Weapons Playground 1-8: Difference between revisions
mNo edit summary |
mNo edit summary |
||
| (3 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
{{Incomplete|Full walkthrough}} | {{Incomplete|Full walkthrough}} | ||
{{Bugged|Due to Salt Water being unable to hit On/Off Switches from below, the end of the Salt Water route cannot be beaten.}} | |||
{{Level | {{Level | ||
|image=[[File:WeaponsPlayground.png|250px]] | |image=[[File:WeaponsPlayground.png|250px]] | ||
| Line 9: | Line 10: | ||
|weapons=[[Copy Vision]]{{Locked}}<br>[[Spread Drill]]{{Locked}}<br>[[Magic Card]]{{Locked}}<br>[[Tengu Blade]]{{Locked}}<br>[[Ice Wall]]{{Locked}}<br>[[Wave Burner]]{{Locked}}<br>[[Grab Buster]]{{Locked}}<br>[[Salt Water]]{{Locked}}<br>[[Tango]]{{Locked}}<br>[[Break Dash]]{{Locked}}<br>[[Electric Shock]]{{Locked}}<br>[[Spark Chaser]]{{Locked}} | |weapons=[[Copy Vision]]{{Locked}}<br>[[Spread Drill]]{{Locked}}<br>[[Magic Card]]{{Locked}}<br>[[Tengu Blade]]{{Locked}}<br>[[Ice Wall]]{{Locked}}<br>[[Wave Burner]]{{Locked}}<br>[[Grab Buster]]{{Locked}}<br>[[Salt Water]]{{Locked}}<br>[[Tango]]{{Locked}}<br>[[Break Dash]]{{Locked}}<br>[[Electric Shock]]{{Locked}}<br>[[Spark Chaser]]{{Locked}} | ||
|characters=[[Mega Man]]<br>[[Bass]] | |characters=[[Mega Man]]<br>[[Bass]] | ||
|abilities= | |abilities={{Ability|slide}}{{Ability|chargeshot6}} | ||
|bosses=None | |bosses=None | ||
|map={{Pixelated|WeaponsPlaygroundMap.png|true|90}} | |map={{Pixelated|WeaponsPlaygroundMap.png|true|90}} | ||
| Line 23: | Line 24: | ||
In this room, there are two [[Key Door]]s that require six [[Key]]s each. Once these are unlocked, the [[Energy Element]] will be free to collect. However, this requires clearing every weapon stage. | In this room, there are two [[Key Door]]s that require six [[Key]]s each. Once these are unlocked, the [[Energy Element]] will be free to collect. However, this requires clearing every weapon stage. | ||
The final room of the hub is reached every time a stage is cleared, and exists only to reset the [[Music]], [[Astro Gate]]s, and [[On/Off Switch]] | The final room of the hub is reached every time a stage is cleared, and exists only to reset the [[Music]], [[Astro Gate]]s, and [[On/Off Switch]]es. | ||
'''[[Copy Vision]]:''' | '''[[Copy Vision]]:''' | ||
| Line 50: | Line 51: | ||
The final section should be simple. Hit the switch, and dash jump across. | The final section should be simple. Hit the switch, and dash jump across. | ||
'''[[Electric Shock]]:''' | |||
Upon entering the section, bounce as high as possible on the [[Bouncy Ball]] while firing the weapon to destroy all the targets in front. Following that, climb the ladder and electrify the block to move the one on ground level, revealing some [[Fuse Laser Crawler]]s that must be attacked to hit the switch, allowing forward progression. | |||
Following that, jump up to the next platform and shock the [[Fuse Laser Turret]] to swap the On/Off blocks, then electrocute the one below to move the block into the Force Beams. Wait a bit, and electrocute the Fuse Laser Turret again to move the block slightly, then jump across. This will lead to more energy for the next section. | |||
While standing on top of the energy spawner, shock the Fuse Laser Turret to create a bridge across and destroy the [[Brown]]s blocking the way. Collect the key and move on. | |||
{{clr}} | {{clr}} | ||
Latest revision as of 23:59, 3 August 2025
| This article is missing important information to be considered complete. You can expand on it by adding content to this page. Reason: Full walkthrough |
| If only Mega Man would think to push the box... | |||||||||||||||||||||||||
| |||||||||||||||||||||||||
Weapons Playground 1-8 is an Example Level created by JumpDashEvade.
This level focuses on showing various nuances of the weapons introduced in version 1.8.1.
Walkthrough
Hub Rooms: The level starts in a hub that functions as a stage select. To the left are four challenges based on weapons from Mega Man and Bass. Above the starting room is four challenges based on weapons from Mega Man V. Finally, the four challenges on the right feature two from each.
In this room, there are two Key Doors that require six Keys each. Once these are unlocked, the Energy Element will be free to collect. However, this requires clearing every weapon stage.
The final room of the hub is reached every time a stage is cleared, and exists only to reset the Music, Astro Gates, and On/Off Switches.
Copy Vision: Upon entering, the player's health is set to 1, meaning Mega Man will die upon taking any damage.
This stage features Boobeam Rails to signal where Copy Vision must be used. First, the player must use it to fire at a Kakinbatank. Afterwards, after progressing past it, it must be used in front of, but facing away from, a Oshitsu Osarettsu. Following that, in the path of Steam to cool down some Hot Plates.
The final section is more complex. Upon reaching the Coltons, slide under them to the left side. Use Copy Vision to divert their aim to the right without despawning the copy. Climb the ladder, and create another copy to their right, diverting their aim again. Finally, create copies to defeat them and reach the end.
Spread Drill: Upon starting, break the Cracked Block besides the entrance. Following that, shoot out another drill and let it fall to bread another Cracked Block and block the Force Beam. Slide through and break another to block another beam.
Ride the Rotating Platform and fire a drill to split apart to open the way forward. If the player fails, they must slide back to reset the room. The final challenge requires firing a drill, splitting it so the top drill so it goes between the Dust Blocks, sliding under, and splitting it again to open the path to the exit.
Magic Card: Upon entering the stage, use Magic Card to grab the two blue Keys. Afterwards, use it on the Punch Block on top to push the Push Block overtop the Force Beams. Open the door, and fire another Magic Card to grab the purple Keys.
In the next section, climb the Platforms to grab another Key. To get the other two, the player must fire a card and either jump up or fall down immediately. Similarly, in the following section, the player must fire a card into the gap while utilizing the highest bounce on the Bouncy Ball.
The section afterwards simply requires rushing through, using Magic Card to allow the player to access Health pickups to survive. At the end, collecting another Key with Magic Card will end the stage.
Tengu Blade: Upon entering, be sure to avoid the Force Beam. Start firing a Tengu Blade, and jump to hit the switch as hinted at by the rails. This will open the way forward. Dash jump across, then dash through the beams.
Jump onto the Conveyor Belt and dash into the block to have the Fan float it upwards. Fire another Tengu Blade to hit the switch. Jump back up to the previous platform and dash jump onto the On/Off blocks. Push the block into the water, then hit the switch again and dash jump across.
The final section should be simple. Hit the switch, and dash jump across.
Electric Shock: Upon entering the section, bounce as high as possible on the Bouncy Ball while firing the weapon to destroy all the targets in front. Following that, climb the ladder and electrify the block to move the one on ground level, revealing some Fuse Laser Crawlers that must be attacked to hit the switch, allowing forward progression.
Following that, jump up to the next platform and shock the Fuse Laser Turret to swap the On/Off blocks, then electrocute the one below to move the block into the Force Beams. Wait a bit, and electrocute the Fuse Laser Turret again to move the block slightly, then jump across. This will lead to more energy for the next section.
While standing on top of the energy spawner, shock the Fuse Laser Turret to create a bridge across and destroy the Browns blocking the way. Collect the key and move on.
Navigation



