Difference between revisions of "Haunt Man"
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Revision as of 10:24, 6 April 2018
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Haunt Man is a frail robot that waits at the end of his namesake stage. He has a three-phase fight where he possesses the statues in his boss room, and he drops health between each phase.
Battle
Haunt Man starts the battle on the right side of the screen. He is completely invulnerable before he starts the first phase.
First Phase - Knight
The Knight will randomly select from three actions after dropping to the ground and walking forwards.
- Walking a short distance towards the player before stopping.
- He can stop for a brief moment and throw his sword over his shoulder before attacking with a large slash and shooting a small projectile forwards. The swing portion deals 5 damage and the fireball does 4. This attack will only be performed when close to the player OR when the player jumps over the Knight three times.
- The Knight will stand still and fire four fireballs in a high arc at the player's current position. Each fireball does 4 damage. This attack cannot be performed if the Knight is in slashing range.
Upon defeating the Knight, he will drop a Big Health.
Second Phase - Mage
The Mage will also randomly select from three actions after dropping to the ground.
- The Mage will attempt to jump on top of the player's current position.
- The Mage will disappear and appear in the air on the left side of the arena. He will fire three icicle projectiles in a cone that deal 2 damage before teleporting to the right side of the arena, and then the top of the arena. He will then drop straight down.
- The Mage will jump to the edge of the room that is closest to his current position and begin chanting a spell. He will follow the player's Y position until he's ready to fire, where he will briefly stop mimicing the player's Y position and fire a bolt of lightning forwards that deals 5 damage.
Upon defeating the Mage, he will drop a Big Health.
Third Phase - Haunt Man
Haunt Man is a very frail boss that sticks to a set pattern. He simply flies in an X shape throughout the room and does not attempt to fight the player outside of that.
Upon defeating Haunt Man, he drops the stage's Energy Element.
Damage Table
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| 2/3/4 2/3/4 7/10/14 |
2 2 28 |
2 2 7 |
2 2 7 |
2 5 7 |
N | 5 2 7 |
2 2 7 |
3 3 28 |
8 8 14 |
2 2 7 |
| Other Notes | Damage values are for Knight, then Mage, then Haunt Man. | |||||||||
| Make a Good Mega Man Level 2 - Tier 10 | |
|---|---|
| Entry Stages | |
| Boil Man • Komuso Temple • Launch Man & Shuttle Man • Cyber Man • Beneath Sand and Rock • Quarantine Woman • Neapolitan Man • Haunt Man • The Stage Nobody Asked For • Identity Crisis | |
| List of Bosses | |
| Boil Man • Air Capsule • Komuso Man • Launch & Shuttle Man • Cyber Man • 8 Centipeder Tower • Quarantine Woman • Neapolitan Man • Haunt Man • Spiked-Wall Man • Pharaoh Man's Revenge • Alter Man | |
| Extra Bosses | |
| The Moon • Birdo • Glass Man | |
