Mega Man 9 Walkthrough :
This walkthrough for Mega Man 9 [WII] has been posted at 30 Jul 2010 by shah and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up shah and share this with your freinds. And most important we have 4 other walkthroughs for Mega Man 9, read them all!
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Walkthrough - FAQ/WalkthroughMM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9MM9 /'\_/`\ /'\_/`\ /'_ `\ /\ \ __ __ __ /\ \ __ ___ /\ \_\ \ \ \ \__\ \ /'__`\ /'_ `\ /'__`\ \ \ \__\ \ /'__`\ /' _ `\ \ \___, \ \ \ \_/\ \/\ __//\ \_\ \/\ \_\.\_ \ \ \_/\ \/\ \_\.\_/\ \/\ \ \/__,/\ \ \ \_\\ \_\ \____\ \____ \ \__/.\_\ \ \_\\ \_\ \__/.\_\ \_\ \_\ \ \_\ \/_/ \/_/\/____/\/____\ \/__/\/_/ \/_/ \/_/\/__/\/_/\/_/\/_/ \/_/ /\____/ \____/ 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 |
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