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Megaman Powered Up - Strategy Guide (Page 05)

Below are the cheat codes, hints and help for Megaman Powered Up - Strategy Guide (Page 05).

Action Special - The last of the Specilized packs, and it doesn't let down at
all. We already know we have the same standard blocks to use, and the Trap
Section this time is filled with goodies such as Elec Block, Vanish Block,
Pendelum, Lava Shooter, Lava Rail, Drop Lift, and last but not least, Gener-
ator. This round you'll be enjoying the awesome tunes and semi relaxing back-
ground of Elecman New Style.

%%%%%%%%%%%%%%%%%
%%% Old Packs %%%
%%%%%%%%%%%%%%%%%
You obtain these by logging on to Rockman Web with your PSP and grabbing them
from the Updates. These beauties go off and make it so the 8-bit textures from
the true original game are in use, and does them in a fashion similar to how
the Mario levels were done in the Smash Bros. games.

Old Guts - Basicly everything from the NES game, even the graphics, is conta-
ined in this pack. You DO get some extras in the Trap Section this time though,
such as Fire Block, Guts Break Block, and of course the infamous Drop Lift.
Even the music is the same as Classic Mode, or rather the 8-Bit song older fans
such as myself have come to love or loathe over the ages.

Old Fire - You get all the flamey industrial looks on this pack that graced the
NES all those years ago... You'll get Fire Block, Pendelum, and Conveyor Belt
for your Trap Section this time. Of course the song is his Classic Mode one
from the NES days, just for those of you in doubt.

Old Elec - This one has the futuristic industry feel going for it like in the
past. You'll love the sheer amount of traps in this pack though, as it makes
 quite alot of fun. You'll most greedily enjoy the standard Elec Block, as well
as new additions in the form of Pendelum, Switch Ball, Switch Block, and Drop
Lift. The scenery and music is straight from the NES days, so enjoy to your
heart's content.

%%%%%%%%%%%%%%%%%%%
%%% Enemy Packs %%%
%%%%%%%%%%%%%%%%%%%
These are where you'll get the bulk of the danger for your stages that the Trap
Section can't do. There's a whopping 32 Enemy Packs to pick from at the moment,
for it's unknown if Capcom will have any additional ones online or not in fut-
ure updates, but that's still more than enough for the general purposes of
them.

First though, allow me to familiarize you all with the foes you can unleash on
the unsuspecting players of your stages...

Enemy Packs - Stationary Foes
Beak - It fires off 3 shots in a up, middle, down way. Whenever it's closed,
nothing can penetrate it's mighty defenses, save for a charged shot from Rock-
man or Blues.
Cost - 3

Screw Bomber - It shoots upward or downward based on it's placement with a
spread effect. Three shots will spread up/downward, while one from each side on
a horizontal scale. It's rather hard to hit at times due to level placement, so
feel free to utilize this factor.
Cost - 3

Crazy Cannon - This guy was seen original in Flashman's stage from Rockman 2,
and he's back for more action! He'll stand still in his spot and fire off shots
at you, then stop for a second or so to adjust his aim to get a better hit in.
His shots arch, so take that into account when designing your levels.
Cost - 8

Hothead - He tosses out an endless supply of Tackle Fires from his head, yet he
cannot move at all. Beware, for his Tackle Fires can ignite Oil Slicks, and
cause a nice amount of damage that way.
Cost - 12

Shield Cannon - This enemy was seen first in Rockman 4 in Skullman's stage. The
only real difference is this time it's shots don't bounce about after being
fired. You have to wait for it to open it's shield on it's own, then nail it
with everything you've got before it's cannon ball arches over and hits you. Of
course, a charged shot can take it out easily even with a shield.
Cost - 8

Sniper Joe - This guy is known by all old fans. He WILL jump though at points,
but only in his same general area. He'll occasionally use his buster, and
that's when you can attack. A well placed Hyper Bomb or Charged Shot will fix
that shield though.
Cost - 8

Picket Man - Think of a Sniper Joe with the ability to throw sickles in a
curved arch, and you have Picket Man. Same strategies and rules apply too, only
oddly he takes more on the costs...
Cost - 12

Met - The famous Met of all things Rockman save for the Legends game. It uses a
spread shot whenever you get too close to it. You all know how it works by now,
with the deflection of all attacks unless you're close enough to lure it out of
hiding.
Cost - 6

Enemy Packs - Flying Enemies
Blader - The green helicopter guy throughout the game. He homes in on your
location, so keep that in mind.
Cost - 5

Octo Battery - Formally known as Suzy for those of us that fought the night-
marish Rockman 3 for GB boss battle, this enemy moves either left and right, or
 up and down, until hitting something. Nothing more, nothing less.
Cost - 3

Bubble Bat - It hides in a shield casing when you first meet it, then as you
approach, it'll come out and make a HORRIBLE screeching sound until you kill
it. Also homes in on your location, though slowly.
Cost - 6

Killer Bullet - This guy is like a Bullet Bill on steroids! It flys in a str-
aight line, an makes for good platform fodder if you're Iceman, just watch out
for when you destroy it, for it leaves a bomb blast that damages you.
Cost - 3

Flying Shell - It's encased in an armor that can only be damaged with a precise
jump or else a charge shot, unless of course it opens up it's shell to attack
you with a spread attack that goes out in all directions.
Cost - 6

Tackle Fire - These are created by Hotheads, and will semi home in on your
area, while also igniting any oil slicks. When you place them in the level on
their own, they'll constantly respawn as long as the player is on their screen.
Cost - 5

Bobble - These were seen quite a bit in Rockman 2 and following games. They
constantly respawn endlessly as you kill them and slowly home in on your loc-
ation.
Cost - 5

Shield Guard - First introduced in Rockman 4, these foes fly back and forth,
with invincible to attacks on it's front side. Be warned, even charge shots
aren't overly effective on this foe, for it shall knock off the shield, but the
enemy will still come speeding even faster head on at you for a quick hit.
Cost - 6

Foot Holder - This foe can be used as transportation, and has two set paths for
you to utilize.
Cost - 6

Watcher - This enemy is encased in a shield and will stop periodically to shoot
out two beams at you. It also moves either straight up or down depending on the
placement.
Cost - 6

Peng - This enemy flies in a zig zag pattern to the left or right.
Cost - 3

Enemy Packs - Unique Foes
Cactuspy - This is a new variation on the classic Met. It attacks with a spread
shot similar to the Screw Bomber, then it hops up and moves about on it's own.
Cost - 6

Bombomb - These pop up from the ground and explode into a spead attack of four
mini exploding bombs, with two on each side of it.
Cost - 12

Spine - This enemy moves back and forth on a platform, and will speed up if
you're on the same platform as it.
Cost - 5

Count Bomb - This enemy is very unique. It comes in two variations, one of
which stays in place, and the other drops down to the ground and sprouts legs
and begin walking in a pre-determined direction. Great when used with spikes or
air traps!
Cost - 3

Flea - Yet another classic, this foe will jump about in order to hit you for
Crash Damage.
Cost - 5

Crazy Razy - If the lower part of this foe is taken out, or you get too close
to it, the top will come off and it'll attack like a giant Blader while sweep-
ing with it's arms to boot! Quite a tricky foe.
Cost - 6

Big Eye - About as close to a boss as far as minor enemies are concerned.
Actually, it WAS a boss on the first level, though this one is far smaller and
without the energy attacks, nor the overly weak design. This foe's main attack
is just jumping. That's it. Just jumping. Though it'll randomly do a long jump,
or a high jump, and is only weak to attack when it's eye is open, which happens
only when it's jumping. Placing one of these before a boss battle or before a
check point is a devilishy evil thing to do, probably more reason for Wily and
Capcom to do so.
Cost - 10

Enemy Pack Descriptions
Basic Pack 1 - Blader, Octo Battery, Flea

Basic Pack 2 - Picket Man, Met, Bubble Bat

Basic Pack 3 - Peng, Crazy Razy, Foot Holder

Basic Pack 4 - Sniper Joe, Bombomb, Flying Shell

Basic Pack 5 - Killer Bullet, Tackle Fire, Hothead

Basic Pack 6 - Spine, Watcher, Big Eye

Basic Pack 7 - Beak, Shield Guard, Count Bomb

Basic Pack 8 - Screw Bomber, Catuspy, Crazy Cannon

Common Pack 1 - Beak, Screw Bomber, Met, Octo Battery, Flying Shell, Watcher,
Bobble

Common Pack 2 - Peng, Picket Man, Tackle Fire, Blader, Catuspy, Crazy Cannon,
Count Bomb

Common Pack 3 - Bombomb, Octo Battery, Shield Guard, Spine, Foot Holder, Hot-
head, Flea

Common Pack 4 - Killer Bullet, Bombomb, Blader, Met, Octo Battery, Crazy
Cannon, Bubble Bat, Flea

Common Pack 5 - Beak, Screw Bomber, Peng, Spine, Flying Shell, Count Bomb,
Bobble

Fine Pack 6 - Picket Man, Sniper Joe, Crazy Razy, Shield Guard, Foot Holder,
Hothead, Big Eye, Shield Cannon

Common Pack 6 - Met, Catuspy, Spine, Foot Holder, Bubble Bat, Bobble, Shield
Cannon

Common Pack 7 - Peng, Sniper Joe, Crazy Razy, Shield Guard, Foot Holder, Crazy
Cannon, Shield Cannon

Common Pack 8 - Killer Bullet, Tackle Fire, Bombomb, Flying Shell, Hothead,
Crazy Cannon, Big Eye

Fine Pack 1 - Beak, Screw Bomber, Sniper Joe, Met, Catuspy, Foot Holder, Flying
Shell, Crazy Cannon

Fine Pack 2 - Beak, Picket Man, Sniper Joe, Catuspy, Flying Shield, Spine,
Flying Shell, Big Eye

Fine Pack 3 - Catuspy, Flying Shield, Hothead, Crazy Cannon, Bubble Bat, Count-
down Bomb, Bobble, Shield Cannon

Fine Pack 4 - Killer Bullet, Bombomb, Blader, Met, Octo Battery, Crazy Cannon,
Bubble Bat, Flea

Fine Pack 5 -  Beak, Screw Bomber, Peng, Spine, Flying Shell, Countdown Bomb,
Bobble

Fine Pack 6 - Picket Man, Sniper Joe, Crazy Razy, Flying Shield, Foot Holder,
Hothead, Big Eye, Shield Cannon

Fine Pack 7 - Screw Bomber, Killer Bullet, Tackle Fire, Blader, Met, Shield
Guard, Foot Holder, Watcher

Fine Pack 8 - Beak, Sniper Joe, Blader, Spine, Flying Shell, Hothead, Bobble,
Shield Cannon

Fine Pack 9 - Screw Bomber, Tackle Fire, Bombomb, Octo Battery, Watcher, Flea,
Shield Cannon

Fine Pack 10 - Killer Bullet, Picket Man, Tackle Fire, Bombomb, Crazy Razy,
Flea, Big Eye, Bobble

Fine Pack 11 - Peng, Picket Man, Crazy Razy, Catuspy, Watcher, Hothead, Crazy
Cannon, Bubble Bat

Fine Pack 12 - Beak, Bombomb, Crazy Razy, Met, Octo Battery, Foot Holder, Big
Eye, Countdown Bomb

Fine Pack 13 - Screw Bomber, Sniper Joe, Tackle Fire, Crazy Razy, Catuspy, Octo
Battery, Spine, Bubble Bat

Fine Pack 14 - Beak, Screw Bomber, Peng, Tackle Fire, Met, Flying Shell, Bubble
Bat, Big Eye

Fine Pack 15 - Screw Bomber, Killer Bullet, Picket Man, Bombomb, Crazy Razy,
Catuspy, Octo Battery, Countdown Bomb

Fine Pack 16 - Screw Bomber, Sniper Joe, Catuspy, Spine, Flying Shell,
Hothead, Crazy Cannon, Flea

Elusive Packs
There's also several packs that are hidden quite well or require special tricks
to obtain them, Below is how to do so. I opted not to include the exact locat-
ion since for one, that would be next to impossible for most of them, and also
since they're in plain sight, just hard to obtain. Besides, a little element of
suprise and effort keeps the fun in the game, no?

Cutman
* Bombman Weapon - Enemy Pack
* Oilman Weapon - Scenery Pack
* Gutsman Weapon - Enemy Pack
* Bombman - Extended Area + Scenery Pack
* Fireman - Scenery Pack

Fireman
* Iceman Weapon - Enemy Pack
* Timeman - Scenery Pack
(Credit for Correction: LucasThomas of Rockman Perfect Memories)
* Oilman Oilslider on the platform with the Big Weapon Energy in the room with
the heart in the cieling - Extended Area + Scenery Pack
(Credit: cutman125 of Rockman Perfect Memories)

Iceman
* Iceman/Gutsman/Oil Slider - Enemy Pack
* Rockman S - Scenery Pack
* Fireman/Fireman Weapon near Fire Pillar on Fire Block - Enemy Pack
* Fireman - Extended Area + Enemy Pack
* Elecman - Enemy Pack

Gutsman
* Cutman - Extended Area + Enemy Pack
* Gutsman - After the second save point area, shortly after the conveyor belt's
for the second time in the level, there shall be those enemies that tosses
Picks at you, and  a lone Guts Block shall be there, with a steel frame up
above and a gap in the cieling. You must go and utilize Gutsman's ability to
create Guts Blocks to get up there, and jump OVER the steel frame onto the
rocks to it's left, and you'll obtain the elusive Fine Pack 2 Enemy Pack.
(Credit: Reptobismol of GameFAQ's)

* Iceman - Scenery Pack

Oilman
* Elecman - Extended Area + Scenery Packx2
* Gutsman - Enemy Pack

Timeman
* Gutsman - Extended Area + Scenery Pack
* Bombman - Enemy Pack
* Gutsman Weapon - Enemy Pack

Bombman
* Enemy Pack in plain view
* Gutsman Weapon - Enemy Pack
* Iceman - Extended Area
* Oilslider/Oilman - Enemy Pack

Elecman
* Cutman - Scenery Pack
* Rockman S - Scenery Pack
* Gutsman Weapon - Enemy Pack
* Timeman - Enemy Pack
(Credit for Correction: LucasThomas of Rockman Perfect Memories)

###############
### SECRETS ###
###############
Did you know you can unlock even more characters than just playing as Rockman?
It's true! And here's how ya do it!

Bonus Characters How to get?
Blues Beat Challenge Mode (All 100 Challenges). Blues jumps two times higher
than any other character, and his buster constantly shoots Charge Shots called
"Blues Strike". Also, when he stands still, he takes out his shield to guard
himself from projectiles. He takes double damage upon impact with an enemy
though.

Rock
(No Armor or Rock Buster)  Beat New Style mode on Hard difficulty as Rockman.
Rock uses a close-range attack called Rock Kick. And that's pretty much it.

Roll Go into Infrastructure Mode and download the Roll Present from the SP
Section of Capcom's File Server. You do this simply by entering the game's
Infrastructure mode from the title screen. Roll uses her cleaning tools, such
as a broom, in close-range combat.

Robot Masters: CutMan, GutsMan, IceMan, BombMan, FireMan, ElecMan, OilMan,
TimeMan Play New Style mode and defeat each of these robot masters with the
Rock Buster. They will not blow up and can be taken back to Dr. Right's Lab for
re-programming them for good deeds, and thus, they will now be playable.

Rockman C
Unlike in the original Rockman game, Rockman Rockman allows you to unlock two
abilities not normally available until Rockman 3 (sliding) n' Rockman 4 (charge
shot). To unlock these abilities for Rockman, beat New Style mode on Normal
difficulty all the way (do not switch difficulties inbetween). You'll get a
message at the ending that confirms that you've gotten them. Go to the Chara-
cter Select screen of your game and select Rockman. You will now be prompted to
select "Rockman" or "Rockman C". Choose "Rockman C" to be able to use Charge
Shot and Sliding. The Charge Shot is the same one from Rockman 5 though. Anyt-
hing that you've done with the regular Rockman applies for "Rockman C" as well,
so there's no need to start all over again with him.


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