MEGA MAN LEGENDS 2
GAME HINTS DATA BASE STRATEGIES HELP PRINT

GAME HINTS

Barrell Caskett receives an invitation from his old friend Von Bluecher to join him on his new airship, the Sulphur-Bottom. It seems that the two had once landed on the Forbidden Island, where the Mother Lode is said to rest, many years ago, and Von Bluecher is bound and determined to return there.

Roll and MegaMan watch from the Flutter as the Sulphur-Bottom begins its journey. It doesn’t get far, however, before a mysterious woman that looks a lot like Roll’s mother appears and attempts to prevent the giant ship from reaching its destination. Strangest of all, she rides upon the back of a sleek white Reaverbot.

Roll’s parents had disappeared years ago when trying to reach the Forbidden Island. Eager to find them, as well as to help Barrell, who is trapped on the sinking Sulphur-Bottom, Roll and MegaMan make their own expedition to the Forbidden Island...and unlock secrets even deadlier than what they stumbled upon on Kattelox...

SPECIAL FEATURES
Mega Man Legends 2 uses the same basic engine as the first game. However there are some key game play differences to note:
REVIEW
Play Control: 3
Basically the play control is preserved from the first Legends game. There is now analog support but I don’t find it any better or worse than the digital.
Graphics: 3
The graphics are largely the same as the first game, but some things have changed, along with an overall shift to looking darker and less colorful. Some of the textures (most notably of people’s faces) are more high-res which helps, and MegaMan’s shot graphics look nicer, as do refractors dropped by enemies. There are also some added explosion and other graphical effects.
Animation: 3
Pretty much identical in all aspects to the first game. I find it humorous how Data actually admits in this game that MegaMan’s walk animation looks dippy.
Music: 5
Many of the tunes here are either identical to or remixed versions of the music from the first game. One touch I really like is that some sections of the game have varied tunes which match each other: for example, all the musics on Calinca island are variations of each other. This is most obvious in the field where you get one music while outside, a slight variation of this tune when an enemy is nearby, and inside the ruins a third musical selection is used which is the same basic tune but is a remix that uses different instruments. A really nice continuity.
Sound Effects: 5
Almost identical to the first game. Even most of the voice actors are back (something I highly appreciate), although they have a new one for MegaMan himself (herself?).
Plot: 2
For some reason I found the plot of the first game to have a bit more personality and charm. Legends 2 does answer some questions, even within the first half hour, that Legends left dangling, but the plot also has more holes than swiss cheese on a bagel. Also there are many cases where people’s conversations don’t match the plot, item descriptions are inaccurate, and Roll’s lines in the Development Room seem odd at best. Roll no longer bothers telling you what a new weapon or item does when she creates it, or what upgrades to weapons will affect when you’re selecting them (you have to guess what “Special” applies to). Little things like these make the plot seem less personal and not as immersive.
Difficulty: 4 (normal to hard)
Generally the difficulty level of ruins and so forth is about the same as the first game; however this game has a whole lot of “running battles” which can stretch you thin, and some exceedingly annoying enemies which, though not overly dangerous, do their best to irritate you.
Replay Value: 3
Certainly there is a lot to do and explore, although in some cases you’re forced to take tests and leap through other hoops to actually see everything, which can be distracting.
Polish: 3
I like the appearances and other in jokes, but there really isn’t much more polish to this one than the first game.
Overall: 80%
A good game, but lacking some of the charm. I liked the first Legends game better.

+ Plus:
You can move while locked on to enemies.
- Minus:
The lock-on has an annoying habit of switching targets on you without warning. This makes it extremely difficult to focus your attacks strategically on a particular enemy, and also tends to cause you to totally lose your orientation because of the sudden unexpected changes of directions.
BOSSES
Most of the bosses in this game you want to circle (use the Ultimate Technique below). However there are some cases where there are dangerous obstacles around which make circling impossible. In these cases stand still and jump attacks, or shoot them if possible. In many situations, enemy shots will go over or under you if you jump with the proper timing. Remain locked on while jumping, and you can even continue to pump your foe with shots. Jumping also helps avoid attacks while circling; if you are circling an enemy and keep getting hit, try jumping repeatedly, and you may find you have a lot better luck. Generally speaking, either circling and jumping, or jumping in place, will defeat nearly every enemy in the game.

Having said that, the following section only lists bosses where the above paragraph does not work, or if there is something more involved to the battle (typically these types of battles are preceded by “Mission Start!”). If you’re facing a boss that isn’t listed here, assume that the above section applies.

Rescuing Shu: [Carlbania Island]
A pair of twins will lead you to Glyde’s fortress. However, once you get there, a mission will begin which instructs you to follow them to the side. The target area is on the left side of the fortress; however they won’t run directly there, instead favoring dashing about at random getting shot at. So ignore them and instead concentrate on destroying all the cannons and tanks as quickly as possible. Once they’re destroyed, the boys will then meander their way to where they should be. The same applies to when you are trying to escape with Shu at the end: destroy the tanks directly in front of you that are guarding the door, run over as many of the Birdbots as you can, then pick up Shu and make a dash for the gate.
Birdbots and Glyde: [Nino Island]
This is another of what I call a “running battle” because you get into a long stream of battles with little reprieve between them (in this case you can stop at Data however and refill your energy between fights). The first few sections are pretty self-explanatory; just be careful what you shoot because your weapon shots will hurt your allies as well as the boxes they are trying to use to barricade the doors. If the Birdbots get in, the entire place will self-destruct, taking you with it, so you don’t want to be giving them any help. At the end, Roll will try to repair the weird yellow weapon you may have seen (go in the elevator with the up arrows on it). For this, basically plant yourself directly in front of Roll, between her and Glyde’s ship. Hold down the lock-on button and you will automatically target the first missile that comes into lock-on range. At this point hold down the fire button, and don’t let either button up. Optimize your Buster Parts for Power and Range, and you should be able to destroy all of the missiles before they reach Roll.
Blitztrig: [Teisel Bonne; Kimotoma Village]
Teisel fights using a priceless statue as a shield. If you don’t care footing the bill later, you can just blast the statue to smithereens and get at him that way. Otherwise, one (though time-consuming) way to win this battle is to stand on the sand a short distance from Teisel’s platform (you can’t stand on his platform because he will never come out of hiding), lock onto Teisel, jump, and fire a single shot at his craft (make sure you optimize your Buster Parts for sheer Power). Once your shot connects Teisel will stop throwing things at you (he tosses everything but the toilet paper really), and duck down to hide behind the statue. Thus why you need to fire only one shot; any more will hit the statue (if you have a high enough firing rate, you can sometimes squeeze more shots in, but this isn’t a definite thing). Wait until he straightens up again, and repeat. There is no need to circle in this battle, just sidestep the junk he throws. Note: do not attempt to hit Teisel with explosive special weapons; the explosion will hit the statue even if the actual shot connects with Teisel. Also, make sure you shoot all of the Servbot borer tanks so they don’t get underfoot. Hold down the lock-on button the entire battle and it will target the tanks whenever they appear.
Dinosaur Reaverbot: [Saul Kada Ruins]
When you first encounter this thing, you may notice it doesn’t have an energy meter. You can’t beat it, so don’t bother trying. If you want, hang around a bit until Roll mentions that you don’t seem to be damaging it (this happens when it goes to refill at a lava pool). Then try all of the doors except the one you came through; one of them will be unlocked, and you’ll be allowed to leave the battle behind. You will come back later to finish off the dinosaur; but until it gains an energy meter (meaning you’ve discovered how to defeat it) don’t waste your energy.
Gustaff: [Tron Bonne; Saul Kada Ruins]
This battle is absolutely classic. Tron has two Servbots with her (#11 and #23) and even uses Beacon Bombs on you. Shoot the Servbots to put them temporarily out of commission, then circle Tron.
Gomoncha: [Train]
Taking care of Glyde’s section of the train should be fairly simple, especially if you’ve been upgrading your buster. For the first section of the Bonne train, you have to catch and throw missiles back at it (even at maximum Range, your buster shots can’t reach). Hold down the Lifter button to catch missiles; try to catch only ones that are headed straight for you on a level plane. After you destroy enough of the train with missiles that it comes within reach, you will begin being attacked by a large cannon and some Servbots. Shoot the cannon to prevent it from firing, but whenever you see a Servbot, tap the lock-on button to quickly aim at it. You will also damage the train itself in the process. If you keep alternating between the Servbots and the cannon, no one should be able to get any shots off on you. Once you see Bon, do the same thing: focus on him, but veer off to shoot Servbots as necessary.
Blob: [Calinca Ruins]
You are your own worst enemy in this battle. Although most of the time you need do nothing more than just stay as far away as possible from the blob, when Roll tells you to get on the platforms, you may have troubles when you note that all of the platforms are icy. Even if you don’t have the Cleated Shoes, there is a trick, however: although you can’t tell by looking at them, the lower platforms are all up against the wall. So run toward one head on, and when you jump on, let yourself slide across; the wall will stop you. Once you’re stopped, carefully turn around and walk back to the other end. Whatever you do, don’t panic and over-correct or you’ll slide right off. After you successfully remain on a platform, there are two choices: if you stand on the end closest to the boss, the platforms over your head will protect you from the blobs it tosses. However you cannot shoot the boss from here and it slowly recovers health while tossing blobs. You must jump up to hit the boss during this stage of the battle but you’re vulnerable to being plastered with blobs then. In some cases you’re just better off letting the boss recharge and waiting it out until the platforms disappear.
Elysium:
In finest Mega Man tradition, some of the previous bosses make reappearances here, and you have to fight them all over again in a preset order. (Of course, in classic Mega Man games, the point is to allow you to try out Master Weapons on Robot Masters you weren’t able to the first time through...here, it’s nothing but an annoyance.) You should have better equipment though so they shouldn’t be as challenging. Still, I wouldn’t recommend taking on Sera with a less than full Energy Canteen. If you can’t get through to Data on one energy meter, walk back out after you finish off the last boss and talk to Yuna to return to Terra and refill your Energy Canteen.
Sera: (first time) [Elysium]
Sera fights much like Juno except she has a nicer vanishing animation. Generally if you circle and jump whenever she throws an attack, you will be able to dodge most everything she does. There is one exception: when she raises gravity and produces diamond-shaped pods, stand still and hold down the lock-on button. This way you will automatically fire at each of the pods in succession as soon as Sera vanishes. You should have enough time to destroy all of the pods before she reappears (hint: max out your Buster Parts Attack rating; you should have sufficient parts by this point to do so). Usually Sera does this attack twice in a row, so don’t bother resuming your circling until the room’s gravity returns to normal.
Sera: (second time) [???]
I really don’t have any suggestions for this battle aside from making sure you have the best armor and Buster Parts you can afford and as many packs to your Energy Canteen as possible. Circling is rather useless since most of the time Sera hovers away from the platform, where you cannot get to her to circle. I had better luck standing still and jumping or side-stepping (try rolling) out of the way of her attacks, and taking some of the less damaging hits on purpose so that I could focus on pumping her with shots.
ITEMS
Some of the development items must be purchased from junk shops. Eventually you will want to buy all of them, but when you are strapped for cash, you can be a little intelligent about what you buy when. Most development items are useless until you find the proper companion item in a ruin to pair it with, so there’s no point spending money on them until you need them. All stores always carry the same items and for the same prices, so you don’t need to shop around.

Note: I do not have all of the items yet, as I’ve only played all the way through the game once as of this writing. I thought I’d post what I have and add to it when I gather the rest of the things.

Normal Items

Buster Parts

Body Parts

TRICKS AND SECRETS
ENDING
The only really redeeming value to the ending and epilogue (wait through the credits to see it) is you get to see the Bonnes and the Casketts working together for a change (and I mean actually working together—you finally see the series’s two 14-year-old female genius mechanics leaning over a blueprint table together and arguing over how best to build a spaceship). Otherwise...well, one of the good guys dies so that the bad guy might live, MegaMan gets stuck in outer space for who knows how long, Roll never does get to truly meet either her mother or her father...and nothing is really resolved. If there ever is a Legends 3 it will have to spend the first two hours just cleaning up after its predecessor...



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Last update: May 14, 2003