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Post by Sunflora Azumarill on Feb 24, 2008 23:21:52 GMT -5
======================================================================= [-----------------------------ABANDONED LAB---------------------------] ======================================================================= This is an unorthodox stage, as there are absolutely no enemies in this stage to harm you, but this abandoned lab is not totally safe to go through as you’ll quickly figure out there are literally TONS of lasers of all kinds to watch out for here! This stage begins with a perplex maze in the dark, and there are already three paths to go through from where you begin. I’ll just explain the correct paths to take through here to save time. Start by heading to the left and you’ll already see four laser walls that you need to jump over. The lasers happen to be the only source of light being given off in currently this stage, just so you know. Once you’re past them, you’ll come to a three-way area with a path to the left and one going forward. If you jump the laser field for the forward one, you’ll reach a switch that you can activate that drops a laser wall later on in the maze, but go back and take the left route, but quickly run under the laser fences here, as they’re “smart” lasers and will come down towards you. You’ll reach a right turn ahead and will have to jump two “smart” laser fences before you reach another junction, with a path forward and a path right. Take the right path here, but don’t jump at all here, despite an X Attack, an X Defense, and an X Speed above you, as there are two very long sets of proximity lasers above you that activate if you jump. You’ll come to a four-way junction, but the right and left paths are blocked by laser grids that you can’t go through, so go straight and you’ll come to 3 laser grids where some of the lasers will disappear momentarily. Jump through any vertical lasers that vanish and slide through any that are horizontal when they disappear and you’ll come to a left turn. In this hall happen to be lasers moving up and down, but don’t just simply run for them, as the areas in between the moving lasers happen to have proximity lasers near the floor that activate if you don’t jump them. Wait for a laser to head up, then jump to under it, then jump to where the next laser is. Repeat the process until you reach a left turn after the last moving laser, but jump through the exact middle of the hall’s height, as two sets of proximity lasers, one below and one above will activate otherwise. There’s a Super Potion in the corner here, but a long wall of proximity lasers prevents you from reaching it. Instead, keep to the left of this hall and you’ll come to a four-way junction, but there’s a laser grid on the right end, but the invisible laser wall prevents you from reaching there anyway. There’s a laser wall to the left at the end of the hall, but the proximity laser wall makes it so that you can’t go around it, so head down the left path, but JUMP when you enter, as another proximity laser field resides. This is the hall from the junction before that was blocked by a laser grid, and a switch resides on this side of the wall, so press it to drop the grid and the one blocking the other hall here, which just leads back to an earlier junction. Head back to the hall with the invisible laser wall and head left to see that the laser fence that was blocking you is gone. You can now head into the hall to the right, but the proximity lasers bend to the right at the turn, blocking off the right half of the first hall entirely. Head to the right and get ready to weave over and under some “smart” lasers. You should come to a three-way junction with a path to the right and one going straight, but if you attempt to go down the right path, a proximity laser grid will block you, so let’s head down the one going forward, shall we. It may not look like such, but this hall is a little bit of a maze made up of proximity lasers, so slowly go through here, picking up a Hyper Potion along the way, and you’ll reach a right turn with a laser grid to the right and a switch in front of it. Press it to drop the wall to the right, but a laser wall behind you will activate, making it that you can only go one way here. In this hall, jump repeatedly as there are several proximity laser fields that you need to be careful of here. You’ll then come to a three-way area, with a path forward and one to the right. A laser grid blocks the forward path, so take the right one. There’s a switch at the end of this hall in front of the laser wall leading to the other side of the invisible laser wall from before. This switch will drop the laser grid, but only for a limited time, so press it to drop the wall and head to the right to find another switch that will turn off the laser grid back at the junction, but for a limited time as well. If you get trapped in this area, head to the Super Potion and under it is a switch that will drop the invisible lasers for two seconds, allowing you to go to the other side and make your way back to the junction to try again. From the other switch, quickly run to the hall before the lasers come back on and go through the dropped laser grid back at the junction to continue on with the maze. Keep running here, as “smart” lasers near the ceiling will quickly come down towards you one at a time. Next up is another junction. Now this can be a tricky part. There are three ways to go here, but all three paths are blocked by laser grids. There are four switch pads on the ground that you can activate, each one dropping a laser field, but at the expense of bringing all others up. Hit the upper left pad to drop the lasers to the left and head that way into the next room, where you should touch the lower right-hand switch in the triangle of three of them to drop the lasers to the right. In this room, press the upper right one to drop the lasers gong forward. A quick note, any switches that are presses are indicated by being lit up. Head forward to enter another room and press the lower-right hand switch to drop the lasers to the right. You’ll then enter a much larger room with sixteen-laser blocked paths, four on each wall, and sixteen switches in a four-by-four grid in the center. From where you would look at the room on the map, press the switch that would most likely label as “B3” and press it to activate one of the laser walls on the right wall. Back in a normal-sized room, press the lower-left switch to drop the lasers to the left and head in that direction. In the next room, press the upper-left one to drop the lasers going forward and in this room, press the switch in the lower-right and corner to disable the lasers to the right and head in that direction. Back in another hall, you’ll be in another maze of proximity lasers, but this time, there are several “smart” lasers near the ceiling and floor, making it more difficult to navigate. Most of them are even dual lasers, with one above and one below, both quickly coming down to cut you in half (not literally). You’ll reach a four-way junction in the middle of the hall, but both the left and right paths are blocked by laser grids. Look for a switch in the maze to drop the lasers to the right for a limited time, then quickly head down that way between invisible laser walls to find another switch to activate. This one will drop the laser grid on the other side for a limited time, but don’t let the lasers that let you in here come back up, or you’ll have to take a LONG way to get back here. Once you’ve made it into the other hall, you will finally have cleared this maze. In this next hall, you’ll reach a short shaft with a checkpoint and stairs going up to the left, a flat section that goes to the right, and another flight going up to a higher level. Be careful of lasers that move up, down, left, and right along the stairs as well and at the top, head through the doors and you’ll enter a room with a raised platform that spins like a figure in the Pokémon Trading Figure Game as soon as you step on it, and you can't move until it stops spinning. There are tall glass walls making up the perimeter on the disc and a path leading into the middle of the platform that’s also bordered by glass walls. Once the platform stops, you will only be able to go towards the door that you’re facing from the center of the platform. There are three other doors here, but two of them (left and right) from where you enter are just dead-end rooms, one containing an X Attack and a “Mario and Wario” arcade machine, indicated by the floating TV next to it, and the other containing an X Defense and also a “Pulseman” arcade machine as indicated by the floating TV next to it. The last door here leads into a room with several computer consoles bordering the walls and a large, circular computer system in the center. The floating TV that’s near it indicates “POWER GENERATOR”. On short, go up to the front panel and you’ll turn the power in this stage back on. Both here and in the dead-end rooms are artworks from Mendel Palace (NES), Magical * Taru Ruto-Kun (Genesis), Mario and Wario (SNES), Pulseman (Genesis), Drill Dozer (GBA), and other Game Freak-developed titles, but you'll need adequate light to see them. Increased Drill Dozer artworks will be available on the DS version if Drill Dozer in the GBA slot on the DS. Well, now that we reset the power, head through the door on the other end. We’ve now entered another laser maze, but this time it’s harder to navigate and we have to also find seven computer terminals along the way in order to get info on things that Team Galactic has been doing research on. To start things off, head forward from here and jump the laser fence to get into the next hall. Here, be careful as there are several vertical proximity lasers to be careful of. You’ll come to a cross junction and the other three paths all blocked by laser grids. There’s a switch in front of them the disables all three for about 5 seconds, allowing you to go through one of them. Hit the switch and take the left path. In this hall, you’ll need to weave through a maze of proximity lasers until you reach the first terminal in the middle of the hall. Log on using the action button. You'll be treated to robots and other stuff from all over the Mega Man series with each uplink (there are uplinks for the Classic, X, Legends, Battle Network, Zero, ZX, and Star Force series). With that one activated, now head to a junction with a path to the left and a path forward. The forward path is blocked by a laser field and a switch is in the other hall, but press it and while the first wall will drop, another will block both the area behind you and the area of the junction leading from the terminal. There is a steel box in the junction that you can pick up and throw onto the switch. Do so to drop the lasers and take the forward path. Here, get past a large number of moving lasers that move in all directions and go tot the right. The whole right half of this hall is blocked by visible lasers and the second terminal is on the other end, along with another hall. Head through the hall until you reach another right turn and in this hall, get through some more laser grids as the horizontal lasers form them disappear and you’ll come to another three-way junction. There’s a path going forward and a path going right. Both are blocked by lasers, so press the switch here to drop both walls for a limited time and quickly take the right path. You’ll go through a wider maze of proximity lasers in this hall and at a 4-way junction, take the right path (you’ll need to go a little past it due to the maze) before time runs out as a laser wall here also dropped. In this hall, jump over and run under fast-moving smart lasers and you’ll reach the hall with the second terminal. However, once you log onto this one, a grid of lasers will block the hall you want through, but drop the right bend of lasers blocking this half of the hall. Head back to the junction with the switch and this time, go forward. You’ll come to yet another three-path junction with a path to the right and one forward. There’s a laser wall to the right and a switch along the other path. Go to it and press it to drop the laser grid, but another appears behind you, so keep through the hall, watching out for lines of proximity lasers placed throughout. There happens to be a Super Potion in this hall as well that you should collect if needed and when you reach a right turn, you’ll come to where the third terminal is. However, it’s locked by lasers, so keep down the hall until you reach a spring that will bounce you up to a higher floor of the lab. From there, head backwards and jump and run under some more laser fields to find a switch that will deactivate the lasers guarding the terminal for a short time. Quickly head back to the uplink and log onto it. Now keep down the hall you’re in until you reach a 4-way split and take the right path. There are a number of horizontal proximity lasers here and also an X Speed and a Super Potion. At the end of the hall is another junction, but laser fields on both the left and right ends prevent you from going down either path. Also, the hall on both ends contains a proximity laser maze. Go forward first to find a switch that drops the right wall for a short time and quickly head down there to find another switch that does the same for the left wall. Quickly get through there before either set of lasers comes back up and you’ll reach a dead-end with a spring to bounce you to the upper level. Head left from here and jump over a series of laser fences until you reach the fourth uplink in the middle of two of them. When you activate this one, more laser walls will come up, turning the hall into some sort of grid. Keep through the hall until you reach a two-way junction, a path to the left and one to the right. Take the right path and you’ll have to watch out for a few proximity laser fences that you need to jump and even slide under. At a four-way junction. Both the left and right paths are blocked by laser walls, so first go forward to find a switch in front of a laser fence and drop that one for a limited time, but also brining up one behind you. Head forward until you reach a two-way junction with a path to the left and one to the right and hang a left. Watch out for vertical lasers that move back and forth and hang another left, having to sprint under several smart lasers and you’ll collect a Super Potion at the next junction, a path to the left and one forward. Go forward and you will find a switch that drops both laser walls back at the first of the junctions here and the fifth terminal. Activate it and continue down the hall to reach the junction and now go on the right path before the lasers come back on.
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Post by Sunflora Azumarill on Feb 24, 2008 23:22:36 GMT -5
Down this hall, be careful of lasers moving up, down, left, right, back, and forth and at the end of the path, hit the switch pad on the floor to drop the laser wall and enter another laser wall maze. This time, though, each room has only 3 switches arranged in a triangle. For the one you enter, hit the top switch to drop the front lasers and head into the next room. Here, press the left switch to head down that way into another room. Press the top switch to drop the lasers there and in the next room, press the right switch and go to the right. Press the top switch here and go forward, press the right switch and go right, and press the left switch and go left into a large room with 16 laser walls, but only 12 switches. First, press the switch in the upper-left hand corner to drop the laser wall near it to the left and you’ll enter a dead-end room with the sixth terminal. Activate it and head back out of the room and into the larger room. Now hit the middle-right switch and head through into a normal-sized room. Hit the right switch and go in that direction, hit the top switch in this room and go forward, hit the right switch in this room and go right, hit the left switch and go left, hit the top switch and go forward, then hit the right switch and go right to enter another hall. In this hall, you enter another laser maze with proximity lasers. Keep in it until you reach a 4-way junction with three switch pads on the ground. Hit the right one and go right and you’ll enter a hall containing the final terminal, but it’s blocked by proximity lasers. Head forward until you reach another junction with three switch pads. Hit the left one to drop the lasers to the left and go in that direction. You’ll find a switch that drops the lasers that block the terminal, but now you can’t go back the way you came from the uplink. Head down the hall until you reach two paths, one to the left and one to the right. Take the left path and get ready for some more of those proximity lasers to jump and slide under. This hall leads all the way back to the laser room maze and a switch pad will allow you access into it. From there, hit the top switch and go forward, hit the left one and go left, hit the left switch and go left, hit the right switch and go right, and you’ll be back in the room before the other exit to the maze. Hit the switch that drops the lasers there and head back into the hall. You can now access the last terminal. From there, go to the junction and hit the right switch and go right. Get past several lasers that move in all directions and you’ll reach the exit to the maze.
Now that the second maze is finished, you’ve reached a checkpoint in another hall. If you go forward, you’ll reach a junction with a path going forward and one going left. If you go forward, you’ll see a TON of horizontal lasers coming from a hall to the right. The lasers are closely knit together and there’s absolutely no way through them. Go back to the junction and go left to find a dead-end that houses a one-of-a-kind powerup: an invincibility capsule. Pick that up and for 45 seconds, all damage done to you is prevented and any one-hit-KO effect is nullified. With that in mind, quickly head back to the lasers and you’ll be able to go through them and into the hall to the right, which is completely filled with lasers going in all directions and so closely knit that if you weren’t invincible, you’d be chopped into cubes in an instant (which doesn’t actually happen in this game). You have entered a simplistic maze, but you only have until the invincibility wears off to make it through! From the start of the maze, go forward and take the right path, followed by the left path, then at the next junction, if you take the left path, you’ll reach a dead-end with a 1UP, but be quick about it. Take the forward path at the junction and take the right path next. Take the right path at the junction and then take the left one at the next. At this junction, there’s a path to the left and one to the right. IF you take the left one, you’ll come to a turn to the left with a dead-end with the stage’s Full Restore, but this can eat up a lot of time. At the junction, take the right path and at the next, go left and at one more, go right and go left to exit this maze before your invincibility wears off!
Here, you’ll come to an Arrival Teleporter in front of a door that opens up into a series of rooms that have a door on each side. The doors you go through close instantly as soon as you go through them and don’t reopen. The first eight rooms of the door area are labeled with directions, and the last two with the DS's face button icons. You need to go through the doors in this order: Up, Up, Down, Down, Left, Right, Left, Right, B, A. (For those not in the know, that's a famous Konami code.) Go through a wrong door and you'll enter a small closet room with only a Departure Teleporter that takes you back to the Arrival Teleporter. Once you reach the end of the maze, all you have to do is go through one more room and you’ll reach a Timerunner that ends the stage. However, if you're playing as Volkner, shortly after you enter the first room, Electra will show up. After a short conversation, you have to fight her. Electra will constantly run around the area and also occasionally brings out either Electabuzz or Lanturn to use Thunderbolt (Electabuzz) or Thunder Wave (Lanturn). Avoid or endure her attacks and after 45 seconds, Prof. Oak will come in on the hand radio and tell you of an active bomb on the premises! The bomb will go off in just 90 seconds, and it's recommended that you get Electra to safety. You'll have to find the Timerunner in the 90-second timeframe while escorting Electra there in the process (so easy). If time runs out, the lab will blow up, Volkner and Electra will be destroyed, and you've failed the mission. In the next room happens to be a Timerunner on a teal track with 73 grooves. Just get onto it to clear this unusual stage once and for all. There also happen to be several other things about this stage that I’ll get to right now as well.
For the optional "Escort Mario to Luigi" task, you can complete that by finding one of two arcade machines somewhere on the premises. One of them, according to the Floating TV next to the machine, is a Mario and Wario machine. If you use the action button next to it, you'll be able to play World 1-3 of Mario and Wario. You'll be playing as a fairy and guiding Mario through the stage. The controls are rather simple. For the DS version, you'll be playing the game on the bottom screen, using the stylus like you would the SNES Mouse. The fairy will follow the movements of the stylus. Press Y to perform the chosen action. Use Start to pause. For the Wii version, you'll be moving the fairy around using the Left Analog Stick (Classic Controller), Control Stick (Gamecube Controller), or by pointing to the screen with the Wii-mote (Wii-mote/Nunchuck). To perform an action, press Y (Classic Controller or Gamecube Controller) or B (Wii-mote/Nunchuck). Use Start (Classic Controller or Gamecube Controller) or + (Plus) (Wii-mote/Nunchuck) to pause. Upon either losing all your lives or completing the stage, you'll return to the normal gameplay from where you left off. Losing a life here doesn't cause you to fail the mission--it's Mario's lives you're playing with, not your own! Additionally, the Wii version keeps your high scores for each control type (Classic Controller, Gamecube Controller, and Wii-mote/Nunchuck) for the Mario and Wario machine and gives you a ranking for the game based on it; the ranks are, from worst to best, E, D, C, B, A, S (equal to the one-star in Mario Kart DS), silver star (equal to the two-stars in Mario Kart DS), and gold star (equal to the three-stars in Mario Kart DS).
For the optional "Get through India" task, you can complete that by finding one of two arcade machines somewhere on the premises. One of them, according to the Floating TV next to the machine, is a Pulseman machine. If you use the action button next to it, unless you're playing the Japanese Wii version, you'll be able to play Stage 2 of Pulseman. You'll play as the titular character of that game. The controls are a bit more complex compared to the Mario and Wario controls. For the DS version, you'll be playing the game on the top screen, the bottom screen only shows the conversion between controls between the Genesis and DS. On the DS version, the Control Pad moves Pulseman, the Y button is the regular attack, the B button is the special move Volteccer, and the A button is the jump. For the Wii version, you'll move Pulseman with the Left Analog Stick (Classic Controller) or the Control Stick (Gamecube Controller or Wii-mote/Nunchuck). The regular attack is either on Y (Classic Controller), B (Gamecube Controller), or C (Wii-mote/Nunchuck). The special move Volteccer is either on B (Classic Controller), A (Gamecube Controller), or Z (Wii-mote/Nunchuck). The jump is on A (Classic Controller or Wii-mote/Nunchuck) or X (Gamecube Controller). The control customization from the full Genesis game is disabled in this trial playthrough. Upon either losing all your lives or completing the stage, you'll then return to normal gameplay from where you left off (Japanese versions will also advertise Pulseman's availability for 800 points on the Wii Shop Channel upon returning to normal gameplay). Losing a life here doesn't cause you to fail the mission, as it's Pulseman's lives you're using here! Additionally, the Wii version keeps your high score for the Pulseman machine and gives you a ranking for the game based on it; the ranks are the same as for Mario and Wario, although the necessary scores are different.
There is an additional objective if you play the stage in Jenny Mode. If you're playing as Volkner, this event takes the place of the Electra event. In the room before you reach the Timerunner is an ambush spot where Team Meanies, Pokémon Mystery Dungeon's primary villains, will appear. A cutscene prior to the battle will have the character you're using in disbelief after hearing Team Meanies talking! You'll have to battle all three members of Team Meanies in order to clear the stage in Jenny Mode. In short, you got a midboss battle.
----------------------------------------------------------------------- //Team Meanies// Health: 225 (75 each) Attack 1: Sludge Bomb - Ekans will launch a bomb of sludge at you. Whilt the attack is supposed to poison, for some reason, that effect will never happen. Attack 2: Hi Jump Kick – Medicham will jump and attempt you hit you with a flying kick. If the attacks misses you, however, Medicham will suffer some damage instead. Attack 3: Shadow Ball – Gengar will charge up and launch a sphere of shadows at you. If the attacks hits, you’ll be knocked back a little by the impact. Strategy: If you lose this battle, you might as well give up games like this, since this battle's pretty much nothing but a joke. Gengar is the toughest of the three, but is only as powerful as Archie. Ekans is the weakest of the three, and is only as powerful as Maxie. Medicham is the middle in the bunch, as her power only falls slightly short of that of Gengar's. All you need to do is dodge their attacks and strike back, and their attacks don’t even do much at all. The only piece of complex strategy you actually need is that Normal and Fighting type attacks won't work on Gengar. Just finish them off and get on to the end of the stage while you still can. -----------------------------------------------------------------------
There are also several other easter eggs present in this stage in the DS version. If you have a WarioWare: Twisted or Yoshi Topsy-Turvy game pak in the GBA slot, a teleporter system that activates upon reaching either of the arcade machines uses the rotation sensor on the game paks (if you're playing the Japanese version of the game, you can also use the tilt sensor on Happy Panechu for the same purpose). If you align the DS in a certain position, you can enter the teleporter, then rotate to the left to go back in the sequence or to the right to go forward in the sequence. There are three teleporters. Number 1 is at the start of the stage, number 2 is at the Mario and Wario machine, and number 3 is at the Pulseman machine. If you have a Boktai: The Sun Is In Your Hand or Boktai 2: Solar Boy Django game pak in the GBA slot on the DS (or even Shin Bokura no Taiyou: Gyakushuu no Sabata if you're playing the Japanese version of the game), it will detect the solar sensor, and you can use it to absorb sunlight. The more sunlight that you absorb, the brighter the blacked-out area of the map will appear to be, allowing you to see just what it's concealing. If you have a Drill Dozer game pak, one of the rotation-sensor game paks (WarioWare: Twisted, Yoshi Topsy-Turvy), or the DS Rumble Pak in the GBA slot, you'll enable force feedback for this stage using the rumble motor. Finally, if there's a Lunar Knights game pak in the DS slot on the DS, a Floating TV near the start of the Konami Code door rooms will reveal you the combination you need to get through the place; the message on the floating TV is signed with two names, Leo Stenbuck and Celvice Klein, which is a reference to Zone of the Enders, another Hideo Kojima project. (Hideo Kojima also is the mastermind behind the Metal Gear and Boktai series.)
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Post by Sunflora Azumarill on Feb 24, 2008 23:27:06 GMT -5
======================================================================= [------------------------------WILY TOWER-----------------------------] ======================================================================= Before we get to this stage in general, we’ve got a cutscene to watch. As you arrive in the Timerunner, a large tower is spotted. As you walk into the tower, you'll hear a thud behind you, followed by metal snapping. You turn around to see a broken Fire Man at the steps. Fire Man is one of the robots you saw on one of the uplinks back in the abandoned lab! At this point, an odd voice will come in on the hand radio and ask you to meet up with one of his creations, who he says can help you rescue him. This stage is a 3D recreation of the entire Wily Tower stage from the Wily Tower minigame from Mega Man: The Wily Wars on the Genesis, with all sections of the stage touched up to look more radiant. With all of that in mind, time to start the stage. You’ll start the stage with a raised plane behind you. Before jumping up to it, head forward and collect an X Attack at the wall, then head back and jump onto the plane. Your first enemy, a Metool, greets you here. Unlike in 2D Mega Man games, Metools in this stage fire shots in a horizontal direction instead of vertical. Wait for it to fire before hitting it with an attack. Climb the ladder beyond it to reach another plane with another Metool. Repeat the process here and jump forward over the wall to reach a tunnel. After the tunnel, drop down and head forward past two more Metools and to a ladder on a raised plane going to the left. Climb up to reach the plane, but from the ceiling above happen to be three Bubble Bats that’ll swoop down at you. Past them is another ladder to climb up to reach another plane to the left. On this plane happens to be your first Sniper Joe. Wait for it to lower its shield, then attack. To the left of the ladder happens to be an X Speed to collect. At the end of the plane is ANOTHER ladder. This one goes much higher than the previous two and has two Octopus Batteries going left and right around the ladder. Once you reach the top, you’ll find a small bridge to the right followed by a tiny platform and then another small bridge with a ladder going up. Making things more difficult here is two more Octopus Batteries going back and forth, so defeat them and then head forward. Once you reach the ladder, climb up it to reach solid ground going forward, but a large enemy known as a Power Massler will attempt to crush you. Past it happens to be a Super Potion and a short raised section with a flame geyser behind it. Wait for the flames to go down before heading into the small tunnel beyond. Past the short tunnel happens to be another flame geyser and a raised section beyond it and past that one at a left turn happens to be ANOTHER flame geyser. Jump past it to a higher raised section and one more flame geyser and raised section. Drop down the hole here and head forward past two more Metools until you reach a ladder with a raised plane going to the right and a metallic grid wall beyond the ladder. If you have a high-powered attack, use it several times on the wall to break it and enter a short hall with a Crazy Cannon to defeat and another wall. Repeat the process here and you’ll find a Wily-esque door to head through. Head through the door to reach a hall with a checkpoint and another Wily door at the other end. Through this door is a square-shaped arena fitted to look like a power reactor. There are high-powered generators in each of the walls and several electrical posts in the arena. Once you enter here, Spark Man, a Robot Master Dr. Wily has brought back, will drop down and sparks will form around him. He’ll tell you that he was expecting Mega Man, but that you’ll have to do instead. With all of that in mind, this is the first midboss of this stage. ----------------------------------------------------------------------- //Spark Man// Health: 240 Attack 1: Spark Shock – Spark Man will charge up, then fire 2 clusters of electricity at you. These travel slowly, but they can also paralyze you if touched. Attack 2: Electric Burst – Spark Man charges up, then launches an expanding ring of small clusters of electricity that spread outward from Spark Man. Attack 3: Electric Surge – Spark Man charges up, then touches his electrodes to the ground, causing a constant surge of electricity to engulf the floor. Strategy: Spark Man tends to be little difficult to hit, due to the face that he jumps around the area a lot. There’s also the threat of the electrical spikes in his arena, which if touched, zap you for 30 damage. When Spark Man charges up his Spark Shock, get in between the blasts as one goes to the left and one to the right. When he unleashes a ring of electricity, it’s best to jump over them. Either way, he stops moving to attack, so that’s your chance to take him down. When half of his health is gone, Spark Man will turn up the power by at times charging up, then touching the floor with his electrodes, which in turn electrifies it for 5 seconds. When this happens jump onto one of the generator’s sides in the arena and you’ll be able to hold onto it using X. When the electricity stops, go for Spark Man again. Once he has taken on enough damage, he’ll explode a la Mega Man. ----------------------------------------------------------------------- After Spark Man’s been destroyed, you’ll notice another Wily door on the other end of the room, head through to enter another short hall with one more door at the end to go through. After this door, you’ll come to an area with a hole to drop down. After dropping down, there’s a path going to the left with a raised section you land on, a lower section with a Crazy Cannon, a higher part with a Metool, and a higher raised section with another Metool. At the end of the lower section is an X Defense to collect, but be careful if you decide to collect it. Jump past both Metools to reach a hole going far down. After the long drop, you’ll enter a large, open area going to the right with two raised tiers to jump up. On the longer area after the two tiers, watch out for another Sniper Joe and drop down to a lower area below and head a little backwards for a Super Potion. This next part has you using large floating platforms going in various directions over the expanse here, but a series of four battery-like enemies called Elec’ns make things harder. Once you get past the series of four platforms, you’ll find a high path and a low path. There is a flame geyser at the start of the low path and some short raised sections beyond it. There happens to be a large block blocking the path here, and only Explosion can get rid of the block. You’ll reach a room with a 1UP, two X Attacks, and a Potion. This is a dead-end, though, so head back to the flame geyser and jump up to the high path. On this path, you’ll have your first encounter with an unusual enemy that looks like a Nintendo DS, called a DuoSys Man. It appears to be wielding a Nintendo DS system as a weapon and firing DS game paks out of it as projectiles. It even appears to be tapping the bottom screen of its weapon with a stylus when firing the projectiles! This happens to be a right-handed version. Past it is another left-handed one. You’ll come to a ladder with a Twin Cannon in front of it. Get past the cannon and head up the ladder. In the room above, there is a large pit of spikes going to the right and a ladder at the end of the room. Along the walls here happen to be disappearing and reappearing blocks. Memorize the pattern and jump up the blocks to reach the ladder. You’ll reach another room with a spike pit going to the left. The ladder is actually on a short plane right above you. This time, you got the hazard of two Bubble Bats to watch out for. Use the block sequence to reach the ladder and keep going with this stage. You’ll come to a large, open area filled with lava going to the left. There is a platform going on a line back and forth here and a small spire with a flame geyser. Dodge the fireballs that shoot out of the magma and get onto the platform when it comes. Another spire with a flame geyser is next. Land on the safe area near the lava next, but watch out for a Sniper Joe. Get past it, jump over the lava, and reach the Wily-esque doors ahead. The hall in between both sets of doors has a checkpoint for you to cross and also a Super Potion. After you got your spoils, head through the doors to enter a large, octagonal shaped room filled with lava and with an octagonal arena in the center. There are lava falls coming out of each of the walls here other than the ones with doors. Cross the bridge and onto the arena, but once you do, the bridge falls into the lava and from another end of the arena, another Robot Master, this time Heat Man, jumps out of the magma. He’ll tell you that you’re already causing trouble by trying to help Mega Man and that he’ll see to it that you burn. Here’s another midboss. ----------------------------------------------------------------------- //Heat Man// Health: 240 Attack 1: Atomic Fire – Heat Man will charge up and fire a large cluster of flame at you. The flame cluster explodes on contact once it impacts you or an object. Attack 2: Flame Dash – Heat Man will engulf himself in flames and then charge at you. When he’s doing this, he is invulnerable to attack, and getting hit can burn you. Attack 3: Lava Geyser - Heat Man will slam the ground, causing four lava gesyers to erupt around him. Strategy: Heat Man isn’t as tough as Spark Man, but he’ll still put up a difficult fight. This time, it’s possible to fall off the arena and into the lava surrounding it. When Heat Man charges up, get out of the way of his Atomic Fire attack and attack him while’s he rests after using the attack. He’ll also engulf himself in flames and attempt to ram you, which can burn and even dump you into the magma. He can’t be damaged in this state, so just avoid him. When half of Heat Man’s HP is gone, he’ll make things even hotter by doing an occasional ground pound, which causes lava geysers to erupt around him. When they die down, it’s time to attack again. Keep up these tactics and Heat Man will be able to take no more. ----------------------------------------------------------------------- After Heat Man’s been destroyed, a bridge on the opposite end of the arena will rise from the lava. Cross it to reach another Wily door that leads out of the arena and into a room where you’ll finally meet up with Mega Man. He’ll tell you that the odd voice on the hand radio is Dr. Light, who Dr. Wily has kidnapped in present day, then taken with him to this time period using the same Timerunner you used to get here. This whole tower was built once Wily reached this time period. Anyway, Mega Man will now ask for you to meet up with his brother, who has also come here. Head through the Wily doors on the other end to reach the next part of the stage. In this next room, jump down to reach a plane going to the left over a pool of water. Jump off and into the water to keep going. There’s another place down here going to the right and a Nautiroll swimming back and forth over the plane. Swim past it to find solid ground going to the left and another Nautiroll. After it happens to be a hole. Swim down the hole to find a path going to the right. Down here happens to be two spiked crushers in the ceiling above and also an enemy called a Mantan that swims around the area. You should also get yourself a Super Potion as you swim down here. Wait for the crushers to come down and them swim under them as they go back up. Once you’re past the crushers, you’ll find a short hole going up and a bubble grate on the floor for air if you need it. Swim up the hole, but be careful of the spikes on the ceiling. Swim to the left here and over the spikes, but enemies called M-445’s will swim upward and downward from here, so be careful of them. They’re endless, so only defeat them if you want points. At a raised area, there are two more crushers that you’ll need to swim past. The M-445’s still come at you here, so be extra careful. After the crushers, you’ll come to a drop to the right with spikes on both the floor and ceiling, and after them happens to be a Lantern Fish, which will deploy Shrimp at you. Defeat the Fish to stop the Shrimp surge altogether. Once you reach a ladder, a Mantan, a Super Potion, a bubble grate, and a metallic wall to the right, use attacks on the wall to break it to reach a hidden room with a Lantern Fish in the depression below and a 1UP on the raised section at the end of the room. Head back to the ladder, the M-445’s still coming at you, and climb up to reach a room to the left with a spike pit, four Mantans, and two Nautirolls. There’s also a Wily Cage here that contains two X Speeds for you to collect on the other side of the spikes. Defeat all of the enemies to open the cage and collect your items. Swim up to the surface of the water and use the ladder to the right to climb up to a dry room with two Blockies on the raised sections in front of a Wily Door and also two Bubble Bats on the ceiling. Get past them and head through the door to reach a hall with a checkpoint and another Wily door on the other end. You’ll enter a square-shaped room with all the surfaces here being video screens depicting stars and space. Once you head to the center of the room, your third Robot Master, Star Man, will drop down from above. He’ll tell you that he’ll send you to the stars and to your dreams. Another midboss battle commences. ----------------------------------------------------------------------- //Star Man// Health: 240 Attack 1: Star Crash – Energy stars will rise up around Star Man, then home in you, making them unavoidable. The number of stars varies. Attack 2: Star Barrier – Five energy stars will surround Star Man, protecting him from attacks. Touching them will damage you. Attack 3: Star Beam – Star Man will fire a multi-colored star-shaped beam from his body at you. This attack may also disorient. Strategy: Star Man happens to be difficult not only due to his speed, but also due to the fact that he can protect himself from attacks. When he sends stars at you, you’ll have to rely on your health, since the attack can’t be avoided. When he uses stars as a shield, wait for him to let down his guard, then go in for the kill. When half of his health is gone, Star Man will start firing a beam of star energy as well, so get ready for some quick dodging, then attacking when he’s done. When Star Man’s health is depleted, he’ll be stardust. ----------------------------------------------------------------------- After Star Man’s out of commission, head through the Wily door to the left and enter another hall with a Wily door on the other end. The next area has a depression with two more Bubble Bats and three Metools that guard a Wily Cage holding a spring. Defeat all the enemies to open the cage and use the spring to bounce up to a hole going to the left. Drop down and head forward though the short tunnel into a room with 2 Power Masslers to get past as well as a Super Potion. After them happens to be two raised sections where a two Petafroces walk back and forth, so defeat them before reaching the ladder at the end of the path. Climb up the ladder to reach a large room with five DuoSys Men, three right and two left, all guarding a Wily Cage holding a 1UP. Here, you’ll have to contend with another block sequence to reach the ladder on the other side near the ceiling. Up the ladder to the left happens to be a path with two conveyor belts and two Crazy Cannons. Past them happens to be a third conveyor belt with two Bubble Bats on the ceiling. There’s also a hole here that you’ll need to watch out for and another conveyor belt after it, but a large Wily Cage sits on the conveyor belt and doesn’t go away even after defeating any nearby enemies. Back at the ladder, there is a path above the first one with two spikes crushers to get past as well as conveyor belts on both sides of the first crusher. Past the second one is another conveyor belt and a third crusher. At the end of the path happens to be an X Attack, and X Defense, and X Speed, and a Hyper Potion. Get all of them and head back past the crushers to get back to the ladder. From there, climb up another ladder to reach a room going forward with three spike pits, a Wheel Totem on the first solid area, and an endless supply of Tellies. There is a ladder at the end of the last spike pit that leads to two short platforms going in the other direction and lead to an H2S04 Scope and another ladder. Head up the ladder to reach a plane going forward leading to a Wily door. Go into it to enter a hall with a checkpoint and another Wily door. This one leads you into a dark room where you can see nothing. Suddenly, you’ll see something appear in the center of the room, another Robot Master, this time, Dark Man. He doesn’t say much, though, just says for you to stop where you are. The fourth midboss battle commences. ----------------------------------------------------------------------- //Dark Man// Health: 240 Attack 1: Dark Energy – Dark Man will charge up a sphere of dark electromagnetic energy, then fire it at you. If hit, the energy will bind you (use L & R toggle to escape). Attack 2: Dark Barrier – Two dark electromagnetic barriers will surround Dark Man, then be sent out towards you while spinning. These damage if touched. Attack 3: Dark Pulse – Dark Man will fire a dark electromagnetic pulse towards you. In addition to damage, getting hit may also disorient. Strategy: Dark Man happens to be difficult due to the fact that he will constantly use barriers to protect himself as well as send them out in your direction. His Dark Energy attack is just as dangerous, as it can trap you in addition to damage. When he throws his barriers at you is perhaps the only time you get to attack him, so do so. When half of his health is gone, Dark Man will star firing a Dark Pulse attack as well, which has a high chance of disorienting. You’ll need to constantly be ready for his attacks during this battle, but keep it up and Dark Man will have regretted ever coming out of the shadows. ----------------------------------------------------------------------- Once Dark Man’s been defeated, the lights will come on to reveal a simple room with mirrored walls all around and you’ll notice an object lying on the ground. It’s blue colored and glowing. Dr. Light comes on the hand radio and tells you that the item is called an HP Tank, a product of the future that Dr. Wily had managed to obtain shortly after he came to this time period. Dr. Light will tell you to put the Summon Meteria that you’ve collected into it. Once you've put the matching Materia into it (it happens automatically), the Tank further boosts the HP statistic of your characters! (The new multiplier is 4x.) The only way out of this room is back the way you came, but Dr. Light tells you to go back to the Wily Cage you saw last. Anyway, head back through the Wily door you went through, go through the hall you were just in and then through the next Wily door and back into the next room. Jump down here, but be careful of all the Tellies that are here. Also, back at the area with the Wheel Totem, there are now two of them and also four Prop-Tops. There is now a Wily Cage where the H2S04 Scope was. If you defeat all the enemies here besides Tellies, the cage will open and you can help yourself to a 1UP and two X Speeds. Head back down the ladder and where you found two Crazy Cannons will now be three of them plus a Petaforce on each conveyor belt. Get past all these enemies, plus three Bubble Bats at the hole and you’ll notice the Wily Cage that blocked your path is now gone. You can now head to the ladder beyond and from there, climb up to the next level. You’ll come to a room going to right with the entire floor a conveyor belt and conveyor belts going to the left. There is a Wheel Totem that moves along the conveyor and also two DuoSys Men on the belts above, one left-handed and one right-handed. Defeat all threats here and jump across the conveyors to find a Crazy Cannon at the wall and one more conveyor going to the right. Go across it, but watch out for one more DuoSys Man, a left-handed one, and a Crazy Cannon after the conveyor. Where the second Cannon is happens to be a ladder going up, so climb up it when you get the chance. The next room goes to the right and has a spike pit below. A large floating platform over the spikes will allow you to reach a short platform neat to another moving platform and a Crazy Cannon on a section near some more spikes. If you take the first platform up, you’ll reach a raised plane going to the left with a ladder at the end you can climb up to find a room going to the left with a pit of spikes with short platforms going over them and more such platform above you. Climb up the ladder to find a Wily Cage holding a 1UP that opens when the Crazy Cannon nearby is destroyed. Head across the platforms here, but watch out for a Pipi that files by. Destroy it before it drops an egg containing Copipies that will swarm you. After that’s done, head back to the ladder and head back down to the area with the platforms. This time, head to the second platform and take it over the second spike pit to where another Crazy Cannon resides. Next up happen to be three Bubble Bats is a passage that goes to the left and a ladder heading down. There is also a narrow hole beyond there with a ladder at the top. This ladder connects to the area with the 1UP and is used to reach here. Head down the leader to reach an area going to the right with two Sniper Joes to watch out for. Get past them and drop down to a lower area of the room going to the left. A squad of three Sniper Joes guards the Wily door two short tiers above and a right-handed DuoSys Man attacks in the area below. Get past all the enemies and head through the door to reach a hall with a checkpoint and another Wily door. Head through to enter a large room that looks a lot like a greenhouse. There’s glass panels to the left and right alongside trees of various kinds and the floor here is grass with flowers. Head to the center of the room and from the ground below in a storm of vines, ANOTHER Robot Master, Plant Man, will rise up. He’ll tell you that you’re stepping on his flowers and that you’re hurting his home. With all that in mind, he is done talking and another midboss battle begins. ----------------------------------------------------------------------- //Plant Man// Health: 240 Attack 1: Plant Barrier – A number of plant-shaped energy bodies will surround Plant Man, protecting him from all attacks. Touching them will damage you. Attack 2: Planette Seed – Plant Man launches a robotic seed into the ground that grows into a small Plant Man-like flower. The flower will spit seeds at you. Attack 3: Solar Cannon – Plant Man’s petals will start glowing for a few seconds, then Plant Man will fire a large solar beam at you that knocks you back a bit. Strategy: Plant Man isn’t as fast as most of the Robot Masters here, but he’ll pose quite a threat when you fight him. Like Star Man, he too can protect himself from attacks at times with Plant Barrier, but one of his most unusual attacks is planting seeds in he ground, which turn into flowers that will fire Bullet Seeds at you. These flowers only have 40 HP, so take them out before dealing with Plant Man. When half of Plant Man’s health is gone, he’ll kick things up by using a large and powerful solar attack. When he starts charging up for it, it’s time to get out of the way, then attack him while he’s resting. Just keep up your tactics to reduce Plant Man to plant food. -----------------------------------------------------------------------
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Post by Sunflora Azumarill on Feb 24, 2008 23:28:49 GMT -5
After Plant Man’s been destroyed, you’ll notice another Wily door at the other end of the area. Head through to enter another room where you’ll finally meet up with Proto Man. He’ll tell you that shortly after Dr. Wily made off with Dr. Light and headed to this time period, Proto Man decided to do the same. He found himself a Timerunner and decided to try and rescue the doctor himself. Anyway, he’ll bring up that he’ll help you out from here on in. Before we get started on the next area, Proto Man will help out with defeating enemies and Robot Masters using his Buster and will also provide defense with his Proto Shield. If Proto Man is defeated at any time during this task, you fail the mission, so be careful. Anyway, head through the doors to enter the next part of the stage, which looks like the exterior of the tower and resembles space, with blue maze-like scenery fading in and out from all ends of the back ground. From where you enter, collect a Super Potion and head to the left and jump up two steps to reach an upper level. On the top step is a Sniper Joe you’ll have to watch out for. Remember that Proto Man will help out with it. Next up, you’ll have to navigate a series of floating top lines that move up and down. You’ll spin around when on a top and if you get onto a top on the third and final line, you can ride it up to a 1UP, but be careful as a ceiling lined with spikes is there as well. Jump into the small tunnel after the top sequence and you’ll come to a room going to the right with two Blader Tanks and a short higher area with a ladder above it. Head up it and you’ll reach a plane going to the right, but a Wheel Totem sits on the other end of the plane where another ladder is. Get past it and climb the ladder to reach another area going to the left. There are 2 DuoSys Men, one left and one right, sitting on the steps ahead. Defeat them and jump up to a two path split. On the top path happens to be a Super Potion and an X Speed, plus two X Attacks locked in a Wily Cage. The lower path has six Prop-Tops that when defeated, unlock the cage. After the path split is a Wily door you’ll need to head through. Inside the short hall is a checkpoint and a Super Potion. After them is one more Wily door that leads into a large octagonal room that is flooded with junk and there is a power generator on four of the walls and also four inactive cranes on the ceiling. Head towards the center of the room and suddenly, Junk Man will burst out of the junk. He’ll tell you that you’ll be the next addition to his scrap yard, whether or not you’re a robot. Another midboss battle commences.
----------------------------------------------------------------------- //Junk Man// Health: 240 Attack 1: Junk Shield – Several small bits of junk will surround Junk Man, protecting him from all attacks. Touching any of the junk blocks will damage you. Attack 2: Junk Throw – Junk Man will create, then throw a large block of junk at you while jumping. Attack 3: Junk Crush – Junk Man creates a large cluster of junk over you, then sends it crashing towards the ground. Strategy: Junk Man is perhaps one of more dangerous threats due to the fact that he has pretty high defense. He also happens to also use a shield attack and also jumps a little around the area. What’s even more dangerous is that Junk Man also has a reputation of throwing blocks of junk at you while jumping, so get ready for those, too. When he lands is the time to make a strike of your own. When half of Junk Man’s HP is gone, he’ll start using an attack where he’ll form a large cluster of junk, then send it towards the ground, hoping to crush you. You’ll need to quickly get out of the way of this attack if you hope to avoid it. Once you’ve dealt enough damage to Junk Man, it looks like he’ll just become part of his own junkyard. -----------------------------------------------------------------------
After Junk Man’s been defeated, you can head out through the Wily door ahead into another short hall. From there, just head through the Wily door at that end to come to a short stepped area with a Shield Attacker flying left and right over it, so be careful. You’ll then come to a multitude of steps with three Jet Bombs over it. Wait for them to come flying by before attempting to head up the stairs and to the ladder. Once they’re gone, proceed upward. This next room goes to the left and stars with a squadron of three Sniper Joes you’ll have to defeat. After them is a ladder you can go up and after that are three Blader Tanks to watch out for. If you head up the ladder, you’ll reach a room that is lined with spikes on both the floor and ceiling and three enemies known as Ring-Rings to defeat. If you defeat all of them, two Wily Cages on the platform above will open to reveal a 1UP and a Hyper Potion. To reach the platform, two small pink capsule-like platforms, one on each side of the room, will rise up when you step on them, allowing you to reach the platform. From here, you’ll have to head back down the ladder and back into the lower area. At the end of the area is another ladder you can climb up a long distance. At the top of the ladder is an area going to the left with a short plane above where you enter. The area there is blocked by a green wall and ahead of you is an electromagnet that will pull these specific Trainers towards it; Lt. Surge, Wattson, Volkner, Electra, Jasmine, Steven, Byron, and Samantha. There are two tiers above the magnet, two DuoSys Men, both right-handed on each, and a Shield Attacker above them. If you can get past these hazards, you’ll be able to reach the ladder above and can climb up to find a short area with a Wily Door. Head through to reach yet another short hall with a checkpoint and another Wily door at the end. This room happens to look more like a cave with all surfaces made of ground, but you can also see a few metallic and electronic pillars partially concealed within the walls of this room. Head towards the center of the room and from the ground below, yet ANOTHER Robot Master, Ground Man, will rise up and tell you that by order of Dr. Wily, you’re not leaving this area alive. The stage’s seventh midboss battle commences.
----------------------------------------------------------------------- //Ground Man// Health: 240 Attack 1: Spread Drill – Ground Man will launch a large drill towards you that may split into two smaller drills, which may also split into two more drills. Attack 2: Drill Charge – Ground Man transforms into a car-like vehicle and moves back and forth, trying to ram into you. Attack 3: Mega Drill – Ground Man drills into the ceiling and will send a massive drill down at you several times. Strategy: Ground Man can be quite dangerous since his attacks tend to do large amounts of damage. What makes it even more difficult is that he can protect himself in two ways, one by burrowing into the ground and then jumping up at you, and another by transforming into a drill car, which makes him invulnerable while he’s in that mode. He’ll also send out his Spread Drill, which can split into smaller drills, which are harder to dodge but do less damage. Of course, when half of his health is gone, Ground Man will start using his deadliest attack, where he’ll burrow into the ceiling and then attempt to send a huge drill down at you. If you remember fighting Gorigan, then this attack should be familiar. After dodging this attack, you should have another chance to finally bury Ground Man in his own cavern. -----------------------------------------------------------------------
Once Ground Man’s been destroyed, you’ll be able to head through another Wily door on the right side of the room. Head through to reach another short hall with a Wily door on the other end and enter an area with two Sniper Joes ready to assault you. Get past them and reach the ladder on the other end to climb up to a plane going in the other direction and with two Blockies and three Jet Bombs to watch out for. Fortunately, there’s a Super Potion right after them near the next ladder. The next area goes to the left and is filled with bubbles that contain red spheres in them. These are basically destructible blocks and you must use attacks to carve a path through them. Get up the two higher planes and to the drop ahead. Note that some of the bubbles may contain Tellies, Ring-Rings, or Jet Bombs, so be careful. The next part has the stage’s Full Restore found in a small alcove above, so carve a path through the bubbles carefully to reach it. There’s also another alcove opposite of it that contains three X Attacks to really help you out. You’ll come to a wall with a ladder high up, so make a path through the bubbles to reach the ladder and reach an upper area going to the left. As you go down the big steps, clear any bubbles that are in your way. After the steps, you’ll exit the bubble maze and enter an open area with three Metools and a left-handed DuoSys Man on the top step. Be careful of the small spike pit up ahead and the Metool that’s beyond it. There is another short spike pit next up and up thee big steps is another left-handed DuoSys Man. There’s a ladder going down beyond it. The area below goes to the left and has two raised tiers with a spike pit in between them. On each of the tiers happens to be a Twin Cannon, so watch out as you get to the ladder on the other side. The next area below has a trio of Sniper Joes near one more ladder on the other side and three Ring-Rings to avoid. Below, things are even worse as there’s three spike pits, a Metool on a platform above a short safe area, another Metool on another safe spot, and two Elec’ns that travel through here. After one more ladder going down, you’ll reach an area going backwards with a raised section with a Power Massler and a Wily door beyond it. You’ll enter a short hall with a checkpoint and a Hyper Potion. Collect it if needed and head through the Wily door on the other end to enter what looks like a large shaft that’s entirely coated in ice and has some windows displaying Wily’s symbol on the back and front walls, also coated in ice. There are four square platforms here that have teal-colored lining and the inner areas made of ice. The four platforms form a large square arena. As soon as you walk onto the platform, the last Robot Master you have to face, Freeze Man, will drop down and tell you that he wonders what it’s like to make a human ice sculpture. At this point, the platforms start falling down the shaft and the stage’s final midboss battle commences.
----------------------------------------------------------------------- //Freeze Man// Health: 240 Attack 1: Freeze Cracker – Freeze Man fires a cluster of ice at you that splits into four smaller bits. Touching any of the clusters will damage and freeze you. Attack 2: Freeze Wave – Freeze Man slams his hands onto the ground, freezing the entire platform. So much as touching a frozen platform will damage and freeze you. Attack 3: Freeze Blizzard – Freeze Man charges up ice energy, then unleashes a blizzard of ice that’s hard to avoid. In addition to doing damage, it also freezes. Strategy: What makes Freeze Man the most difficult of the Robot Masters you fight here is only do all of his attacks freeze you on contact, but the arena is constantly falling, and each of the platforms will fall at a different pace, separating the arena into four parts. Anyway, when Freeze Man sends out his Freeze Cracker, get to one side of the area and you should avoid the ice clusters. What makes this battle even more difficult is his Freeze Wave attack, which freezes the platform he’s on in a sheet of ice, and so much as touching the ice will freeze you. As a side note, if you attempt to hit Freeze Man with an ice attack, not only doesn’t it affect him, but he’ll freeze the screen for a moment and laugh at you for trying to use ice on him. When half of his health is gone, Freeze Man will use his deadliest attack yet, which involves sending an entire blizzard at you and takes up about half of the area. When he charges up for it, predict where it’ll be fired and get to a safe spot. He’ll be motionless after that, so go in for the kill. Once you’ve reduced Freeze Man to a slushie, you’re done. -----------------------------------------------------------------------
After Freeze Man’s been destroyed, Proto Man will provide you with some assistance with getting you out of this shaft since there seems to be no other way to do so. He’ll grab onto you and you’ll both teleport out of the area and into a room where he’ll present to you an item that looks like the HP tank, but red colored, called a Speed Tank. Once you put the Independant Materia into it (it happens automatically), the Tank further boosts the Speed statistic of your characters! (The new multiplier is 3.5x.), you’ll need to head through the Wily door on the other end of the room and into the final area of the tower. You’ll enter an area with purple circuitry strips flowing through the walls and only one way to go, down. Jump down onto a platform with a Super Potion, an X Attack on the ground ahead of you, and an X Defense on the ground behind you. After getting your items, drop down the deep hole under the platform and you’ll enter an area going to the right with a pool of water under the platform you land on. However, the water is electrified and touching it will instantly zap a life from you. Jump off the platform and onto solid ground and you’ll enter a hall with 2 big steps to jump up and constant drill spikes that pop out of the ground to get past. Next up are three big steps going down and two spikes crushers to get past. After then on another step, large, red drops of acid drop from the ceiling. Getting hit by one takes 40 of your health away, so be careful. After the first acid patch, there is another one before a raised step, and then a third acid patch after that. Next up, you’ll need to get under three acid patches before reaching another step and then one more after that. You’ll come to an empty, square room with no other way out, but this is where Proto Man really shines. He’ll blast steel blocks making up the middle of the floor out of the way, allowing you to drop down another deep shaft. At this point, Proto Man will leave, leaving you on your own. At the bottom, the area is darker and a Wily door is right in front of you. Head through the door to enter a short hall with a checkpoint and a Max Potion. After that, head through the next door to finally face Wily.
You’ll enter a large open area with all other sides on the place looking dark. From out of nowhere, Dr. Wily will appear in his Skull Machine and thinking you’re Mega Man, tell you you’ll be destroyed once and for all. However, he soon realizes that you’re not in fact, Mega Man, but actually a human, who has never faced Wily before. Wily will now explain how he got to this time period. Basically, he has gone into the future once before using an experimental device called a Time Sled, but that Mega Man stopped his plans. After several more defeats at the hands of Mega Man, Wily decided to head 73 years into the future, into a time where Mega Man would most likely be gone, and build his empire there using the advanced technology that would be available to him in that time. However, the Time Sled was destroyed long ago, so Wily would need something else to travel into the future. He managed to obtain a Timerunner and using that, headed into the future. But he also knew that Dr. Light would figure out a way for Mega Man to get into this time as well, so he attacked Light Labs beforehand and kidnapped Dr. Light and took him to this time period, where he wouldn’t be able to help Mega Man. However, he soon found out that Mega Man as well as Proto Man have found their way here, and since he just explained his entire plan to you, he can’t leave you alive. At this point, a major boss battle will commence.
----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: DR. WILY Health: 240 Attack 1: Energy Ball – Dr. Wily will fire constant energy flares at you that can also travel up and down, making the difficult to dodge and also explode on contact. Attack 2: Wheel Blades – Wily will launch the spiked wheels on both sides of the Skull Machine at you. The wheels will either move forward or bounce your way. Attack 3: Laser Eyes – Two large, wide lasers will be fired from the Skull Machine’s eyes as it moves left and right. The lasers also move back and forth, making them hard to dodge. Attack 4: Mega Cannon – The Skull Machine’s mouth will open up, revealing an energy cannon, which will then charge up before firing a huge energy beam at you. Strategy: Now this is a tough battle. Mega Man has a difficult time with Wily himself on several occasions, and now you have to face him yourself. Fortunately, the HP and Speed Tanks you’ve collected will really help you out here. Dr. Wily will start by firing constant energy balls while moving back, forth, left, and right. You’ll need to dodge them and aim an attack at the eyes where Wily is situated in order to do damage. When he sends out his spiked wheels your way, first watch to see if they move forward or bounce, then dodge accordingly. You’ll also need to watch the eyes of the Skull Machine for two lasers that it’ll fire at you. To make matters worse, when half of his HP is gone, Wily will now also at times open up the mouth of the Skull Machine to charge up a huge beam. Since it’s very difficult to dodge and does a lot of damage, attack the cannon first to prevent it from firing, then go for Wily. If need be, there is a Super Potion in each corner of the area that you can use to heal yourself. Once you’ve damaged the Skull craft enough, Dr. Wily may have been defeated. /////////////////////////////////////////////////////////////////////// -----------------------------------------------------------------------
----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: DR. WILY (PHASE 2) Health: 240 Attack 1: Energy Orb – Dr. Wily will launch four energy orbs at you that come in four colors, red, yellow, green, and blue, each with a different effect. Attack 2: Lightning Beam – Dr. Wily will charge up lightning into the sides of the saucer, then fire a large beam of lightning at the ground, sending electric waves across it. Attack 3: Blade Ring – Dr. Wily launches a large bladed ring at you that expands and contracts as it moves forward, making dodging it very difficult. Attack 4: Paneled Bomb – Dr. Wily fires anywhere from 4 to 8 lantern-like bombs that float for a split-second, then come flying towards you, exploding on contact. Strategy: As you would expect, Dr. Wily is not done, as he then appears in his Skull Pod, ready for another round. What makes this part of the battle tough is the fact that Wily will constantly teleport around the area, making it difficult to hit him. To make things worse, he’ll send out four different kinds of orbs at you that can burn (red), freeze (blue), disorient (green), or paralyze (yellow). He’ll also follow that up with a lightning beam attack that is just ad dangerous. As the battle progresses, Dr. Wily will send out a blade ring at you that is hard to dodge since it grows and shrinks at will and moves quickly. There is also the threat of bombs Wily sends your way. In all, this is a difficult battle. Any Super Potions still left on the field can be used, so make sure you save some for this battle. When Wily teleports, try to predict where he’ll show up, then attack him. Once you’ve dealt enough damage to Wily, sit back and relax. /////////////////////////////////////////////////////////////////////// -----------------------------------------------------------------------
Once Dr. Wily is defeated, his Skull Capsule will explode, revealing a Timerunner that will settle onto a teal-colored track with a bit of an upslope, this one with 80 grooves on it. Dr. Wily will then beg for mercy, something unexpected for a mad doctor like him. Dr. Light will come on the hand radio telling that Proto Man broke open his cell door, allowing Mega Man to come and rescue him, and that all three of them are heading back to the present 73 years before this timeframe. Wily is not happy with this predicament, and seeing as you’ve destroyed him, says for you to fall with this tower. With that, he presses a button on a remote control, and the entire are will be bathed in red light with an alarm and the tower’s OS voice coming online with this message; “WARNING! WARNING! TOWER SELF-DESTRUCT SEQUENCE HAS BEEN ACTIVATED! PLEASE EVACTUATE TOWER IMMEDIATELY! I REPEAT! WARNING! WARNING! TOWER SELF-DESTRUCT SEQUENCE HAS BEEN ACTIVATED! PLEASE EVACTUATE TOWER IMMEDIATELY!” With that in mind, another Wily Capsule will appear, and will use a tractor beam to send Wily into it. Wily will then laugh at you before flying out of the area. Despite the tower going into high alter, there’s no time limit to get out. The only way to complete the stage, though, is to get onto the Timerunner and shoot forward even further through time. After you’ve done so, you’ll see a cutscene of Wily Tower exploding and sinking into the ground. At this point, you will have completed what many people consider one of the hardest trials of endurance in this entire expansion!
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Post by Sunflora Azumarill on Feb 24, 2008 23:37:41 GMT -5
======================================================================= [------------------------CRASHED COLONY EURASIA-----------------------] ======================================================================= We’ve now gone far into the future and have ended up in the ruins of the crashed Eurasia colony. Perhaps we should see if there's anything interesting inside this heap. Just as we begin to listen, we see Optic Sunflower run onto the scene and jump out a window! What’s his problem? You now recognize Optic Sunflower as one of the robots you saw on the uplink from the abandoned lab. A voice comes onto the hand radio, and will ask you to meet up with him on the other side of the colony. Well, let’s get going with this stage. We start in a large, octagonal room with a path going forward. If you look around the room, you can pick up an X Attack and an X Defense. Anyway, start down the hall and you’ll run into three Deerballs, which you may remember from Mega Man X. Take them down and keep forward as the hall slopes downward and levels when it comes to a long, bottomless pit. There is a series of floating platforms moving up and down over the gap, so jump across them and. Two of the five platforms have Turn Cannons on them, so be careful. Once you reach the other side of the gap, the hall makes a 45-degree left turn with an X Speed and some broken windows that peer out into the more exterior ruins of Eurasia, which consist of massive building-like pillars with energy lighting flowing down them. When you reach a window that’s not broken, a large bee robot will crash through it. Another homage to Mega Man X, it’s a B Blader, and it’s very tough. You need to defeat it to open a set of doors that lead into another octagonal room. In this room, there are three doors and also a group of 7 Met Soldiers to defeat to open them. After doing so, you can take the left door into a hall with three more Deerballs and a Super Potion at the end. The middle door leads into another hall with a small gap and a platform that moves back and forth over it. Be careful of the Turn Cannon and on the other side is a 1UP you can grab. The right door leads into a hall with three more Met Soldiers and goes through a set of doors into yet another octagonal room with windows on the right looking outside. But what else in this room happens to be checkpoint and a Timerunner on a 40-groove silver track. Get on it and see where it goes. [Pre-Crash]: We have arrived in the Eurasia colony while it was still in space, before the events of Mega Man X5. Nothing looks destroyed here, and there’s a set of doors to your left in the room you’re in, so go into a hall with five enemies known as Rush Loaders to defeat. The hall will make a 45-degree right turn next up with three Deerballs to dispatch in front of a wall, where a Sigma Cage holds a rocket that will send you up a shaft and into another hall. Here, take some Dash Panels into a 90-degree left turn and then down a long slope that takes you to an enormous and unusual room. When you enter here, all of the scenery around you is a digitized data screen, which does things like displays lines that expand into grids, depict data on the various Mavericks from Mega Man X – X4, characters such as X, Zero, and Sigma, and also change color from red, orange, yellow, green, teal, blue, indigo, and violet. What you have just entered is one of the databases of Eurasia. You’ll come onto a path made up of glowing, transparent tiles that match the color of the database. Note that you should not fall here or you’ll lose a life. Go to the end of the path to find a set of springs that will bounce you to a path going 45 degrees to the left. Here, you’ll come across enemies known as Sky Claws, which will attempt to grab you and take you off the path. Defeat them and the path makes a right turn next with an X Attack to collect and a series of floating platforms you’ll need to cross. Jump on the first as it comes down and take it to one on the left that moves back and forth, Be careful of a Sky Claw here and at a platform to the right that moves right and left, jump onto it and you’ll reach a path going to the left next. Be careful of five Deerballs here and at the end of the path, there is an enemy known as a WyrmInIon, which looks like a Nintendo Wii. It wields a Wii as a weapon, firing Wii game discs out of the weapon as projectiles. A WyrmInIon holds the Wii in one hand and use a Wii-mote in the other to fire! Both left-handed and right-handed versions of WyrmInIon exist. This is the right-handed one. Defeat it and get onto a platform moving back and forth to reach another path with Dash Panels that will have you hit a Jump Ramp and land on a set of Dash Panels that will boost you into a hall with a checkpoint to cross. At the end of the hall through a set of doors likes an octagonal room with nothing but a weird pink bike on a pink track with grooves on it. If you board it with the action button, you'll be equipped with a spacesuit. You can use the A button to move forward or the B button to head backward. As you ride this bike, you'll soon find yourself outside the colony. As it turns out, the bike you're riding is the Spacerider, and the other side of the colony is at the end of the track. The speed that a Spacerider achieves is as much as a number of miles a second, making you reach your destination instantly. However, this happens to be such a colossal space colony that the trip still takes a number of seconds to achieve. You’ll come to another octagonal room containing a Timerunner on a 40-groove teal track. It looks like we’ll be going for a ride into the future once more. [Post-Crash]: As soon as we arrive to when after the colony crashed, we’ll run into Zero, who was the one manning the radio for us. He’ll start by bringing up the events of Mega Man X5 that lead to the fall of Eurasia and also the ongoing Maverick Wars. He’ll then ask you to find another one of those Timerunners and meet up with a colleague of his with striking similarities to someone you know from the present. Zero will also open up some more of the colony to explore in both time periods. However, before you can meet up with the one Zero's asking you to meet, some Mavericks are in this part of the colony, and you're going to have to beat them. Start by going backwards and into a hall, which makes a 90-degree right turn and contains three scorpion-like enemies called Aclandas. Defeat them and you’ll then reach a set of horizontal doors. Head through to enter a short hall with a checkpoint and a Super Potion. Head through another set of doors on the other end and you’ll enter a large room that is coated in ice. Head into the center of the room and the first Maverick, Chill Penguin, will drop down. He’ll tell you that he was expecting the great Hunter X to be here and that it would be a pleasure to destroy him in the name of Lord Sigma. With that, a midboss battle commences. ----------------------------------------------------------------------- //Chill Penguin// Health: 320 Attack 1: Shotgun Ice – Chill Penguin shoots a small, blue, spiky ball of ice. If shot at a wall, the blast will split into three pieces that will ricochet back. Attack 2: Ice Penguin – Chill Penguin will charge up ice energy, then make an ice penguin that he can stand on and it'll move like a sled. If you touch it, you’ll become frozen. Attack 3: Blizzard Beam – Chill Penguin charges up, then fire a huge beam of ice that not only does massive damage, but also freezes you if you’re hit. Strategy: Our first boss of the stage, but far from the last, Chill Penguin carries the threat of freeze at his side and will thus be a little difficult to take down. Also, the floor is slippery, so try not to lose your footing. When he launches Shotgun Ice at you, get close and damage him, but get away afterwards because he decides to send out an Ice Penguin your way. When half of his health is gone, he’ll start firing his Blizzard Beam your way, and it’s hard to dodge in addition to doing large amounts of damage and freezing. Let’s just hope that your new founded health will allow you to survive. Eventually, Chill Penguin will suffer the fate of all Mavericks. ----------------------------------------------------------------------- Once Chill Penguin is gone, you’ll be able to head through a set of doors on the other side that lead into another hall with a set of horizontal doors that go into another hall with large fish-like enemies called Gulpfers. They can swim out of water and will try to suck you in for damage. Defeat all four of them here and collect a Hyper Potion for the road ahead. You’ll see more broken windows to the right of the hall before you head through a set of doors and come to an outside section. The path here is broken, and you’ll have to jump onto a floating platform moving up and down below you. Take it down to one that moves left and right and get onto it, but watch out, as there are also three Sky Claws along the way. You’ll reach a platform going right and left that you need to jump onto and that one will take you to a stationary platform with a spring on it to bounce you to a path towards the left. Here, you’ll run into a large enemy called a Spycopter, which is just as tough as the B Blader from earlier. Defeat it to open up a Sigma Cage with a spring to bounce you to a higher path. Here, take out four more Deerballs and you’ll reach a set of doors leading back inside. In here, you’ll come face to face with three Armor Joes. You need to first destroy their Ride Armor before you can defeat them entirely. After them, you’ll reach another set of horizontal doors that go into a hall with two Super Potions to collect. Head through the next doors to find a large room that’s flooded with lava and has a square arena in the center. Jump to it and in the center of the arena, Magma Dragoon, the next Maverick on your list, drops down. He’ll bring up that he knows how the mind of a Maverick Hunter works, as he himself was one before going Maverick and betraying them. He wants to test you mettle and you are pulled into another midboss battle. ----------------------------------------------------------------------- //Magma Dragoon// Health: 320 Attack 1: Rising Fire – Magma Dragoon fires a blast of fire energy upward. The attack will bounce off the floor or ceiling once, so be careful. Attack 2: Fire Uppercut - Magma Dragoon launches a fiery uppercut in your direction that releases a flame that rises upward. This attack can burn you. Attack 3: Fire Surge - Magma Dragoon sends out a huge surge of flames in your direction that is hard to avoid. The attack can also burn you as well. Strategy: Magma Dragoon happens to be pretty fast and his attacks are also hard to dodge. Don’t try jumping over him, as he’ll just burn you with Rising Fire or a Fire Uppercut. Instead, keep at ground level and hit him with ranged attacks. When half of his health is gone, Magma Dragoon will turn up the heat even more with a massive surge of flames that is hard to avoid. Get to one of the edges of the arena and stand there to avoid the attack, as jumping could signal Magma Dragoon to hit you with a Rising Fire attack. Deal enough damage and Magma Dragoon has once again paid for his treachery. ----------------------------------------------------------------------- Once Magma Dragoon had been finished off, you can jump to a set of doors to the left and enter another short hall with an X Attack, an X Defense, and an X Speed to collect. Head through the doors on the other end to reach a hall that slopes far down and contains three Aclandas to destroy. Further down the hall are 3 enemies known as Mega Tortoises. Dispatch them and at the end of the hall, you’ll head through a set of doors and enter a level hall with four enemies called Victoriods that you’ll need to dispatch before you enter another database. It looks as though the colony’s database is able to update itself even after it crashed, as it also displays information on Mavericks from Mega Man X5 – X8. You’ll enter on a path going straight that ends with a platform moving up and down. Ride it up to a path going to the left that has 3 WrymInIons (two left-handed, one right-handed) to defeat. At the end of this path is a platform moving right and left and has two Sky Claws to be careful of. You’ll come a series of platforms also consisting of the same panels that the paths are made of. There are three Turn Cannons to watch out for here and when you reach a path, there are two Armor Joes to dispatch as well. After them, hit a spring to bounce up to a moving platform going back and forth. Be careful of three Gulpfers here. When you reach one more path, enemies similar to Shield Attackers called Guardians move right and left. There are three of them, and they also come with energy cannons. Eventually, you’ll reach a hall and hit a series of Dash Panels that will send you up the long slope. After you pass through a set of doors, you’ll enter an octagonal room with some windows to the right, and a B Blader will crash through one of them. Defeat it to open horizontal doors on the other side and you’ll enter a hall with a checkpoint and three Super Potions. Collect them and head through to enter a large room that looks like a computer core. In the center of this room happens to be Magna Centipede, the next Maverick on your list. He doesn’t say much, and you have another midboss. ----------------------------------------------------------------------- //Magna Centipede// Health: 320 Attack 1: Magnet Mine – Magna Centipede fires a magnetic mine that sticks to you or any wall it touches. After it sticks to something, it'll explode moments later. Attack 2: Black Hole – Magna Centipede fires a small black hole that holds great magnetic power at you. If you’re caught in it, you’ll take damage every second until it vanishes. Attack 3: Magnet Pulse – Magna Centipede charges up, then launches a huge vortex of magnetic energy that can easily suck you in, and if it does, you take huge damage. Strategy: Magna Centipede is hard due to the fact that he moves like a ninja and can be hard to hit. When he throws three Magnet Mines your way, get to one end of the room to avoid them as they also home in on you. You need to be even more ready for his Black Hole attack, as that can suck you in, causing great damage. Wait for him to stick onto a wall, then attack him before he jumps again. When half of his health is gone, it looks like Magna Centipede will unleash his greatest attack yet, a swirling vortex of magnetic energy that can pull you in no matter where you are in the room. Get to a corner and run towards it to avoid getting sucked into. If you manage to deal enough damage to Magna Centipede, he’ll then be taken down for good. -----------------------------------------------------------------------
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Post by Sunflora Azumarill on Feb 24, 2008 23:38:14 GMT -5
Once Magna Centipede has been taken care of, you can head through a set of doors into a short hall with another set of doors on the other end. This will take you to an outside area that has plant-like enemies that are called Sole Solars. These 6 fire missiles and are Sole Solar M’s. Get past them and you’ll reach a left turn where you’ll come across a floating crystal called a weather crystal. If you attack it with a certain move, it will change the weather to match. For example, hit it with a Fire Attack and the weather will become strong sunlight, which you can use for stronger Fire attacks. Anyway, you’ll come to a break in the path and there is a floating platform with a Turn Cannon on it. Destroy it and the platform begins moving. You’ll pass by four more Turn Cannons on the walls along the way. Once you reach another path, jump off and get ready to fend off six Rush Loaders. After them, you’ll reach a Sigma Cage, but in front of it, an enemy called a Radar Killer will teleport in. It’s very tough and does a lot of damage, so destroy it with caution to open the cage and use the rocket inside to boost forward and upward to another path. Here, defeat three Sole Solar L’s, which fire lasers, and head through a set of doors to enter a hall where three Armor Joes await you. After defeating them, a door on the other end will open up to reveal a large room with no floor. You’ll have to use moving platforms to reach the doors on the other side. The platforms move and are set up in a way that makes it like a maze. You also got three Sky Claws, three Gulpfers, and four Turn Cannons to take out as well. Once you reach the doors, defeat two WyrmInIons (both right-handed) to open the horizontal doors and enter a short hall with a Hyper Potion and another set of doors on the other end. Head through these and you’ll enter a large room that has large windows bordering the right wall. Storm Eagle will come flying through a broken one and tell you that Sigma started out as the leader of the Maverick Hunters and that he will follow him no matter what. We’ve got another midboss battle to deal with here.
----------------------------------------------------------------------- //Storm Eagle// Health: 320 Attack 1: Storm Tornado – Storm Eagle shoots a horizontal whirlwind towards you. The whirlwind moves slowly, so it can damage you a lot as it passes. Attack 2: Tornado Swirl – Storm Eagle will create a large vertical whirlwind that surrounds him for a moment, hitting you if you’re above or below it. Attack 3: Tornado Crush – Storm Eagle will create a huge swirling cylinder of wind that comes down and moves around the area, usually towards you. Strategy: Storm Eagle flies around a lot, making it difficult to hit him. Wait for him to come down to the ground and attack, and lay out an attack yourself. When you see him fire a Storm Tornado at you, get out of the way and attack him afterwards. Also be careful of the first big tornado he sends at you. When half of his health is gone, Storm Eagle will now also fire an even bigger tornado that actually follows you and can suck you in. You need to keep running from this twister and try to get at Storm Eagle for more damage. When Storm Eagle is finished, he’ll be leaving us for good. -----------------------------------------------------------------------
After you’ve taken down Storm Eagle, it’s time to head through the doors on the other side and enter another short hall with an X Attack, an X Defense, and an X Speed to collect. Head through another set of doors and into a hall that makes a 45-degree left turn as well as two Mega Tortoises to take care of. After them, you’ll reach a shaft. Jump down it and land on a floating platform over a bottomless pit going to the right. Next up, you’ll have to cross three more platforms that move up and down while taking out the Turn Cannons on each of them. Once you reach solid ground again, you’ll have to defeat three Victoroids, the third of which is a stronger variation called a Victoroid Customer. The doors behind them will open up once that’s done and you’ll enter an outside area. Take down the two Armor Joes that appear here and where the path breaks, hit a spring to land on a pulley and you’ll be hoisted up to a floating platform going up and down. When you reach the top of the platform, jump off before a Sky Claw grabs you and jump onto a path ahead. On this path, you’ll have to contend with spiked wheels called Spikies that spin in your direction and explode. Take out all four of them along the path and you’ll reach another Sigma Cage that two Radar Killers guard. When they teleport in, take them out and use the spring inside to bounce up to an opening to the left. In another hall, there are up to eight Bat Bones on the ceiling. Dispatch them and keep going until you reach a downward slope. Here, there are four Sole Solar L’s that you need to be weary of before you reach a gap where you’ll have to take a floating platform moving back and forth over it to reach the level other side. Here, there is a tough enemy called a Cannon Driver that you’ll need to destroy to open a set of vertical doors. The doors lead into a short hall with a Max Potion and another set of doors that open into a large room that looks like a robotic junkyard. There is a metallic cocoon hanging in the middle of the room. If you attack it, Morph Moth, another Maverick will break out and since you disturbed his sleep, another midboss battle ensues.
----------------------------------------------------------------------- //Morph Moth// Health: 320 Attack 1: Silk Shot – Morph Moth fires a small piece of silk at you. The silk will not only bind you (use L & R toggle to break free, but it also disorients. Attack 2: Silk Blast - Morph Moth charges up, and then fires a giant collection of silky junk at you, forming a mechanical web that if it snares you, damages you every second. Attack 3: Energy Web - Morph Moth fires energy strings all over the place, turning the entire area into one giant web. Touching any of the energy strands damages you. Strategy: Morph Moth can be a little tricky if you’re not ready. Since you woke him up, he’s all the more enraged at you. When he fires his Silk Shot, make sure you avoid it because it also disorients. His Silk Blast is even more dangerous because it ensnares you and you need to attack it o break it. Morph Moth also flies around, making it difficult to hit him, especially with melee attacks. Try to anticipate where he will fly to and attack him there. When half of his health is gone, he will resort to more dangerous tactics and will launch energy lines all over the place, making it very difficult to move through. You can’t destroy these strands, so wait for them to go away before making your next move. Just keep up the tactics against Morph Moth and soon he’ll join the junkyard you fought him in. -----------------------------------------------------------------------
After you’ve defeated Morph Moth, he’ll drop an item that looks like the HP tank and Speed Tank, but the color green. This is a Jump Tank, and once you put the Magic Materia into it (it happens automatically), the Tank further boosts the Jump statistic of your characters! (The new multiplier is 3.5x.) Anyway, head through a set of doors to the right to enter a short hall with a checkpoint and another set of doors at the end. You’ll enter a hall with enemies on the walls called Caterkillers, which there are five of. Defeat them along the way and you’ll hit a set of Dash Panels that will boost you up a slope, which then levels and you’ll go straight into another database area. You hit a Jump Ramp upon entering and go right to a path going right. On this path, there are two Mega Tortoises to defeat and at the end, a floating platform with a Turn Cannon on it. Defeat it and the platform will start moving to the left. Along the way are five Gulpfers that you should take care of. The platform will stop and move back at a pulley you need to jump to. It’ll take you up to a path going to the left with two Armor Joes to dispatch in order to open a Sigma Cage that holds a spring to bounce you to the right and onto another path. Here, there are three WyrmInIons (2 left-handed, 1 right-handed) to defeat to open another Sigma Cage holding a spring that bounces you to a path leading to a set of doors in front of a hall, but a Radar Killer warps in front of it. Defeat it to open the doors and head into another hall. Here, there are seven Bat Bones along the ceiling you’ll need to look out for. At the end of the hall, you’ll head through a set of doors into an octagonal room with a Timerunner on a 40-groove silver track. Back to before the crash we go.
[Pre-Crash]: Now that we’re here again, we’re at the back of the room and there’s a door to the right to enter. Go through to enter a hall with two Victoroids to defeat and two WyrminIons (1 left, 1 right) to defeat as well. The doors will then open up and you’ll enter another octagonal room with a Spacerider in the middle. Get on and you’ll go shooting to another distant part of the colony. Upon reaching one more octagonal room, you’ll have to defeat a total of ten Met Soldiers to open the doors to the door leading out. In this next hall, you’ll see six Bat Bones on the ceiling, so be careful. At the end of the hall is a Sigma Cage in front of a set of doors. You’ll have to defeat two Radar Killers to open the cage and press the switch inside to open the doors, which lead into a large, floorless room. This is the same setup as such a room earlier, in the fact that it’s a maze of platforms that you need to navigate while taking out four Turn Cannons and three Sky Claws along the way. To the right is a set of doors you need to enter and reach another hall with five Gulpfers. Two of them are red-colored ones called Gulpfasts, which fire fireballs. Defeat them all and you should reach a set of doors that open into a large, glass tunnel that looks out into space. You’re on a walkway here and there happen to be five Spikies to defeat along the way. Note that if you fall, some sort of current at the bottom of the tunnel will send you back to the start of the walkway, so don’t fall. At the end of the path, there is a platform to your left moving left and right. Get onto it and take it to another one that moves up and down. You’ll reach another walkway that has two WyrmInIons (both right-handed) to defeat before you reach a set of springs that will bounce you to a path that leads to a set of doors going into a normal hall that makes a 45-degree left turn and has three Met Soldiers to defeat. At the end of the hall, you’ll reach a set of horizontal doors that lead into a short hall with a checkpoint and two Super Potions. Head through the doors on the other end to enter a large room that looks a little like a mine cavern. In the middle of the room is Armored Armadillo, who tells you he still follows Sigma, who he says is his leader. This is ANOTHER midboss battle.
----------------------------------------------------------------------- //Armored Armadillo// Health: 360 Attack 1: Rolling Shield – Armored Armadillo launches a large blue ball towards you that damages you if you’re in its way. This attack can’t be stopped. Attack 2: Mega Shield – Armored Armadillo charges up and fires a transparent version of the blue ball that will surround him and also protect him from attacks and damages you if touched. Attack 3: Shield Crusher – Armored Armadillo will bring out two teal colored balls that move to both sides of you and them come together to crush you. Strategy: We’ve got another wave of Mavericks to deal with, and these ones are tougher than the last five! Armored Armadillo is tough due to the fact that he has high defense and can also block your attacks completely. When he sends out his Rolling Shield, move out of the way and attack him for as much as you can. When he uses the Mega Shield, he’ll move towards you in order to damage you with it. In addition to normal tactics, you should use an Electric attack against him, as that will drop his armor and make him more vulnerable. When half of his health is gone, Armored Armadillo will try another tactic, sending two shields at you that attempt to crush you. They’re hard to dodge since they don’t stop until they’re at you can come together quickly. Keep up the work against him and he should fall soon. -----------------------------------------------------------------------
Once you’re done with Armored Armadillo, it’s time to head through the doors on the other side and enter another short hall with another set of doors at the end. You’ll enter another hall with a large gap with a floating platform moving back and forth over it. Jump onto it and take it to the other end, where you’ll have to take down four flying foes called Earth Commanders along the way to a 45-degree left turn where you’ll have to contend with a WyrmInIon (left) and reach a set of doors with a Radar Killer to defeat. Get rid of it and head through the doors to enter an octagonal room with a Spacerider in the middle. Use it to go cruising at light speed to another part of the colony and to another room. Head through the doors to the right and you’ll enter an upward sloping hall with three Bat Bones to get rid of. After them happen to be four hovering enemies called Crushers. Defeat them and as the hall levels, take out two more WyrmInIons (right) before you head through a set of doors into a database area. Head along the path you come onto and defeat three Met Soldiers until the path makes a left turn. This path ends abruptly with a floating platform moving up and down that you need to jump onto and take down to a platform moving back and forth and jump at the end to one moving right and left. Here, there are three Guardians to defeat and get by before you reach a right turn and there is a WyrmInIon (right) to defeat. At the end of this path, hit the springs and bounce to a floating platform that moves up and down to reach a series of tile platforms with four more Guardians to watch out for. The second two are more powerful ones called Death Guardians. At the end of this path is a Jump Ramp that will send you straight to a small path in front of a door. Defeat the Victoroid Customer in front on it and head through to enter a hall with four Met Soldiers to take out before you reach an upward slope. Collect an X Speed and X Attack along here and at the top of the slope is a set of horizontal doors leading into a short hall with three Super Potions to collect. Head through the doors to enter a large room that is flooded with what looks like liquid metal. However, the metal doesn’t hurt you and instead acts like quicksand. Before you can even jump into it, another Maverick, Wheel Gator comes out of it and tells you that you’re not X, but will have to do. It’s another boss battle.
----------------------------------------------------------------------- //Wheel Gator// Health: 360 Attack 1: Spin Wheel – Wheel Gator shoots a spinning wheel blade in your direction. The wheel moved along the ground for a bit, or until it reaches an obstacle, then stops and disappears. Attack 2: Power Eat – If an attack hits Wheel Gator in the mouth while his mouth is open, instead of damaging him, he’ll eat the attack, then send it back you at twice the power. Attack 3: Power Wheel – Wheel Gator will launch a giant wheel towards you that will move forward through the air and fire small beams in 16 directions while moving. Strategy: Now this is a battle you’ll need to be careful in, as you’ll need to constantly jump in the metal to keep from sinking in it. In addition to that, you’ll need to watch out for his Spin Wheel attack. Which can move up walls and also change direction while moving. Wait for Wheel Gator to attack before you hit him with an attack. You also need to be careful not to hit him with an attack when he has his mouth open because he’ll eat the attack and spit it back out at you at twice the power. When half of his health is gone, Wheel Gator will now also fire a larger wheel that also fires lasers in various directions during the battle. Keep up the tactics needed to defeat him and keep your head above the metal to end this battle. -----------------------------------------------------------------------
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Post by Sunflora Azumarill on Feb 24, 2008 23:39:09 GMT -5
Once Wheel Gator is finished, you can head through the doors on the other side and enter a hall with three Crushers in the air. Keep past them and you’ll reach a 45-degree right turn and have to contend with two Guardians moving back and forth. Past them happens to be 3 Armor Joes guarding a Sigma Cage. Defeat them to open the cage, which holds a spring, and bounce up the shaft to a pulley that will take you further up to a hall that shortly after makes a 45-degree right turn and has a trio of Aclandas to take down. After them happens to be a set of doors that open up into another glass tunnel area. There is a rocket pad and rocket on the walkway that you enter on, so take it up to a higher path and head forward. You can also jump backwards here to find a hidden walkway with the stage’s Full Restore. Anyway, forward happen to be 3 Spikies, but these ones bounce around, so be careful. After them is a floating platform that moves left and right and leads to a walkway on the other side. Here, watch out for two Death Guardians and after them, jump onto a floating platform with a Turn Cannon. Destroy it and the platform will begin moving and you’ll have to take out three Guardians along the way. At the end of your ride, you’ll be on a walkway with a set of doors to head through and enter another hall that shortly after it begins, makes a 45-degree right turn and has four Weather Crystals for changing the weather to suit you. At another 45-degree right turn, you’ll have to take down five Sole Solar M’s before you reach a set of doors that take you to an octagonal room with a Spacerider to get onto and go zooming to yet another part of the colony. In another room, go for the doors on the left and get ready to defeat two Victoroids in the next hall, which slopes down. Where the hall levels, you’ll reach a gap that you’ll need to get over using two platforms that move up and down, taking out three Sky Claws along the way. On the other side of the gap is a set of horizontal doors that lead into a short hall with a Hyper Potion and a checkpoint. Head through the doors on the other end and you’ll enter a large forest. In the middle of the room is Axle the Red, the next Maverick on your list, who will ask what you’re doing here. However, he doesn’t have much to say other than prepare to fall. We’re pulled into another midboss battle.
----------------------------------------------------------------------- //Axle the Red// Health: 360 Attack 1: Spike Ball – Axle the Red will fire a green spiked ball at you a small distance, then comes back. Attack 2: Hyper Ball – Axle the Red launches a purple spiked ball that bounces across the area, launching spikes in all directions. Attack 3: Twin Dream – Axle the Red will create hologram of himself that will move around the area while using any of his attacks. Touching the hologram damages you. Strategy: Axle the Red can be pretty tough due to all of his ranged attacks, but you can take him down with ranged attacks of your own in this battle. When he fires a spiked ball at you, get out of the way and send an attack at him. The larger purple one actually follows you and also launches spikes in all directions, so be more careful about that particular one. When half of his health is gone, Axle the Red will now double his pleasure, and double your torment, by creating holograms of himself, which damage you if touched and fire the same two spiked balls at you. You can’t destroy the holograms, and they at times will even confuse you since they look just like Axle the Red. Target the real one and eventually, he’ll be able to fight no more. -----------------------------------------------------------------------
Once you’ve taken down Axle the Red, you can head through the doors on the other side and exit this room. You’ll enter a short hall with an X Attack, and X Defense, and an X Speed as well as another set of doors. You’ll come to another hall with powered down mechanaloids and about 4 bug-like enemies called Paraoids. They can inhabit these mechs and them attack you with them, so defeat them quickly. After the Paraoids is a large gap with a floating platform over it moving back and forth. Take the platform over the gap and dispatch three WyrmInIons (two left, one right) on the other side. You’ll soon reach a set of doors that lead into an octagonal room with a Spacerider locked in a Sigma Cage. You have to defeat six Met Soldiers first, then two Radar Killers will warp in and you’ll have to defeat them. You can then use the Spacerider to shoot to another part of the colony. Here, head through the doors that are on your right and you’ll enter a long hall with as many as 8 Bat Bones. At the end of the hall, you’ll head through a set of doors and enter another database area. Here, the path you’re on is short and has a set of springs at the end. Bounce off the springs to reach a path that goes to the left and take out three Met Soldiers along it. At the end happens to be a floating platform going back and forth, so jump to it and hitch a ride to another one going right and left and ride that one to one more going up and down. You’ll reach an upper path with a Cannon Driver to defeat. Once that’s gone, a Sigma Cage holding another spring will open and you can bounce to a series of tile platforms where five Sky Claws will attack you. Defeat them and at the end of the platforms, you’ll reach a Jump Ramp that will boost you to a short path in front of a set of doors. Destroy two Victoroid Customers in front of it and head through to reach a hall that slopes downward. Simply use Dash Panels to reach a shaft and drop down. At the bottom, take out two Mega Tortoises and head through a set of horizontal doors to enter a short hall with a Hyper Potion to collect. Get it and head through the next set of doors to enter a room that looks like a planetarium on all surfaces. There is a large number of Bat Bones in the middle of the room that will group together to form the next Maverick on your list, Dark Dizzy. Already overwrought due to the Sigma Virus, he’ll just tell you to meet your fate and you got another midboss.
----------------------------------------------------------------------- //Dark Dizzy// Health: 360 Attack 1: Dark Hold – Dark Dizzy will create a dark flash that freezes the screen any everything other than himself for several seconds. Dark Dizzy can still attack, however. <0 damage> Attack 2: Dark Beam – Dark Dizzy will fire a large black beam at you that in addition to damage may also disorient. Attack 3: Dark Vortex – Dark Dizzy creates a black swirling vortex on the ground that pulls you in. Strategy: Now this battle can get quite difficult due to the fact that Dark Dizzy can freeze you in place and attack you while your frozen. When he uses Dark Hold, get into a corner for the best chance of not getting hit by his other attacks. When the effect wears off, go in and attack Dark Dizzy for all he’s worth. You also have to watch out for his beam attack, as that many disorient. When half of his HP is gone, Dark Dizzy will also create black holes on the ground that you need to be careful of. It’s even worse when he Dark Flashes you before using the vortex. Keep out of the way of Dark Flash and Dark Dizzy’s days of darkness will be over. -----------------------------------------------------------------------
Once Dark Dizzy’s been defeated, you can head through a set of doors on the left end and enter a long hall with Dash Panels every now and then. Defeat three Armor Joes in the hall as well and you’ll soon reach a set of doors that open up into another hall that goes to the left. Here, pick up a Super Potion and defeat three Earth Commanders before you get to a set of doors that open up to a glass tunnel area. On the walkway you emerge on, defeat three Met Soldiers to open a Sigma Cage holding a spring to bounce you to a floating platform that moves up and down. Ride it up to a higher walkway and take out three Spikies and a right-handed WyrmInIon as well. You’ll find a Jump Ramp to send you onto a walkway further ahead. Here, defeat six Paraoids and continue until you reach a set of doors leading into a hall that makes a 45-degree left turn. Here, defeat three Mega Tortoises and at end of the hall, take out four Caterkillers on the walls to open the doors leading into an octagonal room with a Spacerider that you should get onto and cruise to another octagonal room on the far side of the colony. Take the door on the left and you’ll enter a hall with five Bat Bones to take down and you’ll reach a shaft with a Sigma Cage guarded by a Cannon Driver. Take it out and use the spring inside the cage to bounce up to another hall with two Armor Joes to take care of. At the end of the hall is a set of horizontal doors leading into a short hall with a Max Potion for you and another set of doors. You’ll enter a large room that looks similar to Magma Dragoon’s area, but has a pool of acid below. Anyway, jump onto the arena and your final Maverick, Toxic Seahorse, will leap out of the acid. He just babbles about the glory that Sigma will bring with the destruction of the human race. The last midboss starts now.
----------------------------------------------------------------------- //Toxic Seahorse// Health: 360 Attack 1: Acid Burst – Toxic Seahorse launches an acid bubble at you. If it hits the ground, it shatters into 4 smaller bubbles, which cause damage to you. Attack 2: Acid Barrage – Toxic Seahorse fires a couple acid bubbles at you, and they bounce ahead, leaving a trail of acid in their path. Attack 3: Acid Surge – Toxic Seahorse will spit out a surging wave of acid that you must also jump the crest of. Strategy: Toxic Seahorse can be tough to fight because he can jump into the acid pool and attack you from there. When he fires his Acid Burst, get away to avoid the attack altogether. It’s tougher to dodge multiple acid bubbles that he sends at you. If you have ranged attacks, use them to attack Toxic Seahorse when he’s in the acid. When half of his health is gone, Toxic Seahorse will not unleash a giant wave of acid that you can dodge by jumping onto one of four posts in the arena, but you must still jump the crest that comes at you. After the surge, go once more for damage. Once you’ve put Toxic Seahorse in his place, you’ll be the champ against all Mavericks. -----------------------------------------------------------------------
Once Toxic Seahorse is gone, he’ll drop a purple tank, a Power Tank, which once you put the Support Materia into (it happens automatically), the Tank further boosts the Power statistic of your characters! (The new multiplier is 3.5x.) Now you should head out through a set of doors on the right side of the room to enter a short hall with a checkpoint to cross. At the end of the hall is another set of doors to head into to reach an octagonal room with a Spacerider to get into. Once you have reached another part of the colony, you’ll finally run into who Zero had been telling you about, Mega Man X. X will lecture you about his origins as best as he can and his ongoing crusade to bring the Maverick Wars to an end as well as the one behind them, Sigma. He’ll now tell you that there’s a third colleague that will give you the last Tank you need. At this point of the stage, there are no more regular enemies to fight, so keep forward to reach a set of doors that lead to a hall that simply goes straight. At the end of the hall is a set of doors leading into another octagonal room with a Timerunner to get onto. Let’s get on it and head back forward in time.
[Post-Crash]: Once you enter the octagonal room in this time period, you’ll already run into who you needed to find, Axl, who will bring up the possibility of new-generation Reploids, but also get to what you need from him, a yellow tank like the others, the Defense Tank. Once you put the Command Materia into (it happens automatically), the Tank further boosts the Defense statistic of your characters! (The new multiplier is 3.5x.) He’ll also present to you Heatran, who is somehow aboard the colony. Heatran will follow you from here on it. With that all in mind, you should head through the next set of doors to enter a wider and much taller hall with tapestry displaying Sigma’s mark on both walls. At the end of the long hall in front of a huge Sigma mark is a Max Potion and a Departure Teleporter. Get onto it (Heatran won’t come) and you’ll warp to what looks like a database, but instead of Mavericks being displayed, it displays Dialga and Palkia at times. You’re on a large arena composed of flashing tiles. As you look around the room, you’ll hear an echo of evil laughter before you see what looks like a wireframe of a head. It’s Sigma, and he’ll congratulate you on doing something he thought only X and Zero could ever achieve. He’ll then being up about the Timerunners that he has acquired, and that with them, he could change the past and wipe out all humans on all timelines, forming his Maverick empire here and now. He’ll then transform into a large robotic form and tell you that you shall feel his wrath. It’s time for a major boss battle.
----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: GUNNER SIGMA Health: 450 Attack 1: Hyper Gun - Sigma will bring out a large energy cannon and fire several blasts in your direction. These blasts cause explosions if they hit the ground or you. Attack 2: Mega Laser – Sigma will produce another large cannon that will fire a huge laser at you. The attack is hard to dodge, so get out of the way beforehand. Attack 3: Blast Flame – Sigma will charge up, then fire a HUGE blast of fire from his mouth. The fire acts like a beam and moved left and right in hopes of hitting you. Attack 4: Viral Cannon - Sigma will produce a cannon that fires what looks like a wireframe ball. If you get hit, the attack will also cut you off from ALL moves. Strategy: Get ready for the toughest fight in this expansion so far! This is Sigma’s first form from Mega Man X7, but some of his attacks happen to be quite unique. When he fires energy blasts at you, run to avoid them. Same thing for the laser attack. The hardest part of this battle is the fact that Sigma will teleport away from you when he’s not attacking. Dodge his attack and hit him while you can. The flames that he’ll send at you are hard to dodge, but when half of his HP is lost, get ready for an attack that prevents you from attacking at all for ten seconds! There happens to be a Super Potion in each corner of the arena, but use them wisely for obvious reasons. Once you’ve taken him down, don’t think Sigma’s done for. /////////////////////////////////////////////////////////////////////// -----------------------------------------------------------------------
----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: COLOSSUS SIGMA Health: 450 Attack 1: Energy Mine – Sigma will create and then send forth several green energy mines. You can destroy these with a ranged attack, but if you don't have one, they're still easy to avoid. Attack 2: Flame Frenzy – Sigma spins around and then fires out four large homing fireballs. These are also easily avoided by simply running around on the arena. Attack 3: Laser Sweep – Sigma will get up close and then sweep the area in front of him with a large laser. Just jump or dash to get out of the way of this attack. Attack 1: Power Impact – Sigma will go to a distance and rush up and punch you. This move is tough to avoid and will take away almost 1/5 of your life bar if you don't. Strategy: Now we’re in trouble! Sigma’s new form is HUGE and resides over the sides of the arena. His entire body is vulnerable, but if you can hit his head when it comes down, it does the most damage. You’ll need to attack both the energy mines and the fireballs in order to make sure you don’t get hit by them. Sigma doesn’t teleport this time, but he can move outward, making hitting him harder. The laser sweep can be hard to dodge if you don’t see it coming. When Sigma comes close, that is the time to attack. When half of his health is gone, Sigma will get more serious with a HUGE punch that is hard to avoid and does a lot of damage. Note that any Super Potion you still have left to use can be used during this battle, so sue them when needed. Keep up the tactics to bring Sigma’s reign to an end once more. /////////////////////////////////////////////////////////////////////// -----------------------------------------------------------------------
Once Sigma’s been defeated, he’ll explode into particle bits that will form a swirl and leave the room. Here, Heatran will come into the room on the teleporter and another one will become active on the other side of the room. Both of you step onto the new one and you’ll enter another octagonal room with a Timerunner leading back in the past and also a cord that you can use to connect Heatran to. Note that for some reason, you’re able to pick up Heatran using X and even move around with it in tow (slower) and throw it. Pick it up and drop in where the cord is and tie it to the Timerunner from there. Now both of you should take the Timerunner to before the crash. Back at the [Pre-Crash] timeframe, you will have to explore a small maze to find another cord as well as a Timerunner. Go through the doors on the left end and you’ll find a hall with a door leading into another octagonal room with another cord at the end. Head back to the room and take the right door to enter another hall that leads to a door leading into one last room with a Timerunner on a 113-silver groove track. Tie Heatran to the Timerunner and get on it FINALLY clear this stage once and for all as well as make it back to the present! If possible, you can move onto the next episode!
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