Mega Man 9 Walkthrough

This is a walkthrough of Mega Man 9. Unfortunately, there is no source that include names of the final bosses, so at this point, all their names must be guessed.

Walkthrough and Boss Order

 * After completing five stages, Mega Man will receive the Rush Jet.

Galaxy Man's Stage: Space Research Center
When you first start off in this stage, head to the right. don't mind the UFO heading at you; just keep running, and it will go under you. Head up the two stairways, ignoring the second UFO also heading at you on the second level. Shoot every other UFO you see.

If you head to the right, you will find yourself in an area with 2 Mets and many UFOs. Destroy the UFOs if you can, but here the Mets are top priority. there is a short period of time between the point where the Met reveals itself and when it shoots, so this is when you should destroy them. Jump over any bullets they shot beforehand, and mind the lethal spikes. Kill all of the UFOs after the first two Mets. Use the same strategy against the Met in the last part of the area, then head up the stairway to the right. you will find yourself in a room with two strange ring-like teleportation devices. jump inside the left one, and you will be launched upward out of the other. Fall back into the right teleporter and you will be launched right next to the other stairway in the top-left. Climb up it before you fall back down.

In this next area, before you go anywhere, move about two centimeters to the right. Stay where you are after that, and a Bunby Catcher will fall right next to you. After it passes, continue up the stairway and over the pit to another area with lots of lethal spike pits. it doesn't matter if the next two Bunby Catchers ahead catch you, as they don't hurt you directly, but remember this: while the Bunby Catchers make you move automatically to the right until they let go, you still have control over your jumps, and if you don't jump over the pits ahead, you will fall in.

When (or if) you fall into the next area, veer to the left, or you will fall into a spike pit. Kill the Met up ahead, and fall into the next area, taking the weapon energy capule on the ledge if you need it, and veer to the right. Destroy the UFOs in this next area, and head right, left, right to the checkpoint. There are four more teleporters up ahead; they shouldn't be too hard to figure out.

These next areas have enemies that look like Mooneyes from Kid Icarus. they split into smaller versions of themselves when they are hit twice, so avoid them if you can, but kill them if you need to. Mind the Shield Attackers on the third screen up.

The next area has both Bunby Catchers and Mets. Avoid the former and kill the latter, and mind the spikes. The next screen up has some UFOs passing by. Wait for them to leave and head on up the ladder. Grab the bolts if you want.

In this next (and last) area, head to the right, not the left. A Bunby Catcher will throw you into the spikes if you go there. Head over to the teleporters, and teleport your way to the boss room.

Before you fight Galaxy Man, you should learn his attacks. His first attack is rushing across the screen, trying to crash into you. To avoid this, simply jump over him. His second attack is launching a Black Hole Bomb from the sky and appearing under it when it detonates. As the bomb falls from the sky, it will follow you, so your best bet is to chase the bomb in one direction as it falls and then run in the other direction right as it detonates. This will give you a lot of space in between you and the bomb, and therefore a lot af space between you and Galaxy Man. You should be able to shoot him two or three times before he teleports away from the bomb.

Hornet Man's Stage: Botanical Garden
When you first start off, head to the right. You will immediately find yourself in an area with two Flower Presenters and a Caricarry. Destroy the Caricarry first, then destroy the two Flower Presenters, kiling the one on the right first. In this next room, there will be a small yellow platform hanging inthe air with a ball at the end. Climb onto the platform and shoot the ball, and the platform will expand. run across it to the other ladder before the platform contracts to it's original state.

This next area has a large Bolt on a high platform. You can use Rush Coil to collect it if you want to, but don't jump into the spikes. Go to the right a little bit more, and two pieces of a Scissascissor will appear. Destroy one piece and dodge the other. Use the same strategy against the next Scissascissor, using small jumps to avoid the lethal spikes on the cieling as you continue ahead.

The next three screens feature Bokazurahs that fire projectiles that will break through all of the green blocks you will be standing on. To activate these cannons, just shoot them. The problem is, the cannons will aim at you, so make sure to maneuver around their projectiles, falling through the holes they leave once they fire three shots.

Once you fall three screens, you will arrive in a mini-boss chamber. Before fighting the mini-boss, take time to notice the arena first. It consists of 8 platforms in a somewhat circular pattern suspended in mid-air. You will also notice a string of flowers (these inflict damage) suspended from the center of the arena moving clockwise around it. for this reason, you will always want to be moving clockwise, except when you are shooting. And mind that if you fall off the platforms, you will fall in a pit of lethal spikes.

This mini-boss is called Hanabiran. His only attack is appearing on a random platform and shooting four flower petals at you. He does not move when he is visible.

You can employ two strategies for beating Hanabiran: If you want to use the Mega Buster, wait until the mini-boss apperars on the other side of the arena, then shoot him multiple times, jumping over his projectiles. If he appears on a platform ahead of you, try to jump to the next platform ahead of him an ty to shoot him next time. The second strategy is to use Magma Bazooka against Hanabiran. Because Magma Bazooka shoots multiple projectiles, your aim does not have to be precise, however, it is more effective to charge your shot while you wait for Hanabiran to appear.

After you defeat Hanabiran and pass the checkpoint area, there will be an area with more of the platforms you saw in the second screen of this stage and more Scissascisors. use the same strategy you used before against the Scissascissors, but be quick or the platforms will do you in.

All of the areas after this are just full of different types of Flower Presenters, although there is one Caricarry and one Big Stomper. There will be plenty of opportunities to collect extra energy and Bolts, so take advantage of them.

Before you know it, you will be standing right outside the boss chamber. There are a few things you should know about Hornet Man before you engage in fierce combat. This is his attack pattern: he goes to the far side of the room, shoots three hornets, then runs to the other side of the room to attack again. What you must do is kill most of the hornets he shoots, and then actually attack Hornet Man. This battle can be won with the mega buster, but if you are going for a no-damage run or the "Quick Draw H" achievement, you should use the Magma Bazooka, if you have it. Employ the same strategy.

Jewel Man's Stage: Diamond Mines
When you arrive in Jewel Man's stage, head down the path to the righ and when you arrive in the next area, kill the first Met immedeately. then, instead of killing the next met first, kill the Spin Cutter falling from the sky first. you can also jump over it, as it can not come back to get you once it descends the steps to the left. Throughout this corridor, kill every enemy you see, taking your time with the Classical Cannons if you need to.

The next two screens feature Deispiders that will drop down on you from the ceiling. Shoot them twice to kill them, in mid-air or as soon as they land. Running away from these guys won't work.

The last area before the mini-boss arena consists of several Swinging Platforms over a large pit. To make the platforms swing higher, the player will need to move Mega Man back and forth. Swing until the next platform is within jumping distance (Mega Man can not use Rush Coil on these platforms). Be careful when jumping from the last platform to the mini-boss arena entrance.

This stage's mini-boss, Stone Head, might just be the most aggrevating one of all. Besides unleashing crazy attacks, these attacks inflict huge amounts of damage. Let me explain his attacks to you. The first thing Stone Head will do is make about 10 boulders fall from the cieling. It is not too hard to avoid these, however, as I said before, if they do manage to hit you they will inflict crazy damage. Right after the boulders fall, Stone Head himself (quite literally, a stone head) will fall from the cieling too. When he touches the floor, he will create a small shockwave that will debilitate Mega Man for a couple of seconds unless he jumps. Stone Head will then roll across the screen and will damage Mega Man if he is debilitated or if he doues not jump. Stone Head is not invincible as long as he is visible. Stone Head has 15 HP, so the cycle should be repeated about 3 times before Stone Head finally dies.

The area directly after the mini-boss chamber and the checkpoint features three Diarns. Lure them to one side of the room to kill them all with the Mega Buster or use Black Hole Bomb if you have it to more effectively dispatch them.

The area directly after this consists of Caricarries and Detarnayappas. The Caricarries should not be too hart to kill, But make sure to kill the Detarnayappas (let's call them DTNYs from now on, shal we?) right away, to prevent their ability to shoot and lost time. In the final part of this area and the next, there are two swinging platforms, both of which are positioned dangerously close to lethal spikes. To escape the first swinging platform, perform a "short hop" (a very small jump, performed by pressing lightly and switly on the jump button) to escape to safety. On the second swinging platform, simply fall on the far right edge of the platform,  then jump again, and finally veer to the right.

On to the final area! This consists completely of Spin Cutters and Deispiders, unless you want to count the Big stomper at the end of the level. Make sure to kill the Spin cutters in midair, and the deispiders right as they land. Mind you don't scroll to the left, or the enemies will regenerate, unless you turned that feature off in the options.

And now for Jewel Man (note that he will be using the Jewel sattelite throughout the duration of the battle). His attack pattern is simple: if you jump, he jumps, and if you fire, he fires a section of the Jewel Sattelite at you. he will always be running, and he only stops when he fires. Your best strategy is to always run in the opposite direction as him. When he is right next to you rughing at you, do a short hop, then run under him when he is in mid air. when he is running away rom you or if he is at the other side of the arena, shoot at him. if you have the Black Hole Bomb, not only will it inflict a large amount of damage on him but it will take away every segment of his Jewel Sattelite. Probably one of the saddest bosses in the entire series.

It is recommended that you obtain either Black Hole Bomb or Tornado Blow before attempting this course.
When you arrive at the Geothermal Plant, run straight ahead, and do not stop, unless you want to be damaged by the Popo Helis. If Mega Man just runs and jumps at the very edge of each platform, he will jump over the Popo Helis. In the very end of the first area, there will be a stairway over a very wide pit. If you are going for a no-damage run, stand as close to the edge of the platform as possible, then jump. There is a 50/50 chance you can make it without falling into the lava. If you want to be save, jump on to the Jump Roller in the pit. After you ge damaged, you will be invincible for a short amount of time. use this time to run across the magma to the stairway. The room after this consists of two Fire Totems. Shoot them four times in the head to destroy them and continue on your way.

This next area Contains even more Popo Helis (just jump over them) and the first magman lasers. These lasers are lethal, so please take your time, even if you are doing a speed run. There is a weapons energy capsule ahead that you will probably jumb on unintentionally, so fill up some weapon energy if you need it. In the next area, there is a Fire Totem that stands in the way of a Bolt, but killing it is optional. Continue on to the stage's mini-boss, the Changkey Dragon.

This is where the Black Hole Bomb comes in. Make sure to equip it when you are still falling When you first come into his dark room, you will notice a pair of eyes on the right side of the screen. Aim your black hole ar it and activate it immediately. see what happens next.

Splash Woman's Stage: Tropical Resort
Splash Woman's stage is an underwater stage.

Tornado Man's Stage: Storm Moniter Station
Tornado Man's stage is in a cloudy sky and divided in three sections: The first with sun, the second with snow and ice, and the last with rain and strong wind. It has enemies such as Sniper Joes and Mets, and several rotating red and blue platforms that move back and forth on a line.

Have at least 2 Beat Calltopasssafelybytherainyarea. (But this is optional)

Wily Castle 1: Stormy Outer Walls
The First Wily Stage Bosses are known as "Spike Shooters". They are a series of small robots located at the ends of 4 "corridors". Each of these corridors contains a large spiked ball. Each robot will shoot a small bullet at the spiked balls, pushing them to the left of the screen gradually. Shooting the balls with Mega Man's normal shot will push the balls slightly toward the Spike Shooters. When the balls hit them, they are immediately destroyed and a new one will pop out from the wall. Blue Spike Shooters will fire a small shot semi regularly, while Red Spike Shooters will charge up shots and fire less frequently, but push the spiked ball much farther. If the Spike Shooters manage to make the spiked ball reach the far left of the screen, the spiked ball will retract slightly and the Spike Shooter will no longer shoot at it. Instead, they will fire a small wave of energy that is aimed at Mega Man.

There are several strategies for defeating the Spike Shooters, but one of the easiest is to focus on the bottom two corridors, alternating between the two paths. This will quickly lead to the top two Spike Shooters targeting Mega Man with their attacks, but these are relatively easy to avoid. After all of the Spike Shooters on the bottom two rows have been destroyed, you must destroy the last two robots on the top two rows. At this point, it shouldn't be difficult to push the balls and avoid their attacks.

Wily Castle 2: Waterway Defense/Main Hanger Bay
The Second Wily Stage Boss is known as the "Shark Sub". Mega Man fights this boss in three stages. The first stage is the tail section. A launch pad will open and fire three homing rockets at Mega Man as it moves up and down on the far left of the screen. The rockets can be destroyed with any weapon, but to damage the tail, Mega Man must jump and shoot the launch pad when it opens. The Shark Sub Tail section is most vulnerable to the Laser Trident, with the added bonus that it can usually destroy one or two rockets on the way. However, shooting out Hornet Chasers at an even pace will make this part of the fight very safe without risking any damage.

The second stage is the Shark Sub Fin. Mega Man stands directly under the boss as it moves up and down. The boss has damaging spikes all along its belly, with two bomb bays on either sides of the spikes. These bomb bays open intermittently to drop what appears to be lobster bots. These roll toward the center of the level. In order to damage the Shark Sub Fin, the two bomb bays must be damaged. This is difficult, as the spikes are located where Mega Man would need to jump to hit them with the Buster. However, with proper timing, it is possible to hit the bombers as the Sub falls. A much easier technique is to use the uncharged Magma Bazooka. Two shots will take out the lobsterbots and damage the bombays easily. Tornado Blow which will destroy this part of the boss with ease, but uses up all its ammunition. Black Hole Bomb works well in that way too.

The third stage is the Shark Sub Head. This section is similar to the Tail section, except that it moves along the right side of the screen instead of the left. The mouth of the sub opens periodically and shoots a series of four lasers. The Head can only be damaged when it's mouth is opened. At its lowest, the lasers are nearly impossible to avoid, making some of the achievements difficult. The only way to avoid it is to use the B. Bomb to absorb the lasers or the Rush Coil to jump over them.

Wily Castle 3: Anti-Gravity Zone
The Third Wily Stage Boss is known as the "Twin Devil". Like its Devil counterparts, it is composed of several globs of jelly and a single eye. These globs of jelly move around the screen, damaging Megaman on contact. Unlike previous Devils, this is its only attack. However, the battle is made more difficult by the fact that the Twin Devil is actually two separate entities, one green sphere and one orange sphere. The sphere with the eye begins on the bottom right while the other begins in the top left. The globs break into 12 pieces and they switch places one by one, some moving high, some moving slow. After they have completely switched locations, the switch heights (the devil with the eye lowers and the devil without the eye rises). The only way to damage the Twin Devil is to damage the electronic eye as it moves between the two devils. It is difficult to damage the eye, but the B. Bomb is extremely effective against the devil, and the nature of the weapon makes it very easy to hit.

This boss can be difficult to defeat, especially if you are attempting to only use the regular Buster. However, it does have a very predictable pattern. It makes the same 12 movements every time. Movements 1 and 2 are safe to stand still. 3 and 4 should be jumped near the middle. 5 is safe to stand still. 6 is safe to stand still, but this is the only time that the Twin Devil can be damaged. 7, 8, 9, 10, 11, 12 always have the same pattern as well, but needs more information.

Wily Castle 4: Inner Keep/Teleport System/Cyberspace
The Fourth Wily Stage Boss is the typical series of 8 Robot Master Fights, then the battle with Wily. First, though, you must traverse a small area filled with Mets and Laser Barriers, the latter of which can be blocked with your Concrete Shot. Eventually, you will find the drop to the teleportation hatch. Here is where each of the Robot Masters are.

Teleporters: Galaxy Man					Plug Man Concrete Man					Tornado Man Splash Woman	Jewel Man	Hornet Man	Magma Man

After you defeat the last Robot Master, a ninth teleporter will appear, and that is the one that takes you to your battle with Wily. The First Wily Boss is the Wily Machine. It appears as a large T-Rex-esque Robot with a humanoid skull as its head. This is one of the easier Wily forms, and can be defeated without taking damage relatively simply. It's only attack is to drop an explosive egg out of its mouth while moving back and forth. The egg must be bounced back toward the Skull Rex by shooting it with Megaman's buster. On the first impact with the Rex, it will crack slightly, on the second, it will split down the middle, and on the third hit, it will explode. The third hit must impact the mouth of the Skull, or Wily will take no damage. This is easier than it sounds, as the Wily Machine will only fire off one egg at a time. If Mega Man shoots the egg while it is at its lowest position (near the floor), it will usually bounce back and hit Wily.

Now is the second part of the Wily Machine. At this stage, the skull explodes to reveal Wily. The Wily Rex only has two attacks. The first has the Rex moving across the top of the screen and trying to land on Megaman. The second is more difficult to avoid. It shoots a large stream of flames from its mouth in an arc, swooping low, then moving up higher. The flame is very long and requires very precise timing to jump over it. Depending on where the Wily Rex is when it begins the flame, it will move at varying speeds from very slow if it is near the far left of the screen, to very fast if it is near the far right of the screen. Its weakness is the concrete shot.

The third Wily part is the classic Wily Capsule. It will appear and disappear throughout the sky. It has three attacks. The first is a fake out. It appears suddenly, then disappears just as suddenly. The primary purpose of this would seem to be to waste some weapons energy. The second attack is to appear, create four purple orbs, then shoot them toward Megaman. These are not very difficult to avoid with one or two well-timed jumps. Its third attack is to create 6 balls of electricity similar to Plug Man's power. Three of these will immediately fall to the ground and move toward Megaman, while the other three will move horizontally across the top of the screen, then drop one at a time, leaving a gap. Megaman must jump over the spark balls moving along on the floor, while aligning himself to avoid the falling spark balls. While almost any weapon will do at least one tick of damage to this form, "Plug Ball" does about 3-4 ticks of damage per hit. Also, when Wily is out of range, Mega Man can use the "Hornet Chaser" to deliver multiple strikes at 1 tick per hit to take him down quickly. To avoid electricity balls and purple orbs easily, Tornado Blow or Black Hole bomb can be used to neutralize them.

Endless Attack

 * There are above 30 sections in Endless Attack, two of them notable for resembling previous Mega Man games: The beginning of the first Wily stage from Mega Man, and the long area with vanishing blocks from Heat Man's stage in Mega Man 2.
 * After every 30 screens, there is a fight against one of the Robot Masters.