-------------------------------------------------------------------------------- ================================================================================ == MEGA MAN POWERED UP GUIDE ============================ Written by Tim, Jaxel & Iriasu Guide last updated on 03/26/06 :: timb0882@gmail.com :: http://megaman.retrofaction.com :: http://www.rockmanpm.com ---------------------------------- ================== // INTRODUCTION // ================== Welcome to Mega Man Network's official walkthrough/guide for MEGA MAN POWERED UP, the first installment in what may become a series of remakes for the games of the Classic series. Use the index below as a reference guide or your browser's Find command to navigate the sections, and be sure to check out http://megaman.retrofaction.com/mmc/guides/ to find guides for all of the other games in the Mega Man Classic series. LATEST UPDATES (will be deleted when guide is complete) ======================================================= Version 0.3 (03/26/06): Wrote boss strategies for the 4 Wily Bosses, finished up Sections 5 and 6, wrote stage guide for Town Level, and added more to the Challenge Mode section. Version 0.2 (03/25/06): Wrote Rec. Order section, Playable Characters, and added information on all of the bosses as well as the 100 Challenges walkthrough originally written by Iriasu of RPM. Submitted to GameFAQs. Version 0.1 (03/21/06): Began skeleton guide structure, modified Contents, and began writing basic information, including a few stage walkthroughs. -------------------------------------------------------------------------------- ==================== // SECTION INDEX // ==================== 1. Introductory Notes 2. Gameplay Modes 3. Playable Characters 4. Recommended Stage Order 5. Power-Up Uses & Locations 6. Master Weapons 7. Town Stage 8. Cut Man's Stage 9. Bomb Man's Stage 10. Ice Man's Stage 11. Fire Man's Stage 12. Oil Man's Stage 13. Elec Man's Stage 14. Time Man's Stage 15. Guts Man's Stage 16. Castle Wily, Stage 1 17. Castle Wily, Stage 2 18. Castle Wily, Stage 3 19. Castle Wily, Stage 4 20. Challenge Mode 21. Construction Mode 22. Secrets & Tips 23. Credits 24. Legal Info -------------------------------------------------------------------------------- ========================= == 1. INTRODUCTORY NOTES: ========================= Mega Man Powered Up is a remake (and a very entertaining one at that) of the original Mega Man game for the NES, which was released back in 1987. Right off the bat, I'll note that even though there are two primary modes (New Style and Old Style), this guide will be covering the New Style stages, since Old Style is merely a graphically-updated version of the original title. Because New Style is so different (every stage, though similar, has been extensively revised), this is not to be used for any help getting through the original title. Revised weakness patterns, new enemies, and much more all add to the totally new exper- ience that this game offers. The general structure of the stage walkthroughs will assume you're playing as Mega Man, and appropriate notations will be made along the way if any sections require the use of Mega Man S(lide) or C(harge). Within each stage, there are areas that only specific Robot Masters can access, so these will be bracketed off within the stage guide with the proper info and instructions for accessing and getting through the alternate path. Any items such as extra lives or Con- struction Mode Packs found in stages that require alternate characters will also be explained in detail. Boss strategies will be equally in-depth, as the methods for tackling them differ for each of the 13 (yes, thirteen) playable characters, and each boss adds new moves depending on the mode you choose to face them in. So with all that out of the way, continue reading for all of the detailed info on how to make it through this Powered Up version of Mega Man. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ===================== == 2. GAMEPLAY MODES: ===================== Mega Man Powered Up has two basic modes of gameplay: New Style and Old Style. The New Style is the fully-revamped game, with the new bosses, new playing per- spective, and redesigned stages, while Old Style is more or less a remade port of the original Mega Man. Read below for information on the two modes, as well as a brief infobit about some of the replay value of this game. NEW STYLE --------- New Style is the main mode, and contains all of the story segments of the game. In New Style, you begin as Rock and go through Wily's rampage and defeat the eight Robot Masters he has stolen from Light in order to bring down the mad scientist. New Style has a close-in perspective more conducive to the new graphical style of the game, and is where the bulk of the gameplay takes place. There are a total of 468 objectives to complete here, which consist of completing every stage on every difficulty as every playable character. Unlike Maverick Hunter X, here you can choose your difficulty for each stage before you begin, which is a nice feature. - EASY MODE: This is Mega Man for newbies, or people who want to warm up to the game first. In Easy Mode, enemies are weaker, there are plenty of little [+] blocks scattered about to help as footholds, and Retry Flags are just about every third room. Robot Masters in this mode are very sim- ple, and never pull out their more advanced moves. Boss patterns in Wily's Castle are very easy, and the game ends after you defeat Wily's first form. Additionally, you cannot find any Construction Packs in this mode, similar to how Rare Metals did not appear in Easy Mode in Mega Man X8. - NORMAL MODE: Normal Mode is, well, the game's normal method of playing. Enemies are their normal strength, Construction Packs appear in their normal locations, and the bosses are a bit harder than Easy Mode. There are generally two to three Retry Flags per stage, and the stages in of themselves are slightly different. Every boss has new attacks that they'll use, and the boss patterns in Wily's Castle completely change. In this mode, you will fight Wily's second form as well in order to beat the game. - HARD MODE: Hard Mode is quite an upgrade. Enemies all move at far faster speeds (for instance, Gabyoals never slow down), all enemies are tougher to kill, and certain aspects of the stages are harder. Retry Flags are almost nonexistent, and bosses are barely stunned by the weapons they are weak to. The bosses in Wily's Castle receive notable difficulty upgrades, and Wily himself tends to pull out his most lethal moves. As with Normal Mode, you will need to beat Wily 2 in order to clear the game. OLD STYLE --------- Old Style is the somewhat-more traditional mode for the purists. Here the per- spective of the game is pulled way back to simulate the screen ratio of the NES stages, and all of the stages are as close as possible to their original versions without resorting to straight 8-bit graphics. As a homage to the original game, the NES tunes play in this mode, and to be perfectly honest, this game seems even more difficult than the original 8-bit game, and there's no Pause trick to help you past things like the Yellow Devil. *evil grin* PLAYING AS THE ROBOT MASTERS ---------------------------- Each Robot Master can be used as a playable character provided you obtain them as one first. Defeat them using the Mega Buster, and they will merely be damaged instead of being destroyed. On the Stage Select screen, press R to go to the Character Select Screen. Once you have obtained a new character, you can switch to them here. You can also access Roll here if you have downloaded her from MMWeb, and Proto Man if you have completed the Challenge Mode (see Section 20 for specifics). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ========================== == 3. PLAYABLE CHARACTERS: ========================== Mega Man Powered Up certainly doesn't cheat the player when it comes to sheer variety. The game has, technically, 11 playable characters, but the total really comes out to 14 once you factor in Mega Man's three additional forms (Mega Man S, Mega Man C, and Rock). Each character's abilities are different from the others, most have special powers, and only Mega Man can make use of the Weapon Copy system. Below you'll find a short rundown on all of the characters, any bonuses they have, and other special information. 01. PROTO MAN (DLN 000) ----------------------- He's FINALLY playable! And unfortunately, you'll endure a lot of pain if you want to unlock him. Because of the difficult requirements, Proto Man is just about the most powerful character in the game. He comes equipped with the Proto Strike, which is like an always-charged Buster, and he can use his Proto Shield to defend against some attacks (being struck while defending will cause Proto Man to drop the shield, so be sure to retrieve it). He can also run a bit faster than all others, and he jumps twice as high and twice as far as other characters. His only weakness lies with his unstable nuclear reactor, which causes him to take twice as much damage as other characters. You can unlock Proto Man once you complete all 100 Challenges in the game's Challenge Mode (see Section 20 for detailed information). 02. MEGA MAN (DLN 001) ---------------------- Typical old Mega Man. He runs, he jumps, he shoots, and well, now he talks. Mega Man has the Weapon Copy system that allows him to use the weapon chip of a defeated Robot Master and adapt it for use with his own Mega Buster. This basic form can't charge up or slide (this power is granted by completing the requirements listed below), and is the Mega Man you will be using for your first playthrough. Read below for information on Mega Man's alternate forms. > 02A. MEGA MAN S Mega Man S is the first variation on Mega Man, and is made available to you if you complete every stage in Easy Mode and then defeat Wily 2. With this character, your only new move is the ability to slide by pressing Down + Jump. This allows you to access a few new areas in stages that might contain items, and a few Construction Packs require the slide. It's nice, but Mega Man C is a better reward. > 02B. MEGA MAN C Mega Man C is another special variation on Mega Man, and is made available to you by completing every stage in Normal Mode, then beating Wily 2. Mega Man C gets the ability to slide AND use Charge Shots with his Mega Buster, making him far more versatile than any of the other characters. Mega Man C is surpassed only by Proto Man in terms of ability, but it's really fun getting to beat down your foes with upgraded attack power, and as a side bonus, charged shots go through walls! > 02C. ROCK (The game calls him Mega, but I outright refuse to call him that when canon has established his name otherwise.) Rock is one of the harder characters to work with, since his only ability is the Rock Kick. He doesn't get any weapons or anything, making him tougher to use than Roll or even Guts Man. Rock also takes more damage than Mega Man would, due to the lack of armor. Overall, however, Rock is quite fun to play as. You unlock this special character by completing every stage in Hard Mode, then beating Wily 2. 03. ROLL (DLN 002) ------------------ Roll is a special character accessible only if you have an internet connection that can use the PSP's WLAN capabilities to wirelessly connect to Capcom's MMWeb server for uploading/downloading custom levels and such. To get her, you need to connect, then go to DOWNLOAD, and SPECIAL, and select the option, "Roll Refuses to Lose!". Roll plays, for lack of a better description, like Zero from the Mega Man X and Zero games; she uses a broom with impressive attack power and wields it like a sword. With it she can perform a two-strike combo attack, although you need to connect with the actual end of the broom to inflict damage. As part of special Capcom bonuses from the MMWeb, there are special costumes for Roll that can be accessed each month as unlockable con- tent by downloading activation triggers from MMWeb. These costumes have been made available by a save file floating around, and even though Capcom has not approved the distribution, they have given us (MMN) permission to talk about the costumes, so below is a listing of all twelve additional costumes. > 03A. MEGA MAN 8 ROLL (MARCH 2006 COSTUME) With this Roll costume, you can play as Roll in her cute Mega Man 8-style outfit. Her broom is the same, so this is merely a costume change. > 03B. SPORTS ROLL (APRIL 2006 COSTUME) > 03C. KNIGHT ROLL (MAY 2006 COSTUME) > 03D. RAINY DAY ROLL (JUNE 2006 COSTUME) Kero, eh? Rainy Day Roll is a costume change that features Roll in a very ToadMan.EXE-esque raincoat, and she uses an umbrella in place of her norm- al broom. > 03E. STRAW ROLL (JULY 2006 COSTUME) > 03F. VACATION ROLL (AUGUST 2006 COSTUME) > 03G. SUMMER ROLL (SEPTEMBER 2006 COSTUME) (Why this might be September's is beyond me...) > 03H. HALLOWEEN ROLL (OCTOBER 2006 COSTUME) > 03I. ALLEY CAT ROLL (NOVEMBER 2006 COSTUME) We joked with our staffer Mav and his fetish for catgirls with this cos- tume - Roll shows up dressed in a kitty cat outfit, an... > 03J. CHRISTMAS ROLL (DECEMBER 2006 COSTUME) Roll shows up here dressed as San..err... Ms. Clause, and attacks with an overly-cute candy cane. Must get hot in Oil Man's stage... > 03K. NINJA ROLL (JANUARY 2007 COSTUME) Ninjas are cool by default, so that makes this version of Roll far more awesome than the others. She attacks with a katana blade in this costume, but that's about it. > 03L. VALENTINE ROLL (FEBRUARY 2007 COSTUME) Aww, cute. Roll appears dressed in a brown outfit that more than gives away her "secret crush", and attacks with what I presume to be a giant chocolate heart. 04. CUT MAN (DLN 003) --------------------- Everyone's favorite scissors-throwing robot is back and cuter than ever. He can only use the Rolling Cutter, and aiming is somewhat of a problem with him. Cut Man's special ability is wall-jumping: Jump against a wall, then press the opposite directional button and hit jump again. Most people liken this to the X series, but I prefer to compare it more to wall-jumping like Samus does in the sidescrolling Metroid games (Super, ZM, Fusion). As long as there is enough wall, there is no limit to how many times you can wall-jump. 05. GUTS MAN (DLN 004) ---------------------- Next to Rock, Guts Man is probably the most difficult Robot Master to play as, simply because his only real ability is creating Guts Blocks and using them as projectiles or platforms. His delay in creating and actually throwing is horrendous, but if you can get the timing down, he's a powerful character. He can also break through the compacted dirt you'll find in some sections by headbutting it or stomping on it, an ability useful for getting some of the Construction Packs. I recommend using Guts Man's challenges as a means of familiarizing yourself with how to effectively use him. 06. ICE MAN (DLN 005) --------------------- Ice Man may be mentally conflicted (he orders himself around like a deranged military general), but his Ice Slasher is capable of freezing any foe in its tracks, and once frozen, Ice Man can use that foe as a platform of sorts temporarily, making this almost like another Samus clone (the Ice Beam, any- one?). Ice Man has the added benefit of traction control, which keeps him from slipping and sliding on icy surfaces. 07. BOMB MAN (DLN 006) ---------------------- Our resident explosives expert is actually more versatile than I initially expected. He throws Hyper Bombs, but the arcs can be controlled by pressing the directional buttons (for instance, pressing Down + Attack lays one at your feet, while Left/Right + Attack hurls one further than normal). Bomb Man has a slight problem with aiming, but it's not as much of a handicap as it seems to be with Cut Man. The biggest problem is just the delay in the detonation - the bombs only go off immediately if you directly hit an enemy. 08. FIRE MAN (DLN 007) ---------------------- Two words: Pyromaniac Southerner. Fire Man's voice is quite amusing to listen to, and he's a well-rounded character to boot. His Fire Storm weapon creates blasts of fire that travel forward while surrounding him briefly with fire- balls, but this ability is dampened if Fireman comes into contact with water. For this single reason, fighting the CWU-01P boss is a major pain as all you can use is the watered-down (literally) orbiting fireballs as your weapon. Fire Man can fire rapidly, and he doesn't suffer from the delay in being able to move after attacking that some Masters do, like Cut Man. Playing as him is fun just to hear him shriek "Justice wins!" after winning a fight. 09. ELEC MAN (DLN 008) ---------------------- He's a cocky one, no doubt about that. Playability isn't much of an issue with this character, as he's basically Mega Man with the Thunder Beam always on. His special power is that he can shoot charges into special blocks and get them to move, and his Thunder Beam is the same as when you fight him and gain his weapon, in that it's a tri-directional weapon. Other than that, Elec Man doesn't have anything terribly special. 10. TIME MAN (DLN 009) ---------------------- This new Robot Master is actually an interesting experiment. He's a prototype of Flash Man, and unlike other Robot Masters, he actually has two abilities: his Clock Hand and Time Slow moves. Clock Hand is a projectile attack that shoots clock hands in diagonal directions (think Twin Slasher from Mega Man X4 as a reference), and he activates the Time Slow by charging up for a few seconds and then releasing. As the name implies, this slows down the passage of time, allowing him to get through some areas normally inaccessable. The problem is that like Oil Man, this stuff is more gimmick than anything else, and on the whole, he comes off as an attempt just to raise the count to eight. 11. OIL MAN (DLN 010) --------------------- I'm not sure what the creative thought process was behind this Robot Master other than a simplistic boss to add to the mix in order to raise the count to eight. Oil Man is essentially Mega Man with only the Oil Slider as an ability, but playing as him is more of a pain than it needs to be, in my opinion. His weapon is more gimmicky than useful, and he has such poor range that the only real method of attacking is just to ride the Slider everywhere. He does, how- ever, have the benefit of not slipping on the oil slicks. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ============================== == 4. RECOMMENDED STAGE ORDER: ============================== When playing as Mega Man, there is a stage order loop that follows the classic "rock-paper-scissors" structure that is the hallmark of almost every Mega Man game. The order has been revised a bit from the original game, mostly to take into account the two new Robot Masters. Old Style, however, retains the original boss weaknesses because Time Man and Oil Man aren't present in the game. If you play as a Robot Master, Roll, or Proto Man, you don't get the benefit of the Weapon Copy system, so it's up to you to defeat your foes using your default weapons. Below is the recommended order for both New Style and Old Style. NEW STYLE ========= BOSS NAME USE WEAPON ACQUIRED ========= === =============== Cut Man -------------- Mega Buster/Super Arm* -------- Rolling Cutter Bomb Man ------------- Rolling Cutter ---------------- Hyper Bomb Ice Man -------------- Hyper Bomb -------------------- Ice Slasher Fire Man ------------- Ice Slasher ------------------- Fire Storm Oil Man -------------- Fire Storm -------------------- Oil Slider Elec Man ------------- Oil Slider -------------------- Thunder Beam Time Man ------------- Thunder Beam ------------------ Time Slow Guts Man ------------- Time Slow --------------------- Super Arm OLD STYLE ========= BOSS NAME USE WEAPON ACQUIRED ========= === =============== Cut Man -------------- Mega Buster/Super Arm* ------- Rolling Cutter Elec Man ------------- Rolling Cutter --------------- Thunder Beam Ice Man -------------- Thunder Beam ----------------- Ice Slasher Fire Man ------------- Ice Slasher ------------------ Fire Storm Bomb Man ------------- Fire Storm ------------------- Hyper Bomb Guts Man ------------- Hyper Bomb ------------------- Super Arm * It should be noted that the Super Arm only works against Cut Man provided that there are Guts Blocks in the room. As this is the case ONLY with the initial battle (not during the boss rematches or if you're playing as Cut Man and fight your Clone), the Mega Buster is generally the best weapon to use. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ================================ == 5. POWER-UP USES & LOCATIONS: ================================ The original game didn't have many power-ups aside from pickups, and this new game doesn't have many either (Construction Packs notwithstanding, which are detailed in Section 21). Oh well, here we go. Magnet Beam - Creates special platforms - Found in Elec Man's stage Yashichi - Refills all Life/Weapon Energy - Found randomly * The Magnet Beam is ONLY found in Old Style Mode. So... yeah. That's about the shortest section in this guide, save for perhaps the Legal Info. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ===================== == 6. MASTER WEAPONS: ===================== Mega Man, as he always has, gains weapons by defeating the bosses in the game. His Weapon Copy System is able to emulate a Robot Master's weapon chip and adapt the ability for use with Mega Man's Buster. Below is an overview of the weapons Mega Man will gain from this crop of Robot Masters (although six of them we're already familiar with). ROLLING CUTTER -------------- This is like the Boomerang Cutter from Mega Man X/Maverick Hunter X (or is it the other way around?) Mega Man and Cut Man will both fire boomeranging chunks of titanium at their foes. Do note that if a boomerang returns to you, it does not refill the energy lost like the B. Cutter does. HYPER BOMB ---------- Mega Man's rather limited when using this weapon, as he can only hurl Bombs in a set pattern and direction. They are a bit time-delayed, so plan for that when using the weapon. As Bomb Man, you can aim the bombs in a few directions by using the D-Pad to alter your bomb paths. ICE SLASHER ----------- While Mega Man can only fire shots which encase enemies in ice for a short period of time, Ice Man can use them as platforms to stand on. The weapon functions the same for both characters, but Ice Man gets a bit more of an edge to play with. FIRE STORM ---------- Mega Man creates a brief shield of fireballs and also launches a vertical wave of flame at his enemies. Fire Man's version functions exactly the same, except that while Mega Man can get wet and still use it after he's dry, Fire Man has to find some type of fire source in order to get those home fires burning again. OIL SLIDER ---------- This is about the oddest weapon I've ever seen. Basically it's a skateboard of oil. Mega Man can fire it off at enemies, but it does such pathetic damage that it's useless. Drop a glob of oil and ride on it for best results, but I say this with hesitation, as "best results" often gets you hit or killed. Oil Man uses this the same way as Mega Man, so there's no differences. THUNDER BEAM ------------ The Thunder Beam is mostly intact, although it's a prettier animation. It goes in three directions - forward, up, and down, and can shock enemies. Mega Man and Elec Man's versions are identical, although Elec Man is the only one who can power up Elec Blocks with it. The weapon is very powerful, and is limited only by the small number of times it can be used. TIME SLOW --------- As Mega Man, the Time Slow is only used to slow down time. You only have 2 uses of the weapon, but it slows the passage of time down for around 10 sec- onds, giving you enough time to do what you need. As Time Man, your default weapon is the Clock Hand, and you must charge up to use the Time Slow. SUPER ARM --------- This hefty weapon works only if there are Guts Blocks lying around. When you get next to one with this equipped, it will glow, and pressing Attack will let Mega Man lift blocks up and throw them. Guts Man can simply create blocks by pressing Attack, and pick them up that way. If a block is below you, press Down + Attack to pick it up. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ================= == 7. TOWN STAGE: ================= This is a warm-up stage to get you familiar with your chosen character. Depend- ing on who you brought in, you'll get a different intro narration, and Wily will say something different each time. After Roll prompts you to go to the lab, you should start off heading right. There are only two enemies in this entire section, so avoid the two Gabyoals and head up the ladder to reach the lab of Dr. Thomas Light. Head through the door for another story segment where you're converted into a fighting robot, and afterwards, you'll move onto the meat of the level. The only enemies in this part are Octopus Batteries and Beaks, so it shouldn't be much of a problem for you at all. Just make your way past the gauntlet of them and you'll soon reach a Retry Flag that leads to the boss battle for this stage. == BOSS ENCOUNTER: PROTO EYE ============================ This boss doesn't have nearly the armor that its smaller cousins do. In fact, any point on its body is vulnerable. Just pepper it with the weapon you have available (if using Guts Man, create blocks and chuck them, everyone else can use their projectiles), and run underneath it when it jumps. On Easy Mode, it will simply jump, whereas on Normal Mode and Hard Mode, it'll add laser blasts and cannon shots to its arsenal. Either way, this boss isn't hard to bring down at all. Once the Proto Eye is down, you'll return to Dr. Light's lab where you can start making the rounds of the Robot Master domains. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ====================== == 8. CUT MAN'S STAGE: ====================== == BOSS ENCOUNTER: CUT MAN ========================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ======================= == 9. BOMB MAN'S STAGE: ======================= == BOSS ENCOUNTER: BOMB MAN =========================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ======================= == 10. ICE MAN'S STAGE: ======================= == BOSS ENCOUNTER: ICE MAN ========================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ======================== == 11. FIRE MAN'S STAGE: ======================== == BOSS ENCOUNTER: FIRE MAN =========================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ======================= == 12. OIL MAN'S STAGE: ======================= = ELEC MAN'S ALTERNATE PATH --------------------------- If you have Elec Man, you can use his Thunder Beam here to repeatedly energize a Thunder Block to move it out of the way. Head into the new passage and use the same technique to move a block so you can reach the ladder going up. Stand atop the next Thunder Block and jump while firing the Thunder Beam to energize this one, and you can ride it across the gap to pick up a SCENERY PACK to use in the Construction Mode. Grab it and ride the platform back across so you can grab the ladder going up, and repeat this process by firing a Thunder Beam at the next block and dropping into it as it passes underneath you to reach the ladder on the left. More blocks await in the next area, so clear a path by firing Beams at them, and work your way up. Do the same in the next area, and ride the block back across to grab another SCENERY PACK. Leap off and grab the next ladder going up, and use the Thunder Beam here to clear the two blocks out of your way at the top so you can reach the next ladder. There's an extra life that awaits you here, so grab it and use the Thunder Beam one last time to move a block that will place you back on the main path of the stage. (This part is where Elec Man's alternate path reconnects with the main path). Move along across the bridge and you'll find some compacted dirt. Use Guts Man to stomp on the ground here to pick up an ENEMY PACK, then use some Guts Blocks to create a path out. Work your way up the ladders while avoiding the oil slicks and fire-based enemies, then climb up the last ladder to reach the final path to the boss gate. Deal with yet another Big Eye guarding the path (if you are using Guts Man, try having fun by trapping the Big Eye inside a cage of Guts Blocks), and you'll be free to take on Oil Man. == BOSS ENCOUNTER: OIL MAN ========================== Oil Man is a very straightforward boss for every character except Guts Man. He has a repetitive pattern that really only forces you to dodge his Oil Slick and Slider moves, and more often than not, he'll jump over you if you run towards each other. In Easy Mode, he'll only shoot one blob of oil, and almost never use the Oil Slider, but in Normal and Hard, he's more prone to firing around three. As Mega Man or Fire Man, pull out the Fire Storm to toast him, but if playing as Guts Man, you can have a bit more fun. Here's a very cheap method you can use to defeat him with ease: start off by creating 4 Guts Blocks in the room - two right next to each other near one side, and two on the other side, with only enough room for you to stand in between them (think Guts Man's challenge with the Big Eye). Oil Man will be forced to leap across the room, and from your safe spot, you won't be touched by his oil attacks. When he jumps up into the air, hop up on one of the blocks, create another, pick it up, and hurl it at him, then retreat to your safe zone. Do this and you probably won't even sustain a single hit. Overall, though, Oil Man isn't that difficult to defeat; some Robot Masters will just need to aim a bit better (such as Cut Man), and Elec Man needs to avoid the oil at all costs as it inflicts double damage on you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ======================== == 13. ELEC MAN'S STAGE: ======================== This is the same vertical style as the original, for the most part. Start off by heading upwards (if you're playing as Cut Man, you can do some wall-jumping for this part). Dodge the electrical beams in the next room and take out the Metool in the next. Keep climbing upwards without stopping to avoid the electric blasts from the hovering robots, and work your way to the top. Hop on the block that appears to your right, and use it to scale the ladder on the right. Walk across the next set of blocks and defeat the Metool so you don't get knocked off, then climb up the next ladder. Defeat the Gabyoal in the next room and climb up the ladder again. The next section actually differs a bit depending on what mode you're playing this stage in. In Easy Mode, the platforms ahead hover back and forth, in Normal Mode they alternate a bit, and in Hard Mode they shoot at you. Cross the gap using the platforms and climb the ladder on the other side. Keep going up and you'll reach a slight fork. If you have Mega Man S or C, slide underneath the low wall and climb up two screens to reach a SCENERY PACK. Grab it and continue on your way. Ahead lies another vertical section with more elec- tricity-shooting robots. Make your way past them to another vanishing block section. Mega Man is again the character to use through this part if you want another Construction Pack - use the blocks leading in a path to the left and climb up the ladder to reach a section filled with electric beam traps. Make your way through this part to reach another section with more of the floating platforms. At the lower right corner of this area is a Time Block - come here with Time Man and use the Time Slow to access a new area of the stage. = TIME MAN'S ALTERNATE PATH --------------------------- Moving along, go up the ladder to a room with two Super Arm blocks. Use them as stepping stones to reach the ladder, and keep going up. You'll reach another room with a Metool and a Gabyoal. Defeat them, and move on up to a room with two more electric traps. Get past these and you're about home free. One more ladder and an encounter with a Big Eye, and you'll reach the boss gate. (On the other side of the boss gate here is where Time Man's alternate path reconnects with the main path). == BOSS ENCOUNTER: ELEC MAN =========================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ======================== == 14. TIME MAN'S STAGE: ======================== The first part of this stage is mostly a horizontal trek across some hallways filled with Shield Guards and other enemies. There are swinging clocks here as well, so avoid them and make your way to the ladder at the end after the short conveyor belt. The next level up is more of the same as you backtrack left across some spike pits and deal with more enemies. Climb the ladder at the end and you'll see some compacted dirt above you. = GUTS MAN'S ALTERNATE PATH --------------------------- If you have Guts Man, you can use him to break through the ceiling with head- butt attacks, and then create Guts Blocks to get up into the ceiling. Climb the ladder and use two Guts Blocks to reach the next ledge, and climb up another section. Here, quickly move a Guts Block out of the way and hop across the compacted dirt in order to grab the SCENERY PACK sitting out in the open. Without moving, start creating more Guts Blocks to reach the ladder above you. Your best bet is probably to fall down through the floor and work your way back up so that you can lay the blocks across the dirt. Once you reach the ladder, go up and start doing the same thing - setting Guts Blocks on the ground - across the spike pit. Do this and climb the next ladder to reach a room with more dirt and a Guts Block at the top. Grab the block and destroy it to reveal an extra life, and bust through the dirt so you have access to the ladder, then start creating Guts Blocks to help you reach it. Go up the ladder to return to the main path of the stage. Moving along, head to the right past the Beaks and Count Bombs to reach a large wall and a hammer at the top. Jump and shoot the hammer so it starts to move, then hop up on the ledge and move right before the hammer knocks you back off. Further along you'll run into another set of swinging clocks and conveyors. Time your jump so you don't get knocked down the pit to the floor below, and make your way up the next ladder. Avoid shots from the Beaks, and shoot the hammer here so that you can land on it and grab the extra life. Keep going up the ladder to reach a room with a lone Shield Guard. Defeat it, and move on up to the next room, where another Construction Pack awaits. You'll need Guts Man for this one so he can remove the Guts Block, but once it's out of the way, pick up the --- PACK and move along. Climb up the ladder to another section full of swinging clocks and conveyors. Keep moving left while avoiding the hazards as well as the Shield Guard and other enemies, and hop across the time bomb to reach the ladder on the left. (Guts Man's alternate path reconnects here) Climb up and head right across the next set of Count Bombs and deal with the next Shield Guard. The rest of this part involves some tricky manuevering around the swinging clocks while trying to avoid standing too long on the Count Bombs. After you clear this part, run across the conveyor (hold the Analog Stick here for better control), and leap off the edge to grab the ladder to your right, and climb up. A Sniper Joe guards the boss gate, so dispatch him and head on in to confront Time Man. == BOSS ENCOUNTER: TIME MAN =========================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ======================== == 15. GUTS MAN'S STAGE: ======================== = CUT MAN'S ALTERNATE PATH -------------------------- Right here, use Cut Man to leap up the walls to reach the high ladder. Go up, and defeat the two Batontons and destroy the Cut Block. Carefully stand on the edge of the spikes, and wall-jump your way up to the next ladder. Here, you can defeat the horde of Batontons for pickups, or just head all the way to the right and wall-jump up again to reach the ENEMY PACK. Drop down and head through two sections involving wall-jumping while dealing with Metools, then drop down again. Here you can grab an extra life by riding the lift over the broken rail, or keep heading down. Grab the extra life if you want, and the ladder down will put you at the part of the stage after the next broken rail lift section. (Cut Man's alternate path reconnects here). Go down the ladder, and you'll see a lone Batonton on the other side along with a Construction Pack. Iceman has to get this one, so wait until the Batonton is within jumping distance, and use the Ice Slasher to freeze it, then use it as a platform to reach the --- PACK. Continue heading down and deal with the next two Metools, and drop down the next ladder to reach the next Retry Flag. Continue across the next platform section over the spikes while dealing with the assorted enemies, and if you have Guts Man with you, you can use his block-creating abilities and grab another extra life. Otherwise, continue on down the ladder, ride a suprisingly non-broken lift (jump over the obstacle, though), and go down yet another ladder. Here at the homestretch, proceed to the right and take out the Big Eye, and you'll reach the boss gate. == BOSS ENCOUNTER: GUTS MAN =========================== Guts Man isn't as unpredictable as he was in his original title, and the room is no longer staggered, so dodging is a bit easier. Basically he just creates blocks, jumps around, and eventually throws them at you. If you're on the ground when Guts Man lands, you will be stunned and unable to move, leaving you a sitting duck. The trick is to jump as he's about to land, then run in close to attack, and he'll throw the block where you last were. Dodge the Guts Block, and attack again. Halfway through the fight, he'll begin burrowing underground, so run back and forth until he surfaces, and try not to get pinned in a corner. The Time Slow works a bit of magic on him, although as Mega Man you only get two uses of it. Every character except Roll can attack from a fairly safe distance; Roll has it harder since she has to move in very close to attack, and Guts Man is prone to lifting blocks out of the ground right as you approach, so be wary when using Roll to attack. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ============================ == 16. CASTLE WILY, STAGE 1: ============================ == BOSS ENCOUNTER: YELLOW DEVIL =============================== He's back, and more fun than ever. In fact, depending on your difficulty mode, he has three different patterns he'll work with. Read below for some info on his patterns and how best to counter them. If playing in New Style Easy, the Yellow Devil will never even separate into chunks, so there's nothing you really need to worry about here. However, if playing in New Style Normal or Hard, his patterns differ, so pay attention to the listings below (Idle means stand still). Lastly, his pattern is different for Old Style as well. Even though this guide is meant to cover New Style, the pattern is different from what was in the original Mega Man game. NS NORMAL: Idle/Jump/Idle/Jump/Idle/Jump/Idle/Jump/Idle 3x/Jump/Idle 2x/Jump. NS HARD: Idle/Jump/Idle/Jump/Idle/Jump 2x/Idle 2x/Jump 2x/Idle 4x. OS: Jump/Idle/Jump/Idle 2x/Jump/Idle 2x/Jump 2x/Idle 3x/Jump/Idle. Once you have the pattern down for the version you're facing, it's a simple matter of waiting him out and attacking when the eye opens. If you're close, the Devil will try to slap you, whereas if you're farther away, the Devil will fire an energy shot from its eye. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ============================ == 17. CASTLE WILY, STAGE 2: ============================ == BOSS ENCOUNTER: CWU-01P ========================== (Starting Note: This battle SUCKS as Fire Man). As Mega Man or Elec Man, this battle is a cinch until you get to Hard Mode. Easy Mode is so straightforward that I won't even cover it. This bubble-making boss moves in a perimeter arc around the room, and will stop in the center. Use the Super Arm at first to toss the two blocks at the boss, then use the Thunder Beam to paralyze it, so you can hit it with the Mega Buster. As Fire Man, you must resort to simply attempting to whittle it down with the fireball shield that you can create, as the water will prevent you from using the Fire Storm. Any other Robot Mas- ter will do just as well, although Cut Man is a little tough to use since the delay of the returning Cutter can throw off your timing. The CWU-01P increases in speed as the battle progresses, and when it stops in the center, it will create more blocks to impede you as well as fire a laser which sweeps around the room. The Thunder Beam can prevent this, so Mega Man and Elec Man have the easiest time with this battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ============================ == 18. CASTLE WILY, STAGE 3: ============================ This teleport room is evil, in a way (and makes me wonder why they didn't do a teleport room for Maverick Hunter X). There are no energy refills here, so in a way, it's good practice for the Survival Challenges, but it's still pretty unfair, in my opinion. Anyway, here's a basic text layout of the boss teleports. ================ _ ================= | _ | |FIRE _ ICE| |MAN _ MAN| |___ _ ___| | | |TIME _____ GUTS| |MAN ||||| MAN| |___ ___| | | |ELEC _ _ BOMB| |MAN _ _ MAN| |___ _ _ ___| | | |CUT _____ OIL| |MAN ||||| MAN| | | ================DOOR================ == BOSS ENCOUNTER: CLONE ROBOT ============================== You'll face a clone of yourself in this battle. Unlike the first go-round in the original game, your clone doesn't have to switch weapons when you do, or even mimic your attacks for that matter. As Mega Man, you'll face a version that can slide and charge up, so be prepared for that. As any other Robot Master, your attacks will do exactly 0.5 units of damage to your clone, so you need to concentrate more on evasion than trading hits. Roll is a bit hard to work with given her short range, and Proto Man's clone is adept at guarding against your attacks. However, give it some time and patience, and you'll be able to overcome. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ============================ == 19. CASTLE WILY, STAGE 4: ============================ == BOSS ENCOUNTER: DR. WILY =========================== Dr. Wily will attack you in two forms here if you're playing on Normal or Hard Mode. If playing on Easy, he'll flee after his first form is defeated, and even use a different attacking style (that is similar to his machine in the NES game). Wily's vulnerable point is the windshield of his machine. The attack patterns for the two fights are more or less the same, although he starts to spam the Rolling Cutter more during the second phase. The key to this battle is to watch for the color of the glass atop Wily's Machine, which will clue you into what weapon to use. Since Wily attacks using the abilities of the Robot Masters, using the weapon they're weak against will stun Wily and force him back a bit (think back to the colors of the teleports in the last stage). The only attack that's overly difficult to avoid is the charging attack, but if you jump just as he fires, you have a better shot at winning. Of them all, this fight is hardest as any Robot Master since you'll only have one weapon at your disposal. With enough perseverance, though, you'll make it through and win. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ====================== == 20. CHALLENGE MODE: ====================== The game's Challenge Mode is the part of the game that you go to under one of a few conditions: - You've played the Robot Masters to death. - You're bored with Construction Mode. - You want to experience a new definition of frustration while somehow managing to have fun. For the most part, Challenge Mode revolves around the third option listed. It's the part of the game where even the most experienced Mega Man gamer can test their skills on a total of 100 different missions involving Mega Man and the eight Robot Masters. Successfully completing all 100 gains you Protoman as a playable character (and coming from someone who has done the rigorous require- ments for this, it's one heck of a bonus). To unlock a set of missions, you first have to have that character playable. As mentioned above, defeating the Robot Masters with only the Buster (no charged shots) damages the boss instead of destroying them, and Light will repair the boss and you can play as that character. 90 of the missions involve Mega Man and the eight Masters, and the last 10 consist of survival missions against the bosses in the game (think Battle Network's License/Endurance battles). The Boss Survival challenges aren't made available until you've completed New Style at least once, however. Missions are varied across a wide spectrum of tasks. Each one has a specific goal, and you have usually a set means of accomplishing the task, which is made plainly obvious to you. However, the challenges all have specific elements to them which may make your day a bit less bright. They include: > HEALTH LIMIT This regulates your starting HP (hit points). A great deal of the challenges give you only 1HP, so you'd better bone up on not getting hit. > TIME LIMIT Many missions have a set time limit that you need to complete the objective(s) in. If you fail, your character explodes. Whee! > ITEM PICKUPS Other missions require that you collect a Retry Flag or certain number of items, such as Score Balls. The vast majority of these have unlimited time, although there are those annoying ones that give you a time limit. > BODY COUNT This revolves around destroying a set number of enemies or Party Balls usually by any means necessary (Buster or Master Weapons). Some of these are also timed, which makes things even more fun. You can restart any Challenge you're in by hitting the Select button, but be warned - you're allowed to pause, and Select is notoriously close to Start... Now with the explanation out of the way, read below for detailed information, written by Iriasu of Rockman Perfect Memories, for details on how to complete each challenge. You can also access an HTML version of this Challenge database at http://www.rockmanpm.com/?p=game/original/rockmanrockman/challenge . ===================== MEGA MAN'S CHALLENGES ===================== MISSION 01: JUMP FOR JOY! | GOAL: Get the Retry Flag! ----------------------------------------------------- You need to jump from one platform to another to reach the flag at the very end of the course. Keep running and you'll gain enough speed to jump to each platform. It's wise to always run fast and jump from the very far edge of a platform. If you keep doing this, you won't fail at all. MISSION 02: JUMP FOR JOY 2! | GOAL: Get the Retry Flag! ------------------------------------------------------- This is another jump test, but filled with spikes. This course forces you to make very high jumps to survive all the spike mayhem that shows up near the end of the course. When you see two spikes that are diagonally aimed in a north-east direction, pay attention to the platform precisely under them. You need to run and the very, very end of your current platform position, jump over the spikes and make sure you land on the platform under the spikes. With enough patience and precision, you'll make it. MISSION 03: FLEE FROM FLEAS! | GOAL: Get the Retry Flag! LIFE: 1 | NOTES: Attacks Forbidden -------------------------------------------------------- This place is completely filled with Fleas trying to jump towards and damage you. On top of things, you can only afford to get hit once, or else you're dead. Wherever you're standing, they'll keep following you. When you begin the mission, a good tip is to always run to the right and not stopping at all. If you do things right, you'll be able to run past over 50% of all the Fleas, since they'll jump over you instead. Close to the end, you need to be extra careful with how you're gonna avoid them though, since there's no straight- road anymore, but some small platforms in different heights that may make your life a bit miserable. MISSION 04: SNIPE HUNT | GOAL: Take out Sniper Joe! LIFE: 1 --------------------------------------------------- You versus a Sniper Joe, with only one health. Both of you each stand on a long pole and it's up to you to deal some quick shots on him and jump over his bullets, or else it's over. Just stand where you are and wait until he's vulnerable (puts his shield down) and give him everything you got. He'll come down easily. Infact, it can be done in only 2 seconds if you button-mash with your Mega Buster quickly. MISSION 05: BOMB WALKER | GOAL: Get the Retry Flag! LIFE: 1 --------------------------------------------------- This is another spike-filled course, but your only platform assistance is a gang of Time Bombs. Yup, that's right, the same Time Bombs from Mega Man 8 that can walk in a set direction. Basically, all you need to do is step on one Time Bomb, let it take you a bit to the right and then jump to the next Time Bomb before the bomb you were standing on blows up. Also, while you do that, there will be some white blocks in the way. Make sure you shoot all of them as early as possible, unless you wanna get stuck and blown to pieces. Hit the flag and you win! MISSION 06: SPECIAL WEAPON MASTER | GOAL: Break 25 Party Balls! LIFE: 1 | NOTES: Special Weapons OK --------------------------------------------------------------- This mission requires you to break 25 Party Balls located in different places, and you have access to all weapons. First things first, shoot the very first one with the buster, then switch to the Rolling Cutter to destroy those that are hidden behind walls, then you switch to the Thunder Beam to destroy those that are placed on top of each other, both high and low. You will now see a few Bomb Blocks. Stand a bit to the left of them and throw a Hyper Bomb to get rid of the blocks, then throw another one to deal with the Party Ball hidden there. Also, there's a spikebed with a Party Ball over it. From a distance, throw a Hyper Bomb to blow it up. A bit further in the course, you'll spot some Fire Towers aligned in different directions. The best way to deal with them is to shoot an Ice Slasher when they're elevated almost halfway. That way, while they're frozen, you can stand on them and destroy some more Party Balls that way. At the large pit where there's some Fire Towers shooting to the left and right, step down a bit to the left and shoot an Ice Slasher through the thick wall where the Fire Tower to the left of the large pit is. Now you can quickly run over it and freeze the next one, while destroying a Party Ball in the process. Then you'll see some Guts Blocks, so get rid of them with Super Arm. Now you're close to the end of the course. When you see an Oil Block, you should first shoot an oil patch with the Oil Slider, and then run on it to skate. Keep skating forward, destroying a bunch of blocks and Party Balls in the process. Don't stop yet. When you see that you have 2 Party Balls left, stop a bit and check what is happening near the end of the course. A whole row of Yoku Blocks are appearing and dissapearing fast. The best tip here is to keep using the Oil Slider to skate over the blocks, and then hit the 2 remaining Party Balls that way. MISSION 07: DODGE OCTO BATTERY ASSAULT | GOAL: Get the Retry Flag! LIFE: 1 | NOTES: Attacks Forbidden ------------------------------------------------------------------ Octopus Battery Mayhem! And you can only afford one hit! Here's the thing. You need to keep running to the right and not stopping. When you're close to an Octopus Battery and it is about to fly to the left, jump over it. You'll be threatened by more of them in pairs. Don't be afraid and keep running and jumping over them. The jumping is important. A bit further, you'll spot 5 more in different heights - 3 at the bottom and 2 at the top. Wait for them to fly towards you, then jump between their openings that they're suddenly revealing. After that, walk to the right and you will be able to fall to the next floor. In this next floor, wait until all Octo Batteries are stuck to the roof, and then run to the left and fall down the next hole to the next floor. Now 6 of them are in the way, 2 each in pair. Wait until they're on the roof, then stand between them when they go down again, making sure you won't get hit. Do this one more time and you'll run past them completely. Now it's just the last 4 left. Quickly run to the right and fall down the area seen a few tiles down, to run past the first 2 Octo Batteries that are now flying to the left, over your head. The last 2 are flying towards you, so jump back to the upper area you came from and they won't hit you. When they fly to the right, follow them and don't stop running. When you see them stuck to an edge to your right, wait until they decide to fly to the left again, then just jump over them. Now the flag is within reach and this horror is over. MISSION 08: BLADER RAIDER | GOAL: Destroy 30 Bladers! LIFE: 1 | TIME LIMIT: 1 minute ----------------------------------------------------- This mission requires you to shoot down 30 Bladers under 1 minute, and you can only afford getting hit once. This one is way more easier than the other missions so far. Keep running to the right and shoot the first batch in a long row flying close to the ground. Then you just need to carefully jump to one platform to the next, while shooting Bladers along the way. Keep this up slowly and steadily, and they'll go down simple and quietly. MISSION 09: TACKLE FIRE FRENZY | GOAL: Destroy 16 Tackle Fires! LIFE: 1 --------------------------------------------------------------- Another one-health mission. Drop down to the next floor, and Tackle Fires will now fly from the holes to your left and right and then land on the oil plat- form under you. Don't run too much on this platform, or you'll slip and the Tackle Fires will definitely kill you instantly for your mistake. Stand still on the platform, and only face the left and right directions while you jump, nothing else. Also, while jumping, shoot every damn Tackle Fire you see, or they'll kill you. Don't let them get to you at all. Kill 16 of them and this mission is complete. MISSION 10: SCORE BALL WRANGLER | GOAL: Collect 100 Score Balls! NOTES: Special Weapons OK ---------------------------------------------------------------- This is a 100 Score Ball Get mission. There are no penalties here, like low health or not being to use any weapons. Keep running to the right and pick up the free Score Balls placed in a row close to each other and keep on moving. Pick up the ones on the air as well. A bit further in the course, you'll spot the Drop Lifts from Guts Man's stage. Stand on them and jump at the precise right moment so you won't fall and pick up Score Balls on your way. Now, pick up some more between some narrow areas at the top and bottom part of the current floor and then jump on a Hammer Pendulum-thing that swings to the left and right and when it's on the right side, make a huge leap to the right and pick up 4 Score Balls there. Now proceed further and ignore the ladder seen there. You will see a long row of Score Balls in a huge pit. Basically, you need to fall down and get all of the Score Balls while falling a couple of screens down. Make sure that while you fall, press left a bit and you'll most likely get them all. If you didnt get them all on the first try, take the ladder up again, or redo the whole mission. After this, proceed to the right to see a long row of Conveyor Belts, and a White Block Generator a bit further in. Make sure that while the block gets transported to the left with the conveyor belt, run past the generator quickly and safely, otherwise you'll see more white blocks. Now keep walking to the right and pick up a few Score Balls in the sky. In this last batch of Conveyor Belts, shaped like a staircase, be ready to use Time Slow on the next White Block Generator. When the block is created, use the Time Slow to slow time, so the block gets some more screen- time, giving you lots of time to skip to the right past the conveyor belts mayhem and touch the flag at the end. ==================== CUT MAN'S CHALLENGES ==================== MISSION 01: WALL JUMP SEMINAR | GOAL: Get the Retry Flag! --------------------------------------------------------- The easiest mission in the whole game! No seriously! This course is only one PSP screen long. Run to the right a bit, jump to the left wall and make a wall- jump in the right direction. The flag is yours. MISSION 02: WALL JUMP SEMINAR 2 | GOAL: Get the Retry Flag! ----------------------------------------------------------- Some more wall-jumping testing. Basically, you need to kick on the right wall so you can reach the platforms that are a few blocks high in the areas. Keep heading to the right until you come to a ladder. No need to climb it down. Instead, you need to fall down the narrow hole to the left of it and wall-jump on the right pillar to the left of the ladder, so you'll land on the area to your bottom-left. Now go down to the next floor and this time, you should kick the left wall to reach the flag. MISSION 03: OCTOPUS BATTERY PANIC! | GOAL: Get the Retry Flag LIFE: 1 | NOTES: Attacks Forbidden ------------------------------------------------------------- This one truly tests your skills in avoid incoming enemies flying towards you. You have can only afford one hit or else you die. The trick here is that if you want to jump to the right, always do that from a wall situated in the left direction, and vice versa if you want to jump left. Wait until an Octopus Battery is about to get close to you, then use a wall next to you and wall- jump it and jump over them that way. Keep walking to the right and you'll spot some small blocks in the sky. Use the blocks to wall-jump to the right, so the groups of Octopus Batteries won't hit you. Keep moving to the right and when you see 4 of them in a row close to the ground and they're about to get you, use a block to your right seen above and use it to jump left just a bit, but press right while in the air and you'll fall in that direction instead and you'll make it. Proceed and wait until the next group of Octopus Batteries are on the right wall. Use the left one to get to the ladder. On the next floor, there's a lonely Octopus Battery there. You can be a daredevil and run to it and jump on the left wall seen on its left side, or just wait until it's close to you, then jump up the walls and the ladder above you. Next up, there are 3 Octopus Batteries in the way and 1 to your right. It will fly away to the right though, so don't worry about it. Wait until the one directly above you flies to the right, then use the blocks on your left side to wall-jump and reach the ladder to your right. Next floor, run after those Octopus Batteries that are flying to the left, by wall-jumping the long pillars in the middle of the screen. Get to the left-side pillar and make sure you're standing on it. Jump over the Octopus Batteries with precision when they're about to fly to the right and once they're gone, take the ladder up. Here's the last batch of Octopus Batteries. They will fly above the ladder you're stuck to, so wait until they all fly to the right side of the screen. Climb up and wait next to some walls seen above you. When the Octopus Batteries flies towards you now, keep wall-jumping the walls above you until there are no Octopus Batteries in your way and there's an open space for you. Quickly run to your right and up the ladder and the flag on the next floor is yours. MISSION 04: OCTO BATTERY EXTERMINATOR | GOAL: Destroy 30 Octopus Batteries! --------------------------------------------------------------------------- You need to kill 30 Octopus Batteries with the Rolling Cutter. You'll also stumble across spikes, White Blocks and Cut Blocks. When a block is above the spikes, make sure to not hit them, or you'll have problems reaching the other blocks and platforms further ahead. The best method here is to hit the Batt- eries when they're stuck on the roof or are a bit higher up than the blocks you're standing on. That way, you won't accidentally destroy the blocks you're standing on. So throw Rolling Cutter while you're jumping and you won't have so much problems with the first half of the course. The second half requires you to throw Cutters through a wall if you don't want to hit the blocks ahead and just want to hit the Octopus Batteries. When there's only 4 left, you'll be standing at a huge pile of blocks. You're allowed to destroy the middle blocks if you know what you're doing. Stand on either side of this area, not touching the spikes, and hit the remaining ones from your current position. MISSION 05: NO DAMAGE FLYING SHELL HECK | GOAL: Destroy 25 Flying Shells LIFE: 1 ------------------------------------------------------------------------ Walk to the left and fall down the pit. OK, here's what you must do. Keep standing on the left side of the screen and destroy 25 Flying Shells to clear this mission. Seems tough huh? Not really. See, if you stand on the edge of the platform you're currently standing on (to your right), and you have enough courage, you can time your Rolling Cutter attacks against the Flying Shells before they even get the change to open their shells and shoot at you. So stand at that edge and time your Cutter about a second you see each one on- screen and you may be able to hit every one of them without failure. MISSION 06: WHEN PRUNING SHEARS ATTACK | GOAL: Destroy 20 Party Balls --------------------------------------------------------------------- Walk to the left and climb the ladder. You need to destroy 25 Party Balls to clear this mission. Ignore the 3 Party Balls seen to the right, you'll deal with them from the other side. Climb the ladder and destroy the 2 Party Balls above you. Go up the next floor. Use the lonely block above you to hit both the Party Ball to your right. Climb the ladder on the left side. Once you're up in the next area, walk to the right a bit and use the small wall-structure above you to bounce a bit to the right and hit the 2 Party Balls sealed inside a small room. Now climb up the ladder above your left side. Destroy the 3 Party Balls here and keep going right, down the pit and when you're falling in the next screen, use the right wall to kick yourself to the lonely Party Ball next to some Guts Blocks. Now you may fall to the right side (and keep going right). In the screen below you, you need to jump over the spikes in front of you. Use a wall above your left side to get over them and destroy the Party Balls along the way. Climb down the ladder. In the next floor, stand to the right of the lonely spikeball and throw a Cutter to the left, dealing with the Party Ball in the middle of the screen. Use the wall to your right to jump to the left side and deal with the 3 other Party Balls with the proper use of wall-jump and throw Cutters in the air. Now you may see a small alcove you can get to on the left side. Enter it and hit the 3 Party Balls you saw at the start of the mission, by throwing Cutters through the wall. MISSION 07: SURVIVE RARE ENEMY | GOAL: Avoid damage for 1 minute! LIFE: 1 ----------------------------------------------------------------- This mission requires you to survive against a whole bunch of Telly's for a whole minute, on an icy platform, and you can only afford being hit once. Cruelty, I says! What you need to do is to make alot of open space so you can deal with all the Telly's chasing you. Best way to do this is to first strike a bunch of them either on the left and right side of the platform, run in that direction and hit the remaining Telly's behind you. Run in the other direction and create some more open space by dealing with more Telly's in front of you. Repeat this until time runs out. You shouldn't make any hasty turns on this slippery platforms. If you can, make small jumps only (not to high) to be able to skip in the direction you want to head without being hit or falling in the corner areas of this course. MISSION 08: NO CLIMBING FROZEN WALLS! | Goal: Get the Retry Flag! ----------------------------------------------------------------- This mission teaches you the difference between a regular wall and a frozen one. You can wall-jump on regular ones and not the frozen types. Therefore, you'll go through a few tests 2 floors up before you get to the challenging part. Once you're at the 3rd floor, make sure you wall-jump the small brownish blocks that are seen together with the icey ones. You need to lead to the ladders seen in the opposite directions of your position, so if you see a small block that you can wall-jump on, fall to it and press the jump button at the precise moment you're in contact with it. With a bit of trial and error, you'll reach the ladder. In the fourth floor, there's a huge mix of regular and ice blocks together and you need to reach the ladder on the left side. You're gonna have to fall down this pit and make sure you press the jump button on the small block seen at the most southern area of this screen. On the next floor, wall-jump the block on the right side in a zig-zag pattern to reach the ladder above you. At the top floor, use the wall on your left side to bounce over the spikes. The same thing goes with the block at the top part of the screen. Now you need to fall down and hit a brownish block so you'll reach the flag on the right side of the screen. MISSION 09: CRAZY CONTAINERS | GOAL: Get the Retry Flag! -------------------------------------------------------- The stage begins with a bunch of Cut Blocks blocking the way for you. Destroy them with the Cutter and jump on the walls to proceed. You'll also spot some Guts Blocks a bit further in, and you can't destroy them, so just focus on the Cut Blocks. You'll see a conveyor belt at the top area of the screen to your right and a Guts Block is approaching you. Wait until it's very close and jump on the right side of the Guts Block when it's about to fall and wall-jump to the ledge to your left. Now keep going further in the stage and get to the conveyor belt at the bottom part of the screen. Stand at the edge of that conveyor belt's Guts Block and be ready to jump to a wall that can be seen on the roof and wall-jump it so you'll land in the area to your right. Now a bunch of Guts Blocks and Cut Blocks gets constantly created by generators. Jump past the Guts Block generator when there's some space and keep throwing Cutters near the Cut Block generator and you'll create enough space to travel further. Go through that space quickly or they'll come back fast. Wall-jump on the right side of those generated Cut Blocks to proceed. Now, the next con- veyor belt area requires you to stand on the right edge of a Guts Block and when you and the block are about to fall down the pit, quickly wall-jump the right side wall and then the left one at the top of the screen to proceed unharmed. the next conveyor belt area has generators that keeps making Guts Blocks that falls to the left and the right. Focus on the one that falls to the right and stand on it so you can reach the ledge to the next area. This one is a bit simpler, but it still takes efforts from you, since there will be Cut Blocks generated and transported on generators. Keep running to the right and keep throwing Cutters on them and reach the ladder above you. Alright, the last one requires a bit of thinking to beat. A bunch of Cut Blocks and Guts Blocks are blocking your way to the flag. In the first area, focus on throwing a Cutter at the Cut Blocks above you, in hope of them not falling at you. Now deal with the rest of the block in this particular area. The last area has 2 Cut Blocks and a Guts Block between them. Throw a Cutter at the top Cut Block through the wall and you'll have enough space to wall-jump onto the Guts Block and reach the flag. MISSION 10: UNSTOPPABLE PENDULUM | GOAL: Get the Retry Flag! ------------------------------------------------------------ This is a Hammer Pendulum platform type mission. You'll see these Pendulum- shaped things hanging up-side-down and they swing to the left and to the right, and you need to stand on them to proceed to the right. Ignore the first one and jump on the second one to get past the first pit. Now to reach the third pendulum, use the small wall pillar stuck to the roof and make sure you land on it properly. The next area has 2 pendulums over a large pit, so stand on them with precision and safely land on solid ground on the other side. Walk a bit to the right to see a ladder. To reach it, wait until the pendulum above you is about to swing to the right, then wall-jump the right side of it to reach the ladder. The next floor has small spikebeds with a pendulum over them. Land on the platform and let it swing you to the ladder on the left side. The next floor requires you to fall down a pit, land on the pendulum that swings there and jump to the bottom-right corner of the screen. Do it when the platform swings to thr right side, land on it and then jump to the right. Walk to the right to see another ladder and a pendulum very high up. Use the right side wall to bounce to the platform and then wall-jump the plat- form's right side to get to the ladder. Climb the ladder and another one to get 2 floors up. Jump on the right side of the pendulum seen in the skies to reach the ladder above you, but once you reach the next floor, don't climb up all the way. A pendulum blocks your way, so wait until it's swinging to the left or right, then jump on it and wall-jump the left side of the right pendulum to reach the ladder. Get up on the ladder and touch the flag! ===================== GUTS MAN'S CHALLENGES ===================== MISSION 01: CONTAINER FACTORY | GOAL: Get the Retry Flag! --------------------------------------------------------- MISSION 02: CONTAINERS UNDERFOOT | GOAL: Get the Retry Flag! ------------------------------------------------------------ MISSION 03: STACK ATTACK! | GOAL: Get the Retry Flag! ----------------------------------------------------- MISSION 04: HARD HEADED HERO | GOAL: Get 24 Score Balls! -------------------------------------------------------- MISSION 05: THROW MANIA! | GOAL: Destroy 15 Flying Shells! ---------------------------------------------------------- MISSION 06: ELEVATOR PANIC! | GOAL: Get the Retry Flag! LIFE: 1 ------------------------------------------------------- MISSION 07: CAN'T MAKE BLOCKS ON CONVEYORS! | GOAL: Get the Retry Flag! ----------------------------------------------------------------------- MISSION 08: SECURE A FOOTHOLD! | GOAL: Defeat the Big Eye! LIFE: 1 ---------------------------------------------------------- MISSION 09: ONLY 5 AT A TIME! | GOAL: Get the Retry Flag! --------------------------------------------------------- MISSION 10: STACK AND CLIMB! | GOAL: Get the Retry Flag! -------------------------------------------------------- ==================== ICE MAN'S CHALLENGES ==================== MISSION 01: FREEZE AND CLIMB! MISSION 02: CLIMB THE ICE TOWER! MISSION 03: USE ATTACKS TO YOUR ADVANTAGE! MISSION 04: FREEZE AND GO! MISSION 05: CROSS THE FROZEN FIRE! MISSION 06: FREEZING BLIZZARD! MISSION 07: CROSS OCTOPUS BATTERY CANYON! MISSION 08: CROSS FLEA VALLEY | GOAL: Get the Retry Flag! LIFE: 1 --------------------------------------------------------- MISSION 09: FREEZE! YOU'RE TOAST! | GOAL: Destroy 3 Octopus Batteries! ----------------------------------------------------------------------- MISSION 10: KILLER BULLET ICE FIELD | GOAL: Get the Retry Flag! LIFE: 1 --------------------------------------------------------------- ===================== BOMB MAN'S CHALLENGES ===================== ===================== FIRE MAN'S CHALLENGES ===================== ===================== ELEC MAN'S CHALLENGES ===================== ===================== TIME MAN'S CHALLENGES ===================== ==================== OIL MAN'S CHALLENGES ==================== =================== THE WILY CHALLENGES =================== MISSION 01: BOSS ATTACK! | GOAL: Defeat all 6 bosses! NOTES: Old Style Mode ----------------------------------------------------- Beat the Robot Masters from Old Style mode (6 bosses). They'll have Old Style mode weaknesses and you have access to all weapons. You play as Mega Man, and you can't select the Robot Master you want to face either, since you'll run into them one after another while going through doors. Behind each Robot Master, there's a bit of life energy to pick up as well (but not so much), so you need to effectively avoid their attacks, or you won't have enough energy to beat them all. [BOSS ORDER] Guts -> Cut -> Elec -> Ice -> Fire -> Bomb MISSION 02: EASY BOSS ATTACK! | GOAL: Defeat all 8 bosses! NOTES: New Style Mode ---------------------------------------------------------- Beat the Robot Masters from New Style mode (8 bosses) on Easy Difficulty. They will have New Style mode weaknesses and you have access to all weapons. Also, you can play as any of the characters you've unlocked. And like the last mission, you face all the bosses in a set order, so you can't choose which one to face first. It's recommended that you bring Mega Man C into this mission. For recovery, you'll get a small life energy capsule each battle. [BOSS ORDER] Cut -> Bomb -> Ice -> Fire -> Oil -> Elec -> Time -> Guts MISSION 03: NORMAL BOSS ATTACK! | GOAL: Defeat all 8 bosses! NOTES: New Style Mode ------------------------------------------------------------ Beat the Robot Masters from New Style mode (8 bosses) on Normal Difficulty. They'll have New Style mode weaknesses and you have access to all weapons. Also, you can play as any of the characters you've unlocked. And like the last mission, you face all the bosses in a set order, so you can't choose which one to face first. It's recommended that you bring Mega Man C into this mission. For recovery, you'll get 3 small life energy capsules each battle. [BOSS ORDER] Fire -> Oil -> Elec -> Time -> Guts -> Cut -> Bomb -> Ice MISSION 04: HARD BOSS ATTACK! | GOAL: Defeat all 8 bosses! NOTES: New Style Mode ---------------------------------------------------------- Beat the Robot Masters from New Style mode (8 bosses) on Hard Difficulty. They'll have New Style mode weaknesses and you have access to all weapons. Also, you can play as any of the characters you've unlocked. And like the last mission, you face all the bosses in a set order, so you can't choose which one to face first. It's recommended that you bring Mega Man C into this mission. For recovery, you'll get a big life energy capsule each battle. [BOSS ORDER] Elec -> Time -> Guts -> Cut -> Bomb -> Ice -> Fire -> Oil MISSION 05: WILY BOSS ATTACK! | GOAL: Defeat all 4 bosses! NOTES: Old Style Mode --------------------------------------------------------- Beat the Wily Castle bosses from Old Style mode (4 bosses). They'll have Old Style mode weaknesses and you have access to all weapons. You play as Mega Man, and you can't select the Boss you want to face either, since you'll run into them one after another while going through doors. Behind each Boss, there is a bit of life energy to pick up as well (but not so much), so you need to effectively avoid their attacks, or you won't have enough energy to beat them all. For recovery, you'll get 3 small life energy capsules each battle. [BOSS ORDER] Yellow Devil -> Copy Robot -> CWU-01P -> Wily Machine MISSION 06: WILY EASY BOSS ATTACK! | GOAL: Defeat all 4 bosses! NOTES: New Style Mode --------------------------------------------------------------- Beat the Wily Castle bosses from New Style mode (4 bosses) on Easy Difficulty. They'll have New Style mode weaknesses and you have access to all weapons. Also, you can play as any of the characters you've unlocked. And like the last mission, you face all the bosses in a set order, so you can't choose which one to face first. It's recommended that you bring Mega Man C into this mission. For recovery, you'll get a big life energy capsule each battle. [BOSS ORDER] Yellow Devil -> Copy Robot -> CWU-01P -> Wily Machine MISSION 07: WILY NORMAL BOSS ATTACK! | GOAL: Defeat all 4 bosses! NOTES: New Style Mode ----------------------------------------------------------------- Beat the Wily Castle bosses from New Style mode (4 bosses) on Normal Difficul- ty. They'll have New Style mode weaknesses and you have access to all weapons. Also, you can play as any of the characters you've unlocked. And like the last mission, you face all the bosses in a set order, so you can't choose which one to face first. It's recommended that you bring Mega Man C into this mission. For recovery, you'll get a big life energy capsule each battle. [BOSS ORDER] Yellow Devil -> Copy Robot -> CWU-01P -> Wily Machine MISSION 08: WILY HARD BOSS ATTACK! | GOAL: Defeat all 4 bosses! NOTES: New Style Mode! --------------------------------------------------------------- Beat the Wily Castle bosses from New Style mode (4 bosses) on Hard Difficulty. They'll have New Style mode weaknesses and you have access to all weapons. Also, you can play as any of the characters you've unlocked. And like the last mission, you face all the bosses in a set order, so you can't choose which one to face first. It's recommended that you bring Mega Man C into this mission. For recovery, you'll get a big life energy capsule each battle. [BOSS ORDER] Yellow Devil -> Copy Robot -> CWU-01P -> Wily Machine MISSION 09: NORMAL ALL BOSS ATTACK! | GOAL: Defeat all 12 bosses! NOTES: New Style Mode ----------------------------------------------------------------- Beat ALL the bosses from New Style mode (12 bosses) on Normal Difficulty. They'll have New Style mode weaknesses and you have access to all weapons. Also, you can play as any of the characters you've unlocked. And like the last mission, you face all the bosses in a set order, so you can't choose which one to face first. It's recommended that you bring Mega Man C into this mission. For recovery, depending on the boss, you'll get different size life energy refills after each battle. [BOSS ORDER] Time -> Guts -> Yellow Devil -> Cut -> Bomb -> Copy Robot -> Ice -> Fire -> CWU-01P -> Oil - Elec -> Wily Machine MISSION 10: HARD ALL BOSS ATTACK! | GOAL: Defeat all 12 bosses! NOTES: New Style Mode --------------------------------------------------------------- Beat ALL the bosses from New Style mode (12 bosses) on Hard Difficulty. They'll have New Style mode weaknesses and you have access to all weapons. Also, you can play as any of the characters you've unlocked. And like the last mission, you face all the bosses in a set order, so you can't choose which one to face first. It's recommended that you bring Mega Man C into this mission. For recovery, you'll get a big life energy capsule each battle. [BOSS ORDER] Ice -> Fire -> Yellow Devil -> Oil -> Elec -> Copy Robot -> Time -> Guts -> CWU-01P -> Cut -> Bomb -> Wily Machine =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ========================= == 21. CONSTRUCTION MODE: ========================= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ====================== == 22. SECRETS & TIPS: ====================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =============== == 23. CREDITS: =============== This section is to acknowledge everyone that has helped out with updates to this guide. It's small at the moment, but it has room to grow. - Iriasu for allowing me to use a modified version of his Challenge Mode guide, found at http://www.rockmanpm.com/?p=game/original/rockmanrockman/challenge =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ========================= == 24. LEGAL INFORMATION: ========================= This guide must always be shown in full form with credit given to the author, and a link must be given to Mega Man Network (http://megaman.retrofaction.com). Mega Man, Protoman, Roll, Dr. Light, etc... and all associated characters are copyright to Capcom Co., Ltd. ================================================================================ --------------------------------------------------------------------------------