Megaman Powered Up - Strategy Guide (Page 05)
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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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