Mighty No. 9 - Robot Factory
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So while Call is in the prison looking for Blackwell, Beck has to stop a factory from making more of these malfunction robots, along with the help of all the other Mighty Numbers. This stage requires use of your abilities to progress, which is a concept that was only seen in the likes of Mega Man 8 or Mega Man 9. There will be multiple occasions were you are locked in a room and must defeat an enemy or enemies to proceed, one being a generator that makes a bunch of enemies to defend itself, another being a recreation of the intro stage boss, and the last being a gauntlet of enemies where you're assisted by Cryosphere and Countershade.
The boss of this stage has two separate health bars: one for the robot that you fight, and the other for the generator. First, you have to reduce the health of the robot and absorb it before you can damage the generator. When this happens, you have to damage the generator as much as you can before the robot is rebuilt. The robot's main method of attack is to send it's claws out at you. Dodging this requires skillful timing with the air dash and crouch dash as you're on a conveyor belt, but you can use Seismic's ability to knock away the arms, awarding you a Fine Play bonus. Another attack it will use comes after the halfway point, where it will shut it's eye, and launch a barrage of missiles at you. This lasts a good while, and while it's happening the conveyor belt is constantly changing directions. Another attack it has that you most likely won't see it use has it rev up and charge at you. The only way to avoid this is to interrupt it, either by absorbing it or knocking it back with Seismic's ability. Cryosphere does a lot of damage to the generator, and it also does residual damage as well, which should make quick work of it. __
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