Mega Man/Walkthrough: Difference between revisions

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{{All_Game_Nav|game=Mega Man}}
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==Weapons==
Note : These names were never given in the original game, with the exception of the Magnet Beam, which was only identified as such in the instruction manual. They were later named in later games featuring these weapons.
*'''Rolling Cutter''' (C)- This weapon is aquired by beating Cutman. It is a clone of his weapon, which is a large scissor-like blade which slowly flies out and back like a boomerang. It is effective against Elecman.
*'''Thunder Beam''' (E)- This weapon is aquired by beating Elecman. It shoots a wavy electrical beam forward, up and down. It can also be used to destroy special blocks, like Super Arm. It is effective against Iceman and Yellow Devil.
*'''Fire Storm''' (F)- Aquired from Fireman. It shoots a firefall forward and surrounds Mega Man with a fire shield for a second. It is effective against Bombman and Dr. Wily.
*'''Super Arm''' (G)- Aquired from Gutsman. It allows Mega Man to pick up and throw special blocks (mostly in Cutman's area, Elecman's area, and the first leg of Dr. Wily's castle). It is effective against Cutman and CWU-01P.
*'''Hyper Bomb''' (B)- Aquired from Bombman. It shoots a bomb which explodes a few seconds later. Powerful, but difficult to time properly. It is effective against Gutsman.
*'''Ice Slasher''' (I)- Aquired from Iceman. It shoots a large blade of Ice forward which freezes enemies in their tracks (but you can still be hurt by them), and can also freeze fire pillars in Fireman's area. It is effective against Fireman.
*'''Magnet Beam''' (M)- Found on the Elecman stage. When shot, it creates a magnetic platform that Mega Man can jump on. However, it disappears after a few seconds, so be quick. The longer you hold down the button, the longer the platform will be (and the more energy it uses). The Magnet beam is used by selecting it from the weapon menu and pressing fire, like all weapons once you have them. The Magnet beam is a bit different only in that you don't get it from a boss, and secondly, the longer you hold fire, the longer the magnetic platform will be.
*'''Mega Buster''' (P)- This is Mega Man's basic weapon. It fires a single white shot. It is sometimes referred to by players as the "Arm Cannon", "Pea Shooter", or "Basic Gun". Mega Man starts the game with this weapon. It cannot be charged in this game as in [[Mega Man 4]] and beyond.
==Level Description==
The first six stages (Robot Masters) can be attacked in any order.
'''Cutman''' - Takes place in a dilapidated prison, with lots of narrow passages to make fighting difficult. Cutman leaps and throws his boomerang-like Cutters at Mega Man.
'''Gutsman''' - A construction site, this is a short but difficult stage. Mega Man must first negotiate moving platforms that periodically give way, and then deal with pickax-wielding robots. Gutsman himself moves slowly, throws blocks at Mega Man, and leaps to make the ground shake.
'''Iceman''' - Takes place in icy, watery caverns. Mega Man must deal with disappearing blocks; later, flying platforms that fire at adjacent targets. Iceman is fairly immobile, firing three ice wedges in a row at Mega Man.
'''Bombman''' - A strange, futuristic city with odd spherical structures on the skyline. The area is rich with turrets, flying bombs, Sniper Joes (green, shield-using robots), and spikes. Bombman is able to leap around the room and toss bombs that explode on impact at Mega Man.
'''Fireman''' - An area filled with fire pillars, fireballs, and lots of bottomless pits. Fireman is largely stationary but fires large fireballs at Mega Man which turn into standing flame when they make contact.
'''Elecman''' - A tall tower, with Elecman at the top. Mega Man periodically has to deal with vertically flying objects that fire dual electric blasts at him. Don't forget the Magnet Beam halfway through. Elecman is possibly the most difficult Robot Master; he moves very quickly, and his Thunder Beams are very difficult to dodge.
After defeating the first six Robot Masters, you can select to attack Dr. Wily. Dr. Wily's stage has four parts. You do NOT get weapon energy recharges after beating one of the following stages.
'''Dr. Wily Part 1''' - The front gates to Wily's castle are guarded by Big Eyes (large, jumping enemies) and the flying platforms from Iceman's stage. Later on you need the Magnet Beam to progress. At the end is Yellow Devil, who disassembles himself into chunks that fly at Mega Man.
'''Dr. Wily Part 2''' - The roof of Wily's castle, where lots of precarious platform jumping takes place. Cutman and Elecman also make a repeat appearance. At the end is the Clone Machine, which creates a Copy Robot that can use any of Mega Man's weapons.
'''Dr. Wily Part 3''' - The plumbing of Wily's castle, this is a very short level. Near the end Mega Man gets flushed down a long pipe under intense water pressure. After all that is CWU-01P, a robot encased in a large bubble that rotates around the room and is difficult to dodge. The Super Arm works well on them, but you have only four blocks, and seven incarnations of CWU-01P to dispatch.
'''Dr. Wily Part 4''' - The depths of Wily's castle. This is another short level, but a lot takes place here. You have to fight Bombman, Fireman, Iceman, and Gutsman, one after the other. Then you have to defeat two forms of the Wily Machine. Don't miss the Yashichi, which refills all weapon and player energy to maximum before the quadruple-Robot Master steel-cage matchup.


==Suggested Order==
==Suggested Order==

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