We're nearly done. Now it's time to take down Sigma and save humanity!
Sigma Stage 1
After taking on several enemies, you'll have to take flying platforms to the opening to Sigma's fortress. Those flying pink and purple robots will dog you during your jumps, but the Storm Tornado can stick around long enough to destroy them.
When you reach the mid-level doors, you'll meet Vile. Zero will chase him into the following rooms, and before you enter, you'll hear some heavy fighting before the room goes silent. When you enter the large hallway at the other end, you'll find out Zero has been captured, and Vile takes you on.
This battle is much like the one you had with him in the intro stage. Just like before, keep pounding on him with the X-Buster, and get hit by the yellow energy ball after you get low on health. Zero breaks out of the energy cage and destroys Vile's robot armor, leaving you to fight just Vile. Your health will be fully restored for this battle.
Vile's weakness is the Rolling Shield. Vile will jump and dash around and also throw grenades that create explosions that move along the ground, but the Rolling Shield will destroy him after a few hits.
Go right and you'll talk to Zero one last time. His lower half is missing due to the explosion that destroyed Vile's Robot Ride armor. If you haven't gotten the Arm upgrade from Flame Mammoth's stage, he'll give it to you here. Zero "dies," even though he's restored in the next game.
You'll then see the trip laser robot systems from the Boomer Kuwanger stage after this. You'll also see springs on the ground that make it easier to jump over a lot of stuff, especially if you're dashing around.
You'll see a vertical section once you make it past all that. By fully charging the Chameleon Sting weapon, you'll be able to get through this part without taking unnecessary damage. There are flying robots similar to the pink and purple ones that you've seen throughout the game, but these are blue and purple and just fly downward in a sine wave pattern.
You'll fight Boomer Kuwanger next. You know what to do here. Use the Homing Missile. Unless the NES series (as well as #6), there are no teleporter pods that lead to the Mavericks at all. Even the first NES Mega Man game had teleporter pods, albeit acting differently from how they traditionally work. Instead, you'll have to fight them at certain points in the fortress. You also don't get to refill your health after you beat them.
As always, the rematches against the Mavericks involve the same strategies needed to beat them the first time.
One more short section later, and you'll take on a giant spider. The only weapon you can use against it is the X-Buster. This may remind you of those Japanese lottery games (or at least that mini-game from Super Mario Land 2). There are four columns, and green bars will spawn at random places. The spider will go down one, and if it comes in contact with a green bar, it must cross it before going down again. You have very little time to figure out where it's going to go, and it's almost like the spider homes in on you. When the spider reaches the bottom, smack the red jewel you see when its body opens up with a charged-up X-Buster shot before it rises back up to the ceiling.
Every once in a while, the spider will send out smaller spiders, that will go for the nearest ceiling and climb up it. You'll have to shoot enough of them to clear the floor. Whenever it spits out spiders, it goes back to the ceiling again before continuing its regular attack.
This is a good fight to have all four Sub-Tanks filled up for, as this one can drive you nuts.
Sigma Stage 2
Remember the platforms from the Storm Eagle stage? Well, they're back, and they now run across paths on walls that are much easier to see.
You'll face Chill Penguin right after the beginning. Since you have the Fire Wave this time, you can proceed to light him on fire.
The Robot Ride soldiers can be killed before they can hitch a ride. You can do this with the Fire Wave.
You'll soon come across a bridge, where you'll face Storm Eagle.
Use the fully charged version of Chameleon Sting to get to the final boss. Be sure to save weapons energy for it, because you're going to need it for the boss at the end of this section.
This is a wall face. The weak spots are the two eyes that pop out as well as the center piece. After the two eyes come out to hit you and return, the walls will close in a little bit and allow for the "nose" to fly around and hit you. Sometimes the eyes will be blue instead of red, and will shoot fireballs in two directions. If you take the eyes out first, the walls won't narrow the room down when you finish off the center piece.
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