We've made it to Dr. Wily's fortress and...what's this? MORE Robot Masters?!?
Now that you've taken care of all the Robot Masters here that are from the first game, you'll get Dr. Wily in a square in a center of the stage select screen. You can't go back to any of the other stages, so...
Anyway, you can use Carry to get the extra life at the beginning.
When you make it to the bottom of the first vertical section of this stage, you'll see the drills that come out of the floors and ceilings from the second NES game. Take it slow and carefully, shooting down these drills with the Thunder Beam and getting whatever pick-ups you can make use of.
After this, be prepared to take a long drop. Watch out for the spikes, or you're going to be sent back to the beginning of the level. For best results, make your way to the left as soon as possible, and stay to that side so the rest of the drop is easy.
After the drop area, you'll notice that the Sniper Joe you meet will jump along with you as he shoots. It doesn't make him that much harder, but it's annoying if you don't see this coming.
The spiked robot that's low to the floor can be destroyed with the Rolling Cutter.
The second vertical spike drop is much shorter than the first and requires the use of Carry to ensure that you make it over the one spike trap that it has. If you need to, get underneath the platform on the right, then use Carry when you land.
The low-laying spiked robot that speeds up when you're near it goes down to Thunder Beam.
You'll soon meet the bird from Air Man's stage that drops the eggs full of smaller birds that come at you after the egg is dropped. Do yourself a favor and use the Rolling Cutter or Thunder Beam to take care of them all. If you shoot the egg before it drops, you won't have to worry about the birds at all.
After another drill section and another drop off (leap to the center of the screen so you don't die!), you'll be in a dark room that says "Dr. Wily Teleport System." You'll then see four teleporter pads. These are the Robot Masters for Mega Man 2 (four of them, anyway), and instead of going through more stages, you just take these guys on one-on-one in one fell swoop.
The teleporters from upper-left and clockwise to the lower-left are Quick Man, Bubble Man, Heat Man and Flash Man.
Flash Man
Flash Man walks from one side of the room to the other, jumping whenever you shoot and occasionally using his Time Stopper to stop you in your tracks and attempt to shoot at you. You could use Bubble Lead to beat him, but that assumes you've beaten Bubble Man first. You can either use the shield from the Fire Storm as a two-hit weapon if he's way too close to you, hit him with Ice Slasher for slightly more damage than usual, or you can use the Buster. Either way, Flash Man is the easiest of the four Robot Masters to beat here. Just make sure he doesn't touch you and jump into the air before you get frozen.
Beating Flash Man will give you the Time Stopper.
Quick Man
Quick Man not only runs really fast, but he also throws Quick Boomerangs. Before you enter his room, equip the Time Stopper and use it as soon as the battle begins. This will cut Quick Man's health in half. From there, you'll have to finish him off with the Proto Buster.
Quick Man will jump twice, then move towards you when he starts running, so be prepared to do a lot of jumping. When he's in the corner, get to the middle of the room so you can both jump over and shoot him as easily as possible. He'll also throw the occasional salvo of Quick Boomerangs, but these are the least of your worries. Also, the more health you have when you fight him, the better.
Beating Quick Man will give you the Quick Boomerang.
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