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{{Header Nav|game=Mega Man 2}}
{{Header Nav|game=Mega Man 2}}
[[Image:Mm2 flashman2.gif|left]][[Image:Mm2 flashman2.gif|right]]
[[File:Mega Man 2 portrait Flash Man.png|right]]
'''Description:''' Flash Man's stage is very short and extremely easy. The stage is set in a base filled with crystals that make Mega Man slide, which can be dangerous around a large group of enemies. To counter this, simply jump to stop Mega Man from sliding. The stage does not have any pits but it does contain a tough enemy: the Sniper Armor, which is a large mechanical enemy that fires at you from above. Other than that, Flash Man's stage is a breeze and should present no problem.
Flash Man's stage is among the shortest in the game. The process of stopping time involves reducing the temperature to as close to zero degrees Kelvin as possible.  As a result, the surfaces in the stage are frozen over and extremely slippery. To avoid sliding out of control, simply jump to stop Mega Man from sliding. Certain walls in the stage were constructed out of a material that is vulnerable to the explosions created by the Crash Bomb.  If you defeated {{~|Crash Man}} already, you can use the bombs to create shortcuts by making holes in the walls.


'''Walkthrough:''' You'll begin in a large room filled with blue crystals. Start moving to the right and drop down the first opening. Keep going down this passage, shooting any Shotmen (they're those strange red guys with the cannons) that block your path (their shots do not take that much damage, so it's nothing to worry about if you get hit). When you reach the end of this small passage, jump onto the platform on the right. Jump up to the next platform, drop down the next opening and keep going right. Destroy the Shotman on the platform by shooting from behind the wall and then go up to the platform where the Shotman was; drop all the way down. You'll immediately appear right in front of a Sniper Armor. Either get hit by it and keep running or destroy it.  
== Stage ==
 
[[File:Mega Man 2 map Flash Man A.png]]
[[Image:Mm2 Flash Man.png|175 px|left|thumb|Flash Man's stage: Mega Man dodging pellets fired from the Shotmen up above. This area is near the starting point of the stage.]]
* '''A''': Use the short enemy-free beginning to get used to walking on the slippery floors. The stage begins to branch into a small maze at point A on the map. If you don't have Crash Bombs, you're better off staying along the bottom path since any other path will force you to double back around. If you stand just the right distance from Shotman, his bullets will actually arc right over Mega Man's head.
 
[[File:Mega Man 2 map Flash Man B.png|right]]
Jump down the next opening on the left, destroy the Blocky and jump onto the platform where the Blocky was. Go down on the right, where you'll then appear in a room with some Scworms (the small machines that spawn worms). Simply run past them and drop down to the right. Now you'll appear in a small hole in front of a Sniper Armor. You can safely destroy the Sniper Armor and the Joe that pops out of it from this vantage point. Once the Armor is destroyed, drop down to the right and keep moving to the right until you get to the edge. Jump from block to block until you get to the end (the jumps can be tricky so take your time). Your reward will be an E-Tank that is at the end of path. Now drop back down and move to the right, where you'll see a Sniper Armor on a platform. Run to the left and he'll be erased from the screen. Go onto the platform the Armor was on, jump to the chamber from this platform and prepare to fight Flash Man!
{{-}}
[[File:Mega Man 2 map Flash Man C.png|right]]
* '''B''': After removing the Shotman on this platform, consider using Transport Item 1 (if you have it) to rise up to the higher platform and collect the extra life stored there.  Once again, unless you have Crash Bombs, you will be forced to take the lower path and take on one more Shotman. For the price of three Crash Bombs, the upper path lets you bypass a few enemies in the vertical portion of the stage, but nothing so terrible that you can't overcome the danger.
* '''C''': Assuming you took the lower path to the vertical portion, you will have to contend with a Sniper Armor. It's usually quicker to take damage and run past the armor while you're invulnerable than to stand around and try to fight it.  Just remember to get shot instead of getting stomped on or you'll take more damage than necessary. Once you drop off the platform, you can hug to the right as you fall to enter into the right channel and bypass some enemies, or fall straight down to face another Shotman.  Be aware that falling down the right channel will ultimately send you through a passage containing Scworms unless you have Crash Bombs and can open a passage to avoid them.
<br/><br/><br/><br/><br/><br/><br/><br/><br/>
* '''D''': It's decision time again. If you take the right path, you will eventually end up in a corner of a room containing a large health capsule. But you will also be forced to contend with another Sniper Armor.  If you take the left path, you'll have a bit more control over your fate.  You can still get the health, or you can avoid the Sniper Armor. Most importantly, if you wish to collect another E-Tank, fall down the chute just behind the Sniper Armor, and not the chute on the far left.
{{-}}
{{-}}
== Robot Master ==
[[File:Mega Man 2 map Flash Man D.png]]
[[Image:MM2_Flash_Man.png]]
* '''E''': Assuming you took the correct chute and landed here, you can bypass at least two of the three Sniper Armor battles by sticking to the path along the top.  In the middle, you must carefully hop from one small block to the next in order to reach the other side where an E-Tank is waiting.  If you fall off the platforms before you reach the E-Tank, you can try to return with the aid of Transport Item 1.  From the E-Tank, you can either blast a hole in the wall to the right with a Crash Bomb, or you must drop to the floor and deal with the last Sniper Armor.  However, this Sniper Armor can be avoided as well if you stand on the floor beneath the ledge it stands on, and lure it far enough to the left.  Then run below the ledge to the right and the Sniper Armor should not be able to keep up with you.
==Flash Man ==
[[File:Mega Man 2 boss Flash Man.png|left]] [[File:Mega Man 2 battle Flash Man.png|right]]
In addition to the slippery surface of the floor, Flash Man's lair has the distinction of being particularly uneven.  This gives him an advantage due to the fact that it's much harder to jump over him than it would be if the floor were level.  Flash Man runs back and forth in his room, occasionally stopping to freeze time.  When he does this, Mega Man is rendered helpless while Flash Man sprays the room with his rapid-fire gun.  Your only hope of escaping this attack is if Mega Man managed to jump high enough in the air to avoid Flash Man's bullets.  You'll have to get all of your attacks in while time is flowing normally.  Once Flash Man is defeated, you will earn the ability to use his Time Stopper weapon, as well as the third Transport Item, the wall climber.


'''Strategy:''' Flash Man is a fairly simple boss with the Crash Bombers, although he is even easier with the Metal BladesIt will take about 4 Metal Blades to defeat him in Normal modeEach time he is hit he does a small jump, shoot him right after he lands and you should barely have to move before he gloriously explodes! If you prefer Crash Bombers, it will take about five Crash Bombers in Normal mode to defeat him and eight Crash Bombers in Difficult mode (so you'll have to use the Mega Buster afterwards since you can only use seven Crash Bombers). Flash Man can freeze time and when he does, he'll try to shoot you (although he ''really'' has bad aim). Other than that, he just walks around the room trying to bump into you. Right before he freezes time, try to jump in the air because you'll have a higher chance of not getting hit. Use Crash Bombers when he's just about to walk onto an oncoming platform or shoot them directly at him. When he's down, you'll get Flash Man's weapon and another Item: the Time Stopper and Item-3, which will be very useful.
{{spoiler|title=Flash Man's weakness|content=Flash Man has two weaknesses although one is more practical than the other.  Flash Man is weak to the Crash Bomb and the Metal BladeBut the fact is the Metal Blade does more damage to Flash Man than the Crash BombOn top of this, you can fire many more Metal Blades before you run out of energy than you can Crash Bombs (only seven), and you can aim the Metal Blades in eight different directions. In fact, on the Difficult setting, you are likely to run out of Crash Bombs before Flash Man is even defeated, and that's assuming you didn't use any Bombs to break holes in the walls. As a result, the use of Metal Blades is highly recommended over Crash Bombs.}}


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Revision as of 04:40, 16 December 2015

Mega Man 2 portrait Flash Man.png

Flash Man's stage is among the shortest in the game. The process of stopping time involves reducing the temperature to as close to zero degrees Kelvin as possible. As a result, the surfaces in the stage are frozen over and extremely slippery. To avoid sliding out of control, simply jump to stop Mega Man from sliding. Certain walls in the stage were constructed out of a material that is vulnerable to the explosions created by the Crash Bomb. If you defeated Template:~ already, you can use the bombs to create shortcuts by making holes in the walls.

Stage

Mega Man 2 map Flash Man A.png

  • A: Use the short enemy-free beginning to get used to walking on the slippery floors. The stage begins to branch into a small maze at point A on the map. If you don't have Crash Bombs, you're better off staying along the bottom path since any other path will force you to double back around. If you stand just the right distance from Shotman, his bullets will actually arc right over Mega Man's head.
Mega Man 2 map Flash Man B.png
Mega Man 2 map Flash Man C.png
  • B: After removing the Shotman on this platform, consider using Transport Item 1 (if you have it) to rise up to the higher platform and collect the extra life stored there. Once again, unless you have Crash Bombs, you will be forced to take the lower path and take on one more Shotman. For the price of three Crash Bombs, the upper path lets you bypass a few enemies in the vertical portion of the stage, but nothing so terrible that you can't overcome the danger.
  • C: Assuming you took the lower path to the vertical portion, you will have to contend with a Sniper Armor. It's usually quicker to take damage and run past the armor while you're invulnerable than to stand around and try to fight it. Just remember to get shot instead of getting stomped on or you'll take more damage than necessary. Once you drop off the platform, you can hug to the right as you fall to enter into the right channel and bypass some enemies, or fall straight down to face another Shotman. Be aware that falling down the right channel will ultimately send you through a passage containing Scworms unless you have Crash Bombs and can open a passage to avoid them.










  • D: It's decision time again. If you take the right path, you will eventually end up in a corner of a room containing a large health capsule. But you will also be forced to contend with another Sniper Armor. If you take the left path, you'll have a bit more control over your fate. You can still get the health, or you can avoid the Sniper Armor. Most importantly, if you wish to collect another E-Tank, fall down the chute just behind the Sniper Armor, and not the chute on the far left.

Mega Man 2 map Flash Man D.png

  • E: Assuming you took the correct chute and landed here, you can bypass at least two of the three Sniper Armor battles by sticking to the path along the top. In the middle, you must carefully hop from one small block to the next in order to reach the other side where an E-Tank is waiting. If you fall off the platforms before you reach the E-Tank, you can try to return with the aid of Transport Item 1. From the E-Tank, you can either blast a hole in the wall to the right with a Crash Bomb, or you must drop to the floor and deal with the last Sniper Armor. However, this Sniper Armor can be avoided as well if you stand on the floor beneath the ledge it stands on, and lure it far enough to the left. Then run below the ledge to the right and the Sniper Armor should not be able to keep up with you.

Flash Man

Mega Man 2 boss Flash Man.png
Mega Man 2 battle Flash Man.png

In addition to the slippery surface of the floor, Flash Man's lair has the distinction of being particularly uneven. This gives him an advantage due to the fact that it's much harder to jump over him than it would be if the floor were level. Flash Man runs back and forth in his room, occasionally stopping to freeze time. When he does this, Mega Man is rendered helpless while Flash Man sprays the room with his rapid-fire gun. Your only hope of escaping this attack is if Mega Man managed to jump high enough in the air to avoid Flash Man's bullets. You'll have to get all of your attacks in while time is flowing normally. Once Flash Man is defeated, you will earn the ability to use his Time Stopper weapon, as well as the third Transport Item, the wall climber.

Flash Man's weakness

Flash Man has two weaknesses although one is more practical than the other. Flash Man is weak to the Crash Bomb and the Metal Blade. But the fact is the Metal Blade does more damage to Flash Man than the Crash Bomb. On top of this, you can fire many more Metal Blades before you run out of energy than you can Crash Bombs (only seven), and you can aim the Metal Blades in eight different directions. In fact, on the Difficult setting, you are likely to run out of Crash Bombs before Flash Man is even defeated, and that's assuming you didn't use any Bombs to break holes in the walls. As a result, the use of Metal Blades is highly recommended over Crash Bombs.