MegaMan Legends Mission Walkthrough

for Sony Playstation
version 1 by Sean Kelly (seanstar)


   This document is a rundown of all the formal missions and boss battles in MegaMan Legends for Playstation. It is for Playstation because that is the version of the game I have, but much of the information will probably apply to the other releases of the game as well. It is a boss/mission walkthrough because a) I believe people should play games for themselves rather than strictly follow someone else's full play of the game and b) I'm lazy. The words of wisdom that follow represent merely what an attentive player could gain from 2 or 3 times through the game so less experienced players can know their combat priorities better, but more experienced players may only gain an alternate strategy or two. With that, enjoy the rest of the document.
- Boss 0: Derelict Shuffler - You'll be walked into this battle if you follow Roll's advice, and there's not really much else to do. The first boss isn't too hard, although if this is your first time playing or at least your first time since playing a game with decent targeting, you'll be missing things like auto-look and locked-on strafing. Since the boss is so big, taking up so much of the room, the best strategy is probably to manually strafe it by using <+R1 or >+L1, tapping R2 occasionally to verify your direction and even just standing still when unthreatened. After a certain amount of damage to one or the other of you, the giant reaver will burn out and you'll be advanced to the exit.

- Mission 1: Obtain the gate key from the servbot tanks. - You'll want to have purchased the energy canteen and a few more life units from the junk shop by the start of mission 1. Try to strike a balance between life bar and canteen so neither is too useless. At the Mission Start, the game will tell you about the 3 servbot tanks- red built for attack (fiercer, more active weapons), blue built for speed (drives faster) and yellow built for endurance (double life bar), but there are also 2 or 3 flying ships which can be shot down for some easy cash. At the start of the mission the 3 tanks start in close, stationary formation. While this means that you'll be under more fire if you stay near them, it also means the start of the battle is a good time to use your mines (which should have been auto-described and auto-equipped just previously) to do heavy damage on the tank you find most problematic. I would suggest either red or yellow.
After you deal a certain net damage, the tanks will start moving. If you haven't finished a single tank off yet, keep your eye on it and finish it off with mines now. The servbot tanks aren't out to attack the city, so you can use this time to knock down the servbot flying machines for some good cash. Attack the tanks as it becomes convenient to, using mines when possible. One of the three will have a key, and the mission ends when you find it (so it may be more profitable to try to avoid destroying the tank with the key...). If you're ever running low on energy, there are beverage machines around with a certain fixed number of health refill items in each. However, use these sparingly since I don't believe they get refilled at all during the game.

- Boss 1: Tron's 'Fail-Me-Not' (Blumbear?) - The challenge in this battle is not so much to avoid damage yourself as to avoid damage to the city. If you dealt with the servbot tanks efficiently, you should have canteen energy and even a few mines left. Mines will damage Tron's robo just like anything else, so if you can risk it, unload them first. To avoid damage to the city, stay generally in the road where you start the battle. Moving through the city and hiding behind buildings will only provoke Tron to destroy buildings to get at you, and you'll have to (or at least be guilted into attempting to) pay for city repairs later in the game. If you aren't up too close delivering mines, Tron's actions can be pretty easily anticipated. If the robo pauses and looks at you, wait just for a bomb/flak volley and dodge-roll (X+< or >). If it jumps or stands on tip-toe, it's probably ready to release a linear shockwave, which you can also dodge-roll to avoid. If it starts spinning, move a few steps towards it to hopefully avoid the bomb spiral. Again, there are drink machines if you run critically low on life, but again, they aren't refilled and you may need them later.

- Mission 2: Save North City - Now your primary goal is saving the city, and it is merely accomplished through strategic combat of mechs. The news ship will drop the occasional hint and start letting you know if you're screwing up. If City Hall starts burning seriously, you can be doing so much better that it would probably benefit you to reset. Your priorities for this battle are, in order,
  1. Destroy anything attacking City Hall. Tanks take 3 mines to kill, red tanks are delivered exclusively to the front right side of the building (as you face the main doors from outside), and yellow tanks rarely wander over far enough to join in.
  2. Destroy the 3 flying carriers. They generally stick to a path over the road passing in front of Town Hall, but they arrive from both ends. The red tank dropper, I believe, comes from the right as you face the front of City Hall. Use your buster to take down any that come near City Hall while it's still under attack. Hunt down the others when you're no longer getting red tanks.
  3. Destroy the tanks at the Police Station and Bank. If you have mines left, take out anything between you and the Station/Bank, but if you don't, don't waste your time. Focus on destroying the tanks actually attacking the large buildings.
  4. Clean up. Destroy anything you missed earlier, giving priority to any tanks making active attacks on buildings.
I'm not sure it's realistically feasible to avoid losing any structures this mission, but you can at least save City Hall and one if not both large buildings.

- Boss 2: Bon Bonne - Bon only has a few attacks. Keep firing and dodge-rolling. Back off of dodge roll quickly to avoid Bon's clap attack, dodge roll or sidestep to avoid his noisemaker, and with proper roll timing you can even minimize damage taken from his missile barrage. At least Bon isn't going after any buildings, so you can generally use whatever strategy you need to defeat him.

- Boss 3: Tiesel's Marlwolf - Get used to fighting with no shield. You will be. Every other attack the Marlwolf makes is a green homing orb which deals approximately one life unit damage and breaks your shield. You can sometimes avoid the orb by hiding under the shadow of a cliff, but not always. As for strategy, spend as little time on the pit floor as possible. Keep to the upper ridge, drop down one step when the green orb is fired, fire at the hatch on Marlwolf's deck when it opens (range booster parts are good) and at any bombs/copters that come out. If you get a chance to actually hop up on the Marlwolf's deck, stand just to one side of the door (so you don't get smashed by the first thing that comes out it) and drop a few mines into it as soon as it opens. It only takes a few mines to destroy the Marlwolf, the trick is getting up there. As in previous battles, if you can avoid damage long enough, taking out the scattered tanks will get you some extra cash and maybe refill some life.

- Mission 3: Protect the Boat - Once again, the mission here is not so much about destroying stuff as protecting something by destroying stuff. I believe you can clear this mission without destroying all targets, so if you miss a few, don't worry. The overall idea here is to destroy incoming shots, which fortunately are relatively slow or inaccurate. You'll want buster range for this battle, as well as attack power if you can manage it. I would also reccommend bringing along a range- and power-enhanced special weapon such as the Powered Buster so you can quickly destroy any boats/aircraft that give you a good clean shot. More kills won't win you the mission, but it does make defense easier.
Roll will alert you to each new wave of attackers, but between waves simply spinning around using </> or L1/R1 can help you verify you have no targets to attack at any given time. At the scheduled end of the mission, Roll will spot Tiesel's new robo and you'll have to guard against it for a little while before you get the option to pull out. Since the robo won't take damage from your buster and you'll probably be a little low on boat energy by now, retreating is the sensible option.

- Boss 4: Giant Frog - While technically possible to proceed directly from the first portion of the mission to the boss, you will receive no penalty for backing out and recharging/refitting between stages. When you return to the boss, your sole focus until prompted otherwise should be targeting the boss' missiles before they hit your boat. The missiles come in pairs from the back of the frog's head. After some travel through open ocean and a little more through river witht he frog submerged but launching missiles in fours, you'll be prompted to start attacking the boss' arms and rear deck weapons. This stage is the reason you'll want to have deflected most of the prior missiles, since practically speaking you'll only be able to focus on either boss damage or missile destruction once the boss damage option opens up. Use some powerful long-range weapon to knock out both arms and both bomb turrets as quickly as possible so your boat damage is kept to a minimum. Once all 4 boss extremities are destroyed, Tiesel will call out a refitted Marlwolf green-orb-cannon and start pounding you with shots you really can't dodge or deflect. Use any remaining special ammo when you have the shot, and constantly fire your buster with lock-on to take out the final cannon before you run out of life.

- Boss 5: Transformed Column - This boss is the missing security system of the lake sub-gate. Only remove the red refractor if you're ready for a fight. If you've built the jet skates from the parts located in the lake sub-gate, you'll be able to dash throught he final fish-filled corridor leading to the boss room and refractor without taking all sorts of nasty inverse-to-range sonic damage from the fish.
As far as I can tell, there is an easy way and a painful way to take this boss. The painful way is staying locked on and firing constantly, dealing damage when the boss dives for you. The easy way is to manually strafe the boss, jumping with the jump springs (needed to enter the main portion of the dungeon, I believe. You can find the parts in the Clozer gate.) and firing at or near the peak of each jump to hit the boss' head with the convenient auto-shot-lock (shots go towards nearest enemy to the general direction you point the buster). You can probably also benefit from large-blast special weapons, but I just used the buster with the adaptor plug (from parts from the lake gate), Laser part, Sniper Range part, and the Machine Gun part (buildable with parts from previous gates/ruins/trash cans). Be ready to dash in for a tight circle or three when the boss dies- it drops quite a good bit of cash. If you fight buster-only, you could alternately bring the Vacuum Arm (parts from trash cans in city and Clozer approach and box by junk shop) to clean up.

- Boss 6: Wolf Reavers - These 3 large wolf reaverbots guard the final ID card in the Clozer Sub-Gate. This can be a painful battle, so I'd suggest running the Lake ruins a few times until you have enough cash for the final Kevlar Jacket. You'll have to fight with an explosive special because you need an explosive special to break the ceiling panel leading to the boss, and said panel gets reset when you exit the ruins. I would suggest the Powered Buster over the Active Buster you can build with the ambient parts simply because you can max the Powered Buster for the cost of raising just a few Active Buster levels.
I personally find the wolves difficult to dodge. That's not to say a well-placed jump or roll is a bad thing, but since you will take damage regardless, you can use the occasions when all wolves are on top of you to launch an explosive special shot and damage all of them for multiple impacts in one blast. A well-powered buster is a good alternative for picking off wolves separate from the group. I believe I used Laser, Machine Gun and Sniper Scope to good effect.
Fortunately, while there are 3 wolves, none has particularly high HP relative to what you can dish out.
Aside: You'll be seeing this trio again as regular enemies in the Main Gate, but at least there you encounter them individually and with a special weapon of your choice!

- Mission 4 / Boss 7: Final Battle with the Gesellschaft! - Once again, you must prevent damage to another object while effectively eliminating the damage sources. If you have significantly improved the Active Buster, this is the time to use it (just be sure to save most of your weapon power for the final stage of the mission). Otherwise, range and attack power are your friends. The Gatling [buster] Part is certain to come in handy if you've obtained the requisite Flower Pearl by funding the city hospital upgrade.
  Round 1 is pretty simple. The Drachs will stop firing flack when hit, even though there's no way to intercept the flak before it hits the Flutter. Focused damage on single ships will knock them out, reducing the number of flak guns to worry about, but distributing damage evenly may keep the net incoming flak down. The choice is yours.
  Round 2 is dead easy. You'll swing arcs around the Gesellschaft attacking strategic weak points. Aim for the wings and the belly for damage to the boss, and if you have time (as you probably will), take out the side guns. They'll come back, but at least you'll be sure not to take any damage this phase.
  Round 3 gets back to reminding you that this is a boss mission. You fight Tron's glider, which can dish out heavy damage via missiles or flak. The missiles are pretty easy to shoot down, so go after those first. Even with maxed range on your buster, the only practical time to deal damage with that is during the glider's fly-overs and robot-mode flak waves. For the rest of the battle, just focus on defending the Flutter. It will have regained a little energy each round, but Roll will still complain if you drop much below half strength. I actually brought the maxed-out energy blade into play here for ~25% of the boss' HP per hit all 2 times I scored a hit, but good strong ranged specials are no doubt better suited to air combat. Overall, if you've retained ~50% flutter HP to this point, you should be fine.

And of course, after this battle it's a very good idea to recharge, fix your life shield, and save with Data before leaving the Flutter.

- Boss 8: Crawling Barracks - The guardian of the Dreamer Key in the uptown sub-city is a giant crawling reaver. It really isn't a tough battle if you know the strategy, however. Go in with high attack and high range- enough to quickly dispose of the red/orange fireball-can-reavers and green bipedal chargers you've already encountered. The boss will generate both of those arbitrarily to reach the area's enemy quota, and it is only vulnerable while doing so. Once you've eliminated a few smaller reavers, quickly catch up to the crawler and stand just behind its tail, ideally such that your shots automatically track to its rear door. This door will open periodically when it needs to make more enemies, and you'll have a few seconds to inflict damage. If you're lucky and keep fairly constant fire up, you'll actually be able to get it to close its door and run away without dropping more reavers. Once you get it to do that, you can pretty much just trail it with the same technique until it's dead. You will destroy each of its segments, from the tail up, before you destroy its core.

- Boss 9: Pirate Mecha 'Bruno' - First, a hint. When you find the Main Gate exit to Old City, try the main door of the warehouse. This will trigger one of the longest cutscenes yet, followed by a battle which exposes the final Sub City entrance.
Bruno, stated simply, Hurts. He is armed with 2 shoulder turrets, dual homing missiles, toe bombers that seem to be able to make bombs appear on top of you wherever you are given a line of sight, and if you weren't in enough pain already, a PAIR of hand-mounted green-orb cannons. You can damage the turrets on each foot (but the rest of the feet/legs are armored), either shoulder, or the robot's trunk. Hitting the foot turrets will destroy them, after a good long while, eliminating their attacks. Hitting the shoulders will destroy them, but I'm not sure this has any effect since Bruno can still launch green orbs and missiles with both shoulders destroyed. Hitting the trunk will actually rack up damage on the boss' gauge.
Even with an essentially maxed buster and a strong special, you won't have much of a chance if the boss can hit you. Hence, your strategy should be to use for cover the two structures which can't be destroyed- the Main Gate entrance and the Sub City entrance, both within a few steps of where you start. When the boss charges for a green orb atack, immediately jump to the opposite side of one of these entrances. You can even do most of your fighting from the roof of an entrance, given enough weapon range. This has the dual benefit of protecting you from a good half of the foot bombs and allowing you to jump down quickly for cover.
It may take you a few tries, but with a full life bar, a decent canteen, and at your discretion a shield repair and/or hyper cartridge, you should eventually pull though.

-Boss 10: MegaMan Juno - This is the final boss. In true MegaMan style he has 2 phases- a flying humanoid form and a giant reaver wolfzilla form. Since my strategy usually involves Shining Laser PWNAGE, I really can't give any hints on more traditional methods to beat this boss. Presumably they would just involve a strong special weapon, an output-maxed buster (the room is small enough that range shouldn't be an issue if you have power, rapid and speed) and not getting hit, emphasis on the not getting hit. I usually take a good few hits, but if I were to be taking down either form any slower than I do with a maxed Shining Laser, I'd need to be FAR more careful.

So that's it. I think I've hit every major combat and mission in the game. If it's not in here, odds are you can figure it out on your own.