Tengu Man
Tengu Man is third in the Any% route, and is weak to Ice Wave. Tengu also takes extra damage from the Buster.
There are 4 bolts in Tengu's stage. 1 is collected in Any%, another is the fastest bolt not collected in any%. The bolt requiring a revisit (from Homing Sniper) can be duplicated elsewhere...
- Tengu Part 1 - General Tips
- Tengu - Rush Jet
- Shiriko da Gama
- Tengu Part 2 - General Tips
- Tengu Man - Boss Fight
- Bolt Locations - Tengu
Tengu Part 1 - General Tips
Mind the wind at your back. Going left against the wind is difficult. Ball jumping while facing left at the end of the bubble climb is near impossible.
The first bolt in the stage is technically slower than others, but it's the fastest bolt not collected in any% if you need an extra one.
Bubble Climb
The first half's Bubble climb is simply alternating ball jumps left and right. Remember to jump and shoot to the right at the peak so the wind doesn't kill you. You won't be able to move left (against the wind) into your mega ball.
Tengu - Rush Jet
General Jet Tips
With the exception of the mid boss, these are auto scroller sections. Nothing you do (such as enemy kill times, again except the mid boss) makes things faster or slower.
In the first half, Flash Grenade explosions "zoom off screen." In the second half, they don't.
There are 4 set party balls, 2 in each half of the stage. The friend you get from them is random. You can get more party balls to appear by dropping below half health.
You "lose" all friends between halves of the stage, and if you take a death.
After the mid boss, once you get the bolt and are out of the ship, go to the bottom right corner of the screen for a free small time save going into the bubble climb.
Bolts
The visible bolt after the mid boss is the only bolt collected in the rush sections in any%
If a bolt is duplicated for 40 bolts, the bolt in the ceiling is skipped entirely.
Friend Tier List
- Beat - Hovers in front of you constantly doing lots of damage if you hold charge. Fastest way to kill the mid boss, since holding Beat in its hit box will immediately hit after i-frames wear off.
- Eddie - Lobs bombs doing lots of damage if you hold change. Second fastest way to kill the mid boss, only losing time to beat because of the timing of bomb launches.
- Rush & Auto - Neither of these are suitable for the mid boss, due to reduced damage. i-frames generated from these friends take away the opportunity for something else to deal more damage.
In the first half of the stage, it doesn't matter which you take.
In the second half, you want beat and only beat. If you get Eddie out of the second party ball, he is a solid second choice to continue a run. If you see neither, the fastest strat is to take damage and force a third party ball to spawn.
Shiriko da Gama
This page lifted directly from the Mega Man 8 Compendium
HP: 33
Damage Chart:
M. Buster |
M. Ball |
T. Hold |
F. Bomb |
I. Wave |
T. Claw |
1:1.5:3 |
3 |
1:1 |
0.5 |
2 |
2 |
A. Crush |
W. Balloon |
F. Sword |
H. Sniper |
Eddie |
Beat |
11 |
2 |
0.5 |
2 |
3 |
3 |
Auto |
Rush |
3 |
1.5 |
Damage Values:
Contact |
Energy Balls |
Laser |
4 |
4 |
16 |
The best strategy for this midboss involves Beat. If you have Beat entering the boss, then the fight is simply holding down a charge to position Beat correctly, and placing him inside the midboss. Make sure you are damage boosting on the boss itself, as contact damage does significantly less than the laser.
If you get unlucky and don’t get Beat immediately, remember you can spawn additional party balls by being at half HP or less. If you get to the boss and still don’t have Beat, we recommend using half-charged Buster shots.
Tengu Part 2 - General Tips
You stayed in the bottom right after getting the bolt before getting off rush jet, right? This actually saves a small amount of time.
Bubble Climb 2
The second half's bubble climb requires a little finesse but can be done damageless. Go to the right a slight amount for 5 ball jumps, then fully back to the left for three. This should get you part way onto the next screen and the wind. Ball jump to the right to get out - remember the wind won't let you ball jump left, and if you're too far right the ball will explode inside the wall.