Mega Man 5 ( Nintendo )

The 8 Robot Masters

Star Man

 

Name: Star Man


Weapon: Star Crush

 

Weakness: Water Wave

                      


Weapon Acquired: Star Crush

 

Star Man is a Robot Master created by Doctor Albert Wily for space combat. He is a romanticist that enjoys watching opera and musicals. He dreams of traveling deep into the space with a lover. In Mega Man 5, he took over an abandoned space station orbiting Earth. After the events of Mega Man 5, he found a job as a supervisor, overseeing the construction of some of Wily's bases, becoming very busy and unhappy. His weapon is the Star Crash, which creates a star-shaped barrier around him for defense and can be thrown at enemies.

Star Man´s Stage



Gravity Man

 

Name: Gravity Man


Weapon: Gravity Hold

 

Weakness: Star Crush

                      


Weapon Acquired: Gravity Hold

 

Gravity Man is a Robot Master created by Doctor Albert Wily. He has the ability to control gravity with the unit installed in his body. In Mega Man 5, he occupied an anti-gravity institute and used it against Mega Man. His only offensive weapon against enemies is an arm cannon; but he can use Gravity Hold to freely manipulate his opponents' gravity and his own gravity and then fall like a heavy weight into them.

Gravity Man´s Stage



Gyro Man

 

Name: Gyro Man


Weapon: Gyro Attack

 

Weakness: Gravity Hold

                      


Weapon Acquired: Gyro Attack

 

Gyro Man is a Robot Master created by Dr. Wily that resembles a helicopter. He was originally planned to have a flying device, but it was replaced by a propeller built into his back due to cost issues. Gyro Man actually prefers this type of flight.

In Mega Man 5, he was ordered by Dr. Wily to take over a hanging garden and obtain money from the admission fee, but the attendance dropped as soon as he took over and Gyro Man became bored. His weapon is the Gyro Attack, small propeller-shaped cutters that can be controlled to move sideways, upward, or downward. He can't stand changes in gravity, therefore his weakness being Gravity Hold.

Gyro Man´s Stage



Crystal Man

 

Name: Crystal Man


Weapon: Crystal Eye

 

Weakness: Gyro Attack

                      


Weapon Acquired: Crystal Eye

 

Crystal Man is a mysterious Robot Master that was created by Dr. Wily to help finance his operations through the creation of artificial crystals, which Crystal Man can also use as a weapon called the Crystal Eye by releasing crystal orbs that rebound off surfaces. He can also attack with energy shots from the crystal in his abdomen.

Crystal Man´s Stage



Napalm Man

 

Name: Napalm Man


Weapon: Napalm Bomb

 

Weakness: Crystal Eye

                      


Weapon Acquired: Napalm Bomb

 

 

Napalm Man is a Robot Master created by Dr. Wily to protect his secret weapons factory, where he would spend his spare time collecting and searching for weapons as strong or stronger than his own.

Napalm Man is a weapons enthusiast equipped with an array of explosive weapons all over his body - he is equipped with missiles and Napalm Bomb launchers in his arms, he can fire missiles from his head and also launch six small homing missiles from his shoulders. He has treads on his feet and can increase his speed with a rocket on his back.

Because he is generally considered to be a walking weapon, even his allies feel uncomfortable near him, so he doesn't have many friends.

Napalm Man´s Stage



Stone Man

 

Name: Stone Man


Weapon: Power Stone

 

Weakness: Napalm Bomb

                      


Weapon Acquired: Power Stone

 

Stone Man is a strong Robot Master that was built by Doctor Albert Wily to look like and be as tough as a bunch of bricks. He also bears a striking resemblance to his friend Guts Man.

Stone Man´s Stage



Charge Man

 

Name: Charge Man


Weapon: Charge Kick

 

Weakness: Power Stone

                      


Weapon Acquired: Charge Kick

 

Charge Man is a Robot Master based on a steam locomotive, which is used by him as camouflage to make shipments to Dr. Wily. He is unique in that he is powered by coal and water, lowering his operating costs exponentially. His main attack, the Charge Kick, makes him throw a full-throttle kick at his maximum speed. He's also able to launch flaming pieces of coal from his smokestack.

Charge Man´s Stage



Wave Man

 

Name: Wave Man


Weapon: Water Wave

 

Weakness: Charge Kick

                      


Weapon Acquired: Water Wave

 

Wave Man is an amphibious combat Robot Master created by Dr. Wily to take over the water quality administration in Mega Man 5. He is very sentimental, making him cry easily or have violent fits of rage, and is anti-social and rather likes to keep to himself. Wave Man is not good at close-range combat, preferring to attack from distance. His main weapon, the Water Wave, can make a water pillar appear from the ground in the enemy's current location, and he can launch harpoons from his right arm. Unlike Bubble Man, Wave Man has good mobility on both land and submerged in water.

Wave Man´s Stage



Proto Man´s Castle

Dark Man 1

Name: Dark Man 1

 

Weakness: Water Wave

                      

Dark Man are the names of four robots created by Dr. Wily in Mega Man 5, one of which was created to frame Proto Man, taking his form. They appear in Proto Man's Castle, each occupying their own individual stage.

Dark Man 1 is the green Dark Man with treads instead of legs. He shoots at and tries to run over Mega Man.

 

His pattern is simple, but hard to avoid. He advances, stops to shoot, advances again then stops and repeats the pattern over and over. Every time he is hit, he stops to shoot. However, his speed increases as he receives damage. The best way for the player to attack him is to attack from afar if Mega Man is far enough of Dark Man, then when he gets near, jump over him, slide to the side he comes, shoot him and jump so he shoots upwards, missing Mega Man, then repeating the steps as much times as needed to defeat Dark Man.

His weakness is Water Wave, which negates his shots, but if the player runs out of it, he/she can use charged Mega Buster shots, which inflict the same amount of damage (three units), but won't neutralize Dark Man's shots. Beat is also his weakness, but it is more recommended to be saved for the battle with the last Dark Man. Any of his weaknesses will shatter him in ten attacks.

Another good strategy for Dark Man is for the player to use Charge Kick, which dodges underneath his projectiles. While not a weakness, it is very difficult for Dark Man to hurt the player while using the attack and, with full power, Mega Man can defeat him without taking any damage.

Dark Man´s 1 Stage



Dark Man 2

Name: Dark Man 2

 

Weakness: Napalm Bomb

                       Crystal Eye

                       Super Arrow

                      

 

Dark Man 2 is the gray Dark Man that can create electromagnetic barriers around himself. He is the only Dark Man without an arm cannon and the only one that appeared in the Mega Man animated series. He appeared in Episode 15:The Day The Moon Fell and Episode 23:Brain Bots, and Mega Man obtains his weapon.

 

Dark Man 2 uses two electromagnetic barriers to protect himself and walks towards Mega Man. His speed increases as he receives damage, like Dark Man 1. The player has to jump above him to avoid him, and shoot at him when the player sees an opening on his electromagnetic barriers.

His weakness overall is the Crystal Eye as it can go through the barriers, but it should be used on a wall, to increase the chances of both projectiles hitting him. However, the Crystal Eye does only two units of damage per use, even if both projectiles hit him, but takes him out in minimally seven attacks -more if two orbs do not hit him with the same attack-. The charged Mega Buster also deals good damage, although the player will need to time the attack to hit Dark Man instead of the barriers. He is also weak to Beat, but like the previous Dark Man, it is better to keep it for the last Dark Man.

Dark Man´s 2 Stage



Dark Man 3

Name:Dark Man3

 

Weakness: Gyro Attack

                       Super Arrow

                      

Dark Man 3 is the purple sniper Dark Man that can paralyze enemies with a ring shaped beam that can be fired at any angle, and his right arm is a rapid fire weapon.

 

Dark Man 3's strategy is almost the same as Toad Man's. He jumps and shoots five plasma blasts, and like the two previous Dark Men, his speed increases as he receives damage. Dark Man will also fire three ring beams to paralyze Mega Man, so that he can easily hit him. He can be easily beaten by standing close enough to him, jumping at the right moment so the beams are fired below Mega Man, missing him. Attacking Dark Man shortly after a beam is fired will ensure an easy victory.

Like the previous Dark Men, Beat is effective against him. The Gyro Attack -which is his other weakness- can hit him while he is airborne and after he has landed. The player just has to make sure to press UP while firing. The downside is that it deals 1 unit less damage than Beat and a charged Mega Buster shot, and it is better to keep Beat for the next battle, so it is better to wipe him out with the Mega Buster.

A lesser known method of fighting him is to use Charge Kick and to run into the paralizing rings with it, the Charge Kick's weapon energy doesn't decrease whilst like that, Mega Man is frozen in place, invincible, and he is the source of touch damage to Dark Man, along that if he was hit, Mega Man has again the privilege to move. However, the Charge Kick only inflicts minor damage, so this is an optional method of fighting him.

Dark Man´s 3 Stage



Dark Man 4

Name: Dark Man 4

 

Weakness: Power Stone

                       Star Crush

                      

Dark Man 4 is the red and final Dark Man who impersonates Proto Man to frame him for Dr. Wily. The fake Proto Man doesn't have a scarf (as he lost it when kidnapping Dr. Light) and his whistle has a different tone.

When Mega Man reached the fourth Dark Man, he didn't want to fight against him (due to the fact that Mega Man thought he was the real Proto Man), which resulted in him getting hurt and surviving with only 1 HP. Luckily, the real Proto Man appeared and blasted away the disguise, revealing the final Dark Man, and giving an L Tank to Mega Man, restoring him to battle capacity.

 

His attacks appear to be a combination of the previous three Dark Men. He uses an electromagnetic barrier around himself (like Dark Man 2), but it's launched to the sides of the screen when he jumps (like Dark Man 3), and returns to him after landing. He also uses a buster (like Dark Man 1) that launches several waves of three shots at a time. However, unlike the others, his speed does not increase as he takes damage.

If the player saved energy for Beat, it's time to use him. Beat can hit Dark Man wherever he is, saving time and energy. If not, use charged shots. The Star Crash and Power Stone deal more damage than other weapons, but it can be difficult to hit him with them, as the player can easily miss.

Defeating the final Dark Man causes the screen to go black, and Dr. Wily will appear, saying that he didn't expect Mega Man to defeat the Dark Men. He had managed to frame Proto Man for his crimes, but the real one had appeared and spoiled his plans. Dr. Wily then reveals that Dr. Light is being held captive in his lab and dares Mega Man to come rescue him.



Dr. Wily´s Lab

Big Pets

Big Pets is the giant spike worm boss at the end of Wily Stage 1 in Mega Man 5. It shoots enemies from its head in varying patterns, and if a section of its body is shot, it launches toward Mega Man. Its large head is the weak spot, and Crystal Eye is the best weapon to use, as well as charged Mega Buster shots.

Wily Stage 1



Circring Q9

Circring Q9 is the boss of the second Wily Castle stage in Mega Man 5. It is a large robot that throws orbs from its top and shoots from the mouth. It has two ways of moving--a wavy sideways motion, and an inverted v-shaped ascending/descending motion. It is vulnerable only when its side flaps are open. It is vulnerable to Gyro Attack.

Wily Stage 2



Wily Press

Wily Press is the machine Dr. Wily uses in the third Wily stage of Mega Man 5. Wily will circle above the player and eventually come crashing down. The floor, which has spikes in the middle, will also rise simultaneously with Wily's drop, giving Mega Man very little margin to avoid. It is only vulnerable when the window is open. His weakness is Star Crash, but a charged Mega Buster works better, as the Star Crash can easily be deflected.

Wily Stage 3


Wily Machine No.5

Wily Machine is the name of the machines that Dr. Wily uses in the end of most games from the original Mega Man series. Most of them have Wily's flying saucer on them and have two forms of attack, with the second form's weak point being the cockpit and Dr. Wily himself. Starting with Mega Man 4, the Wily Machines have been followed up by an escape pod, named the Wily Capsule. Also, starting with Mega Man 4, Wily's Machines have had an unmistakable skull motif.

Dr. Wily Capsule

Wily Capsule is the teleporting escape pod that Dr. Wily rides and uses for combat after the destruction of his Wily Machine. First appearing in Mega Man 4, it is the final form of Wily in said game and onward, which torments Mega Man for the rest of the classic series. It was at its strongest in Mega Man 7. The version in Mega Man 5 is called Wily Capsule II, and in Mega Man 8 it's called Wily Capsule Great. In other appearances it is referred to simply as "Wily Capsule".

Wily Stage 4



Ending