Blaster Master/Area 7: Difference between revisions

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[[File:Blaster Master map 7-Q.png|center]]  
[[File:Blaster Master map 7-Q.png|center]]  
The section containing the entrance to the final interior is quite a maze.  In order to find the entrance, you'll need to drop down to the lower left corner, and then make your way to the right where you must travel up and over the center.  After dropping back down, you must climb back up the right side to reach the entrance.  Before you begin jumping up, there is a free flashing gun capsule in the lower right corner of the maze, though you'll likely need Hover fuel in order to collect it.
The section containing the entrance to the final interior is quite a maze.  In order to find the entrance, you'll need to drop down to the lower left corner, and then make your way to the right where you must travel up and over the center.  After dropping back down, you must climb back up the right side to reach the entrance.  Before you begin jumping up, there is a free flashing gun capsule in the lower right corner of the maze, though you'll likely need Hover fuel in order to collect it.
=== Boss: Solar Fred ===
=== Boss: Fire Geroll ===
[[File:Blaster Master map 7-5.png|thumb|right|Interior 5]]
[[File:Blaster Master map 7-5.png|thumb|right|Interior 5]]
As with the rest of the interiors in this area, there are really only two threats to worry about: the walking shooting guards, and falling into the lava.  Beyond that progress through this interior is relatively straightforward.  From the entrance, you must make your way to the right and begin crossing the narrow winding path around the right side of the interior.  You will encounter guards along the way, so be ready to shoot at them and take them out as quickly as possible.  This is particularly easy if your gun power is at maximum.  There is one dead-end which contains flashing power and gun capsules.  There's also a loop that doubles back on itself.  The real path is along the bottom.
As with the rest of the interiors in this area, there are really only two threats to worry about: the walking shooting guards, and falling into the lava.  Beyond that progress through this interior is relatively straightforward.  From the entrance, you must make your way to the right and begin crossing the narrow winding path around the right side of the interior.  You will encounter guards along the way, so be ready to shoot at them and take them out as quickly as possible.  This is particularly easy if your gun power is at maximum.  There is one dead-end which contains flashing power and gun capsules.  There's also a loop that doubles back on itself.  The real path is along the bottom.
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After crossing the larger open segment, you'll have to begin crossing another narrow bridge.  It reaches the left side of the interior, where you will walk up, and cross back to the right on another bridge.  This leads back to the center, and connects with a bridge that leads up, right, and back down.  After one final visit to the central platform, you'll have to start walking up one last bridge which leads to the entrance of the boss' lair.
After crossing the larger open segment, you'll have to begin crossing another narrow bridge.  It reaches the left side of the interior, where you will walk up, and cross back to the right on another bridge.  This leads back to the center, and connects with a bridge that leads up, right, and back down.  After one final visit to the central platform, you'll have to start walking up one last bridge which leads to the entrance of the boss' lair.
    
    
[[File:Blaster Master boss 7.png|thumb|left|Solar "Fred"]]
[[File:Blaster Master boss 7.png|thumb|left|Fire Geroll]]
The boss of this area is a mutated version of the frog boss that you encountered back in {{~|Area 4}}. He's very similar in that he hops up and down, and attacks in three different ways. However, this version of the frog is a little more clever and less predictable.  It doesn't attack using the same rotating pattern of all three attacks the way that the original frog did.  Instead, it varies up the attacks, sometimes using the same attack consecutively, and sometimes hopping around a bit before changing up the attack.  Your strategy, however, should remain roughly the same.  Stick with bombarding the frog's open mouth with grenades from the side.  Assuming you stay to either side of the frog, you don't have to worry about the flaming tongue attack, or the bouncing pebbles.  That will make the heat-seeking fireballs the biggest threat that you must worry about.  Fortunately, if you stand just slightly above either front paw, the frog will usually spit the fireballs at an upward angle, just missing you.  Try to maintain a position at this safe height as you re-position yourself to attack the frog's open mouth whenever the opportunity arises.  You have the best chance of heavily damaging the frog during the long flame tongue attack.  Defeating the solar-powered frog will earn you the final SOPHIA upgrade: Wall 2.  With this enhancement, SOPHIA can cling to the ceiling just as easily at it can cling to the walls.  Note that driving with the Wall 2 upgrade does take some getting used to, so practice on your way out of section Q.  Also note that if you take damage, you will fall off the ceiling.
The boss of this area, {{nihongo|'''Fire Geroll'''|ファイヤーゲロール}}, is a mutated version of the frog boss that you encountered back in {{~|Area 4}}. He's very similar in that he hops up and down, and attacks in three different ways. However, this version of Geroll is a little more clever and less predictable.  It doesn't attack using the same rotating pattern of all three attacks the way that the original Geroll did.  Instead, it varies up the attacks, sometimes using the same attack consecutively, and sometimes hopping around a bit before changing up the attack.  Your strategy, however, should remain roughly the same.  Stick with bombarding the frog's open mouth with grenades from the side.  Assuming you stay to either side of the frog, you don't have to worry about the flaming tongue attack, or the bouncing pebbles.  That will make the heat-seeking fireballs the biggest threat that you must worry about.  Fortunately, if you stand just slightly above either front paw, the frog will usually spit the fireballs at an upward angle, just missing you.  Try to maintain a position at this safe height as you re-position yourself to attack the frog's open mouth whenever the opportunity arises.  You have the best chance of heavily damaging the frog during the long flame tongue attack.  Defeating the solar-powered frog will earn you the final SOPHIA upgrade: Wall 2.  With this enhancement, SOPHIA can cling to the ceiling just as easily at it can cling to the walls.  Note that driving with the Wall 2 upgrade does take some getting used to, so practice on your way out of section Q.  Also note that if you take damage, you will fall off the ceiling.


Now return to section L and take the shortcut back to section A.  You'll have to return to {{~|Area 2}}, and make your way back to {{~|Area 3}}.  From there, visit section C, and jump on top of the passage that you arrive from.  Start driving to the right and use the wall upgrades to get you all the way over to the warp which leads to {{~|Area 8}}.
Now return to section L and take the shortcut back to section A.  You'll have to return to {{~|Area 2}}, and make your way back to {{~|Area 3}}.  From there, visit section C, and jump on top of the passage that you arrive from.  Start driving to the right and use the wall upgrades to get you all the way over to the warp which leads to {{~|Area 8}}.


{{Footer Nav|game=Blaster Master|prevpage=Area 6|nextpage=Area 8}}
{{Footer Nav|game=Blaster Master|prevpage=Area 6|nextpage=Area 8}}