text:
Hi Everyone,
I need some help. I produce a Polka show on the Public Access Facility (PAF) channels in 26 cities. I started taking video in 1984 and use video from 5 different camcorders. In putting my program together, I use video from the 5 different camcorders with 6 SVHS VCR's and 2 DVD record/players. I usually shoot outdoors at 5 different locations.
So naturally I get different volumes from the cassettes played on my SVHS\Vcr's and finally recorded onto a SVHS with a monitor as the end
element. I then transfer the SVHS to a DVD-R for the PAF. With all these units in play (not all hooked together all the time) the volumes are different which makes my program in need of something to keep the volume level at the same degree.
This is my first time on this net and I hope I am doing this correctly.
Polkatively, firstname.lastname@example.com


text:
Happy Monday, everyone! I hope you had a wonderful + relaxing weekend. Today I am sharing another week in my life via Capture, a week-long sale on two of my favorite products right now, and the first sneak peek at one of the many CHA reveals that are coming down the pipeline these next few days! You don't want to miss it!
This first spread was all about documenting the photos + memorabilia I have from a wedding that I recently shot. The left page features a divided page protector with a few of my favorite images from the day and a pop-out journaling spot.
The pop-out journaling paper is a Carte Postale 6×6 sheet that I cut down to 3 x 6," folded it in half, and adhered directly to the page protector. I embellished the front of it with a few label + arrow stickers, a handful of alpha stickers, as well as a Carte Postale chipboard button. I wanted to keep the design pretty minimal yet still visually engaging.
Inside the fold is a little blurb and a speech bubble sticker with the happy couple's wedding date. Simple and captivating; exactly how memory-keeping should be!
I also decided to take advantage of these fantastic clear pocket inserts to house all of the wedding ephemera including the invitation, the program, our place cards, etc. Since the pocket page fits right into the binding and has velcro closures, it took me all of one minute to complete! They're perfect for scrapbooking any occasion that comes with large (or small!) memorabilia that you need to find a place for.
The next divided page protector includes photos taken on the Fourth of July. The Carte Postale Snippets over the bottom photo were the ideal color + size for the quick little blurb I wanted to write.
And finally, for a finishing touch, I added an arrow + label sticker (over the same Carte Postale paper used on the first page) and a little journaling to break up the grid.
From July 15th to July 19th, the Carte Postale Snippets and Capture Label Sticker Packs will be 25% off in our online shop! While you're there, be sure to check out all of our new products and take advantage of the $9.95 flat rate shipping we offer for all orders in the continental United States!
Back by popular demand, our 2014 Calendar Kit, featuring twelve of BasicGrey's top collections. The kit includes everything needed to create a beautiful handmade calendar for yourself or to give to someone as a gift.
Be sure to check back the rest of the week for our Summer 2013 reveals!
P.S. The Carte Postale album post featuring guest designer Kelly Purkey has been updated! Be sure to check it out and enter to win a Simon Says Stamp Project kit!

subset: commoncrawl


text:
Board of Visitors Meets
Posted: January 27, 2011 at 1:03 am, Last Updated: January 27, 2011 at 4:03 am
By Robin Herron
At its meeting on Jan. 26, Mason's Board of Visitors (BOV) approved room and board rates for 2011-12, as well as new degree programs, a new department and rank change for several faculty members.
The BOV also gave the go-ahead to establish an international research foundation, which would be affiliated with the university for the purpose of facilitating international research agreements.
Room and board rates for the next academic year will increase overall by 4.46 percent, although the actual cost will vary depending upon the type of housing and meal plan selected.
The increases are needed to cover the higher costs of housing operations — staffing, utilities and construction — and to support residential programming, such as Living Learning Communities.
The BOV also approved two new degree programs:
- BA in Chinese Studies (College of Humanities and Social Sciences)
- Executive MS in Management of Secure Information Systems (offered jointly by the Volgenau School of Engineering, School of Management and School of Public Policy)
The BOV approved a new department, the Department of Bioengineering, in the Volgenau School of Engineering.
These changes must be approved by the State Council of Higher Education for Virginia before they can be implemented.
The BOV conferred emerita status on Joan Isenberg, who will be Professor Emerita of Education, effective March 1. The BOV approved the University Professor designation, the highest faculty rank, for Andrew Hughes Hallett and Louise Shelley in the School of Public Policy, as well as for Mason Provost Peter Stearns, effective immediately.
For more information on BOV actions, see the website.
Write to gazette at email@example.com


text:
If this email does not display properly, please click
Rehn stresses need for economic coordination and sound public finances in EP hearing
Almunia announces end of temporary state aid framework end 2010
Spanish EU Presidency sets out economic priorities
Economic sentiment reaches highest level in 18 months
Euro-area economic recovery gathers modest momentum
EU-Vatican monetary agreement revised
"The euro: What does it mean to us?" - photo competition
Rehn stresses need for economic coordination and sound public finances in EP hearing
Pursuing a co-ordinated EU strategy to overcome the economic crisis and establishing healthy public finances in the Member States are essential to ensure a sustainable basis for economic recovery in Europe. That was the message from Commissioner-designate for Economic and Monetary Affairs Olli Rehn at his 11 January parliamentary hearing. The three-hour Q&A session with the European Parliament's Economic and Monetary Affairs Committee saw Mr Rehn broach a whole range of topics related to his prospective portfolio. He had already supplied a number of
answers in writing
. The European Parliament is due to hold its vote on the new Commission line-up on 26 January.
Our mission will be to do what citizens expect most from us in these times of crisis: provide future perspectives for jobs and prosperity, growth and stability.
Commissioner-designate Olli Rehn
Almunia announces end of temporary state aid framework end 2010
Commissioner-designate for Competition Joaquín Almunia announced on Tuesday in his EP hearing that the temporary state aid framework that is being applied to the real economy as a consequence of the crisis will, "in principle and if our economic forecasts do not change", expire at the end of 2010. He said it was too early to set a similar deadline for the financial sector, where uncertainty remains high. But Almunia added bailed-out banks will have to restructure in order to become viable in the medium and long term without public assistance, which might in some cases require disinvestment. Almunia stressed the key role competition policy has to play in achieving the EU 2020 objectives of a sustainable and socially just economy.
Spanish EU Presidency sets out economic priorities
The incoming Spanish Presidency of the EU presented its work programme for the ECOFIN Council last week. Its economic priorities will include designing a coordinated strategy for exiting the economic crisis, setting in motion a series of economic measures to promote a new model of sustainable, stable and balanced growth, and strengthening supervision networks in the financial sector. The idea would be to reach agreement in June on the EU 2020 Strategy – a new economic framework for the next decade which could be of a more binding nature than the Lisbon Strategy it will replace.
Economic sentiment reaches highest level in 18 months
The Economic Sentiment Indicator (ESI) rose once again in December 2009 to 92.0 (+4.1 points) in the EU and to 91.3 (+2.5) in the euro area, with the majority of EU Member States reporting a general improvement in sentiment. The ESI has now improved in both areas for nine consecutive months since its trough in March 2009, though it still remains below its long-term average. Industry was the main contributor to the overall improvement, while confidence in financial services declined significantly in the euro area. Employment expectations in industry and services picked up, with consumer confidence also improving in both areas.
Euro-area economic recovery gathers modest momentum
The worst recession in the euro area's short history seems to have come to an end, according to the latest quarterly report on the area published late December 2009. The rebound in economic activity – +0.4% quarter-on-quarter in the third quarter – reflects improvements in the external environment, in financial conditions and in confidence, as well as unprecedented worldwide policy action. But the outlook remains uncertain. The continued, albeit relatively moderate, increase in unemployment is a source of concern, the report finds.
EU-Vatican monetary agreement revised
A renegotiated monetary agreement between the EU and the Vatican City State entered into force on 1 January, doubling the Vatican's allowed issuance of euro coins and thus limiting speculation by coin collectors. The Vatican will now be able to order its coins from any EU mint experienced in minting euro coins. It must also transpose EU legislation on euro counterfeiting and money laundering by the end of 2010 and accept the European Court of Justice as the only jurisdiction responsible for settling disputes under the agreement. A revised monetary agreement with San Marino is also in the pipeline, while negotiations with Monaco should be launched in 2010. A new agreement with Andorra is expected to be finalised during the Spanish Presidency.
"The euro: What does it mean to us?" - photo competition for EU teens
The European Commission's Directorate-General for Economic and Financial Affairs is organising a photo competition on the theme of "The euro: What does it mean to us?". The contest is for 14-18-year-olds resident in the European Union working together in teams of two or three. Teams must submit an original photo, taken by them, illustrating their vision of the euro and accompanied by a short explanatory caption. There will be national prizes as well as an overall winning team, with the competition culminating in an award ceremony in Brussels.
Quarterly report on the euro area, No 4, December 2009
This new issue analyses the first rebound of the euro-area economy after five consecutive negative quarters, and the impact of the crisis on labour markets and exchange-rate movements. It also takes a closer look at structural reforms and how the public perception of the need for such reforms has changed with the crisis. A new model is used to better assess the effects of knowledge-related reforms on growth performance. The report includes two focus sections: one on the impact of the crisis on the banking sector and one on the sustainability of public finances in the euro area. The next QREA is expected in March 2010.
Ninth report on the practical preparations for the future enlargement of the euro area
, COM(2009) 692 final
Did the introduction of the euro impact on inflation uncertainty? – An empirical assessment
, Economic Paper 396
Study on quality of public finances in support of growth in the Mediterranean partner countries of the EU
, Economic Paper 394
EU accession: A road to fast-track convergence?
Economic Paper 393
18-19 January
Eurogroup/ECOFIN Council
26 January
European Parliament vote on new Commission
27-31 January
World Economic Forum Annual Meeting
4 February
Conference: Regionalism and reform of the global monetary & financial system - What role for the European Union and East Asia?
11 February
Special EU summit on the economy
Visiting Fellows Programme
(no closing date)
Economics Seminar Programme
(no closing date)
Privacy Statement
Directorate-General for Economic and Financial Affairs


text:
|Houstonian 1992
|Creator (Local)
|Place of Creation (TGN)
|This edition of the Houstonian, published in 1992, is the official yearbook of the University of Houston.
|Subject.Topical (LCSH)
|Genre (AAT)
|Type (DCMI)
|Original Item Location
|LD2281.H745 H6 v. 58 1992
|Original Item URL
|Digital Collection
|Houstonian Yearbook Collection
|Digital Collection URL
|Special Collections, University of Houston Libraries
|Repository URL
|Use and Reproduction
|This image is in the public domain and may be used freely. If publishing in print, electronically, or on a website, please cite the item using the citation button.
|File Name
|Residence Halls
|Format (IMT)
|File Name
|Earth ^arth Day in the dorm was spent " ", beautifying the ||fb.:\|!Jfl front drive of &: Moody Towers. Residents came out to get their hands in the dirt. They planted petunias, marigolds, and various other perennials in vibrant colors. TPB's Lisa Russel headed up the cause. "Many of the materials were donated and the help was voluntary", Russel explained. "I just felt that the drive had been too long neglected and it was the one place in the Towers that I could make a definite improvement without a lot of money". One participant said it reminded her of helping her grandmother 9 in her backyard. Others Participated simply because it was a beautiful day and they couldn't think of a better way to spend it outside. Earth Day has become an important function not just in the dorms but through out the University .It is a time when we put aside time for the preservation of j the only planet we have - the Earth. -Jennifer Van Akin "•..* ' «^ixteenth Floor South: Colleen Hulshof, Melinda Koonce, Guadalupe Molina, Crys- tal Wallace, Daawn Dozier, Siobhan McGuire, Jen Morris, Lori Gisler, Freda Shultz, Christine Allen, Tess Dubois, Naomi Fletcher. Photo by Gilbert Sifuentes. Seventeenth Floor South: Mark Paul, Tim Kreitzer, Ma rk Sebring, Monroe Wills, Dale Toney, Aninash Jashnani, Tohan Holmberg, | Juan Sosbo, Daniel Shani. , Photo by Gilbert Sifuentes. C/ougar Place residents breathed a sigh of relief April fifth at the After Construction Party. They suffered through the construction from November to March of this year. They put up with a vast amount of inconvenience. The handicap residents were the worst hit. When it rained it left them virtually immobile because of the inadequate make-shift ramps. Now the new Student Service Center allows the residents better access. "The residents don't have to walk across the property to do laundry anymore. The center is much more centrally located and upscale", said Diane Steinhoff, Cougar Place Area Coordinator. The new center also includes a new TV room, office space, a patio, mail room, vending machines, front desk, furniture, and kitchens. The After Construction Party was what was needed to bring moral up and mend relations between the administration and the residents. It included Bar B-Q catered by ARA, the jazz band, Expressions, a volleyball tournament, and a raffle of various prizes. Although the construction added a few inconveniences here and there all of the tenants seem to agree that the improvements were vast and much needed. The property value as well as the quality of life for a 11 concerned increased three fold. -Jennifer Van Akin £j/ougar Place residents are enjoy a game of volleyball on the freshly mown grass of Cougar Place. Photo by Gilbert Sifuentes. esidents on upscale ARA Bar-BQ at the After Construction Party. Photo by Gilbert Sifuentes. 82 Residence Halls


text:
" Java does not allow any arithmetic to be done with references. This, coupled with Java's lack of any way to explicitly deallocate the storage used by reference type values, guarantees that a reference can never point to an illegal address."
I have two questions and I will be very grateful if somebody can clarify me about them.
- Java's lack of way to explicitly deallocate the storage used by reference type values! But we can assign NULL to the reference variables to deallocate them??
- How do these two things (that arithmetic cant be performed on reference variables and there is no explicit way to deallocate them assure that they can never point to an illegal address??
Thank you very much in advance.


text:
Little more than 24 hours after Marcus Trescothick quietly slipped out of the Champions League, his team more or less followed suit in a similarly understated manner.
Easily beaten by Diamond Eagles, Somerset were saved from certain Champions League extinction only by a late-night volley of salvoes from Trinidad and Tobago's Kieron Pollard that matched the big bangs of the Diwali firecrackers exploding in the Hyderbadi night sky.
Pollard played one of Twenty20 cricket's stunning innings, coming in at No 7 and slamming 54 off only 18 balls as Trinidad reached the 171-run target set by New South Wales with nine balls to spare. It leaves Somerset with another 24 hours as a Champions League team, but it will take a freak of run-rate and a bizarre set of results for them to qualify for the semi-finals.
Pointless and rock bottom of Group A they have to hope they roll New South Wales over on Sunday then Trinidad beat Diamond Eagles to such an extent that Somerset's run-rate takes them through.
Form does not bode well. They were beaten by five wickets yesterday after suffering a third successive early batting collapse which, even with Trescothick in the side, has been a theme of their tournament.
"You are going to miss the experience he brings to the batting and the team but we reshaped our order and tried as hard as we could," said Wes Durston, Trescothick's replacement, who certainly gave it his all. His 57 was the first Champions League half-century scored by an English batsman; a revealing statistic.
Durston was playing his first match of the tournament but the admission that Somerset half-expected Trescothick to head home early perhaps explains why he slotted in so easily.
"I think with a past history you always get the feeling that yes, it might happen. You put your squad together and you make your arrangements," Brian Rose, the Somerset director of cricket, said. "I suspect it will be very difficult for him to do this again and also for us to ask him. If we qualify for this again I don't think that will happen."
Set aside the fact it was touching 40 degrees inside the concrete bowl that is the Rajiv Gandhi Stadium, and it felt like a normal day at a county cricket match, albeit with speakers borrowed from the Ministry of Sound. The stadium was almost deserted and with barely a grunt from the crowd, the chatter of the players as well as the smack of ball on bat could be heard.
The whoops of the Eagles opening bowler Cornelius de Villiers became a familiar cry as Somerset added 28 for three to previous powerplay returns of 40 for three and 51 for three.
Craig Kieswetter filled Trescothick's shoes but two streaky fours were soon followed by a rap on the pads from a De Villiers inswinger. A wide ball was followed by an inducker to remove Arul Suppiah. When Zander de Bruyn attempted a pull at a wide ball and was caught at mid-on, De Villiers had three wickets in eight balls.
But Durston had a point to prove. He was quickly hitting boundaries, some off the edge admittedly, and reached his fifty with 10 fours. But Somerset's innings ended as it started with the final three overs yielding three runs for three wickets.
Even so, thanks to Durston they had a chance. Eagles, the Super Over conquerors of Sussex, lost the in-form Rillee Roussow early but the calm batting from Morne van Wyk saw them home with eight balls to spare.


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Light Therapy New Orleans LA
New Orleans, LA
Ages Seen
All age
Insurance: Inquiry when making contact
Medicare: Yes
Medicaid: Yes
Metairie, LA
16 years and up
New Orleans, LA
Sleep Medicine, Neurology
Medical School: Tulane Univ Sch Of Med, New Orleans La 70112
Graduation Year: 1951
Hospital: Memorial Med Ctr -Baptist Cam, New Orleans, La; Touro Infirmary, New Orleans, La
Neurology, Sleep Medicine
Medical School: Univ Of Tichreen, Fac Of Med, Lattakia, Syria (Univ Latakia)
Graduation Year: 1994
Slidell, LA
Not necessary
Ages Seen
11 and above
Insurance: Providers for most Ins. Co. (not providers for) Blue Cross HMO; State EPO;
Medicare: Yes
Medicaid: Yes
New Orleans, LA
Medicare: No
Medicaid: No
Metairie, LA
3 years and up
New Orleans, LA
Medical School: Tulane Univ Sch Of Med, New Orleans La 70112
Graduation Year: 1951
Lafayette, LA
New Orleans, LA
Medicare: No
Medicaid: No
Light Therapy
Circadian Rhythm
From the Latin circa (about) dies (a day), the circadian rhythm is the twenty-four-hour cycle of light/dark, wakefulness/sleep to which most human physiologic processes are set. At regular intervals each day, the body tends to become hungry, tired, active, listless, energized. Body temperature, heart-beat, blood pressure, hormone levels, and urine flow rise and fall in this relatively predictable, rhythmic pattern - a pattern initiated and governed by exposure to sunlight and darkness.
Experiments where humans were placed in isolation chambers, cut off from all potential environmental cues, have shown that, in the absence of natural daylight, rhythms are still maintained. But in the absence of the day light, the rhythms tend to deviate from 24 hours. For instance, the rhythms was found to expand to 24-30 hours, thus disrupting the biological processes over a long period of time.
The fact that animals and humans can continue to function according to daily and annual rhythms in the absence of external environmental stimuli means that animals and humans possess some kind of biological clock, which act as a backup mechanism in case it cannot get the proper stimuli from the natural events such as sunshine.
This behavior can be illustrated by our clocks. Let us say, our clock is running slow. Over a period of time, the clock may lag the actual time because of this defect. Usually, we will reset the clock when it gets far out of sync by other external stimuli like a radio or phone time. Now, if we do not have access to this external synchronizing signal, the clock can get far out of line with the reality. Our body clocks functions the same way. The biological clock can keep the time; but in the absence of correction from the day/light cycle provided by the sun, the biological clock tend go out of sync affecting our physical and mental health. A similar thing happens when we travel across time zones; we tend to experience what is known as "jet lag".
However, in the absence of natural light our body clocks may lose or gain a little time. This in turn could lead to the desynchronization of different rhythms. For example, in the absence of sufficient environmental light the sleep-wake and associated rest-activity rhythms may lengthen to a cycle of between 30 and 48 hours, while the temperature rhythm may remain at a period of, say, 25 hours. Such desynchronization of the body's intricate rhythms is suspected to trigger problems: hormonal imbalances, sleep disorders and mood disturbances.
Circannual Rhythm
Circannual rhythm is the annual or yearly cycle used by all living things.
Circaseptan Rhythm
Circaseptan rhythm is a seven-day cycle in which the biological processes of life, including disease symptoms and development, resolve. Many physicians believe that transplant patients tend to have more rejection episodes seven, f...
Click here to read the rest of this article from Holisticonline.com
AORN 65th Annual Congress - Association of Perioperative Registered Nurses
Dates: 3/24/2018 – 3/29/2018
New Orleans
View Details
New Orleans
The annual AORN Congress is the #1 event for professionals in the surgical arena, offering in-person contact with 5,000 leading perioperative professionals, key OR decision-makers, and qualified candidates. Returning exhibitors know the value of Congress - the average exhibiting company has participated in Congress for 11 years.For 50 years AORN's Annual Congress has showcased one of the country's top medical trade shows. The success of Congress and the exhibits is based on the partnership that AORN has with its industry colleagues.Over 500 companies exhibit at AORN Congress to:close sales cost-effectively;launch new products/services, showcase product lines or offer product demonstrations;and develop a rapport with nurses who are potential job candidates oroperating roomproduct end-users, decision-makers and purchasers.AORN is the professional organization of perioperative registered nurses whose mission is to support registered nurses in achieving optimal outcomes for patients undergoing operative and other invasive procedures.Contact the event managers listed below for more information about how you can participate at the AORN 65th Annual Congress - Association of Perioperative Registered Nurses.All information in Events In America is deemed to be accurate at the time we add it,and we take steps to verify all details and update our records when new information is provided, but as people, events and circumstances change, we caution users to independently confirm all information. EventsInAmerica.com and Events In America LLC make no guarantee of accuracy and assume no liability for inaccurate information.


text:
- What's Included
- (1.0, 1.5, 2.0, 2.4, 3.0 and 3.2mm)
Warranty: 2 Year WarrantyMade from hardened steel offering a prolonged accuracy, even after regular use. The triple-slit collet provides substantially better concentricity than the four-slit type. This is especially important for cutters with small shank diameters.
- Features & Specs
- MICROMOT steel collets are hardened and thus have a high, consistent flexibility. They also maintain prolonged accuracy, even after regular use. Steel collets are by far superior and should not be compared with unhardened, four-slit collets of brass and a
- The triple-slit collet is substantially more difficult to manufacture than the four-slit type and offers a better load bearing surface.
- set comes in a practical holder for safe storage along with one clamping nut
- Proxxon micromot steel collets are hardened and have high, consistent flexibility so they maintain their accuracy with frequent use
- Triple slit collet offers substantially better load bearing surface than the easier to produce 4 slit type; important for small shank diameters
- Used on all MICROMOT machines, except the engraver GG 12 and our professional grinder IB/E to quickly and easily change accessories with shanks from 1/64" - 1/8" (0,5 - 3,2 mm).
- Made in Germany
- Count: 5
- Sizes: 1/32-Inch, 1/16-Inch, 5/64-Inch, 3/32-Inch, 7/64-Inch and 1/8-Inch
- Weight: 0.1 lb
- Reviews
Customer Reviews
No reviews have been found


text:
'Finding Dory' gets its first trailer
Our "just keep swimming" chants have finally paid off
Ellen DeGeneres premiered the Finding Dory trailer on her show last night. In the Finding Nemo sequel, we get a glimpse of Dory teaching a school of young fish about stingray migration before she is overwhelmed by memories of her family – memories she had forgotten about until now.
Dory, voiced by Ellen, then embarks on a journey to look for her mother and father, voiced by Diane Keaton and Eugene Levy respectively. Her best friends, Marlin and Nemo tag along too. The trailer introduces us to a few new characters like Bailey the Beluga whale and Destiny the whale shark. Sure, we're grown-ups, but the sequel for one of everyone's favourite Pixar films turns us all into children, especially when there is an adorable whale shark involved.
Who's excited to meet Bailey & Destiny? RT if you're counting down to see #FindingDory this June! pic.twitter.com/AkgwcIznqj— Finding Dory (@findingdory) 4 January 2016
Finding Dory opens in local cinemas on 21 July 2016.
Related: Dory sleep-swims in 'Finding Dory' teaser
Related: The 'Game of Thrones' Season 6 teaser sparks even more questions


text:
© St. Petersburg Times, published February 17, 2002
PINELLAS PARK -- Wellington, paced by seven wrestlers in the top four, won the regional tournament Saturday with 137.5 points, 7.5 ahead of second-place Royal Palm Beach. Venice was third with 126 and Bloomingdale rounded out the top four with 109.
Pinellas Park, which won the district championship a week ago, was seventh with 96 points and had three wrestlers qualify for the state tournament at the Lakeland Center next week.
Pinellas Park's Delvon Stanley advanced to the final at 160 pounds, but he was defeated by Royal Palm Beach's Kurt Ball 14-3. Michael Folgoust finished fourth at 135 pounds and Antoine Daniels was fourth at 189 pounds. Both will also represent the Patriots at the state tournament.
Palm Harbor University and St. Petersburg, the only other Pinellas County schools in the 27-team field, failed to qualify a wrestler for the state tournament.
Royal Palm Beach had champions in four weight classes, the most of any school. Venice and Martin County had two champions.
Tampa schools Bloomingdale and Plant City each had a champion. Bloomingdale's Robert Hagin won the 112-pound class with a pin in the third period against Graham Garby of Sarasota Riverview. Plant City's Cornelius Wiggins won a major decision against Wellington's Sean McAleney, 17-9.
First-round matches at the state tournament begin Thursday. The second round is Friday and the finals are Saturday night.


text:
This page is about the meanings of the acronym/abbreviation/shorthand OKW in the Governmental field in general and in the Nazi Regime terminology in particular.
OberKommando der Wehrmacht (Wehrmacht High Command)
Find a translation for OKW in other languages:
Select another language:
Discuss this OKW abbreviation with the community:
Use the citation below to add this abbreviation to your bibliography:
"OKW." Abbreviations.com. STANDS4 LLC, 2018. Web. 18 Feb. 2018. <https://www.abbreviations.com/term/496042>.


text:
Mega Man 9 Walkthrough (Vers. 1.1) Written by: LatiosXT ================================================================================ i. WALKTHROUGH PREFACE ================================================================================ -------------------------------------------- Using this Walkthrough -------------------------------------------- This walkthrough was designed to conform to Gamefaqs.com format standards. It is also best viewed with a screen resolution of 800x600 or higher. To skip to the section you want, use your brower's Find option (CRTL+F or F3) and type up where you want to go to based on the Table of Contents. So if you wish to skip to Splash Woman, type that in. You may have to search several times before getting to where you want. -------------------------------------------- Version History -------------------------------------------- 1.1 9/27/08 - Massive cleanup. I pretty much rushed the last one. - Made changes to: - Added Rush in Cast of Characters - Added 480i note in System Requirements - Added Interface section in Gameplay chapter - Added additional information to weapons - Deleted WE usage data (since it's included in additional information) - Added enemy data sheet - Added basic damage of weapons to damage chart - Added Downloadable Content section in Data and other info chapter 1.0 9/22/08 - Initial Release - This'll be basic until I can figure out what the other options are -------------------------------------------- Table of Contents -------------------------------------------- Contents i. Preface 1. Introduction to Mega Man 9 - What is Mega Man? - Story of Mega Man 9 - Cast of Characters - System requirements 2. Gameplay - Controls - Interface - How to Play - Items 3. Walkthrough - Galaxy Man - Jewel Man - Plug Man - Tornado Man - Magma Man - Hornet Man - Splash Woman - Concrete Man - Wily Castle 1 - Wily Castle 2 - Wily Castle 3 - Wily Castle 4 4. Data and other info - Damage Chart - Challenges - Downloadable Content 5. Legal ================================================================================ 1. INTRODUCTION TO MEGA MAN 9 ================================================================================ ---------------------------------------- WHAT IS MEGA MAN (Take three)? ---------------------------------------- Mega Man (abbreviated MM) is a 2D action platformer developed by Capcom. It started in 1987. To date it's created six other series (X, Legends, Battle Network, Zero, ZX and Star Force) and numerous games. Mega Man 9 is part of the Mega Man Classic series. Supposedly there's a correlation to all of the series. The basic premise of Mega Man is a battle between two robot creators in the future (20XX last I checked). The good guy is Dr. Light, the bad guy is Dr. Wily. Dr. Wily since 200X has either reprogrammed robots or built his own to do harm to people in an attempt to take over the world. One of Dr. Light's robots, Mega Man, is the only robot up to the task of fighting Dr. Wily ---------------------------------------- STORY OF MEGA MAN 9 ---------------------------------------- In the year 20XX, Dr. Wily is finally put away in jail and the world is in peace. However, eight robots have suddenly been going on a rampage. Wily however denies that he's involved and it's really Dr. Light's robots. Wily asks for donations to build robots to counter this threat. However, Mega Man knows that Dr. Light won't build any evil robots, and gets to the root of this. ---------------------------------------- CAST OF CHARACTERS ---------------------------------------- THE GOOD GUYS Mega Man The main hero, the Blue Bomber, etc. He's a robot with a strong sense of justice. He has the ability to use other robot's abilities (or in this case, the Robot Masters) Roll Mega Man's "sister" robot. She stays behind in Dr. Light's home to help Mega Man by building items for him. Auto An assistant to Dr. Light. He plays more or less an analysis role. Dr. Light Creator of Mega Man, Roll, and Auto. Once thought of as a creator of kind robots, is now accused of making evil robots. Rush Rush is Mega Man's dog robot companion. He helps Mega Man by doing various things for Mega Man. In this case, he helps Mega Man reach higher places and fly around. Eddie A small helper robot created by Dr. Light. He drops in at a certain part of a stage and drops an item for Mega Man. Beat A bird robot created by Dr. Cossack (MM4). He helps Mega Man by picking him up from pits should Mega Man fall into one. Proto Man Mega Man's "brother" robot. He's a bonus character. THE BAD(?) GUYS Dr. Wily The once-thought evil genius, he's now innocent in this mishap. Or is he? The Robot Masters Eight robots designed by Dr. Light that have somehow gone rogue. ---------------------------------------- SYSTEM REQUIREMENTS (Yes there are those for consoles!) ---------------------------------------- WII 1000 Wii points ($10) 66 blocks free for the actual game 2 blocks free for save files (one is created for eight in-game saves) PLAYSTATION 3 & XBOX 360 Since a Wii block is 128KB, this may mean the PS3 and Xbox 360 version will require ~8.5MB total for game and saves. Both versions will be $10. BOTH Just for good measure, the Wii version of the game defaults the video resolution to 480i, there is no way to change this. Make sure your TV supports this mode. ================================================================================ 2. GAMEPLAY ================================================================================ ---------------------------------------- CONTROLS ---------------------------------------- WII Mega Man 9 uses the Wii Remote or Wii Classic Controller. The buttons for jump and shoot depend on the option the game is set to. Cancel and Accept however are the same regardless. Wii Remote controls (Hold it sideways as if you were playing an NES title) Control pad: Move Mega Man; Move Cursor 1: Shoot/Jump; Cancel 2: Jump/Shoot; Accept +: Start the game; Enter submenu -: Show achievements list Home: Home menu Wii Classic Controller Control pad: Move Mega Man; Move Cursor Left control stick: Move Mega Man; Move Cursor B/X: Shoot/Jump; Cancel A/Y: Jump/Shoot; Accept +: Start the game; Enter submenu -: Show achievements list Home: Home menu PLAYSTATION 3 AND XBOX 360 While I understand that the PS3 and Xbox 360 versions are not available, it's most likely Capcom will use these control schemes (let me know if they're wrong!) PS3 Control Pad/Left Thumbstick: Move Mega Man; Move Cursor Square: Shoot/Jump; Cancel X: Jump/Shoot; Accept Start: Start the game; Enter submenu Select: Show achievements list Xbox 360 Control Pad/Left Thumbstick: Move Mega Man; Move Cursor X: Shoot/Jump; Cancel A: Jump/Shoot; Accept Start: Start the game; Enter submenu Back: Show achievements list ---------------------------------------- INTERFACE ---------------------------------------- MAIN MENU (After pressing +/Start on the title screen) Game Start -> Go to game starting options New Game -> Start a new game Load Game -> Load a previous game Time attack -> Play a stage while being timed. The rules are as follows: - You can only play a stage that you've previously beaten - You have all special weapons available - The game ends if Mega Man dies or if you defeat the boss. ??? -> Downloadable content Challenges -> See the challenges you can accomplish in Mega Man 9 Ranking -> See how your Time Attack or Game Clear times stack up to other players Options -> Change some in-game options Control Type -> Switch the shoot and jump commands. Legacy Mode -> When on, graphical glitches and slow downs will happen. Player Name -> Change your player name (this shows in rankings) GAMEPLAY SCREEN There's really only one thing to note in the game play screen. On the top left is Mega Man's life energy (LE) bar. When this empties, Mega Man dies. When Mega Man equips a special weapon, another bar, the weapon energy (WE) bar appears next to Mega Man's LE bar. When Mega Man fights a boss, another LE bar appears. ---------------------------------------- HOW TO PLAY ---------------------------------------- Mega Man 9 is an action platformer that requires some skill and reaction. You'll be controlling Mega Man as he runs, jumps, and shoots his way through stages. There are some common elements you'll find in the stages: Ladders Mega Man uses this to climb up and down parts of the stage. To climb a ladder, get Mega Man in front of it and press up or down. To get off in the middle, press the jump button. Mega Man can grab onto ladders even if he's in the air. Pits Pits are empty places in the floor. This is an instant death hazard should Mega Man fall in without a Beat Whistle. Spikes Spikes are pointy, and they hurt, a lot! These will instantly kill Mega Man and are only survivable with the Shock Guard item. Boss Doors These doors leads to the Robot Master, or other boss. A level may have more than one set of boss doors. Stage specific elements will be explained on that stage. The goal in Mega Man is to get him to the end where the boss doors are and defeat the boss. If you defeat a Robot Master, you get his or her weapon. If you defeat any other boss, you simply move onto the next stage. Throughout these stages, Mega Man will encounter enemies trying to hinder his path. Mega Man can shoot them down or ignore them. Not all enemies are defeated the same way. When enough damage has been done to the enemies, they'll blow up and may drop an item. When an enemy hurts Mega Man, he'll take damage and "flash". During this flash period, Mega Man is invincible (even to spikes). However, if the enemy does enough damage to Mega Man, he'll blow up and you'll have to restart the stage at one of three places depending on how far you were in the stage. When Mega Man loses all of his lives you get a Game Over, at which you can either start the stage over, select another stage, save your progress, or return to the title menu. While traversing a stage, press the + (or Start) to bring up the sub-menu. This displays various stats about Mega Man such as Weapon Energy, items, lives, and life. Press + to exit the sub-menu. If you press - (or Select/Back), you'll open up the achievements list, which will show you a list of challenges Capcom has provided while playing Mega Man. Doing these challenges has no impact on the game. If you're a fan of the original series, Mega Man cannot charge up his Mega Buster or slide. ---------------------------------------- ITEMS (What will I find?) ---------------------------------------- Items Mega Man has or will obtain automatically Mega Buster (M. Buster): Mega Man's primary weapon. It'll only shoot out single shots and it can't charge up. Rush Coil: When in need to jump to higher places, call Rush in this form. While it consumes WE, it'll only do so if you actually use Rush. Rush Jet: Need to cross a large gap? Call Rush Jet! Once on Rush, he'll go forward automatically. You can control if he goes up or down. However, if Mega Man gets hurt, he can fall off Rush! Obtained after defeating the fifth Robot Master. Items found in stages or dropped by enemies Life Energy (LE) Capsule: A white circle with a smaller white circle. Restores Mega Man's life energy. Comes in two sizes that refill 2 or 10 LE. Weapon Energy (WE) Capsule: A blue oval with blue circle in the middle. Restores Mega Man's wepaon energy. Coems in two sizes that refill 2 or 10 WE. 1UP: An item in the shape of Mega Man's head. Gives you an extra try at the stage should Mega Man die. Screw: Currency to buy items from Roll. All enemies drop a small screw worth 2. You can find larger screws in stages worth 20, and are normally rewards for taking harder paths in the stage. E-Tank: Restores all of Mega Man's LE. Can be used at any time from the sub-menu. You are allowed 9 total. This is not an enemy drop. M-Tank: Restores all of Mega Man's LE and WE for every weapon. It can also transform any weaker enemy on screen into a 1UP (Thanks to the8thark at gmail.com). Can be used at any time from the sub-menu. You are allowed only one. Items available from Roll 1UP (20): An item in the shape of Mega Man's head. Gives you an extra try at the stage should Mega Man die. E-Tank (30): Restores all of Mega Man's LE. Can be used at any time from the sub-menu. You are allowed 9 total. M-Tank (50): Restores all of Mega Man's LE and WE for every weapon. It can also transform any weaker enemy on screen into a 1UP (Thanks to the8thark at gmail.com). Can be used at any time from the sub-menu. You are allowed only one. Eddie Whistle (50): Calls Eddie at a specific place in the stage. When you meet Eddie, he'll drop a random power up from the list above this one (except the M-Tank and screws). You are allowed only one and only one use (you can repurcahse as necessary). Beat Whistle (50): When Mega Man falls into a pit, Beat will come and save him. You are allowed only one and only one use (you can repurchase as necessary). Energy Balancer (100): If you have full WE for an equipped weapon or are using the Mega Buster, any WE capsule you pick up will be automatically transferred to the weapon with the least WE. Guard up( 100): Mega Man takes half damage for the rest of the stage. You are allowed one and only one use (you can repurchase as necessary). Shock Guard (50): Prevents Mega Man from dying when he touches spikes. When he does touch spikes, it's treated as if an enemy hurt him (but no damage is taken) You are allowed only one and only one use (you can repurcahse as necessary) Roll Costume (200): Change the outfit that Roll wears while in the shop. Book of Hairstyles (20): You can play a stage without Mega Man wearing his helmet. ================================================================================ 3. WALKTHROUGH ================================================================================ You are given a choice of eight bosses. Starting from the top left and going clock wise we have: Concrete Man, Jewel Man, Hornet Man, Plug Man, Splash Woman, Magma Man, Galaxy Man, and Tornado Man. The order I suggest is: Galaxy Man Jewel Man, Plug Man, Tornado Man, Magma Man, Hornet Man, Splash Woman, Concrete Man. This walkthrough is set up so that each room (when the screen does a scroll transition) is a paragraph. ---------------------------------------- GALAXY MAN ---------------------------------------- The stage starts off going to the right. You'll be greeted with a UFO. Make your way through the twisted path. You'll soon encounter a Mettool (Met). These will only take damage when they peak from their helmet, which is also when they shoot. To get past the set of spikes, you'll need to fall and immediatelly hold right. This trick will come in handy later. For now, go right and upon the next bed of spikes, head for the ladder. There will be some more UFOs so watch out. Continue right and you'll find some more Mets and UFOs. If you're having trouble with the last Met, you can either shoot it while going towards it, fall down, and shoot, or you can get as close as you can from the bottom, then jump towards it and shoot. The next room features the stage's gimmick: portals. Portals are two way as you can see. A thing to note is that portals don't have random exit points. If you go in one portal and come out the other, it works the other way around. To solve this one, go in the left portal, Mega Man will jump out of the right one. Go back to the right one, and Mega Man will jump out of the left one. This next part is a surprise area. Tread carefully, and you'll see an enemey fall down. If it grabs you, you lose control of Mega Man except for jumping. This is merely a preview of the next obstacle. If you get caught by the second enemy, jump over one bed of spikes and JUMP LEFT when it goes to the next. It will drop you into spikes. Shortly before the next bed of spikes, another enemy will come down and you have to jump over two spike beds in succesion. After that is another drop down enemy and a ladder. If you were picked up by the third or fourth drop down enemy, HOLD LEFT when they drop you down to the next room. And you'll see why pressing left was a good idea. Capcom decided to drop spikes right below! Take care of the Met and go down. The next room will contain some portals. When you get to them, jump in the first one, then you'l come out of the higher one. Drop down into the one just a bit to the right. When you come out of the last one, hold left a bit to miss it on the way down, then press right immediately to get to the next place. In this next room, you'll find a new enemy. This one splits after two shots into three of itself, though smaller. These smaller versions won't split up further though. The next room has a yellow version which splits into four. You can snag a 1UP using Rush Coil. The room after that has more yellow splitters plus two Shield Chargers. You can only hurt the Shield Chargers from behind. In the next room, you'll find that grabby enemy. Note where it is as you pass the bottom floor. There's no deathtraps on the other side of the room, but you'll see why you need to pay attention. When crossing the middle level, tread lightly and let the enemy drop before going on. Mets will also be in here. The next room has some satellites. Pick up the screws at the corners! The next room has another drop-in enemy, but only if you go left. Then you're treated to another set of portals. To get the big screw, go in the first portal, then go back into the portal you get shot out of, then move a little to the right then left. The portal you want to get into to reach the boss is the one to the right of the portal that's higher than the rest. So in other words: Go into the first one, go right one, then go left. You'll reach the boss doors and finally to Galaxy Man GALAXY MAN Weakness: Concrete Shot Attacks: - Charging into Mega Man - Launch a Black Hole Bomb - Teleporting - Dive onto Mega Man Galaxy Man is actually a really easy boss to start with. He may start by jumping and floating around at the top of the room, either using Black Hole Bomb or dive down. Black Hole Bomb will zero in on Mega Man's position, but it will explode just above his head. If you keep walking away from the bomb, you won't get hurt. Galaxy Man will also teleport right under the bomb (a better reason to get away from it). If you're brave, you can get a shot in on Galaxy Man. He'll return to the top of the room afterwards. He'll then drop down. From there he may go back up and launch another Black Hole Bomb or stay on the ground and charge into Mega Man. You can tell if he's going to charge into Mega Man when he throws his arms up. There's really no real strategy here. Attack him when you can while dodging his attacks. Remember to keep walking away from his bomb when he launches it. WEAPON: BLACK HOLE BOMB (B. BOMB) Damage: Instant Death (4 damage otherwise) WE usage: 4 per shot (7 uses) Black Hole Bomb is a remote detonation weapon. That is, Mega Man will first shoot the bomb (which moves slowly). You can aim the bomb up or down as it travels. When you think it's the right time to detonate, press the Shoot button again. Black Hole Bomb sucks most enemies and all projectiles into itself. The range is a few Mega Man steps in radius. ---------------------------------------- JEWEL MAN ---------------------------------------- Start off by dropping down. You'll be greeted by two Mets. Continuing on you'll find a floating green enemy that will zoom across the floor once it lands. Also you'll find a mine cart enemy that isn't too bad to take care, just watch out for the debris it spits. And you'll run into a turret. Turrets will track where Mega Man is and the projectiles are explosive. The safe spot is right next to and under it. This room is basically going through these enemies. Next up is a room has two spiders. They'll drop down if you go underneath and then hop towards Mega Man. They take two shots to kill. The next room will also have another set of two spidesr. The next room has this stage's gimmick: a swing. Get on and it'll start swinging To increase momentum, walk in same direction as the swing. You'll use this to go across the pitted floor until getting the to mini boss door. If you have trouble with the jump, get the swing as closs to the spiked wall as possible and do a low jump off. ---------------------------------------- MINI BOSS: BOULDER FACE This room starts off with boulders randomly falling, then Boulder Face will drop. It is imperative, if you want to beat this guy, that you jump just before he hits the ground. If Mega Man is on the ground when Boulder Face lands, he'll be stunned and Boulder Face will run Mega Man over. If you avoid the stunning, Boulder Face will charge towards Mega Man before hiding in the boulders above. You can predict will Boulder Face will come out when the dirt trail on top ends. Just try and anticipate the boulders and jump before Boulder Face hits the ground and you'll be fine. If you're having trouble avoiding getting stunned, jump all the way up as Boulder Face reaches the same height as the boss doors. ---------------------------------------- Drop down and in the next room, you'll find a Met-like crystal enemy. Take care of the three and move on. In this next room, before you go across pits, look before you leap. After taking care of the first mine cart enemy, go as close to the edge of the pit as possible and wait for the enemy to pop out. If you were to jump, the enemy would hit Mega Man and send him to his death. The best way to get across these is to shoot the enemy as it comes out, then use the "recover" time to jump across. You'll find yourself with another swing. The first low swing should be enough to clear the gap and avoid the spikes. Do a low jump to get across. You'll find more of the Met-like crystal enemies and a slider. Dropping down... This is one thing Capcom loves doing. To get past this, get the swing to swing so you can drop down. Remember, hit detection isn't lax. You can appear to not even touch the spikes and still die. In the next area you'll find some more spiders and falling enemies. At the end you'll encounter a commonly used robot in the old Classic games. It hops around, takes massive damage from Mega Man, and does a good bit of damage to Mega Man. But you can walk under it during its jumps. Congrats! You made it to Jewel Man. JEWEL MAN Weakness: Black Hole Bomb Attacks: - Walking around - Jump when Mega Man does - Use Jewel Satellite Jewel Man is very easy if you have Black Hole Bomb. Otherwise he may be harder as he starts off with his Jewel Satellite. His attack pattern is easy: walk left to right, setting up Jewel Satellite when he feels like, shooting it later. He will also jump when Mega Man jumps. If you have Black Hole Bomb, release and detonate near him to get the most damage out of it. Black Hole Bomb will also suck away his jewels. To bypass him when he's coming towards Mega Man, jump straight up, then walk under him. WEAPON: JEWEL SATELLITE (J. SATELLITE) Damage: 2 WE usage: 4 (7 uses) This is a shield type weapon. This will destroy any enemy that doesn't require 2 shots to destroy. It can also protect against most projectiles. To launch the shield as a weapon, press the Shoot button after you've set it up. ---------------------------------------- PLUG MAN ---------------------------------------- Go right, and you'll find some enemies that spawn infinitely from tubes. These are a great source of items if you need to harvest power ups. Most of this room is crossing a bed of spikes. I would recommend using J. Satellite, since it can kill every enemy in the room. At the end, you'll see a large screw. You need Hornet Chaser to get it. The next room just has two spark enemies and stairs to the next ladder. Pass the next room, and you'll be greeted with Mets and a turret. This part of the level introduces appearing and dissearing blocks. If you want an easy time with this, equip Jewel Satellite or Black Hole Bomb. Also, it helps to stop at the beginning of the blocks so you can get a basic pattern down. The first set is easy, it's just going from left to right. There's a Met at the end, so use either Black Hole Bomb or Jewel Satellite to kill it (or at least prevent it from knocking Mega Man into the spikes). In the next set, DO NOT GO UP. Go down. If you go up, you'll be pushed out and fall into the spikes. Just go down and follow the path to the end. At the next set, it's to a large screw and 1UP, so it's worth getting. If you miss the jump use Rush Coil to get back up. Go down when you're done In this section, you'll face a shadow Mega Man. Just keep walking left to avoid it. Now this part you'll hate. It's the blocks again. The pattern is straight forward, but you should still sit back and see how it works. Remember, timing is key. It may take a few tries at this, but be patient with it. In case you want help FIRST SET [2] [2] [3] [2] [1] Get to 1 and stay there until the 2's come up. SECOND SET [ ] [ ] [ ] [ ] [ ] You'll be going over a low ceiling. The last two are spaced farther than the others. THIRD SET |[5] [5] [5] | [1] |[4] [ ] [3] [ ] [2][ ][2] Get to 1, drop to 2, get to 3. Wait at 3 for 4, then jump when 5 is about to show up. You may be able to loop around in case you screw up. Your reward is screws and an E-Tank, but watch out for Shadow Mega Man! You may want to equip Jewel Satellite, as it can take the clones as well as what else is about to come up. The rest of this part is easy, so go on until you reach the ladder. In this place, use Jewel Satellite and mine for a WE capsule. While you do so, watch the pattern of the blocks. You'll then be greeted by sparks and that hopping thing at the next screen before the boss doors. PLUG MAN Weakness: Jewel Satellite Attacks: - Shoot Plug Shot - Jump towards Mega Man Plug Man will slowly jump towards Mega Man, then fire a few Plug Shots. These will trail the ground, walls, and ceiling. If you have J. Satellite, Plug Shot will be deflected. Just remember, you have JUST enough WE for the boss, so don't go trigger happy with it! WEAPON: PLUG SHOT (P. SHOT) Damage: 2 WE usage: 1/2 (56 uses) A weapon that trails the ground, walls, and ceiling if connected. An example would be if you used it in a boss room, it'll traverse the entire room. Otherwise you'll find it trailing the ground mostly. ---------------------------------------- TORNADO MAN ---------------------------------------- To start, go up the ladder. You'll then see a balloon enemy. If you shoot the bottom, you can kill it. If you shoot the balloon, it'll blow away and towards Mega Man (with great accuracy!). The next level is what this stage is about. Dispose of the two Mets and jump on the platform. As you notice, Mega Man spins when he's on it. Press A to dismount the platform. If Mega Man is pointing down when you dismount, he'll drop. Likewise if he's pointing up, he'll jump. Master this platform now, because you'll need it soon. After the balloon enemy, it's time to put that platform skill to use! Here's a sketch of what you'll be going through *====* *====* *===* *==* *===* *===* *===* *===**=====* If you see spikes, you have to actually jump into them for them to kill Mega Man. The platforms also go in a uniform pattern. In other words, if you're waiting for a set of platfoms to give you good jumping leads, you're better off taking a leap of faith because they're not going to give you that. Next two will introduce slippery platforms (jump to stop!) and some Shield Crashers. After dropping down, you'll find a pair of Shield Crashers. The next room, the half way point, has a large LE capsule. In the next room, you'll find a good ol' enemy: Sniper Joe. If anyone is a fan of the old games, you'll be familar with these. If not, Sniper Joe is a shielded enemy that stays behind his shield. When he attaks is the only time he'll lower it. And his attack has changed from a single shot to rapid fire. Time your attacks to avoid getting hurt. The next screen will have a Sniper Joe and a Met, along with a large screw. This next part may frustrate you. Mega Man will lose some forward jumping distance due to the rain and wind. He moves just as fast as he does normally however. Top that with umbrella enemies and this may be a problematic part. When you get to the platforms, the gray clouds hide platforms (at least the ones on the bottom do). Time your jumps. When in doubt, a good rule of thumb is to get Mega Man standing with one feet on the platform, then jump. At the end, you'll find the platforms you probably dreaded earlier. Now notice the wind's going in the other direction, meaning Mega Man will jump FARTHER than he normall does. This next part might be easier, but just keep in mind that Mega Man will jump farther. Also, don't trust the clouds this time. TORNADO MAN Weakness: Plug Shot Attacks: - Use Tornado Blow - Float or dive into Mega Man There's one thing to notice, there's spikes on the ceiling. Tornado Man will start off by using Tornado Blow which will create four tornados. They will also increase Mega Man's jumping height, so whatch out for those spikes. Tornado Man will also either go up to the ceiling, or float in the air. After some time, he'll drop down on Mega Man. Tornado Blow is somewhat easy to dodge if you have plenty of room. The tornados don't come up at once, but sequentially, and usually they go up in the last place Mega Man was. Use Plug Shot and you should be able to hit Tornado Man fairly easily. The only time you won't be able to hurt him easily is if he's in the air. WEAPON: TORNADO BLOW (T. BLOW) Damage: Instant Death (4 damage otherwise) WE use: 7 (4 uses) This weapon affects the entire screen. Weak enemies will get blown away while stronger enemies will take damage. Projectiles can also be blown away. ---------------------------------------- MAGMA MAN ---------------------------------------- As you jump the platforms, you'll notice an enemy charging towards you. Just jump towards them (or rather, keep going forward) and they should pass right under Mega Man. After a brief break from jumping over lava, you'll find small enemies that spout out flames. They can't do much, but if they get close to Mega Man, they'll start jumping all over. The last jump to the ladder is possible, but you have to jump at the last second. Then you'll fight two totem pole enemies, nothing too hard. Next up, after some flying flame throwers, you'll find another instant death hazard. The beam of lava will come back to haunt you. But in any case, cross when it's safe. Watch out for flying flame throwers though. Then drop down to fight another totem enemy. Make sure to grab the screw. When you drop down again you'll fight the mini boss. ---------------------------------------- MINI-BOSS: FLAME DRAGON Shoot its head. However I'm sure there's a pattern to the flames he drops, but I can't figure it out. Note that the flames he drops will shoot another flame on the ground towards Mega Man's direction. If you want an easier time with this mini boss, use Tornado Blow. It'll blow away the flames and keep the dragon from attacking. Remember though, you should fill it back up for the boss fight. Alternatively, you can use Black Hole Bomb to suck in the flames. ---------------------------------------- After the mini boss, continue on. Watch out though, you'll be chased by one of the small sliding enemies from the first screen. When you see a branch in the path, take the top one as it'll lead to a 1UP. Fight off the totem enemies then go back. Drop down to the bottom path and continue on. Again, that last jump is possible, just very hard. You'll end up in room with another instant death lava dispesner. Nothing too hard to pass. The next section is a barrage of lava beams and small enemies. Keep going until you reach the boss doors. MAGMA MAN Weakness: Tornado Blow Attacks: - Use Magama Bazooka - Jump towards Mega Man The room is staircased, making a V shape. This makes things more or less interesting. Magma Man will jump, usually over one step or to the next one, while firing Magma Bazooka (a three way shot). If you use Tornado Blow, it'll weaken his flames and send any he already shot into the air. Just be careful in using Tornado Blow, you have just enough to hurt him severely. You can't actually defeat Magma Man with Tornado Blow. When you run out of T. Blow, switch to the M. Buster and just rapid fire away. Despite how menacing his attack looks, he actually can't hurt Mega Man too well. WEAPON: MAGMA BAZOOKA (M. BAZOOKA) Damage: 1 regular, 3 charged up WE usage: 1 regular, 3 charged up (28 uses, 8 uses) Fires a three way fireball. If you hold down the Shoot button, Mega Man will charge it up at the expense of more WE consumption. ---------------------------------------- HORNET MAN ---------------------------------------- The first section is fairly straight forward with minecart enemies and flower pots that shoot flower missiles at Mega Man. Go up the ladder and you'll find a new element. Get on the platform and shoot it to extend it. You may want to find out what happens when yuo wait a bit, it'll be useful knowledge. The next room is laid with spikes and strange scizzor enemies that come at you. Take it easy and you'll go through just fine. Use J. Satellite to make this part easier. If you want that screw in the beginning of the room, place Rush just right of the ledge, then jump left as you hop up. This next part has an interesting enemy. Shoot it and it'll shoot back. But its shots destroy the flooring. Use that to your advantage! You can't kill it and the only way is down. Make it blow up the floor near the screw, the drop down. The next set of paths don't matter, but try to aim for the middle path. When you're at the next room, shoot so that you can hit the enemy. It'll start shooting so you can get the 1UP. If you miss, you can use Tornado Blow to hit it. The next room is another plant shooting enemy, this time over spikes with a path in the middle. Go to the path. ---------------------------------------- MINI BOSS: Raging Flower The flower will pop out out of one of eight platforms while a string of deadly flowers rotate clockwise. Just move around and shoot the flower when you have the chance. You might want to wait a bit on a platform you don't want it to appear on if you can (like the bottom platforms if you're going up). It won't occupy the same one as Mega Man. ---------------------------------------- The next part, after that short room, is the unwinding platforms. This is where timing is important. If you don't get on another quickly, you'll be pushed back into spikes! It helps to have J. Satellite on as scissor enemies will come out but remember that the shield will dissapear if you hit a platform roll. After that, it's the boss doors. HORNET MAN Weakness: Magma Bazooka Attacks: - Launch Hornet Chaser - Walk to the other side of the room Hornet Man's pattern is easy. He'll jump up, release three Hornet Chasers which can be destroyed, and walk to the other side of the room while the hornets go after Mega Man. Don't bother charging up M. Bazooka, since it can't go through enemies. Rapid fire M. Bazooka to take care of the hornets and get to Hornet Man himself. Even if you don't have M. Bazooka or you ran out, just make sure to shoot the Hornet Chasers. Otherwise you'll have a harder time. WEAPON: HORNET CAHSER (H. CHASER) Damage: 1 WE Usage: 1 (28 uses) Launches hornets that first picks a target then goes into it kamikaze style. You cannot control which enemy this goes after. However, if the enemy is hiding but not behind a shield, the hornet will float around until the enemy reappears. Hornet Chasers can also be used to get out of reach items. ---------------------------------------- SPLASH WOMAN ---------------------------------------- Start by going to the right (as usual). There will be a mine enemy, it'll follow if you get too close or if you shoot it. In the next screen are octopi. These enemies are invincible while in their shell and the only way for them to get out is to shoot the shell. Then you have to shoot the head. If you get caught in the ink, it'll turn Mega Man completely black, but it doesn't have any adverse effects. There's a large screw at the end of the room. When you drop down, hold left. And the next room has a split with spikes in the middle! When you land, pick up the 1UP and conintue to the right where some fish enemies will come at you at high speed. At the end is another mine enemy and a wall turret enemy that shoots a six way shot. Drop down to the right. Use the fish enemy to get hit and the invicibility time to just go into the right shaft. Pick up the LE capsule if you need it (hold left while falling). Drop roughly so you're at the center, the continue on. You'll find another wall turret and octopus, just keep going. What out for a fish and a mine. In this next section (taken from Wave Man from MM5), ride the right big bubble. At the next screen, get to the left one (use the smaller bubbles as temporary platforms). Watch out for fish enemies though. On the next screen, stay left and jump to invoke the fishes. At the top, jump out to get the screw and if you can, jump to the right. If you don't make it, just go on the right next time. Another six-way shooting turret and a ladder is up next. You're not out of the woods yet! The next set of rooms features a platform that comes out of the walls and dissapears. Take out the turret and watch the pattern. If you need help: 1. Comes from the right, slow 2. Comes from the left, fast 3. Comes from the right, medium 4. Comes from the right, fast SOLUTION: Just jump onto one then the next The next room features... spikes! 1. Comes from the bottom right, fast 2. Comes from the bottom right, fast 3. Comes from the middle right, fast 4. Comes from the middle left, medium SOLUTION: You have to jump towards the first one, it will dissapear once it reaches the ground on the left. So jump right, then quickly to the right, then to the next piece of ground. Then jump towards the ladder. And the next room gets trickier. 1. Comes from the bottom left, fast 2. Comes from the bottom left, fast 3. Comes from the middle right, medium 4. Comes from the middle left, medium 5. Comes from the top left, slow. SOLUTION: Like the last room, you have to jump towards the first two. The second one quits when it gets under the floating spikes. From there it's easy. Just be careful if you fall! After some more mines, fishes, and a turret, you'll reach the boss doors. SPLASH WOMAN Weakness: Hornet Chaser Attacks: - Summon fishes - Use Laser Trident - Drop down on Mega Man Splash Woman will start off by summoning some fish enemies as she rises to the top of the screen. They'll come in groups of three, going across a section of the room. When she reaches the top, she'll fire Laser Trident at Mega Man before trying to dive down on him. Then she repeats. Using Hornet Chaser in this battle is tricky, as the Hornets may go after the fish Splash Woman summons instead of her. As a way to overcome this, jump towards Splash Woman before the fish arrive, then fire a Hornet Chaser. Even if the fish come out, as long as the Hornet goes after Splash Woman, you'll be fine. Also you have plenty of ammo for the fight (she only needs 7 hits). WEAPON: LASER TRIDENT (L. TRIDENT) Damage: 2 WE Usage: 1/2 (56 uses) A simple weapon that shoots laser tridents! It has low LE consumption, so fire away! ---------------------------------------- CONCRETE MAN ---------------------------------------- Start by going right (as per Mega Man usual way). There will be some birds that drop stones. These stones will break and their debris can cause damage. You can shoot either the bird or the stone. However, when you get to pits, tread lightly as those enemies that pop out are there. In the next room is just climbing up platforms while avoiding the sliding enemies. Grab the 1UP if you need it in the next room. You'll now fight a succession of three mini bosses. ---------------------------------------- MINI-BOSS: ELEPHANTS The elephants (you fight them one at a time) have a basic pattern. Push a ball away, suck it in. Their sucking will also lure Mega Man in as well. The first one has a ladder, grab on and just blast away. The second one, go towards it until you're in front of the ball. Then let it push the ball over so you can shoot it, but watch out when it sucks the ball back. The third one has two pits. It's the same pattern as the first one but you just have to be more reactive to this one. Don't get hurt at a bad place, or Mega Man will recoil into a pit! ---------------------------------------- In the next part, if you go across the blocks with the :: pattern, note which one you fall through. It looks like the bumps sticks out, rather than in. This is the stage's gimmick. And there happens to be a spider. Drop down some more until you reach a water way. The waterfall hides parts of the flooring, but it won't hide something over a pit. If you're too paranoid, you can always jump over the section. Over the bed of spikes is some more :: blocks, but watch the sliding enemy, and notice how it stops in the middle of the bridge. That's where the hole is. Continue on and go up. Alright, time to see if you can find the fake :: blocks without an enemy. One of them isn't over the spikes, another is. If you've found the ones that are fake, you can pass this part with ease. In the next room is some more platforms with :: blocks. The top floor leads to screws while the middle leads to LE capsules. As the last gimmick of the stage, you'll find platforms with arrows. These go in the direction once Mega Man steps on them. Traverse these carefully and you'll find the boss doors. CONCRETE MAN Weakness: Laser Trident Attacks: - Shoot three Concrete Shot - Shoot one Concrete Shot - Charge towards Mega Man - Jump and dive down Concrete man is kind of hard. His Conrete Shot will freeze Mega Man in place (wiggle left/right to get out of it). Normally after Concrete Shot, he'll either charge towards Mega Man or drop down. If he drops down, he usually charges towards Mega Man. Be aware, when he crashes down on the ground, it'll stun Mega Man for quite a while (much like when you fought Boulder Face). You're going to need to dodge quite a bit. If you keep your distance, he'll likely miss his Concrete Shots. Just be sure to jump when he dives down. Laser Trident will go through any concrete blocks Concrete Shot makes. NOTE: Laser Trident will only do 3 damage to Concrete Man, doing the death blow will be when he has 1 HP left! WEAPON: CONCRETE SHOT (C. SHOT) Damage: Instant Death (4 damage otherwise) WE Usage: 2 (14 uses) Mega Man launches wet concrete that'll form into a block. The block crumbles soon afterwards. Most weak enemies will turn into blocks. It can also be used to freeze the lava beams found in Magma Man's Stage. ---------------------------------------- PREPARATIONS ---------------------------------------- I would highly recommend getting at least the Energy Balancer, an M-Tank, and as many E-Tanks as you can get. If you need screws, Plug Man's stage is the best place to get them as you can stand below a tube where enemies spawn infinitely. ---------------------------------------- WILY CASTLE 1 ---------------------------------------- The castle starts off with those fast rolling enemies from Magma Man's stage followed by the birds that drop boulders. Remember, pits aren't to be trusted here! At the end of the pits is a shield enemy. To have him lower the shield, shoot at him then stand close and back away when it shakes. At the end is a lift that's powered by Tornado Blow. Use Tornado Blow again to power the two lifts, don't bother with the capsules. Pick up the large WE capsule and use the next three lifts. Stay on the top path to get a 1UP, then drop down. Use T. Blow again, but jump before the platform gets anywhere near the ceiling. Next we have two shield enemies. Take care of the first one. To get the second one, shoot it, then drop so you're under it. Defeat it as normal. After the hopping trees, you'll fight the fire dragon mini boss. Use Hornet Chaser to get the 1UP. Now if you need to restock WE, there's an infinite enemy spawn ahead. You'll find this nifty. In the next room, we have something Capcom was devious about. Equip Rush Coil before you go. This part isn't bad, it's a single lava beam going sideways. Use Rush Coil to get to the top. Now READ THIS PART CAREFULLY BEFORE GOING ON! The next room has three lava beams, once it fires up, you can't proceed. To get through this: 1. You'll need to hold right as you go up the ladder 2. When you're at the room call Rush and jump 3. As you jump, hold right and grab onto the middle ladder 4. Use Rush Jet in the next room to go to the right ladder [NOTE] Since I've heard you can freeze the lava beams with Concrete Shot, you can, I believe, shoot and use the beams as platforms, or at least stop them. Either way you have a limited time before they become lethal again. There. If you need an extra E-Tank, grab the left ladder. When you're clear, go up and up until you find the swing from Jewel Man's stage with two portals. Go to the right one, it'll shoot you up out of the left one. The next part you need Rush Jet. You'll want to be on the left edge though, so you can jump and grab the ladder before Rush hits the wall. [NOTE] If you die before you reach this sentence, you'll start after you've fought the dragon, so refill on WE for all weapons before you try again. After the bouncing trees and another shield enemy, it's the boss doors. SHOT PUSHERS Weakness: None Attacks: - Push the spike ball with shots - Fire at Mega Man This boss is interesting, but can be frustrating. There are four enemies trying to push spike balls to the left (these are lethal on contact!). When the ball reaches all the way to the left, it'll go back to the middle and the enemy will focus on shooting towards Mega Man. When one dies, it'll be replaced with another, usually a red version which can push the ball farther per shot. There are 14 total enemies. Instead of trying to keep all of the enemies at bay, focus on one level, preferably one of the ones in the middle floors so you can dodge easily. Every weapon as far as I know pushes the ball back at the same rate. But if you want to tackle 3 at a time, Magma Shot will work. Just remember, don't touch the spike balls! ---------------------------------------- WILY CASTLE 2 ---------------------------------------- Grabe the large WE capsules to refill your weapons. It doesn't matter what ladder you take, but the right one will require you to use Laser Trident. In the next room, you'll find some Mets, a 1UP, and another ladder going up. Go to the ladder. In the next room, simply use Rush Coil to bypass jumping through the blocks. Really, it's not worth trying this! In the next room, use Laser Trident on the block while taking care of the green enemies. You'll be greeted with two Sniper Joes later. Going up the ladder at the end will take you to the next room. The projector enemies are not blocking the path! They're creating holograms. So you'll just have to remember where they were. I would suggest going to the second level using the left most hole because you won't have to take out the Sniper Joe, or do any guess work. The left most hole should be near the ladder. Note where that spark enemy is going, so you know where the next hole is. Again, more projectors trying to confuse you. Just remember to not rely on the platform under the spikes. In the next room, you finally have a chance to destroy the projectors before they do more damage. Try to do that to help you traverse the room. The room with all the spikes requires Rush Jet. Concrete Shot works too. But seriously, what's with that? You'll fight the Mad Flower from Hornet Man's stage again. Note if you die, you have to start from the beginning! Grab the power-ups and jump into the water. You'll find some more octopi. Go on and you'll find a split path. Don't go on the bottom one! Spike haven and it just leads to an E-Tank. Go up and you'll find a room with a spike ceiling. Two fishes will charge at you when you go the larger section. In the next room, it's a slight maze with fish enemies coming out. Use Laser Trident to take care of the blocks. When you reach the one at the top, destroy it, then use Rush Coil to get to it (don't try to jump across!). When you reach the end, you'll find a ladder. Watch out for the fish enemies as you get to the next ladder. More projector enemies trying to confuse you. Shoot them before they can cause mass havoc if you can. In the next room, you'll find some satellite enemies. Shoot them and go up the ladder. Keep going up until you can drop down. When you do, hold right so you can skip a good bit of the part. Go up and to the left, but make sure to kill that hopping enemy fast! And finally, the boss doors! SHARK SHIP Weakness: Laser Trident, Tornado Blow, Hornet Chaser Attacks: - Launch homing missiles - Launch ground chasing enemies - Shoot lasers This is actually a three-part battle, taking on one section of the ship. The first is the tail, which will fire out homing missiles that can be destroyed. The second part of the ship, the belly, has enemy dispensers that release ground based enemies. The belly is also rigged with spikes which will hurt. The last part is the head, where the mouth opens up to reveal a laser cannon. It opens up at random intervals to shoot. Use Laser Trident for the first part to shoot the missile battery. It can be harmed even if the hatch is closed. Once that's done, use Tornado Blow. Don't jump as you'll get hurt badly! Lastly Use Hornet Chaser on the boss, but don't go trigger happy since it has a small invincibility time after taking hits. ---------------------------------------- WILY CASTLE 3 ---------------------------------------- Going right, you'll find two hopping enemies. You can avoid them by standing close to them and go under when they jump. The next part is the level's gimmick. Mega Man will float up but you can't control his left or right movements directly. To move, you shoot, and he'll move in the opposite direction of the shot. Shooting in one direction, then the other will cancel however many shots you fired. So if you fired twice to the left, you have to shoot twice to the right to stop Mega Man. The next three rooms are just those splitting enemies, so nothing to worry about yet. The next room has a Shield Crasher and the crystal enemies. There's also spikes laid around. If you want a cheap method of getting past some of those hard jumps, just get hurt by the crystal enemy. At the end, you can get a small LE capsule. And the junction, go right, but hold left. You'll be able to pick up some small WE capsules. Take the right ladder for a larger one, then go back up and drop down on the left side. After passing the Shield Crashers and Sniper Joes, you'll find the most annoying part (as if this stage wasn't annoying enough) of this stage. It's a revisit of the levitating device, but with spikes. In the first room, DO NOT GO ALL THE WAY TO THE RIGHT. That enemy from Galaxy Man that grabs Mega Man and hurls him will come down and take Mega Man to the spikes! The next two rooms going up are fine, but are laid with spikes and splitting enemies. The last room is horrible, it basically looks like this: -------------------- | ******** | | *******| | | | | | **** | | **** | |**** **| | | |--------------------| There is an M tank, but don't get it. Also, there's a grabbing robot to the left, so you have to control Mega Man well. Also since you're constantly going up, you are running under a time limit as you try and make it to the ladder. If you die, you'll start before this section of the stage. If you got passed that, you'll be greeted to three 1UPs! Actually the right two are Mets (clever). But if you thought that last part with the levitation was bad, this is worse. You'll have to traverse pits with turrets guarding the platforms! And at the end is a low ceiling with spikes you have to navigate through. You'll also find a Sniper Joe or two. Don't grab any more 1UPs if you see any just lying there, those are Mets! And finally, the boss doors. BIO DEVIL Weakness: Black Hole Bomb Attacks - Move across the room This is a really weird boss. There are pits at either end of the platform. Bio Devil will simply throw chunks of itself and the other blob across in an L shape pattern. Its pattern that it throws its chunks out is the side closest to Mega Man to the other side, top to bottom. The boss has no other attacks. Stand in the middle and wait for a moment to jump (when the green throws the bottom most two peices). If you jump just right, you'll jump over both the green and orange pieces. The eye, the part you can actually damage, will be the 6th piece to go, and it's always the 6th piece. So prep a Black Hole Bomb when it shoots the 5th piece. If you run out, Mega Buster does 2 damage to it (although you can probably get more hits with the M. Buster than B. Bomb). One of the last of the bottom pieces you need to jump off to the side to avoid getting hit by another peice. ---------------------------------------- WILY CASTLE 4 ---------------------------------------- Finally! The last level. Grab the WE capsules and head down. Now, there's laser beam shields. To stop them, use Concrete Shot to put a block over it. It'll only work for a few seconds so act fast. You'll find Mets and some more WE capsules along the way, so don't worry too much about running out of C. Shot. Even if you run out, the beams don't do much damage. To get past the one that guards a high ledge, shoot C. Shot somewhere in the middle to make a platform. After collecting some power ups, it's time to go down for a boss battle barrage! Hatch Layout [GM] [PM] [CM] [TM] [SW] [JM] [HM] [MM] Each boss will gie you a large LE capsule for defeating them. Try to conserve C. Shot and Hornet Chaser if you can though. Once they're all defeated, Wily's teleporter will show up. DR. WILY 1ST FORM Weakness: None Attacks - Launch an egg Wily will just move back and forth, launching an egg that bounces. That's about it. To hurt Wily, you have to shoot the egg back at him three times. However, the last time it goes towards Wily, the egg has to hit the ship's lower jaw. Anywhere else and it won't matter. DR. WILY 2ND FORM Weakness: Concrete Shot Attacks - Launch fire chains - Stomp on Mega Man There's two things Wily will do. Wily will attempt to charge into Mega Man, but stop just enough so Mega Man will be safe. However, because you can't move around, Wily will shoot a fire chain. the second thing Wily will do is go up to the top and float towards Mega Man for a bit before dropping down. He'll then shoot a fire chain that you can jump over. Use Concrete Shot on the lower jaw. You have to be close because Concrete Shot has a low arc. When Wily goes up close, you can actually manipulate how he fires the chain. If you time a jump just right, he'll fire too high and Mega Man can saefly stand beneath. DR. WILY 3RD FORM Weakness: None Attacks - Teleport - Shoot four shots that home in on Mega Man - Shoot three ground shots and three air shots that home in on Mega Man Wily will appear, do an attack, then dissapear. He will do a fake out so don't attack unless he attacks. His attacks do low damage as well. The shot with four energy balls will come out, then go towards Mega Man. These are relatively easy to dodget. However, the attack where three shots trail the floor and three that comes from the air isn't that easy to dodge. Use Hornet Chaser, it does one LE of damage, but you don't have to worry about being accurate. If you used an M Tank before this fight, finish Wily off if you run out of H. Chaser. ================================================================================ 4. DATA AND OTHER INFO ================================================================================ ---------------------------------------- Enemies ---------------------------------------- KEY
(usually fits the description if official name is not known) LE: How much health the enemy has. If -- and "use an instant death weapon" is after, you need to use either Black Hole Bomb, Tornado Blow, or Concrete Shot. DMG: How much damage (in LE) the enemy does if it has an attack. -- means it attacks by collision only. COL: How much damage (in LE) the enemy does if Mega Man collides with it. -- means Mega Man can't get hurt by it. Divide all numbers by half and round up if you're using Guard Up. COMMON Mettool (Met) (same applies for the 1UP version) LE: 1 DMG: 2 COL: 2 Turret LE: 6 DMG: 4 COL: 2 Sniper Joe LE: 6 DMG: 2 COL: 3 Spike Slider LE: -- (Use an instant death weapon) DMG: -- COL: 2 Large Jumper LE: 10 (Immune to instant death) DMG: -- COL: 8 GALAXY MAN'S STAGE UFO LE: 1 DMG: -- COL: 2 Drop Grabber LE: 1 DMG: -- COL: -- Green Blob LE: 2 (2x3) DMG: -- COL: 3 Yellow Blob LE: 2 (2x4) DMG: -- COL: 3 Galaxy Man LE: 28 (Immune to instant death) DMG: 4 COL: 4 JEWEL MAN'S STAGE Spike Spinner LE: 1 DMG: -- COL: 2 Mine Cart LE: 6 DMG: 4 COL: 2 Ceiling Spider LE: 2 DMG: -- COL: 3 Crystal Floaters LE: 1 DMG: 2 COL: 2 Pit Shooter LE: 1 DMG: 2 COL: 2 Boulder Face LE: 14 (Immune to instant death) DMG: 3 (from boulders) COL: 4 Jewel Man LE: 28 (Immune to instant death) DMG: 4 COL: 4 PLUG MAN'S STAGE Barrel Floater LE: 1 DMG: -- COL: 2 Spark Slider LE: -- (use an instant death weapon) DMG: -- COL: 2 Shadow Mega Man LE: 2 DMG: -- COL: 3 Plug Man LE: 28 (Immune to instant death) DMG: 4 COL: 4 TORNADO MAN'S STAGE Balloon Shooter LE: 2 DMG: 2 COL: 3 Shield Crasher LE: 4 DMG: -- COL: 3 Umbrella Diver LE: 2 DMG: -- COL: 2 Tornado Man LE: 28 (Immune to instant death) DMG: 4 COL: 4 MAGMA MAN'S STAGE Heli Flamethrower LE: 1 DMG: 4 COL: 3 Flame Slider LE: 1 DMG: 4 COL: 2 Flame Totem LE: 4 DMG: 2 COL: 2 Flame Dragon LE: 14 (Immune to instant death) DMG: 3 COL: 3 Magma Man LE: 28 (Immune to instant death) DMG: 2, 4 COL: 4 HORNET MAN'S STAGE Flower Pot Missile LE: 4 DMG: 3 COL: 3 Scissors LE: 1, 2 DMG: -- COL: 3 Plant Shooter LE: -- DMG: 4 COL: -- Raging Flower LE: 14 (Immune to instant death) DMG: 3 COL: 3 Hornet Man LE: 28 (Immune to instant death) DMG: 4 COL: 4 SPLASH WOMAN Mine LE: -- (Use instant death weapon) DMG: -- COL: 3 Octopus LE: 4 DMG: 2 COL: 2 Jet Shark LE: 1 DMG: -- COL: 4 Wall shooter LE: 4 DMG: 2 (Damage depends on how many shots hit Mega Man simultaneously) COL: 3 Splash Woman LE: 28 (Immune to instant death) DMG: 4 COL: 4 CONCRETE MAN Boulder Bird LE: 1 DMG: 3 COL: 4 Hopping Tree LE: 6 DMG: 3 COL: 4 Elephant LE: 14 (Immune to instant death) DMG: 4 COL: 5 Concrete Man LE: 28 (Immune to instant death) DMG: 4 COL: 6 WILY BOSSES Shot Pusher LE: 2x14 DMG: 4 COL: -- Shark Ship LE: 28x3 7DMG: 4 COL: 4 Bio Devil LE: 28 DMG: -- COL: 4 Wily 1 LE: 28 DMG: 6 COL: 4 Wily 2 LE: 28 DMG: 4 COL: 4 Wily 3 LE: 28 DMG: 4 COL: 4 ---------------------------------------- DAMAGE CHART ---------------------------------------- Key: MB - Mega Buster BB - Black Hole Bomb JS - Jewel Satellite PS - Plug Shot TB - Tornado Blow MGB - Magma Bazooka HC - Hornet Chaser LT - Laser Trident CS - Concrete Shot SP - Special Case -- - No effect * First number is shooting M. Bazooka without charging, second with charging. ** For using M. Bazooka against Hornet Man, every fireball that hits simultaneously will add up (so firing a single uncharged shot may do 2-6 damage) *** Black Hole Bomb, Tornado Blow, and Concrete Shot deal instant death to enemies that aren't tagged in the enemy list. -------------------------------------------------- | MB | BB | JS | PS | TB | MGB | HC | LT | CS | SP | ------------------------------------------------------------------- Base | 1 | 4 | 2 | 2 | 4 | 1:3 | 1 | 2 | 4 | -- | Galaxy Man | 1 | 1 | 1 | 1 | 1 | 1:3 | 1 | 1 | 4 | -- | Jewel Man | 1 | 4 | 1 | 1 | 1 | 1:3 | 1 | 1 | 1 | -- | Plug Man | 1 | 1 | 5 | 1 | 1 | 1:3 | 1 | 1 | 1 | -- | Tornado Man | 1 | 1 | 1 | 4 | 1 | 1:3 | 1 | 1 | 1 | -- | Magma Man | 1 | 1 | 1 | 1 | 6 | 1:3 | 1 | 1 | 1 | -- | Hornet Man | 1 | 1 | 1 | 1 | 1 | 2:6 | 1 | 1 | 1 | -- | Splash Woman | 1 | 1 | 1 | 1 | 1 | 1:3 | 4 | 1 | 1 | -- | Concrete Man | 1 | 1 | 1 | 1 | 1 | 1:3 | 1 | 3 | 1 | -- | Shot Pusher | -- | -- | -- | -- | -- | -- | -- | -- | -- | 2 | Shark Ship Tail | 1 | 1 | 1 | 1 | 1 | 1:3 | 1 | 4 | 1 | -- | Shark Ship Body | 1 | 1 | 1 | 1 | 8 | 1:3 | 1 | 1 | 1 | -- | Shark Ship Head | 1 | 1 | 1 | 1 | 1 | 1:3 | 2 | 1 | 1 | -- | Bio Devil | 2 | 6 | 1 | 1 | 1 | 1:3 | 1 | 1 | 1 | -- | Wily 1 | -- | -- | -- | -- | -- | -- | -- | -- | -- | 4 | Wily 2 | 1 | 1 | 1 | 1 | 1 | 1:3 | 1 | 1 | 4 | -- | Wily 3 | 1 | 1 | 1 | 1 | 1 | 1:3 | 1 | 1 | 1 | -- | ------------------------------------------------------------------- ---------------------------------------- CHALLENGES ---------------------------------------- 01. WALTZ - Beat the game in 120 Minutes or less 02. TANGO - Beat the game in 90 Minutes or less 03. JITTERBUG - Beat the game in 60 minutes or less 04. BUST A MOVE - Beat the game without missing a shot with the M. Buster 05. HEADBANGING - Defeat all 8 bosses without a helmet 06. BUNNY HOP - Clear any stage jumping 50 times or less 07. MR. TRIGGER HAPPY - Clear the game with more than 500 M. Buster shots fired 08. DOUBLE TROUBLE - Visit all stages twice and clear the game 09. MR. PERFECT - Clear the game without getting hit 10. INVINCIBLE - Clear the game without dying 11. ALMOST INVINCIBLE - Clear the game without continuing 12. NO COFFEE BREAK - Don't use E-Tanks 13. AIR SHOES - Don't fall down any pits 14. MEGA DIET - Collect 8 or fewer LE capsules 15. ENCORE - Clear 4 stages using the same special weapon 16. PEACEKEEPER - Clear the game shooting the least amount of enemies. 17. CONSERVATIONIST - Clear the game using the least amount of WE. 18. FAREWELL TO ARMS - Clear 4 stages without using a special weapon 19. GAMER'S DAY - Clear the game 5 times in 1 day 20. DAILY DOSE - Play the game once a day for 3 days 21. WHOMP WILY! - Clear the game 22. TRULY ADDICTED! - Clear the game 10 times 23. TRULY HARDCORE! - Clear the game 30 times 24. CONQUERE - Defeat 100 enemies 25. VANQUISHER - Defeat 500 enemies 26. DESTROYER - Defeat 1000 enemies 27. WORLD CHAMPION - Defeat every type of enemy 28. TRUSTY SIDEARM - Defeat all 8 bosses using the M. Buster 29. PACK RAT - Get 999 screws 30. VALUED CUSTOMER - Buy every item 31. SHOP A HOLIC - Buy 30 items or more 32. LAST MAN STANDING - Defeat all 8 bosses with 1LE 33. SURVIVOR - Defeat a boss with 1LE 34. HARD ROCK - Get to a boss room without getting hurt 35. HEAVY METAL - Get to a boss room without shooting 36. SPEED METAL - Get to a boss room without stopping 37. FANTASTIC 9 - Get 9 lives 38. FULLY UNLOADED - Use every special weapon on a boss. 39. BLUE BOMBER - Defeat a boss without getting hit 40. ECO FIGHTER - Defeat a boss using the M. Buster 41. MARATHON FIGHT - Have a boss battle last 10 minutes or more 42. QUICK DRAW G - Defeat Galaxy Man in 10 seconds or less 43. QUICK DRAW C - Defeat Concrete Man in 10 seconds or less 44. QUICK DRAW S - Defeat Splash Woman in 10 seconds or less 45. QUICK DRAW H - Defeat Hornet Man in 10 seconds or less 46. QUICK DRAW J - Defeat Jewel Man in 10 seconds or less 47. QUICK DRAW P - Defeat Plug Man in 10 seconds or less 48. QUICK DRAW T - Defeat Tornado Man in 10 seconds or less 49. QUICK DRAW M - Defeat Magma Man in 10 seconds or less 50. QUICK DRAW X - Defeat Dr. Wily in 180 seconds or less ---------------------------------------- DOWNLOADABLE CONTENT ---------------------------------------- Information obtained from Rockman Perfect Memories (http://www.rockmanpm.com/) 1. Endless Attack Wii Points: 300 Description: Play one stage after another without dying. The goal is to get the farthest. 2. Hero Mode Wii Points: 100 Description: Enemies will be placed in "harder locations". 3. Superhero Mode Wii Points: 100 Description: Like hero mode, just harder 4. Proto Man Mode Wii Points: 200 Description: Play as Proto Man, whose abilities include his shield. There's no change in the story if you play as Proto Man 5. Special Stage Wii Points: 100 Description: lay a secret level in the game (as evidenced in Time Attack Mode there another stage. ================================================================================ 4. LEGAL ================================================================================ Mega Man 9 and everything related copyrighted 1987, 2008 Capcom Wii is a trademark and product of Nintendo, 2006 PlayStation 3 is a trademark and product of Sony, 2006 Xbox 360 is a trademark and product of Microsoft, 2005 Guide written by LatiosXT, copyrighted 2008. For use on Gamefaqs.com only. Feel free to e-mail me corrections at altomarelatios at aol.com</p>


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The Centre for Metropolitan History has made available the 1603 edition of John Stow's A Survey of London, edited by C. L. Kingsford. The work chronciles the history of the city from the 13th through the 16th centuries.
John Stow's survey, reprinted from the 1603 edition. Originally in two volumes, here given as one. It also contains a life of Stow, and other supporting biographical materials. Also included is an account of the variants of the 1603 edition as relating to that of 1598, and extensive notes on the text.


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So, you raise $6 million big ones. Where you gonna go?
To Silicon Valley, of course.
Compiere Inc., a Portland, Ore., an open source software company, took its first outside money from New Enterprise Associates so it's moving its headquarters to be closer to the hands feeding the slot machine.
So much for the theory that California is driving away business.
Company founder and CEO Jorg Janke says Compiere hit profitability early in its history and was able to fund its own growth. But market demand for its "enterprise resource planning" products has grown. Since the company made its open-source application available on the Internet in 2001, it has been downloaded more than 1 million times.
Compiere is one of a new crop of companies building products and a business before taking any money from Sand Hill Road. But, sooner or later, the venture sirens come calling.
Compiere gets two new board members in the deal: NEA partners Vladimir Jacimovic and Harry Weller. NEA says it has $6 billion under management and has invested in more than 500 companies, of which more than 150 have gone public and more than 200 have been acquired.
What does the future hold for Compiere? Compiere's motto: "The future is wide open."
For their sake, we hope it is.


text:
Samsung Galaxy Premier benchmarked again, GPU revealed
Interestingly, the Samsung Galaxy Premier has been benchmarked again, this time using GLBenchmark, which measures graphics performance. And thanks to the results that were posted online, we now think we know what processor exactly ticks under the smartphone's hood. The GPU inside it is the PowerVR SGX 544 – exactly what complements the OMAP4470 SoC and its two Cortex-A9 cores.
Android 4.1 build that was running on that benchmarked Samsung Galaxy Premier was not in its final form. Besides, it is always the real-life performance of a smartphone that matters most, not the scores it gets when benchmarked.
There is still no word as to when the Samsung Galaxy Premier is expected to materialize, but given all the leaks we are being treated to, an official announcement might come pretty soon. Pricing and launch date are also up in the air for now.
Thanks for sending this in!
source: GLBenchmark
11 Comments
1. PhenomFaz (Posts: 1236; Member since: 26 Sep 2012)
I really hope this isn't the Galaxy Nexus 2
2. Retro-touch (Posts: 293; Member since: 24 Oct 2011)
Well its got Touchwiz so there's no chance its the Galaxy Nexus 2
3. THE-DARK-KNIGHT (banned) (Posts: 18; Member since: 21 Oct 2012)
A decent phone...
4. kartik4u98 (Posts: 511; Member since: 19 May 2012)
There is an OMAP...It's good!
There isn't OMAP 5 (A15)..........it's bad :-(
5. Fayeznoor (Posts: 72; Member since: 15 Nov 2011)
its OMAP 4470, the same one used in Kindle Fire HD
6. baldilocks (Posts: 1020; Member since: 14 Dec 2008)
There probably won't be a Samsung Nexus phone this time.
7. remixfa (Posts: 14605; Member since: 19 Dec 2008)
its basically a rebranded G-Nexus. Which is fine. It will be a solid lower-mid performer (funny that a 4.6 inch HD screen and dual core are lower-mid now lolol)
9. TylerGrunter (Posts: 1543; Member since: 16 Feb 2012)
The G-Nexus has an OMAP4460, not the OMAP4470. GPU wise the 4460 has only half the power or the 4470, and that was one of the worst things of the Nexus. Even if it's only for that I think it's a great improvement.
I think it is a solid mid-performer, being the SIII mini the low-mid one (with the crappy ST processor). But I guess that's a question of what you call mid or low-mid.
This should be a competitor for phones like the Motorola Razr M or the HTC one S.
8. Cyan3boN (Posts: 446; Member since: 23 Feb 2012)
looks very boring
10. ajac09 (Posts: 1482; Member since: 30 Sep 2009)
yay for more midranged phones