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Mega Man 11 eGuide
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Contents

  • Story and Characters
    • Plot
    • Mega Man
    • Dr. Light
    • Dr. Wily
    • Roll
    • Auto
  • Dr. Light’s Lab: Support Items and Parts
    • Overview
    • Unlocking Items
    • Screw Hunting
    • Support Items
    • Parts
  • gameplay
    • Controls
    • Item Drops
    • Support Items
    • Upgrade Parts
    • Double Gear System
    • Weapons
  • Stages
    • Difficulty
    • Speed Gear
    • Replaying Stages
    • Trophies and Achievements
  • Robot Master Block Man
    • Overview
    • Mystery Chip
    • Mid-Boss: Totemer
    • Mid-Boss: Totemer 2
    • Robot Master: Block Man
    • Get Equipped With: Block Dropper
  • Robot Master Acid Man
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Mid-Boss: Cyclone W
    • Robot Master: Acid Man
    • Get Equipped With: Acid Barrier
  • Robot Master Impact Man
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Mid-Boss: Pickman Digger
    • Robot Master: Impact Man
    • Get Equipped With: Pile Driver
  • Robot Master Bounce Man
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Mid-Boss 1: Frog Balloon
    • Mid-Boss 2: Frog Balloon
    • Robot Master: Bounce Man
    • Get Equipped With: Bounce Ball
    • Get Equipped With: Rush Jet
  • Robot Master Fuse Man
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Mid-Boss: Dread Spark
    • Robot Master: Fuse Man
    • Get Equipped With: Scramble Thunder
  • Robot Master Tundra Man
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Mid-Boss: Mecha-Mammostal
    • Robot Master: Tundra Man
    • Get Equipped With: Tundra Storm
  • Robot Master Torch Man
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Mid-Boss: Sparkey
    • Robot Master: Torch Man
    • Get Equipped With: Blazing Torch
  • Robot Master Blast Man
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Mid-Boss: Thrill Twins
    • Robot Master: Blast Man
    • Get Equipped With: Chain Blast
    • Gear Fortress
  • Gear Fortress 1
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Boss: Yellow Devil MK-III
  • Gear Fortress 2
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Boss: Mawverne
  • Gear Fortress 3
    • Overview
    • Mystery Chip
    • Recommended Gear
  • Gear Fortress 4
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Boss: Wily Machine No. 11
    • Boss: Wily Machine No. 11 (final form)
  • Challenges
    • Overview
    • Time Attack
    • Jump Saver
    • Buster Breakdown
    • Score Attack
    • Medal Collector
    • Playground
    • Playground: Mid-Bosses
    • Playground: Bosses
    • Balloon Rush
    • Balloon Rush: Block Man’s Stage
    • Balloon Rush: Acid Man’s Stage
    • Balloon Rush: Blast Man’s Stage
    • Balloon Rush: Fuse Man’s Stage
    • Balloon Rush: Bounce Man’s Stage
    • Balloon Rush: Torch Man’s Stage
    • Balloon Rush: Impact Man’s Stage
    • Balloon Rush: Tundra Man’s Stage
    • Balloon Rush: Gear Fortress Stage 1
    • Balloon Rush: Gear Fortress Stage 2
    • Boss Rush
    • Boss Rush 2
    • Dr. Light’s Trial
    • Dr. Light’s Endless Trial
    • Dr. Light’s Trial Maps
  • Enemy Gallery
    • Overview
    • Mid-Boss Damage Chart
    • Boss Damage Chart
  • Achievements and Trophies
    • Overview
  • Behind the Scenes of Mega Man 11
    • with Game Director, Koji Oda and Producer, Kazuhiro Tsuchiya
  • 30 Years of the blue Bomber
    • A Visual History
  • The Genesis of Rockman
    • Overview
    • Mega Man
    • Designing a Better Balance
  • Mega Man
    • Introduction
    • Overview
    • Box Art
    • Marketing
    • ROBOT MASTERS
    • Bosses
  • Mega Man 2
    • Introduction
    • Box Art
    • Transport Items
    • Bosses
    • ROBOT MASTERS
    • Special Weapons
    • Enemies
    • Wiley Stages
    • Marketing
  • Mega Man 3
    • Introduction
    • BOx Art
    • ROBOT MASTERS
    • Bosses
    • Special Weapons
    • New Character: Proto man
    • New Move: Slide
    • New Character: Rush
  • Mega Man 4
    • Introduction
    • Box Art
    • Bosses
    • ROBOT MASTERS
    • Special Weapons
    • BALLOON AND WIRE
    • EDDIE (AKA EDDY/FLIP-TOP)
    • Marketing
  • Mega Man 5
    • Introduction
    • Box Art
    • Bosses
    • ROBOT MASTERS
    • Special Weapons
    • Robot Master Stages
    • BEAT
    • SUPER ARROW
    • Marketing
  • Mega Man 6
    • Introduction
    • Box Art
    • Bosses
    • ROBOT MASTERS
    • Special Weapons
    • RUSH JET ADAPTER
    • RUSH POWER ADAPTER
    • Marketing
  • Mega Man 7
    • Introduction
    • Box Art
    • Marketing
    • ROBOT MASTERS
    • Bosses
    • New Characters
    • New Features
    • Special Weapons
  • Mega Man 8
    • Introduction
    • Box Art
    • Marketing
    • ROBOT MASTERS
    • Bosses
    • New Character: Duo
  • Mega Man 9
    • Introduction
    • Box Art
    • ROBOT MASTERS
    • Bosses
    • New Feature: Play as Proto Man
    • Marketing
    • Special Weapons
  • Mega Man 10
    • Introduction
    • Box Art
    • Marketing
    • ROBOT MASTERS
    • Special Weapons
    • Bosses
    • New Feature: Play as Bass
    • DLC
  • More Blue Bomber
    • The Game Boy Games
    • Mega Man Powered Up
    • Mega Man & Bass
    • Mega Man: Battle & Chase
    • Super Adventure Rockman
    • Mega Man Soccer
    • Street Fighter X Mega Man
  • Mega Man X
    • Overview
    • The Journal of Dr. Cain
    • Characters
    • Select Your Stage
  • Mega Man Legends
    • Overview
    • CHARACTERS
    • CHARACTER GALLERY
    • Enemy GALLERY
    • Story
  • Mega Man Battle Network
    • Overview
    • Story
    • Characters
    • CHARACTER GALLERY
    • Enemy GALLERY
  • Mega Man Zero
    • Overview
    • STORY
    • CHARACTERS
    • CHARACTER GALLERY
    • Enemy GALLERY
  • Mega Man ZX
    • Overview
    • Story
    • Mega Man ZX Boss GALLERY
    • Mega Man ZX Advent Boss GALLERY
  • Mega Man Star Force
    • Overview
    • STORY
    • CHARACTERS
    • CHARACTER GALLERY
    • Enemy GALLERY
  • Fighting Games
    • Overview
    • Mega Man: The Power Battle
    • Guest Appearances
  • Mega Man in Media
    • Overview
    • Captain N: The Game Masters
    • Mega Man TV Series
    • Mega Man NT Warrior
    • Mega Man: Fully Charged
    • Rap and Opera
    • Archie Comics
  • Mega Fans
    • Overview
    • Mega Man 2 by Gibbs Rainock
    • MEGA by djkopet
    • Mega Man Zero by Dododoro
    • Mega Man! by Edwin Huang
    • Mega Man by Mike Bowden
    • Mega Man: The Server Is Down by Mike Henry
    • GOD OF ROCK by Paparaya
    • Rockman 30th by Susumu Kuroi
    • Neon Mega Man by Tyson Hesse
    • Mega Man Suave by Sketchcraft
    • Mega Man Redesign and Mega Man X Redesign by Vicente Valentine
    • Mega Man, Tron Bonne, and Roll Caskett by Genzoman
  • Bonus Excerpt
    • from UDON’s Mega Man 2 Mastermix Comic!

Mega Man 11 Guide › Robot Master Acid Man

Recommended Gear

Block Man was just a warmup. To cut down on unecessary deaths, we recommend using the Block Man Screw strategy to gear up Mega Man as much as possible before proceeding.

If you prefer to forgo the easy route but would still like to gain as many Screws as possible, consider working toward the Mystery Chip first. It will provide bonus Screws for completing a stage, and double the amount of Screws when the stage is finished within a certain amount of time. The corresponding times and amounts are displayed at the start of each stage’s chapter throughout this guide.

Alternatively, the Screw Catcher will cause enemies to drop more Screws, providing additional funds organically over time. Even when combining the Screw Catcher and double bonus from the Mystery Chip, the Block Man strategy is still faster.

Either way, it’s a good idea to purchase the Buster Plus Chip before heading into Acid Man’s stage, as it will greatly assist you for the remainder of the game. A few Pierce Protectors will also come in handy as they will prevent any sudden deaths caused by the many treacherous spikes in Acid Man’s underwater areas.

On the arrival screen, a Shpider hangs overhead. Shpiders drop down low when Mega Man is within range, allowing them to be shot more easily. They can also be damaged with Mega Man’s new Block Dropper Special Weapon, but if you used that every time you saw a Shpider in this level, you’d run out of weapon energy very quickly.

Either way, Shpiders drop Mini Shpiders when they are partially damaged (rather than destroyed outright with a Charge Shot), so be ready for the additional enemies that will appear. Mini Shpiders sometimes drop small amounts of energy.

Lure the Shpider down and blast it with a Charge Shot, preventing it from dropping its robo-babies.

Stage Gimmick: Acid Pools

Most of this stage’s lower level is filled with liquid. The liquid has four levels of toxicity: blue, yellow, and red are safe (though still hinder Mega Man’s movement speed), and green damages Mega Man on contact. Pipettos will incrementally increase the toxicity level of any given liquid pool by shooting their acid into it, so try to take them out before they can!

It’s raining Mega Men!

Although Mini Shpiders can be very annoying, they also provide an opportunity to grab a bunch of 1UPs. At the start of the stage, you can get two Shpiders onscreen with no interference from other enemies or hazards. Shoot them with normal Mega Buster shots to release several Mini Shpiders; then use a Mega Tank to turn every visible enemy into a 1UP.

Reminder: You must have full health and full weapon energy in order for the Mega Tank to convert enemies to 1UPs!

Another Shpider is crawling along the ceiling just ahead. Wait for it to reach the leftmost side of its patrol and then lure it down and destroy it with a Charge Shot. Proceed along the small platforms to the right. If Mega Man falls into the green bubbling acid, he will take damage.

The next area has blue liquid, meaning it’s safe to traverse through. There are two Pipettos, one on a small platform over the liquid and another shortly afterward, higher up. Take them out with Charge Shots while avoiding their projectiles, which target Mega Man’s current location fairly accurately.

Note that if you haven’t upgraded your Mega Buster with the Buster Plus Chip, you’ll have to follow up Charge Shots with a normal Mega Buster shot to finish off Pipettos.

From the platform with the second Pipetto you’ll be able to easily take out the nearby Shpider. Use a Charge Shot to ensure Mini Shpiders don’t hound you when you drop down on the other side of the liquid pool.

The next two platforms have Pipettos on them. If you don’t act fast, they’ll turn the liquid to acid, so jump down to the first platform and take out the Pipetto with a Charge Shot. Repeat for the second Pipetto.

A Shield Attacker awaits in the next room. Although it’s guarded from the front, you can break its guard and stun it for a brief moment with a Charge Shot. Use the Speed Gear if it’s recovering too quickly. You can also destroy it when it’s facing away from you, as Shield Attackers are not protected from behind.

Take it out and carefully proceed downward, as there are Mini Shpiders hopping around the hatch you’re headed through. Use the Block Dropper if you’d like to safely deal with them from above.

The hatch leads into an underwater zone with currents that can push or pull you in either direction. Mega Man can also jump higher while underwater.

The Brushies move up and down at varying speeds. Take them out with Charge Shots.

Stage Gimmick: Floating Debris

Be aware of floating debris that is also traveling with the current. It can damage both Mega Man and enemies, but you can destroy it with the Mega Buster or with special weapons.

You can prop yourself behind a platform to prevent getting pulled with the current while you safely charge the Mega Buster.

With the first three Brushies destroyed, slide to the left to collect the Small Screws.

Shoot the fourth Brushy before proceeding. Watching for floating debris coming from the left, jump up and through the gap in the wall to the right. Reach a Large Life Energy by jumping to the upper platform.

A Shield Attacker M patrols the lower level. Destroy it in a similar fashion to the Shield Attacker from Block Man’s stage (shoot it from behind, or guard break it with a Charge Shot). If you’re coming from the top level after collecting the Large Life Energy, beware of the spikes, as it’s easy to misjudge these areas due to the current.

Proceed through the lower level or slide under the spikes (and watch out for another Brushy and even more spikes); then jump up to reach the ladder.

In this room, the current follows the path that you must travel. First it will push you to the left, then up, then to the right. There are a few Brushies as well. Take out the first one with a Charge Shot, but consider using the Block Dropper or Speed Gear to deal with the others, as the current is likely to throw you into them.

In the room with the next hatch, there will be two Shield Attacker Ms. Shoot the higher one from the ledge you’re standing on when you enter the room, though the current may make it difficult to stay up there. Drop down and take out the lower one while it’s still at the opposite end of the room.

Getting into the hatch is tricky here, as the current will try to push you into the spikes. If the room is clear, jump from about the middle of the screen and then float down, into the hatch.

You drop down into a room with a Sniper Joe. Jump out of the water and onto the first ledge, below Joe. You can either guard break him with a Charge Shot, or wait for him to lower his guard so he can shoot (which, in this case, will pass safely over your head).

Once you destroy him, continue up and to the left, collecting a trio of Small Life Energy; then drop down the shaft.

The next room requires a series of platforming maneuvers while dealing with liquid pools, Shpiders, and Pipettos. If the Pipettos turn the liquid to acid, any Mini Shpiders will be dissolved in it.

Before moving, start by unleashing a Charge Shot at the Shpiders, which should wipe out both of them. Then hop onto the small platform and take out the first Pipetto. Shoot the second Pipetto from this level as well, either on the current platform or the one ahead.

Jump to the platform just before the next Shpider. It will drop down safely in front of you, allowing you to shoot it.

From the small ledge ahead, take out the next Shpider and Pipetto.

At the Pipetto’s former location, jump up and destroy the next Pipetto on the other side of the pipes before proceeding. This prevents you from getting stuck in the crossfire between it and a Sniper Joe.

With the Pipetto gone, you can take your time with the Sniper Joe. Try to anticipate his next attack and jump to release your Charge Shots first. If you’re in a hurry, use the Power Gear to release a Double Shot. This will break his guard and damage him in a single attack. Continue to the right and down the ladder.

It’s possible to take out the lower Shpider from a distance with a Charge Shot, but the closer Shpider you must lure down from the ceiling.

Down the hatch you go!

Another underwater section, this time with lots of spikes!

Avoid the lone spike mischievously placed about where you’d land after coming out of the hatch. Jump up and Charge Shot the two Brushies; then slide underneath the platform to grab the Large Life Energy if you need it.

Two more Brushies await ahead. Clear them out before attempting to jump up and over the spikes. You’ll need to control the height of your jumps in this area, as the ceiling is lined with spikes as well.

A Shield Attacker M patrols below. Given the tight space to fight this one, it’s best to use the Speed Gear.

In the next room, carefully navigate to the 1UP. Avoiding the 1UP and going the “easy” way is actually a trap. DO NOT slide off the platform with the 1UP. You lose momentum as soon as you are no longer touching the ground, so you’re liable to just drop right into the spikes below.

Instead, jump to the left and fall down between the spikes sticking toward the middle of the room. The Large Life Energy is likely more trouble than it’s worth. Continue down through the Mid-Boss door.

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