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    Enemy List by virgilkx

    Version: 1.10 | Updated: 03/20/02 | Printable Version | Search This Guide

    Mega Man Legends Enemy List - Version 1.10
    By VirgilKX
    3/22/02
    
    Sections:
    
    1. Comments
    2. Version History
    3. The enemy list
      - Reaverbots
      - Bonne's mechs
      - Final bosses
      - Difficulty discrepancies
    4. Contact information and legalities
    ------------------------
    Section 1: Comments
    
    This is a ((an) almost) complete enemy list for Mega Man Legends.  Strategies
    are up for most enemies... however, locations need to be worked in, as well as
    other tidbits, such as difficulty discrepancies.  This will be added in a later
    update, as I try to sort things out.  I need to figure out HP values, as well. 
    I may need assisstance, so if you can offer your help, then I will gladly
    accept whatever information you can give me!  And of course, I will add credit
    to your name for supplying me.  Head to the Contact section as to how to,
    obviously, contact me.
    
    I'm not exactly new to making FAQs, but I AM new to making fancy titles.  If
    you can help me in finding a good program to make them, then please drop me a
    line.  I would be more than happy to give you credit, too.
    -------------------------
    Section 2: Version History
    
    Version 1.0(5/13/00): The basic list.  Lacking the final bosses, however. 
    Major ammounts of information needs to be added, too.
    Version 1.11(3/20/02): Wow, it's been so long since I've updated - almost 2
    years!  I really need to rework this whole FAQ... editing it and whatnot.  I
    updated the contact list, and organized things a little by making seperate
    sections... more will come soon!  Please see the comments above as to how you
    can help.
    -------------------------
    Section 3: Complete Enemy List
    
    (Note:  The names and such come from the Prima strategy guide, so don't be
    surprised if the enemy names look awkward.  This is taken directly in
    order in how it is placed from the strategy guide, also.  The only thing I am
    changing, is the description of the robot.)
    
    -- Reaverbots --
    
    (HP is the amount of damage you must inflict before the enemy dies. (However,
    unless it is a boss, the HP value is never displayed.)  The refractors
    corespond to the strategy guide's numbers, hence:  The first number is the
    maximum amount of refractors that can appear when the enemy dies, and the
    second number indicates a larger value of refractor shard.  The higher the
    number, the better your chance at collecting larger refractors.)
    
    Arukoitan:
    
    HP:  480.
    Description:  Walks on two legs, and shoots fireballs.  However, they do not
    attack on their own.  They have non-mobile scouts, called "Orudakoitans" to
    scout out for them.  If an Orudakoitan spots you, the Arukoitan will
    immediately begin attacking you.  Has no arms.
    Refractors:  3 x 5. (4 x 8 when the Orudakoitan is destroyed.)
    
    Orudakoitan:
    
    HP:  448.
    Description:  No movement, and no attack.  They look identical to the
    Arukoitan, and their jobs are to scout for movement from trespassers.  When
    they sense movement, a signal is given to the Arukoitan, who then attack.
    You can shoot it from afar, and destroy it, before the signal is given.  Once
    the Orudakoitan is/are destroyed, the Arukoitan(s) become dormant.
    Refractors:  8 x 8.
    
    Zakobon:
    
    HP:  64.
    Description:  The first reaverbot you find.  Weak, but still powerful enough
    to do damage.  Fires bombs from its bottom, and if you're close, it will do a
    spinning tackle and attempt to knock you down.
    Refractors:  2 x 2.
    
    Red Zakobon:
    
    HP:  448.
    Description:  Identical to the Zakobon.  Tougher than their counterparts,
    they can glide along the ground at a reasonable pace, or shoot fireballs at
    you.  It can also do a spinning tackle.  Still, with proper caution, they can
    still be taken down easily.  You'll first find them at the ruins overlooking
    Lake Jynn.
    Refractors:  6 x 4.
    
    Shekuten:
    
    HP:  32.
    Description:  Very short, and has a small needle on top of its head.
    Invulnerable until it spots you, and then it will walk on its two short legs.
     It will then start to glow a bit, and explode in a few seconds.  Destroy it
    before it gets too close.  You'll first meet them in the ruins with the Junk
    Shop man.
    Refractors:  8 x 1.
    
    Mirumijee:
    
    HP:  32.
    Description:  Looks like a snake.  Slithers along the ground, and will try to
    tackle into you.  Extremely weak, and easy to take down.  First encounter
    them in the very beginning ruins, if you stray from the main path.
    Refractors:  3 x 1.
    
    Mimic:
    
    HP:  160.
    Description:  It looks just like a normal treasure chest at first.  When you
    open it, it'll start pouring bombs straight ahead.  Get to the side of it,
    and shoot at it.  You'll probably meet this thing for the first time, in the
    ruins near the Marlwolf. (Not the ruins Teasil tries to get into, however.)
    Refractors:  8 x 4.
    
    Sharukurusu:
    
    HP:  672.
    Description:  A tough enemy.  They are about Mega Man's size, and the
    majority of them are green.  When it spots you, it will run at you, and try
    to thrust its claw into you.  Take the fight from afar.  (Note:  The ones in
    Lake Jynn's ruins, can cloak.) Watch your sides, because they will usually
    try to rush into your side.  First encountered in the Cardon ruins.
    Refractors:  3 x 5.
    
    GuruGuru:
    
    HP:  512.
    Description:  Resembles a crab/turtle.  Brown, and crawls along the ground
    with four legs on its sides.  When it senses movement, it'll speed up and try
    to tackle into you.  Attack from afar, and it'll flip on its back.  Shoot his
    backside, and continue the process, until it dies.  Meet them first in Lake
    Jynn.
    Refractors:  3 x 5.
    
    Jakko's Nest:
    
    HP:  512.
    Description:  Contains Jakko's, and releases them when shot at, or when you
    get too close.  Releases a good amount of refractors.  Encountered only in
    the Lake Jynn ruins.
    Refractors:  12 x 5.
    
    Jakkos:
    
    HP:  32.
    Description:  Released by the Jakko's Nest.  When free, it'll fly in the air,
    and will probably try to fly into you.  Extremely weak, but can be a nuisance
    in numbers.  Encountered only in the Lake Jynn ruins.
    Refractors:  2 x 2.
    
    Gorubeshu:
    
    HP:  640.
    Description:  Wears a samurai-like hat, and a shield.  They move slowly, but
    are hard to take down.  It can use its shield to defend itself, and when it
    is not using the shield, it may try to shoot fireballs at you.  Attack it
    when the shield is down.  You will first meet them in the Clozer Woods' Sub
    Gate.
    Refractors:  5 x 5.
    
    Firushudot:
    
    HP:  512.
    Description:  Looks like a giant aligator.  Swims within the walls of water
    in the hallway of the Lake Jynn ruins.  Attacks when they leap onto the
    ground.  If you are close, they can do a tail whip or a tackle.  If you are
    afar, they can also send out a sonic wave to hit you.  They are very hard to
    take down, and really aren't worth it.
    Refractors:  6 x 5.
    
    Miroc:
    
    HP:  1.
    Description:  Tiny enemy that makes very little noise.  Rolls along the
    ground, and will try to bash into you.  Has a point on its head, and is grey
    colored.  Can be hard to notice, but its really easy to take down.  You can
    first meet them deep within the optional labyrinths. (The labyrinths you
    don't have to explore.)
    Refractors:  1 x 8.
    
    Foo-roo:
    
    HP:  1.
    Description:  Looks like a golden flying eye.  Will try to sneak up on you,
    and explode.  Easy to take out, as long as you keep your eye on them.
    Refractors:  2 x 1.
    
    Cannam:
    
    HP:  1280.
    Description:  Giant four legged spider look alike.  Can jump from the floor
    to the ceiling, and vice-versa.  Attack it from afar, and its rather
    harmless.  Meet them in the very first ruins.
    Refractors:  6 x 5.
    
    HanmuruDoll:
    
    HP:  8160.
    Description:  Huge robot resembling the first boss you fought.  Patrols a
    rectangular hall, and will follow you around it, trying to destroy you.  When
    he rushes at you, it will pound the ground with its arms, and explosions will
    erupt around his arms.  If you're afar, and in the large area of the
    rectangular hallway, it can shoot out its two arms in a straight line at you.
     Stay in the middle to avoid them, and shoot at it.  You will only encounter
    it deep within the optional labyrinths.
    Refractors:  16 x 4.
    
    Karumuna Bash:
    
    HP:  1728.
    Description:  Giant dog-like robot.  It will try to dash at you, or shoot a
    stream of fire out.  Continously circle around it, and shoot at it.  Watch
    your sides - It may run into you without notice.  You'll first meet the 3 as
    bosses at the Clozer Woods' ruins, and then at the Main Gate, where they are
    spread apart.
    Refractors:  8 x 6.
    
    Karubun:
    
    HP:  2560.
    Description:  Can be grey or red colored.  Giant tank-like robot.  Its head
    is a flip-top, as it can launch out bombs in a circle around it.  It can also
    can shoot out a stream of machine gun fire in a straight line, or in a
    spread.  It can walk fast enough, and won't stop if you're in its way.  Get
    away from it, and shoot from a distance, running around it as it shoots out
    machine gun blasts.  First encountered in the Sub Cities.
    Refractors:  8 x 6.
    
    Large-sized Sharukurusu:
    
    HP:  2048.
    Description:  Giant red versions of the Sharukurusus.  Much tougher to take
    down.  Since you only find them in the Sub Cities, fire at them from the
    roof-tops.
    Refractors:  6 x 6.
    
    Garudoriten:
    
    HP:  2048.
    Description:  Giant Reaverbot boss that attacks you after you take the Yellow
    refractor in the Lake Jynn ruins.  Only weak-point is its head.  Walks slowly
    along the ground, but will attempt a sliding dash at you.  When it jumps back
    into the middle, it sends out a shockwave.  Don't get too close, or else
    it'll kick you.
    Refractors:  24 x 6.
    
    Gai-nee Tooren:
    
    HP:  768.
    Description:  Train-like reaverbot boss that only appears in the Sub City in
    Uptown.  Will deploy other reaverbots from its transports to attack you.
    Shoot at the transport when the door opens.
    Refractors:  None.
    ********************************
    -- The Bonne's mechs --
    
    Blumebear mecs:
    
    HP:  Blue - 768, Red - 896, Yellow - 1856.
    Description:  These are the mecs that will attack you when you are trying to
    take the key to City Hall.  Blue is built for speed, Yellow for stamina, and
    Red for attacking.  They roll around on the streets of Downtown, shooting out
    grenades and machine gun fire when you get close.  Keep moving around it when
    you attack them.
    Refractors:  5 x 5.
    
    Maiberu Haagen mecs:
    
    HP:  Yellow - 768, Red - 384.
    Description:  You'll have to destroy them quickly before they tear City Hall
    apart.  Their only job is to attack buildings.  However, you'll take damage
    if you happen to be in their way.
    Refractors:  5 x 4.
    
    Horunisse:
    
    HP:  576.
    Description:  Red, yellow, and blue.  These flying mecs will replace the red
    and yellow Maiberu Haagen mecs you destroy, and will attempt you to swoop
    down and drop bombs on you.  If you destroy all of the Horunisses, no more
    Maiberu Haagen mecs can be deployed.
    Refractors:  5 x 5.
    
    Zuuf Geleido:
    
    HP:  96.
    Description:  These submarines attack you while you're trying to defend
    yourself on Lake Jynn.  Red submarines will launch torpedos, while the Yellow
    ones will fire off missles.  It's a good idea to destroy them quickly, before
    they outgun you and over-run your Submarine.
    Refractors:  None, obviously.
    
    Drache:
    
    HP:  Red - 192, Gray - 512.
    Description:  You'll meet two red Draches in your fight against the Blumebear
    mecs, and then when you'll defending yourself from the Zuuf Geleidos.  Gray
    Draches will attack you in the first fight against the Gesellschaft.
    Refractors:  5 x 5.
    
    Leopordo:
    
    HP:  448.
    Description:  Grey tanks that attack you at the Yass Plains, and near the
    entrance to the Cardon ruins.  Fires off machine gun pellets when you're in
    front of it, or it will shoot of a bomb from its turret.  Attack it from the
    side, where its unable to attack you.  You can also catch it from surprise if
    you attack it before it spots you.
    Refractors:  4 x 4.
    
    Gun Battery:
    
    HP:  160.
    Description:  Attacks in conjunction with the Leopordos.  Immobile turrets
    that shoot out bombs when it spots you.  Has a long range attack, so its hard
    to be truly safe from their attack.  Destroy it from the side or backside.
    Refractors:  3 x 3.
    
    Feldynaught:
    
    HP:  4096.
    Description:  Tron Bonne's first mec she attacks you with, at Downtown.  Can
    fire off a stream of machine gun blasts, or when it starts spinning, it can
    launch off bombs.  If it does start spinning, get away from the area.  Can
    charge along the streets, so be careful.  Also can release a shockwave that
    can follow you around the area a bit.  Slide to the side, or jump out of its
    reach to avoid it.  Keep moving and shooting.  Patience is a virtue.
    Refractors:  None.
    
    Bon Bonne:
    
    HP:  2496.
    Description:  After all of the Maiberu Haagen and Horunisses are destroyed,
    Bon Bonne will fly up from another area, and attack you.  His missle attack
    can be painful, but run in-between him to avoid it.  He also has a tongue
    whip attack, but this can be easily avoided, by moving to the side.  When he
    spreads out his hands, watch out, because he's going to clap them together
    and smash you with them.
    Refractors:  None.
    
    Marlwolf:
    
    HP:  1536.
    Description:  Teasil Bonne's very expensive digging machine, that can also
    attack.  Meet it at the Clozer Woods ruins' entrance area, where it is
    digging up the ground.  The most deadly attack, are two green plasma shoots,
    which it will charge up from its hands, when you are on the ground.  Slide
    out of the way from them, or get behind a wall.  They will most likely
    destroy your shield if they hit you.  It will roll along the ground, and try
    to knock you down.  Shoot at the treads, ignoring Teasil's responses, and
    then climb up onto the high cliffs.  Watch out for the Maiberu Haagens, and
    then leap onto the balcony, and then shoot the hatch when it opens.  Move to
    the opposite side of the balcony when a hand reaches up.  If you attempt to
    shoot at the hatch from the cliffs, the Marlwolf can use an arm to charge up
    a plasma shot, and then launch it at you.  Try to stay close to the edge of
    the cliffs, and then when it fires off, move away, so that the plasma shot
    hits the cliff.  Server bots may try to launch attacks from inside the hatch,
    as well.
    Refractors:  None.
    
    Barukon Gelede:
    
    HP:  Core - 1866, Arm - 1024, Gun Battery - 576.
    Description:  Attacks you on Lake Jynn, after you've defended yourself from
    the Zuuf Geleido.  When it first attacks, it may be a good idea to retreat,
    if the ship's health is low.  Return, and then shoot at the eyes, where the
    missles are shooting out of.  You can also confuse the missles, by moving in
    a circle, and then watch as they explode away from the submarine.  You'll
    pull into a cannal soon, and you must keep avoiding the Gelede's attacks.
    When Roll gives the signal to attack, now it's time for you to inflict some
    damage on the Barukon Gelede.  Eliminate the arms and gun batteries.  When you
    see the arms, target one of them until you move out of range, then attack the
    next one, and then the gun batteries when they move into range.  Try to avoid
    the missles, using the tactics explained
    above.  When both the gun batteries and the arms are destroyed, Teasil will
    launch one last desperate attack.  This is when you can finish off the
    Barukon Gelede.  Shoot at the backside (where the gun batteries were), and
    keep shooting at it whenever its in your range.  It will keep charging/firing
    off plasma shots, unless you are continously attacking it.
    Refractors:  None.
    
    Gesellschaft:
    
    HP:  Bonne Emblem - 1600, Each Wing - 1280, Gun Battery - 272, Ship's
    Underside - 1024.
    Description:  Attacks you in the sky after you've opened the Main Gate.
    (Note:  You must first deal with some Draches, before you fight the
    Gesellschaft.) When the fight begins, fire off at the underside.  With any
    luck, it'll be destroyed quickly.  When the Flutter moves to the sides,
    attack the Gun Batteries, or else they'll shoot off powerful bombs at the
    Flutter.  Attack the Wings when you're done with the Gun Batteries, or when
    they aren't attacking you.  When you move to the front of the Gesellschaft,
    shoot at the bombs as they appear, or they'll, one by one, explode onto the
    Flutter.  When you've destroyed both Wings, and the Underside, you'll move
    the front top of the Gesselschaft.  Use your most powerful attacks, and blast
    away at the Emblem, which will fire off constant blasts of plasma.
    Refractors:  None.
    
    Fokkerwolf:
    
    HP:  2048.
    Description:  After you've destroyed the Gesellschaft, the Fokkerwolf will
    attack you from the skies.  It will usually fly around the Flutter, launching
    3 missles at you.  It's imperative you keep sight of the Fokkerwolf at all
    times, so that you can spot the missles.  When it flies over you, it'll fire
    off machine gun blasts.  Fire at the mec when it flies by.  You'll get free
    shots when it hovers over-head, and fires down upon the Flutter.
    Refractors:  None.
    
    Bruno:
    
    HP:  8128.
    Description:  The Bonne's last ditch effort to destroy you.  You'll fight
    this over-grown mec at the Old City, after passing through the Main Gate, and
    unlocking the Sub Cities.  It is very tough to defeat, being the Bonne's
    strongest mec, and all.  Take the fight from behind, after it destroys the
    gate surrounding the remains of the warehouse.  Never fight it from the
    front, because it'll launch missles at you, and the feet shoot out bombs.  Yes,
    you CAN destroy all the gun turrets and such, but it's more trouble than it's
    really worth.  It
    can also shoot out machine gun blasts, and can charge up a plasma shot.  Get
    behind it, and shoot at its middle.  When it turns to face you, get behind
    the buildings, and then behind Bruno again.  Don't trust the durability of
    the buildings here, because they can be destroyed quite easily by Bruno.
    Refractors:  None.
    ------------------------------
    Section 4: Contact information and legalities
    
    You can direct all questions and such to DukeVirgil@aol.com.  Please make sure
    that your question was not answered here first before e-mailing me.
    
    If you wish to use this guide, ask for my permission first.  Stealing is
    prohibited, blah blah.  Just don't do it - It's easy to ask for my permission,
    and most often than not I will say yes.  However, it will be up to you to get
    the update from GameFAQs... thus, the price you pay for posting someone else's
    FAQ.
    
    Yes, I did get the HP and refractor values from the Prima Strategy guide, but
    the strategies
    used to beat the enemies, are of my own.