| Okay, so it's not really Dracula, but he makes for a pretty darn good substitute. This part of the playthrough contains the Robot Museum intermission stage, Shade Man's stage, and Turbo Man's stage. Stage Notes: Robot Museum - This intermission stage is extremely short. It has no enemies at all, but does give a quick stroll down memory lane with replicas of past Robot Masters (or genuine articles restructured, who knows). However, there is a boss battle after Wily makes off with Guts Man, again. This oversized jester-bot is for the most part indestructible, except for its head (what are the odds of that). Just give a quick shot to the head and it will go flying about as the body will jump all over the place trying to get its head back. The Thunder Bolt is a good choice, but the Danger Wrap works as well. I use the Thunder Bolt. Shade Man - In a stage that feels very influenced by Ghouls 'N' Ghost, this stage is filled with robotic monsters from "decaying" zombies to roller knights that become werewolves when the moon is full. It's the ravens, though, that are the biggest annoyance despite being a few of them. The pumkin miniboss is intriguing as it has two weak spots in which destroying one of them will send you to a different area in the stage. Destroying the eyes will send you straight ahead with more zombies and roller knights. This way will lead you to the Energy Balancer. Destrying the "core" in the pumpkin will send you to the bottom route which is tougher as the ... |