That's the point!
Actually, this is very similar to how World 5 is.
After Megaman defeats the Star Rulers for the second time, he gets teleported to a room, and he has to face the Left Fist, then the Right Fist, before he fights Wily.
Same thing here. Megaman defeats the 4th gen RMs for the second time, he gets teleported to a room, and he has to face the tag-team of Robo-Ky and Zakura, before he fights DWII.
Posted on: January 07, 2010, 06:24:52
Oh what the hey.
Another update, the last of my 4th generation of Fortress Bosses.
Presenting...
Name: Tar Devil MKII
Designation: Fortress Boss (DW2N-FB016)
Background: You might be thinking... If this is MKII, where's the original Tar Devil? Well... He was featured in my DWII fanfic as a boss at the Robot Museum, similar to the events in Megaman 7. No official number was given to him... But if you want a number... Maybe he's DW2N-FBP001 (Fortress Boss Prototype). Anyways, back to the main subject, Tar Devil MKII.
The Devil series is needed in any villian's army, so DWII created the Tar variant. The prototype Tar Devil was first created, but was defeated, therefore, the MKII variant is created, to confuse Megaman. Tar Devil MKII has 5 eyes, although only one of them is the true eye (It's the red one amongst the pink ones). Throughout the battle, MKII will open any one of the 5 eyes, and shoot a few shots at Megaman. Attacking the wrong eye will result in MKII's healing. After opening 3 eyes, MKII will break up into smaller pieces, and fly across the room, like all Devils before him. After reforming, he can either attack with a flying punch (Tar Puncher) or resume the eyes' attack pattern. Also, since he's made of tar, any contact will result in a stuck Megaman. Easy pickings.
Character: ... Very quiet.
Weakness: How to make sure you get the correct eye? Maybe Coat Lensflare can help... (When used, all eyes will appear, and MKII will be damaged from the initial flash, and stunned for 5 seconds. Within that time frame, target the red eye for additional damage, if it's within range...)
And here's the original Tar Devil for completeness sake.
Name: Tar Devil
Designation: Fortress Boss Prototype (DW2N-FBP001)
Background: The Devil series is needed in any villian's army, so DWII created the Tar variant. The first one, the Tar Devil, was deployed when DWII first stole the original Napalm Man from the Robot Museum (similar to how Wily stole Guts Man in Megaman 7, and deployed that... Spinning chicken boss...) to delay Megaman (So actually, the Tar Devil predates my 1st generation of Fortress Bosses, fanfic-wise...).
A distinct difference of the Tar Devil is the lack of the eye unit appearing throughout the battle. It is hidden inside the main body, and never leaves the main body. However, he could still see clearly, using his tar body as a sort of lense. He mainly attacks by firing off his fist (Tar Puncher) or break up into smaller pieces. However, the main body never breaks up, only his limbs. The main body will fly around as per Devil usual. Lastly, any contact will result in a stuck Megaman. Easy pickings.
Character: ... Very quiet.
Weakness: The eye never appears? If only there's a weapon to seek out the weakness... Wait... Twin Missile... (Because the Tar Devil WAS supposed to be introduced in the first generation, therefore his weakness is from the first generation of Master Weapons...)
Yeah... The original Tar Devil appears in my fanfic that I have yet to post, nor complete... But he is canon in the DWII saga of games...
Anyways, with Tar Devil MKII there, the 4th generation of Fortress Bosses is complete.
All that's left... Is my Wily II Machine 4...