and includes ALL projectiles, including those from bosses, even the final boss! Not to mention it usually does damage to enemies it isn't able to absorb. Pros: +Immensely powerful, though it doesn't do much raw damage to larger enemies like the Magma Bazooka or Concrete Shot, it devours any and all smaller or medium-sized enemies and even leaves behind their drops +Able to destroy ANY smaller enemy, including otherwise completely invincible ones, required for the World Warrior Challenge +Eats any and all projectile shots, even from bosses +The way it's used gives you a lot of control over when and how to use it, and it can be used to clear rooms safely before even advancing through them +Can be set in front of you, in front of a large enemy or at certain key points in a room or against a boss to 'shield' you from shots and spawned enemies Cons: -Takes a decent amount of Weapon Energy -Very long time between shots unless you pause/unpause -Slow and clumsy to use when you need to act fast -Completely harmless until you activate it after firing it <> WE Cost: 7 One tap of the fire button with this weapon will summon an array of green tornadoes from the bottom of the screen, sweeping up to the top very quickly. It will carry with it any on-screen enemy with few exceptions (such as minibosses). If it can't completely remove an enemy, it will usually damage it. As a very useful side-effect, while the tornadoes are onscreen Mega Man can jump a good deal higher than normal just like during the fight with Tornado Man; needless to say, this can be a great alternative to Rush Coil, especially in speedrunning settings. It can also be used to activate the propeller platforms in Wily 1. Interesting to note, you can move forward while the weapon is active and it will continuously wipe out any enemy that comes onscreen during this time, like Rain Flush in Mega Man 4 (but generally more effective). Interesting to note, it will not destroy or wipe out the mine enemies from Splash Woman's stage or Wily 2, but simply push them up to the ceiling. Pros: +Pretty much 1-hit-KOs most any enemy in the game that isn't a boss +Deals damage to any enemy it doesn't KO +Gives you an enhanced jumping ability while in effect +Can destroy any enemy that comes onscreen while it's active, not just the ones that were there when it was first activated +Can propel certain platforms in Wily 1 +Wipes the screen free of projectiles Cons: -Takes easily the greatest amount of Weapon Energy in the game -Throws enemies off the screen, taking any powerups they may have dropped with them -Will not destroy water mine enemies or certain very large enemies -Unconfirmed, but I believe enemies destroyed with this weapon do not count toward Challenges such as World Warrior and the 'x enemies destroyed' Challenges <> WE Cost: 4 One of the most powerful shield weapons in Mega Man history, this rotating barrier will completely shield you from smaller enemies and never dissipates unless you run into an enemy it doesn't destroy in a single hit, purposely fire it or leave the edge of the screen. It also reflects most projectiles, returning them back to their source for a great amount of damage. It can be fired forward by pressing the fire button once it's already summoned, which takes no extra Weapon Energy. Pros: +Stays on forever until it's blocked or absorbed by a strong enemy, fired off or you advance to the next screen +Absorbs any 'small' enemy that would normally take 1-2 Mega Buster shots. +Can be used to easily and quickly 'farm' Screws and other powerups at various points +Reflects most small projectiles, which then travel back whence they came and actually damaging enemies they hit Cons: -Not very efficient with the Weapon Energy, it takes some of the most per use in the game -All but useless on larger enemies that 'absorb' it, the number of Satellites required to destroy such an enemy is terribly counterproductive -All but useless when facing an enemy whose projectiles devour it, such as Wily <> WE Cost: 1/2 Likely the overall most efficient weapon in the game, the Laser Trident fires a simple, forward-moving projectile in the shape of a trident for miniscule amounts of Weapon Energy. Large, fast-moving and fairly rapid-firing, this can be substituted for the Mega Buster in most situations and does a bit more damage to most enemies. Its most unique feature is the ability to pass completely through most shields, making any enemy who hides behind a shield much easiet and giving you the ability to shoot behind things such as covered Mets. This is also the weapon that breaks through the thick destructable walls found in certain areas. Pros: +Very energy efficient +Very simple to use +In many ways, like a simply upgraded Mega Buster +Eats through shields and other defense mechanisms +Passes through enemies +Large enough to hit enemies too low to the ground for the Mega Buster +Can destroy certain destructable blocks as well as magma beams frozen with Concrete Shot Cons: -Quite basic, not especially effective against many types of enemy damage-wise though often moreso than the Mega Buster and rarely INeffective -Since it slices through enemies and obstacles, despite the fact it's fairly rapid-firing it won't hit enemies as rapidly as, say, a barrage of Mega Buster shots or close-range Concrete Shot bullets <> WE Cost: 1/2 The lovechild of the Bubble Lead and Quick Boomerang weapons from Mega Man 2, this releases a small ball that trails along the ground... down walls... UP walls.. and across ceilings. It travels extremely fast and can be fired quickly, but it falls straight to the groung upon firing much like Mega Man 8's Ice Wave, so it can be very difficult to hit airborne enemies with. Pros: +The most efficient weapon in the game, it can be difficult to actually run out of Weapon Energy for this one +Extremely quick-firing and quick-moving once fired +Crawls along all floors, walls and ceilings +Surprisingly powerful or effective against a large number of enemies, though it can be difficult to hit many types with it Cons: -Virtually impossible to use against most airborne enemies or enemies that aren't attached to a surface -Can be difficult to go where you want it to due to the way it crawls along surfaces -Too many rogue Plug Balls wandering around the screen, as only three can be onscreen at once, can make you defenseless unless you pause/unpause to wipe them offscreen -The initial shot, even from midair, moves rapidly straight toward the ground, which can make it very difficult to hit a wide variety of enemies unless you have a good strategy or the terrain on your side -The name and coloring of this weapon may turn off many players to using it <> WE Cost: 2 Fires a blob of concrete that lobs forward and down until hitting the enemy or an obstacle. Upon hitting an enemy it simply does a great deal of damage, but if it hits a wall or floor it will create a small block that Mega Man can use as a platform until it crumbles a short time later. This can be used to climb up the sides of walls or create small platforms across beds of spikes or other hazards. Interestingly it will freeze the large magma beams which can then be used as platforms similarly to freezing the flame pillars with ice weapons in previous Mega Man games. It can also stop the force fields near the end of the game momentarily. Pros: +Extremely powerful and capable of being fired very rapidly if absorbed by a large enemy, it's ideal for taking out most bigger bots +Instantly destroys most small or medium-sized enemies, encasing them in a concrete block +Can be used to create temporary blocks useful as platforms to cross dangerous terrain, used as small stepping stones or climb up the side of walls +Can freeze magma beams temporarily +Can stop forcefields temporarily Cons: -Not very energy efficient, especially considering how quickly it can potentially be fired and how often you'll probably be using it for its various utility functions -Very, very difficult to aim, you're virtually required to use it from a very close range -Platforms created with it last VERY briefly and must be used immediately -Enemies turned into a block with this weapon will not drop items <> WE Cost: 2 once jumped on Since Mega Man 3, most games have had this basic Rush adapter in some form. It summons Rush, Mega Man's robotic dog, directly in front of where he's facing, and, if it's an applicable spot, he will stand there wildly wagging his tail. Jumping on his back will then catapault you into the air with a springboard-- much higher in Mega Man 9 than any installment I can think of, in fact. It's surprising where all you can use Rush, even on dangerous lava fields, and he'll do his job! <> WE Cost: About 2 per second while riding This ever-helpful Rush adapter will, like Coil, summon Rush in front of the direction you're facing; even in midair! He'll stop and transform into a canine hoverjet, moving forward once you jump on him through the air on his own while being coaxed higher or lower with the up and down buttons. Very useful for crossing long chasms or hazards or just as a platform, it constantly drains energy when in use and moving so beware. ---------------------------- - 3-02 Items and Powerups - ---------------------------- Some items drop by a chance when you destroy an enemy. Small Screws, Energy Pellets and Weapon Pellets are common while large Energy Pellets, Weapon Pellets and especially Extra Lives are more rare. Some are only found in certain hard-to-reach spots of a stage or from Eddie, such as the Large Screw. Yet more are only found in shops. I've listed what the item costs (if applicable), where each it can be found as well as a description of its appearance and use. +++++++++++++++++++++ ((Instant-Use Items)) +++++++++++++++++++++ These items are often found in a stage or from destroying an enemy and take effect immediately. [[Small Screw - Enemy Drop, Find in Stage, Receive from Eddie]] A tiny screw. It's worth two Screws' worth of currency. [[Large Screw - Find in Stage, Receive from Eddie]] A large screw, almost identical to the large Bolts of Mega Man 7. Worth twenty Screws' worth of currency. These are rare and NEVER drop from enemies unlike large Bolts would in older Mega Man games. [[Small Energy Pellet - Enemy Drop, Find in Stage, Receive from Eddie]] A small, flashing black-and-white orb. It restores a tiny portion of health. [[Large Energy Pellet - Enemy Drop, Find in Stage, Receive from Eddie]] A larger, outlined flashing black-and-white orb. It restores a hefty portion of health. [[Small Weapon Pellet - Enemy Drop, Find in Stage, Receive from Eddie]] A small, flashing blue-and-cyan box. It restores a tiny portion of Weapon Energy for the selected weapon. [[Large Weapon Pellet - Enemy Drop, Find in Stage, Receive from Eddie]] A larger, rectangular flashing blue-and-cyan box. It restores a hefty portion of Weapon Energy for the selected weapon. [[Extra Life - Enemy Drop, Find in Stage, Buy in Shop, Receive from Eddie]] Cost: 20 Screws This looks like a large, smiling Mega Man head. Also known as a Spare Body, it adds an extra life to your total, up to 9 (and remember "Life 0" counts, so 9 Extra Lives in the menu means you actually have 10 total lives). Note that I also tend to call them 1-Ups from time to time. ++++++++++++++++ ((Usable Items)) ++++++++++++++++ These items are rare; some can be found in stages but some must be bought. They need to be used from the pause menu in order for them to take effect. [[Energy Tank - Find in Stage, Buy in Shop]] Cost: 30 Screws A blue can with an E on the front. This is added to your pause menu inventory and can be used at any time to restore your health meter to full. You can hold up to 9 total. [[Mystery Tank - Find in Stage, Buy in Shop]] Cost: 50 Screws A blue can with an M on the front. There is only one of these in the game findable in a stage that I know, otherwise you must buy them in the shop. This is added to your inventory next to your E-Tanks, and is used in the same way; it refills all your health and all the Weapon Energy for all your weapons and adapters. It also has another, secret function, hence the "Mystery"; if you use it when all your health and ammo is at max capacity, you'll get hear a positive sound and when you leave your menu all on-screen enemies will instantly be destroyed and turned into Extra Lives! You can only hold one of these. [[Eddie Call - Buy in Shop]] Cost: 50 Screws An image of Eddie, the small, red, package-shaped robot. Using this item will call down Eddie (aka Flip-top) who will toss you a total of 5 random items ranging from small pellets to Large Screws and Extra Lives! In the old games he would sometimes drop an E-Tank though I have yet to get one from this item; I'm not sure if it never happens or is very rare. You can only hold one of these. (Note: Eddie can actually be called IN BATTLE, even during the final boss! If you're lucky, he'll act as a sort of mini-M-tank in the head of a fight!) [[Guard Power Up - Buy in Shop]] Cost: 100 Screws An action symbol with the number "1/2" inside. This expensive but extremely useful item will, upon use, grant Mega Man double armor, or cause everything to do half the damage to him that it normally would. It affects the entire stage you use it in and even dying won't remove its effect. +++++++++++++++++ ((Passive Items)) +++++++++++++++++ These all must be bought in the shop. They are always in use once you have one of them in your posession unless you lose them or use them up. [[Beat Call - Buy in Shop]] Cost: 50 Screws An image of Beat, the small, blue bird that aids Mega Man in many games. Having one of these will cause Beat to fly in and pick you up if you ever fall into a hole, afterwards fluttering upwards while you can control him left or right and cause him to drop you if you press the jump button. He will even come back for you again if you fall into a hole from his clutches back into a hole, but each fall will use up a Beat Call. You can carry up to 3 of these. [[Shock Guard - Buy in Shop]] Cost: 50 Screws An image of a blue boot on top of two floor spikes. These will protect you from spikes; instead of dying instantly upon touching a spike, Mega Man will simply be 'hit' as if by a normal source of damage and knocked back a bit, even becoming invincible for a moment, but take no actual damage. Each time you touch a spike with this in your inventory, it takes one away. You can hold up to 3. They also work on lava! [[Energy Balancer - Buy in Shop]] Cost: 100 Screws A small mechanical contraption with an orb-like object on the upper-left. The only truly permanent item, once you buy this you have it for the remainder of that playthrough. Carrying this makes it so when you pick up a Weapon Pellet with your Mega Buster or a weapon with full Weapon Energy equipped, the energy that the pellet would have refilled will go directly to the weapon with the least energy currently in your inventory. Picking up a Weapon Pellet with a weapon with even a sliver of energy gone will force it to refill that weapon, though. [[Hairstyle Book - Buy in Shop]] Cost: 20 Screws A book with a bushy-haired face on the cover, presumably Rock. Buying this will immediately remove Mega Man's helmet, allowing his hair to flow freely a la Mega Man 2's title screen. It even changes the portrait of Mega Man in the center of the Stage Select screen. This actually causes you to take DOUBLE damage, so it's mostly for a challenge (both figuratively and literally). [[Helmet - Buy in Shop]] Cost: 20 Screws Mega Man's trusty blue helmet. You can only buy this once you've already bought the Hairstyle Book. It returns Mega Man's original look, and defense, to him if you'd rather not have to die to get your helmet back. [[Roll Costume - Buy in Shop]] Cost: 200 Screws An image of Roll's face. The description would lead you to believe that this grants you a costume of Roll in which you can play, but in fact it actually changes hers--from the default 'old school' NES Mega Man style to an 8-bit rendition of her newer style a la Mega Man 8 or Marvel vs. Capcom. It's only a cosmetic change and doesn't affect anything, but it is needed for a Challenge. Interestingly, the game remembers if you bought the item and keeps the outfit for her on all subsequent visits to the Shop in that save as well as throughout all cutscenes. -------------- - 3-03 Shop - -------------- There is a Shop in the game in Dr. Light's Lab in which Auto and Roll will sell you a variety of useful items, some of which are rarely found in the stages but most of which are uniquely available from the Shop. To enter the shop, select the house icon at the bottom of the Stage Select screen and confirm. You can buy items here with a Screw currency system similar to the Bolts of the past few Mega Man games or the P-chips of the later few Mega Man games for Game Boy. Available items: Extra Life - 20 Screws Energy Tank - 30 Screws Mystery Tank - 50 Screws Eddie Call - 50 Screws Beat Call - 50 Screws Energy Balancer - 100 Screws Guard Power Up - 100 Screws Shock Guard - 50 Screws Roll Costume - 200 Screws Hairstyle Book - 20 Screws Helmet - 20 Screws (only if you have the Hairstyle Book) [==============] = IV) Extras = [==============] In this section you'll find information about the extra features of the game such as the 50 Challenges and Downloadable Content, as well as a general hints- and-tips collection. -------------------- - 4-01 Challenges - -------------------- In the box is the challenge itself and its description straight from the game itself. Below the box, if applicable, is any helpful strategy I can think of to ease in achieving the challenge as well as extra info if needed, or just a little insight about things I at least know *not* to do. If I note that I'm not sure if a strategy works, that's a call-out for people to either try it and see or e-mail me if they already know--or I myself am planning on trying it. Thanks to J.S. via e-mail for giving me lots of new info on many of these Challenges! For him and any future contributors, I will list the contrib in question in parenthesis at the end of the challenge info. _________________________________________ |01 WALTZ | |Clear the game in 120 minutes or less. | | | |_________________________________________| _________________________________________ |02 TANGO | |Clear the game in 90 minutes or less. | | | |_________________________________________| _________________________________________ |03 JITTERBUG | |Clear the game in 60 minutes or less. | | | |_________________________________________| For all of these first three Challenges, you can unlock all three at once if you finish the game in under 60 minutes before finishing in 90 or 120; likewise the first two if you complete it in 90 before 120. _________________________________________ |04 BUST A MOVE | |Don't miss with the Mega Buster and clear| |the game. | |_________________________________________| This one is very frustrating. Basically, beat Splash Woman ASAP and make sure you do NOT miss a single shot in her stage (may be best to just avoid enemies until you reach her, bring an E-tank or two and only blast her from very close range to make sure you don't miss) and then rely on Laser Trident and other weapons as you unlock them, never again using the Mega Buster to ensure you never 'miss' with it. Quite the opposite of the 'Conservationalist' Challenge, you'll want to try and clear the whole game with nothing BUT Special Weapons. Obviously, you'll want to always keep M-tanks handy just in case. And be sure to save after every stage you beat without missing with (or using at all) your Mega Buster. As a note, realize that even Mega Buster shots while using Rush DO count for this, and even for bosses like the Spike Crushers and Wily Phase 1 I reccommend using any other weapon in your arsenal just to be completely safe. As an example, I once ONLY used the Mega Buster after Splash Woman's stage whilst playfully pelting the Dual Devils (that absorb Mega Buster shots, so I didn't think they'd count as misses) with my Buster and failed to get the achievement; on the next reload, I used NO M. Buster through the whole castle and got it. I may have accidentally messed up somewhere else that I didn't recall, but I'd highly advise being on the safe side. _________________________________________ |05 HEADBANGING | |Defeat 8 bosses without your helmet. | | | |_________________________________________| Lose your helmet by buying the Hairstyle Book in the shop. Dying gives you back your helmet, so you'll have to buy the book again each time you mess up. _________________________________________ |06 BUNNY HOP | |Clear any stage jumping 50 times or less.| | | |_________________________________________| "Note that to complete this challenge you have to kill the boss as well, so you cannot do it on a completed stage." (J.S.) "For 'Bunny Hop', I got it on Galaxy Man's stage. I don't think I jumped many more times than 30 or so, and Galaxy Man is a boss that's easy enough to fight without jumping." (Master Espeon) _________________________________________ |07 MR. TRIGGER HAPPY | |Clear the game with more than 500 Mega | |Buster shots. | |_________________________________________| This one's too easy. _________________________________________ |08 DOUBLE TROUBLE | |Visit all stages twice and clear the | |game. | |_________________________________________| "It appears that you have to visit each stage exactly twice. Any more and you will not complete the challenge." (J.S.) _________________________________________ |09 MR. PERFECT | |Clear the game without getting damaged. | | | |_________________________________________| The big one. This is doubtlessly the most difficult Challenge, and good luck to anyone who tries it. I'd suggest making liberal use of the Jewel Satellite, Black Hole Bomb and Tornado Blow special weapons. And definitely, surely save after each stage you complete without getting hit. I'd say to try this as your final Challenge (with the possible exception of "Truly Hardcore"). By then, you'll know the game enough to be able to attempt it, but you can also truly let loose, assuring yourself there are NO rules to follow except DO NOT GET HIT. So constantly use all your special weapons (at least up to Wily's fortress), take your time, and memorize everything as best you can. _________________________________________ |10 INVINCIBLE | |Clear the game without dying. | | | |_________________________________________| This shouldn't be difficult if you collect enough Screws to keep at maximum capacity your Beat Calls, Shock Guards and E-Tanks. Remember to save after each stage you complete without dying and reload if you ever do take a kill. _________________________________________ |11 ALMOST INVINCIBLE | |Clear the game without continuing. | | | |_________________________________________| Just keep your lives at 9 all the time. Protective items and Tanks will ensure you lose minimal lives, even through Wily's Fortress. _________________________________________ |12 NO COFFEE BREAK | |Clear the game without using any Energy | |or Mystery Tanks. | |_________________________________________| Just pretend you're playing Mega Man 1. Or 8. Guard Power Ups and Eddie Calls are your friends. _________________________________________ |13 AIR SHOES | |Clear the game without falling into any | |holes. | |_________________________________________| "For the challenge air shoes, you cannot use beat at all either. I was able to get the invincible challenge while still not getting air shoes, so no beat calling allowed." (manosrules) _________________________________________ |14 MEGA DIET | |Clear the game without picking up more | |than 8 energy pellets. | |_________________________________________| "The 8 energy pellets challenge: this really means you can't pick up ANY energy pellets throughout the game. Why? in Wily's Castle 4, each of the robot masters drops an energy pellet which you MUST collect to exit the room. Thus defeating each of these bosses uses up your allotment of 8 energy pellets. You'll also notice that there is one energy pellet that seems impossible to avoid which would ruin this challenge in Wily's Castle 3. Use the Hornet Chaser from a distance, have the hornet pick up the energy pellet, then pause the game when the pellet is at a point where you can jump over it. This is really tricky to do, but is necissary for the challenge." "Oh, one thing I forgot to mention: when attempting the no energy pellet challenge, people will probably want to avoid using Gem Satellite when possible- Since this lets you kill enemes by running into them, it can lead to accidentally picking up energy pellets, thus failing the challenge." - Tahngarth _________________________________________ |15 ENCORE | |Clear 4 stages using the same special | |weapon. | |_________________________________________| To complete this Challenge, you must use NO weapon or adapter, including the Mega Buster or Rush, ONLY one specific special weapon, during four entire stages including the boss. You don't actually have to have the weapon equipped at any point in the stage except for the boss technically, and it doesn't matter if you accidentally equip another weapon or item; what matters is that you only press FIRE with the special weapon in question equipped. By far the easiest way to do this is to get the Laser Trident and then tackle Concrete Man, Galaxy Man, Jewel Man and Magma Man. _________________________________________ |16 PEACEKEEPER | |Clear the game by defeating the fewest | |number of enemies possible. | |_________________________________________| "I am pretty sure that you cannot kill any enemies at all besides the bosses and mini bosses that you are forced to kill. However, you CAN kill any of the projectiles that the bosses send out, e.g. Splash Woman's fish or Hornet Man's hornets. You can also let the under-water mines blow themselves up, and the shadow mega mans on plug man's stage run into the spikes." (J.S.) This Challenge is far easier if you use LOTS of Guard Power Ups and Energy Tanks so that you can simply walk through most the enemies you would have otherwise fought. A good trick I've found is to keep Rush Coil equipped at all times (except of course when fighting bosses/minibosses) so in case you get trigger happy you'll summon Rush instead, who'll hopefully be a good enough reminder that you shouldn't kill whatever it was you were about to. _________________________________________ |17 CONSERVATIONALIST | |Clear the game by using the least amount | |of weapon energy possible. | |_________________________________________| "For the conservationalist challenge, you must not use any weapon energy at all in the 8 regular stages. You are only allowed to use certain weapons on certain screens where weapons are required to pass obsticales in Dr. Wily's castle. C.Shot on the lava flows, tornado blow on the fan platforms, laser trident on the concrete bricks that block your path." (Tahngarth) _________________________________________ |18 FAREWELL TO ARMS | |Clear 4 stages without using a special | |weapon. | |_________________________________________| "For some reason, you have to finish the game before this challenge will be completed." (J.S.) To complete this Challenge, you must clear 4 stages using NOTHING but your Mega Buster. That includes Rush adapters! You can, however, use items such as E-tanks. _________________________________________ |19 GAMER'S DAY | |Clear the game 5 times in 1 day. | | | |_________________________________________| This counts even if any or all of the 'game clears' are just loads from saves already at Wily's fortress in which you only finish the final stages. _________________________________________ |20 DAILY DOSE | |Clear the game once a day for 3 days. | | | |_________________________________________| I'm not going to mess with my system clock to see if that affects this, but feel free to clue me in if it does. _________________________________________ |21 WHOMP WILY! | |Clear the game once. | | | |_________________________________________| It's impossible not to get this one if you simply finish the gmae. _________________________________________ |22 TRULY ADDICTED! | |Clear the game for the 10th time. | | | |_________________________________________| _________________________________________ |23 TRULY HARDCORE! | |Clear the game for the 30th time. | | | |_________________________________________| Again, these two count if you just load saves at Wily and finish the game. _________________________________________ |24 CONQUEROR | |Defeat your 100th enemy. | | | |_________________________________________| _________________________________________ |25 VANQUISHER | |Defeat your 500th enemy. | | | |_________________________________________| _________________________________________ |26 DESTROYER | |Defeat your 1000th enemy. | | | |_________________________________________| If you're having trouble with this or the previous two, try the fast screws trick in the Hints section. _________________________________________ |27 WORLD WARRIOR | |Defeat every type of enemy. | | | |_________________________________________| "For the challenge to defeat every type of enemy, this includes many enemies that cannot be defeated by ordinary shots. the thin moving things on the floor in concrete man's stage, the black spiky bombs in splash woman's stage, etc. These need to be destroyed too, and you can kill them with the black hole bomb." (Tahngarth) "Here are some commonly missed enemies: 1. The under-water mines. Use the Black Hole Bomb on them. 2. The balloon enemies on Tornado Man's stage, make sure you kill the head underneath instead of just piercing the balloon itself. 3. The flashing balls that follow the ground on Plug Man's stage. They can be killed with Jewel Shield. 4. The grabber enemies on Galaxy Man's stage and Wily Castle 3 5. Another one that I am not sure counts or not, is the lava beams on Magma Man's level and Wily Castle 1. You can freeze them with Concrete and then destroy them with Laser Trident" (J.S.) "For 'World Warrior' I... honesly went overboard trying to get that. Black hole bomb is your best friend there. You know those things that zoom on the ground when you're at level with them? Black hole bomb! The mines at Splash Woman's? Black hole bomb! I honestly haven't a clue if the plant missiles count toward this or not, or rocks, but as I said, I went overboard. I'd suggest at least mentioning the first two enemies mentioned here. Also, it's rewarded after defeating Wily, so I think it has to be done on that specific run through of the game." (Master Espeon) _________________________________________ |28 TRUSTY SIDEARM | |Defeat the 8 bosses with the Mega Buster.| | | |_________________________________________| "This can also be done on Wily Castle 4." (J.S.) _________________________________________ |29 PACK RAT | |Collect 999 screws. | | | |_________________________________________| You need to get all 999 without buying anything. Try the fast screws trick in the Hints section. _________________________________________ |30 VALUED CUSTOMER | |Purchase all items. | | | |_________________________________________| "Make sure you buy both the hairstyle and the helmet." (J.S.) You must buy ALL items AT ONCE. That basically means that you need to make a 'New Game +' with at least 680 Screws, go into the shop, and buy everything at once--including the helmet. _________________________________________ |31 SHOP A HOLIC | |Purchase 30 items or more. | | | |_________________________________________| This must be done during a single playthrough. The easiest way to do it is to simply accumulate 600+ Screws and buy the Hairstyle Book and Helmet over and over. _________________________________________ |32 LAST MAN STANDING | |Defeat all bosses with only one pixel of | |energy left. | |_________________________________________| Okay, after actually ATTAINING this Challenge, I've decided to completely TRASH my old little strategy and make a new, detailed one from scratch for this extremely picky and tough little thing. My old strategy guessed that you only needed to perform "Survivor" for the 8 Robot Masters.. when in fact, it's EVERY boss in the game. All on the SAME FILE. First of all, you're gonna wanna kill the 8 Robot Masters with 1 pixel of life left on your FIRST go at them, so you don't have to worry about it when going through Wily's fortress later. The trick is to have a file with a TON of Screws to load as a New Game Plus (we're talking 999 or close) and buy a Guard Power Up before each and every stage and use it at the beginning of that stage. For Splash Woman and Magma Man, you can reach them with full energy and take 1 point of damage from their fish or Tornado Blow-weakened Magma Bazooka, respectively, and then just let any of their other attacks hit you for a solid 2 damage until you're at 1 pixel of energy. For every other Master, you'll want to make sure you have an odd amount of health before you face them (easily done by just having full health when you reach them then taking 1 damage from a small enemy) as every Master attack in the game I can think of does exactly two pixels of damage with a Guard Power Up on aside from the fish and weak Bazooka. And of course, you'll want to take the Master to one hit from destruction before you start getting yourself to 1 pixel and finish them as you're in your invincibility animation just as that 1-pixel-left hit connects. Now, for the Wily bosses; you'll only have one Guard Power Up here and I'd suggest, unsurprisingly, saving it for Wily himself. Spike Crusher: This one's really easy. Just come to him with full health; his shots will do 3 pixels a hit so you'll end up with 1 at the end. Just beat him ASAP, leaving one bot left, and push its ball all the way up until you have the required 1 pixel left then finish it. Shark Battleship: For this one, you'll want to come in with 2 damage taken; easiest if you get hit by the shrapnel from the wall crawler's orb a couple rooms before the boss at full health. Use Hornet Chasers on the first form and Tornado Blow/Magma Bazooka on the second to ensure taking no damage, then on the third rip him to near-death with Laser Tridents while taking damage purposely from his own lasers until you're at 1 pixel before destroying him. Dual Devils: This is possibly the trickiest in the game. You want to reach it with three pixels missing from your energy bar, and the easiest way to achieve this without wasting your Guard Power Up is to take a hit from the Shield Attackers just before the halfway point, then make sure NOT to get hit or heal in any way until the boss. Yeah, you'll have to use a Hornet Chaser on that Energy Pellet and jump over it like with the Mega Diet challenge. Now, make sure you have him within one shot of death from the Black Hole Bomb, get to one pixel with a BHB unloaded in his face and make SURE you dodge everything until he comes out and dies. NOTE: Do NOT use your Guard Power Up at the beginning of Wily 4 as you usually would! Read below to find out why! Dr. Wily: Now, you don't have to worry about doing this with any of the Robot Master rematches if you did it the first time on this savefile, and only the final form of Wily to boot. Now, here's my trick. Proceed as normal all the way up to Wily Phase 2, the fire-breathing dino phase. Get him down to near death, then use an E-tank (if you're not already at full health); run into his machine ONE TIME, this should deal 5 pixels of damage to you. Quickly finish him while invincible, and use your Guard Power Up now! This way, all of Wily's final phase's attacks will do exactly 2 pixels of damage to you, and you should be good enough to beat him without dying or needing to use an E-tank if you're going after this Challenge. Get him to exactly 1 pixel of life ASAP; pure Plug Ball hits will do the job as they do 3 pixels to him, or other weapons which all do 1. Have him get you to 1 pixel left, and finish him off with a Tornado Blow! Foolproof! Congratulations, you've got one of the most difficult Challenges in Mega Man 9! _________________________________________ |33 SURVIVOR | |Defeat one boss with only one pixel of | |energy left. | |_________________________________________| See above, but, thankfully, only for one single boss. _________________________________________ |34 HARD ROCK | |Reach a boss's room without getting | |damaged. | |_________________________________________| This is very likely the easiest to do on Galaxy Man's stage with the Jewel Satellite. _________________________________________ |35 HEAVY METAL | |Reach a boss's room without shooting. | | | |_________________________________________| This is by far the easiest in Splash Woman's stage, I'd say. The only remotely difficult part of her stage to pass without shooting is the first water platform room with the wall crawler, and you can think of it as 'enhancing' the puzzle. _________________________________________ |36 SPEED METAL | |Reach a boss's room without stopping | |once. | |_________________________________________| There have been several accounts, including from myself, that this Challenge seems to be almost randomly granted despite definitely 'stopping' at several points in a stage. It's even been confirmed that you can go backwards in the given stage and still get this.. AND pause to switch weapons. There seems to be a consensus that it has something to do with either not dying a single time in a stage, or without stopping a certain number of times despite the in-game description of the Challenge. _________________________________________ |37 FANTASTIC 9 | |Accumulate 9 lives. | | | |_________________________________________| Try the M-tank trick or fast Screws tricks. _________________________________________ |38 FULLY UNLOADED | |Hit a boss with all special weapons | |before defeating it. | |_________________________________________| This is only possible once you've actually beaten all 8 normal bosses. It's easiest to achieve during the Wily's Fortress 2 boss or the final boss. _________________________________________ |39 BLUE BOMBER | |Defeat a boss without getting damaged. | | | |_________________________________________| Likely easiest on Jewel Man with the Black Hole Bomb. _________________________________________ |40 ECO FIGHTER | |Defeat a boss with only the Mega Buster. | | | |_________________________________________| I've had this Challenge for as long as I remember, so I can't go back and check if it's automatically granted surefire by the first Master you kill (since you HAVE no other weapons than the Mega Buster to kill it with) or if you must kill a boss with the Buster once you've accumulated another weapon. If the latter, the best boss to go after for this would be Splash Woman or Galaxy Man. "With the eco fighter achievement, you get it the first boss you defeat ever. No special tricks for this one." (manosrules) _________________________________________ |41 MARATHON FIGHT | |Fight a boss for 10 minutes. | | | |_________________________________________| This may sound easy enough, but remember you must SURIVE for 10 minutes. For me, the easiest boss to attain this Challenge on would be Galaxy Man. "One very easy way to do this is on Wily's first form. The rocks are easy to avoid if you don't shoot them." (J.S.) Recall that you have to actually FINISH the fight, too, for this Challenge to be awarded! If you try it on Wily Phase 1, that means you have to beat the entire final battle1 _________________________________________ |42 QUICK DRAW G | |Defeat Galaxy Man 10 seconds or less. | | | |_________________________________________| This one is notoriously difficult because Galaxy Man likes to spend a lot of time in the air and out of reach while using the Black Hole Bomb. A couple options include using the Tornado Blow or Hornet Chasers until his Bomb is low enough to Concrete Shot and summon him. "This is the only Quick Draw challenge I had trouble with. Because Galaxy Man spends so much time in the air out of reach, it can be hard to kill him quickly. However, one thing you can do is use the Rush Coil to bounce up to his level, then quickly switch to the Concrete Shot and get a couple hits in." (J.S.) "You can use Concrete on his black holes too. I aced him by concrete shotting the black hole before it even deployed, and then Galaxy will still appear where he would have under where the bhb was. So I just faced that area locked and loaded, and pumped him with Concrete shot, careful to space the shots rather than rapid fire so as not to hit him during invinicibility frames, especially since Concrete shot is rather expensive. But since you do like 3 or 4 damage with each shot and each shot only costs you 2 pixels, you should have plenty enough to kill off his bhb's and get enough shots in to kill him. If you don't miss at all starting with a full tank, you should have about 6-8 pixels of Concrete left, so there's some room for error. But doing that will get you about 3 or 4 hits on his first jump, and if he's dumb enough to use his dash attack, that's another 3 or 4 hits you can get with Concrete, and he's toast. Polish off with Hornets or Tornado if you want when he runs away." (Mastalock) _________________________________________ |43 QUICK DRAW C | |Defeat Concrete Man in 10 seconds or | |less. | |_________________________________________| Quite franky, the best course of action is to just spam Laser Trident over and over. _________________________________________ |44 QUICK DRAW S | |Defeat Splash Woman in 10 seconds or | |less. | |_________________________________________| Again, just fire Hornet Chasers as fast as possible. _________________________________________ |45 QUICK DRAW H | |Defeat Hornet Man in 10 seconds or less. | | | |_________________________________________| He takes a lot more damage if you shotgun him from close range with a charged Magma Bazooka. _________________________________________ |46 QUICK DRAW J | |Defeat Jewel Man in 10 seconds or less. | | | |_________________________________________| You can 'trick' him into getting hit up to three times by a single Black Hole Bomb; jump just as he's hitting it, he'll land and hit it again, turn around at a wall and hit it a third time. The BHB reuse trick can also help. _________________________________________ |47 QUICK DRAW P | |Defeat Plug Man in 10 seconds or less. | | | |_________________________________________| By far easiest if you just activate the shield in his face over and over. _________________________________________ |48 QUICK DRAW T | |Defeat Tornado Man in 10 seconds or less.| | | |_________________________________________| Remember that you CAN hit him in the air when he's not near a wall or ceiling with Plug Balls, you just have to be in his face. When he's using Tornado Blow you can jump much higher which helps with this, but of course watch for the spikes. _________________________________________ |49 QUICK DRAW M | |Defeat Magma Man in 10 seconds or less. | | | |_________________________________________| Deplete your Tornado Blow energy quickly then switch to the Mega Buster or Laser Trident to finish him off while he recharges. _________________________________________ |50 QUICK DRAW X | |Defeat the final boss in 180 seconds or | |less. | |_________________________________________| This one definitely isn't hard because they give you so much time. The more you fight Phase 1 the easier it becomes to time the shots right; spamming Concrete Shot in Phase 2 makes it end very quickly; and in Phase 3 you only need 3 or 4 low-to-the-ground appearances to really eat him up with Plug Ball. If he spawns way up in the air toss some Tornado Blows, Hornet Chasers or Magma Bazookas; you can also try using Rush Coil and quickly switching to Plug Ball but this is hard to pull off just right. ------------------------------ - 4-02 Downloadable Content - ------------------------------ As of this writing, there is no DLC (Downloadable content) available for the game yet. However, a good deal of it (if not ALL of it) has been revealed and should be coming throughout the month of October. I will likely have create new sections detailing each DLC option as it becomes available. Here are the currently known details: ++++++++++++++++++ ((Proto Man Mode)) ++++++++++++++++++ Wii Point Cost: 200 Release Date: NA October 6, 2008 EU October 10, 2008 Play the game as Proto Man. There are a number of differences between Proto Man Mode and the normal game; most notably, Proto Man has no story cutscenes or shop to speak of, giving it a feel more similar to the older Mega Man games. He also has the ability to charge up his buster and slide, like Mega Man did in the later games. However, there's a lot more to it--here's the pros and cons of Proto Man Mode: Pros: +You can charge up his default weapon, the P. Buster. The resulting charged shot is quite powerful, large enough to hit low-to-the-ground enemies on equal elevation such as Spikes, and can pass through weaker enemies. Its appearance is that of a red version of the charged shot from Mega Man 4, and the 'charge up noise' goes away once you're fully charged, eliminating a LOT of annoyance that Mega Man's version had. +Proto Man has a shield that he'll hold out in front of himself in the air as long as he's not firing. This actually REFLECTS many shots similarly to Jewel Satellite, and will absorb many larger projectiles. Very useful! +Proto Man can slide. Obviously, this makes a lot of things easier and faster, and is a boon to anyone used to any Mega Man game past 2. +You begin the game with BOTH of Proto Man's Proto Adapters, his alternative to Rush. The Proto Coil and Proto Jet function just like his brother's Rush adapters, but they look different; the Proto Coil is a simple springboard that is arguably easier to judge where to land on for it to propel you upward than the Rush Coil, and the Proto Jet is a near-exact repilca of Item-2 from Mega Man 2 (kinda makes me wish he had the three Items fromthat game instead). Instead of teleporting away after use like Rush, they simply explode. And, again, you BEGIN THE GAME with his Jet adapter as well. +A lot of cool cosmetic changes; you have Proto Man's face in the middle of the Stage Select screen and instead of looking at the cursor his shades will flash each time you move it. You hear his famous whistle each time you warp into a stage while "READY" flashes onscreen, which is very cool. The extra lives are shaped like his head, and he has a way better jump animation than his brother in my opinion. When you receive a new weapon, he has his own cool animation for that, too. Oh, and his scarf is forever flowing awesomely in the breeze. And the Mega Man holograms in Plug Man's stage are now Proto Man ones. Cons: -He takes a lot more damage than Mega Man--about 2x as much, like Mega without his helmet on. You'll need finesse and to make a lot of use of his slide ability against bosses to rock the game as Proto Man. -He's knocked back slightly further horizontally when taking a hit than Mega Man. Utilizing his shield on small platforms would be a good idea. -He can only have two shots onscreen at a time, so while he has a Charge Shot he isn't quite as quick a shooter as his brother. -There's no shop to speak of, and of course, no Screws either. This means no Energy Tanks, Mystery Tanks, Beat Calls, Shock Guards, or even the Energy Balancer, sadly... except for the in-stage E-tanks and M-tank found in Plug Man's stage, Wily 1, 2 and 3 respectively. You'll have to be playing a lot of Plug Man's stage if you want to stock up for Wily. -You can't unlock any Challenges as Proto Man. Overall, though, it's quite awesome still, especially for us longtime Mega Man --and especially Proto Man fans. It's really more of a little fanservice thing and challenging/fresh way to go through the game again than anything. ++++++++++++++++++ ((Endless Attack)) ++++++++++++++++++ Wii Point Cost: 300 Release Date: NA October 6, 2008 EU October 10, 2008 This mode will throw you into the middle of an endless, seemingly randomly generated maze of challenging rooms with nothing but your Mega Buster, special weapons and Rush adapters to help you get as far as you can, with the top ten farthest adventurers being displayed on a world record for all to see. It will drop you at a random starting location every time, and the progression is random. Every few rooms you'll find a teleporter that leads to an area with a different design and gimmick; the 'goal' is to go from the red teleporters to the blue teleporters, though each room within each area counts, not just the whole area. Enemies rarely drop powerups compared to normal, and you'll have to get as far as your can with your default loadout--and obviously, there's no shop items to help you along your way. This is very, very challenging, and even if you have no plans of getting on the Top 10, it's a great mode to mess around on a break from the main game and an excellent way to build your skill. Many of the screens are based directly off areas from earlier Mega Man games, such as Heat Man's insane block puzzle (even with the extra life at the end, which is actually a hidden Met) and the first room of Wily 1 from Mega Man 1. You'll occasionally even fight bosses, though from all I've seen it's only stanard Robot Masters from Mega Man 9. Tips: *Though enemies seem to drop items far more rarely than normal in this mode, you should still take every opportunity to restock on health and Weapon Energy when you find a place to do so such as on respawning drill fish. Remember, though, that you have no Energy Balancer! *On that note, make use of all your weapons as best you can any time you might need them! It can only be so long before you find another area where you can restock, though it may take awhile. *Be patient! It's not a race, you have infinite time, it's just a test of how FAR you can get. Though it may seem like forever to reach the Top 10 if you go slowly, the skills you'll earn by taking your time, examining the situation and proceeding carefully will carry on through all your future attempts and Mega Man gameplay in general, not to mention slow and steady will always get you more rooms completed in the end. *There are only so many rooms, and you'll often revisit one or more you had already earlier in the run after a boss. Technically, the more you memorize this plethora of possible rooms, the better of a score you'll be able to attain. *Every 30 rooms, you fight a boss. This is why you might want to try to keep the Weapon Energy for important/useful weapons such as Tornado Blow and Jewel Satellite high as though they're extremely useful in the rooms the bosses they're strong against are especially tough. The boss will drop a large Energy Pellet after defeat, just like in Wily 4. +++++++++++++++++ ((Special Stage)) +++++++++++++++++ Wii Point Cost: 100 Release Date: NA October 20, 2008 EU October 24, 2008 Gives you another Time Attack stage to try, including a new boss battle! Results will be displayed in the Rankings. Not compatible with Challenges. This stage is quite lengthy and very challenging, full of minibosses and even a fight with the Shark Battleship midway through the stage (as if it's a miniboss as well); there's a whole new set of graphics and a very catchy new background tune, and even a brand new boss at the end, Fake Man, the policeman robot Wily created during the storyline. +++++++++++++ ((Hero Mode)) +++++++++++++ Wii Point Cost: 100 Release Date: NA October 20, 2008 EU October 24, 2008 Play the game with a more difficult level of enemy distribution. Not compatible with Rankings or Challenges. This is the complete, normal main story mode--with Screws, the shop, the story and cutscenes and ending, everything. However, you'll notice a 'HERO MODE' label underneath Mega Man's mugshoton the Stage Select screen as well as on saved games from this mode, and the enemy and powerup distribution are vastly changed from what they were in the original story mode. As you may guess, this is technically the 'difficult' mode of the game, but unlike Mega Man 2's "Difficult" setting, all the bosses are the same and you take the same amount of damage as per usual; the only real difference is enemy and powerup placement, as well as a few puzzle elements such as Plug Man's disappearing platforms and Galaxy Man's teleporters. Despite no actual new stage layouts or bossfights, and no change to the shop or story, this is different and challenging enough to be worth a try for Mega Man fanatics, though some may want to skip it and just grab Superhero Mode. Interestingly, due to the fact that the birds fly extremely high on the screen in Concrete Man's stage in this mode, the fast Screws trick is more difficult to do to the point at which it's almost not worth it. ++++++++++++++++++ ((Superhero Mode)) ++++++++++++++++++ Wii Point Cost: 100 Release Date: NA October 20, 2008 EU October 24, 2008 Play the game with a super difficult level of enemy distribution. Not compatible with Rankings or Challenges. Of course, this is much the same as Hero Mode, only far, far tougher. The changes just between Hero and Superhero mode are even vaster than the changes between normal and Hero mode, so be prepared for almost a completely new experience as you traverse through rooms absolutely INFESTED with all manner of baddies, devastatingly tricky traps, and powerup placement that's almost a joke (expect nearly EVERY 1-Up you find to be a Met fake, and many Big Screws and such replaced by things like small Energy Pellets). This mode even goes so far as to alter which enemies appear in which stage, i.e. adding hologram Mega Man and flame totem enemies to Jewel Man's stage. --------------------------------- - 4-03 Hints, Tips and Secrets - --------------------------------- * The FASTEST way by far I've found to quickly accumulate extra lives and Screws is as follows: Enter Concrete Man's stage and deploy a Jewel Satellite. Move to the second small rise in the floor over a waterfall (perhaps 5 seconds' walk into the stage) and move to the seam between the third and fourth concrete blocks that make up the platform. Now move and jump back and forth across this seam and a constant barrage of rock-lobbing birds should spawn from either side of the screen, giving you a constant flow of powerups and screws. This is also a very easy way to grab the 'enemies destroyed' achievements. An alternative is to use the Black Hole Bomb, instead of the Jewel Satellite here, which is very satisfying and fun to watch, but overall not as efficient. Note that in Hero Mode this is highly ineffective due to the altitude at which the birds fly, but in Superhero Mode it's still possible, just easiest a bit further into the stage, near the beginning of the first black and white striped ledge. Also, a great alternative in Superhero Mode is to use Jewel Satellite in Galaxy Man's stage in the room with a huge wave of UFOs on the bottom half of the screen and three yellow blobs on the top half. * Similar tactics to the one above can be used anytime a weak enemy can be spawned by moving back and forth at a certain part of a screen with the Jewel Satellite to not only gain lives and Screws but energy to refill your health and weapons. One example is the water area of Wily's Fortress 2 with the breakable blocks. At the very bottom of this area, in the long path you can run back through to reach a large Weapon Capsule, many pairs of the fast fish-bots will spawn if you move back and forth at certain key areas. You can very quickly refill yourself for the battles ahead here. Likewise, any area with Pipe Bombers (aka Tellys, the small, spinning purple bots) can be turned into a rest stop by standing nearby with the Jewel Satellite. * It's been pointed out that the Telly spawn area in Plug Man's stage is such a great example of the perfect place in the game to go do other stuff while farming Screws and other powerups that I've decided to make it its own hint. Near the end of Plug Man's stage, after the block puzzles in the dark room full of hologram screens, there is a large platform covered in Telly pipes with a big Screw sitting on top. If you stand at the very bottom-right corner with a Jewel Satellite activated, directly underneath the right edge of the two parallel pipes on the right side of the platform, a continuous stream of three Tellys will rain down directly onto you, such that all their powerups will fall right onto Mega Man. And since it's near the end of the stage, it's easy to move from here to Plug Man's chamber so that you can save your game. ---Credit: Martino Wolff "I just have a little extra to add to the auto-screw-gathering tip with the Tellies on Plug Man's stage: If you stand just up on the lip of the ledge under the 2 parallel pipes instead of in the corner on the lower part, each Telly will basically count as double since as soon as the one coming from above hits your shield, another Telly will pop out of the lower pipe and immediately be destroyed. It definitely seemed to speed things up for me." ---Credit: Eric Pearson * Almost every weapon has a special secondary use or ability such as the Hornet Chaser's ability to retrieve items and the Concrete Shot's ability to create small platforms, freeze magma and stop forcefields. Refer to the Weapons section for more information. * The Rush Coil and Rush Jet can be used in conjunction to amazing effect. Use Rush Coil and while bulleting through the air, access and use Rush Jet. If you timed it right, you'll move further up in the air just enough to be able to land on the Jet once summoned, and will have a sky-high platform with which to cross huge sections of stage with no hassle. Not only does this make the game itself much easier at several points, but it's integral for time trials! ---Credit: AnimeRPGFan on the GameFAQs boards * If you need to practice on a certain boss or unlock a Challenge pertaining to him, remember that you can instantly access the final stage and rematches with all the Bosses from the Time Attack menu--assuming you've finished the game. * Covered in ink? Simply access and leave the pause menu and you're all clean! * The Black Hole Bomb has a simple glitch/trick that can make it a lot more useful, especially against bosses weak to it such as Jewel Man or the Dual Devils. You know how it kind of just stays onscreen for a few seconds after eruption and only the initial touch of it will hurt a boss? Well, just enter and leave your pause menu and it'll be reset--you can use it again immediately. Honestly, using this trick against the Dual Devils makes it seem even more like Mega Man 1, using the Thunder Beam with the pause trick to defeat the Yellow Devil... * It's actually worth noting that EVERY weapon or item, when in use, will disappear if you pause and unpause. This is what allows for such tricks as rapid Black Hole Bombs and combining Rush Coil with Tornado Blow or Rush Jet, but can also be very dangerous when using it in the middle of having a Rush Jet or Jewel Satellite activated. * Interestingly, pressing Select to 'pause' the game while looking at the Challenges menu does NOT cause shots, Rush, Jewel Satellite, etc. to disappear on unpause. So it'd be better to use that in a case in which you actually want to pause the game for a bit and not force a weapon or item to go poof when you come back. * Did you know it's actually possible to destroy the huge magma beams that plague Magma Man's stage and Wily 1? First, freeze them with Concrete Shot then, while frozen, blast them with a Laser Trident. Sayonara! ---Credit: J.S. * It's mentioned at the end of the walkthrough but worth noting here; once you finish the game and watch the credit, you're prompted to save your game. Save it on an empty slot if applicable--the save created will be a fresh, new game with no Masters defeated and no items other than what you normally start with, but you'll have all the Screws you collected in the previous playthrough. You'll want to beat the game with 999 screws once and create a save like this to always have as a 'fresh start' to attempt challenges that require finishing the game, start to finish, under certain conditions. * One way to make those tough, 'finish the game under certain conditions' challenges easier, such as Invincible, Mr. Perfect or Mega Diet, realize that you CAN save the game every time you complete a stage successfully and it'll keep what you've done; i.e. you can complete a stage without getting hit one single time, save the game, and then if you get hit on the next stage you can simply reload that save to try again without having to start from the beginning. Of course, you'll have to beat all four Wily stages without screwing up, though. * Rush Coil combined with Tornado Blow will allow for some insanely high jumps. To do this correctly, you must pause immediately after springing from a Rush Coil, swap to Tornado Blow, then use it during your rise for increased height. ---Credit: Master Espeon * Just in case you were wondering, Mega Man's life bar as well as all Weapon Energy bars and boss life bars are composed of exactly 28 units, seemingly referred to officially as 'pixels'. This means that it will take exactly 28 hits to kill most bosses with the Mega Buster or a weapon it's not weak to, or 14 hits to kill Splash Woman or any of the Shark Battleship's forms with the Mega Buster or most other weapons, etc. * In Proto Man mode, releasing a charged shot while in the clutches of a grabber bot (Galaxy Man's stage, Wily 3, etc.) while jumping will actually destroy it! Handy, huh? * Can't figure out how to get to the teleporter just before the boss door in Galaxy Man's stage on Superhero Mode? Well, just remember--sometimes grabbers can be your friends! [==============] = V) The End = [==============] ----------------- - 5-01 Credits - ----------------- --Thanks to all the readers that send feedback about and information for this guide, as well as all potential future contributors--feel free to give me any error corrections or new information! ==Martino Wolff ==J.S. ==Wes Kitty ==Combo ==Russell Littlefield, aka manosrules ==Grant Dotter, aka Tahngarth ==Johnathan Toliver ==John P. Walsh ==Master Espeon ==Chris Sucevich ==Nate Rice ==Mastalock ==Andrew Rivera ==Eric Pearson ==Blackmage0_15 ==And everyone wishing me to credit them anonymously, or whose names I have forgotten, thank you very very much for anything and everything you've done to help this become such a rockin' Mega Man 9 guide! --Thanks to the Mega Man Knowledge Base ( which I used to gather and doublecheck some of the information used in this guide. Also sites such as and to doublecheck some dates and such (don't worry, I always trace sources if I use something from a site like Wikipedia). --Thanks to GameFAQs for accpeting this guide and GamersHell, Cheat Code Central and all other great sites willing to host the guide and being thoughtful enough to ask permission! --Thanks to Capcom/Inti Creates and Keiji Inafune for creating and releasing a true dream come true to us longtime Mega Man fans, and Mr. Inafune especially for coming up with the Blue Bomber in the first place. (PSSSSSSST, IF YOU'RE READING THIS, WE WANT MEGA MAN LEGENDS 3!) ------------------- - 5-02 Copyright - ------------------- (c) Copyright 2008 Justin Morgan This guide may only be used with permission from and credit to the author. Mega Man and all related characters, names, etc. copyright Capcom. ----------------------------- - 5-03 Contact Information - ----------------------------- Be sure to send suggestions, additional hints and tips, spelling or grammatical error alerts, and anything else you can think of to me! E-mail: jkm553(at)gmail(dot)com