MMKB

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This section of MMKB is under construction.
Content is subject to change at any moment.
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If you happen to be a one of the Servbots who made any Devroom entries during Mega Man Legends 3 development and want your works of artwork and info of your design preserved. Please contribute here.

List of known entries from the Bonne Mecha contest in the Mega Man Legends 3 US/PAL Devroom, which had Donner Wels as the winner.

Ademaro[]

Creator: Servbot #875 (Rockman Striker)

Description: This mecha is made in the Bonnes style, with a funny design, but its arsenal makes it a powerful machine.

Each part of the mech is controlled by one sibling:

  • Teisel´s cabin is on the head, he has control on the right arm.
  • Bon is attached to the left shoulder, he controls the left arm.
  • Tron´s cabin is on the torso, she is in charge of moving the mecha and drilling.

Its armor is very thick, it can't be damaged normally. 6 Servbots accompany the mech.

Attacks: Bon´s left gatling fingers are the main weapon, it fires small yellow plasma balls at a high speed, its rate of fire is high too, and it has medium range.

Teisel´s right blaster fires a big green plasma ball, it's slow but more powerful than Bon´s bullets, and it also has better range. Its rate of fire is slow since it uses ammunition cartridges, able to shoot 6 times per cartridge, once it's empty he needs to recharge it. Tends to fire when the player is out of Bon´s range.

Teisel´s shoulder cannon fires very small red bullets on 3 directions (front, right and back) it's not too powerful but its rate of fire is higher than Bon´s gatling, it has bad range so Teisel only use these when the player is near or behind the mech.

There are 6 Servbots helping the Bonnes to fight, one is at the side of Ademaro, the others are spread on the arena. They´re only attack is to throw bombs to the player, the one near the mech also gives Teisel the ammo he needs, the others are on the water on surfing boards, they usually stay in their own position, but sometimes they surf towards the player to attack.

Very simple and quick drawing showing the "Servbot surfer" with a bomb. (Not outstanding)

Sometimes, the Servbot near Ademaro will throw a bomb to the water, causing a big wave that approaches the player, this wave can knock him down, also the Servbots on the water will ride the wave to get near the player and attack with bombs.

The mech hovers using propelled water from the legs, since the water pressure needed is very high, the player can´t get too close, if it does, he is pushed down the pillars.

Simple diagram showing the use of propellers to hover.

Maybe you´re asking at this point: "where is the drill?" well, this mech doesn't have one, instead, it uses the power of pressurized water fired from the adjustable propellers on the legs, the waist has the ability to spin, this makes the water get out in a spiral form, it can be aimed to a certain point to break through walls or any object. This move can be used by Tron as an attack when the mecha HP is low. This is the most powerful attack the mecha has.

The Mission: Ademaro´s armor is impenetrable, so normal attacks won't take any effect against it.

The battleground has many debris lying around caused by the Bonnes when they drill a hole on the ceiling, this also causes the water to come inside the room as a waterfall, near the treasure the player was after. There are about 4 big rocks where Ademaro can hover above them, they´re too high for the player to get on top of them.

The only thing the player can do is avoid Ademaro´s attacks and get out of the Servbots' bombs range. There are a few times Ademaro gets vulnerable and take advantage of these is crucial to beat him:

-Weak point: The back on Ademaro, where the hatch of the hose is, it´s it only weak point, but trying to get behind the mech is a pain, because it's arsenal can get you, also, Tron tends to never show it´s back.

-Out of ammo: when Teisel´s blaster gets out of ammo, he will ask the Servbot to bring him a new cartridge, since he needs Bon´s arm to recharge the blaster he can't attack. But Tron always tries to face the player, so you can´t get behind him.

-Out of water: Eventually, the water compartment on the mecha will get empty, before this happens, Tron will get out of the rock where the mech was, and get on the water to use the hose to refill it. The mech is now at player´s range, but Teisel and Bon will continue firing at him.

-Knocked out: The debris can be used to slow down Ademaro, the player can lift some rocks and throw them to one of the siblings, and this will knock them down.

When a rock hits Ademaro´s head, where Teisel is, the cabin will open showing Teisel dazed, doing this, Teisel can't attack anymore after some time, same with Bon Bonne.

If the rock hits the torso, it will open showing Tron dazed, after this Ademaro will lose control on the water propellers causing the mech to fall, making him unable to move. They will awake after some time.

If all the siblings are knocked, the mecha gets unable to move and attack, this is the moment to get behind* it and attack.

When a Servbot throws a bomb, it's possible to catch it before it explodes, throwing the bomb to Ademaro causes all the siblings to get knocked. Throwing a Servbot has the same effect as the debris.

Some conditions can get mixed to attack easily, for example, knocking Teisel and Bon while the mecha is recharging water.

- It's possible to get on the top of the rock where Ademaro is by taking advantage of waves, using the Jetskates* to ride the wave will end in a big jump that can be used to get on the rock or behind the mecha, the player can attack before the Bonnes realize he is behind them. Obviously the player has to avoid the incoming Servbots.

-It´s also of use to throw some debris and make sure they get on the rock where the mecha is, this way the player can use them when near the mecha.

Other: Tron considers Ademaro to be Gustaff´s little "big" brother.

If the Jetskates are non-available at this point, the player can knock a Servbot and jump over its surfboard, tapping one button causes the player to push himself forward.

Fortunately (and inexplicable) the room will never get flooded, so take your time to beat Ademaro and get the treasure!

I will appreciate your comments before the voting phase starts.

Extra Comments: I made a sketch on my notebook first, you know, drawing circles first, then I detailed it a bit. After that I scanned and retraced it using Corel Draw, making circles and bezier curves, I was going to add light and shadows on Corel photo-paint but I ran out of time.

Adlerangriff[]

Creator: Servbot #Unknown (Manson)

Description:

(“Eagle Attack" in German)
MAIN FEATURES
Drill-equipped arms
Mouth hatch
Large cannon on top with hatch
ATTACKS

The battle begins after the Bonnes drill through the ceiling and drop down with a mighty rumble. They then exchange words with the player before the battle begins. The Adlerangriff is only moderately armored, but its backside is its weakest point. The Bonne's are not your only enemy here, however-- they have activated the cave's trap with their entrance, which will cause the room to collapse after a set amount of time. You must defeat the Adlerangriff before this time runs out. This time will be represented by a second HP bar, which will very slowly drop throughout the battle.

Attack 0: Servbot Bohrers will occasionally dig up from the floor and try to ram into you. They can be destroyed by the player's attacks, and continue to spawn throughout this phase of the battle.

Attack 1: Adlerangriff is constantly chasing after the player. When moving, its arms alternate jabs forward.

Attack 2: Adlerangriff will stop and shudder. It will then charge blazing fast straightforwardly. If it does this attack near a wall in the ruins, it will get stuck in the wall, allowing the player to attack its back, its weakest point. It is a good idea to do this as it allows the player to get free hits easily, as long as they avoid Servbot Bohrers and the attacks the Adlerangriff delivers from behind.

Attack 4: While stuck in the wall, two turrets on Adlerangriff's back will unleash barrages of machine gun fire that will hit the player only if they are at a distance from it.

Attack 5: After being stuck in the wall for a few seconds, Adlerangriff will spin out its treads, throwing rocks, dirt, and water towards the player if they are behind it and relatively close. After this attack, the mecha will free itself from the wall.

PHASE 2 (FLOODED ARENA)

Cut scene ensues, Adlerangriff moves to the middle of the arena. The player and the Bonnes again exchange words when suddenly the floor buckles beneath the Adlerangriff. As a result, the mecha is now stuck in the floor. To make matters worse, the arena suddenly begins to flood, filling up to the player's waist. While in water, the player wades at a slow pace, making you an easy target for the mecha's missiles and buster fire. Fortunately, however, some debris floats up and forms four platforms. To win this part of the battle, you must not only beat the clock but navigate these platforms. The cave's "HP" meter does not reset-- it remains at whatever time you had before the cut scene.

Attack 0: Adlerangriff is stuck in the floor where it has buckled underneath it, near the middle of the room. You may wade through the water, climb up the floor, and kick the hatch on top of the large cannon open. There, Tron will berate you and close the hatch.

Attack 1: Adlerangriff will be alternate machine gun fire from its side and arms almost constantly. The fire will come from whichever side of the body you are closest to. There should be enough time to jump between the two platforms after a few of your own buster shots before getting pelted by enemy fire-- allowing you to alternate between the two without getting shot with good rhythm.

Attack 2: Adlerangriff will occasionally fire 3 homing missiles from the large cannon on its back. These can be shot down.

Attack 3: Adlerangriff's mouth hatch will open and suck in water, pulling in the two platforms in front of them (and the player if you are on them) towards it. It will then quickly chomp down, hurting the player and knocking them off the platform. The platforms will float back to their original position. The player will be safe if they are on either of the far left or right platforms.

Attack 4: Adlerangriff will occasionally swipe one of its drill arms, causing a wave that will damage the player and knock them off the platform if they are on the platforms closest to the side of the body the arm is on. You can avoid this attack using a visual cue-- a shuddering arm right before the swipe.

The Mission: SUCCESS: Defeat the Alderangriff before the ruins collapse.

FAILURE: The room collapses, the player runs out of HP

Other: If the player has the opportunity during the battle, they may be able to rotate the camera around and look behind them during Phase 2. There, Servbots will be floating in the water-- performing synchronized swimming. Obviously the player can rotate the camera any time throughout the battle, but it's usually too dangerous here!

I absolutely did not want to do an animal robot. Really, the animal-style Bonne mecha are in the minority, and coming up with something else is a bit more challenging, I think.

My goal while creating this robot was to design something that could implement all of the developer's ideas in the original call to action for the Bonne Mecha proposal while also throwing in some of my own to create a unique battle.

Another of my goals was to leave as much open ended as possible. I know Capcom will change whatever they want anyway (if I'm fortunate enough to win...!!!), but I'll save them that effort as far as cutscenes, story, etc. are concerned, and it also saves me a lot of effort as well on that front.

And finally, another goal was for my robot to not be designed to use water. That is, the water attacks it can use are just a happy coincidence. I like to think that going into the ruins, the Bonnes did not expect to be flooded!

Man, what an experience! I'm a little ashamed to say, I have never actually played a Legends game. Creating this robot took so much research since I knew almost nothing about the series' boss battles. I had to both make something that I could see logically happen as a boss battle and something that was distinct from the others! I hope you voters can look past my comparatively poor art and give me whatever support you care to offer.

Alfred Von Tirpitz[]

Creator: Servbot #Unknown (Platonic Love Machine)

My Bonne Mecha: This is Alfred Von Tirpitz, a Bonne Mecha loosely based on a Kappa. Alfred Von Tirpitz, or Alfred for short, receives his namesake from the illustrious German admiral.

Before you move on, I strongly suggest you see the next section "The Mission"; everything else won't make much sense otherwise.

Movement: Alfred's movement is fairly simplistic; it waddles (like a penguin) at a very slow pace. The only advanced maneuver, if it would be proper to call it advanced, that Alfred has is a jump. The effects that occur from this leap or illustrated in one of the pictures below.

Attacks:
An explanation on some of Alfred's weapons and how they function:

More explanations...

...Now for something interesting

Here are some concepts for water based attacks:

A jumping attack:

Have you read the section entitled "The Mission"? Alright.

The Mission:
Introduction:

I’ll explain things…

  1. Mega Man is looking at the door, he has the feeling of danger
  2. A sound?
  3. The Bonne Mecha comes crashing in, water starts pouring in the room
  4. They make some chit-chat
  5. The trap activates, a ceiling of electric spikes appear
  6. Mission Start

The Room:
Here is something important, the electric spikes!

Winning & Losing conditions:

Winning Conditions:

- Mega Man reduces Alfred’s health to the quantity of zero


Losing conditions:

- Mega Man loses all his health

- The tips of the four electric spikes in the corner of the room touch the bottom of the room

Defeating Alfred:

So, how do you defeat Alfred? Here is a small series of pictures designed for your amusement to illustrate one method.

1. First, you run away and hide: Alfred moves very slow, and is not equipped with the best detection apparatuses.

2. The Bonnes become frustrated with Mega Man’s putative cowardice.

3. On the back of Albert’s shell there is a small Bonne Emblem. It opens up, and Servbots pop out wearing inner-tubes. To find out what they do, click this link

4-5. Servbots will scour the room, looking from platform to platform for Mega Man

6. Once a Servbot finds you (or rather, once you find a Servbot) you can finally fight back against Alfred. After defeating a Servbot, you can pick him up (this is supposed to be illustrated by the red and purple arrows.

7-8. The room has several fountains in it, remember? The Servbots, in their inner-tubes, provide a suitable way to clog the fountain. There are three fountains in the room, and once all of them have been plugged with a Servbot, the water level goes down.

9-10. I think everything is self explanatory here.

Another Option: Ah! But there are other possible ways to take care of this menacing giant:

For safety precautions, the player ought to shoot down the spikes from a platform. For if a player shoots a spike down while in the water and misses, then they will receive a rather nasty shock- resulting in minor paralysis.

Other Possibilities: There are several other ways to trounce this monstrous Machine. Perhaps the player, with the Jet-Skates equipped, could board the balcony-like surface on Alfred's back by a well timed jump? Maybe the player could jump on top of the Servbots?

My primary idea for Alfred is variety: variety in ways he can be defeated. The battle can be changed depending on what kind of equipment the player has with them. A long range weapon like the buster cannon allows for the player to sabotage Alfred's crown of missile launchers and shoot down spikes. Rapid Firing weapons, such as the Machine Gun Arm, allow the player to deal heavy damage to Albert during his Bubble attack. It's about fun, it's about variety.

Other: There are two motifs I'd like to mention. One is the beard of fins, which I think is rather fun. The other is the 'second head'- if you ignore Alfred's head and arms, you can see what appears to be a small armless frog. How charming!

Extra Comments: If you shoot down a spike and it hits the water, I was thinking the player would receive a bit o' damage (about 15%) and be inflicted with paralysis for a bit. It would be a minor offset.

Perhaps I should note- the only instant death in this battle is if the tips of the four large spikes on the four corners of the ceiling touch the bottom of the room.

A little late in terms of the submission, but not too bad. It does remind me of that cactus boss from MMZ, though. The initial idea is good, but I feel the "battle stage" is a little too elaborate for my liking- too many things for a simple-minded player like me to handle. But that's just my side of the matter, others may like it.

Amphisbaena[]

Creator: Servbot #Unknown (Horizon)

Extra Comments: Servbots: about 2 per car and about 4 in each head (there are 44?). I thought the decarried Servbots would run about in little circles and leap after the cars that were digging away, but I like the idea of having them pile up in the cars left and giving Tron and Teisel a hard time toward the end of the fight. I wonder how to show that except in story camera shots to the inside?

"I'll get you next time! ...So hard to move in here; would you give me some room?"

"Miss Tron, You're stepping on my head."

Anakaris[]

Creator: Servbot #322 (Ditrauma)

Gouki was cross over to Cyberbots, so I think Anakaris can cross over to MML as well.

Anenemyanemone[]

Creator: Servbot #383 (Iceynyo)

My Bonne Mecha: A giant heavily armored robot based on an Anemone.

Any attacks other than to its arms, top hatch and underside are nullified/reflected.

The top hatch opens to reveal bendy tentacle arms with weapons on the ends:

- Mine launcher: Fires scary looking mines that sit on the battlefield and explode after a few minutes. They say "Daw-wich" or "Daw-vidge" before they explode. This weapon cannot be destroyed.
- Water cannon: Fires a concentrated beam of water to damage Megaman and/or create boulders for grabbers.
- Water suction tool: Refills the water reservoirs once they run out. Not used to attack.
- Laser: Charges for a moment and then fires a laser.
- Shocker: Electrifies water Megaman is standing in or directly hits him to cause paralysis.
- Rockets: Fires a volley of rockets that home-in slightly.
- Grabber: Picks up boulders from the environment to throw at Megaman.
- Drill: Used to attack directly, create boulders for the grabber, or create a hole to gather water.
- Buster: Standard rapid-fire shots. This weapon cannot be destroyed.
- Flame: Appears when Megaman gets too close. High damage, with a chance for damage over time if Megaman is set on fire.

It also has fixed machine gun turrets in the 4 Bonne symbols around the perimeter of the mecha.

The Mission: The only way to damage this mecha is to hit its weak points at the top or bottom.

To gain access to the weak points, the player must throw the mines back at the mecha which will explode and knock it over. Then attack the weakpoints with any attack (including throwing more mines).

To get mines faster, the player can target and destroy the other arm types. When the other arm types are destroyed, the mine arms will appear more often, meaning more mines will be launched at the player. Each of the arm types can respawn a few times after being destroyed, except for the buster arm and mine arm which will always respawn.

When enough damage is dealt, the mecha is destroyed.

Other: Requested in someone else's submission thread. Maybe that movie reference is a bit too ancient for a lot of people here...

Extra Comments: Whenever I got a neat/funny/stupid idea and a few minutes to draw it up I just went ahead and did it.

Also if anyone is having a hard time saying the name, don't worry! I also pronounce its name as "Anemenemenemonemone".

Ansaugen[]

Creator: Servbot #Unknown (Cornelius)

My Bonne Mecha: Wow. So many squid designs. Jeepers. I'll just add mine anyway. NO PLAGIARISMS INTENDED! I WORKED ON THIS FOR TWO WEEKS! :)

I'LL PUT THE DRAWING TOMORROW. Y'ALL MAY READ THE DETAILS FOR NOW. I'LL PUT IT UP AS SOON AS MY SCANNER IS FIXED :)

The Ansaugen (I hated the german name for squid. hee hee) is a water-absorbing mecha. The mecha itself is stationary because its two big tentacles latch on to two water sources (which is why I put the Bonne skull at the tips; so that it looks like it's drinking at the source), However, it has plenty of good-distance attacks. First off, the 4 other tentacles, for ground attacks, which also act as its burrowing drills, there are missile hatches in between the head and the water container (One of the main bulks of the mecha) for long-range and above attacks, and, finally, the water cannon, which, when full, exhausts the supply. The main head will rotate to fire off a jet of water causing huge damage to the player's health when hit. The replenishing of the water supply, and the speed of its replenishment depends on the two big tentacles; if both of them are still in the source, they will continue to suck down at the source until the container is full, at which time, the water cannon will be used. The big tentacles can then be disabled so that it will malfunction and won’t be able to tap into the water source for a period of time (The floor jutting out of the ground may apply here, if so, the water source should be placed on the top levels.) The hatch is also present right at the head (the water cannon head) but can only be accessed if at least one tentacle is down. They will send servbots to repair the malfunctioning tentacle or something but will forget to close the hatch. This will be the only moment wherein the player may damage the robot; the hatch can always be accessed from the high floor buckles but cannot be damaged unless opened. After a short period of time, the Ansaugen will shake the player off the head and will start over again until defeated.

And that's about it. Hope y'all like it! :)

Appakröte[]

Creator: Servbot #Unknown (Ian Barker)

Appakröte

My Bonne Mecha: The latest Bonne mecha features drill arms that can grind through the toughest ruin walls! It also has super strong armor that can't be damaged with regular weapons. It is capable of diving deep underwater by folding up its legs and using its special drill arms as propellers and its three fins as navigators. Since it has short legs, it can't move very fast on the ground, but it keeps enemies from sneaking behind it by twisting its great arms. The cockpit is large enough for Tron, Teisel, and Bon to all fit inside.

Attacks:

1. Pound Attack:

The mecha raises its mighty arms and pounds them into the ground! You had better be careful not to get hit by this. It hurts! Unfortunately for the Bonnes it can cause the arms to get stuck in the ground… That's MegaMan's chance to strike!

2. Missiles:

The Mecha can fire homing missiles from its two little arms. MegaMan's best option is to shoot them right out of the sky.

3. Servbot Bomb Barraged:

MegaMan better stay on his toes! All the while he is fighting Mecha, Servbots will be throwing bombs at him! Although when you think about it… Could these bombs be strong enough to penetrate the Mecha shield?

Environment:

This fight takes place in a ruin surrounded by water and sometimes it leaks! If MegaMan steps into a water spout it can hurl him up into the air… Which will either make vulnerable to attack or give him a good look at Mecha's weakness! Better use these wisely!

There are some water pets on the side of the room. Watch out, suba-Servbots may jump out! They're cute, but they don't always play nice!

There is another factor with this environment… when the Bonnes came crashing through the ceiling, they set off a trap! Now the ceiling's beginning to crumble, so watch out for falling debris! You can tell when debris is about to fall by watching out for water dripping from the ceiling.

Taking the Mecha Down!

So how do we defeat this thing? Well, uh… I don't know Roll, help!

Roll: "MegaMan that thing has really tough armor there's no way you'll be able to win if you attack head on. There has to be a weak point."

Roll: "I've got it! MegaMan there's a hatch on top of the mecha. You need to find a way to get up there and blow it open!"

The hatch! We should have guessed, huh? The hatch is on top of the mecha and there's no way the Bonnes will let you sneak up from behind and eruritply hop on up. And even if you could, that armor of theirs is way too strong!

Well, remember the scuba-diving bomb-carrying Servbots? And the water spouts? Now you're thinking! Simply pick up a Servbot, make sure the bomb has time left and hop onto a water spout. At the height of your jump, toss the Servbot at the Mecha and…

Oh no! The mecha simply knocked the Servbot back and… here it comes!

Looks like we're going to have to distract the mecha before we can attack it. Let's lure it into using a Pound Attack and when its arms get stuck that's our chance! Quickly grab a Servbot, hop onto a water spout, throw Servbot at the hatch and… direct hit!

The hatch still isn't open though. Two more bombs should do the trick!

Now the hatch is open! Distract the mecha once more then climb up and hop into the hatch.

Yikes, the entire Bonne Family is here! There's no way MegaMan would shoot directly at them, even if they are pirates! What to do?!

The second part doesn't have illustrations because it involves a Reaverbot which would be a whole 'nother design. Plus it's pretty simple:

Suddenly something drastic happens! After all that falling debris, the ceiling finally collapses! You heard that right! What's more, a giant Reaverbot falls into the room, and the room begins filling up with water! Looks like MegaMan and the Bonnes will have to put aside their differences to get out of this dangerous situation.

Since the water is quickly filling up the room, we need to fix the hatch before the water starts getting inside the Appakröte. Tron is the only one who knows how to fix the hatch; that means it is up to you to take control of the Appakröte. You only have to worry about firing the weapons. Teisel will take care of maneuvering the Appakröte. Since MegaMan is inside, you will use a first person view to take aim at the Reaverbots attacks. Simply tap the stylus to fire a missile or swipe the stylus to swing your arm. The Slide Pad will let you look around. Teisel will also shout out instructions to help you out!

There is an HP meter for the hatch that will slowly build up as Tron works on repairing it. There is also a water meter that slowly builds up to show how high the water level in the room is. If the Reaverbot manages to hit the Appakröte, the Hatch Meter will go down a little bit. It's MegaMan's job to shoot down incoming missiles and block attacks so that Tron can safely fix the hatch.

If the Hatch Meter fills up before the Water Meter, then Tron fixes the hatch and you're all safe. If the Water Meter fills up first - Game Over!

Once Tron repairs the hatch, she takes the controls back and uses a final attack on the Reaverbot. Strange, she didn't fight that hard against MegaMan... I wonder why?

Now that you're safe, will the Appakröte swim to safety, or will it try to find the treasure, even after that crazy battle? I'll leave that up to the Dev Team.

Other:

Before you even fight the mecha you have to explore the ruins, right? Well, when you're exploring the dungeon sometimes you might get a peak of the water outside... and a Servbot might be swimming by! Believe it or not, Servbots are great swimmers. I've even heard they are synchronized swimmers! ...But I'll believe that when I see it. Sometimes they get sucked into the water pipes that flow throughout the dungeons... Be safe, Servbots! On rare occasions you may look out the window to see the Appakröte, bringing back memories of seeing the Wojigairon through the wall way back in the Saul Kada Ruins!My Bonne Mecha is a giant turtle-esque mech. It's rather big and slow and has two main weapons: Machine guns mounted inside its mouth and torpedoes launched from its shell.

It also has a big, turbine-like thingy on its belly. The legs/arms are detachable and turn into small submarines equipped with machine guns.

Aqua Turtle[]

Creator: Servbot #Unknown (Bockom)

My Bonne Mecha: My Bonne Mecha is a giant turtle-esque mech. It's rather big and slow and has two main weapons: Machine guns mounted inside its mouth and torpedoes launched from its shell.

It also has a big, turbine-like thingy on its belly. The legs/arms are detachable and turn into small submarines equipped with machine guns.

The Mission: When the fight starts Mega Man will be in waist-deep water. The turtle will use its belly to create a strong current which carries Mega Man around it while firing off torpedoes. You can't jump at this point, so you have to dodge the torpedoes by taking advantage of the current.

As you might have guessed, you can't attack the turtle head on. It will however stop the current after a while and try to gun you down. This is where you lock on and counterattack.

Do this enough and the battle will continue into act II. The water level will rise, allowing the turtle to swim and move around more freely. The torpedoes it shoots will now gain the ability to seek you out, so you have to constantly be on your guard and move around.

While swimming it will also detach its legs, which turns into small subs (server subs). They're not too keen at attacking you at this point, but watch out anyway.

The main part of the battle and the thing you really have to watch out for is when the turtle uses its belly again. It will create a giant vortex, pulling you into it if you don't run away. The key to winning is to use the turtle's body against itself. The server subs will now try and attack you, pushing you into the vortex. Attack them instead and they will become dizzy and lose control, going straight into the turtle. This will cause massive damage, and is the main way to defeat the boss.

The turtle will start its pattern over and eventually create the vortex again. Send all subs into it and a winner is you!

Other: The server subs are pretty much invulnerable when not attacking, you can however damage them easier by using heavy artillery on them.

During act II the turtle will mainly use torpedoes and the vortex to hurt you. Its machine gun is still intact though, and will occasionally fire at you. It's possible to attack it at this point, but it will only do minor damage. You may be able to bring it down without destroying all its legs, but it's time consuming and not recommended.

Aquaris[]

Creator: Servbot #135 (ReaverGrand)

My Bonne Mecha: The “Nearly" Indestructible Aquaris aka Octo-King is as Teisel describes “Our Totally indestructible Drill... sub... tank... thingy!" The waterproof Mecha seats all of the Bonne Family and four Servbots as well. Teisel drives and steers while Tron controls the drill arms. Bon controls the water filtration and water cannons. Lastly the 4 Servbots would stand on top to fire from the top. The mecha has several limbs to attack with including water cannons for knock-back sprays and drills for dash attacking. It also comes equipped with douser shields to help it charge at the player. On top, Servbots would fire small weapons to aid in keeping the player away.


The Mission: Win- Make the Bonne Mecha beat itself.

Lose- Health drops below zero.

The battle begins in a massive room, as the player tries to enter into the “Treasure" room. The Bonne Family would crash in from the ceiling boasting their need for the treasure, and Teisel Boasting his new indestructible paint job (which cost him twice what the Mecha did). Making attacks against the Mecha worthless. However a Servbot (rather outloud) does mention the roof of the Mecha was never finished painting with the new indestructible pain which makes Teisel angry and a bit nervous, but quick to cover it up with his pride. Also the hole they dug through the ceiling has caused a waterfall of a leak to enter from the ceiling.

In the first phase of the battle the player indeed learns that the Mecha can't even be scratched from conventional weapons as shooting it does little to nothing. This leads the player into a more tactical approach to a Boss fight. Instead of inflicting damage on the Bonne Mecha the player must get them to cause damage to themselves.

Their attacks in this phase would include first a ram attack. Where Teisel uses the speed of the Mecha to try and ram the player with his Douser Shields. The objective of the player on this attack is to direct Teisel into ramming a wall or piece of wreckage from the cave in. This would damage the mecha's speed and slightly stun it. Doing this a few times would cause the shields to damage and remove its ability to ram at you.

The second form of attack is Bon using the front filters to suck up water and spray them out the cannons. The objective of this attack is to get the tank to be in murky muddy water when it tries to suck in water, and this would cause the filters to clog with gunk and break down. Doing this a few times will cause the water cannons to clog completely and become useless.

In-between these attacks Tron may take a few swings with the drill arms. The player is meant to avoid them to the best of their ability.

After you defeat these two weapons in the first phase Teisel and Tron start fighting over controls to the Mecha and the player must avoid the mecha as it swings wildly ramming walls of the room. However once Tron takes full control of the Mecha she drills dashes at the player. Avoiding this causes the Mecha to stick itself into a wall. Also causing a massive chunk of the ceiling to fall nearby. The Player will use this to jump on the side of the Mecha and climb its ladder to the top hatch area. When the Mecha Finally frees itself one of the drill arms breaks off.

Here is where phase two begins as the player climbs to the top of the Mecha, Teisel would be panicking as Tron tries to shake the player off in vain. Once on top of the mecha it becomes quite apparent the room is filling with water as the Mecha starts to float and the ground is no longer visible. This leaves the player on a small arena atop the Mecha. This phase of the battle is much like the last in that the player's objective is to get the Mecha to damage itself.

The Mecha has a few forms of attack and only one way to damage it so the Player must pay attention to when it will strike.

The first form of attacks are from the 4 Servbots panicking as they run around the top mecha arena. However they will take moments to stop and shoot at the player and that is why the player must shoot them to disable them for a while, but the Servbots only stay down for a short time before getting back up and making another panicked attack. It is best for the player to try and keep them down as often as possible.

The most dangerous form of attack is that the Mecha still has a Drill arm left and will often take swipes at the player. These swipes are charged by the mecha in a big swinging motion. The player can either shoot the arm before it swings, knocking it back down into the water or dodge the swing altogether with the right timing. The attack does not damage the Mecha, only knocks the drill arm down.

The last and most important attack of the phase is when the drill arm arches like a cobra or a scorpion tail ready to strike. With proper timing you must dodge the arm and let it drill into the roof of the Mecha damaging it (just as Servbot had mentioned the top never received Teisel's Indestructible paint job).

After taking a few more blows like that the Bonne Mecha will be shut down, and as it crashes the player is thrown back against the entryway to escape just in time and the Bonne's will argue and complain like they often might in their defeat seen on the surface again sitting on their floating Mecha.

Other: It is to be noted that this battle is meant for a more thought based combat using the environment to your advantage rather than a basic shoot and dodge type battle.

*edit*

Also I believe having the mech and its limbs coming at you would be perfect on the 3-D aspects of the game.

Another note would be that the treads are retractable and a rudder can come out of the back for easy water travel.

Extra Comments: I really think a Mecha like this would also look amazing to see flying at you in 3-d or a big drill arm trying to poke at you.

I spent a lot of time just staring at the old Bonne Mecha's to get a sense of direction on the design. I also spent a lot of time trying to think of a battle that felt more unique than the typical shoot 'em till they drop.

The Battle is meant to detour from the typical strafe and shoot style battles. I wanted the fight to feel unique in that you need the Bonne's to wreck their own Mech. Thought it might be funny to have them fighting with each other cause they keep breaking it.

I also wanted the Mecha to feel inspired by a sea creature, but not outright feel like I copied it and threw metal on it, and gave it a unique look. The Multi limbs were to give the boss varied attacks and the possibility to play with the 3-D aspect some.

Aquasplit Bros[]

Creator: Servbot #Unknown (Anthony)

My Bonne Mecha: My mech for Tron Bonne is actually Three Separate Mechs. With a seperate fight in between.

After so many defeats from the hands of Megaman, Tron has come to realize that Megaman can not be underestimated. Tron creates 3 new machines, but believe it or not, they are as tall as Megaman's shin.

Well, actually only 2 of them are. The 2 mechs are as tall as his shin, while the main "brother” has a fearsome appearance, much like a stereotypical Japanese ninja. The other two younger brothers would be much like bonne bon except they wouldn't say "BA-BOOM "all the time, just a voice that makes them come off as little 7 year olds. The other brother in between them will have a much deeper voice.

(Keep in mind, these ARE mechs, just not the type you're thinking of .IT'S A TWO PART BATTLE.)

In the beginning, when Megaman is running around in the underwater ruins, he'll see a glimpse of each of the brothers running around the ruins, in a short cutscense. Once he's seen all of them, he'll go into a room, where all of them are waiting for him. Tron will be talking to him with his communicator in his ear.

So, anyway, after a brief humorous dialogue, the Aquasplit Bros (that's what the group name is) will fight Megaman.

MISSION: The Aquasplit brothers are much too strong for megaman to fight AT THE MOMENT. So after a little skirmish where Megaman busts them up a little, they all overpower megaman, and megaman is REQUIRED to run out of the room otherwise its game over. They will chase him out of the room, shooting at him and weirdly enough, the water has been drained by Tron, as she has a control pump. Megaman has to dodge the shots along the way, or take some damage. And, in the meantime, anything inflicted onto the Aquasplit brothers will do no damage, just stun or so. Along the way, the reavorbots in the underwater ruins will also be shooting at Megaman himself, occasionally the main brother will destroy them with a simple sword/kick attack .The running will stop once Megaman reaches a room with a false ground. A cutscene will appear, and it will be apparent that the brothers are fatigued, so fighting them afterwards will be simply easier

Attacks: The little brothers will throw bombs at 20 at a time to Megaman, megaman can either kick, or shoot them. At the same time, the room they are fighting in will have half the room as false ground. Breakable that is where megaman will be standing. MISSION FAILURE if Megaman runs out of ground and falls .MISSION WIN if Megaman destroys their ground or knocks them off. The main brother will jump on Megaman's side and repeatedly strike him with a sword. (A sword similar to Zero's from X'S series)

Megaman will have to dodge his attacks, and at the same time deflect all bombs. Each panel of the ground can only withstand 10 explosions EACH. Once the battle is over, the ruins will fill up with water, and the little brothers will MERGE with the main brother. Making a completely different mech, but SAME VOICE AS MAIN MOTHER.

The new mech is known as AQUATRON, in which tron is controlling the self-destruct device on it.

Attacks: spinning around in a fast ass circle, with bombs jumping out at Megaman, he can jump out of it.

Simple machine gun attack. Dodge by jumping or outrunning. Once in a while he will throw down swords from the ceiling and strike the ground. Megaman has to shoot them as they are coming down, they can also hurt megaman. Now here is the part when it gets harder and crazier: this attack is only aimed at MEGAMAN only, not floor : he will fly right at megaman, sideways, backward, around, etc. each time he connects at him, it's a hit, and you take moderate damage.

These attacks will keep repeating, until he is shot down.

Will be updated much later. Tell me what you think.

Arachnobonne[]

Creator: Servbot #788 (Vincentdante)

My Bonne Mecha: This Bonne Mecha is shaped like a giant spider, as its name "The Arachnobonne" suggests. It crawls along the ceiling and moves to stay above Mega man. Mega man himself will be under a pool of water throughout the whole fight, the water level should be just a bit bigger than mega man himself (roughly 1.5 mega mans big).

The Arachnobonne uses a loading bay in the rear used to fill the main body up with bombs, which it uses when it is attacked or attacking. It can also be used as storage for excavating treasures. On top of the main body is the hatch used to drop bombs onto its enemies from above (a more detailed explanation on its attack patterns follow this description), this is its primary weapon. The cockpit is located on the robots "head" region, this is separated from the main body by a rotor which rotates the head so that the cockpit is always level even if the body of the robot is upside down.

During battle the Arachnobonne moves around hanging from ceilings, it drops bombs down on top of Mega man which he must avoid. Then after so many bombs have been dropped it will follow its attacks by dropping a giant bomb onto the field. This bomb will have a longer countdown but a much bigger explosion, this explosion also sends up a massive fountain of water, hindering mega man's movements if he is too close.

Based on how much Health the Bonne Mecha has left he gains an additional attack where he drops spiky balls onto the field, which remain for the remainder of the fight and hurts mega man if he runs into them. He drops a total of 3 sets of these spike balls when his health reaches every quarter on the health bar. So at 1/4 health lost, 1/2 health lost and at 3/4 health lost the player will see this attack. Each time these spike balls drop they will do so in a line which will in turn give Mega man another obstacle.

The Mission: During this fight Mega man is constantly submerged in a pool of water. Due to the frequency of attacks, He cannot realistically stand still long enough to aim up and shoot without taking damage himself. Although this can work as an alternative method if you have enough health packs.

Instead the camera should be positioned above mega man looking down on him (unless the player manually aims), and the correct way is to follow Bonne Mecha's movement's by looking at its reflection on the water's surface.

When it drops its big bomb, this is when you can hurt it. It will scutter away and stay in position on the opposite end of the pool. What mega man has to do is move the giant bomb underneath the Arachnobonne, and allow the explosion to shoot up a fountain of water, knocking the mecha down below where mega man will be able to knock off at least 1/4 of its health through blaster attacks. After that it will get back up and crawl up the walls onto the ceiling again.

The only way to hurt the Arachnobonne is to target its cockpit. The body is indestructible.

Other: The water level should come above Mega Man's head, and the cavern needs to be big enough to run around freely while being able to avoid the spikes as well. But not too big that it's too easy to do so. Unless the player manually aims the camera should be positioned above the water looking down if that's possible.

I Hope you guys like my idea :)

Extra Comments: The idea was to make the fight progressively harder as it went on by giving the player an extra hazard to avoid. :)

My inspiration was from the Twilight Princess's yeti boss fight. I remember how fun it was watching the reflection in the ice and dodging as it crashed on top of you, but it wasn't my intention to copy it outright. :p Besides the reflection, the rest of it is my own design I assure you :)

As for X1 any similarities is purely coincidental, as I honestly can't say I remember any of the bosses from that. It has been so long. :(

I guess I can't draw the Bonne trademarked skull as well as I thought :(

Armadrillo[]

Creator: Servbot #1851 (ElegyOfDirge)

Armadrillo

My Bonne Mecha: The Armadrillo is a bulky highly-armored robot, with a head that protrudes out 6 lightning rods/spikes, and the neck curls to the body, as the tail which also acts as the chest piece, has several multiple metal plates that curl down to the tail which has a rotating drill. There are four legs which are bulk and heavy. It has several shades of green as the majority of coloring on its armored exterior.

The Mission: To defeat Armadrillo, you must be aware of its large bulky legs that pound the ground you stand on, and avoid them with caution, because if you are anywhere near its legs when its facing you, it'll use a Pummel Attack which it'll raise on one its legs and crush you with it, taking a large amount of HP from you.

Try strafing to the back of Armadrillo, if you can, just to be a little safer, and fire at the drill sockets that connect the legs to the body to damage and slow down the inner propellers. Once it has been damaged, it will temporarily be dazed and lower its head to the floor, its lightning rods/spikes vulnerable to attack. Be quick in trying to throw in a few attacks before it turns on, and when it does, the spikes will automatically discharge an Electrical Shockwave Attack. When this happens, you have to jump over the electrical wave to not get hit, but either way, the damage it takes isn't as bad as being hit by a Pummel Attack.

There are moments where it will use its special Up-side down moves, the Bombs Away Attack, which when its front legs will rotate upwards and backwards, until it lands behind itself, and then it's upside down, with the legs standing itself up. Its curled drill tail will point upwards towards the ceiling and the drill will eject into the ceiling, revealing the chains it's connected to. The feet of its legs will then open up to drop dozens upon dozens of bombs.

When it is finished or when you attack the chains to disengage the drill from the ceiling, it will fall back down and continue on its correct side. Be careful too about the drill on the ground as well, it can fire the drill at you when it is in range, and attack the wall behind you, as it is dragged towards you in a frontal Drag Attack.

Take notice of the many mini-cannons on the wrists of its legs, which will engage its Pulse Spray Attack spray a spiral of bullets not directed at you, but there will be so many bullets that getting hit by one on random is quite certain, unless you have a quick sense of moving around and away.

Once you have stunned it, and attacked it several times, it'll be dead but it will let loose an emergency last second attack, as it explodes and sends out a sphere of pulsating bullets and bombs which you must dodge as a last ditch effort to survive from its Suicidal Attack.

Other: I may add more info or design aspects, or even change the name, unless of course you think otherwise. Please comment and give your criticisms. Thank you!

Baron Von Diver[]

Creator: Servbot #Unknown (Simon)

Baron Von Diver

My Bonne Mecha: Piloted by the Bonne family, Baron Von Diver uses a drill top and extending tentacle arm to rip through the ceiling and land in the centre of the stage. The tentacle arm has four functions:

Whip/sweep/grabbing attacks.

Fast spin to create a rotor to hover above ground or propel through water.

Fast spin to create a blocking shield.

Can be used as a movement aid to correct balance, quickly spring forwards, or tip over to use drill.

The walker's feet can move on land or use flippers for swimming.

To beat the boss locking on and firing at the hatch pins drops the pressure in the hatch causing more water to leak in when diving eventually (after each pin is broken) causing it to flood and allowing the hatch to open leaving the robot head/control centre vulnerable.

The pilot(s) can then escape in an inflatable dinghy that deploys like an air-bag from the back hatch and exits through a water channel

Battle Shark[]

Creator: Servbot #Unknown (killer_reaverbots)

My Bonne Mecha: My second Bonne mecha entry is a battle shark. It is a shark that has many attachments inside its mouth. It has machine guns inside its mouth, torpedo launcher in its mouth, and a green ball of death shooter thing inside its mouth. Its eyes are the bonne symbol.

Its first attack is to get as close as possible and bite you with its teeth. Its second attack is using a machine gun inside its mouth to shoot at you. Its third attack is to shoot torpedoes at you (out of its mouth). Its fourth attack is to shoot those laser green balls of death at you (out of its mouth). Its fifth but rare attack is to go over top of you and drop bombs on you. Its last attack is to whack you with its tail.

The Mission: To defeat my bonne mecha you have to shoot at the inside of its mouth to damage it. You can also damage it by shooting the inside when the hatch opens to drop bombs.

Other: I think this would be a pretty good boss battle. What do you guys think of my design?

Batty Bomber[]

Creator: Servbot #Unknown (abbas)

My Bonne Mecha: His name is Batty Bomber and He will fly with wings and jetpack to speed up his pace. He uses bombs to harm Volnutt and he will drop bombs from the bomb tanker.

I'm not a master at drawing but I tried, after all and I hope you guys like my design.

Weak spot: Head

Bergung[]

Creator: Servbot #Unknown (Amy Veeres)

My Bonne Mecha: This boss is the first boss fight against the Bonnes, directly after rescuing MegaMan. It mostly charges in straight lines and shoots small projectiles. It's vulnerable while shooting. After doing a certain amount of damage to it, it begins to leak fuel, which ignites when it touches ground, reducing the amount of room the player has to navigate.

It's made from discarded parts for the rocket, and was used to covertly transport Tiesel and some servbots to Elysium in order to loot it. If we want them to be on Team MegaMan for a while, they could lie and say a reaverbot took control of it (or maybe that's even what actually happened).

Very simple-looking. Body is a rocket with the Bonne logo on the front. It's mostly lots of mismatched parts spot-welded together. The face, if it has one, is just a carved smiley face. No legs, just four jets on the end of the body, with long gun-turrets for arms.

The projectile attack is probably slow and easily dodged, and it cycles between that and the charge until the fuel starts leaking, when the pattern speeds up. A simple introductory boss, you know?

Bernhardt[]

Creator: Servbot #Unknown (Rekkou)

Type: Triple Transforming Mecha
Bernhardt is the latest mecha developed by the Bonne family. It has 3 modes (mole, crab, & Gustaff) and each mode was made to suit a certain combat zone, each mode will also be piloted by each Bonne family. The Bonnes will pilot them inside a spherical cockpit, this cockpit can rotate so the Bonnes will have steady position in each mode.


Mole Mode
Mole mode is piloted by Bon Bonne. Mole mode is a ground based mech that uses its big claw that can also transform to a drill to dig the ground. Its tank track makes Mole mode a really fast mover on the ground.

Attack Set:
Claw Attack: A slow claws attack, can be easily avoided, but it hurts when it hit.

Straight Vulcan: Attacking enemy with vulcan inside each claw. Low damage but a lot of hits will definitely hurt.

Rocket Drill: Shooting rocket drill formed by the claw. The Rocket drill will follow the player. But if player able to shoot it, they can catch it and throw it to Bernahrdt mole mode. At 30% HP Mole mode will fires 2 rockets simultaneously.

Drill Charge: Mole mode transform its claw to drill and charges at player.

Servbot Blitzkrieg: Mole mode fires its beacon bomb and commands Servbots to attack the player.

Whacking Mole: Mole Mode's strongest attack. The mech will dive into the ground and randomly jump from the ground to attack the player, the method will be repeated several times before it switches to normal attack again.

Mission: Defeat Mole Mode Bernhardt
Mole mode is the first mode you fight, you can inflict small damage in normal ways. To inflict more damage, you can wait till Mole mode shoots its drill missile. You can shoot the drill missile and it'll fall to the ground if you can catch it before the Servbot gets it you can throw it to Mole mode Bernhardt and inflict heavy damage.

Crab Mode
Crab mode is piloted by Teisel. Crab mode is a water based mech that excels in water combat. Its shell armor is very hard and almost impenetrable by normal weapons.

Attack Set:

Pincer Attack: A slow pincer attack can be easily avoided, but it hurts when it hits and it can throw the player to the water.

Spin Vulcan: Attacking with vulcans on side legs. Crab mode will also spin itself in slow motion to increase range of attack. Low damage but a lot of hits will definitely hurt.

Tidal Wave: The mech will jump from the water and when it lands it'll cause a wave that can throw the player to the water.

Servbot Blitzkrieg: Crab mode fires its beacon bomb and commands the Servbots to attack the player, some Servbot will charge at the player and make you fall to the water.

Underwater Franzy: Performed if player fell into the water. The mech will spin itself at high speed and ram the player.

Mission: Defeat Crab Mode Bernhardt
After defeating Mole mode, an earthquake will happen, water fills will ruin them quickly, fortunately several circular pillars will rise from the ground, these will be your stepping ground in this fight. To defeat Crab mode you can shoot it normally but you'll only inflict a very small damage and you can't inflict any damage if Crab mode submerge and only shows its back, but sometimes an earthquake will happens again, this will cause the pillars you used for stepping to raise but other will submerge. If you're quick you can get to the higher ground, from there you can jump to the Crab mode's back, from there you can open the hatch by using lift button or any action button Capcom might add, the hatch will open and you can shoot at the inside of the cockpit to deal high damage, but you'll have to be wise, if you took too long the Crab mode will spin and you will fell to the water. In case you fell to the water you can actually inflict normal damage, but in compensation of a very slow movement and if you'll have to survive Crab mode's underwater frenzy. If you want to go to the ground again you can use several pillars as stairs.

Gustaff Mode Gustaff mode is piloted by Tron. Its design is derived from Gustaff. It has the most balanced combat capability.

Attack Set:Gatling Gun: Shooting a barrage of gatling gun shots to players.

Drill Punch: Transform arm to drill and attack player.

Rocket Drill: Shooting rocket drill formed by the arm. The Rocket drill will follow the player. But if player able to shoot it, they can catch it and throw it to Bernhardt.

Power Ram: Used at 50% HP Gustaff mode will charge and ram through the player.

Servbot Blitzkrieg: Gustaff mode fires its beacon bomb and commands Servbots to attack the player.

Bonne Special: Gustaff mode will transform and perform a special attack of each mode.

Mission: Defeat Gustaff mode Bernhardt
After defeating Crab mode, the water will rinse but the pillars stay. Bernardt will transform to its ultimate mode, The Gustaff Mode. Gustaff mode has a similar attack pattern to Mole mode but with high defense capability like Crab mode. You can't inflict any damage to Gustaff mode because it'll use its shield to guard your attack. To inflict damage you can use the rocket drill trick again, but this time Gustaff can guard your rocket drill throw, you'll inflict no damage but Gustaff mode will drop its shield, you can use this chance to attack Gustaff mode from the side unguarded by the shield, When the shield drop, the Servbot will lift the shield and deliver it to Bernhardt you can attack them to slow them down. The 2nd method is to wait till Gustaff mode transforms to another mode. You can use this chance to perform the same trick again but you'll inflict less damage this time.

Other: Transformation Scheme

Picture #5: Mole <--> Crab

Picture #6: Mole/Crab <--> Gustaff

Picture #7: Claw <--> Gatling Gun

Extra Comments: Mole mode & Crab mode is actually upside down, so anyone who sees these should get the gist of what it'll look like from another view.

To me, the Bonne family isn't just a bad guy boss, they are a rival (especially Tron). There's a different tension when the main character fights against a boss & a rival. When fighting a boss, even if the boss is overly more powerful, you'll know that the MC will definitely defeat them. But not when MC goes against his/her rival. Because no matter how strong or weak the rival is, they'll look equal to the MC. That's the kind of feeling I wanted to bring in this fight, especially when fighting Gustaff mode.

The Bonne symbol on the back of mole mode and crab mode is actually a hatch. The Servbot will mainly attack players if Bernhardt uses the beacon bomb, most of their attack pattern is charging attack like they use in Misadventure of Tron Bonne, and they will also help Bernhadrt retrieving Drill Rocket or Gustaff mode's Shield. Actually I'm currently designing an extra gear for them to fit the multi transformation theme, but I'm not sure if I'll make it. Since the voting is over, just wanna say thanks for everyone, especially one who sincerely voted for Bernhardt. All of your participation is highly appreciated and wish me luck to getting picked as 1 of the top 5

Thanks for your support everyone, I certainly won't make it without you guys.

Bismarck[]

Creator: Servbot #776 (Anton)

My Bonne Mecha: As can be seen, this mech is based on a crocodile and named after the German WWII battleship. It uses an array of weapons to get the job done. It is capable of rotating around its body parts a bit so that it's not completely stiff. Uses its arms to walk across land, but is more at home in water.

Scenario: (Picture #2) It should be noted that you CANNOT fall into the water.

Attacks: (Picture #3) (Picture #4) The Bismarck may use any of its attacks in conjunction with another, e.g., firing its machine gun while firing the tri cannon. As its health gets lower, it may use attacks more frequently or combo them better. Also, it will swim swiftly from side to side in attempts to dodge your attacks and possibly break out of your lock-on.

Mission: Attack the Bismarck until its hit points goes down to zero. You lose if yours go down first.

Other: I'm not fully sure about the sizes of everything, like for the mech or the platform, but that could of course be scaled to make it work.

Extra Comments: One of my ideas was that the mech would place itself on the opposite side of the platform and try to push you towards the reaverbot. You'd have to shoot at its arms for it to let go. If you got pushed all the way, you'd either be eaten by the reaverbot resulting in a game over or damaged badly. Then I realized how illogical it would be for the Bonnes to try to get Megaman eaten while he still has the treasure.

It'd be so cool if it won but I wouldn't be completely heartbroken if it didn't since there are several others that I feel would make great fights. Whoever wins will surely be given that extra touch by the devteam as well.

Blitzaal[]

Creator: Servbot #Unknown (Lou)

My Bonne Mecha: Blitzaal, the electric eel mech.  Its face is the Bonnes' skull emblem.

Artillery:
1) Prongs along its belly electrify the water in the dungeon, making water deadly; also can be used to scoot like a caterpillar on land.

2) Bomb-firing cannons for air assaults to the sides.

3) Escape hatches for synchronized-swimming Servbots to pop out and pester Voulnutt.

4) Jagged horn on forehead for frontal lightning blasts.

5) When other weapons are exhausted, maw opens to reveal Giga Cannon for decimating blasts (also the weak point).

6) Drill on tail to deter back assaults; can also knock through floors.

Battle Strategy: Volnutt must avoid the side cannons and lightning bolts while shooting the swimming Servbots. When the Servbots are disabled, he'll scoop them out of the water (when it's not electric) and throw them at the cannons (plug them) and also at the horn (breaks off).

Once all artillery is disabled, the water becomes permanently electric and the face hatch opens for the Giga Cannon. Shoot the cannon while it charges and recovers to defeat the monstrosity.

Miscellaneous: Tron or Tiesel stand next to the Giga Cannon to heckle you and/or panic once energy starts running out.

Color scheme would be browns and silvers, or maybe a dark purple.

EDIT: As someone pointed out, throwing Servbots at a moving target could be problematic. While it is an eel, this mech doesn't move very much, and as Voulnutt can make his way around the chamber, he should be able to jump quicker than it can turn, allowing him time to aim and throw the Servbots.

Bohren Gehhilfe[]

Creator: Servbot #Unknown (Nathan)

My Bonne Mecha: ((“Drill Walker” in German) not officially named)

My Bonne Mecha is not aquatic themed, and I wanted it to look like a cross between a few previous ones, such as Tron's Jagd Krabbe from Legends 2, and the Gustaff.

My artwork isn't the best, but I'd say it gets the job done. I'm leaving the coloring up to the developers at Capcom, but if I were to choose I'd have it be the same yellow and gray as the Marlwolf.

Now, knowing that there will be water present once they bust in, the Bonnes have sealed themselves in with reinforced 'buster-proof' glass just in case. Bonne sits on the outside, and can take damage once the player gets fed up with him launching Servbots out from the inside. The Servbots are launched from the cannon, operated by Bonne with shielded controls, and latch onto Mega Man with explosives. Once detonated, Bonne's cannon pulls them back in and they are repaired.

As for Teisel and Tron, they fight using other means. Teisel yells out his commands, while Tron controls the arms, with attacks that can smash, punch, and throw Mega Man. The arms contain the drill, though split in half, and it swivels forward and clicks together to form a working drill, useful for desperation attacks as the fight nears its close.

(Edit #1) After a good amount of damage has been dealt but before the damage becomes critical, the drill halves rotate forward and are incorporated into Tron's arm attacks. This will make these attacks more difficult to dodge, and if you are hit by the half-drills, you receive more damage than you would from the arms themselves.

Once the damage becomes critical, Tron begins using the drill halves as shields to defend Mecha's weak point. From here you can only shoot the hatch open (more on that below), during the bosses attacks, perhaps with humorously desperate commentary from Teisel every time Mega Man lands a shot on it. (Edit Complete)

Here's a picture of the arms and hands: (Picture 2)

The Mission: You inflict damage by blowing off the Bonne symbol off of the front, exposing a hatch underneath. After the hatch is blown open by more gunfire, water flows inside and an unseen explosion rocks the Mecha from the inside. Servbots pump the water out and the hatch is sealed. This is repeated until the boss uses its desperation moves, including using its drill, and using the drill halves on its arms as shields to protect the hatch from further damage.

Other: It's not the best or most thought out boss ever, but I rather liked it so I thought I'd draw it out and submit it. If you like it, thank you! Please let me know what you think, whether you liked it or hated it. I haven't seen anyone else's Mecha's yet, so if mine looks similar to yours, I apologize and assure you it wasn't intentional. Thank you for taking the time to look, and have a nice day!

I don't mean to plug my own DeviantArt page, but if you'd like to see the two pictures in high quality, you can go here!

Extra Comments: It was said that the Servbots had to be involved somehow, so I had to think of something. My mind went back to the train battle in Legends 2, how Tron had them flying on rockets that explode on contact, practically destroying the little guys. Watching them hit the ground and fade out of sight always made me think it was heartless of the Bonnes to just leave them there. I think it's time to show that Tron cares enough to have them brought back and repaired, even better if it happens during the fight.

I don't really know on the attack front, only because I don't know how much free reign I have. Aside from just stabbing Trigger with it (which seemed really bland), I was thinking that perhaps it could drill into the platform that Trigger stands on, and if you don't jump in time you take damage. Or perhaps it drills the ceiling, causing pieces to fall on you. I decided not to include those ideas because I don't know for sure what the arena will look like, and whether or not it will allow for attacks that take advantage of the environment.

I've forgotten though to include in the description that after taking a certain amount of damage, the drill halves are rotated to face forward, and incorporated into the fist attacks, to make them harder to dodge and to increase damage dealt if hit by the drill. I'll edit the description to include these things.

I figured it was best, since I was only asked to design the 'bot itself. I didn't want to go overboard and have my design disqualified or something. Haha!

Bohrer Bonne[]

Creator: Servbot #Unknown (Jon)

The Mission: Megaman walks into a big room he hears a rumbling noise and a loud crash the mecha drops in. Seeing Megaman it turns its shoulders and fires four balls of pure energy from its shoulders and two arms. Megaman must shoot in between the four arms to blow them up. As they blow up the shoulders turn and open to reveal two water cannons and a suction tube comes out the back of the mecha. You hear a suction noise as the water filled the room empties. The cannons turn full blast. You must shoot the crystal on the two shoulders which blow up the shoulders. A all that's left is the head a cannon comes out of the mouth and shoot a massive ball of energy at you you must roll doge to escape it. There is two lines of big bolts on the back you must climb, as the bot thrashes you must hang on by a bar on the head. When it stops you shoot it in the crystal on the head. Then it explodes filling the ruins with sea water and reverbots.

Bohrer Elefant[]

Creator: Servbot #Unknown (Dan Bonne)

My Bonne Mecha: The Bohrer Elefant is a giant, elephant inspired, driller bot. Its drill tusks allow it to plow through solid rock without slowing down. It has a trunk that can fire a blast of air strong enough to move a boulder (and will blow Mega Man into *'electrified water' at the slightest provocation), it can also suck up water (and shoot it with ten times the power of a fire hose). It has twin, homing missile racks hidden underneath its 'ear' flaps and, when charging, can send a crowd flying like bowling pins.


The Mission: The Bohrer Elefant has armor stronger than anything Mega Man's arsenal can handle and, initially, has no accessible weak points. To expose the Bohrer Elefant's one weak spot, its motherboard (or Tron Bonne sitting behind a control panel, or a robotic brain), you must first activate the four generators (one on each of the four walls of the boss' stage) by shooting them; this will electrify the water along the edge of the stage. The four generators will only be on for a limited time so if you want the water to be electrified again you'll need to reactivate the generators.

Once the water is electrified you must stand near the water's edge and wait for the Bohrer Elefant to charge. If it misses you, and you're close enough to the electrified water, the Bohrer Elefant will get a massive shock and collapse. Once the Bohrer Elefant has collapsed, you must jump on its back, there you'll find a power coupling. You must shoot the power coupling until it overheats, this will open the Bohrer Elefant's hatch for a limited time exposing the motherboard. While you're shooting the power coupling the elephant will try to knock you off its back by blowing or shooting water at you with its trunk. If you fall off the Bohrer Elefant's back you'll have to electrify the Bohrer Elefant again in order to reach the power coupling.

Once you expose the motherboard you must jump off the Bohrer Elefant's back and blast it. Once you hit the motherboard enough times the Bohrer Elefant will be defeated.

The closer the Bohrer Elefant is to death the faster it'll get and the more frequently it'll attack. When the hatch on the Bohrer Elefant's head closes again you need to electrify the Bohrer Elefant, climb on top of it, and overheat the power coupling to open it again. If you're playing well you should only need to open the hatch three times to deliver the blows needed to fry the motherboard.

Other: The Mecha will smash through the wall instead of falling from the ceiling. If it needs to fall from the ceiling, then it can scrunch down and use its wheels under its legs to move.

Extra Comment: About the skinny tops of the legs, I kinda did that for the contrast between the giant feet and the legs, so that the feet looked even more massive.

Bohrer Hummerartige[]

Creator: Servbot #Unknown (Dan Bonne)

My Bonne Mecha: ((“Drill Lobster” in German) not officially named)

My Bonne mecha design is based on a lobster. This is my sketch of it.

It can rush you with its drills.

There are machine guns on both sides of the main drill.

It can grab you with its claws.

It can swipe one of its drill arms across the floor and chunks of the floor can come flying at you.

There is also a lowering platform on the belly that when lowered a servbot will throw bombs at you.

It can also perform a tail swipe.

The Mission: The mecha can be damaged anywhere except for the claws and drills.

This mech will somewhat try to stay in front of you, trying to get an opportunity to rush and shoot you.

It can also extend its legs to become taller, towering above Megaman. The mech won’t move around too much at this point and will instead use the machine guns more, and lower a platform on its belly so that a servbot can throw bombs at you. You can shoot the servbot to make him stop throwing bombs but another one will replace him shortly thereafter.

What you need to do is shoot the legs to immobilize it, then jump on some rubble caused by the mech drilling through the ceiling, then jump on the back of the mecha and shoot the weak point, the large Bonne symbol which is actually the hatch. After shooting it enough times the hatch will open and one of the Bonnes will say something like "hurry and close the hatch!" Then the mech will shake you off and fall down back to the original height.

Another attack would be retracting one of its arm drills, and then grabbing you with its claws. This could perhaps trigger a cutscene where you would have to press certain buttons or something to get free.

Other: Note that this mecha has Six legs. In my pic you can only see four because the arm drills are covering them.

Also, all of the Bonnes can be in the mech.

Well those are my ideas. Please comment and let me know what you think of them.

Bohrer Molch[]

Creator: Servbot #Unknown (Felix)

My Bonne Mecha: This salamander-based Bonne mecha will appear before you by drilling through the ceiling, severely damaging it in the process and causing severe water leaks. It's not really meant for long-term combat, but rather dangerous nonetheless.

Attacks:
- Runs after you gnash its enormous maw. After a while it will seem to stop but then it will leap forward to deal a final chomp.

- Swings its tail-drill at you in a 180º sweep

- Stops and uses its side to jump at you

- Extends rotating blades on its sides and simply barges at you

After enough damage has been dealt, the Bohrer Molch will become faster, and the following attacks are added to the repertoire.

- Tramples around wildly sending small shockwaves

- Mouth-cannon will chuck bomb-carrying Servbots

- Side-tackle will now have the rotating blades, increasing damage

- Jumps high in the air and tries to land on you, tail-drill spinning and aimed.

- Molch will approach the water leaks and "guzzle" a good amount. Then it will open its mouth wide and fire a highly pressurized water blast with a very long reach, all the while spinning clockwise

Damage can be dealt anywhere in the mecha's body, but the mouth is especially vulnerable when opened.

Bohrer Soldat[]

Creator: Servbot #1404 (Beyond Despair)

My Bonne Mecha: (“Driil Soldier" in German) A bipedal mech with two large drills at the end of each arm and two missile pods attached to its back. It has a bulky exterior which makes the mech sturdy and well armored. Finally there is a hatch atop its head where Tron could easily enter the mech. It has four sets of attacks:

Attack 1: Drill missiles. The mech fires drill-like missiles from both pods attached to its back. These missiles burrow themselves half way into the ground and then explode after a few seconds. The mech can scatter these missiles in the area and then make them explode one at a time or simultaneously. The mech has five missiles in each pod. After launching them all, it must take time to reload them, which it does by standing in place with its missile pods open, waiting for the missiles to automatically load themselves up again, one at a time. It takes 30 seconds for the mech to fully reload.

Attack 2: Drill hands. The mech fires the drill attached to its arm at the player. The drill is attached at the back by a long cable that can be retracted, bringing the drill back to its arm after having been fired. Both drills are propelled by three rockets at the back of them.

Attack 3: Whirlpool. The mech lowers each drill at the end of its arms into the water around it. Then it proceeds to spin each drill at high speed, creating two whirlpools in the water which will pull the player towards the mech (if the player happens to be in the water).

Attack 4: Spin attack. The mech raises both its arms parallel to each other (at a 90 degrees angle.) And turn each drill to face the floor (vertically). The mech then spins both drills at high speed and slowly begins to turn its upper half. The mech is then capable of sweeping the area around it with its drills facing down and spinning. This discourages the player from approaching it too closely.

The Mission: The mech has two weaknesses:

Weakness 1: Inside the missile pods. Whenever the mech opens its missile pods to launch drill missiles at the player, it leaves itself open for the player to shoot directly into the missile pods. The player can even shoot at the missile pods while the mech is busy reloading for 30 seconds. (The player must also be careful as there will probably be some drill missiles still in the area, waiting to explode.)

Weakness 2: Inside the drill arms. Once the mech fires off one of the drills at the end of its arm, the player can dodge the attack and shoot back at the mech's (now open) weak point in its arm. The player can shoot at this weak spot until the mech retracts its drill, covering the weak spot again. It takes the mech somewhere around 20 seconds to retract its drills, once fired.

Winning:

The player must hit one or both weak points until the mech's health is depleted.

Losing:

If the player's health is completely depleted.

The player loses health from: being hit by any of the explosions from the drill missiles, being struck by the mech's spinning drills at the end of its arms, or by touching the spinning drills that the player was pulled towards in the water.

Other: - Bohrer Soldat means "Drill Soldier" in German.

- Perhaps when the mech creates explosions, pieces of the ceiling could fall to the floor, giving the player an opportunity to stand on top of them to get a better aim at the mech's open missile pods. (Hopefully the player can avoid being crushed by these ceiling pieces first.)

- The mech probably has a seemingly endless supply of missiles.

- More than likely the mech's weak points will glow orange, to indicate where the player must shoot.

- Height: 6.35 m

- Weight: 5 tons

- Max. Speed: 60 km/h

Bohrgerätspinne[]

Creator: Servbot #Unknown (Blues)

My Bonne Mecha: Short and simple, one of my favorite things about enemies in ruins was that they could be REALLY creepy. What's creepier than being far, far below ground when a giant metal spider bursts through the ceiling and drops more spiders at you?

Bohrgerätspinne is limited in weapons, though, since it has to be light enough to be supported by the cable that it's attached to the Gesellschaft via. It's not totally harmless, though:

- Physical strike: It's a freaking huge spider. It's large enough to knock you around if you get too close.

- Fang Cannon: Bohrgerätspinne may not have actual fangs, but plasma rounds are just as good. However, this is a digging mech meant for recovering treasure, so it'll save the big guns until you've taken care of the...

- Scouts: The three drills on the bottom of Bohrgerätspinne detach and become mini spider mecha piloted by servbots to keep Megaman busy while the Bonnes try to loot.

The Mission: How can you beat Bohrgerätspinne? CIRCLE STRA-- no. You can't run circles around Bohrgerätspinne, since it'll be stuck to the walls.

First, you'll have to find a way to knock it down. If you have a weapon that lobs bombs or other exploding toys, then a couple good blasts in close timing will knock it down long enough for you to hit it in it's weap spot - the bays where the mini spiders used to be (you'll be dealing with them first, so once they're out of the way, they can't defend the boss anymore).

If you don't have an exploding sub weapon, you'll just have to fire at the legs until you knock enough of them free to tip the thing over.

After enough of a beating, however, Teasel is gonna have enough playtime and start to get serious. He'll start making Bohrgerätspinne lunge around the room, swinging on it's support line. If you can still manage to land enough hits on Bohrgerätspinne while it's rearing up to take swipes and jump around, the Bonnes will retreat, and you can progress into the treasure room.

OR...

While you're dodging, Roll will radio you a tip that you may want to try aiming for the support line. Hit that enough times, and Bohrgerätspinne will come crashing down. However, this knocks out the floor, sending you down to another area that you'll have to work your way back up from. It'll be more work, but there'll be some nice hidden items for special weapons and treasure chests full of zenny for your troubles.

Screw it all up, and it's game over as usual.

Other: I think this pretty much takes care of everything that was mentioned in the discussion that was posted previously about what was being looked for (didn't have time to re-read, so I'm probably gonna look like an idiot): enters the room via burrowing (it can seal off the hole in the ceiling with web if you wanna get picky about what happened to the water), incorporates servebots in a multi-stage boss fight, and gives a scenario for the floor to give out.

Well, what do you think, sirs?

EDIT: I just noticed what appears to be a timezone difference.  It's currently 11:56pm where I'm at - what time does this contest go by?  The rules mention Monday, November 29th at midnight (PST) and I'm in PST.

Also, right click and View Image so it doesn't appear so smooshed...

Bohrmast[]

Creator: Servbot #Unknown (D (David))

My Bonne Mecha: (“Drilling Machine” in German)

This is a tribute to the crab mechas Tron Bonne used in MML and MML2

Benefits:

  • Continuity with the series
  • Bohrmast easy to pronounce in English (i.e. Marlwolf)
  • Fits with the entrance coming from the ceiling

How it Attacks:

  • Fundamental A.I.
  • Stand still and shoot rapid fire from guns mounted atop 2 front drills
    • Run and Drill! (Using legs with speed faster than Megaman, guaranteed hit)
    • Back drill attack in short range combat
  • Complex A.I.Attack through the walls (mecha capable of drilling in and out of the battle room with wheels located in all arms and front drills)

The Mission:
Weakness:

  • Energy attachment on the left arm. Health meter should be big enough to last at least three attacks through the walls.

Condition for Win:

  • Bohrmast health meter has been taken down to 1/20th. This cuts the battle and into a cut scene where the impact of Tron and Co. drilling through the walls has made the battle room ceiling unstable. The Bonnes notice a large portion of the ceiling collapse above Megaman. Tron sacrifices her mecha to save him.

Other: In my opinion, what was the most underrated aspect of MML was the battle music. I have The Flutter vs. Gessleshaft from MML and the Train Battle from MML2 on my 5k playlist that I run every day. Note to the creators! Don’t skimp on the musical score. Oh, and if someone high up on the food chain does read this; I would focus on the story. Your target audience here it cares far more about character development than seeing more girls clutter up the screen. William Shakespeare once said “Brevity is the soul of wit”. This just means DON’T WASTE MY TIME.

If this project is more than the cold exploitation of fan creativity, it will reflect in the final product.

Bohrspinne[]

Creator: Servbot #Unknown (David)

My Bonne Mecha: Bohrspinne (Drill spider)

My mech is a transforming spider/ drill/ which makes use of highly pressurized water in its attacks. Its initial form is that of a drill (illustration top right), the spherical body tucked inside the drill. In this mode, the head rotates up to face out of the drill.

The head itself is simply the normal Bonne mask, however it can open (illustration top left) to release things. It can travel the grooved path around the body, but can only open at junctions.

In Spider mode, the drill splits apart into 8 segments, one for each leg of the spider. These legs are connected to the body via a spherical node. The nodes sit in a grooved track which surrounds the body and they can traverse these paths independently. For example, 4 legs could be at the bottom of the body, while the other 4 rotated around the center. The head would need to be at the top of the body for this to work. Additionally, the legs are reversible, which is to say that either end could be used to walk. If knocked upside down, the mech would merely reorient its head, and continue on.

The mech uses highly pressurized water in many of its attacks. Its current level of that material can be judged by the little notches on its legs. As it fills, more of these will glow, and as it falls, more of these will go dark.

The mech can walk on walls and ceilings, and can fire weblines which can pull it back to the ceiling or walls.

The drill portion of the mech's legs are invulnerable, and will in fact reflect shots randomly when shot at. The body will take damage when fired upon, and the face will take 2 - 3x as much as a body shot.

As the scenario dictates, the mech will drill through the ceiling in drill mode (see illustration top right). It will then hang suspended on a web thread (which extends into the bore hole) as it unfurls itself. It will then proceed to walk along the ceiling.

Attack 1: Rocks fall, somebody dies

Trunking around the ceiling dislodges debris, rocks, which fall to the floor and might harm the protagonist.

Attack 2: Ground pound (spider variant)

The mech attempts to get directly above the player and then drops, dealing damage if it impacts.

Attack 3: Charge

When on the ground with the protagonist and close, the mech will charge the protagonist, attempting to run them over. After doing this it will freeze in place for a few moments, defenceless.

Attack 4: Eye lasers (High pressure water cutting beams, actually)

When a long distance away from the player, the mech will fire highly pressurized water from its eyes, essentially a blue laser. It will rake the floor towards the player with these beams. This will do damage on impact, and leave a blue trail on the floor, which will explode shortly after.

Attack 5: Web of tears

The mech will open its mouth and eject 4 spheres. These will roll the length of the map and emit a translucent field which effectively cordons off one portion of the map. After 7 seconds, this will fade. If the player should venture into the field during this time he will be immobilized for the remaining duration of the field + 5 seconds, or until he / she gets hit.

Attack 6: Morrigan's drill

Leaping from one of the walls, the mech will switch into drill mode and fire itself diagonally down at the enemy. If it impacts it will do damage and knock the player away. This move will leave the mech stuck in the ground at the angle it impacted. This attack will shake loose debris from the ceiling which will fall near the point of impact.

Attack 7: Deploy servbots

When stuck, the mech will open its mouth, deploying servbots. These will attack the player if he/ she is nearby for minimal damage, but their primary goal will be to set explosives around the mech, blasting it free. If the players are close by when the bomb goes off, they will be damaged.

Attack 2b: Drill fall (There will be blood)

As before, the mech gets directly above the player and drops, except this time it switches into drill mode to do so. This attack leaves the mech stuck. This attack will shake loose debris from the ceiling which will fall near the point of impact.

Attack 3b: Pay the piper

A variation on the charge move. After the mech charges, it will plant 4 of its legs, extend the other 4 parallel to the floor and spin like a top, moving in a spiral outward.

The Mission:
Loss condition: Player loses all health

Win condition: Mech loses all health.

Field assumptions: The map will contain several shallow pools of water scattered around the map. These will slow the player down if they walk through them. They can be vaporized with a charged shot, or several normal blasts. They will refill slowly over time, immediately in the area near to an attack 6, and everywhere following attack 2b

Battle flow:

For the first 25% of its health, the mech will cycle through attacks 1 - 4. Attack 4 will be used only when the player attempts to put a lot of distance between himself / herself and the mech. Each use of attack 4 will drain the mech's reservoir by a 6th, and it will be forced to visit and drain one of the puddles to refill by a 4th.

For the second 25 % of its health, the mech will add attack 5 to its available choices. If the player gets trapped, the mech will move to attack. Attack 5 will drain the mech's reservoir by a 3rd. At this point the mech will begin using attack 3b instead of a charge with 25 % probability if it has the water for it. Attack 3b uses 1/5 of the reservoir.

For the next 25% of its health, the mech will add in attack 6, which will progress into deploying servbots. This attack will reduce its reservoir by half. The mech will use attack 3b instead of a charge with 50% probability if it has the water for it.

For the final 25% of its health, the mech will add in attack 2b. The mech will now use 3b exclusively, instead of a charge, so long as it has the water for it.

Path to victory:

At the beginning, the player will have his best luck firing at the mech when it is frozen, following a charge. In order to avoid the eye lasers, the player can also run around the map, vaporizing the puddles, thus denying the robot ammunition. The amount of water currently contained by the mech can be read from

Once the robot begins using attack 5, they will have to be more cautious, both to avoid being trapped, and to avoid the random occurence of 3b.

Things become easier, actually, when the health passes 50%. Use of attack 6 leaves the mech stuck at an angle, with its face exposed. The player can climb the debris that falls when the move is used and unload into the mech's weak point. Since the mech is no longer safe to attack after a charge, this is the preferred attack.

The final 25% of health are essentially the same. However, the mech can not be attacked after attack 2b, and use of the move refills all the puddles, essentially giving it free reign to use its most harmful moves. Destroying the puddles is no longer useful. Careful play, however. Should carry the day.

Other: I apologize that my drawing is less than inspiring, I'm afraid that I am not now, nor have I ever been an artist. I had a good time coming up with an entry, and while I am not likely to find victory, I thank all those who took the time to read my entries.

Bon Batailon[]

Creator: Servbot #640 (Akane Jones)

Bon Batailon

My Bonne Mecha: The Bon Batailon is a giant Bon headed Bat mech, with arms similar to the Hornisse and Drill horns. Its main form or attack is the HiFi Sonic Emitting Dummy that Bon operates. However it can also pile drive the ground with its drills to break up rocks and pick them up and throw them. When hanging on the roof it can use its sonic attack to shake stalactites into falling. It can also open the Bonne symbol port and release a charge cannon to shoot the Bonne signature green ray.

At the start of the battle the Bon Batailon enters the room by collapsing the entire roof in. This creates a lot of rubble, which it then piles drives, lifts, and throws at you [Fig. E/D]. Upon being damaged about 1/3 Tron will pop out the top hatch and issue commands at some Servbots stationed at the corner arches around the room to let in the water [Fig. D]. She will then close the hatch and the mech will retreat to the roof on the second story. At which point they will be out of reach and shake stalactites down on you [Fig. A]. As the water pours in a large slab of the roof will start to float up, which should be ridden upon till it reaches the second story. Once you there the Bon Batailon will release some Servbatton which will circle you throwing bombs and dive bombing you. If the Bon Batailon hit the edges of the roof platform it will break off leasing your space to move.

At first it will remain in position on the stalactite, but after taking damage it will enter free flight mode. From there it will try to stay just out of range and blast you with its Sonic Baboo-m attack. There are also more bomb throwing Servbots on the corners once the water has shut off. Sevbots, Serbattons, Bombs and even stalactites can cause the platform to shift around on the water [Fig. B]. The downed Servbatton also acts as temporary platforms. When the mech gets weakened it will start using the charge cannon as well.

The Mission: At first simply target either the dummy or back hatch and dodge the attacks, until it switches modes. Then you will need to dodge stalactites and reach the floating platform, and try to stay on till it reaches the second floor. If you fall off at any time look for two sets of bubbles from rocks, and stand on one and shoot the other. This will clear the pressure on the pipes and cause the other to blast the blockage to the surface. You can use this as a platform, particularly if the main platform gets destroyed.

If you are under water in the third stage the bombs from Servbots will rain down like depth charges, so watch it.

Once the platform reaches the second floor the third stage starts. From here simply target the visible weak spot and shoot at it till it lets go. Now the true third stage begins. Dodge its attacks while shooting down Servbatton and or tossing bombs/Servbots into the water to maneuver the platform closer to the bot and fire at its weak spots.

Notes: 1) Tron and Teisel are normally behind each eye.

2) It will release more Servbatton when the others have sunk.

3) If the main platform is gone, you can always use the one that rises up from below when underwater. They stay there while on the surface and behave the same on the water. Also they won't out right sink if you move them off their starting spot, if you fall in.

4) If you miss riding up on one, it will sink back down for you to try again.

5) Servbattons act as shift platforms till they sink. Use them to dodge attacks or reach the side corners to and grab the other Servbots.

6) If you get too close the Bon Batailon could try to directly pile drive you.

7) Yes, the Sonic Baboo-m attack uses Bon's voice clip echoing.

8) Tron pops up to issue different orders such as using the charge cannon, at different points in the battle.

Bon Cycle[]

Creator: Servbot #Unknown (99624388)

My Bonne Mecha: (Not Officially Named)

I think baby Bonne should be on a motorcycle and try to run Megaman over. Megaman should roll to the side to dodge bonne and then shoot. When the motorcycle breaks the servbots should pick up baby Bonne and put him in a giant robot with giant arms and hands that resemble baby Bonnes. His attacks are sticking out his tongue, grabbing megaman with the claws, and running megaman over. The only way to beat baby bonne in this form is to jump onto his arms and climb to the top to get to baby bonne. But wait! There are a ton of serve bots with rocket launchers, so, "Megain Watch OUT!"

Bonne Breaker[]

Creator: Servbot #Unknown (trevin)

My Bonne Mecha: My Bonne mech has a body that is sort of similar to a computer mouse with four huge legs that come out the side kinda like the feldynaught from mml 1 but no wheels at the bottom. The hatch is at the back where you would rest your palm on a mouse. Also there's a hatch for the drill it uses to dig but is not a weapon and is only seen when Bonnes drill in from ceiling

It attacks by: machine guns on legs (2 on each so a total of 8), lasers on belly, servbots 1, 2, and 3 stand on top with missiles launchers while talking trash, and other servbots throw bombs out of hatch on top.

You attack by first shooting its legs. Once you shoot one of the legs enough it will fall on that leg's knee for a short time. You have to shoot into the hatch (which leads to the engine room) to destroy it. But how do you get the hatch open? Servbots throw bombs out of the hatch so what u have to do is while its on its knee and a servbot is throwing a bomb u have to shoot the servbot causing him to fall in the doorway so when the hatch tries to shut it gets stuck on its head until a servbot inside pull it in. After shooting the legs so much they will all fall off and the body of the bot falls to the ground (this is when u have halfway defeated the bot) the jolt from the drop causes one of the sevbots on top to shoot a missile into the wall that lets water come in. Tron scolds them, they apologize etc... Now waters are coming in and the body floats around (it's moving faster than when it had the legs so it's harder to defeat) the bot is now floating too high for you to shoot the hatch. How are you going to reach it? Legs! They are floating around and also jump off them to shoot.

Winning: defeat the Bonne Breaker

Losing: if you are defeated

Bonne Hydra[]

Creator: Servbot #Unknown (Kirb (Kirbopher))

MegaMan reaches the final room of the long and arduous dungeon to find a thick layer of bedrock covering the floor. The treasure must be underneath it, but what to do? Suddenly...BLAM! Out of the ceiling appears the Bonne family with their new Mecha! With it, they can drill through the floor and steal that treasure...but while they take care of that, they'll have to put an end to MegaMan once and for all! The battle begins with...

My Bonne Mecha: (currently with no official name) is designed to look like a hermit crab.

It has a sturdy outer shell that will protect it from most attacks. It has a large drill on its back with spikes on it perfect for digging. The drill also can become coated (for lack of a better word) with electricity/fire/plasma (whatever) to give it some extra drilling power. It can use this drill by driving in reverse with its one Tire it has underneath it and it is propelled backwards by its two front thrusters giving it more drilling force the thrusters are positioned above the eyes/visors and will be emitting small flames when not in use, but large flames will burst out when activated.

The Tire underneath it is mainly used when it is using its rear drill; otherwise it moves around using its four legs which have claws that allow it grip to rock and walls.

The front/face of the mecha has the Bonne emblem, two bright yellow eyes/visors and a vent in the front that the Severbots use to throw bombs out of (much like the Horunisse).

It also has two front drill arms that it uses for more precise digging/drilling and for smaller obstacles. The front drills can open up to reveal small laser guns that it uses to defend itself against any reaverbots that it may come across on diggs (as well as using it on the player).

The color palette for the Mecha should be similar to either the Feldynaught, Marlwolf, or the Geselschaft; depending on who built it or who is the lead pilot (this will most likely be decided on by the developers for story purposes).

The Mecha's attacks are:

-Laser Gun: Both of the Mecha's front drills open up to reveal laser guns that shoot yellow laser bullets similar to Tron's Feldynaught. It shoots from one arm at a time in short bursts of 10-15 bullets twice from each arm.

-Drill Bash: The Mecha will walk right up to the player and trust both arms into the air, turn on its drills and hammer them down on the player. There will be a small shock wave on the ground from each pound that the player will have to avoid.

(Optional: Another idea for the drill bash could be that it will still thrust both arms into the air to charge its drills, but instead of trying to hit the player directly, it could pound the ground making the ground fissure up in a straight line toward the player (kind of looks like the dirt trail that Bugs Bunny makes when he digs tunnels lol)

-Drill Charge: The Mecha will activate its rear drill, spinning and pulsing with electricity/fire plasma. Then it will turn in reverse and fold its legs back, activate the front thrusters and charge at the player on its Tire.

The Mission: Defeat the Bonne Hydra!

The room is circular and has platforms surrounding the bedrock on the floor for MegaMan to jump around on and surround the Bonne Hydra as it constantly drills through the ground. The Hydra's three heads alternate in which one focuses on attacking MegaMan and randomizes after they "take their turn" using their weapons on him. The Hydra's torso spins a few times and one head faces MegaMan, ready to strike! Each of the heads have a different health bar and bringing down all three of them defeats the Bonne Hydra as a whole. However, defeating an individual head and bringing its health bar down to nothing does not stop the head from attacking you in the Hydra's randomization. An explosion occurs and the defeated head appears heavily damaged, but it's still able to use its attacks on MegaMan. After all three heads are defeated, the Bonnes kick up the drill's power and the Hydra starts spinning rapidly, becoming a giant mechanical tornado that clangs and bangs in every direction of the room trying to smash into MegaMan. The final target is shooting at the Servbot-smoke stack at the center of the torso, which is now reachable as the Hydra swerves around wildly and tilts down so MegaMan's weapons can reach it. Destroying the smoke stack causes a huge explosion that lights the smoke on fire and blows up the rest of the Bonne Hydra. The pirates are defeated and the bedrock shell has now been drilled open enough for MegaMan access and to obtain the treasure!

Other: As the Bonne Mecha boss fights are known for, the Bonnes and the Servbots all bicker with each other and spout dialogue as they battle against MegaMan. Tron, Teisel and Bon are all in control of their appropriate mechanical heads and start off being fair with each other as they take turns attacking MegaMan. Meanwhile, the Servbots are constantly trying to keep the Hydra in order, since it uses a large amount of refractor power and needs the smoke stack to let out all the exhaust. As each head is progressively defeated, the Bonnes start arguing with each other and the randomization becomes even more sporadic, so sometimes a head will attack more than once in a row or the turns between each head will become less "fair".

Bonne Mecha Drill[]

Creator: Servbot #Unknown (matthew)

My Bonne Mecha: Well, I know the cavern is supposed to be water filled, but I imagined most of the water coming out of the floor. Anyways, so my idea for the Bonne Mecha is that it has four legs that are drills, and that when the legs are put together they form one giant drill which the mecha uses to come through the ceiling. I imagine the area where this happens to look a bit like a sewer. Anyway, while the four legs form a giant drill, two support legs come out of the mecha and keep it from falling over. These legs can be retracted back into the base when the four legs are not used together, and are standing separate. I imagine the body to be round and yellow, with the pirate face thingy on it. It should be capable of moving fast, and try to run over Megaman with his legs, maybe occasional jabbing at him, especially if he has him cornered. He could also jump occasionally to either avoid attacks or use that as an attack. The sides of the yellow body of the mecha could have guns on it, and use that to shoot a peppered assortment of shots at mega.

The Mission: In the back is a hatch, with important electronic devices inside. Destroying it by shooting it enough will cause a big platform hatch thingy in the back of the mecha to fall open, you know, kinda like the stairs on airplanes that fold into the airplane except for without steps. Inside is the Bonne family.

My computer isn't working, so I had to show my blueprints in paint, making them look even worse, seeing as I don't have a tablet. Anyway, the picture is only there to give you an idea of how it works and kind of what it looks like.

Anyways that's about all I have, if you have any comments for things you think could be changed, let me know! You can add on to it or steal this idea for your own design and change stuff or make more detailed sketches if you want. Thanks! –Matthew

Extra Comments: Okay, so there were a few things I didn't explain. I did this last second. And it's just a concept, a blueprint. Also, it's supposed to be really big and just a picture of it from a distance, so it's not supposed to be a bleeping headcrab. Methinks you guys play too much half life. I knew this drawing was crap, but I didn't think it was that bad. I just wanted to give an idea of what it would look like, and my comp at home wasn't working, so I was out of time to submit anything. Or are we still allowed to post my ideas? There are some great ideas on this website, but apparently unless you're a good artist, you don't stand a chance. THus I am doomed. I will admit my idea wasn't that great anyways, and there's so many other, better designs that deserve to win. At least give me a break. Do you like the idea of having the 'bot come through the wall using his legs as a drill? The dots are supposed to be holes for the legs, not eyes, by the way.

Oh, and I totally agree that it needs more attacks/ weapons. On short notice, I couldn't really think of any. Maybe he could have some missile launcher thingy, and machine guns on its side. Or something.

So if you think it looks like a head crab (I haven't played half life, but apparently it does) Then draw a drawing to show what you think it should look like. Remember that it's actually really big and yellow and has a servbot head, and that you can add any weapons you want to it.

Bonne Prawn[]

Creator: Servbot #147 (MegaRock35)

Collaborator: Servbot #Unknown (Bo)

My Bonne Mecha: The Bonne Prawn comes fully equipped with:
-A bladed tail, used for swipe attacks and to whip up a wave, complete with a hidden laser cannon;

-Two drill arms, for digging or delivering devastating punches;

-and two electroshock antennae, to send an electric current throughout the water! (The outer armor is properly insulated, of course.)

The Mission: Megaman enters at the eastern edge of a large, circular room deep at the bottom of the ruin. He has a short look around: to the north, a door, and to the south, the treasure. Before he has a chance to grab the treasure, the whole room begins to shake. He looks around the room before noticing in the ceiling two large drills boring into the room and down plops Tron's newest Mecha, the Bonne Prawn! After the usual exchange of dialogue, the battle ensues...

Phase One: In this phase, the Bonne Prawn relies on using its drills to pack a whopping punch to Megaman, jumping into the air and landing with a powerful shockwave, and using its tail to whip up a wave to wash Megaman away. In this stage, the Bonne Prawn's armor deflects standard buster attacks, and only takes minor damage from Special Weapons. The trick is to dodge the Prawn's other attacks (duh), and when it charges with its drills jump out of the way at the last second to send it charging into the wall. The room is pretty unstable, so the damage to the wall causes more water to flow into the room, and boulders to fall from the ceiling. These boulders can hurt the Prawn, but Megaman's got to be careful not to get crushed by them.

Phase Two: After repeating this process several times, the armor on the mech begins to crack. This allows it to take damage from the buster, but it will also move faster. This time, it breaks out the big guns: sending an electric current through the water, launching missiles from its legs, launching mini-shrimp torpedoes guided by Servbots, and to top it all off, an incredibly powerful laser beam from its tail. When the Prawn uses the lasers, it consumes a giant portion of its power, leaving it immobile for a few seconds while it recharges. During this time Megaman can climb on its back while it tries to stab him with its antennae, and kick open the hatch on the cockpit. Megaman must then jump over the open cockpit to trick the Prawn into stabbing the controls, causing massive damage. After a few more times, the mech will completely overload and explode, and the treasure will finally be yours.

Other: The name and color scheme aren't set in stone, they may change for the final version.

I've drawn up a few images to help convey some of the ideas, with the slightly modified and poorly drawn Bonne Prawn: (Picture #2)

Bonne Top[]

Creator: Servbot #Unknown (Oakie620)

Bonne Top

My Bonne Mecha: This mecha looks like a giant top, with a drill at the bottom. The drill's only purpose is for the mecha to dig its way into the room. The mecha will start spinning around the room from there, threatening to run over the player.


The Mission: The player needs the Jet Skates for this battle. To defeat the Mecha, the player has to jump on the top surface, which consists of an outer ring and a central circle with the cockpit. The outer ring continues to spin, forcing the player to skate in the opposite direction to avoid being thrown off. The ring should have obstacles the player has to dodge, giving the feeling of a hurdle race. The outer ring's diameter can be adjusted if needed.

As the outer ring spins, the central area will rise, revealing weapons along the side which the player has to destroy. Success will cause the mecha to temporarily break down. As the Bonnes try to restore functionality, the outer ring will stop spinning and the cockpit will lower, exposing it to attack (the Servbots may come out during this time to attack the player).

After a few seconds, the mecha begins to spin again, restarting the cycle. The central weapons will change every time, forcing the player to adapt as well. It may start with cannons, then switch to missiles, then lasers... each weapon should cause more damage than the previous one and knock the player off the mecha if hit. The mecha is defeated when the cockpit takes enough damage.

Other: The mecha could have a set of legs to support itself when it isn't spinning. Thanks to Zan Sidera for his suggestions for the upper half.

I also drew a quick sketch to help understand what this idea is about: (Picture #1)

Bonne Water Scorpions[]

Creator: Servbot #Unknown (Copernicus)

My Bonne Mecha: The Bonne Water Scorpion (or Micro Scorpion). A cross between a water strider and a water scorpion, this insect-like mech can walk on the surface of water, swim under water, and even fly (which it does terribly). It is most agile while on the surface of water, but can barely move while on land. The Water Scorpion is large, piloted by Tron and Tiesel, and is served by a crew of at least 8 servebots. The Micro Scorpion is half the size of the Water Scorpion and is piloted by one person (Tron) and carries 6 servbots on its back.

Attacks: Either scorpion can create waves to push or topple Megaman, and can run him over by rushing across the water surface. If Megaman is against a wall, the scorpion will create a wave to pin Megaman to the wall, then grab him with its forward pincers and toss him over its back into the center of the room. The Water Scorpion has 4 cannons on each side that strafe as the scorpion moves around. The servebots on the micro scorpion throw bombs. When the water scorpion is under half health it will begin dropping depth charges, which float in the water until destroyed or come within range of Megaman to detonate. When the micro scorpion is under half health the servebots will throw depth charges instead of regular bombs. The scorpion also has a drill missile on its tail that it will launch at Megaman once it is below half health (the drill missile is retracted by a chain).

The Mission: Megaman enters a big room. A hole appears from the ceiling letting water in that fills the room up to Megaman's waist. Then the scorpion drops in. This triggers the trap, which seals the entrance on ground level, opening a hidden door by the ceiling, and causing the platform the treasure is on to be raised to the same level as the revealed door. The room begins to collapse. Megaman now has to find a way to get to the top of the room for the treasure and the exit.

Megaman has several options:

Attack the scorpion.

Evade the scorpion and find a way up.

Work with the Bonnes to get the treasure and escape the collapsing room.

Use the scorpion to get to the top.

Mission Failure:

With all four choices Megaman will lose if his life reaches 0. If Megaman is working with the Bonnes he also loses if the scorpion's life reaches 0. If Megaman isn't fighting the scorpion he also loses if the Bonnes get the treasure first and escape.

Options: Omitted because of length (see longer posts if interested).

The Mech-Basics: The Bonne Water Scorpion and Micro Scorpion are effectively the same boss, just the boss is rescaled to fit the developer's target location or hardware limitations.

Here's the Water Scorpion and the Micro Scorpion.

The Micro Scorpion is about half the size of the Water Scorpion:

Although the water scorpion is larger it actually moves faster on the surface of water than the micro scorpion. However the micro scorpion can fly upward faster.

The scorpion rests on the surface of water and skims across the surface by kicking its legs. It moves in sudden bursts because of this. To turn it kicks with its rear legs on one side of its body:

In this manner it turns suddenly, like when Megaman quickly turns. It has to kick twice to turn 180 degrees. The scorpion also moves forwards and backwards slowly by kicking with its center legs.

When the scorpion tries to overrun Megaman it kicks with all its rear legs, allowing it move at tremendous speed. Although it can rush forward it can not rush backward.

It takes one second for the micro scorpion to move its legs into position for a move action, and the water scorpion requires two seconds. Because the water scorpion moves farther the difference evens out. If the player is observing the scorpion he can tell what its next move will be by how its legs are moving. Regardless of this there needs to be an additional audio cue to let the player know when the scorpion is going to rush, such as Tron saying something, or Roll warning Megaman over the radio.

The flying ability of the scorpion is for travel, not combat. It is slow and cumbersome. Normally it is only used to move to and from bodies of water when a waterway connecting the two is not present (or isn't large enough for the scorpion). It would take the scorpion over a minute to reach the top of the room by flying (see room below). The flying ability is not used in the boss battle described in the first post, although it is important to the other solutions.

When in flight mode the legs on the scorpion lock together to form wings.

Both scorpions have six thrusters on the bottom which provide lift. The Water Scorpion also has depth charge droppers on the bottom (the micro scorpion does not).

Another difference is that the water scorpion has cannons, while the micro scorpion carries six servebots. The six servbots correspond to the six servbots Tron would take on missions in Misadventures of Tron Bonne. These servbots throw bombs and eventually depth charges. While the water scorpion moves around it will fire its cannons.

The Mission-Room: The room Ishihara presented is large enough for the micro scorpion, but not the water scorpion. Regardless of the room's size the height still needs to be increased. One reason is that the scorpion drops lengthwise from the ceiling into the center of the room, so the room must be at least the length of the scorpion in height (preferably taller).

Outside of that the basics of the room are the same. There are four segmented pillars and a grated floor with water beneath it:

There are pockets of water around the room, but not at the entrance level, and not directly above. The grated floor floats on the water but is held down by the four segmented pillars. If the grated floor is submerged, destroying segments in the pillars will allow the great to float upward.

The Mission-Mission Setup: Here are some storyboards for the beginning of the mission as described in the first post. In the first board, after Megaman enters, a hole appears in the ceiling letting a large amount of water in:

After the room is filled waist-deep with water the scorpion enters.

When the scorpion lands on the water it creates a wave that topples Megaman. This will notify the player that there is water physics and that the boss will probably be using similar attacks. After Megaman recovers the dialogue between the Bonnes and Megaman will occur.

Option-Trap
The trap can either trigger while this dialogue is occurring, or after it occurs.

The trap, as mentioned in the first post, raises the treasure to the top of the room, as well as sealing the ground-level entrance and revealing an exit at the top of the room. The room also begins to collapse, causing debris to fall onto the grate.

The Mission-Waist Deep: Megaman is now waist deep in water. This has several effects. He can not run. He can not roller dash [see swimming below]. If he jumps he manages to get at maximum a few inches above the water surface. He can quickly turn but it takes twice as long. Instead of rolling, he dives and travels a distance through the water until he returns to a wading position. Megaman can also wade through the water at walking speed.

Swimming: instead of roller dashing Megaman swims through the water. This will allow him to move faster than wading. Megaman can not attack while swimming. He can only attack while wading or jumping. My idea for the controls is that Megaman will wade through the water when normal movement is inputted by the player, but he will swim while the roller dash/walk button is held (in combination with directional input by the player). If the player dives and then inputs a swim command, instead of ending the dive in a wading position Megaman will end the dive swimming. Although swimming allows Megaman to move faster he still won't be able to move faster than the scorpion can on the water.

By jumping Megaman can splash in the water to create a wave. This is useful to push away objects around him, such as depth charges:

The Mission-Debris: The trap causes the room to collapse, which causes debris from the ceiling to land on the grate below. If water is present this will create splashes and waves (to show off water physics). Large falling debris can also damage Megaman and the scorpion. To indicate to the player that damage dealing debris is about to fall on him, I would precede it with smaller gravel landing on him and his general area and a rumbling sound. Then Roll can tell Megaman over the radio to watch out. Damage-dealing debris can create waves large enough to push other objects, such as depth charges.

Option-Floating Debris: To show off water physics some of the debris can float, making the effect of waves more visible. It will also make it harder to spot depth charges later on. It is also possible to have floating debris large enough for Megaman to stand on, so he can get out of the water. Eventually the scorpion will rush Megaman if he is perched on floating debris, but Megaman can run and jump off to evade the rush.

As the encounter progresses the room will collapse more, causing debris to fall at an accelerated rate. The debris will also be present if the grated floor is raised above the water level, creating obstacles Megaman can climb or jump over. Debris is destroyed if it is overrun by the scorpion when it rushes.

The Mission-Solutions: If you are going to allow multiple solutions, then it will be necessary to allow the player to choose an option. After the trap is triggered a window would appear on-screen for the player to select an option from. An example would be:

“I have to stop them!”

“I have to find a way up there first!”

“Let's work together!”

The first option would be the attack solution. The second option is the speed solution. And the last option is the brain's solution. There is also a possible fourth solution, a hybrid solution, “I gotta catch them,” which combines aspects from the three previous solutions.

Let's look at the Attack solution in greater detail.

The Mission-Attack Solution: The battle can be thought of as alternating between water superiority (scorpion), and land superiority (Megaman).

As mentioned in the room's description the grated floor can be raised above the water level when all the corresponding segments in the four pillars are destroyed. This can either happen automatically (when the scorpion' health reaches a certain amount), or be done manually by allowing Megaman to attack the pillars to destroy segments. If Megaman can attack the pillars then his lock-on should be able to target them (to inform the player that they are destroyable objects).

When the grated floor is above water level the scorpion will no longer be on water. While on land the scorpion can barely move. During the first half of the battle either scorpion will not move from its current position when grounded. It will flail its legs around while Tron exclaims her surprise at the disappearance of the water. If the player gets hit by one of the legs he will take damage and be knocked back.

The Water Scorpion:

With the water gone Megaman will be able to jump high enough to get on the water scorpion's top. The top of the water scorpion is the weakest point, particularly the hatch. If Megaman is on top attacking, Tiesel will send servebots out the hatch to throw bombs and chase/push Megaman off. If Megaman has the Lifter instead of a special weapon, he can pick up stunned servebots and throw them into the open hatch, knocking any servebots coming up back down. After the allotted time Tiesel will fire the drill missile [see drill missile below]. The Micro Scorpion:

The micro scorpion's weakness is its front. If Megaman has his Lifter instead of a special weapon, he can grab the front of the micro scorpion and try to pry it open, which damages the scorpion. It was my idea that the player could mash buttons to pry the lid, and a “Press Y” message could display on screen to inform the player he should press that button as rapidly as possible. If the player is successful in prying the cockpit open he gets the benefit of seeing Tron at the controls (like Ishihara wanted), but the servebots quickly come to Tron's aid by diving over the open cockpit and tackling Megaman so he doesn't get the chance to attack Tron directly (which is unthinkable for Eguchi). Tron then closes the lid and fires the drill missile. If Megaman fails to pry the cockpit open in time, Tron will shake Megaman off and then fire the drill missile [see drill missile below].

When the micro scorpion is below half health, Tron will deploy servbots to attack Megaman when the grate is above water level. For fan service you can have the original beacon bomb sound effect play and have the beacon bomb target flash on Megaman. The servebots then hop out of the micro scorpion to attack, using their attacks from Misadventures of Tron Bonne (throwing bombs, bazooka, rushing, etc). If Megaman stuns a servbot and has his lifter instead of a special weapon, he can pick up a stunned servbot and throw it at the micro scorpion to damage it. If you think attacking Tron with her own servbots is cruel enough, you can have it increase Megaman's black/dark rating.

The Mech-The Drill Missile: Each scorpion has a drill bit on the end of its tail. This is actually a missile that it launches to drill holes through obstacles. The drill missile is attached to a chain which retracts the missile. After the grate has been above water long enough, the scorpion will use the drill missile against a wall to let more water in.

This will refill the room up to waist height again.

After the scorpion retracts the drill (which takes a few seconds, depending on distance) it will continue moving normally. If Megaman is still on top of the scorpion after the water is deep enough for the scorpion to move, the scorpion will rush which will make Megaman fall off.

Before the scorpion is below half health it will have to launch the drill missile upward to get water from the wall, because there is no water outside the wall at the grate level. Once the scorpion is below half health the grate will have been raised high enough that there will be water outside the wall at the grate's level. At this elevation, before the scorpion is about to fire, it will slowly turn by crawling on the ground so it can aim the drill missile at Megaman. It will then fire it at him:

The drill will overrun Megaman and hit the wall behind him to let in more water. Because Megaman is on land he will be fast enough to evade. If he evades the missile he can jump on it while it is being retracted and ride it back to the scorpion so he can get on top of it:

If Megaman is still by the hole as the water enters, the force of it will topple him.

The drill is retracted faster than Megaman can run, so it is an efficient way of getting on top of the water scorpion (or to the front of the micro scorpion) and getting away from the hole. Because the room is collapsing, the whole the scorpion drills caves in and seals itself after enough water has entered to raise the water to waist-level.

The Mission-Attack Solution, reaching the top: During the course of the battle the segments in the pillars need to be destroyed so the grate will rise. If you only allow the attack solution for this encounter, then the segments will break and the floor will “buckle upward” when the scorpion's health reaches a certain amount. When the scorpion finally runs out of health, the floor will buckle upward one last time, reaching the elevation of the exit and the treasure. Megaman will grab the treasure and exit. With the scorpion destroyed, the Bonnes will exit behind him on foot. The room then completely collapses/submerges.

Option-Destroyable Pillars: If you want, you can make the pillars targetable by the player, and also destroyable by his weapons. In this way the player can manually raise the floor by blasting out the segments in the pillars. If you want the player to beat the boss in order to get the treasure, then the floor can only buckle upward the final elevation when the boss is destroyed. Otherwise you have the speed solution (see next post).

The Mission-Speed Solution: “I have to find a way up there first!”

If you allow the player to destroy the segments in the pillars manually, and he can reach the elevation of the exit and treasure this way, then he doesn't need to defeat the boss. He can simply grab the treasure and run. Enter the speed solution. Blasting out the segments to raise the floor is faster than defeating the boss (speed). The player will also spend most of his time avoiding the boss and trying to get around it (speed).

If you want it to be obvious for the player that there is a speed solution, then you can have the option window appear at the beginning of the encounter (as described under [Mission-Solutions]). If Megaman selects the speed solution, then he needs to ask Roll over the radio if she can detect a way up the room. Roll will scan the room, then describe how the floor looks like it can float, but something is holding it down. Roll will ask Megaman to look around to see what's in the room. Megaman will mention the pillars, then Roll will ask him to try blasting one.

The only problem with the speed solution is the Bonnes. If they aren't defeated, they still need to escape the collapsing room and they still want the treasure.

Option-Chase: One conclusion is that they would chase after Megaman through the exit. The collapsed room is now letting water into the dungeon. Megaman needs to escape the dungeon (and the Bonnes). The scorpion chases Megaman through the dungeon to the exit. For the water scorpion (due to its size) the regular dungeon probably wouldn't work well (depending on its design). You might have to have the exit go to a cave large enough for the water scorpion that exits to a lake/river/coast. The micro scorpion might be small enough to worm its way through the regular dungeon after Megaman. Either could be a cinema or playable.

Option-Battle: The Bonnes chase Megaman into an adjacent room for a second stage boss battle. Megaman has to actually defeat the Bonnes this time. The room would need to have waist deep water in it for the scorpion, but you can have floating debris for Megaman to stand on if you want. The scorpion would have the life left over from the previous action sequence.

Option-Bonne Escape: If you don't want a chase scene or second battle (or don't have the time/money for it) then you can have the Bonnes escape the collapsing room by drilling a hole through a wall (or the floor) and escaping that way. If Megaman doesn't know this you can have him be worried about the Bonnes. This would require the least amount of the player's time, making it the speedier option.

The Mission-Brains Solution: “Let's work together!”

The Bonnes have helped Megaman in the past. They also teamed up in one of the dungeons in Legends 2. Because Tron wants Megaman to join the Bonnes she might try working with him again. The encounter here is such a situation. The room is collapsing on both of them. They also both want the treasure, and both need to get up there.

As mentioned, either scorpion can fly, although poorly. It would take either over a minute to reach the top of the room. Because there is debris falling from the ceiling large enough to damage the scorpion, it's also heavy enough to knock it down as it tries to fly up. It wouldn't be able to reach the top unless something was able to prevent the debris from hitting the scorpion. Such as Megaman.

If you allow a brains solution, you would need the option menu at the start of the encounter. Megaman would ask the Bonnes if they'd like to work together. The Bonnes will say they don't need his help to reach the top, and then enter flight mode. A large piece of debris then lands on the scorpion, knocking it back into the water. Megaman then suggests he can ride on top of the scorpion and shoot the incoming debris so it doesn't hit the scorpion. It seems reasonable, and they cut a deal. Megaman swims forward, and climbs on the scorpion. The scorpion begins its ascent.

In this scenario the falling debris can hit both Megaman and the scorpion, dealing damage. If either the scorpion or Megaman runs out of life, it is game over. The water scorpion will also fire its cannons at incoming debris, but the cannons can not aim at targets directly above the torso (only the legs). The scorpion will also lose altitude when it takes damage. If large debris lands on the wings of the scorpion, it will rock the scorpion, which might make Megaman lose his footing. For simplicity, if Megaman would fall off, he can automatically catch the edge of the scorpion and climb back on when the scorpion stabilizes. On the micro scorpion the servbots would throw bombs, or shoot bazookas, at incoming debris

When the scorpion reaches the top Megaman has to jump from the wing onto the treasure platform to grab the treasure, then jump back to the scorpion. The scorpion then passes through the exit into the next area. This is where the deal is made (probably having to do with the treasure or a favor).

Option-Free Ride: If the rest of the dungeon is collapsing Megaman and the Bonnes still need to escape. Particularly Megaman (assuming he doesn't have his rebreather and the rest of the dungeon is flooding). The easiest thing for Megaman is to get a ride in the scorpion. For the water scorpion you will need to know what the inside looks like, so here's an illustration:

Megaman would ride in a chair behind Tiesel and Tron. I also did a concept illustration of the exchange between Megaman and the Bonnes in the water scorpion:

The micro scorpion provides a more humorous situation. The cockpit is designed for only one person, so Megaman has to cram in there with Tron. This can be used as fan service for all the Megaman/Tron shippers. I made a concept illustration:

If you allow Megaman to get a different girl at the end of the game depending on the player's actions, the brain's solution for this encounter could add points in Tron's favor, or be one of the main deciding factors.

Option-Betrayal: The Bonnes could also betray Megaman and try to take the treasure. They could either get away with it, or cause another boss battle (as described in the speed solution options).

Bonne Worm[]

Creator: Servbot #Unknown (Makijo)

Bonne Worm

My Bonne Mecha: The Bonne worm has several weapons for attacking. The first and most used are the Servbot manned cannons lining each side of the mecha. Second are the hatches on the underneath which are used to periodically drop timed mines onto the ground. Third are retractable drills, 2 at the front and one at the rear. The drills are immune to all normal types of attacks. The front section of the mech has a shield preventing it from taking damage; this shield is provided from small generators in the other 3 sections.

The Mission: To defeat this mech, it has to be destroyed in stages the first that needs destroying is the rear section, to destroy it you need to destroy the drill and the only way to do this is to use the mines by throwing them at it. The second and third sections have to be destroyed by shooting out the cannons on each side then a few final shots to finish them off. As each rear section is destroyed the Servbots inside will escape and climb up to the hatch on the front section and climb inside the cockpit with Tron. When all 3 sections are destroyed there will be so many Servbots in the cockpit that Tron ends up squashed against the controls which will cause the mech to spin out of control with the Drills permanently out, at this point the shield also drops as the generators are destroyed. To destroy the final section you have to first destroy the drills using the mines, then shoot it repeatedly until it stops spinning. At which point you have to climb up on top and shoot the hatch. During the spinning phase instead of chasing Megaman normally the mech will spin on the spot before randomly darting in a direction and spinning on the spot again.

Bonne-Tall-Mecha[]

Creator: Servbot #Unknown (Gem)

My Bonne Mecha: Based on Banpreios (SRX Altered) from 3rd Super Robot Wars Alpha.

This mech will be broken into 4 parts.

Green Lion mech: (Torso and head) Piloted by Tron

Blue Swordfish: (Right arm) Piloted by Servbot #1

White Elephant: (Legs) Piloted by Servbot #2

Red Rhino: (Left arm (shield)) Piloted by Servbot #3

This mech will combine to form Bonne-Tall-mecha! Standing at about 20+ meters.

Its attacks are pretty simple.

-Sword swipe with Right arm: Horizontal swipe can be dodged by either jumping over or moving back. Vertical slice requires a side dodge.

-Stomp: The giant robot will jump and stomp the ground. You can jump over the shock wave.

-Rhino shield: Shooting at the mecha while in a defensive stance will cause the mecha to quickly counter attack with the sword.

-Lion beam: Charges up chest area for a devastating beam attack. The beam won't follow you, but getting hit will hurt a lot.

Water Dungeon: (Since I don't know how the water area is going to be, I'll just make up a scenario.)

So how does Tron and her gang get a hold of this thing?

-It's been in development for a while, but they didn't have big enough refractor crystals to power it up (She only has 3 out of 4). She manages to find the crystal before Megaman, Megaman tries to stop her, but she installs it into the Swordfish (It can hover above the ground) mecha. Tron and her bots get into each mecha and in an elaborate voltron styled cut scene, form Bonne-tall!

The Mission: There are several ways to take it down.

1) After a stomp attack, the mech will take a while to actually stand up, so you can go around the legs and shoot the back of the knee joints to make the mecha fall back and shatter into their individual pieces. Each mech will run around the field frantically and you can shoot and destroy each part. When a piece is missing or damaged, there will be an exposed area you can shoot at to make it slow down so it's easier to get behind it and attack the knee joints.

2) Shooting the head will cause the mecha to charge up its lion beam faster.

3) When only the lion mecha is left, it will run ahead of you, roar and fire a beam. After it fires the beam, it will stop and vent out smoke. This is the point where you can attack it.

You fail the mission if you lose all your HP. Pretty simple.

Other: This mecha is a parody mech teasing all those mecha shows that have combining super robots. I don't remember any sort of mecha like this in Legends 1 or 2. Sorry I don't have any pictures, but this is just something I'd like to see and fight in Legends 3. I don't mean, "Oh look Tron has a Megazord we have to destroy it." No...That’s lazy! Make an ENTIRE SCENE with Tron and her serve bots pressing buttons and turning levers forming the robot, Voltron/Power Rangers-style.

BonneZaiDon[]

Creator: Servbot #Unknown (Agile)

My Bonne Mecha:

Form 1:

Loosely based on the Greek god of the sea, Poseidon, this Bonne creation has a humanoid upper body with the spherical Bonne logo as its head. It holds a trident weapon with a head made of electrical energy. On its back is the transparent cockpit, which is shielded by a see-through force field. Its torso is an electrical current whose source is from the lower body. Said lower body is proportionally larger, it's would-be waist and hips being one giant Bonne logo with a robotic, half-lidded eye in the center. At either side of the eye are crab-like arms that open to reveal drills. Finally, protruding from the lower body is a set of skinny, bipedal legs ending in forked toes that it stands upon.

Attacks/Movement: Initially, Bonnezaidon hops around the room on its legs like a frog, trying to crush you under its toes. There are remote-controlled, floating "Bonne-heads" charged with electricity that seek you out and try to stun you so that the Bonnezaidon has a better chance of crushing you. It will also use its crab arms to stab at you or crush you at mid-range, keeping you on your toes. Those crab arms can also be used as shields.

Its other main attacks come from its trident spear. If you are very close in, it will make three stabs with its trident, the third one having greater reach than the first two. If you are very far away, it will extend its upper body off of its lower body via electrical current and, when it is near you, it will slash at you with the trident.

Alternatively, Bonnezaidon will jump and stab the ground with its trident (like a pogo stick), creating an expanding electrical ring on the floor that you have to jump over. When it is nearing half-life, its trident will change color and its stab to the floor will cause mechanical fish to leap out vertically from the gaps in the grated floor (making Mega Man run away/dodge as if he were standing atop a Whack-a-Mole machine).

Form 2:

The legs and humanoid arms from Form 1 are gone, as are the remote-controlled “Bonne-heads." The crab-arms have fallen off from an electrical surge, revealing hydro-cannons. The spherical head is gone, revealing a large fisherman's bucket full of toy trident-wielding Servbots. Moreover, it has four retractable pump-tentacles sprouted from this bucket that can suck water for use on its lower body's hydro-cannons, two drill-tentacles, and two pincer-tentacles for grabbing and tossing Servbots out of its bucket. In this form, it is akin to a stationary octopus.

Attacks/Movement: Having lost its legs, the enemy roots itself in place in the center of the room. It makes alternating stabs with its drill-tentacles. When it drops down its four pump-tentacles to gather water, it will toss Servbots from its back with its remaining two pincer-tentacles (who will then charge you with their tridents). If it gains enough water from its pump-tentacles, it will retract all eight tentacles, spin, and create a 360-degree stream of water that needs to be avoided. It has concealed tri-barreled machine guns in its Bonne logos that will appear late in the battle.

The Mission: Bonnezaidon's Form 1 weakness is its knee joints. The distance of Mega Man's shots make a difference, as initial long-range shots will weaken the joints, but a barrage of close-range shots must be made to cause the knees to actually take energy off of the boss' life bar (the knee joints, which are Bonne logos, can change color to indicate when close-range shots are needed). This means that the Bonnezaidon will have a chance to demonstrate both its close- and long-range attacks on Mega Man, as well. Adding some strategy will be the need for angle-based shots, since the crab arms will double as shields from straight-on shots in some cases. (Of note: The “Bonne-heads" noted in the description can be destroyed to avoid being stunned).

Once both knee joints blow up, Form 2 begins with the Bonnezaidon shedding its head, humanoid arms, and crab arms. The center eye on the lower body closes at this point. As noted in the description of Form 2, four pump-tentacles will come out of the back to gather water for the hydro-cannons, which are located at either side of the lower body's eye where the crab arms once were. The goal is to shoot the tentacles before they can gather water for their attack. However, it won't be easy, as two additional tentacles toss anxiety-filled Servbots to the ground, who then charge you in a panic with their toy tridents. And then there are the two drill-tentacles to avoid also. Mega Man will have to destroy/avoid the Servbots while shooting the four rooted pump-tentacles.

If Mega Man fails to destroy any of the tentacles, the water cannons will fire in a 360-degree stream of water that needs to be jumped over, or else it will slam you against the wall and hurt you. Whenever the water stream attack happens, the center eye will open and can be hit with shots from any distance. If you start to land too many hits, the eyelid will close. The eye may also blink to prevent some of your shots.

Ultimately, you want to destroy the pump-tentacles to prevent its water attack, thus forcing the eye open longer, and then pelt the eye with shots until it cuts off its power to the electrical current holding the upper body upright. With the electrical current severed, the upper body will collapse, its cockpit's force field deactivated, and you will move around to the unprotected glass cockpit and shoot it as the Bonne pilot struggles to get the power back on. Repeat the process until the life bar expires. When it does tip over, the Servbots spill out of the bucket and attack in mass to protect the Bonne pilot. (Of note: Once you destroy the tentacles, the Bonne logos on the sides open up into tri-barreled machine guns that give the Bonnezaidon an extra defense measure. In addition, the eye can counter you with a laser beam).

Other: Supplementary Rough Diagrams: (Picture #3)

-The different range-based attacks by the enemy and use of range in defeating it will play well into the 3DS' use of "depth."

-Technical history: Bonne family developed this machine for removing water and purging obstacles from partially-flooded excavation sites.

-The two components represent the fact that the Bonnes are more than one person, but work together as a family.

-Perhaps it loses its Form 1 head comically in this manner: The head gets lopped off on accident during the power surge when it loses its legs, prompting the Bonnes to complain amongst one another and/or blame the Servbots for the loss.

-It is possible that one Bonne is in the lower body component helping with the power supply and defense of the machine, and one Bonne is in the center of the chest. (Aside from the back's main cockpit).

-The electricity crackling in the dim area might make for some nice lighting effects.

-I have detailed a potential battle scenario. It can be edited as needed by the design staff. But there are plenty of compatible elements to play with in lots of fun, fresh ways. Go Capcom! Go Devroom!

Concept/Design by: P.W. Smorynski & A.J. Smorynski

Primary Art by: A.J. Smorynski

Extra Comments: Yeah, I was going for something a little different for a few reasons. One, I figure with all the weird Reaverbots encountered, the Bonnes have got to be altering their tech a bit as time goes on. Two, a more unconventional design might send an unexpected shock through players and up the stakes in a fight. And three, since Legends 3 is allegedly the last game in the series, and this sub-series is supposed to connect with the earlier Mega Man series, I figured it could use a touch of Original/X-styling on top of its own style (I tried for some classic Wily/Sigma-esque elements with this). In one tiny way, that last point might open the series up to a wider/newer Mega Man and/or gamer audience.

I think maybe the drills are what's doing it, but personally, I think it has way too much of an animated/comical/eccentric aesthetic to be in the cold and heavy-metal world of "Bioshock." Since so much in Legends is about excavation and the scenario had the mech coming through the roof, I just figured drills were a must. The armored plating could use some more Legends "boxy" tweaks, I suppose, but I think it still has shades of the more unconventional Bonne machines like Hornisse and Fokkerwolf.

The idea of the overall shape itself was to play off of the Bonne logo (and Bonne family pride/hubris)--sort of a living manifestation of the Bonnes, in that it has multiple parts and brings the Bonne logo to the fore as a large part of its body as well as its head. And also, I was playing off the scenario being water-related, though not wholly submerged, by having visual references to Poseidon, fish, crabs, an octopus, frogs, etc., and using what water is available. Some of the attacks are specifically tailored for Mega Man's evasive movements and the shape of Legends' battle rooms; and some of these attacks (like the energy on the floor) are loose references to earlier boss battles. The electricity crackling in the dim area would make for some nice lighting effects, too. Thanks for your thoughts; just trying to clarify my reasoning.

Bot-Capsule[]

Creator: Servbot #Unknown (Zidiane)

My Bonne Mecha: (Not Officially Named)
Read first: okay, so, I found out about this contest LITERALLY 48 hours before it was over (11:48 PM on the 27th). So, I wasn’t able to make this idea complete (specifically the second part of the fight, and the minor details). Please don’t discriminate because of the drawings, or because of the semi-complete ideas. Oh, and I saw some people putting the whole Bonne family in there, but I only heard dude mention Tron when they were talking about their ideas (don’t have time to find the page right now!) so she’s all I put in there. Oh, and I only played maybe half of the first MML game (When I was small. We didn’t have money to just buy games like that 10 years ago… or now even.), so I don’t know much about the series. Please don’t discriminate because of that either.

Attacks: Bot-Capsule Bomb – pretty simple: while up in the air, with you on the lowest level not flooded with water (see the map section), the capsule will chuck bombs down at you.

Bot-Capsule Beacon – First off, I was in a rush when I drew this, and I messed up slightly; the tip of the drill is supposed to stay attached while the arm launches at you. Now, while on any level above the lowest non-flooded level (see the map section), the capsule will try to hit you with a targeting beacon (you can dodge it). It does no damage, but you will be targeted by the boss. The arm opposite to the one who shot out the capsule (if the right arm sent the capsule, the left arm will target you) will shoot out to grab Megaman. This matters because a different arm will fire from a different angle. Trying to dodge the arm, rolling right when you should roll left, will cause you to get hit by the drill and take somewhere from 60% to 75% of the damage you would have taken if you got caught. Getting caught will drag you to the boss, where he will then drill punch the crap out of you for the most devastating amount of damage in this fight. Dodging is fairly easy, but if you don’t watch the terrain, you can get caught falling or running into a wall (in both cases you get caught).

Crab Blaster – simply what I will call the guns on the front of the crab.

Crab Missiles – while on the highest level of the room (see the map section), the boss might decide to attack you with its legs. Here, it will stick its drill arms into the ground, lift its body into the air, swivel so that its underside (with the skull symbol) is facing you, then start firing its legs at you. It will either shoot them all at once (in which case you need to stand still to avoid damage), or fire them off one by one in semi-rapid succession.

Drill Punch – when you get too close to the boss, or vice versa, he will punch at you.

Submarine Slam – while in submarine form, he will slam into the walls of the ruins (underwater), causing rocks to fall down on you.

Underwater Ram – if you fall in the water at any point in the fight (part 2), the submarine will stop what it’s doing and attempt to ram into you. Also, if you stand on a floating capsule for too long, it will attack you, knocking you into the water.

The Mission:
Read first: I detailed (as much as possible with stick figures) how the fight goes. However, scenes can be difficult to describe with just pictures (especially ones made from simple stick figures). So, I will walk you through each scene.

Part 1:
The first part, the boss introduction, goes like this: Megaman enters the boss room, and hears a large rumbling. A drill starts breaking through the ceiling, raining a few rocks down (either on Megaman, or just anywhere), surprising Megaman. It stops, however, after breaking through only a foot or two. Then the tip splits open and a servbot pops out to survey the area. Once it spots Megaman, it shouts something along the lines of “It’s the blueman!” then falls from the machine. After it hits the ground, the drill snaps closed and continues drilling, revealing the boss. Before the body of the crab hits the ground, its arms stab into the ground, then the legs flip down underneath it before it lets itself drop onto the ground (on its legs).

The second part, the Bot-Capsule Initiation, goes like this: First off, the ‘Bot-Capsule Initiation’ isn’t necessarily the first thing the boss will do when the fight starts. Now, at some point early on in the fight the boss will lift either its right arm or it’s left one (it’s helpful to remember which arm, as it affects one of its attacks slightly (see ‘Bot-Capsule Beacon’ in the attack section)) and fire out a small capsule with a servbot piloting it. The servbot will navigate its capsule so that you stay in-between it and the boss. They (the boss and the capsule) will rarely attack you simultaneously, but their set-up (one at your back, one at your front) is meant to keep you alert and aware of your environment, the Capsule, and the boss (I don’t like when bosses can be beat with simple strategy, such as circling around the enemy to avoid most of its attack). There can be two Bot-Capsules out at the same time. If you have two downed capsules when you damage the boss, they stop functioning altogether and the servbots run back to the boss, leaving the total possible number of 'Bot-Capsules' on the map at 6.

The third part, the bosses’ basic movements, goes like this: I didn’t draw them because they seemed like too much work for something so simple and easy to explain in words. The boss walks towards you every occasionally, sometimes dashing (drill arms first for damage). It will also shoot at you with its front guns when at a distance while punching when in close-quarters. That’s pretty much it.

The fourth part, damaging the capsule, goes like this: The Bot-Capsule will go through the motions for the ‘Bot-Capsule Bomb’. You can shoot at the servbot at any point in time, causing a shield to deflect your shots, but shooting it while it’s holding a bomb will stop it from throwing it. When the shield goes up, while the bomb is out, the bomb will change color (starts out green, changes to yellow, then finally red). After the bomb changes color, he (servbot) will put it away for a bit before trying again. If he manages to throw a bomb after it’s changed color, the color will revert by one color (red goes to yellow, yellow goes to green). Shooting at him while the bomb is red will cause it to explode in the capsule, sending it crashing to the ground (along with the servbot, who lies sprawled out with dizzy eyes). If you leave the capsule alone for too long, the servbot will get up and fly around again in the capsule (the bomb color moves back to yellow).

The fifth part, creating an opening in the boss, goes like this: If you dodge the boss ‘Crab Missile attack, then the underside becomes vulnerable momentarily. The Bonne family symbol will open its mouth to reveal a round, shining red (any color will do, really) weak point. This happens so that the boss can call back the legs it shot out (I’m thinking like a magnet, but I haven’t had enough time to thoroughly work out the smaller details), but shooting the glowing spot will cause the machine to start smoking. After moving back to its normal position, the boss will collapse. At this point, the hatch on top of the machine will open, and Tron Bonne will hop out. She will get upset, stop the ground once or twice, and then begin repairing it. When she starts repairing the machine, the two drill arms move in front of it to prevent you shooting her. After fixing it, she hops back in and the fight starts again.

The six and final part, damaging the boss, goes like this: If you have damaged the capsule and created an opening in the boss, leaving them both incapacitated simultaneously, then you can finally damage the boss. While Tron is repairing the boss, you can hop in the capsule and start flying through the air. Doing so will let you fly up and over the boss, allowing you to shoot directly down through the opened hatch of the boss. Doing so two or three times will end this part of the boss fight.

Part 2:
Sorry, this part of the fight wasn’t too thought out. I didn’t have enough time: there was going to be a part where the submarine would come to the surface, and the drill half’s would turn into each other so it turned into a small battleship that would fire bombs/shoot guns at you. I would also have been able to damage it in some way, but as I said, I was too late. Oh yeah! And during the second part of the fight, fallen bot capsules will float in the water. They can be used as stepping stones to get to another section of above-water land. And, to re-animate a bot capsule, the sub will move backwards towards a fallen capsule and pull it inside, where it is repaired. If you haven’t taken out the max number of capsules before the second part of the fight (6), then it will produce them before taking them out of the water.

The first part, the transformation, goes like this: the water reaches the fourth level (see the map section), the boss will transform into the submarine. That’s it.

The second part, the bosses’ movements, goes like this: basically, it’ll just swim around until it decides to attack. It will do either of three things: A) re-animate one of the Bot-Capsules (all of which have only red bombs), B) fire legs missiles at you, or C) slam into the wall (see ‘Submarine Slam’).

The third part, after so much time passes, goes like this: if you're still alive at this point, the boss will go berserk. A capsule will be in the air at all times, and it will almost constantly be slamming into the wall (showering you with rocks). After a set period of time (30 secs to a minute, maybe), the strain on the ruins will become too much: a hole will break in the floor, and the water will drain out of the room, taking the boss with it.

Miscellaneous:
Map: Okay. So, I thought about it for a bit, and I thought a room flooded with water would be cool. And, I thought it would be cool if as the room flooded you had less mobility. Not very original, but it gets the job done (hopefully… I mean, that’s what it was intended to do). Now, below, I have sections of the floor numbered. I have it like this: the room will flood the number one part of the room as you fight (causing the water to rise to levels that make it difficult to move (chest or neck level) or you have to swim.) up until you damage the boss for the first time (shooting it through the hatch). Then, after damaging the boss for the first time, it will slowly flood the second part. Then, after damaging it for a second time, it will flood up to the third part. Then, damaging it for the final time will raise the water up to the highest level (leaving only the section numbered 4 above water), and cause the boss to transform. This map isn’t in any way the way I would have done it, but that’s all I can do with the limited time I have.

General: The bot’s drill arms reflect buster shots back at you. Water pours through a hole made by the boss drilling into the room.

Extra Comments: Oh... didn't realize it was a drawing contest... coulda swore it was a boss idea contest. I'm sorry to have believed I could make a good boss with bad drawing skills.

Yeah, I was late, and that probably hurt my boss (having to rush). But I don't know how to use computer drawing programs, or photoshop, and this is the best of my drawing ability (and i have no artist friends). So, basically, I would have had no chance even if I was the first entry... awesome...

I thought it was odd that so many dudes had excellent drawing/computer-whatever stuff. Oh well, guess I can only hope my guy gets anywhere close to winning because the developer guys like it for the idea alone (with slight visual aid).

Bouldermech[]

Creator: Servbot #Unknown (stoffhimel)

My Bonne Mecha: The bouldermech. Running low on zenny can lead to creative uses for things, as such, the Bouldermech was armored with dense rocks that were dug out of its way.

Attacks: Short range drill punch, roll around the room, and whatever can be shot out of the `anything gun" (rectangular thing on the arm). Can deploy servebots bores from its back to assist in the attack! Can also make the room shake by jumping (stuns the player unless they were in the air at the time of the landing).

The Mission: Destroy the reinforced hatch on top and the air tanks on the back, depleting the mech's health bar along the way, to win.

Loss: player runs out of life

Other: Nothing.

Brass[]

Creator: Servbot #Unknown (Thomas Mc Daid)

My Bonne Mecha: Brass Front (The man is the size of the player).

He has a Visor to see, with a red laser like eye.

A mouth used to blow away Foe's (Gets air from back, see "Brass Back" picture.

Legs fold in for "Ball Form".

Slow in this form.

Needs to stop to suck in air (Time to Attack).

Weak point is the Mouth.

Brass Ball Form

Rolls around (Crushs foes).

Gets stuck trying to suck in air (When this happens, it forms into normal form). Everything folds in this form.

Can't see, so it crashes a lot.

Can go underwater.

Brass Back Air Hole (Yellow Cork like object with holes in the centre).

Can't breathe on back (When laying on it).

Can't see from Back.

Brass Side

Left Yellow Object is "Blow Hole"

Right Yellow Object is "Air Hole"

Breaker[]

Creator: Servbot #Unknown (Rivant)

My Bonne Mecha: The Breaker (sorry just found out about this thing 25mins ago) Despite being a larger and bulkier machine, it is highly maneuverable. Its main method of attack is by smashing things by whipping around its hammer and causing shock waves or using the machine gun on its left arm to spray bullets around. The center cannon is a powerful laser that releases a consistent beam that can rotate with the torsos turret, but this will cause it to overheat and render it immobile for a time due to a full system cooldown and for that reason is only used as a desperate attempt to hit megaman. Its weak point is the engine on its back which is normally unreachable since the machine rotates using a turret to face its enemy except when it overheats after it fires its laser cannon. When brought down to a certain point it starts to knock down pillars in their room to try to cause a cave in and sending debris everywhere, but during this time it exposes its back more often, since its attention is no longer on megaman so much, but it can go through the pillars fast. Also the design is relatively cheap as far as their previous machines go, last time I checked they are virtually broken, so I think it makes a little sense. Speaking of broken villains with large machines, Jessie and James... HOW THE HECK CAN THEY AFFORD THIS!!! You’d think their funding would be completely cut and the odd jobs they do wouldn't cover the costs of those things! HOW?! Sorry for that rant the Bonnes reminded me of Team Rocket.

The Mission: Defeat the bot before it can cave in the room. Losing conditions: Die or the room caves in. (Or drowning in it)

Make the bot invincible and instead how you defeat it is to hit a created weak spot in the floor, as a result of the fight, with its hammer and then it causes the machine to fall through into a room full of water thus drowning the bot. Unfortunately brings up the question on how the bot got there in the first place but is an idea nonetheless. At the sametime how did the Bonnes machines in the other ruins begin with? It’s not like they fit through the doors to begin with. DETAILS!!!

Other: I know it's not the most original or exciting fight but I think it's relatively challenging and fits in the game's past boss fight difficulty. Simple and straight to the point. Again done in 20 mins as far as drawing and form and function goes. I just found out about this competition so all do on short notice. Played the first two games and tried to base the looks on previous bots while trying to be different. Almost all of the armor is on the front. Height is about 10-15ft.

The more I look at it reminds me of enemies from the original Megamans (was not intentional, but i like it), reminds me of a combo of those hard hat guys and the shield rocket (the ones in 4, some on skullmans lvl) things where you had to shoot them in the back to defeat. Honestly, even if i don't win, I had a lot of fun doing this and have loved Megaman since I was a kid. I think that Capcom is awesome for even going this far to please the fans.

Burkhard[]

Creator: Servbot #Unknown (Pastel)

Burkhard

My Bonne Mecha: A mecha built with thick armor and heavy weaponry and digging equipment, the Burkhard is an imposing sight. Larger than the Gustaff but smaller than Bruno, it needs large stabilizers to keep itself moving. It is armed with extended drills, twin sets of 45 caliber guns on its back, and an electric wave cannon in its mouth. One could consider its sheer mass to be threatening if it rammed at full speed.

Because of its weight and huge workload the engine is mounted outside to prevent overheating, but is protected by armor flaps. Heavy as it is, it sinks in water, so its hull and engine are built to be completely submersible. Maybe that's how they got this far? At any rate, it has tank treads for quick movement and the large bell on its back houses Servbots.

The Mission: The mission is to prevent the Burkhard from destroying the gate to the treasure, activating a self-destruct trap. Throughout the battle it will either be focusing on the gate, or on you. When it focuses on the gate, it will fire on you with the cannons (which can be destroyed one by one) while drilling at the wall. Along with its cannons, Servbots will leave the hatch on top and try to take on Megaman themselves, using numbers and grenades to try to overwhelm him. Once they're all out of the way or you've hit the robot enough times, Tron shouts something angrily from the open hatch, slams it shut, and takes matters into her own hands while the Servbots go to work at the gate.

The Burkhard will try to stab at you with its drills, it will try to ram you, and with electrically charged fangs it will try to bite you, sending sparks around wherever it bites. The weak points will be the engine, the hatch, and the head. The engine will deal the most damage but you'll have less chances to hit it. To hit the engine you must wait until the robot tries to ram into you, evade its arms and body then attack its back before the armor plates settle back down.

The Burkhard will continue attacking you as long as at least one Servbot is chipping away at the gate. Shooting them off will cause another tag-off, with Tron sending out more Servbots than last time.

The mission ends in failure if they breach the gate and set off the self-destruct trap, and in victory if you manage to fight them off.

Other: I picture the collapsing ceiling being a constant danger as well, periodically sloughing off rocks that interfere with jumps as well as digging/Servbot activity. Instead of just water rushing in, I imagine hexagonal eyes shooting out from the ceiling like in the opening sequence of Legends 1.

I actually have a couple ideas for how this fight could go, but this seems like the best of the choices.

So! There's my robot, what do you think? :D

Cahlamali[]

Creator: Servbot #Unknown (Austin)

Here's my edited version with a stronger continuity.

My Bonne Mecha: As Cahlamali transforms from mech to Squid mode, Cahlamali can hide in pure sight as holographic imagery makes his robotic Squid form into the flesh sea creature of his namesake. Chalamali can also withstand Megaman Trigger's ordinary weapons, crushing Megaman through either deep sea pressure or choking by his six strong tentacles.

Story: As a reaverbot, Cahlamali is an unusual anomaly amongst them considering his overall sentience as a swift cunning brute force. Some even propose he's an ancient relic from the olden days considering his code of honor and normally chivalric/jovial personality, but his neural senility (he still believes the war is still going on) and mistrust of other machines accumulated from the olden wars often mistakes all other robots that disturb him as a threat. When Tron Bonne comes across Cahlamali in the cove she offers him a holographic imagery device, or HID that she stole, and a repair in return to fight off Megaman Trigger. Unknowing of her allegiance, he accepted her offer and was given necessary repairs, utilizing the HID as a way to complement his squid form with an organic look.

In his mech mode, Cahlamali can, not unlike a speedboat, surf on the top of the sea's waves with the six tentacles' generated hyper air flow to propel him at limited speed. His final blow is the Galleon Cannon, a cannon formed from the combination of his two hands into one. In his defense are minions known as the Scurvins, or semi sentient sea urchin reaverbots manipulated by Cahlamali as a defense mechanism that spew acid and explode on impact.

The Mission: Megaman Trigger must fight off the Scurvies to get to the boss Cahlamali with his underwater submarine whilst utilizing the shipwrecks as cover. When Megaman finally gets to Cahlamali's cove and rises up on surface walking onto the cove's shore, with one step on the ancient shipwrecked ship nearby Cahlamali rises out of the sea in his squid form, ripping the shipwrecked ship Megaman stood upon apart, bringing it down with him. Make sure Megaman does not get in contact with his tentacles as there is a very high risk of being dragged down and drowned. His utmost point of vulnerability is whenever Cahlamali rises out of the sea and slowly transforms into mech form since years of age to the robot have rusted and thus slowed his otherwise fastness ,so shoot at the vulnerable parts with no time to spare as he lashes his Galleon Cannon out on his enemies and prey soon afterward. The only way to dodge this is by quickly dodging from the cannon's beam.

Conditions/Additional Stuff: If Megaman wins, Cahlamali joins his allegiance after learning from Megaman Trigger of Tron Bonne's deception; her so-called repairs only lasted the fight. As a reward, Cahlamali gives him the HID plus Trigger helps him into repairs from Roll's grandfather.

I'm not sure what would happen if he lost, so I'm guessing he just breaks down, wasting away until his death.

If you've noticed, Cahlamali is loosely based on the Seacons from the Transformers G1 saga and when pronounced by a Japanese speaker sounds like Caramari,(Calamari) the Italian squid appetizer.

My Bonne Mecha (Original): Cahlamali is a machine based upon the leaked early blueprints of Megaman's sea upgrade system. As he transforms from mech to Squid mode, Cahlamali can hide in pure sight as holographic imagery makes his robotic Squid form into the flesh sea creature of his namesake. Built primarily by Dr. Wily to terrorize and control the seas, Cahlamali is a swift cunning brute force that can withstand Megaman's ordinary cannons and completely crush Megaman through either deep sea pressure or choked by his six strong tentacles.

In his mech mode, Cahlamali can, not unlike a speedboat, surf on the top of the sea's waves with the six tentacles' generated hyper air flow to propel him at limited speed. His final blow is the Galleon Cannon, a cannon formed from the combination of his two hands into one. In his defense are minions known as the Scurvins, or semi-sentient giant sea urchin mines used previously to safely dismantle the aging oil rigs through explosion and acid.

The Mission (Original): Megaman must fight off the Scurvies to get to the boss Cahlamali through underwater submarine fights whilst utilizing the shipwrecks as cover. When Megaman finally gets to a floating ancient relic boat, Cahlamali rises out of the sea in his squid form, ripping the ship apart. Make sure Megaman does not get in contact with his tentacles as there is a very high risk of being dragged down and drowned. His utmost pint of vulnerability is whenever Cahlamali rises out of the sea and slowly transforms into mech form since years of neglect to the robot have rusted and thus slowed his otherwise fastness ,so shoot at the vulnerable parts with no time to spare as he lashes his Galleon Cannon out on his enemies and prey soon afterward. The only way to dodge this is by quickly running on water from the cannon's beam.

Conditions/Additional Stuff (Original): If you win, Megaman gets a sea upgrade as well as the ability to summon up to 3 Scurvins as a defense measure for beginning usage as medium experience is needed to run the full capabilities of the armor.

But if you lose Megaman will get poisoned and a bonus level to find the cure will begin and only last for 5 minutes until he either has the cure or gets sent back to the title screen/game over. If you've noticed, Cahlamali is loosely based on the Seacons from the Transformers G1 saga and when pronounced by a Japanese speaker sounds like Caramari, (Calamari) the Italian squid appetizer.

Calaborer[]

Creator: Servbot #640 (Akane Jones)

Calaborer

My Bonne Mecha: The Calaborer is a large drill head squid robot. First phase of battle; the mech will crab walk sideways to circle you, keeping itself facing you. It will primarily shoot at you with its Swiveling Turret Gun in bursts of multiple shots, or a more powerful charge shot. In order to prevent you reaching its blind spot it slaps the ground with its Tentacle Arms, driving you back to the center.

If you get too close, and try to run under it, the drill head will be inverted to a downward position, which hurts if you get in the way and get hit by it. It then squats slightly and drills into the ground to release a circular shock-wave of shrapnel. If you do get behind the mech it does a jump spin and turns 180 to face you.

It will also perform a special attack which resembles the tentacle slap, in which it releases Trojan Servbots, Servbot ``Bomb Man", and 7 bombs onto the field. These Servbot are wearing little Trojan Helmets for extra defense, and will lift the bombs in range and throw them at you. When damage the Servbot's helmets fall off they proceed to flail around randomly.

When completely knocked out by a special rescue Servbot, Servbot "Drill Man" will be released and bee-line to the downed Servbot. If you attack it will shoot powerful drill bombs at you. If you are currently holding a Servbot it will melee attack you to drop it. Once it reaches the Servbot it will drill it off the screen.

Second phase of battle; when its health reaches half it will point its drill head horizontally and shoot the hook clamp at a wall. Then it will drill its way off screen Fig.D. From off screen it can slap a tentacle back through the hole, throw more bombs to distract you, or re-enter the room. When re-entering the room from a wall it will burrow the drill head in fire, its hook clamp and drag itself to the center of the room, from above it will just drop in on you, and below shoot up from a hole underneath you.

The Mission: Attempt to get to the side or back of the mech and attack the leg joints. You are still vulnerable to attack from the gun and drill head from the back. When both legs are damaged it will switch to phase two. At which point you should attack the hook clamp while extended to break it off. When the hook clamp is broken off the mech can no longer drill off the stage. You can then resume attacking its legs, to finish the battle. You can also try chucking a Servbot at it but be quick about it or face the wrath of Servbot ``Drill Man". You can destroy the machine without breaking its hook clamp off.

Other: Notes

1) The Name is a play on Calamari and Caliber. It could also be spelled Calabohrer if you keep to the German name scheme. Its MK number is subject to change when fixed by Capcom if it were to win, since we'll assume it will be tweaked to fit MML style better.

2) The drill head will be in an upright position after the cutscene of it dropping through the roof. It will switch from downward to up as it falls.

3) The room may flood when it drills off screen in stage two.

4) If the floods a third Servbot type, Servbot "Bubble Man", wearing a dive mask will swim the bombs to you in the water.

5) The Mech has the ability to free swim in a fully flooded room with jets on its feet. Although it is unknown if that will function in battle.

6) There maybe another Servbot type, Servbot "Magnet Man", a Servbot holding a horseshoe Magnet that attempts to slow you down.

7) It can also shoot the hook clamp at the roof to high jump itself out of the way, in either stage.

8) I don't really know a color for the thing at this time all though a magenta/red color is possible.

9) While the bombs are currently spike shaped they maybe standard Bonne Bombs, the spike design came from the idea that it could shoot them to surround you, in which case they would go off if you hit them, forcing you to jump them.

10) Teisel is behind Tron working the legs and drill position. While Bon is in the Drill head (not that it matters much).

11) The existence of the Servbot ``Bomb Man" and Servbot "Drill Man" have more to do with the fact that a) it's a drilling robot so rescue Servbots with drills were thought up to relieve the downed Servbots so that more viable Servbot could be placed on the play field and b) the others are Trojan Servbots that come out of mecha so they have little Trojan helmets (which is there so they have two modes bomb throw and flail). The so-called Servbot "Bubble Man" is just a thought on how Servbots would work while the room is flooded. Only the possible Servbot "Magnet Man" exists because it includes a classic series RM illusion, and only because MM3 was missing. As such the tack on names of the Servbot are named after Classic series RMs only because of the job illusion.

Even if they didn't wear the little Trojan helmets they would still be referred to as Servbot "Bomb Man" as they are the Bomb Throwers. The Servbot "Drill Man" needs the drills so there's nowhere to go with it otherwise. Also I'm not the only one with a so-called Servbot "Bubble Man", which is really nothing more than a Servbot for underwater travel. Oh and anyway the names would only appear in an enemy index if it had one, and included Bonne Bots, anyway.

Calimarbonne[]

Creator: Servbot #Unknown (UserShadow7989)

My Bonne Mecha: My idea for the Bonne Mech is a squid-shaped bot with a drill for a head. Below the drill is the face of the mecha. Black, with two red eyes, a large, round, silver mouth, and the Bonne crest on the forehead. In between the face and drill is a white ring to which six long tentacles are attached. When it crashes down into the room, it lands point-first, then rights itself with its tentacles. After the standard comical banter, the fight ensues.

The mech itself has two main forms of attack. First and most simply, it submerges its tentacles between the shallow water on the floor of the arena. The tentacles pop up at random to take a swing at anyone who loses track of them. This makes for a hectic feel and keeps players on their toes.

The other, more important form of attack is the ability to drop large sea-mines into the water from its mouth, then move the mines to hit targets. One way is to open a compartment at the bottom of its body and start sucking in water. This pulls both the mine and the player towards it, and may retrieve mines from the water by pulling them in.

The other way to manipulate the sea mines is the drill. The machine flips itself over and turns the drill on to create a whirlpool, throwing anything the water round and round. Lastly is the ability to grab the mines with the tentacles and lob them at the player. This forces the player to keep moving about to stay out of the mines' way, making the tentacles remaining still a constant threat.

The Servbots repair the mecha from the outside, forcing the player to keep them away from it. When the mech is vulnerable, they will focus on lobbing bombs and grabbing onto the player to keep them from attacking. They can temporarily be knocked out by being dealt enough damage.

The Mission: The squid mech is only vulnerable on the underside, so the player has limited windows to attack. The main way to hit its vulnerable point is when it flips upside down to use its drill. However, the constant recovery and the brief time frame to attack the weak point (during which the player will be more concerned with evading the mines) make this a long, difficult fight.

The twist is that shooting a mine near the base (or more dangerously, lifting up a mine to throw it) will stun it and flip it over when it explodes, revealing its weak point this allows them a chance to deal real damage.

The tentacles can be disabled with enough damage, making it easier to move around. Like the body, they can be harmed by exploding mines and repaired by the Servbots. It's in the player's best interest to temporarily disable them and the Servbots by shooting to stun them.

Other: Another possible way to use the Servbots is to have them attempt to steal the treasure during the fight (which is locked into place by some sort of security system). I'd limit the number of Sevbots carefully if this is done.

As I read the design notes, I thought the bit about falling rock traps was pretty cool. Perhaps as the fight wears on, more and more rocks will fall from the ceiling, shaken loose by the explosions?

Alternate attacks for the mech is to shoot sludge from the mouth, making the terrain slippery and catching fire if a mine explodes next to them, or for the tentacles to slam up and down to create shock waves that must be jumped over to avoid.

Cephalo-Gallium[]

Creator: Servbot #Unknown (MissTronBonne)

My Bonne Mecha: One of the key things I wanted to create with this mech is to incorporate different aspects of the Megaman Games.

This robot will be a very fun and interesting Bonne robot to fight against since octopuses are very changing and very flexible so this gives the designers different attack options.

The level will begin with Megaman Entering the room.

The Cephalo-Gallium breaks the ceiling to gain access to the room. The robot will open the top hatch to reveal The Bonne Family.

Some of the attacks from Cephalo-Gallium will be spinning from the center platform.

Cephalo-Gallium will also do the Drill attack. The same move the Bonnes used to enter the room. Since Octopus have those weird circle things in their tentacles, this is a great opportunity for the robot to use them and attack with weapons or even lasers!

Another cool Key element I wanted to do is to bring the servbots and do something comical and cute. Servbots will begin to come out of hatches from Cephalo-Gallium and begin to float around the robot... with the same donut/floater that was shown at the CAPCOM logo for the Misadventures of Tron Bonne! Do you guys remember that?? If not, here is a picture!

So when the Servbots are coming out, Cephalo-Gallium will begin spitting bombs from its mouth.

As the robot begins to spit out the bombs, the servbots will float around and toss them at Megaman. When the servbots begin to toss the bombs, other Servbots will try to take the treasure in the room.

The ways to disable Cephalo-Gallium will be to shoot all the legs out. Once all the legs are gone, the Bonnes will try to use the servbots to continuously toss bombs at Megaman.

Anothing idea was for Megaman to catch the bombs in the air (while the player has to time them correctly, similar to the train battle in Megaman Legends two with the servbots and the rockets) and toss them back at the bonnes to open the hatch.

So what do you guys think??

Chamele[]

Creator: Servbot #Unknown (Aznchocobunny)

My Bonne Mecha: A lizard of sorts that can adapt to...well, a lot of environments. Please excuse the messy pencil-ness of it all.

Referring to the pictures above:

a) The so-called hand of the mecha can "transform" for certain situations. Bringing the fingers together creates a drill-like shape used for- you guessed it -drilling. Spreading them out makes a fan, which can be used to send gusts of wind at the enemy. Using the fan in water makes small waves (small being in relation to the mecha), which similarly damages attackers. When turned upwards, the fans turn into helicopter propellers, which can be used to hover for short periods of time. Of course, the simplest way to use the hands is to squish whatever gets in the way.

b) A small compartment on the underside of the mecha hides lots of lovely explosives. They probably shouldn't be used very much because of their destructive power, but it's always a nice thing to have. Nobody would ever think of attacking it and damaging the mecha in the resulting explosions. Isn't it a great way to cover up the weak spot in the mecha's armor?

Attacks:
Stage 1: After a flashy entrance, the mecha starts off with the normal "fan" hand. The Bonnes always love playing with their food, so chasing around enemies while trying to squish them is a plus. When they tire of that game, a fan is put to use in sending waves of water roaring towards their prey (assuming that they are indeed in an environment with water).

Stage 2: Should the mecha ever somehow be damaged enough, an escape may be necessary. The helicopter-like fans are perfect for the job. But, seeing that this is the Bonne family, escaping is unacceptable. While hovering safely in the air, guns perched on the shoulders of the mecha take aim at their attacker. In the midst of the volley of shots, the tail shoots a claw to grab at the opponent. Catching the other gives time for a few sucker shots, hopefully enough to defeat the pest before it breaks free. Rinse and repeat.

Stage 3: Fate must hate the family if the damage ever comes to this point. Now is the time to break out those back-up explosives that were so unnecessary before. Firing waves with both fans will delay the opponent long enough to set off some.

The Mission: Strategies

Aim for the compartment whenever possible, for it is the weakest part of the mecha.

Stage 1: Running may help you avoid getting squished (in case you didn't know). The wave can be avoided by running to the sides. Long distance shots will wear down the mecha, especially if the underside is hit.

Stage 2: Unless your shots can reach the mecha at this point, dodging is the best option. Make sure to avoid the claw so that it sinks into the ground instead. The mecha will pull itself down (because the ground won't go up), leaving it wide open for a few good hits.

Stage 3: You can dodge the waves by again running to the edges of the room. However, finishing off the mecha is easier if you run between the two waves and fire at the bomb compartment. This will set off the explosives within the mecha and most likely destroy it.

Conditions for winning: Don't die, and destroy the mecha.
Conditions for losing: Die, and don't destroy the mecha. Also, the Bonnes must not be allowed to get to the treasure!

The Mission: To make the mission tougher, you could have the Servbots trying to reach the treasure while you're distracted. I'm assuming this is an earlier mission though, so easier might be better.

This idea was a bit rushed, my drawing skills are not awesome, and my scanner sucks. Any comments or name suggestions are welcome, though I doubt a name will be stuck on this one. If any clarification is needed, please let me know.

Chondrichian Ray-Z[]

Creator: Servbot #662 (Skybane_Zero)

My Bonne Mecha: A stingray-based mecha designed for water-surface combat. Along with several cannons, it is also equipped with a unique drill tail that allows it to fight effectively from numerous angles. Four water engines are included as well to give the mech maximum speed on the surface of water.

I thought a stingray-based mecha would be a creative approach to the Legends universe, since, as far as I know, the idea is unused, and I suspected it'd fit in perfectly with the style of a Bonne machine.

Since this is likely to be one of the early Boss battles in the game, I tried not to get to complex with attacks, but I think I may have went overboard anyway:

Attack #1 (Tail): The main aspect that characterizes a stingray. I considered the possibility of giving the tail a poisonous trait of some sort, but in the end I figured a drill would work better; both for aggressiveness, and for an extra advantage on the battlefield (as will be shown later on).

The tail can adapt to several different angles, and is mostly whip-like in its movements. It also contains the ability to expand or decrease in length (depending on the range of the opponent) to enable increased accuracy when striking. Slow players will usually have a harder time with this move, as the tail will deal consecutive hits to those who stay in one place for too long (very much like the drill arm weapon in Legends 1 & 2, although with better range). At lower health, the tail can also be used to create a tidal wave by sweeping its full force along the surface of water.

Attack #2 (Homing Torpedoes): The two homing cannons located just under each wing will fire off several homing torpedoes toward the player. Being small in size, the torpedos can close in quickly on their target, making dodging considerably difficult at times. However, they can be destroyed fairly easily by means of rapid buster shots if the player acts fast enough.

An individual cannon will usually let off a volley of 2-3 torpedoes at one time, but the number increases as the boss reaches lower health. As shown in the sketch, both cannons are always fired simultaneously.

Attack #3 (Laser Cannons): Located on the surface of each wing is a pivoting laser cannon. These weapons mainly serve to cover any extra ground above or around the sides of the mech. From the cannons, two long-range laser beams are fired simultaneously, and sweep above and around the battlefield in a circular style sequence. Their effectiveness is limited, however, since they are unable to extend as far as the back of the mech, and are somewhat inefficient in close-range combat.

Careful timing is usually all that's required to avoid the beams at long range, but it can also be difficult since the attack often occurs unexpectedly.

Attack #4 (Charge): The mech will conduct a reckless, full-speed charge toward the player, crushing several water platforms along the way. The four water engines are utilized to their fullest extent in this attack, and thus, the impact is extremely brutal. At lower health, the mech's charge will also collide with the wall and cause rubble to fall from the ceiling.

Jumping over the mech during this attack is usually hard to do because of the two front horns (which can expand very high), however, if timed correctly, the player can adjust himself so that he can jump just in-between, and thus land square on top of the mech during the incoming charge. Needless to say, the timing to perform this jump must be done perfectly, for if not, the player is very likely to slam into the horns in front or the fins in back of the craft (both of which are hazardous).

If the player is seeking an easier way to avoid the charge, however, then a usually a swift jump to the side will also suffice as the mech charges harmlessly past.

Attack #5 (Servbot Underwater Hazards): Located under the water of the battlefield are several mini servbot submarines. The primary purposes of these crafts are to ensure hazard if the player accidentally falls into the water by some mistake of his. The subs will quickly close in to attack as soon as their target comes into view, and because they are numerous in number, they can easily surround the player.

In addition to this, the subs are immune to most damage, rendering attempts to destroy them futile. Therefore, for the player to effectively avoid collision, he must quickly re-position himself back onto a water platform before the subs gain on him.

Above the water, the subs will pose no threat; hence why they are called "underwater hazards."

The Mission: At the beginning of the battle, the mech will enter by drilling a hole in the ceiling with its tail. This will cause the roof to cave in and the room to fill with water. Fortunately, the room is considerably large, and there are several platforms that float to the surface of the water as the room becomes flooded.

These platforms serve as the player's main means of navigation during the fight, and it is extremely vital for him to remain on them at all times (for if he falls off, he will be immediately ambushed by the numerous servbot subs lying in wait for him under the water).

From here, the battle commences. Damaging the mech can be done fairly easily as most of the upper shell is unprotected (save for the two front horns and back fins that will deflect energy shots), however, getting a firm lock on it can be difficult; for the mech's engines will usually allow it to outspeed the player.

Therefore, to limit the mech's speed, the player must first take the time to disable its four water-engines one by one. The engines are located at the very back of the mech (see back-view sketch).

Finding time to destroy all four of these can also be difficult, though, for a number of reasons (two of which being that the engines require a fair amount of hits to take down, and mech is constantly trying to corner the player). Therefore, to conserve time, it's usually best to just destroy one or two of the engines. This will at least slow down the mech enough for the player to remain targeted on it for the rest of the battle.

Once the engines have been dealt with, the player can focus his attention on damaging the mech directly. As stated before, this can be done fairly easily, as most of the upper shell remains unprotected.

Firing off constant attacks while circling the battlefield is usually an efficient strategy, however, there's another method which can be used to deal even quicker damage:

If the player is able to successfully land on top of the mech during a well-executed jump (see attack #4), he will have access to assault the boss's greatest weak spot: the Back Cockpit. Normally, this point would be impossible to hit because of the two back fins and tail guarding the area, but in this situation, these parts can do nothing to protect it.

In addition to this, most of the mech's weapons are useless from the angle where the player is standing. Even the tail cannot strike accurately for fear of hitting its own surface:

Therefore, the player can safely just stand and shoot away at the cockpit while the mech desperately rampages about. After a few seconds, however, this rampage will become so violent that the player will forcibly be shaken off the craft and into the water.

When the mech is left with only a quarter of its health remaining, Tron will enter it into Hyper Mode.

In this mode, all of the mech's attacks are enhanced: The Tail becomes even more aggressive when attacking; the Charge attack will collide with the wall and cause rubble to fall from the ceiling; the Laser Beams will sweep around the room twice in a double cycle; the Homing Cannons will fire off a second volley of torpedoes; and the Tail will obtain the extra ability of sending tidal waves toward the player on water. The Servbot Subs will also become capable of setting up explosive water-mines around the battlefield.

To counter the mech in this mode will require extremely keen reflexes, but with careful tactics (and practice) it can be done. If the player keeps on the offensive, becomes familiar with the mech's pattern, and reacts accordingly, the fight will be over before he knows it.

The Chondrichian Ray-Z really isn't designed to be incredibly hard; just difficult to get used to.

Other:
- The hatch of the mech is immune to damage, yet it can still be kicked open under the right conditions. However, if the player attempts this, he will be shot off the craft by a servbot inside. The hatch will immediately close again after this encounter.

- The cockpit is where the main reactor of the mech is controlled by the servbots. Hence, why it is the boss's greatest weak spot.

- The mech's underside is armored, so it cannot be damaged by attacks from below (should the player be reckless enough to attempt an attack underwater).

- Debris from the ceiling is responsible for constantly replacing the platforms that the mech destroys (the debris that falls is a natural reaction to all the violence taking place in the old ruin).

- Some people may question why I decided on making the back cockpit the boss's greatest weak spot, when Eguchi-san stated clearly that attacking the Bonne family directly would be unthinkable. The answer to this question is that this is not where any of the Bonnes are situated in the mech: just the spot where the main reactor is controlled by the servbots.

Note: I'm not an artist in the least, so please excuse any lack of artistic talent. My sketches are mainly just used as a means of getting my ideas across easier.

Special thanks to my bro for helping me decide on the choice of color scheme for the mech.

Claw Digger[]

Creator: Servbot #Unknown (super58173)

My Bonne Mecha: It is used for tunneling and digging. The 3 legs help it pass over bumpy terrain. The cockpit is clear, it can't be cracked, but you can see the insides. It opens from the back like a door sideways. Tron can rant and stuff before attacking. The left arm cannon is like MegaMan's but fires water as defense and attack. The right grapple is used for picking up large objects, but the grapple's fingers can close and be used as a drill. The grapple rotates its hand, to make it spin around. This is used when it enters the stage.

The GRAPPLE may pick up a boulder that falls down (MORE in the MISSION section) throw it, but the mecha trips face first. The boulder will make the ground shake, damaging the player if they don't jump. It has a hatch on its back. When it trips, the boulder will lay in front of it. A Servbot will open the hatch on its back, and hurl bombs, while the player shoots at it's hatch. THIS is the bot's weak point. It takes 15 hits for the Servbot to make it fall out, and the other 2 will replace it. When all 3 have fallen out, the hatch will no longer throw bombs when the mecha falls out.

The cannon has 2 attacks. The First and most used attack has it fire 3 shots of water, forcefully. It pauses, follows the player and does it again if Tron chooses. That counts as one round. The Second cannon attack has water spray out, and the bot flicks its arm like it was holding a whip. Before attacking, it charges, then moves its arm to its opposite side, and swings it to the left. In other words, it uses the water flow like a whip. How far the whip is depends on how much water it uses, the more it charges, the farther the water goes.

ENTER

This close up shows how it will enter. It smashes through the top of the stage, grapples first, and lands on its feet. During the stage, bits of rubble will rain down, but used as an effect, rather than hurting anybody, unless a large rock falls. You'll see why.

The Mission: The Grapple is key. After attacking with its cannon about 4 times, (Fires 4 rounds of water, 2 times it uses its water whip) though, I suppose, that you can feel the attack patterns. Then, a boulder will fall near the bot, the grapple will pick it up, and the bot will HURL the boulder. (More about this attack in the MY BONNE MECHA.) The boulder won't go far, land, shake the ground, and the BOT will fall over face first.

The player then stands on top of the rubble, and shoots the now open hatch, while the servbots will throw bombs at you. Eventually, the boulder will collapse into rubble, and the fight will continue.

Specs/Other: Mega Man is about the size of Mecha's legs.

I know people are making huge boss rooms with complex designs, but I thought that "but the shorter, the better" is what I heard. I thought this wasn't a FINAL boss, just a mid boss...

However, I still wanted to design a battle room, this is just an optional extra, I thought the developers were in charge of the caves and levels.

That shaded hole mark with a "X" is where Tron punches through with the Bot. The two "Y"s are just holes that are part of the level. Rather than fighting in a room with no view, the holes make it more interesting, scenery or other parts of the level can be seen through these points. The player may jump through them, possibly, to a shard, or these may just be holes that can't be gone through. (Mario 64 referred to this as an "invisible wall, you know, when you reach the edge of a level in any 3D game and can't move on) The "Z"s show that the level isn't flat, parts of it are lower, and have shallow pools of water. Some water from the hole Tron punched would pour in and seep to the sides, just as designed.

There is no scale to this picture, people can figure out how big and small it should be, but I like to think that MegaMan is as tall as the sloped sides of the walls.

However, detail can't get in the way of a game's map. The "Map" picture shows the level from a bird's eye view, the bottom showing where MegaMan entered. Note how it isn't in some complex design, this is only a boss room, and even with all the cracks and holes, the room still has to have a structure.

Yeah, that's my creation. I'm finished, I think.

Extra Comments: Didn't think it would be a big hit... It's not as if I had weeks to draw up a huge Mecha, so I was looking at attack patterns more. Still, useless to join if I'm not gonna do anything.

Combat-Servbots[]

Creator: Servbot #Unknown (Beejul)

My Bonne Mecha: The Combat Servbot. I figured this idea could be plausible because the Bonnes could have access to a lot of Roll's technology/ mechanical notes. After getting devastated by Megaman and his technology so many times, they could decide to give it a shot and apply it to some of their Servbots, turning them into Combat Servbot fighting machines.

They're the same size as normal Servbots, but with armor and weapons on their arms, and maybe even rockets on their back so they can fly around. They attack with the weapons depicted in the images above and below. You'll notice classic Megaman tech such as the Blade Arm, Buster Gun and Drill Arm. They could also block with shields, or hit hard with new weapons the Bonnes developed themselves, such as the axe, crossbow, buzz-saw or shield.

The Mission:
There's a lot of potential for Missions involving the Combat Servbots:

One potential mission could be a Boss-Fight, where 4 of them fight Megaman in a room filled with water with a few platforms scattered around. They'd fly around and hit megaman from far away with the Cross-Bow and Buster Gun, whereas the ones with melee weapons could fly in and attack directly. They'd each have an individual health bar, but also the ability to perform group/partner attacks. It'd be kind of funny if they had some in-battle dialogue with each other where one would flex and be like "my new armor and weapons are so tough! Check me out" and then that'd be when they're vulnerable.

Another could be just a long, maze-like section of the ruins that's populated with a BUNCH of combat-servbots that would act like the Reverbots of ruins from past games. They'd explode after taking a certain amount of damage from the mega buster. Or, they could retain their indestructibility from the first games, thus making it more of a struggle to just stay alive and complete the objective. It could be surviving till finding the end of the maze, or having to collect 3 keys from 3 certain CombatServBots located at its edges… there's really a lot of potential haha.

Other: Honestly, I think the Combat-Servbot is a very versatile idea. They're cool Servbots: they could populate the ruins the Bonnes have visited, or they could function as an addition to other boss battles. For example, in the past games in the series, Servbots would often be seen throwing bombs at megaman, operating machinery or even running into him. Whenever you'd fight a bonne boss in this game, the Combat servbots could fly next to the boss and try to damage you and distract you from the bigger target. They could be a recurring enemy, or even just a one-time boss: I personally would find it awesome to see the cute little wimpy servbots souped up a bit, plus it would make sense with the plot (since Tron and Roll would be working together, Tron would be able to steal Roll's weapon technology). If you have any questions, please ask! And please vote for this lol I think it's a really unique idea and it would be awesome if it was actually considered!
Thank you!

Crystal Dynamo[]

Creator: Servbot #Unknown (Lord Roto)

My Bonne Mecha: Crystal Dynamo is a Bonne mech with two forms. Initially it is covered in a "Crystal-like' Shell. Its body consists of, the Main Body connected to a waist unit and two very flimsy legs and two arms with 2 joints a piece. Both the legs, the 4 joins, hands, and main body are covered in separate shieldings of the crystal skin. While fully covered, it will walk around and extend its arms out to slash at megaman. It will occasionally crawl along the ceiling of the room knocking down crystal fragments all around. Each piece has individual hp. Underneath the core is a sphere like creation. All the places that have the crystal skin are also spherical joints. Once revealed that piece has a second bar of health. It gains different attacks based on what pieces are revealed/destroyed. If the leg skidding is destroyed it will move slower as the inner ones are more weak and unstable. Destroying them will cause it to crawl around with its hands flailing the still sharp feet at you. Destroying the arms join's will cause it to lose function in that arm respectively and instead of a stab or slash it will begin to start swinging its body around sporadically, sometimes slamming its spikes into the main body. If the spikes on the hands are destroyed before the feet are, it will start walking on its hands and attempt at stabbing you with its feet. When all the crystal skin is broken a scene with some rumbling will occur as a bunch of servebots with pick axes start running around. As the room starts shaking. The Mech will then start rolling around towards you and randomly stopping to grab a nearby crystal fragment and throw it towards megaman till it's the last of the main body's health is depleted. If you destroy the skin of the main body before destroying the feet or hands, it will go into a fury mode and speed up its attacks. After the battle is over, the mech's center opens up revealing the Bonne family member surrendering with a white flag. :D

The Mission: As you navigate the ruins, past all the flowing water you find a room emanating with these glowing crystals. As Megaman approaches the treasure, the fragment from the ceiling starts to shake and hops down as it attacks megaman. You lose the battle if you lose.To win you must beat (lower hp to 0) the core of the mech. The room itself has the treasure on a raised platform. The room is fairly small and is covered in a lot of crystal fragments and spikes all over from the walls to the ceiling and floor.

Other: The battle finale could cause the ruins to start to break, starting an escape sequence. Suggestions for the design are definitely welcome.

Extra Comments: Yeah I know I haven't done any drawing in a long time and I've been really busy of late but I wanted to get something done for this event.

C-Weed[]

Creator: Servbot #2252 (Matthew)

Description: The idea behind this mecha design was seaweed. The body/head is round with two eyes and the Bonne skull on its head. The mecha has 4 fin-like legs; these 4 legs drag the mecha around the room allowing it to turn sharply. Its main features are its 5 bomb tails that are attached to the backside, (tail roots) of the main body and its giant nose drill that helps it move and attack. The drill has a cannon inside it and the bomb tails can grow back after losing some of them.

Attacks: These are the mechas attack patterns

1. Standard: The mecha will move along the room rotating its drill and dropping bombs from the end of its tail for its standard attacks. The drill will occasionally fling rocks from hitting the ground, damaging the player. When it does a sharp turn it whips around its tail hitting you with a wall of bombs.

2. Tail Bombs: When the bombs are dropped from the tail they will usually remain stationary, but if they are on a small body or puddle of water then they will slowly drift towards the player. The Bombs are timed to explode in about 5 to 6 seconds after they are detached from the tail; however they also explode on contact.

3. Bomb Slam: The mecha will lift its tail of bombs in the air and slam them all down causing a huge explosion. After this the mecha won't have any more bombs and has to grow more from its backside. (Good chance to attack the tail roots)

4. Flip: The mecha will do a backflip hitting anything within close range with an explosion and flinging a number of bombs in the distance.

5. Cannon: The Mecha drills hole will start to light up giving you a 2 or 3 second warning, and then it will shoot a huge blast in its direction. After the blast the mecha will stall its movements and drill for a few seconds.

The Boss Area: It's a pretty standard circular stage, there are two doors and the Boss comes out of the ceiling. The floor is mostly covered with shallow water but there are small islands spread all over the area. (The islands are not steep you could easily walk on and off them)

The Mission: Tron will most likely be the pilot. The C-Weed will scuttle around the room dropping bombs and using its drill to damage the player. The mecha will either try to chase the player down or circle him causing the player to be surrounded by bombs and flying rocks. If you're too far from it then the mecha will fling bombs at you by doing a backflip. And if you are behind the C-Weed then it will slam its tail of bombs down on the player.

The player can attack its head to inflict main damage onto him; no damage will be done if he/she hits the drill. The player can also shoot the bombs on its tail however only by destroying the tail roots can you completely destroy a tail without it growing back, (there are five in total). As for the hole inside the drill where the cannon fires, if you shoot directly into the drill, (which is hard by the way), then you can do major damage to the main body. It is best to attack the drill after it fires the cannon when it's not moving.

After doing enough damage the C-weed will move faster and regrow its bombs on its tail at a faster pace, (if its tail roots are still their mind you). It will soon get to a point where it turns sharply at a frequent pace, it's best to start jumping over them when that happens. Only when the main body's health bar is completely diminished the C-Weed will blow up, the tail roots won't make a difference to this however if they are gone then defeating this mecha will be a lot easier.

If you lose then you go back to the last save point and if you win then you continue forward.

Other: Another Idea I've been kicking around was that if you destroy all five roots on the C-Weed and then defeat it, you could find a broken part of the tail root. You could use this part to make a whip with similar traits to the bomb tails, (close range, grows back after it explodes, etc.).

Der Engel[]

Creator: Servbot #992 (NeedlezKane)

Description: (“The Angel" in German)
The world is sinking around you.
The Mecha: My mecha is an “Angler Fish" robot. It is controlled by a Servbot and it is used to infiltrate the ruins. It can shoot torpedo out of its' mouth (although it is limited to only two, which it uses to break into the ruins)

The “light antenna" on its' head will charge up a large energy ball (think of DBZ) and it swings the energy ball at Mega Man (like a rock from a sling, think “David and Goliath).

There are two cannons on the top of its head that that fire a barrage of energy balls. It can also ram at Mega Man when conditions are right (such as in the “mid-battle point" defined further down).

Here is my story board of the events leading up to the battle, the pre-battle cut scene: (Picture #2-#5)

The Mission: When the battle begins Mega Man has been knocked down to the bottom of the pit, facing the water fall. The water is rising and time is a factor.

Here is the Battle Stage: (Picture #6)
Mega Man must fight the mecha and avoid being caught in the rising waters (when the water is below his knees he is slowed down, when it reaches his knees it is game over).

He must jump and climb ancient rocks and pillars that serve as steps in a large spiral staircase.

Mega Man must fight the mecha and avoid being caught in the rising waters (when the water is below his knees he is slowed down, when it reaches his knees it is game over).

He must jump and climb ancient rocks and pillars that serve as steps in a large spiral staircase.

When the Angler Mecha charges its “super antenna attack" it rises up a little and exposes its damaged belly (this is its weakness). Here is an illustration of this: (Picture #7)

To prevent the player from simply climbing the stairs there are large obstacles that can be destroyed by an angler “super antenna attack".

If the player does not damage the mecha by the time he reaches the top, the mecha will simply fire until Mega Man is overcome by water (there will be a few smaller pillars at the end just in case the player needs a little more time).

The mid-battle point takes place behind the water-fall, where the angler will ram quickly through the water at Mega Man as Mega Man runs across a slanted platform to the next level.

If the player defeats the mecha early, the game goes to a cut scene of the mecha exploding and Mega Man hopping out of the hole and running to the door.

Here is the post battle cutscene story board: (Picture #8)

Here are the post “ruin completion" cutscene illustrations: (Picture #9-#10)

Additional Info: This is a battle for survival. It's a race against time, the water is rising around you, and you not only have to climb out of a large hole, you must fight a giant robot that is set on destroying you.

The whole gaming sequence is bound to be memorable and exciting for the player. It is cinematic, challenging, and all around "epic".

Possible Downside: The only downside would occur from an imbalance of boss difficulty and the rate at which the water rises. This is aimed to be a unique and fun challenge, not a frustrating experience.

Digger Cricket[]

Creator: Servbot #1412 (Malev)

My Bonne Mecha: Based on a mole cricket. This mech is amphibious, capable of digging through dirt and swimming in water like mole crickets are. It is rather large, but capable of fitting in the domed room the boss battle takes place in -- even if it would hog a lot of space.

The head of the mech sports 2 eyes, one on each side. It has a drill nose capable of breaking through rocks and metal walls with relative ease. It also has 2 gun "antennae" which can fire little blaster shots off, and it has a small but powerful laser cannon mounted under the head.

The cockpit sits inside the thorax section of the bot, with a hatch on the top. The legs of the mech also extend for the far ends of the thorax. The front legs or arms are rather large and powerful, topped with 2 sets of shovel bucket claws at the end to burrow through dirt and pick up valuables found along the way.

The bot differs from the insect mole cricket by having only 4 legs, with the hind legs retractable when not necessary, with the added functionality of folding into the abdomen section for a sleeker shape when burrowing or underwater, popping out only when stationary or needing a fulcrum point or added leverage. Replacing the usual insectoid middle leg section of the thorax are guided missile turrets able to fire missiles that can seek pesky unwanted interlopers.

The large abdomen section of the bot holds the propulsion rockets, fuel, and storage for treasure and/or passengers, able to carry as many Servbots as needed or the rest of the Bonne family. The "wings" of the abs open up for passengers to climb in and out and to pour in goodies like rare treasure. Additional mech controls are fitted in the rear for others to control the legs & propulsion and also missiles to free the pilot of these actions in exchange for teamwork.

Unfortunately, this design carries a flaw that the ab section is larger in girth than the rest of the robot. This becomes apparent as the Bonne mech is stuck halfway, hanging from the ceiling with only the head, thorax, and possibly a little of the abdomen portions of the cricket bot exposed in the battle. Fortunately, this doesn't prevent the mech from being able to spin around freely from the thorax, as it can rotate 360 degrees in battle to attack.

Tron: "I'd love to stay and chat, but treasure doesn't loot itsel--" Servebot: "Um, Miss Tron, I think the posterior of the mech is a little too big for the hole we made..." Tron: "What...?"

Attack:

Swipe: The Bonne mech readies its arms up in a boxer's defensive pose, blocking its face before it swipes once or twice with one or both shovel claws.

Grab: The Bonne mech throws her arms wide open, bringing them into a big clap to try to grab/squash you. Hits harder than a standard swipe. (Tossing Megaman or drilling Megaman is optional)

Missiles: The Bonne mech covers its face with its arms and fires its semi-guided missiles toward you (amount of missiles can vary depending on difficulty of the boss wanted and/or how close the boss is to be destroyed). Missiles can be shot down, exploding in the process before hitting you (provided you aren't close to the blast radius), or dodged with a tactical roll.

Bon Bonne may be in charge of firing missiles, though it seems to be at the baby's whim, which is why it may take Tron Bonne off-guard, hence covering the mech's head. Listen and watch to see when this attack is coming.

Bon: "Baboo!" Tron: "Bon Bonne, what are you-- EEK!!" Nose Drill: The Bonne mech spins its drill nose if you get too close, knocking you back with some added damage. Simply don't stand under the boss and it won't drill you. Tron: "Back off!"

-!OPTIONAL ATTACK! Can be removed if it is unnecessary* Weak Blaster: The Bonne mech fires off 3 rounds of standard buster shots at you like a stock Reaverbot enemy. Might fire more rounds at a time closer to destruction.

-Desperation Move Laser Sweep: "That's it! No more Ms. Nice Bonne!" With 1/3rd - 1/4th health left, the Bonne mech will fire its laser sweeping across the room for high damage. Watch for when the mech puts its arms up and begins charging up its laser cannon. Standard MegaMan Legends strafing/jumping/dodging tactics will allow you to not get blasted.

Other Moves:

Struggle: The Bonne mech tries to free itself from being stuck, pushing against the ceiling with its arms and trying in vain to wiggle free. This leaves the boss open for a few free shots. The boss will not do this move once it's at 1/3rd - 1/4th health and starts performing the Laser Sweep move. Teisel is available to call when he is going to try this move, since he might be controlling the hind legs and thrusters.

Teisel: "I'll try to break us free!"

*!FORUM IDEA! Adds a change to overall battle if implemented. !ENTIRELY OPTIONAL!* Change Holes: Mech might back out (resealing the hole it once was with dirt in to keep from premature flooding. Don't want to submerge their precious treasure they worked so hard to steal!) Before popping up in another part of the ceiling. Watch the Servbots running around, as they'll run away from where the mech will expect to appear.

Teisel: "Let's try to get closer."

Other Obstacles:

Servbots: These little guys are scurrying about, about 3-6 or so, give or take. Don't bump into them or you might get knocked back slightly with a little delay before moving again, which can be bad if you're trying to dodge any attack. They can take the abuse, you can't! What Servbots don't like is being wet...

The Mission: Aim at the Bonne mech's head as that is its weak spot. You might not be able to hit the head with your shots depending on your position and which attack the mech is using. It is harder if impossible to hit the head from behind or to the side of the mech, so standing in front and in harm's way is the best method to take the boss down. The mech generally turns to face you before each attack (except when firing missiles or its laser), so staying within head-blasting range isn't too hard. When the boss is struggling to free itself, it is wide open to attack from all angles.

Once the mech' health has been depleted, the mech will explode, flinging a soot-covered Tron Bonne into the room. Thus ends the boss battle. Unfortunately, the destruction of the mech dislodges it from the ceiling, causing the room to flood, so you'll have to escape, hopefully with the treasure in tow.

If Megaman's health is depleted, the game is over.

Pre-Battle Cutscene: Megaman and whoever is with him at this point of the game's progress enter the chamber with the lost treasure. Before they can claim it, the room shakes as the Digger Cricket drills its way through the ceiling.

Tron Bonne can be seen in the cockpit gloating about her latest masterpiece of engineering, or how she out-smarted the Volnutts. As she moves in to take her prize from them, her mecha gets stuck.

The reason for the abdomen section getting stuck is due to a design oversight, possibly because of needing space to have something/someone stored in the back, power batteries/generator being too big, forgetting to carry one, etc. The funnier/most plot-prevalent, the better. This info can be explained from a Servbot mentioning it to Tron Bonne. Teisel and Bon can get very vocal about this, as well, possibly leading to a pre-battle family squabble.

The mech's robot arms are just shy of grabbing the treasure, making for a comical scene as it desperately tries to snatch up the loot and leave without a fight in vain. Thus the Bonnes are left with no choice but to fight you off so they can work on obtaining the treasure with you out of the way.

Aftermath: The mech doesn't have to dislodge right away after battle. In fact, it'd be more fun if you have a cut scene with Tron Bonne talking trying to save face or curse the good guys or any plot-related dialogue from the characters before the mech creaks, slowly inching down. In this time you can show the shocked expressions from everyone in the room and/or an obvious/humorous statement from a servbot or two. If Teisel or Bon Bonne are residing in the back of the mech, they too can have a funny line or two.

Dialogue Examples:
Servbot: "Ms. Tron, I think the Digger Cricket is about to fall..."
Servbot #1: "Ms. Tron, we have good news, and bad news."
Servbot #2: "The good news is that we were able to free the Digger Cricket."
Servbot #3: "The bad news is... we forgot about the ocean above us..."
Teisel: "What's going on out there? Did we get the treasure? Wait, where'd you go? Who's piloting the Digger Cricket!?"
Bon: "Bah-boo!"
Escape from the underground/underwater chamber can either happen in a cut scene or be a timed chase out a la Metroid.

Servbots can run in place scared as the mech is about to fall, the room is flooding, and/or during the escape.

Dragon Mecha[]

Creator: Servbot #Unknown (Lord Roto)

My Bonne Mecha: The Dragon Mecha is a Battle-type Mecha, its attack abilities range from "Flamethrower-based" blasts, to "Missile launch" attacks. It has Flamethrower arms for Mid-Range combat, and a Flamethrower nose for Close-Range combat. It has a Rocket pack on its back to fly, and in the air, it launches Missiles. After the Missile launch, it will use its "Rocket pack" to "charge" at you. And after one charge, it will land back on the ground to perform more Fire-based attacks. If it loses its "Missile Launcher Legs", it can still fly using the pack and wings, and it'll charge at you even more in mid air and perform a Flamethrower while charging.

How to stop it: The first thing to do is try to destroy the "Missile Launching Legs" of the Mecha. The best way to destroy them is to use "Charged-Up Buster Shots" (about 7 - 10 on each leg). "Lock-On" on the legs and charge your Buster shots, then fire at them. After completing the Missle Legs, it will still fly by the "Rocket Pack" on its back. "Lock-On" again, this time on the Rocket Pack and shoot it about 12 - 15 times with Charged-Up Buster Shots. You can also destroy the Flamethrower weapons so that way it can't attack you with fire weapons anymore. After shooting the Rocket Pack multiple times, (Cutscene begins) it'll lose control and crash land on a nearby island, then Roll will come pick you up and you leave the scene of the fight.

Other stuff: I thought it wouldn't be a bad idea to have a Mythical Creature based Mecha to fight Mega Man Volnutt, and so I chose a Dragon for the case. This is pretty much the best that I could come up with (may not be the best, but that's all up for debate) since I've been too busy with my Maintenance Job. So anyway, I had a good time making this, hopefully you all can enjoy it.

Drengieft[]

Creator: Servbot #620 (Score)

Attacks:
-It's arms can switch between ejecting its drill or machine busters.

-It can grab you with its fingers and hold you, then eject its drill on you causing damage.

-It can plow forward, knocking you over and damaging you. It also has guns on its feet.

-Bon Bonne is attached on the back and comes out to attack with buster guns when the water level is low. When the water level is high he's covered by a shell and his arms serve as propellers to help move the mech forward.

-When the water level is high Servbots run around the torso area throwing motorboat bombs into the water that track you.

-It charges at you dragging its drill along the wall or floor.

-When it's very damaged and immobile (near the end of the fight) they use green energy orbs that come from the mouth. Also Tron or Teisel pop out of the hatch at this point firing a mounted buster gun at you.

The Mission: (Picture #3)

Other: I'm not set on the name or color scheme if the fans or devteam would like to see it changed. I wanted the mech to be really tough looking, hold the look of a typical Bonne mech, kind of resemble Teisel, and have a humanoid build like their past mecha Bruno. Tron got that air mech from MML1 that kind of looked like her (at least it's head haha) so that helped me justify modeling it after Teisel for the most part. If anyone has questions please feel free to ask. Support me with comments and votes if you like what you see please! May the best design win! I very much hope that it's mine. It would be a dream come true! Thank you for this opportunity.

For those of you who think he looks too much like Teisel, here's a few random color swaps. I was limited on choices because of the program I used but you get the idea. It can look pretty different.

Extra Comments: If I had my way I'd just draw the mech and general functions it has. But since they wanted an idea for the battle and how it could work, I went all out with an idea that I'd personally enjoy playing. I hope if selected they change it how they see fit. Not only is it better than my original plan also, so it's a surprise to all of us. It'd be a bummer to know what was coming.

I did have a Bruno type boss in mind for the look at least. It's important to keep in mind that we don't know when this battle is actually taking place in the game. That's why I pulled out all the stops to make the fight as fun and intense as I could. They can always dumb it down if they need to.

At first I thought to make it look like a mix of Tron and Teisel but went with a mostly Teisel look obviously. I tried not to overdo the look of him and hope that it shows a bit better with the alternate color schemes.

Drescher[]

Creator: Servbot #Unknown (Bo)

A neat size reference maybe? (Picture #2)

Mini-drills accompanying the large Mecha, each piloted by a Servbot. (Picture #3)

A very terrible example of what the inside would be like for the Bonnes. (Picture #4)

My Bonne Mecha: Attacks from top to bottom.

Two buster cannons, manned by a Servbot each.

Shoulders are able to open, like a mouth, for Servbots to throw bombs/torpedoes etc.

Drills on the reversible arms can be fired as homing drillpedos (lol)

Reversible arms, if one is destroyed or needed at the moment it has the ability to simply switch the arm placement. All four MUST be destroyed before the center-most weak point is exposed.

The Refractor housing doubles as a powerful charge buster, firing a large colorful ball of energy.

The lower drill, which was used to drill through the roof, can be used as a propellant or a jumping attack, which on landing causes minor shock-waves.

Not a definite color-scheme or move set, just ideas.

The Mission: How to take out this handsome guy.

The four arms are as protective as they are powerful, when one is destroyed, the next one simply takes its place. Also, once the mouths on the shoulders open, a quick shot or two will stun the Servbot, who drops the bomb or torpedo and does X amount of damage.

Once the four arms have been destroyed, the mecha becomes MUCH faster, using more of a quick jumping and landing tactic to chase after Megaman or when he is too far or at random intervals the Refractor housing fires the giant energy ball.

Destroy the housing, wait for one of the little mini-mecha drills to fall through the ceiling in just the right place, hop on the mechas back and destroy the power box located on its upper back, between the shoulders.

Extra Comments: I used Photoshop CS5.

Line tool, Pen Tool, Paint Bucket etc.

The first sketch was done on paper and uploaded using a HQ camera, etc.

DrilHerMecha[]

Creator: Servbot #Unknown (Green Daddy)

My Bonne Mecha: DrilHermecha (This is motivated by hermit. If you don't like the name, you can change it.)

(Ignore the upper Bon mecha. It's one of the design for the submarine mecha.)

Shape and Patterns

At first sight, you can think that its size is similar to the size of 'YakutoKrabe' (the mecha used in Rockman dash 2), but as you can see in the picture it is bigger than YakutoKrabe. Tron Bonne and 4 Kobuns are controlling the mecha!

It is divided into two parts. One is the shell part that Rockman can hardly damage. It can spin itself on the Crab part. The drills on the shell is used as a hatch, too. Attacking the hatches when they open is the only way to damage the shell part. But beware! Kobuns can shoot bazooka toward you, or homing missiles can come out from the hatches. (But you can throw the missiles back into the hatches. Because of their size, they can't fly longer so they can be dropped on the floor. But you have to throw it somewhere or into the hatches! It'll explode when time passes.) On the surface of the hatches, there are rapid guns. And it has 4 water pump canons. When you are hit by the attacks of a water cannon, it won't damage you. But it'll make you stunned for a while. You can make water pump canons out of order when you keep continuing to shoot the water tank under the hatches. Water tanks are charging when the mecha is under the water. It can come out from the floor. (You can check more details, where I write on the room and situation part.)

When it has Shell parts on its top, it won't show itself before you defeat the Shell part. It'll always keep swimming inside the water with its four propeller and drill machine equipped legs, and the boost engine on the back of the macha during the battle with the Shell part. You can fight with the crab part when you defeat the shell part. But without the shell part, the crab part can charge toward you fast! You can damage it by shooting its body. (By Tron, it took a lot of money to make the Shell part so she had to make the Crab part a little weaker than the Shell part.) It can shoot plasma shots from its pincers and launch like missiles toward you. It can shoot rapid shots with rapid guns that are equipped in front of the mecha. It can shoot bazookas from the canons on the left and right side of the mecha. It can jump and drop on your head! Under the mecha there is a drill, and on the top of the mecha there is a hatch where Tron can come out.

Map Explaining And Situation: I just followed the map part in the concept of the example map, but it is a little bit different. Like a concept map, it has four doors and has dark wet walls. There is a floor in the room, but there is water under the floor! It has enough room for the Bon mecha to swim around the water! And only the main path floor is the floor Rockman can fight! And the main floor is not normal. There are 8 ice floors on the Main floor. When the mecha breaks out from the floor and dives into the water again, water comes out and the ice floor regenerates. (But only one time!)

Situation is like this. When Trigger has solved the puzzle in the dungeon and stands in front of the Boss door, he is saying to himself or talking with Roll on the interphone. He thinks something dangerous is behind the door. All of the sudden, he listens to the noise coming out from the ceiling, and drills are coming out. And Bon Mecha is coming out from the ceiling and some stones coming from the ceiling crash the path to the left door and right door. From the top hatch, Tron comes out and Kobuns are showing their faces from the other hatches. Tron tells Trigger to get out of their way and Trigger is telling the danger of the dungeon. But of course Tron doesn't listen to him. And the Mecha dive into the water and the mission starts!

The Mission: You should defeat the Shell part of the Mecha! But you have to defeat it before four of the ice floors are completely broken! When the four of them are broken, then its mission failed and game over! (When the floors are completely damaged, Trigger can't go out of the dungeon! And furthermore this can be used as a chance to close with Tron when at least 1 of the floor is completely broken.)

When you defeat the Shell part, Kobuns are coughing on the floor and in the water. But you can't see Tron anywhere. And Crab part is jumping out of the water and making the floor rumble! Tron tells Kobuns to go out of the dungeon and prepare for the battle with Trigger.

This time, when you are fighting the Crab part, you don't have to worry about the floors. They won't break this time.

When you defeat the Crab part as well, it hasn't exploded yet. But it seems not working. Tron mumbling herself with tears in her eyes. ('……Why can't I beat him? This is unfair…….' Well, like this. --;) Trigger thinks she'll be okay and goes through the door. But it isn't the end of the mecha! In fact, she is pretending to be defeated and trying to steal the treasure from the dungeon! When the treasure shows itself, Tron thinks it's safe and makes Mecha grab the treasure. But unfortunately, it's defeated by the attack of the boss of the dungeon……. (Poor Tron……)

But after defeating the boss of the dungeon, (if some of the ice floors are broken,) when you go out of the boss room, Trigger sees Tron is floating and shivering in the water. She says she slipped on the floor and fell into cold water. And the floor is slippery so she can't come out of the water. Trigger helps Tron and has Tron on his back. (Well, for Tron it's a chance to get close to Trigger.)

Drill Buta Go[]

Creator: Servbot #Unknown (Levi)

My Bonne Mecha: This is a hovering drill mecha modeled after a pig. Its inspiration is the way pigs will sniff out and dig for truffles. Much like them, this mecha can sniff out and dig up refractors.

The mecha hovers using the underside jet, each of the four drill legs can be fired off and retracted. The tail can attach to water sources and fire a highly pressurized jet of water. This can be used for offense as well as for digging purposes. Servbots inside the Drill Buta Go have carts used for detailed drilling or high speed attack.

The Mission:

The Buta Go first falls upon the player character. I imagine there will be a dialogue exchange, and then battle starts. The fight starts with the Buta Go spitting Servbots from its mouth/launch bay. These carts will try to ram into the player and must be avoided. The Buta Go will also fire one leg at a time towards the player which will do large amounts of damage. The key to beating this phase is to use platforms at the edge of the area to jump on top of the Buta Go and fire at its hatch. The Buta Go however moves about the screen fairly quickly, so it will require patience and timing.

Watch out though as if a drill leg hits the underside of the platform you are on it will shake you off.

After a number of shots the Buta Go will shake you off, and you will have to climb the platforms and attempt to jump on it again.

After being shot enough the fight enters the second phase. The hatch will open, and Tron will yell at the Servbots to close it. She'll say it's time to activate the Hydro Cannon, and the Buta Go will shake you off and eject a ton of Servbots in piggy carts. At the far end of the chamber is a large area of water that you cannot walk through or swim in. The Buta Go flies over this area where you cannot reach it and attaches its tail siphon to the water, sucking it up and charging up for a huge blast. At the same time a large group of Servbots in piggy carts come after you. You must avoid and destroy the Servbot carts before the water cannon can charge up. When you destroy a cart it will leave a Servbot which you can pick up and throw at the Buta Go. Throw two of them at its nose to stop the blast and damage it.

After this the Buta Go will go berserk. Fire will spew from its hatch and nose and it will spin around and cause rocks to fall from the ceiling. Avoid this and survive until the mecha finally falls apart and you will have won the battle.

After the battle is over, it might be neat to show Tron in some kind of pig-like high pressure resistant suit, to withstand the deep pressures underground. This could allow some comedic scenes between Tron and the player especially if the suit made Tron look fat or pig like.

Drill Lobster[]

Creator: Servbot #144 (Classic_Megaman)

Collaborator: Servbot #620 (Score)

Design:

My original (Picture #1) Here is another imagining of my design that Score came up with for me: (Picture #2) I touched it up a bit cause I was bored. His original sketch can be found on page 2 (depending on your forum settings). Score's take on it looks really "Legendsy".

Attacks:
-Swipes Megaman with arm/ punches with drill

-Rushes Megaman with drills

-High-pressure water beam -Swipes Megaman with tail end

-Throws bombs out of the tail end

-Machine gun on belly

-Throws rocks with drill pincers

-Drops Servbot drill carts that follow Megaman

-Hits MM with belly if he goes underneath (only in weakness proposal #1)

-Jumps around the various platforms around the room

The Mission: Victory-defeat the Bonnes!

Defeat- life drops to zero, or the ruins fill up with too much water. (Megaman doesn't have a rebreather)

Weaknesses: Megaman can damage the mech by shooting it anywhere, but the mech does have a weak point.

Proposed Weakness #1

-Attacking the legs enough will make the mech stumble, giving MM time to get up underneath and damage the mech's weak spot: the Servbot drill cart drop bay!

Proposed Weakness #2

based on suggestion by Ancientshine

-Attacking the mech's legs causes it to stumble, dealing a good amount of damage. This stuns the mech allowing Megaman time to plug the water traps.

-The drop bay is not a weak point in this scenario

Other:

Note: ALL the Bonnes are in the mech. all 3 of them.

-There are varying platforms across the arena

-The speed of the mech varies with the action it performs. Its top speed is when it rushes MM with the drills. Its normal movement speed is like that of the Jagd Krabbe or the variant of the first boss from Legends 1 that has two arms and travels around a circular room in the Kattelox sub-ruins.

-The Servbot drill carts act like submarines in that they can surface to the top of the water (to get on higher platforms if a room is flooded), or dive to the bottom of the floor.

-The walls of the ruins have water spouts along them. These are traps that the Bonnes activate on crashing into the room. If they fill the room with too much water, it's game over. To temporarily stop the spouts, MM destroys the Servbot's drill carts that pop out every so often, and plugs the spout with the Servbot!

-The story I came up with of why Megaman is fighting the Bonnes AGAIN is this: after exploring the ruins (for whatever reason) MM arrives at the last door. He gets a bad feeling that there is something dangerous behind the door (like something of Elysium or the Elder system a la MM Juno) and turns around to leave only to have the Bonnes drop in. He explains that it's a bad idea to go further but they ignore him. MM has no choice but to stop the Bonnes for their own good.

Drill Octopus[]

Creator: Servbot #Unknown (michael)

My Bonne Mecha: I think drilling octopus mech would work with what Mr. Masakazu Eguchi stated in his idea for the bonne boss fight.

The mech attacks with machine guns in its back and in its beak, it will also fire seeker missiles from launch tubes in its head like a submarine.

Also its tentacles can come together to form a gigantic drill (like you'd see in gurren lagann) so it can spin like a spintop so it's able to attack at high speed, and probably carpet bomb mega man and the whole room with bullets.

The Mission: Well you need to beat the Bonne mecha in order to get the key in order to progress through the rest of the ruin, so this fight is a battle of endurance, so you can go in guns blazing and let your skill and might decide who the victor is...

Other: As for how it look's, it looks like a cross between Tron's Jagd Krabbe from Legends 2 and the Ferdinand from Legends 1.....

Drill Penguin[]

Creator: Servbot #3677 (Someguy_13)

My Bonne Mecha: As you may have been able to tell from the title and the poorly drawn penguin robot, my Bonne mecha is a giant penguin.

The battle would take place in some ruins that go under the sea or a lake and the battle would start with the Bonnes drilling in through the roof using the drill-like beak of the mecha. This causes water to spill in not only from the hole they created when they burst though but also through several other holes that open up as part of the ruins' security system.

The Bonnes spend most of the fight in the pillars of water and they can dive from one to another, or out of the water into a belly slide attack. If Megaman is quick he can dodge the belly slide and jump onto the back of the mecha (by way of the wings) to spark a "CLOSE THE HATCH" scene, however, if Megaman doesn't make it onto the back a servbot will pop out of the hatch and throw a bomb at him.

Other attacks include shooting at Megaman with the guns on the wings, spinning to shoot in all directions and turning their current water pillar into a bit of a whirlpool (they cannot be damaged while they spin like this), and if the fight happens late enough in the game, the beak could open to use the green energy ball attack that has become a bit of a signature of the Bonnes.

The Mission: To defeat the Bonnes.

They take damage just by being shot but they take more damage when they're out of the water and even more when shot in the back (the hatch in particular).

The Bonnes retreat when they spring a leak and have to return to the surface or be stuck in the flooding ruins.

Other: After the fight a few things could happen. Since the ruins are flooding as you fight there could be an escape involved where Megaman has to get out of the ruins before they flood, the security system could decide that the threat has been eliminated and halt the flood, or the Megaman would have to race the water to a security center so he could deactivate the flooding and activate some sort of drainage system. Having Roll frantically navigating you out of the ruins or to a control room as everything floods could be pretty cool.

Sorry for the poorly drawn pictures but I'm just not that good of an artist. I tried doing a more detailed version of it but it just looked messy. Either way I hope the pictures are at least good enough that you can get an idea of what's going on...

So that's my submission to the contest. What do you think?

Drill Scorpio[]

Creator: Servbot #45 (Ivan)

Description: The idea behind this mech design is a scorpion. The body is round and has the trademark Bonne skull emblem on its front. The design features 6 legs, these 6 legs help the mech stay stable and prevent it from tipping over in any direction. It features a tail that is attached to the main body, the tip of the tail, or the stinger, is actually a high powered drill. The design also features pincers that are attached to the body, these pincers are able to crush small obstacles as well as debris.

1. The mech design features a drill-like stinger attached to the main body of the mech. This drill is able to burrow/dig through almost all types of surfaces. The mech has the ability to swipe and strike with the tail as well for close to mid-range combat. Lastly the tail has several smaller drills that are attached to the main drill, these smaller drills help grind through surfaces and with general digging/burrowing. They are also able to detach and attack as homing missiles for long range combat.

2. The pincers on the mech serve 2 main functions. First they are able to crush small obstacles and debris they are also able to strike objects in close range combat. The second ability allows the pincers to open up and shoot high pressure water lasers for mid to long range combat at its enemies. This is accomplished by pressurizing stored water into a precise beam like stream, this stream can cut through nearly any surface.

3. There are 2 cannons installed in the lower part of the main body of the mech, these cannons are able to clear debris and obstacles at mid-range by blowing them up, they are also excellent for mid-range firefights.

4. Servbots are able to help Miss Tron out by using the Drill Scorpio - Servbot Support Vehicles (DSV for short). These vehicles allow the Servbots to close in on their enemies and surround as well as distract them so Miss Tron has a clean shot. The DSV's feature an agile design, they are stable and able to help Miss Tron dig/burrow through smaller more compact areas if need be. The Drill arms are also able to do damage in close range combat to enemy units. The Drill Scorpio is equipped with lots of DSV units; it can only deploy 3 at a time.

5. The DSV's will surround the enemy (Megaman presumably) and hold him in place for a couple of seconds, at this point the Drill Scorpio will utilize either its powerful tail strike attack or pincer laser shot attack. These attacks do heavy damage to Megaman and will knock him down.

The Mission: Megaman will enter the room, at which point the Drill Scorpio tail will stick out the ground/ceiling, then the mech will burst through the ground/ceiling and reveal itself. Megaman and Tron will have a quick discussion and confront each other about the treasure or whatever is hidden in the room and the Drill Scorpio will then commence the attack. It will walk around the room and shoot its cannons at Megaman, every once in a while it will fire lasers, and its drill homing missiles as well. At a certain point when the mech's health gets knocked down 1/3 or so it will deploy the DSV units to bother Megaman and try to capture him. If the DSV units are destroyed 3 more will pop out after a few attacks. The Drill Scorpio will keep its distance and use mid-long range attacks mainly. When Megaman gets into range of its close range attacks it will switch to tail strikes/swipes as well as attacks with its pincers.

In order for Megaman to destroy the Drill Scorpio he will first have to do a set amount of damage to it, maybe 2/3 of its health, once this damage threshold has been met, the Drill Scorpio will stagger and start to smoke for a couple of seconds, at this point the hatch will open and Tron will yell at other Servbots to fix up the mech and make it operational again. While the hatch is open Megaman will be able to throw grenades or bombs into the hatch causing damage to the mech.

If there is an instance of a ceiling/ground collapse then after the Drill Scorpio has dropped its health to about 1/3 of the full amount it will start attacking more aggressively causing the ground to shake as well as causing the structure to start crumbling. At this point the next time the Drill Scorpio reaches the stumbled state the ground will crack and crumble causing Megaman as well as Drill Scorpio to fall through. This will change the terrain of the battlefield as well as introduce new attacks to the Drill Scorpio, I imagine after the ground collapse there will be varying levels of height in the terrain, the mech will jump from level to level firing its lasers, drill missiles, or striking with its tail. After a couple of attacks it will jump back down to Megamans level allowing itself to be damaged again. Megaman will then once again stumble it once or twice till its health runs out, after which the mech completely breaks down, starts smoking, and parts of it like the tail, or pincers blow off, and land nearby.

If Megamans health runs out it is game over and you lose the battle, at this point you will be able to reload your game from the nearest savepoint/checkpoint.

After the battle Megaman will have to climb back through the rubble to reach the area with the treasure, adding fun platforming elements to the otherwise stale room.

Other: The general size of the Drill Scorpio is about 3x or 4x that of Megaman, there is a hatch at the top of the body that opens up and allows Tron or whoever to enter. The DSV units are deployed through a hatch on the bottom of the main body. They are small compared to Megaman and the Drill Scorpio, they are scaled to match the size of the Servbots.

Sorry about the length I'm trying my best to verbalize the battle in detail. EDIT: For the visual folks this is how I envision the battle playing out.

Battle Scene #1: (Picture #3)Battle Scene #2: (Picture #4)Battle Scene #3: (Picture #5)Battle Scene #4: END (Picture #6)

Bonus: Concept Mecha Top DiggerThis mech design is like a spinning top type mech. It sucks in water through vents at the base of its body, this water is then funneled through to the shoulders which open up to reveal high pressure water cannons. When the mech starts to spin the shoulders pop up and fire out the streams of water, at which point the high rotation creates like a water tornado around the mech that is able to slice up enemies or whatnot that come too close. The mech also has these like drill missiles as arm attachments that can be used for both close range combat as well as long range combat, since they detach and can be fired at long distances.

Drill Scorpion[]

Creator: Servbot #Unknown (Phoba)

My Bonne Mecha: The Bonne Mech I have made would be fought underground, or in a desert. It has a squarish body, a tail on its back, a huge drill on its front, 3 sets of Bug-ish feet on the two sides of the mech, and a set of arms that are cannons. I have made replacements for the arms, such as Gatling guns, the traditional Bonne Green Energy Orb gun, and drills. It will also be in groups of 3-4, just like the BlueBeards. Each one of the machines will have different sets of arms. If they are fought underground, their reason is because the town refused to give up their treasures, so they're going the other way this time; instead of fighting up, caving in the town and stealing all that's left. If they are fought above ground, they should be fought in a desert city, or in a desert.

Here's what I have for attacks:

Digs down and appears somewhere else on the map. If you're under them when they dig up, you get hurt. Fires their gun if you are close to them.

A Servbot will come out of the hatch on the top and will throw a bomb at you.

If you’re in front of them, they can hit you and run you over with their drill.

They will use their stingers/ tails on you if you are also in front of them.

The mech is defeated by attacking almost everywhere, but not the drill in the front. The Legs can be attacked, so it would start to slow down. If you attack the guns, they would bend and would not aim correctly, and shoot where you aren't, sometimes. If you attack the tail, it would explode.

When the mech is destroyed, the City would be saved.

If you don't, you get to see a cutscene where the city falls into the ground and the Bonnes are flying away in the Draches that have huge money bags under them.

Also, I think there should be a gimmick here.

There are 10 weak points. If 5 are destroyed, you are warned by a rumble. You can break these yourself, but you shouldn't because the city will be destoryed if you do.

I will post a picture here when I get it uploaded.

Drillbit[]

Creator: Servbot #Unknown (LegendaryQ)

My Bonne Mecha: The Drillbit can be beaten ultimately by giving enough damage to the hatch. (Obviously, damage can only be taken when said hatch is open.)

Some more information:

The Drillbit design would/could easily have another color on the armor, I just used black as sort of a template. You might not see it, but the body isn't a big 'ole cylinder. The bottom and top are kind of tapered, the drill and hatch, respectively. Oh, and finally: I know that the first picture (top, left) doesn't look at all like the other two.

I think I covered everything.

Drillbit Chuck[]

Creator: Servbot #Unknown (Killer Cloak)

My Bonne Mecha:
Name: "Drillbit Chuck" is the name of the Mech. The "Drillbit" part is obviously used to describe the large drill at the tail end of this thing. And I chose the name "Chuck" because the 2nd phase of his attacks are all about him throwing, or "chucking", bombs at you.

And just for kicks, before the battle Tron could say to Teisel, or a Servbot says to Bonne, "Drillbit Frank is still under construction." A cool Dead Rising reference, ha ha.

Attacks: There are three key features to this mech design. The large drill at the bottom, the giant gorilla-like arms, and the loudspeaker ears.

-The Speaker Ears are used by Tron Bonne to taunt the player while simultaneously causing large rocks to fall from the ceiling as you can see below. The large rocks fall because the speakers are so loud. Tron is so happy and sure of herself during this attack she frequently sings through the speakers and the Serv Bots all around the arena (who are doing various mining work) will dance to the melody and provide nice visual gags during the battle.

-A Servbot Gunner will pop out of the top of Drillbit Chuck and out of the top of the arms too once he plants them firmly on the ground.

-In the center of his chest is a large crystal that shoots a gigantic laser. It is easy to dodge when his drill is in tail form because his mobility is limited. Laser takes a second to charge.

-He swats at you if you get too close to him.

--Main attack during beginning phase of attacks is the "spinning drill laser" described below:

-His drill tail is on a swivel and when he starts this attack he picks himself up high with his giant arms to straighten his drill. (Pictured below)

-Then he plants the drill in the ground and spreads his arms out wide. He immediately begins charging his laser, but he doesn't begin drilling (he just planted it) until it is fully charged.

-Once the laser is charged he shoots it and begins drilling at the same time. His body spins while drilling so the laser also spins a full 360 degrees and it does massage damage if it hits. (Pictured below)

-Since he is drilling his body goes lower and lower while you are running around his body to dodge the laser. Eventually he goes so low his large crystal is submerged into the ground and he cannot hurt you. He is now vulnerable to attack for a bit.

-After struggling a bit he hoists himself out of the ground leaving a hole

-"Drillbit Slugs" crawl out of the hole. They have a mini laser attack.

- Once out of the ground he begins normal attacks again.

Drillbit Chuck will eventually enter his 2nd phase, "Bomb Throwing Phase" which will quickly be described now:

-The mech is backed up into a corner with 2 mine shafts around him, one to his left, and one to his right where Servbots are bringing mines into the shaft.

-Tron uses the speaker's ears to shout "bring the bombs back to me" and the Servbots are constantly coming out of the mine piling up bombs.

-The giant arms of the mech throws these bombs at the player

-When no bombs are available (the Servbots are in the mine) Chuck will slam the ground and deliver fissure attacks to the player

-The Servbot gunner on the head and arms are still periodically attacking. So are the falling rocks from Tron's shouting?

The Mission:
-Tron has an introduction and the battle starts with all the attacks described above excluding the bomb attack phase stuff.

-There is a weak point on the back of the mech that you can hit when it gets stuck in the ground during the drilling attack. After fully destroying the weak point on the back, the rotation of the head is disabled and the drill possibly falls off. Now you enter the Bomb Attack Phase.

-The mech attacks you as described in this phase above and you are now aiming for the giant ear speakers. Tron is ordering for bombs to be brought to her so you must stop her from communicating to the Servbots. If you shoot the bomb in her hand while it is close to her ear you will do big damage to it. (Pictured below)

-Eventually you will destroy both ears and the Servbots won't be able to hear Tron. She asks for bombs but the Servbots just see the hand gestures. They misunderstand and think she is saying "give yourselves a pat on the back" and smile and cheer. Quick sight gag.

-Tron gets angry and in a quick closeup of her real body (inside the mech) she says "You stupid Servbots, I'll get the bombs myself!" and the mech reaches into the mine shaft.

-Now the back of the head is exposed while leaning into the mine. This is the true weak point. The player obviously must shoot at it now before tron pulls out a Super Bomb from the mine.

-You shoot all the health away from the weak point and an electrical pulse visually travels across the entire mech. You see a pulse travel up the arm inside the mine shaft and Tron goes "Oh no!" and all of the bombs inside the mine explode. Drillbit Chuck is finally defeated and you can celebrate now!

Other: The basic design of this mech is modeled after a slug, except it has huge arms attached to the body for throwing and clobbering. The Drillbit Slug enemies that come out of the hole are like baby forms of the boss and I wanted them to look slightly similar, but not too much. And I definitely didn't want this mech to look too much like a real animal and I feel it has a good balance at the moment.

Also, just a quick mention that the head follows the player 360 degrees until the rotation is disabled from attacking the back. Once the rotation is disabled, that is when the Bombing Phase begins.  

And here is one last picture to remind you of what the basic design of the robot looks like. I am open to changes so feel free to comment.

Thank you for making it through this post. I will try to provide better images later if these don't appeal to you. This is how I want the basic design of the mech to look but I would love for Capcom to refine it and make it a truly memorable robot.

Please lend me your support with your votes and comments everybody! Send along any suggestions you can think of and let me know if you have any questions. I will try to get some color in the upcoming days and I hope you guys like my design! "Drillbit Chuck" is counting on you!

Update: The last image was put through my printer's scanner. The full page doesn't quite fit and there are some slight problems with my scanner but is the final quality worth it? I am working on providing color to these pictures and I may change the visual design of Drillbot Chuck altogether.

I am really satisfied with the overall layout of the battle however and I would really like to know what you guys think. Tell me your opinions, good or bad. I love criticism in fact because you can't improve your design if you don't know what is wrong. Drillbit Chuck calls for you!

Drillbohrer[]

Creator: Servbot #919 (Andy)

My Bonne Mcha A missile-shaped transport craft that transforms into an excavation mech for the following battle.

The Mission: Upon entering the room, the floor shakes. A drill appears in the ceiling above and the Drillbohrer careens to the floor. After impact, it unfolds revealing two crane-like arms and four legs.

The floor of the room is warped by the impact of the Drillbohrer and its drill. Segments are tilted and raised. There's at least one low-lying area with shallow water pooling in it -- shallow enough that the player can walk through it without affecting gameplay. The Drillbohrer will follow the player, then will begin drilling into the floor.

When the machine begins drilling, the floor will shake, 'causing debris to stir up. The drill will stop and the mech will attack in one of three ways.

1. A simple arm swipe/jab attack.

2. The arms will whirl around.

3. It will lob a rock.

After the attack, it will follow the player to drill again.

The player must lead the machine to the water area. When it tries to drill in the water...

The upper panels will open so that the Servbots can bail out water. This reveals the machine's core -- the weak point you must shoot. After the panels close, the drilling will cause the floor to scramble, making the water pool in a different segment of the room.

Should the Drillbohrer go through the drill/attack cycle too many times before being led to water, the drill will lock.

...When the drill locks, the mech's arms and legs will whirl around until it pops free. Upon landing, the floor segments will scramble.

That's all there is to it! After so many shots at the core the mech is destroyed.

Everything is still open for change -- even the name. Obviously, if it were selected, Capcom could implement it in an entirely different fashion. This is just what I thought might be fun and would lead to interesting dialogue. The Bonnes and Servbots are really fun characters, I look forward to seeing what the team does with Legends 3! If you guys have any comments, questions, critiques, etc., post 'em below!

Shuttle Form: This doesn't affect gameplay, but the drill starts off in a missile-shaped shuttle form. The arms and legs of the mech compress into the body. Here are two concept images of how that would work: one folds them on the outside, one assumes they can somehow tuck inside the body.

Extra Comment: I'd considered making the arms each an upper half of the body when it's in the transport mode, but decided I wanted the arms to be in 'closed tubes' during combat.

As far as the collapse legs...yeah, I realize as they stand they would create more friction while drilling. I wanted to create a design that would be visually appealing as it unfolds. I'd actually considered putting drills on the bottoms of them, but adding more drills seemed to over-complicate the design. It's easy to make a design overly busy. I'd like to think I've matched the Legends level of detail fairly accurately.

I drew this a while back, but didn't particularly like it. Ideally the map would look more organic than this -- this is just an example of how the altering-terrain would work.

Thank you everyone who showed your support and voted! It really means a lot.

Drillobyte[]

Creator: Servbot #1597 (ACX-PHOENIX)

My Bonne Mecha: Megaman once again finds Tron Bonne between himself and something very important to his objectives. Let's assume that both of them are trying to get it and are using different methods to get to the place of obtaining this "object of value". Megaman has done as he always has; He has gone through the entire ruin on his own and fought his way there. What does the Bonne Family do? They just simply try to dig straight to it, thinking that it is easier to just simply do that. Done like the pirates they think they are.

Of course it is never just that simple. It takes them longer than expected and they crash through the roof of the room right as Megaman arrives. Ah! Awkward, like old times. But they can't so eagerly watch him walk off with whatever they are after, so the fight is on.

The Mission: The objective is simple. Megaman has to trash Tron's robot, Drillobyte, or let them take the "object of value" (Which, of course, is unacceptable.) The platform in the room they will fight in is somewhat breakable and it would be to Megaman's advantage to try and keep it intact. But Tron's Servbots (drilling in from above and around the room on drill-torpedoes) will make this difficult, in addition to Tron's robot.

Tron Bonne is no moron (I know some will disagree, but humor this) She has been trashed by Megaman MANY times and thinks she has the best defense against him this time. The armor on Drillobyte is so tough that Megaman's buster is practically useless (similar to the Marlwolf's Armor.) Through conversation between Tron and the Servbots, it is revealed that the drill bits are made of unbreakable tungsten carbide. Then through a blunder by a Servbot, it is mentioned that it is "too bad they couldn't afford to make all of the armor out of tungsten carbide." While Tron is telling the poor bot to "shut up!" it would be best for Megaman to get the clue at this point: The drill-torpedoes that the Servbots are carrying around the platform can be stolen and thrown at the backside of Drillobyte to compromise its tough armor, eventually preventing its diving capabilities and revealing a vulnerable spot.

Letting Tron trash the platform makes the battle harder to win. After so many of the underwater columns are gone, the entire platform will balance on the center column(s) and Drillobyte will cause it to tilt down toward it due to its weight. As long as the robot has its tail in the water, it can use its powerful Water Cannon (It would be best not to even give her the chance.) Even if Drillobyte has become damaged and can no longer dive, it will be able to roll up and barrel around the precarious platform like a bowling ball, deflecting all shots until it stops.

Stuff falling from the ceiling is always fun too. The two big drill missiles on top of the robot can make this fun possible.

My Comments: Personally, as a gamer I like this design because it has several levels of possible difficulty. The player here (if he/she is good enough at the game) can deliberately make things harder if they don't feel challenged enough. OR, if they are the type that just likes to get things done and out of the way that might be possible too... If they can pull it off. It is a multi-faceted situation that may be different each time someone plays it, possibly adding replay value.

Extra Comments: Megaman Legends has become one of those games that I have played so much that I find myself doing things just like that to make it interesting again. My brother and I do this with Legend of Zelda games too... We play the entire game with as few heart containers as possible (Which can also be done in a MML game too, technically).

Yeah, the name implies Trilobite (My official state fossil XD) but the design loses some of the resemblance for functionality purposes.

I have a strong belief that a good part of a BOSS design lies in the battlefield itself. The battles I remember most often involved a dynamic, changing battle environment. And I am never a fan of things being too easy XD. You don't live until you think you're done for!

I would like to see it pan out so that each time you fight this boss, it isn't the same as it was last time. I'm a big fan of the "replay value" component.

Drill-O-Mole[]

Creator: Servbot #Unknown (Trigger_Happy_3)

My Bonne Mecha: My design is a blind drilling machine mole that will help players learn how to build up their Mega Man Legends abilities.


Weakness: Drill-O-Mole has a strong armor plating but weak around his torso area and head. His arms and legs are invulnerable to Mega Man's attacks. Drill-O-Mole's true weakness is his back cannon during his third pattern.

Attacks: Drill-O-Mole first enters from the top. After a dialogue between Tron and Mega Man the mole begins its first attack pattern:

Pattern 1: Uses its motorized feet to form a figure-8 pattern charging with its drill. Since it is blind it can't see Mega Man but when it is attacked immediately will pin-point Mega Man's position and charge him. So once it's hit it will break pattern and charge where it got hit. If the player keeps shooting then it follow and out run them. To avoid the attack the player needs to STOP shooting.

The trap in the room gets triggered. As water fills up, tubes in the walls open up and fish begin to flood in and bounce around the room. If they hit Mega Man he receives damage however if Drill-O-Mole is hit he does not, instead the fish is destroyed.

The attack helps the player to learn how to dodge attacks, how to shoot the target without just holding the buster button down constantly and the player can position themselves so Drill-O-Mole can destroy the fish for Mega Man.

Pattern 2: After Drill-O-Mole has lost a tenth of his life he will raise his left hand in the air, charge it full of electricity and sent shock waves throughout the water on the ground. Every tenth of life lost results in this attack.

The player must dodge by timing their jumps, which helps the player to learn how to jump and shoot since Drill-O-Mole can still get hurt.

Drill-O-Mole continues the top attack pattern until he loses a third of his life then Tron gets angry and begins her third attack sequence.

Pattern 3: Although Drill-O-Mole can't see Mega Man doesn't stop Tron from shooting drills wildly into the air that arch and land to the ground. These drills come from a back cannon that only opens up during his third attack. This attack happens every third of life lost.

The player can use side-roll to avoid the attacks or get around to Drill-O-Mole's back and do more damage to him. The back is weaker than his torso or head allowing the player to finish the battle quicker while feeling good about discovering Drill-O-Mole's "hidden weakness."

Total Pattern: Drill-O-Mole continues his pattern but the fish in the room not only begin to pour in more and more but half way through the battle become bigger, faster, stronger fish. This causes the Bonne family to send their Servbots into the scene from above to attack the fish by carrying bombs.

Although Drill-O-Mole has a set pattern for the player to recognize, the fish and Servbots with bombs offer the player a new and changing experience. I feel these attacks help the player to incorporate the basic patterns of Mega Man Legends along with exciting pattern resolving.

The Mission: Mega Man needs to destroy Drill-O-Mole before he or the fish get him first!

Designs: I feel that the first boss should focus more on the drilling aspect while the water influence comes from the relic site. This will distinguish the Bonne family from whoever the next enemy in Mega Man will be, or who built the relic site with the trap. The first boss should offer the player many choices on how to further the use of Mega Man and his move sets. Drill-O-Mole is in orange color to set him as opposite to Mega Man in color and personality.

Feel free to write any critiques you may have, positive or negative. I really want to know what you think.

Extra Comments: I assumed it was the first boss in the game that was being designed, so I didn't make it too crazy to add build up to the game. That could explain why a lot of designs are pretty big and vigorous.

DrillSquid[]

Creator: Servbot #Unknown (Hui)

My Bonne Mecha: A squid like mecha with drill as its legs. All of its legs can combine together to form a big drill. It can attack with its legs, also using machine guns and dropping bombs, rockets, also it can do a spinning attack.


The Mission: DrillSquid will deflect regular mega buster shots from all angles, except bottom. Another way to damage it is when it gets dizzy after the spinning attack, also aim for the rocket when it is about to fire one.

-Condition of winning, Bonne mecha's health drops to 0.

-Condition of losing, when megaman's health drops to 0.

-2nd condition of losing, during battle there will be a Ruin Damage Meter, Megaman needs to defeat the mecha before the meter drops to 0, or the ruin will collapse. The ruin will take damage as mecha attack places like pillars, or walls (or whatever will be in the final design of the ruin). The ruin will take more damages when the mecha is in Drill Mode, as it will drill randomly throughout the ruin.

Other: Based on the design, the Bonne family will not be dizzy after the spinning attack but the mecha will. It can also be the other way around, based on how the developer wants it to be.

Ex- if the mecha is dizzy, the player can see the Bonne family struggle to put in command. The player can attack during the opening.

Ex2- if the Bonne family is dizzy, the player can see them having stars rotating above them and forget to input any command. The player can attack during the opening.

Duizelig[]

Creator: Servbot #Unknown (Cargodin)

My Bonne Mecha: Basically, it's a water-operated top. The Duizelig spins around the room as Servbots shoot water at you through the small cannons on the sides.

The machine can also do very short jumps on its own. However, the Servbots can aim the water cannons downward and lift the mecha into the air for a third, special attack that not only shoots water throughout the room in a radiating spiral, but can also do great damage to Megaman if he is beneath the Duizelig as it lands-- Egads! Luckily, this special attack is the key to defeating it.

The Mission: Losing conditions: B and C of these losing conditions are based on how the mecha affects the battle environment.

A. Megaman runs out of health. This is somewhat of a given.

B. Based on the blog post, Tron has activated a trap by drilling into the room. Therefore, there could be a pretty lenient time limit before the room collapses. Failing to beat Tron within the time limit will have some pretty crushing consequences.

C. As the mecha lands from its special jumping attack, it will drill itself into the grated floor.

The drill could do a short jump and quickly pull up the grating if no damage is taken to the main tank (while not "good as new," Megaman will still be able to walk across the dent).

However!

If damage is done to the main tank, the machine will then quickly spin out from the hole in the grating, flinging Megaman off from the top of the mecha and leaving the inflicted hole in the floor which Megaman cannot walk across. While the mecha itself has a relatively limited amount of attacks, running out of space to move throughout the battle may serve as a challenge. Letting the floor take in too much damage, while not necessarily a losing condition, will make avoiding the Duizelig gradually difficult.

Winning conditions: While the small cannons can be disabled when you break the small tanks above them, the two in the front will still remain until the machine is entirely incapacitated. To do this, someone must destroy the main tank in the center. However, even on ground level or by basic jumping, the main tank cannot be harmed. Oh what to do?!

The water cannons lift the mecha into the air for the special attack, but after the water in the cannons runs out in this "jump", the mecha lands and drills into the ground to suck in water for the main tank. Since the Duizelig is stuck in the ground, Megaman can climb up and attack the main tank directly!

Also, running around the mecha repeatedly may cause it to spin out and tip over for a few seconds. This should give you enough time to hit the tank at least once before it gets back up. As it does, all of the cannons will fire, so back away!

After the main tank is destroyed, it's Bonne Voyage!

Other: Physics behind the Duizelig:

1. While the drill spins in reverse, the mecha is able to stand still. The pilot directs the course throughout the room.

2. The main tank and the drill are connected. The cockpit and the cannon ring are connected, but the cockpit and the main tank are not connected and neither is the cannon ring to the drill.

3. The control room is a donut with the main tank going straight up the center and locking at the top. This is how someone can walk atop and sit within the Duizelig. Basically, the drill is operated via remote control, but the controller is directly above it.

4. If the drill were to stop suddenly, the cockpit and the cannon ring would spin instead and THAT would make the Bonnes dizzy. The drill spin that makes Megaman fly off after attacking the main tank does also affect Tron, but it only spins once so it doesn't make her dizzy (even if it spooks her for a second).

Einsiedlerkrebs[]

Creator: Servbot #Unknown (Graham)

My Bonne Mecha: The Einsielders crab is yet another animal themed Bonne Mech (Blitzkrieg being a snake, Yakuto Krabbe being a crab, and the Balcon Gelede being some sort of a frog). The EinsiedlerKrebs is similar in size to the Yakuto Krabbe, however, the EinsiedlerKrebs is a hermit crab. It consists of a head (cockpit) section, it has 6 legs (4 small, 2 large), and has a unique 'shell" that guards its weak spot, a water compartment. The EinsiedlersKrebs uses water, and traditional Bonne weapons, in unison.

Attack Pattern (s):In the establishing moments of the fight, when the EinsiedlersKrebs comes crashing through the ceiling, and down into the battle area, only 2 main attacks pertain to the EinsiedlersKrebs. In the beginning, it will slowly waddle, or walk towards you, (Which isn't really an attack), and eventually, after it is finished walking towards you, it will “get tired" and stop moving, at this point, It will turn in circles, (Following the players every move), not allowing the player to be able to shoot at the EinsidlerKrebs shell. It may either shoot a high powered stream of water from its “mouth", in which it will shoot in circles, such as the Feldynaught that shoots yellow pellets, or it will shoot bubbles from its pincers that will track Trigger and slowly follow him, exactly like the Galgalfummi Reaverbot. Usually, the EinsiedlerKrebs will shoot the bubbles from its pincers before the “high pressure water stream", as then, the player will have to be careful to dodge the bubbles while running around, AND the water stream. Another attack the EinsiedlerKrebs might unleash is having the drill on the back of its shell will retract into its shell, and the EinsielderKrebs will begin to spin in circles very fast, and spin “Bonne Bombs" from the newly established hole, scattering bombs all about the room, having them explode, causing the player to have to be on their toes.

At the point when the EinsiedlerKrebs is launching the bubbles, it will stand still, (Not follow Megaman any longer), giving the player a chance to shoot at the “shell". This is the only spot in which the player's attacks won't merely bounce off the EinsiedlerKrebs. However, it should be known that attacking its shell won't damage the EinsielderKrebs in any way.

This attack pattern will continue until the player deals enough damage to the shell. At that point, the shell will explode (Not break that would be unfitting for Megaman Legends). At this point, the water tank at the back of the EinsiedlerKrebs will be revealed, as the “weak spot" that will inflict damage upon the EinsiedlerKrebs.

• When the EinsiedlerKrebs' shell is destroyed, obviously it can't perform its “scatter bomb" attack, so it will have to make up for it with its other attacks. These include: It releases more bubbles from its pincers per grouping.

• Spinning faster when shooting its water stream, making it mandatory for the player to jump over the water stream, instead of simply running away from it.

• Walking much faster at you when it is chasing after you. On top of the enhanced attacks, it reveals a new attack. The EinsiedlerKrebs will leap up into the air, and when it lands on the ground, it will send out a small shock wave (Commonly seen in Megaman Legends game), A shock wave that doesn't cover the entire room. The EnisiedlerKrebs won't only leap in one spot, it will jump all around the room. The player will have to be sure not to land directly underneath it.

Once the EinsielderKrebs is done jumping, it will get "tired", and the player will once again have an opportunity to shoot at the Water-Tank. And once the water tank is destroyed, the battle will end.

Einsiedlerkrebs[]

Creator: Servbot #919 (Keegan406)

Einsiedlerkrebs

My Bonne Mecha: My Bonne Mecha (currently with no official name) is designed to look like a hermit crab. It has a sturdy outer shell that will protect it from most attacks. It has a large drill on its back with spikes on it perfect for digging. The drill also can become coated (for lack of a better word) with electricity/fire/plasma (whatever) to give it some extra drilling power. It can use this drill by driving in reverse with its one Tire it has underneath it and it is propelled backwards by its two front thrusters giving it more drilling force the thrusters are positioned above the eyes/visors and will be emitting small flames when not in use, but large flames will burst out when activated.

The Tire underneath it is mainly used when it is using its rear drill; otherwise it moves around using its four legs which have claws that allow it grip to rock and walls.

The front/face of the mecha has the Bonne emblem, two bright yellow eyes/visors and a vent in the front that the Severbots use to throw bombs out of (much like the Horunisse).

It also has two front drill arms that it uses for more precise digging/drilling and for smaller obstacles. The front drills can open up to reveal small laser guns that it uses to defend itself against any Reaverbots that it may come across on digs (as well as using it on the player).

The color palette for the Mecha should be similar to either the Feldynaught, Marlwolf, or the Geselschaft; depending on who built it or who is the lead pilot (this will most likely be decided on by the developers for story purposes).

The Drill Charge is performed two ways depending on what stage of the battle you are on. If its wheel is still intact, then it will attack as stated above, but if the wheel has been broken off then it will take a few steps back, run, leap, and then try to slide into the player while the rear drill is still activated.

-Bombs: The Mecha will stand itself up as high as it can tilting its body up and holding both arms/drills up and tossing out bombs at the player. The bombs that it shoots at the player are black with the Bonne emblem on it. They are thrown out of the vent in the front of the Mecha by the Serverbots (much like the Horunisse).

(The attacks are illustrated above)

(Note: Rocks and debris will fall from the hole that the Mecha drilled into the ceiling to enter which can fall and hurt the player if s/he is not careful.)

The Mission: To defeat the mecha you will have to first observe its attacks and learn how to time yours (I guess this would be a condition for winning?). The Mecha's outer shell cannot be harmed, but the player can greatly damage its underside. The player will have to carefully observe two of the Mecha's attacks. The Laser Gun and Bombs.

Part 1: Laser Gun - The player's first objective is to disable/destroy both drill arm guns. The only time you can damage each is when they are open. The Laser guns do not fire right away so you will be able to get a few shots safely before it starts firing and then the player can then dodge the attack and then wait for his/her next opportunity to attack. The player can also, if they are careful, attack the Laser Gun while it is firing which is more dangerous but a more efficient way to do damage.

Part 2: The Tire - There are two parts to this battle but both play out relatively the same:

2-1 - The player will have to observe the Mecha when it tosses Bombs at him/her. When it positions itself facing upwards to toss Bombs, it is also leaving its Tire exposed and vulnerable. The player will first have to destroy the tire to reveal Mecha's true weak point.

(Note: The Mecha will perform the Drill Charge attack normally on its tire in this stage of the battle.)

-2-2 - With the Tire out of the way the player is now able to shoot directly into the engine of the Mecha which will finally disable it. The player will have to still wait for the Mecha to toss Bombs before s/he can shoot at the engine.

(Note: The Mecha will perform the Drill Charge attack without its tire in this stage of battle by running, leaping and sliding toward the player. It will not be able to charge as it did before and now will act more recklessly to defeat the player.)

-Conditions for Winning and Losing

I'm still not sure what exactly "conditions for winning or losing" means, but assuming a "condition for winning" means getting a reward and "condition for losing" means what happens if you lose then here's my idea for it:

-If the player wins: The player will get a part from the Bonne Mecha that could either be a Buster Part used to strengthen his/her buster gun (if the player IS Megaman in this stage of the game. Who knows?) Or could be a money reward or some Mecha part that could be used later in the game

-If the player loses: If the player loses then the player will have to start over at their last save point/checkpoint. Unless the developers introduce alternate endings in which the player does not have to start over, but the story will have been changed to fit the outcome of this battle (again, who really knows?)

Other: The Serverbots: As Ishihara said, "It's important to have the Servbots do SOMETHING." I realize that I forgot to equip my Servbot Support with aquatic capabilities; but in their Drills they are in a dome/bubble, so they are waterproof, and I see no reason why their treads can't work underwater or be converted into being automatic paddles. I guess they can't be on foot though depending how high the water level is on the battlefield though. Inner tubes perhaps?

Yes I know I called the Bonne family "The Trons" in the scale picture. It was past 3:00 AM when I was typing over the drawing and I was really tired when I typed that. I do know they are the Bonne family and that Tron is the sister.

Ok, that's my submission. Sorry if the drawings look a bit rushed, they kind of are. I haven't had a lot of time to do this until today. I hope some of you will like it (or at least get a good laugh out of it).

Good luck, all! MML3!


Elektroboot[]

Creator: Servbot #194

Elektroboot

My Bonne Mecha: The Elektroboot (/ɪˈlɛktroʊboʊt/, ih-LEK-troh-boht) is modeled after a turtle. Its shell is insulated with rubber (you'll see why in a bit). It has the Bonne family insignia on its back. The two eyes of the insignia are waterproof hatches. There are two automatic sentry turrets and a group of Servbots inside the shell waiting to pop out of the hatches (these two attacks will be referred to as “aft attacks"). The pilot (or pilots) controls the Elektroboot from behind the eyes. The eyes are windows made of tinted one-way glass (so ones can see out, but not in). The neck can snake around for the pilot (or pilots) to face almost any direction. The area inside its mouth is directly underneath the cockpit. The mouth can open. Inside the mouth, there are two weapons which can be pushed out of the mouth like a tongue (how rude!). The two weapons are a high-pressure water cannon and a Tesla coil (these two attacks will be referred to as “forward attacks"). The Elektroboot also has two modes. In “turtle mode", the four holes in the sides of the shell have fin-like legs coming out of them (great for swimming). In “boat mode", the holes have balloon-like flotation devices coming out of them. The pilot can switch between the two modes at any time, but a smart pilot wouldn't activate “boat mode" underwater, because it would result in the Elektroboot floating to the surface upside-down!

The Mission: There will be several small platforms floating at the surface of the water in the room (near the ceiling?). The Elektroboot's starting phase is at the surface of the water, in “turtle mode". Unless the player has an electrical weapon of some sort, the Elektroboot cannot take damage in this mode. While in this mode, the Elektroboot will chase after the player, snapping at him/her with its mouth if it gets close enough. The Elektroboot can dive, swim, and leap out from under water. Being in the water also refills its water cannon. After a set number of attempts at biting the player (the number of attempts depends on how difficult this battle should be), it will return to the surface, and the pilot will activate “boat mode", beginning the second phase.

While in “boat mode", the Elektroboot doesn't actually move; it just floats there at the surface like a platform. The player can jump on its back if he/she wishes. After a few seconds, the pilot will order an aft attack. The aft attack will consist of two automatic sentry turrets that pop out the hatches on the back of the shell. If the player destroys the turrets (which is optional), the aft attack will instead consist of Servbots popping out the hatches to throw bombs at the player. After the aft attack is over (the length of the attack depends on how difficult this battle should be), the pilot will order a forward attack. If the player is standing on one of the platforms at the surface (besides the Elektroboot itself), the forward attack will be to fire the water cannon at the player, knocking him/her off the platform and into the water. If the player is in the water or standing on the Elektroboot's back, the forward attack will consist of activating the Tesla coil. The Tesla coil shoots dangerous bolts of electricity every which way. Getting hit by one of the bolts is the most damaging attack of the battle. In addition, when a bolt hits the water, it electrifies the water. Everything in the water while it's electrified is burnt toast, with the exception being the Elektroboot itself, because the only parts of it touching the water are the rubber flotation devices and the rubber-insulated shell. After the forward attack is complete, it returns to “turtle mode" and restarts its entire attack pattern from the beginning.

Finally, here's the most important part: how to beat it. While the Elektroboot is in “boat mode", the player can pop the flotation devices keeping it afloat from underwater. Popping one of them exposes the hole in the side of the shell, allowing water into it. Popping all four of them causes it to slowly sink. The player can attack the holes for minor damage, but the smart thing to do is climb the heck out of the water and onto the Elektroboot's back before it activates the Tesla coil. Remember, the player has to be on its back, because being on one of the other platforms causes it to activate the water cannon instead of the Tesla coil. If done correctly, it should electrify the water and everything in it… including its own insides, causing major damage to itself! The shell is still rubber-insulated, however, so the outside of the shell (and anybody who happens to be standing on top of it) should be unharmed. The flotation devices will be repaired or replaced between attacks, so the player will have to pop them each time. After a few zaps (the number of zaps, you guessed it, depends on how difficult this battle should be), the Elektroboot will be no more.

It will sink to the bottom and, like any defeated turtle, end up on its back. Using its mouth, leg holes, and hatches in the shell, the crew should have no problem getting out. Maybe the player can even be a gentleman/lady by diving in and rescuing them!

Other: You can substitute the word “captain" for “pilot", and the word “bridge" for “cockpit", if you'd prefer using nautical terminology. Also, you may notice I referred to the playable character as “the player"; as much as I'd hoped the playable character, already confirmed to be a “lifelong Digger", is my dear friend in blue, it's never safe to make assumptions.

Erdmaschine[]

Creator: Servbot #1124

My Bonne Mecha: ((“Earth Machine” in German) not officially named)

(Describe what kind of Bonne Mecha it is, how it attacks, etc.)

It's a mecha covered in earth, grass, trees, and wildlife as a cover so no one can see him until he is ready to be seen. Inside of him is big enough room for his elf that upkeeps on him and other lil wildlife. The elf is good with a bow and arrow and she is in touch with the mecha and the wildlife that live in and around the mecha so she can kinda talk to the wild life and get them to help a lil bit the servbots helping her inside really like the animals. He has really high defence it would seem with his large outer body. For his size he is fast and will punch and slam on the ground shaking it. With his power and can pick up trees and throw them at will. If you climb up his arm there is a snake that lives in the tree on the top of his hotch back that protects his facemask. The facemask has jewels in it to power him and help him see. He does seem to care about the forest he is in so he will rebuilt it after any battle but if he feels his life is in damage or the lives of any one of his friends meaning the elf the snake the wild life or even the forest around him he will become in raged and can pick up raw earth from the ground and toss it at whoever may be causing the damage he may be a mecha but somehow he is learning to become into with the earth and is learning on with the help of the elf meaning his good side and the snake helpfully but kinda his bad side he is good for guarding treasures and doors to caves filled with wonders.

The Mission: (Describe how the Bonne Mecha can be beat, and the conditions for winning or losing, etc.)

He has two things powering him. Inside is a blood red ruby kinda like a heart powering him and out the out side his face maskes with the jewels. he will try and shake the ground so hover boots may be needed while the ground shakes for a lil then watch out for the elf try and hit her with ur blast and get her dizzy so u can shoot the face masked and bring him to his knees then run up his arms and shoot the snake face so u and run and jump and get ur hands on the facemask and shoot it point blank braking it by now he is becoming hin rage so u most make it inside of him fast because he will start pounding the ground and throwing trees and whatever else once inside the elf will he gaurding his other power the blood red ruby so u want to beat her by blasting and dashing out the way of some arrows and other elf tricks then after her u can take out his other power and bring the mighty tyrant down to his knees. if u win u get his power core maybe roll can use it for something really cool to fly or whatever she can do anything that smart cutie<3 if u lose then game over i guess i dont know.

Other: (Miscellaneous comments, opinions, suggestions)

Tell the truth I drew this last year and I have had it hanging on my wall and have many ideas for stories and stuff for it but i never got around to making any thing out of it I just drew the picture for fun and I promise I didn't copy no one it just came to me as I was drawing and i never knew what he was just knew he would protect something and thought about the elf and the snake lil but i think it fits in as a mecha and the with everything I wrote I think it works out and I like it I mean u can change it around if you want I will keep trying to come up with ideas I love capcom and I really want to help and make things up and help all the years of fun capcom has given me I want to give back I don't care about the money I just love Capcom and love it all and I hope you like my idea. =)

Etagebohrer[]

Creator: Servbot #637 (cold52)

The Description: ((“Floor Driller” in German)

The overall body has the shape of a squid and has four arms which have drills at the end of each also there is a compartment attached to each containing a servbot and a different assortment of weaponry all compartments can turn preventing you from just circling around the attack.

Drill A: Servbot with bombs they will throw all over the place.

Drill B: Servbot with a homing missile.

Drill C: Servbot with a laser often used in a 360 motion to hit the entire room.

Drill D: Contains bon bonne which can use a variety of attacks.

The main body contains numerous machine guns.

The Mission: Before the fight begins you go and get the object in the center (treasure or whatever it is) which activates the trap closing the only exit out also opening multiple areas containing numerous reaverbots begin to open...of course that's when the Bonnes drills crash through the ceiling...the bonnes whole mech does not appear yet but the Bonnes see you have the treasure and begin to talk of course you notice the ceiling cracking and then starts the mission

Mission: Destroy the ceiling and take down the bonnes

Victory: Bonnes defeated
Loss: Defeated, destroying drills before destroying the ceiling

The battle starts with only the 4 arms through the ceiling attacking you the arms will contract at times and switch between one another in order to try and confuse you of which side is which also can come at a fast speed attacking you with the drill as the battle progresses the compartments with reaverbots will open more allowing for more reaverbots to attack you also if an arm is contracted water will flow in allowing for some of the reaverbots to be able to take advantage of the newly added water in the room so taking to long is a bad idea. each arm has a life gauge in which must be wittled down to open the hatch allowing you to use the arm to break he ceiling...once all four arms have been used the bonnes bot will break through of course this is where the real battle begins...the ruins are now completely flooded and the bonnes mech will use it to their advantage it attacks consist of spinning the mech, firing all the machine guns on its head at once, stricking you with its tenticles, and the hatches on the legs which still contain their respective weapons, also the legs can be used in a sweeping fasion to attack in a circlular motion. At this point the legs can be destroyed lowering mobility and attack usage.

Other: None

I hope you all like please feel free to comment. :D

Excavator[]

Creator: Servbot #Unknown (Bo)

Excavator

Fafnir[]

Creator: Servbot #Unknown (Mercelius)

My Bonne Mecha: A tank-esque mecha built to drill for treasures for the Bonne Family, while at the same time fight against any obstacles that get in their way.

It has two modes:

Primary: Makes it flat and mobile to get through ruins.

Offensive: A battle mode in which it unleashes its three heads to fight off any other Diggers.

Attacks: Stage 1

- Servbots: Through the holes on Fafnir's sides, the Servbots will try and stall for time by throwing bombs, with the occassional guided missile at the player.

Stage 2

-Projectile: Each head would shoot a different type;

Pink Eyed Head: Ice

Green Eyed Head: Fire

Yellow Eyed Head: Electric Orb

Each can cause its own type of status effect on the player.

- Side Swipe: Heads would alternate swinging across the ground either high or low. Player is required to jump on low swings or side roll on high swings.

- Bite: The side heads can come in to attempt a chomp. If it misses, the head will stay in place near the player for a couple seconds. The player has the opportunity to kick the head which would cause it to fling back and damage the main head.

-Servbots: 1-6 Servbots are deployed on foot from the hatch and attack the player with bombs or cannons. They can be paralyzed/burnt with a few shots or a kick. The player may pick up a damaged Servbot and block one of Fafnir's projectiles, "charging" the Servbot. The charged Servbot can then be tossed back at Fafnir causing damage.

The Mission: The Bonne's drill their way from the 3rd floor shortly after the player enters the room. They cause the roof of the room to collapse and debris covers the passageway to the "treasure". They talk amongst themselves and then notice the player there presumably for the same treasure. The Bonne's personally confront the player by opening the hatch on the machine and standing out from it.

They see the Digger and give them a warning to leave. They then begin drilling the passageway clear to get to the treasure.

Part 1: Stop the Drill

Weakness: Drill

Win condition: Drill's Health runs out

Lose Condition: Time runs out (Time Limit: 2-3 minutes?)

The player must shoot the drill under a time limit, trying to get its health bar down to zero.

As soon as the player attacks, the Bonne's will take notice and order the Servbots to attack the player until they get through. The Servbots will throw bombs at the player, which the player must dodge.

By the last half of the drill's health, some Servbots will use guided missiles, which the player must run around and have the drill get in the way of the missile's path, damaging it as a whole.

After succeeding in causing enough damage to the mech and stopping its progression, the Bonnes have no choice but to go into full offensive and attack the Digger with Fafnir's three heads.

Part 2: Destroy Fafnir

Weakness: Necks of Fafnir's heads Win Condition: All 3 heads are destroyed

Lose Condition: Player's health reaches zero.

Each of the 3 Fafnir heads is controlled by one of the Bonnes. Each has its own health bar with the center head having the most.

WWhen the health bar of one head goes to Zero, the head lumps, and breaks off the body due to its weight.

Other: I feel a lot more can be done in the mission section, but I think that the developers can change things due to the settings or extra gameplay actions if they so choose to use this.

Thanks for taking the time to review my Bonne Mecha. Mega Man Legends remains my favorite video game series of all time and this opportunity to be a permanent part of the game has been a privilege.

Good Luck to everyone who entered.

Fefnir[]

Creator: Servbot #Unknown (Prairie)

My Bonne Mecha: The mecha is a giant red tank like mecha with two giant drills on the side and a tail at the end. The tail I couldn’t draw well but I wanted to have twin barrel shaped canons. The head of mecha is at first on the mecha without a neck but once the battle starts the neck stretches out. The mecha moves around with four giant tires at the bottom. On the side of the part attached to the drills will be a door. The doors are shaped as the Bonne family emblem (Jolly Roger). The mecha has three ways to attack. The drills whirl around and charge at you. The head of the mecha will fire fireballs or flamethrowers at you. Then the tail shots magma like fireballs at you.

The Mission: The mecha drills into the room bringing water down and starting to fill it up. Tron will say that Megaman won’t be able to defeat such a large mecha, Megaman instead interrupts saying that such a large mecha in this room would make it easy for him to beat and Tron must not have any good ideas anymore. Tron gets mad and this is when the battle starts.

Battle – Stage 1

The battle will begin with the mecha whirling its large drills and trying to chase you around in the room. Outrunning it is the best you can do. You can’t do any damage to it now. The mecha after some time will suddenly stop. Tron angrily asks what’s going on and the servbots explain that such big drills need some recharge time after a certain time of usage. Tron tells them to hurry the recharge. The camera zooms in on the doors near the drills. Run to the drill and blast it down. Inside you’ll see the frantic servbots and a large bleeping machine which seem to be the part controlling the drill. Hurry and attack it. Be careful there are servbots with flamethrowers that will attack you. They will either try to burn you or push you out. Once enough damage is down the machine will explode and that specific drill is no longer in use. If not you’ll have to repeat the process because the servbots will have been pushed out by a certain time amount. Try to be careful when moving around on the outside. Not only do you have the drills to worry about but the head shoots fireballs which happen to evaporate the water. The steam the fire creates hurts megaman so try to avoid that.

Stage 2

Repeat this process with the second drill. After the second drill has been done away with you’ve got another threat to do away with, the tail. The mecha will try to ram into you. However try running towards it but to the side running to its back. Aim and fire at the tail. The tail will also be firing magma like fire at you so be careful. These magma balls also turn the water into steam but the steam from the magma ball covers a wider range. Once a certain amount of damage is dealt one of the barrels will explode. You can’t get rid of the tail in one full blow. There are two barrel canons. Once a canon is taken out you get to aim for the other one. After some time the mecha will rotate with the front facing you, whether you destroyed a barrel cannon or not. Repeat this until both canons are destroyed.

Stage 3

Tron gets angry at the cannons being destroyed and fires scattered fireballs from the head. They’ll appear in multiple areas but you can dodge them if you watch for their shadows. The mecha neck will lean down and blast a powerful flamethrower. Don’t run away, the blast's range reaches far. The best way to dodge is to run to the head and stand to the side. After it’s done breathing fire leaps into the mouth. There’s a small amount of time to do so. If not you’ll have to repeat the process again. The neck will rise and swallow you. Tron won’t notice you got inside the mecha.

You’re now inside a different part of the mecha. There are servbots seemingly everywhere, they too have flamethrowers. They see you and tell Tron you’re inside the mecha. Tron orders the servbots to attack Megaman. There is no escape outside the mecha so be careful. You will see the top part of the tires inside the large shell of the mecha. Your mission is to go up to the tires and attack and destroy each one. Attacking the tires also lowers the boss's health. After a preset damage each tire will deflate with a giant hole popping where you attacked it. You’ve got four tires total so there’s three more to go the same process, just keep attacking the tires.

The tricky thing is servbots will run after you with flamethrowers. You can shoot at them and stop them but they recover after some time and attack you again. After the last tire is attacked this is also the last part of the boss health meter. That was the last straw for the mecha and the mecha will erupt in flames. The last tire melts completely instead of a hole leaving an opportunity for Megaman to escape outside.
The way to lose is to run out of health.

Other: I’m submitting four works in total. Each one is based off of the Guardians from another Megaman series “Megaman Zero”. This Mecha is based off of Fighting Fefnir who controls fire and earth. It’s more based on his second form. His second form is a kind of a tank with canons, four canons. So I made two canons on the bottom drills and the other two on a tail. The mecha is draconic while the actual character isn’t. I did this because Fefnir I believe is based on the wingless dragon Fafnir. The Megaman franchise has several instances where another megaman series has posters, dolls or even resembling bosses from another megaman series.

So I thought it would be cool if the legend series had a boss that resembled another boss (Especially since I believe that legends is way after the zero series. If I remember the timeline correctly being thousands of years ahead). I hope you don’t mind that I added some comical stuff in the battle, because to me many of the Legends battles have something comical, which I LOVE!! The battle could also feature a MMZ boss remix of Fefnirs element.

I hand drew all four of my designs. I was unsure if I should have colored them. Should I color them I knew I didn’t have to make it detailed. So I started coloring the Fefnir design first. Not long afterwards I kind of regretted it. To me it has a better perspective being colorless. So that’s why the fefnir mecha is my only one that’s in color.

I hope you enjoy it.

Fischrache[]

Creator: Servbot #Unknown (Sajomir)

My Bonne Mecha: The Fischrache is based on an Angler fish, and confronts the player in a flooded treasure room. The dungeon is under a lake, so the Bonne's planned to flood it and collect the treasure from a fish robot. After the ceiling is broken through and the room floods, the player is forced onto the few bits of high ground - some might be parts of the treasure room, other platforms might be made by the debris that fell from the ceiling.

The Fischrache initially fights submerged. Its antenna sticks out of the water, and serves the function of getting a "lock-on" on the player. It then sticks out of the water slightly and can fire missiles. It also fires compressed water out of a canon in its mouth. (It takes in and compresses the water through an intake on its belly)

The Mission: Fighting back!
The player cannot hurt the Fischrache just by shooting it. First, they must lock on and shoot the end of its antenna. Unable to lock onto the player, the ship surfaces and a Servbot can run out and fix it. While this happens, a panicking Teisel or Tron can be heard yelling for them to hurry up and fix it. The player can shoot inside the Fischrache's mouth at this point to deal damage to the ship. (And pick off one or two Servbots while they're at it)

After a short time the Fischrache recovers and resumes the attack. As the player starts shooting the antenna again, the Bonne pilot starts shouting something like "WHY are we just letting him shoot it again!? Why aren't we diving!?" A poor Servbot reports that the water is too shallow - they can't go low enough to submerge the antenna.

Once the player lowers the Fischrache's health enough, the battle shifts. The antenna breaks, the missiles run out, the canon breaks... whatever. Something changes. Instead, the fish starts trying to jump over the platforms the player is on, and bite or ram the player directly. In order to dodge, the player must jump to a nearby platform.

To finish the battle, the player must lure the Fischrache into jumping at him and hitting a wall. If successful, the player will be given an extended opportunity to shoot into its mouth and finish off its remaining health. The player may need to do this a second time if they do not shoot it down fast enough.

Tadaa! I hope you enjoyed this proposal. I'd love to hear any comments.

Flaming Mantis[]

Creator: Servbot #Unknown (Ultima)

My Bonne Mecha:
Basic Idea: A praying mantis mecha that uses fire based attacks.

Attacks...

1. Fire Strike- Swings a flaming blade that must be jumped over or dodge rolled depending on the height of the swing. The less health the mecha has, the faster and more strikes it will ultimately do up to four in a row.

2. Pillar of Flames- The mantis shoots out large lava columns from the ground in random spots. This can be avoided by moving out of the way. Once lower health is reached, more columns will appear during this attack.

3. RotoBurner- Occasionally the mantis will throw out a small fiery cutter which will roll across the ground and follow Volnutt for a few seconds. Upon lower health, more cutters will be thrown.

4. Bombardment- This is the mantis' desperation attack. It will begin to fly into the air and drop explosive fireballs upon the boss arena. Once it finishes its set path, it will land back down.

Methods of Defeating...

1. The main weak point on the mantis will be the backside, it will be impervious to strikes elsewhere except...

2. The legs of the mantis are what the player must aim for first. If all six legs are destroyed, the mantis will collapse for a period of time leaving the back open for attack. This process would be repeated 2-3 times.

You lose if your health depletes completely. Hope you enjoy my idea and thanks for getting us involved!

FleetFoot[]

Creator: Servbot #Unknown (James)

My Bonne Mecha: Designed by Servbots (obviously) and piloted by the Bonne Family, I introduce... the FleetFoot!

Attacks:
(FOOT)

- Electro Blast: Shoots high-voltage homing electric spheres from electron cannons.

  - Focus Blast: Focused blast of electric energy; takes 3/4 of HP away.

- Ram: Caterpillar wheels overclock and ram body at target.

(TOES)

- Scythe Swipe: Toe hacks at target with sharp wings.

- Scythe Storm: All toes storm target and slash away repeatedly.

How 2 Beat

Attack toes first; be careful of cannon shots (if foot is attacked first, toes commence Scythe Storm. When all are destroyed, Foot's attacks will speed up. Attack cannons, then body. BOOM!!!

VICTORY: Destroy the FleetFoot

DEFEAT: Life drops to zero/Fall out of arena

Other: The battle takes place in a crumbling arena on top of a decrepit building. The more the foot rams against the walls, the more "drop-off" space is revealed. Megaman could fall out of this arena and die; either by getting rammed out or by sheer player stupidity.

Thanks to all watching for your time. Hopefully, you'll find me worthy to vote for!

P.S.: The tiny font in the center reads "These are magnetic chargers. Their power moves the toes and holds them for later use."

Fließenden Stahl[]

Creator: Servbot #82 (Leonel)
Collaborators: Servbot #1308 (Antony), Servbot #1311 (Roberto) and Servbot #1345 (Valkirion)

#1345 Hello there fellow servbots! -And other curious guests back there- thanks for assisting here today for our presentation!

#1311 We are the team who created this Mecha design, we poured our hearts and brains into every detail you could imagine. After a lot of hard work, we are proud to present you...

#everyone The Fließenden Stahl!

# 1308 –That’s german by the way-

#82 Let's begin, we will tell you what this is all about, the basic things you must know are summarized in the First chapter. However, we strongly encourage you to give it a go read the other parts of our article to truly understand, visualize and hear how this mecha would appear, roar and put you at the edge of your .. Seat?..

#1317–guys this is a portable game- #1308 ajem, at the edge of your dactilar skills!

#1345 Yes -whatever-, and thrill you and for you to feel like you were MegaMan! –y’know except you aren’t, and you can laugh when he is hurt an-

#Everyone Let’s go!

Weakness: Overheated Arms
Win Condition: Detach all arms
Lose Condition: MegaMan dies.

My Bonne Mecha:
#82 This time you will fight against the Bonne's brand new mecha “Fließenden Stahl” or Stahl for short, a small needle-shaped vehicle which is equipped with 8 independent arms. These are not your typical robot limbs though, each one of them is made of an ancient metallic material found by the diggers.


#1311 Modified by the Bonnes, this material can flow like silk and bend like paper, yet be solid as diamond. Such a strong metal that the only things that are up to the task of breaking through it are the ones made of it. More on [2.a]

They can become one weapon per arm, one installed on each arm, they do so as bending and flipping in an almost fantasy-ish way, the weapons retain the look as if they were made from these parts, damage animations, and sound effects also achieve this. Details on [3.a]

#82 There is a Second phase for the battle when the mecha’ arms are cut off yet lying around, only the cabin with Tron is left. It can walk fast with weak harmless legs around any surface but not attack, and the gameplay changes a bit. More about this will be explained in the mission section (and even further in [2.b])

Weakness: They can attack themselves.
Win Condition: All arms are destroyed.
Lose Condition: MegaMan dies.

With one 3D Model, we get two completely different battle phases and mecha looks.

The solid body part, on top of it the 'cockpit' that is shaped like the Bonne Logo and from above and below the cylinder part the 'Origami From' Arms come out.
Second scene, the arms are cut off and 4 small legs come out and this body makes it able to crawl at high speeds.
This part is not destroyable during the fight as the materials used are not overheating at any point.

We decided on this colorless design as a demo yet it’d be up to the art team to decide what fits better in the final scenery and such, just avoiding colors around bright red.

The Mission: The arms fling around the player, smack it, slice it, shoot it, trap it, or a combination of those, they bend making unpredictable trajectories, and even wrap around themselves to become many different deadly weapons.

#1311 The arms’ material begins to heat up in a matter of seconds after heavy movement and attacking, until it’s too much and needs to enter a cooldown phase; they take turns while 2 of the eight enter in cool down mode. They last around 40 seconds heating and cooling, but this gets faster as there are less arms. Details on cooldown and rotation of arms, times, etc. can be found at [2.a]

For MegaMan to succeed in this battle the player has to pay attention to the mechanism of the mecha, so Megaman can take down the arms detaching them from the core of the mecha (as where the Bonne are, controlling the mecha) leaving the mecha harmless.

Arm’s weapons range from fists to guns, attacks are simple regarding every weapon but the combination of the timing of the attacks are the things the player has to take care to foresee. Some Special Weapons from Megaman could act as a defensive arm for these attacks as the enemy arms only take damage when cooling down –and by then they can be dealt with a couple buster shots –a single in easier modes- Concepts about weapons can be found at [3.a&b;]

#82 The fact there are eight weapons but only up to 6 can be attacking, yet the real battle begins after they are mixed combinations from heating and cooling, makes that the order in which they are taken down, changes completely the way you fight the boss, Every time you play this level/boss it also depends a lot in the player’s equipment, so just a concept about rotating combinations, can create a huge deal of variety and uniqueness from player to player and from playthrough to playthrough.
They do have a creepy automatic re-startup after the first battle, this is the last 30% or so of the battle -more details at [2.b]- the strategy there is to get them against each other, they are blinded since the core was separated, but they have sensors inside and a mechanism that lets them think and try to sense sound or heat to attack.

During this part the Stahl’s core body will be dashing around with its thin, ‘running’ legs, Tron uses the speed and sound to lure the Origami Forms to attack Megaman, while the player attempts to lure the ‘Oriforms’ to attack each other and destroy themselves. Making the core of Stahl be so unreachable is the best hint to the player of where to concentrate, voice cues from the Bonnes could reinforce this also, the point is not getting the player annoyed throughout the fight about things that can’t be destroyed, but to be thrilled about finding beating the big ones that CAN be destroyed.
So they change and vary, getting the player always alert and thinking. More about the experience we aim with this at [5.a,b&c;]

#1345 Now you all get the general idea.

[2.a] First Phase
 #1311 The point of this phase is taking this beast down one arm at a time.
There is some hidden complexity here you may not realize now, but here I will explain.
So there will be Six arms attacking MegaMan

#1308-*reading* OH, But SIX? I thought we said there were going to be EIGHT! #1311 Well there ARE eight arms there, it’s just that those other two can’t be attacking, because they will have to keep the mecha attached to the walls. The fact they want to remain up there is both tactical and has a perspective meaning of making this monster seem even bigger than it is –It is huge by itself also, see.

And this is how it will work; The 6 arms attacking MegaMan are not affected by your Buster Arm or Special Weapons.
This is the first introduction to reasoning under pressure, the player needs to realize that the weak point will be introduced at some moment, yet the player has to endure until he or she realises.
#1308 Older players of course are used to this in video games, but newer players will be playing Legends 3 for the first time –like most of us did with MML1/2- so teaching is needed, we chose to teach by challenging the player, Megaman is brave enough for that!
#1311 That’s right! So, arms will start heating up, as strong as they may be, they are not the most resistant to the heavy friction required to press a little enemy like Volnutt constantly. #82 They will start overheating, first cue would be the sound, and they leave steam trails with the fastest moves, then of course when fully heated they will turn reddish, that’s the most obvious relation for a player, “red = warning”.

#1311 They will take from around thirty (30) to sixty (60) seconds to fully overheat, depending on the intensity of their actions. That’s more than enough for the player to realize what kind of boss battle this is.
Secondly, an important feature of this battle is that arms won’t be in a fixed position, they will be rotating places in pairs as they get hot.
#82 Check this little graphic explanation of what we mean by this heating and rotation idea, as it can get tricky to get the idea through with so many arms, concepts, and Tron shouting at us from the hallway...

#1311 Not too hard to understand right? So we have arms from number 1 to 8 right,

The front two will get so overheated and borderline liquid at some point, then is when  they will rotate to the last part of the line that’s where they start cooling down, the ones in the yellow slots will move to the front, the ones at the back will step to yellow, and the support ones will detach and start attacking.
The rotation is one at a time, so when the arms are at odd numbers, you get a third cooldown going on, as the attacking arms are always paired, however, there are going to be quicker rotations, as there is always going to be one almost ready to swap this way.

So how Exactly the player destroy the arms as they are cooling –weaker-? By shooting at them while they are cooling, just one shot –maybe two for hard mode- will do the job. Too easy? ‘Sure’, easier said than done though: While you’re trying to aim your target and get in range, you will have 6 active arms kicking your butt, or attempting to, if you’re skilled enough to dodge. They are not god-like ninja-speed super arms, they are ‘predictable’, you can tell when and how each part is going to attack if you take a closer look #1345–Hey, you have a huge 3D screen there, you may as well look at it and pay attention!-
#1311 They are dodgeable, and some of them can be countered with many of your Special weapons.
#1308 Yes, using Special Weapons meant for attacks as defensive. Only players who think out of the box will get to this right away, and it can assure your victory over Tron.
#1311 This section is already getting lengthy, so all about Weapons and Attack patterns will be explained in The Third Chapter [3.a&b;] of this!
#82 Back to the gameplay progression then, When you take one cooling arm, the robot enters in shock and it’s given a break to quickly organize the arms, could just be it retreats a bit into the hole it made, just enough for Megaman to be out of range, but enough to see what’s going on.
As there are less arms, the difficulty will be compensated by them moving faster, thus heating faster, and changing faster, yes, cooling faster too, but let’s not over complicate this more than it is already, they just go faster ok?

Challenge will change its perspective too, from dodging as much as you can to concentrating in not losing your opportunity of shooting, as timing wrong your shots could end up in your energy bullet hitting the back wall. A “slight advance of gameplay” if you want

#1345 We thought up many animations and movements for when there are only 2 and one arms left in this phase.

[2.b]Second Phase

#1311 Yes, yes, that went on for a bit too long, bare with me though, the following are ideas which are not as complex and tough to get trough.
This is your ‘Surprise Phase’ also a bit bizarre. Thinking you’ve got the last laugh with the Bonne’s machine falling, disarmed and helpless. Something nor Megaman or Tron expected happens, those defeated, cut-out pieces of metallic weaponry start moving by themselves.

Put it this way, they are controlled by Tron, but could really Tron do all that without at least using some automatic system for calculating the angles, movements, and the sensors of these arms? Of course not, they do have some parts of automation in themselves. So they can move and ‘attack’ yet they are lacking something than when they were in full mode, that’s the fact they have no knowledge of what’s going on trough vision, indeed they are blind but can ‘sense’ your presence through sound, or heat -if you dare to get so close!-
Each of them, temptatively called “origamiform” will hold what was programmed for them, their weapon forms, and will be hunting for Megaman, or anything they reach.

#82 The Little Stahl can’t attack but it does have an emergency mode, 4 thin legs that only serve as walking and crawling  at fast speeds come out, draining the power that would be needed for handling the commands for those 8 huge arms.
Picture this kind of movement;

#1345 And Tron is not stupid, she realizes what is going on soon enough and ‘helps’ these automated arms to defeat MegaMan.

#82 She runs around in circles through the walls, and may charge in directions making a noise the origami forms follow, leading to megaman, or strategically placing them, she’s just experimenting though, so add a 6/10 success rate in her moves, which could just get higher as the time goes by. Just as the player does, she kinda learns what to do, if you let her. #1308 well, roll would realize instantly #1345 shut up about that monkey already!

#1311 And you beat them, by controlling them for your own purpose as well. If Tron moves them to get to attack you, you can lure them to attack themselves. This can be tricky, but it’s easy if you can see through these machines.
#82 Just imagine the voice overs during this battle of wits, it would crack me up.
#1345 Indeed.

#1308 And that would be the last part of the ‘playable’ boss battle. Again, details on the combinations and actions are to go in Chapter 3

[2.c] We Talk on Scenery

About the scenery the most important parts are that it’s big enough for the boss to fling around for short periods of time at the very end of phase 1 of the battle, also to move slowly following the player. The bottom part, which is Megaman’s territory during the battle, should contain water as something you want to avoid at all costs, it would reduce Megaman’s speed but the boss would still be looking from above and it’d be ready to attack at its normal movement speed, doubling yours, at any time.

Walls should go in a ‘doom’ fashion to the ‘roof’ but there should be no real difference between what’s the wall and what’s the roof, it should be an almost spherical shape.

Ideal would be, platforms, not too little or too big, or too separated or so close you can walk from one over another, yes, that kind of thing, as long as it’s really not the biggest part of the challenge. As the most important things are the walls and the space there, a somewhat creepy design would help a lot. Water and mold ‘covering the walls’.

That’s about the scenery, not that important for the design other than medium space and the walls.
The water level could move and represent the trembling of the earth as you’re playing, as when the mecha changes a limb for another you feel that metal blade getting off and another one piercing the walls!

#82 Well it wasn’t that bad was it? That’s the battle progression in the gameplay of the battle from start to finish, now we will continue with the weapons of ‘Origamiforms’ and methods the boss attacks you, combinations of attacks and combinations of countering.

Thanks for reading this far, please continue with us defining the many aspects of the grand battle.

[3.a] The Weapons
#1311 The 8 arms of the mecha have installed inside them the mechanism and information for becoming one specific weapon, so in total it could have up to eight different weapons. While Tron does know what they do, each of them were designed by different servbots, so they reflect their different views on how a weapon should be.
They transform themselves by bending, flipping, and such, from there comes the name ‘Origamiform’.

Many things can be used for origami forms, so we decided to group them in 4 pairs.
Melee hits, Slice hits, Range hits, and Tricky hits.

These arms can be countered with technically all Special Weapons –not destroyed this way, but used for blocking and/or dodging-, of course some S.Weapons would be more effective than others for some ‘Oriforms’, but since we have no clue what the S.Weapons from megaman could be, we just made up some combinations in the next part [3.b].

The 4 groups are to, first of all identify them easier than having 8 different designs moving all over, they do look alike, but they do things on their own and you can get to identify them if not from their “flow” (movement, waving etc.) from the silhouettes.
Secondly the player could tactically take down what he/she sees fit, and make it easier or harder at the last part where everything goes faster but is less varied.


Why more opportunities mean better challenge is talked about in [5.a]

Here the weapons:

1- The jab punch
2- The hammer fist
3- The scissors
4- The axe
5- The Shot
6-  The boomerang shot
7- The grenade launcher
8- The snake

[3.b] Attack patterns, phases and combinations.

By this point you have probably thought up of combinations of attacks from all these weapons, but let’s just point out the following concepts:

When there are more, there is enough challenge as that, the movements and timing of attacks should be slower, they gradually get faster, until at the hardest part, when there are only two Oriforms left connected, things get faster. As mentioned in [2.a] the challenge moves from dodging a bit, and concentrates a lot more in timing and reflexes.
1- The jab punch: This one is pretty simple, it will be attacking you with frontal jabs, you can either dodge it or push back with whatever weapon you have as long as it has enough firepower. If there’s a Hammer paired, it will do a cross punch sporadically, so watch out.

2- The hammer fist: As simple as the first, this will be just a big fist hammering you from above, this in particular will ‘stun’ you for a second if it hits the earth near you.

3- The scissors: This will be the horizontal sharp origami weapon, it's also simple but hit harder that both punches, but its way slower

4- The axe: It's nearly the same as the hammer fist, but it hits harder than the hammer, it's slightly faster but doesn’t have a stun effect.

(If the Scissors and the Axe are both active at the same time, they will collaborate for each movement be it vertical or horizontal, dealing more damage)

5- The Shot: A simple energy bullets pistol, this will be shooting fast straight shots from a secure distance, it will do less damage than the jab punch, but will attack more constantly.

6- The boomerang shot: This is quite tricky, it will not shoot at you, it will shoot at your right so the boomerang effect of the energy bullet will hit you from the back.

7- The grenade launcher: it will be another big hand dedicated to throw at you giant grenades that will leave craters that will make it harder to move through the field.

8- The snake: This has the simplest design, but it’s the most tricky of all, by itself, it will just don’t have any origami form at all, but it will attack you in any way, it would can just mimic other arm, it could just attack you as it is or try to grab and squeeze you, it will be pretty random. (I bet the servbot piloting this arm is the smartest by not limiting himself with just one origami design).

4-
[4.a] Encounter

#1311 The opening cutscene will consist of megaman gazing to the room for a brief moment, it’s more round than square, it’s actually big enough for the boss to move around, and he sees the door marking the big treasure at the other side, water at the bottom. More of the scene at [3.c]
#82 Not much time happens before the room starts to shake and rumble, and some voices of the Servbots and Tron can be heard echoing in a hollow tunnel around, somewhere, it’s that kind of sound you can’t put a finger on where it may come from, yet you hear.
#1308 Not too much after that little preparation for the scene, MegaMan –and the camera- look at the top part of this chamber and there goes a huge explosion of dust and falling stone. When it finally breaks open you see a very big drill with a small little head over it falling, it spins a bit and two thin blades come to the sides drilling the walls and stopping the huge machine from falling. While the dust and rocks stop falling -some them falls at different depths in 3D, some even dirts the screen- and the mecha starts balancing itself, you can see some servbots fall trough that big hole shouting and saying stuff like “I told you this was not a good idea”, funny enough they are so light they are not nearly as fast when falling as the huge boulders.
The commotion of dust is low by this point and Megaman can see how the hatch on top of the gigantic drill starts opening, it’s Tron Bonne!
#1345 She scolds megaman about –something- from the story, by the point megaman is again on screen the music is already playing a tense yet happy song typical of the Bonne pirates, megaman then replies his one liner and Tron gets all upset to cover up how much she actually likes him, the usual stuff, so she shouts “Close the hatch we’re going to show him not to steal the Bonne’s treasure before we get to it” or something ridiculous like that, and begins closing it as a couple servbots slip inside aswell.

#82 The next clip the instruments of the music turn a lot darker and the Bonne melody changes some notes, the view is from the back of megaman’s head, looking up at the huge machine as it starts moving, the drill starts separating and rotating in different directions, showing that it’s made of those metal blades, the effect is more or less what you see when untying your shoe laces, there is a part where they begin opening forward and then to the sides, separating like two hands towards the screen in a 3D fashion, as the tips of the blades bend in strange ways until they take the form of the different weapons of the mecha.

While the weapons are finishing curling themselves, the gamera goes to its gameplay position, just a little lower than normal so it can frame both megaman and the mecha from a more dramatic angle, and while megaman adopts a pose the “MISSION START” sign appears.
As soon as it stops moving, the boss music finishes the introduction part and enters a small hiatus, as the sign flies off. You’re already playing now.

[4.b] Dialogs, & story during battle
#82 Lots of choices will be different from player to player, some will have certain weapons and some will take certain Origami Forms before others, in different orders and creating different combinations of attacks from the mecha. The Bonne must have a variety of dialogs and comments, for some situations or combinations that may show up, these could include details in the backstory of the building of the rocket to help megaman, or many other things. Something that has been done in Legends already is that the characters speak summoning their next attack, Tron could do this kind of thing perfectly and in her own way, yet it has to be remembered that the sound aspect must not be based mostly on the echoing voices of the Bonne, but on the sounds that are helpful for knowing from where the next attack is coming, so her voice should be somewhat muffled due to the action.
A great use for dialogs is to vaguely hint the player at the beginning, and if time keeps passing the sarcastic comments from Tron regarding how ‘rust’ megaman has gotten after all these years and ‘how bad he is at realizing the most obvious stuff due to his lack of sensitivity’ may come up.
At the second phase it would just be learning from Tron as she realizes to lure the Oriforms into attacking you, when you do the same for destroying them, she would start freaking out and getting all mad, well that’s comic relief mostly, but it’s just a fun situation that you use her strategy against her goal and hear her reaction (even see the mecha moving angrily?).

[4.c] End of the boss

#82 After the battle is over and the Origami Forms become Confetti Forms (that’s actually the kind of lame joke a Servbot could pull off), Tron would say some terrible threat yet sounding adorable as she always does #1308 what?! #82 *cough* and while attempting to leave, breaking one of the legs of the Stahl, possibly spawning your Bonne reward right there, and leaving walking all funny in three legs through the hole it came from.

#1311 A great ending could be the parts re-activating again and becoming one in their very last stand against Megaman and the Bonne, it could become either a real time cutscene with Megaman trying to destroy the mecha or just a normal one.

Megaman stares trying not to laugh, glares at the reward, and is left for the player to ‘Loot’ whatever secrets the developers may want to hide in the room, or just go ahead to the treasure room, who knows what may be hiding there! - The experience we are aiming for

[5.a] Trough game mechanics

Some points that would benefit making this boss battle more enjoyable;

#Everone A lot of stuff usually written into text boxes in-game can easily be avoided by explaining it with in-game experiences, and rewarding the player for advancing, thus encouraging them to analyze and understand the game mechanics, get better at the game, and be more involved with the lore and story of the game.
In this post you have the proof of that, reading and understanding how this works is something a lot harder than just experiencing it, learning, and succeeding by playing. Complex mechanisms can be enjoyed as simple reasoning if players are encouraged to think and not given everything chewed up in text tutorials and left off alone in a hard situation. Not fun!

#82 Challenge is not just how many times you see the Game Over screen, it is about the simplest problems that have a wide range of possible solutions.
Imagine a game where everything you ever have to do have to do is press A at the time a sign appears and not before or after, it can be as difficult and fast as you want, but it’s not challenging at all, it would be considered easy and boring by almost everyone. It’s the simplest problem, with a single solution, one button press, and the challenge relies only in good reflexes. This may be a big exaggeration but you get the point.


#1308 #82 A feeling of urgency, yet at the same time comedy.
These things can be achieved through game mechanics, the feeling that you have to adapt and as soon as you find something you have to get moving and try it out or you’re going to lose. If you miss, you have to get up and try again as soon as possible.
Comedy is about the player actions that end up having a comedic effect in the game, say use Tron’s strategy right against her and hear the results.

[5.b] Trough sound and visual cues

#82 We have lots of possibilities to show off 3D and touchscreen functions, and way better sound quality up for recording 90 minute tracks for the game.

Take these cues as instruments of an orchestra, where every artist is doing its part for that inspiring feeling of union and harmony, yet here in this game, anyone can be the director of this orchestra.

It is these wonderful methods and technology that are to be built around the core of a strong and focused experience.
So for a feeling of uneasiness and thrill, yet a heartwarming re-encounter with our favorite anti-hero, while also adding up the challenge of winning a hard battle, it’s one of those moments that wouldn’t be easily forgotten.
The visual cues of the scenery would be obvious for an enclosed chamber with water below, the walls should be strangely eroded and have textures of dirt and mold that contrast with the top part of the chamber.

The Mecha, in complete contrast with the background, is a shiny, active, loud machine.
The sound should have the background of the metallic movement and destruction slightly turned down to hear gameplay elements such as the movement of the attacks near you, as in where you depend completely in your ears to position yourself and the enemy parts, since sometimes you won’t be seeing them all. The music for example, should move from different grooves, but not with changes that strike you as odd and catch your attention in the wrong way. They should move with the flow of what the player is doing, when the strategy changes from doing one thing to another, not only the mecha, the movements, the voices, and everything changes, but also the music.


Frederick[]

Creator: Servbot #1336 (Kombatgod)

My Bonne Mecha: What's with the name you say? Well, many Bonne Mechas had a person's name, have you forgotten?

Front view (drill+walk mode): (Picture #2)

Back view (drill+walk mode): (Picture #3)

Side view (drill+walk mode): (Picture #4)

Side view (cannon+wheel mode): (Picture #5)

It is a big, almost-human shaped mecha with four legs and two arms... I'd say it's a centaur mecha... It has a trap door on top of its head for Tron Bonne to come out and yell at Mega Man.

The upper part, the trunk, can spin around, so it can use one of two weapons it has on its sides. It basically has a big drill on the chest and a cannon on the back, but after it spins it will use the cannon on the front.

By the way, the hands will be swapped after the spin, but it's not a problem, since they can bend in both ways.

The cannon is retractable, so it will have to come out when the mecha wants to use it.

Of course the cannon shoots missiles. They will automatically go in Mega Man's (or whoever the player is controlling at this point) direction, but not very accurately, they basically go in the point where Mega Man is standing the moment they're shot, but won't follow him, so he'll be able to avoid them by running.

Its other attacks are using the drill to hit Mega Man (being a short range attack it will have to close in on him of course), and punches.

It can directly punch Mega Man if it's close enough, but it can also punch the ground, making it shake and stunning Mega Man, who will then be open to free attacks. This attack can be avoided by jumping in the moment it punches the ground.

The lower body can also transform: the legs can bend back and having four wheels under them, will make the mecha a tank.

In this form it's much faster than before and can run into Mega Man to hit him with punches, with the drill or just running over him... and that hurts!... A lot!

The Mission: The mecha has a very strong armor, not a VERY strong armor, in fact the only spots that Mega Man can hit to damage him are the joints at the shoulders and the belly. That doesn't really need very accurate shots, since those are pretty big targets.

But here's the fun part: after Mega Man has dealt some damage, Servbots will start popping out its mouth and after a walk and a climb on its body, they will reach the damaged part and start repairing it, making the mecha recover its health! (Oh, Tron doesn't use the mouth opening since it's too tiny for a human being)

Mega Man can shoot the Servbots down, and this really needs an accurate shot!

It may even occur sometimes that the Servbots spontaneously fall down the mecha, since it moves and spins really fast. Of course the Servbots don't die, they just fall and then climb back up, if they manage to.

There also is a maximum of Servbots the mecha can spit out, that I think could be 15. Also if the macha has recovered full health the Servbots will jump back in, using the top trap door (the mouth is exit only)

If Mega Man finally destroys the joint of one shoulder it will lose the relative arm and sure it won't be able to attack with it any more.

If Mega Man destroys the belly joint of the mecha, it will lose the lower part, so it will have to walk on its arms.

In this form the mecha won't be able to punch while moving and won't spin, so to change weapons it will have to just turn around.

If the mecha is left with just one arm it will lie down, but will be able to turn around, so it will still fight using its missiles and punching the ground (or directly punching the player, if he/she is dumb enough to get close to it).

Once all three joints are gone, the mecha is harmless. The battle is over.

Now, if the level design needs it to be destroyed, Mega Man could just deliver the final blow, or Tron could run away after activating the self-destruct, I don't really care to this point.

Other: And now the color parade! Here's some other color schemes I made:
DARK (Picture #16)

GREEN: MILITARY (Teisel Bonne?) (Picture #17)

BLUE: MEGA MAN!!! (Picture #18)

RED: Gustaff (Picture #19)

YELLOW: Bon Bonne and... (Picture #20)

PINK: (Tron Bonne) CUTE! Aaaw! ♥ (Picture #21)

Referendum: Why vote for Frederick?

Because it's the original boss. They said to use our imagination and this is imagination, it's not just an animal taken and made into a mecha! It's a boss battle! Also it hasn't got all those useless attacks just to make it complex, it only has enough to make a battle that's fun to play. Last, but not least, it has the most unique use of Servbots: they don't just throw bombs or use some supporting cannon, they repair the mecha!

Extra Comments: One of my previous designs for it had its face even more similar to Gutsman, then I changed the eyes to make him more Bonne-mecha-looking and the mouth to a little resemble the Bonne symbol... But in the end it came up maybe too similar to Gustaff...

Frogstomp 6000[]

Creator: Servbot #Unknown (Ryan)

My Bonne Mecha: I'll try and keep this brief.

Frog hops in from the ceiling.

Stage 1:

Pretty simple, frog's jump around, use their shadow to dodge its jump attack. Every few jumps it stops jumping and starts darting its tongue at you. Shoot into the mouth given the opportunity.

Stage 2:

Frog does a rather big hop and bumps into the ceiling, caving it in and causing a small army of servbots to fall into the fray. Frog hops up to an area that can't be reached by you. You're fighting off servbots while the frog uses its tongue to catch servbots then spit them at you. Shoot the servbot midair and it'll deflect back and hit the frog in the head. Do this a few times.

Stage 3:

Frog uses suction cup feet to get on the ceiling, its shadow shows down below. Meanwhile some servbots found some kind of explosive, so some of them are now lobbying around bombs. You see the frog on the ceiling. A crosshair will appear, representing the tongue, which follows you wherever you go (but slightly behind) You have to coax a servbot holding an explosive to run after you right when the tongue is about to lash down (you'll know when its about to based on a sound cue), causing the frog to swallow the explosive servbot and fall to the ground. The impact causes the hatch to fly open and one of the Bonnes to fly out (where they're knocked out of the fight). Do this 3 times and the frogstomp 6000 will be empty and go haywire. Cue funny scene where the servbots and/or Tron Bonne attempt to regain control, frog slams into a wall or something, and the gang run off defeated.

So that's it.

Gabelschwanzteufel[]

Creator: Servbot #629 (SIMSteven)

Gabelschwanzteufel

My Bonne Mecha: (“Fork Tailed Devil" in German) Based on the real-life sea creature (a Nautilus):

It's a Nautilus which looks like the deep-sea creature found in our oceans. I pasted actual pics in the above pic (found on Wikipedia, also credited on the pic). Yeah, I can't draw worth spit so I used a free photograph instead. Just add some guns and launchers on the shell. Tron and Teisel also sit in the "eyes" on both sides of its head.

Name: Taken from a post made later on in the thread:

Gabelschwanzteufel - Literally meaning "Fork Tailed Devil" by the glossary or "Tailed Devil" according to Google Translator. While in the actual glossary it's referring to an aircraft, I found this term to be VERY appropriate for my mecha design.

If you're familiar with marine terms, at least in English, a "Devilfish" has many meanings including, but not limited to, an octopus or submarine. There are also a few other words it can mean based on the context of how the term is used.

With this term, I think a German word for "Tailed Devil" fits nicely for the name of my Bonne Mecha idea. It's a very appropriate name.

Attack:

-PHASE 1-

Tentacle Swipe - Self Explanatory.

Torpedoes - Shot from the head (lower portion) and can be destroyed with Buster fire.

Missiles - Just like the Balcon Gerald fight in MML1 - launched from the head (upper portion) and can be destroyed with Buster fire.

Tentacle Drills - See "how to win" section below.

Servbot Launcher - See "how to win" section below.

Flooding Room Trap - See "how to win" section below.

-PHASE 2-

Bonne Cannon: After the shell breaks on (from phase 1), there's a green plasma Bonne Cannon which you often see in MegaMan Legends 1.

Bonne Tantrum: The machine goes into ramming speed, flailing its remaining tentacles and attempts to smash MegaMan into a wall.

Other Damage:

Bon Bonne Guard: Bon Bonne blocks the doorway that you came in from. He's holding massive spiked shields so you can't jump on that platform without taking damage and getting knocked back on the floor.

Nautilus Guard: Bonne's Nautilus machine blocks the door leading forward, so you can't jump on that platform, either, without taking damage and getting knocked back on the floor.

The Mission:

-PHASE 1-

1) At first, the shell prevented all damage done to the Nautilus Machine. After some time (30 seconds to 1 minute), the scene shifts. MegaMan has to prevent himself from taking damage by the missiles and/or torpedoes.

2) After N amount of time, the camera automatically shifts to ceiling height and MegaMan can see through the glass floor. The Nautilus Machine has tentacles reaching to the room below and they will erupt out of the floor. MegaMan has to dodge a few of these attacks and the final tentacle will stay on the surface.

How to Win

3) The last remaining tentacle will start shooting torpedoes and/or missiles at MegaMan. The final shot will "charge" longer and shoot a Servbot with a bomb at MegaMan. MegaMan can destroy this particular tentacle with Buster or special weapon fire in 2+ rounds OR......

4a) MegaMan can somehow "deflect" the Servbot bomber back at the tentacle, instantly destroying it. It will remain stuck in the floor.

4b) You can do this with the Lifter, the Kick attack, or some other new mechanic added in this version of the game (in the picture, I use a roundhouse kick). MegaMan could also have a new Reaction Ability system added for MegaMan Legends 3 and it works similar to Kingdom Hearts 2's Reaction Ability system.

5a) During most of the fight, the Flooding Room Trap will periodically trigger. This is the security alarm that was set off at the very beginning. What this does is it floods the room and sends an electric current through the room. MegaMan must escape damage by jumping on one of the two remaining platforms that are elevated.

5b) If MegaMan has destroyed a tentacle, the electric current will shoot through the destroyed tip and damage the Nautilus Machine. This is the ONLY way to damage it UNTIL you've repeated the process a few times.

-PHASE 2-

1) After destroying a few tentacles and giving the Nautilus Machine a few good jolts, the outer shell breaks off and MegaMan can now damage it directly. It also starts rampaging around the arena so MegaMan has to run away from it.

2) Under the shell is a Bonne Cannon, often found in MegaMan Legends 1 whenever you fight the Bonnes.

3) MegaMan simply needs to pummel the soft underside until the health bar is depleted. He's free to use his special weapon and Buster gun to do the job.

Other: Treasure Stolen: Because the Bonnes can simply reach into the room below with the tentacles from the Nautilus Machine and steal the treasure, I'm thinking there should be something that allows you to stop them from taking it right away. Maybe a time limit from the ruins' security system that prevents the treasure from being taken? Results in a GAME OVER if stolen.

Aftermath: Should the room flood and should MegaMan and the Bonnes have to escape the shocking water through the ceiling? Perhaps they can make amends later in the story and they can come back later to get the treasure.

Glass Floor: The glass floor can rebuild itself so it's more like a crystal floor which can re-crystalize itself. It doesn't stay shattered when the tentacles shoot up from the room below (in Phase 1).

ADD-ONS, EXTRAS, AND MORE INFO ADDED FROM POSTS LATER IN THE THREAD:

I would take out the "weak point" because once you enter Phase 2 by destroying a few tentacles, the electric shock from the flood trap will blow off the shell and make the entire mecha vulnerable.

With a system that's the rough equivalent to a PS2 or a GCN, we can sure as heck have the outer layer explode into itty bitty pieces after you do enough damage in Phase 1.

Perhaps to clarify things a bit, the "mouth" will face the door as a real-life Nautilus swims backwards (like an Octopus). The tentacles will reach in through the door to the room below and can attack MegaMan through the glass floor below. However, the Bonnes had a Plan B in mind so they installed a Bonne Cannon under the shell, in the unfortunate case it gets destroyed. I've decided on a few things that I wasn't sure about.

1) Aftermath:

Yes, absolutely yes, I want there to be an escape sequence in the aftermath. Since the ruins are underwater and they're dangerous, this is a fight designed for the mid-game (or later-game), and all the Bonnes are here, it could have a lot more potential than I'd first thought. This also means that the fight is the halfway point of the dungeon.

How about this? Thanks to the Bonnes crashing through the ceiling and the shocking water below, their original escape route is blocked and they have to team up to escape? It'll be like the hospital mission from Parasite Eve but with a twist. Instead of restoring the power, you have to shut it down (with 3 keys, no less!).

You'll also have to solve puzzles with the Bonnes and MegaMan and they'll have to work together to get out of this mess. It'll contribute even more to the "many shades of gray" theme that runs throughout the series and also add more depth to the characters. The ruins have that kind of fear factor, you know? And since they're trapped underground, they'll have to put aside their differences and work together yet again, reinforcing the point that they should stop fighting each other all the time.

In the end, they finally get to the treasure and split it once they finally reach the surface (take that literally or figuratively - I'd love to see the final storyboard for both outcomes!).

Or Teisel/ Tron could suddenly have this epiphany where they give it to MegaMan and perhaps once-and-for-all put their pirating days behind them. Lots of possibilities there.

2) Glass Floor:

The glass floor can definitely rebuild itself. It could more-or-less be a hologram of some sort in a high-security Elder System stronghold, so the technology is better than most ruins (and the hologram is solid enough to walk on). It should probably look like the Mother Zone floor when you fight Sera at the end of MML2 (although more blue since you're not in Elysium).

Gale Fokkerdragonoid[]

Creator: Servbot #Unknown (GameDemonKing)

My Bonne Mecha: Gale Fokkerdragonoid - Airborne android dragon

The Gale Fokkerdragonoid’s appearance is a white dragon that appears to have little to none signs of it being a machine. Because this one is the first machine that Tron Bonne has created using a new type of metal that she created called Astros-heaven alloy.

Gale Fokkerdragonoid's ability is when the dragon is touched by an enemy, the dragon will have its skin changed into the enemy’s color and the dragon can attack using the same weapons that the enemy has after the dragon is touched. Mostly, this would be its attack that it was designed to face off against you.

The dragonoid will change colors to what the hero’s weapon is (ex. an electrical attack will be yellow). It will be smart enough to at times confuse you by changing colors to best use its weapons that the hero has in its arsenal.

The only time when the dragonoid will have other attacks is then its low on health and it will start going to release beam attacks on its opponent. It has a low charge attack, which will be using its mouth to fire the beam. The dragon will close its wings to charge a beam attack and then release it after opening its wings.

This dragon was built by Tron as the successor to her previous robot, Fokkerwolf. The good news is that this dragonoid isn’t piloted by Tron. The bad news is that this dragon is much faster than Fokkerwolf, so it’s even faster than any of the airborne robots combined. This will make trying to land a hit on the robot even harder to do. There will be a moment where the dragon will flash colors from the hero’s color to white. In that instant, you have to hit the dragonoid. But be warned, at times, the dragonoid will change colors as the color that the hero’s weapon is (ex. an electrical attack will be yellow).

Your mission in order to defeat Gale Fokkerdragonoid is that you must use the weapon that is the weakness to what color skin that the dragon has on. The dragonoid will, before it can be defeated, use all the skin colors that resemble the Heros’ weapons.

The final attack is when the dragon is about to be defeated and it will use all its power to fire a huge beam cannon attack. To win the battle, be prepared to have a life saver (depending on the item name that is used in this game) that will allow you to escape the battle alive. But if you don’t have a life saver and take the final attack full blast, then you lose which at that point, you must restart the battle all over again.

The item that the players would receive when this robot is defeated, they would receive the Astros-heaven alloy, which would allow Roll to build new weapons for Mega Man.

Astros-heaven alloy is a new metal that allows a robot to show no signs of its robotic origins. For example, a robot dog that is combined with the alloy will give the dog robotic skins that will make it look like that people are looking at a real dog.

This idea was inspired by the Terminator franchise where you have Skynet creating these Terminators and that the human models use a robotic skin that fools people into thinking that they are one of the humans.

I was thinking that you can have this boss battle either as an actual storyline as the developers said or you can have this as a secret boss if you're-explore the ruins after completing the game since I assume that the game will have you be able to upload your save file that you have completed the game and then you can explore the ruins again to face off against new bosses that were design to challenge players. Then you would be able after defeating them, gain new items and record their data on the machine journal (which I assume that it would be the name where you can read up on the machines that you have defeated.

I will soon have up by next week, the pictures of my machine concept.

Extra Comments: The one hit kill is meant to be a self destruct mechanism if the hero ever damages it to the brink of death. As for the picture, I will get it soon, but not by next week at the least. The good part is that all I have to do is the image since I have the info on the robot and the image is all there's left to do. I have updated the concept info, so it should help you out. With the image, I am quite close to finishing it, so I have to draw that and then do some colors to show you possible examples of what I am trying to bring to the table, should my concept be in the game.

Gator Mecha[]

Creator: Servbot #Unknown (Brian (Jack Meeks))

My Bonne Mecha: This mecha is basically an alligator, with rotating drums with fins to make it act like a propeller in the water. It is also equipped with a drill tail. The spines on its back open up to release drones that explode on contact and will also occasionally fire missiles. The Mecha moves quickly in the water and is well armored.

First I would like to describe how the fight sets itself up. The player runs into the room and obtains the treasure. At this moment, the Bonne Mecha drills through the ceiling and flops into view. After an exchange of dialogue, the ruin's trap activates. I'm thinking this room should be fairly large and grand, as it's the final room of the ruin and the place the treasure is stored, but since the treasure has been taken, bits of the room start to collapse and water begins to flood the room. All of these debris from the ceiling serve as platforms for the boss fight. The room will be semi flooded, which allows for the Mecha to swim about in the water, but also allows it to surface.

The Mecha's Attacks -
1. The Mecha will swim about, surfacing to deploy drones that will fly towards the player and explode on contact, knocking them into the water. This will also be switched up with normal missiles to keep the player on their toes.

2. The Mecha's eyes will turn a bright red that can be seen from under the water, and the player will have to dodge the Mecha's charge, which also in turn destroys the platform the player was on.

3. If the player is knocked into the water, Servbots in scuba suits will try and capture you in a net. If captured, you will have to shake free before the Mecha charges you.

4. If the player strays too close to the Mecha, it can use its propellers to make a vortex that sucks you in and knocks you around.

5. The drill tail will slap around to create waves that will rock the platforms, obscure vision and possibly knock the player into the water.

6. Later in the battle, after the Mecha takes enough damage, it will gain some new attacks.

-A. It will start creating typhoons with its propellers that the player will have to dodge.

-B. The Mecha will begin to take in water and fire it at the player in a giant and fast stream.

The Mission: The Mecha at first will seem indestructible. It will be moving quickly in the water, and its armor will reflect shots fired from the Mega Buster. This battle will take some thinking, as the player must take advantage of some of the weaknesses in Tron's design.

The player will be able to shoot out the propellers that give the Mecha the ability to move quickly in the water. Once one has been damaged, the Mecha will have to stop momentarily or at least slow down to prevent Tron from losing control. The player can then grab one of the floating drones and throw it at the Mecha to damage its armor/scales. Once enough damage is done, some of this armor will be blasted off, which will reveal the internal workings of the Mecha. Now the player can use the Mega Buster to damage the Mecha and win the battle.

The player will lose if their Hit Points are lowered to zero.

Other: The player will be able to also throw the drones at the walls or ceiling to cause more derbies to fall and create new platforms.

The drones can be shot while close to the player to drop them, keep them on the platform, and to be thrown shortly afterward. They will explode if the player does not act quickly enough.

The missiles cannot be grabbed and thrown, however they can be shot down and/or dodged. This is absolutely up to change if the devs think otherwise.

A suggestion I have is to also have some reaverbots in the water as part of the trap, to make it seem more like an actual trap instead of just a flooding room.

The Servbots' nets should get progressively stronger and harder to shake out of if the player has been caught multiple times.

This was designed by three people. Brian Leap, Bill Happel and Jack Meeks (the author of this writing). I am a huge Mega Man Legends fan and it's been a blast working on something like this for my favorite game series. We'd like to thank everyone for reading over this and considering us when voting. It's wonderful to see the dev's giving the fans a chance to be a part of this.

Gauner Squid[]

Creator: Servbot #Unknown (TheFatestPat)

Mission: The level has Megaman exploring an abandoned, sunken pirate base. Once he gets to the treasure room Tron comes in from the ceiling in her Mech. The Giant Squid dangles from the ceiling by its two large tentacles. The mission is to defeat Tron before she grabs the treasure. Two of the tentacles act like claw machines...claws with a servbot riding on it. Megaman must shoot the claw tentacles in order to stop them from taking the treasure throughout the battle. They cannot be destroyed but if the servbot is shot off the claw will drop the treasure and retreat back into the Mech to get another servbot guide. The treasure Tron is stealing is not important to the plot but contains useful upgrades. If one of the treasure chests makes it into the Mech it is lost.

Attacks: The four side tentacles contain weapons. Two shootout missiles and two are used as machine guns. Once one of the large tentacles is destroyed Tron reveals an additional cannon on the head that shoots green balls.

Win/Lose: Only the two large tentacles can be damaged. Once they are both destroyed Tron will retreat, taking with her any of the treasure she snagged. Megaman can only lose if he is killed.

Other Possibility: The treasure could be important to the plot, in which case the player gets a game over if Tron manages to steal all of it.

Gehendes Schiff[]

Creator: Servbot #Unknown (stoffhimel)

My Bonne Mecha: The Gehendes Schiff! The amphibious battleship. Armed with an array of hydraulic mining cannons, and frog leg like flippers to move silently in the water, it can be a terror to fight. The main hull and deck of the ship is armored like the marlwolf, but the cannons and flippers (and the water intake vents on the sides) are weak spots. fights by firing upon the platform the player is standing on, firing the main gun into the ceiling and cutting parts of the roof out to try to crush the player with, sending servebots out of the "mouth" on the front to distract and destroy any cover left behind from when the ceiling chunk misses. The main cannon is very precise and the pressure it uses can easily push the player around while hurting him. When enough damage has been done to the weapons, it will start climbing onto the area where the player would be fighting from, walking on its flippers as if they were crab legs. For the most part, the attack pattern would be rather random. All of the cannons are mounted on turrets, so aiming is not a problem.

The Mission: Sink it! Since the armor on the Gehendes Schiff is so heavy, not much of it can be hurt! Blow out the cannons and intake vents and the "mouth" on the front and watch its heavy armor drag itself under!

Other: I figure the Gehendes Schiff could cut its way into the room where the player is, from the next room, partially flooding the room the player is in and at least doubling the length of the boss chamber. Since almost all of its weapons are based on water pressure, the attack could push the player around while hitting the player. Flippers triple as flippers, legs, and shovels! All in all, it is about the size of a small ship. Nothing very big.

Geleekegel[]

Creator: Servbot #1657 (Sean)

My Bonne Mecha: (“Jelly Cone" in German)
The mech's general shape is that of a jellyfish. Originally I had wanted to use something more akin to a Man O War but after a couple sketches this seemed the better choice. It shares some of the general aesthetics that its predecessors had, and it still carries the Bonne symbol on the exterior shell of its upper body.

The mech is split into 2 portions with each one having a specific purpose. Essentially there are these;

*The upper cavity acts as the hatch for the mech and holds the Bonne family; the mech is particularly fortified in this area.

*The lower cavity houses the inner “stingers" of the mech as well as the platforms for the Servbots to reside and to use the machine gun.

The upper cavity can lift and the Servbots can throw various things at Megaman such as bombs.

The mech can drill into the ground and disappear by using its drill after pulling it's stingers in.

The mech may open its front cavity to reveal a machine gun turret which the Servbots can man.

Finally my personal favorite is the ability for the mech to rise from the water or charge at Megaman by revealing the jet in its drill.

The Mission: Besides the general shooting, Megaman can aim at certain parts to throw the mech off such as its arms or shooting the machine gun when it is exposed. The mech itself will cycle through its attack while hovering about using its jets or wading in the water with its tentacles. A nifty battle phrase could be performed if Megaman is able to pick up the bombs thrown at him by the Servbots and throw it back at the robot thus paralyzing it. When the mech's weak points have all been damaged the mech will fail.

Other: During this battle the water in the room can be cleared out when the mech uses its drill to burrow into the ground thus shifting the battle from that of a water battle to a ground battle. The difference being that when the water level is too high Megaman may need to swim or to jump from platform or ledge to the next in order to avoid and attack the mech. When the water is gone he can move about normally. The Servbots can also place mines in the water when the water level is high enough.

Gelstaff[]

Creator: Servbot #Unknown (Batanu)

Boss details: Ok, so my Bonne mecha would be 100 times bigger than Mega Man, and his name will be Gelstaff, or Gallkaff, and he will have a giant spiked club, electric generators on his head and shoulders, he has no legs but he hovers and on the lower portion of the body that hovers, he has rotating spikes on him to make it harder to climb up and attack him, his weak spot is inside his mouth, to climb on him you have to jump on the rotating spikes and jump on one to the other like rotating deadly platforms, or you can ride on the small flying enemies that come out of his body and use them to reach his head before he hits you, he should also be a secret boss weak to a water gun, and once you beat him, you get an armor that breaks spikes, makes you stronger and makes small enemies (servbots, small reaverbots, etc) run away from you, you can get rid of a few details of the fight, but keep the same idea.

Objective: The mission objective is to collect a refractor that the Bonne’s found that can upgrade anything and it can only be found in this secret dungeon, once you get it, you get the new armor I mentioned and a alternate design for the flutter, the refractor is inside the boss (the bonnes got the refractor first but it made the mecha malfunction) and you encounter him after you defeat an upgraded reaverbot (it’s a miniboss) and once you defeat him (preferably with a water gun) you get the refractor and gain 5000 zenny (remember that this is a secret dungeon) you can spend that money to get some bonus content (probably a DLC pack or you can just waste the money one some upgrades, whichever works).

Extra Comments: Okay, maybe not 100 times bigger, just make him bigger than Mega Man. His rotating spikes should be slow enough to jump on, he should have a torso part that halves damage, and you can make the boss slower too, and the enemies you ride on to shoot the boss should be dragonflies that you can grab with a bionic commando-esque grappling arm. I know that’s a lot of changes, but it's still the basic idea, I hope you like it!

Geschwindigkeit Bohrer[]

Creator: Servbot #Unknown (Al)

A nod to Bruno, a tip of the hat to Omega, and a wag of the finger to Juno; the Bonne Mecha idea I would like to share is one that resembles all three of the aforementioned.

I hope my words will be able to show you rather than just tell you; and if possible, I will share rough sketches.

My Bonne Mecha: ((“Speed Drill” in German) not officially named)

The Bonne Mecha will be more Bruno than anything else, a humanoid-like creation that moves like Volnutt - when using his air skates. One arm with a drill on the end, the other a large hand to throw falling rocks and other debris as well as causing the occasional shockwave.

- The drill arm: It is a retractable drill. The Bonnes will move in on Volnutt, drilling away at the ground. If the attack connects, Volnutt is knocked back and winds up in the newly formed hole. A single jump will be enough to escape out of it. These holes also serve as obstacles as the player maneuvers around the mecha. If the attack does not connect, the hole is still formed but the drill stops. As the Bonnes slowly retract their drill, Volnutt is able to hop onto the drill and run up the arm of the mecha. From there, the player is able to jump to the hatch, located on the back of the giant mecha.

- The other arm: Because this arm relies on debris, there will always be a few mounds of rocks around the area. Attacks from this arm will cause further knockbacks. Volnutt will have to climb onto the mounds and again run up the arm to the hatch, but the player will have to be both patient and fast as this arm is not as wide as the drill arm.

- The Mecha Air Skates: Similar to Volnutt's skates from MML(1), but the Mecha's movements are not as limited. Volnutt is able to temporarily immobilize the mecha by attacking its Air Skates/Feet. With the mecha immobilized, the Bonnes will use a desperation attack which can be a sibling tantrum that causes a lot more debris to fall into the area, multiple shockwaves from the other arm, or multiple holes drilled to one side of the mecha that "should" keep Volnutt at a distance.

- The Hatch: Located on the back of the mecha. With each quarter of health taken away, the hatch opens to release a set of Bonne bombs to stop Volnutt. These bombs do very little damage and can be avoided, but in their large numbers they can be quite troublesome.

- The Cockpit: With the hatch completely beaten, it seems it was a diversion. The cockpit is the next target, Volnutt will stop the Bonnes by direct confrontation. Just above the hatch, a ladder that leads to a platform just under the cockpit is now accessible. Volnutt will have to drop the cockpit's health low enough to enter, if not completely deplete its health. Attacking the back is not as effective as attacking it from the front, the Bonnes are visible through strong windows at the very top of the mecha. As the health of the cockpit lowers, the Bonnes activate their next desperation attack. Lasers, lasers everywhere. These lasers knock Volnutt off the mecha should the attack connect, causing significant damage.

Unfortunately, I have not been able to find the time to spitshine my idea or have made the time to figure out the conditions. As far as naming the mecha, the only name I have thought of was Forago but I figured it did not feel right.

When it comes to the size of the mecha, the Air Skates could be taken out and it would become a tank with arms. I imagine the fight would take place in a medium sized area. Because of the size of the mecha and area, Volnutt will not be too far or too close, unless the player charges in for an attack.

I apologize for the wall of text but I thank each and every one of you who has taken the time to read it all the way through.

Have a nice day, MML fans.

Gigallion[]

Creator: Servbot #Unknown (Joshua)

Gigallion

My Bonne Mecha: Gigallion drills through the ceiling and the drill unfolds to become legs. It pivots on the legs and fires cannons and harpoon guns. When the water gets high enough it starts to float and retracts the legs. It releases Servbots on lifeboats from the hatch in the front. The Servbots can be knocked off and the boats can be used as floating platforms. The anchors on both sides can be climbed and the rope ladders can also be climbed. The harpoon gun fires and imbeds into the walls pulling down pieces of rock causing damage. The harpoon gun can be destroyed from the platforms atop the main mast. Destroying the harpoon gun will destroy the main mast revealing the giant Servbot head with a bomb launcher. Destroying the Servbot head will reveal the main hatch, which when blown open will win the battle. Gigallion can walk while the water is shallow. When the water is deep enough it will float and move much quicker than walking, ramming to cause damage.

Graber Krake[]

Creator: Servbot #Unknown (TheActionDan)

My Bonne Mecha: The Graber Krake is a mecha designed specifically for underwater mining and excavation. The design is clearly inspired by that of a squid, with a large drill making up most of its body.

The drill, in addition to allowing the Graber Krake to dig through rock and stone with ease, is also able to propel the mecha through the water at a fairly high speed. It has eight legs designed to help propel it underwater that can also be used to move it around on land if necessary, and two long tentacles which are tipped with drills in order to aid in underwater excavation. In addition, there are torpedo portholes located around the base of the main drill for the purpose of warding off any unwanted "guests".

Because the Graber Krake is designed specifically for underwater use it is not very mobile on land. While its drill tipped tentacles and torpedoes offer it some form of defense it's a much greater threat once it enters the water and can move about freely.

The Mission: The Graber Krake first appears by falling through the ceiling of the ruins, nearly on top of the player. The player will hear some arguing and dialogue exchange between Tron and her Servbots as the mecha attempts to upright itself, leading to the hatch door opening up accidentally and the player character seeing Tron stumble out and gasping for breath. After some dialogue exchange, Tron will retreat within, ordering the Servbots to close the hatch.

At this point the scene quickly transitions to the actual boss area, a large section of the ruins partially submerged in water with several platforms sticking out of its surface. (Possibly made of ice.)

The Graber Krake has several attacks it can use, most of which revolve around its long tentacles. The first, more obvious attack is to swipe at the player with them, either horizontally (requiring the player to jump over the tentacle) or vertically (requiring the player to dodge to the side). Second, it can thrust one of the tentacles into the ceiling, using the drill to dislodge some rubble from the ceiling. The player will have to evade the falling debris.

At times, the Graber Krake will partially submerge in the water and circle the platform the player character happens to be standing on and start firing torpedoes (Some of which may have Servbots riding on them). The torpedoes can only move through the water, meaning if players manage to stay on dry land they will be safe from damage. However, when a torpedo impacts a platform the player character is standing on it will knock the character off into the water, where subsequent torpedoes will be able to damage the player until he or she can pull themselves onto another platform. The Graber Krake will automatically switch to this attack phase if the player attempts to retreat to the water to avoid the tentacle attacks.

Once the Graber Krake takes enough damage, it'll fully submerge under the water, disappearing from sight. After a few seconds it will then resurface, erupting through one of the platforms using its main drill, destroying it in the process and reducing the number of platforms the player can use by one. It will only do this after certain amounts of its HP have been depleted, and only once each time, as to avoid a situation where it destroys all the platforms leaving the player without a spot to attack from.

When the Graber Krake's HP is fully depleted, it will make one last suicide attempt to attack the player by ramming drill first into the platform he or she is currently standing on. The player simply needs to jump off of it, either into the water or to another platform to avoid taking damage. At that point the Graber Krake will explode and the battle will end with the player emerging victorious.

Grootslang[]

Creator: Servbot #142 (AncientShine)

Grootslang

My Bonne Mecha: Snake type. This bonne mecha is divided into several parts so it can slither and bend like a snake. It has an armor plated body so it can't be damaged except for when its underbelly is hit. Its weapons are a machine gun in its mouth on the bottom jaw, a drill that extends out from its throat, a tail that opens up to release a large number of bombs, the signature green homing energy ball and its body which it will use to do various attacks. Whenever it attacks it will raise its body in some way and become vulnerable.


Attacks: Its tail that releases bombs will only attack you when you are not near the head but still close to Grootslang. It will lift up its tail so it is somewhere above megaman and shake like a rattlesnake's tail to sprinkle bombs down from the tails opening. The concentration of bombs also becomes less with distance.

When Grootslang is getting ready to use its drill it will raise its head like when it does with its machine gun and open its mouth as large as possible and the drill will extend out. This move isn't like the machine gun though as it will only be used when Megaman is in front of Grootslang, but a rock can be in between the two and still happen. When the drill starts spinning Grootslang will keep its eye on Megaman until it leaps toward him so you can't dodge the attack before it even happens. When it lunges its entire body will leave the ground and its head and drill will smash into where Megaman was when Grootslang lunged. Other dangers of this move besides getting drilled in the face are the resulting shockwave from the impact and the rest of Grootslang falling on you, but that's not really likely unless you decide to run right at Grootslang when it lunges.

Ah yes, the well-known green ball of death. I notice a lot of mech designs lack this move, and it's one of my favorites. The Gootslang will pretty much only use the move at long distance or sometimes medium range to closer ranges if there are lots of rocks in the way. The Grootslang will raise its head higher than any of its other moves so it can get a good angle on you over the rocks and proceed to fire. The rocks can still block it and it cannot be stopped by shooting the head. For those of you who do not know of this move, it is a green energy ball larger than Megaman that homes in on him and is very difficult to dodge. Usually only rolling, hiding behind something or a well-timed run and jump will let you dodge it.

Its normal body attacks are not very special. The first thing is an attempt to ram Megaman by slithering towards him very quickly. It will only happen when Grootslang's body is pointed at Megaman and you are too far away for the machine gun to be effective. The Grootslang also moves fairly quickly around the area, bending around all the rocks and such and will do so for a while as its pattern is to do this between every attack, this being its main movement pattern; fast and intimidating. There is a good chance that it will ram into you with this because it usually moves in Megamans general direction, and when it doesn't, it will go off and make a U-turn back at Megaman. Megaman's location and distance to the Grootslang when it stops will determine what kind of attack it will use.

The Mission: The mission is simple, deplete Grootslang's health. You lose the mission when Megaman's health is depleted. I will also explain the battle environment here. In my scenario, the Bonnes come crashing out of the ceiling inside of ouroboros and then do their usual blah blah blah "where gonna win this time!" speech. There is only one hatch on Grootslang, it is on the top of the head. The hatch is for tron and Teisel and whatever Servbots decide to tag along. Bon is actually behind the drill in the mouth because he is the one that powers it. Anyways, once there thing is done, the battle will begin.

As a result of the Bonnes crashing through the ceiling, many boulders much bigger than Megaman fall from the ceiling and land throughout the room, making it almost maze-like. This makes fighting the Grootslang much more interesting as you can't circle strafe through the whole battle and Grootslang can lift its body above the rocks, so it has a tad bit of an advantage, but so do you, for the rocks block the machine gun bullets and the bombs. When Grootslang uses its drill move it will destroy any boulder in the way, so try to place yourself in a strategic way.

If you are by the room wall when it uses the drill attack and it rams into the wall, Grootslang's head will get stuck. The ram into the wall will cause 3 boulders to fall from the ceiling and randomly replace destroyed boulders. While Grootslang is stuck in the wall, it will lift up the middle of its body so it can use its tail to get itself out, kind of like how a caterpillar would move backwards. During this time, you can score some good hits on Grootslang. If it drills in the same spot in the wall twice, it will not get stuck but boulders will still fall.

Other: There is no water involved in this battle besides the water that is about ankle high all around the room. You can get hurt by boulders that fall from the ceiling but the places they could land are marked by the rubble of the previous boulder. My picture shows the Grootslang lifting its head much higher than it would when it attacks. When it does attack, it will lift only its head/tail and the two other segments behind it.

Every now and then a Servbot will be thrown out of the tail along with the bombs. It will get up and try to run away and you can abuse it any way you want, but it won't drop any items. You can try to throw it to do damage, but it is highly dangerous as you must get pretty close for it to hit and most of the attacks are close range.

Please tell me any suggestions you may have for the mech.

Extra Comments: Ouroboros is a temporary name until I find a better one. I have played ZXA and knew full well that they also used that name. I'm probably going to get a lot of work done on the pictures this weekend as that is when I have the freest time.

Edit:' OK, I think I'm going to go with Grootslang. All the other names either don't fit, are overused or just don't sound cool.

Gruneidechse[]

Creator: Servbot #515 (Alberto Bedoschi)

My Bonne Mecha: The GRUNEIDECHSE is a lizard-like mecha of the bonne family (when drawing it I took inspiration from many bonne's mecha of the game, as someone may notice). He is very big and moves slowly like most of the big bosses (of Legends series) were used to. he is slow on the surface ( his movements remembers that of a chameleon) but sometimes he can use the many drills he has got to dig holes on the ground leaving the player unaware from where he will come out and so he will strike often with quick and sudden attacks! When he returns to the surface he goes for the player and attacks with his boulder-like tail, which will do some massive damage if the player won't be careful enough to dodge it!

His particular foot allows him to walk on the arena's walls like if he had suckers so he can attack from different angles, he can go on the ceiling and then jump down on the player!!

To balance the fact that he's slow I thought about a "charge and running" attack where the big mecha will rush straight to the player trying to bite him, but this attack won't be used very often.

He can also shoot out bombs from the hatch on the nose in the player's direction (...a Servbot???)

And now here is a simple sketch of some of the previous attacks. (Picture #4)

The Mission: The battle starts when the GRUNEIDECHSE bursts on the stage causing a little earthquake (falling from the ceiling or digging up from the ground into the surface), and then the Bonne family will introduce themselves.

The mission consists in beating the GRUNEIDECHSE before the ruin collapses!! The GRUNEIDECHSE is big and so it isn't hard to aim it and shoot it, but it's very dangerous and has unpredictable attacks as mentioned before. To refill a bit of the player's health gauge I thought about having some Servbots come out from the mecha in their drill machines (so that the player can quickly defeat them and recover a bit of life).

Talking about Servbots, now here comes the most hilarious (and most helpful) part of the battle:

It's well known that in the stage there will be a certain amount of water, so, once in a while a pair of Servbot will come out from a door on the head of the mecha to wash and clean his eyes...

...and then the big mecha won't be able to see anything and will trip on his feet falling down to the ground leaving the player the perfect chance to do some heavy damage to the vulnerable opponent!

(All images are done by ALBERTO BEDOSCHI [that is me!] known in Capcom-unity as albertbedo91, I love Megaman Legends, it's my favorite Megaman game and also one of my favorite Capcom games ever!!!! I thank Capcom for creating the /Mega Man Legends 3 Project that is like a dream to us Legends fans! I also ask you, please, support this mecha as it took really long to come to life!! I hope you will enjoy this, thanks everybody!!!!)

Extra Comments: I've made it with inspiration from the past mechas because I wanted this to represent the Bonne family itself.

Hai Marder[]

Creator: Servbot #665 (Hypershell)

My Bonne Mecha: A snake-like mecha that burrows through the ground at lightning speeds. Carrying many concealed weapons, this robot is not to be taken lightly! When not burrowing, the drill head splits in half and folds back, revealing the cockpit.

Attacks are as follows:

-While burrowing, can leap between spots in the ground as if it were a dolphin in water. Can also leap between the ground and ceiling. Stay out of its way!

-Gatling gun mounted beneath the cockpit. Gotta move fast.

-Tron's tried luring Mega Man to her side, but this time she's ready to take him by force! One of the upper body segments reveals an extendable claw, grabbing for Mega Man! If he gets caught, it'll deliver an electric shock to him.

-Those blades on the tail hurt! The Hai Marder can whip its tail out when sitting above ground. Alternatively, if its body is only partially above ground, the tail may pop up from a different spot in the floor.

-The "Bonne emblem" and "gem" highlights extend out from the body revealing mini-missile launchers. These have limited homing ability.

-As a desperation move, after the tail lashes out from the ground, it will charge up the signature energy cannon used by the Bonnes throughout Legends 1.

The Mission: The tail and cockpit are your main targets (the drill when folded shut will block attacks).

If Mega Man is grabbed by the claw, the electric shock will drain his health, and he must fire several shots at the claw itself until it releases him. If he dodges the claw while standing near a wall, it may hit the wall and get stuck, allowing Mega Man to attack the claw freely.

Attacking the claw repeatedly sends a power surge back through the Hai Marder, causing heavy damage to it and blowing the cockpit open. You'll momentarily see Tron scolding a poor Servbot inside, as they struggle to recover.

You lose if you run out of health, that's pretty much it.

Other: My mind drew a COMPLETE blank in regards to detailing (or lack thereof) for the claw. I apologize for that, as well as the general roughness of many of the sketches.

The body segments are arranged as follows: Head, Bonne emblem, claw, jewel, plain, jewel, plain, etc., until the blade/cannon at the tail tip. Excluding the head and tail tip, there are 12 segments, but that number may be adjusted depending on how large/small the mecha needs to be for the game.

Not pictured, the black "joint" area along the body can extend in order to allow the tail to attack at a location more distant from the main body. To save the modelers some pain, this effect may be concealed underground. This basically just means that the head and tail may pop up at different locations in the boss room.

Needless to say, however Capcom believes they can tweak this design to make it better, I'm all for it.

Gut-S-Man 3.0[]

Creator: Servbot #Unknown (Tanner)

My Bonne Mecha: If any of you have played the classic series, you know Gutsman! His yellow hard-hat, red body and muscles make him a (almost) Pop-culture icon! His main attacks are, as usual, throwing huge blocks which he digs up from the ground! His left arm is a vice-grip, similar to his 7 appearances. His legs are bolted together, however, and are tied to a tank tread.

The main difference from his classic appearance is that, under that hard hat, his face is replaced with a cage for Tron Bonne to pilot it. Its faceplate pivots into place to conceal her. The yellow jewel in the center is replaced with Jack Skellingto... I mean Tron's Logo.

The Mission: Rock walks into the room, square in shape. He sees the "treasure" gleaming in the center... but to his surprise, it’s a yellow hard hat! Wondering what it is he tries to pick it up... but it's stuck to the ground! Suddenly, an earthquake tosses him backwards, and out of the ground pops up The Mecha!

He attacks by throwing rocks at you, charging with the vice grip, grabbing you and throwing you, and by simply running you over.

To hurt him you have to shoot the bolts connecting the arm to the hand while he's holding a rock. This will cause the rock to fall and hit him on the head. The faceplate flies back, and reveals Tron, upside down and dazed. That is your chance to do damage!

You win when the health is down to zero (obviously).

Other: There is a backstory to this mecha:

"One day, when cleaning out her room (with the help of her Servbots, of course), Tron decided to move her furniture around, finding it bland and boring the way it was now. When moving her bed, she realized that a slip of paper was hanging out of the end. Thinking it was just a tag, she tried to remove it, but to her shock, it was blueprints. Wondering where it came from, she asked all the servbots. Turned out Tiesel bought it for her for a birthday present, but when one of the servbots bought a better one, he hid it out of shame. Tron asks Tiesel about it.

"That? Oh, right. I bought that from a mysterious peddler. Said his name was... what was it... W... Wil... Wil... I think it was Dr. Willie. I dunno, it was a while ago."

Haifisch[]

Creator: Servbot #Unknown (kyle)

OK so I was reading the ideas that capcom made and I thought that a water based boss battle would be pretty cool. So I based my Bonne mecha on the situation given by Capcom. Also I made my image using Microsoft Paint and a picture from google (for the bonne family mark) and I am NOT very artistic (as well paint isn't the best program to be using for this) so PLEASE don't criticise too much. As well due to size limitations I couldn't draw everything I wanted to. So without further delay...

A rough drawing of my Bonne mecha. The thing on top is a hatch and acts as the mechas weak spot. The gray lines are pipes.

My Bonne Mecha: This is a water based bonne mecha. It is equipped with a fist, a water cannon and some pipes that suck water from the room it is in and feed it to the cannon. Its main attacks are punching with its fist and shooting water from its arm cannon. The water will not damage Megaman but will push him away from the mecha. It can also turn that water into ice shards that WILL damage Megaman. It won't/can't move because it gets stuck in the metal grating below it. (Note: the final design and color can change if necessary)

The Misssion: The mission starts when megaman enters the room. He sees water below the grating he is standing on and a raised platform ahead of him. Before he can investigate however, the bonnes come crashing through the ceiling in there new mecha called the haifisch. This trigers a security mechanism causing the platforms stairs to crumble and a ladder to appear next to it. This also causes the ceiling to start collapsing. Megaman is then forced to fight the bonnes. The bonnes can't move however because the legs get stuck in the grating. Water is pouring in from the hole in the ceiling obscurring the mechs weak point. It starts attacking with a mix of punches and water blasts. Megaman must get close enough to mecha and use the grab move to rip off one of the pipes that feeds water to the cannon. The player must then do this again but the mecha will use a new attack were it launches ice shards at megaman. Once this is done again teisel will go into a frenzy causing two or three large dents to appear in the grating. Megaman must then trick the mecha into punching one wich causes it to temporarily get stuck allowing megaman to run behind it and blast off the backup pipe on its back. The bonnes will then have to take water from the hole above them, granting megaman a few seconds to shoot the hatch on top of its head. When it is defeated the room REALLY starts coming down. He runs for the ladder but then sees the bonnes strugling to abandon ship. He helps them get out and they all climb up the ladder to safety. (Optional: megaman must defeat haifisch in a certain amount of time or else the room will cave in with him still in it.)

Other: Character comments: (first pipe) Teisel: he's trying to disable our water pumps! Don’t let him get the other one! (Second pipe) Teisel: aaaaaaaaahhhhhhh!!! He got them both! Deploy the backup and let's crush him already!

(While getting water from their entrance hole) Teisel: quick stall him while we reload! Servbot #??: Roger!

(Half health) Tron: Teisel, we've got holes in a lot of different places here! Teisel: well plug them up! Bon: Babu? Teisel: I don't know how to use anything! We won't get that treasure if this thing breaks!

(Defeated) Servebot#??: Miss Tron we've taken too many hits. She’s not gonna hold together much longer. Tron: Teisel we can't fight anymore! She gonna blow any minute now! Teisel: Arrrrrgh! ABANDON SHIP!! I REPEAT ABANDON SHIP!!!!

Servbots: the servebots will open the hatch on top of the mecha when the Bonnes take water from the hole in the roof and will throw bombs at megaman. They will also start jumping out the same hatch when the mecha is defeated.

Well that's it. My Bonne mecha proposal. Let me know what you think (without too much criticism) and please vote for my Bonne mecha.

Harpuia[]

Creator: Servbot #Unknown (Prairie)

My Bonne Mecha: The Harpuia Mecha is a jet that bears resemblance to the mythological Harpy or Valkyrie. Though the jet can also have a Falcon like resemblance. The Jets color is mostly green with yellow on parts of the mecha.

The jets wings are large horizontal circular propellers. The large size of the spinning blades is what enables the mecha to fly. At the front tip of each propeller are spiral drills. Each drill has a level feel of spirals the more levels to the tip. Each so-called level has spikes sticking out and each level has spikes pointing in the reverse direction as the previous one. The one thing not having a spike is the tip which is simply a spinning drill. When spinning the drills become a powerful attack of the Harpuia Mecha.

The cockpit of the mecha sticks out like a head. The glass from the cockpit is shaped in sharp hawk-like eyes. Around what some would call the forehead of the cockpit is an upside down triangular jewel.This jewel can actually charge up and emit an electrifying thunder based beam.

Below the Cockpit is a large emblem (Jolly Roger) of the Bonne's is below it. The mouth will open up and a laser cannon will extend from within on which more thunder based beams, meteor like showers and electrical nets will be fired from.

Below the mecha is a circular hatch with an “X”. This is actually a way to get inside and closes and opens in an X fashion.

The Mission: The following is how the mecha will act from beginning to end.

Scene Not battle

The Harpuia Mecha will enter through the spinning drills and will hover in the air unaffected by the now flooding room. Tron Bonne will laugh smugly on how Megaman should tremble at her new Mecha that will finally defeat him. Megaman interrupts asking if such a mecha with seemingly heavy looking drills can fly.

Tron gets angry as he insulted her genius invention. She goes on to explain that the drill, while powerful enough to crush tough matter(rocks, metal) is made up of a light material. A servbot now is crying at Tron that Megaman is already shooting at them while she is giving her speech. Tron gets angry at how Megaman wasn’t paying attention. Thus the battle begins.

Stage 1

Now you can move Megaman and attack. Tron starts rambling on how Megaman has insulted her and she’ll get him back. The mecha will fly around the room and attack with a pink lightning laser coming from the jewel from the cockpits forehead. This part of the battle is simple as all you have to do is dodge and aim fire at the mecha. Once the mecha has taken a preset damage the jewel will break and you will hear tron yelling at the servbots.

Stage 2

From here the battle gets trickier. The mecha will fly lower to the floor. The drills will begin to rotate and the mecha will charge at you. Now it turns into a game of tag. Megaman has to repeatedly dodge the charging mecha and since it’s big and has two drills it will be tricky.

Continue to dodge and aim fire at the Mecha. If you fire at the drills the mecha will take slightly more damage. Once some damage has been the mecha will rise and attempt to smash into the ground from above. Megaman must dodge and the mecha’s drills will be stuck in the ground. Then you have a small free period to shoot at it. During the time the drills are stuck the water from the filling room is drained. Once the time is up the mecha will rise but its bottom hatch will accidentally open and some cargo fill into the hole the drills made. Once the cargo fills the hole the room will repeat itself on filling with water again.

You will hear Tron complaining about it like they were snacks and now they’re snack less. This will happen one more time. Once the mecha’s lifespan is to half the drills will suddenly stop and tron gets frustrated and the drills explode? Megaman makes a comment asking if this was a genius invention, which gets Tron mad again.

Stage 3

The Bonne emblem (Jolly Roger) below the head opens up as Tron proclaims she’s getting serious now. A laser cannon extends from the opening emblem and attacks. The laser canon has three modes of attacks. A singular electrical laser beam like the forehead jewel but more powerful. It will throw electrical nets which can stop megaman for a few seconds and electrocute him, the last attack is a scattered blast of electricity resembling a meteor shower. The attacks are random but towards the end where the health meter for the boss gets lower it will use the most powerful attack, which will be the meteor shower.

Megaman has to continue doing his best to dodge. At this part you’re waiting for a certain cue and that’s when Tron yells to put the propellers to max speed. You hear a servbot say it takes some time and she yells “get to it!” to which a servbot yelps. Then you will see water splashing up in a large circle perimeter around the mecha. This is too tricky for the players.

In most games when something circles a boss it means the entire field inside will be attacked. But instead you’re supposed to get inside this field. If you’re too late a large circular barrier of wind appears from the effect of the max speed propellers. If you’re hit by the wind barrier you’ll be knocked back to the wall which is what Tron wants. On a side note this mighty barrier of wind that launches up also picks up some of the water from the room and almost forces it back into the hole in the ceiling.

Like previously said you’re supposed to get inside the field. Go under the mecha but be careful the canon will still fire at you. At this point the mecha likes to shoot those electric nets at you. Once you’re under the mecha when the wind barrier goes up around the mecha perimeter a shooting column of water will lift megaman up. Due to a glitch in the mecha the full speed propellers cause the bottom hatch to open.

The water column lifts megaman up and you’re able to land inside the mecha. Take fire as much as you want and fast. The servbots will frantically try to push you down the hatch. You can shoot the servbots but you’re in the room for a limited time after that the servbots will force you down in a video scene. If you deal a certain damage one of the three computers will blow up and Megaman will jump out on his own to the ground safely. As opposed to getting pushed down by servbots will hurt you. Each time a computer is attacked a chunk of the boss health meter is lowered. That’s because this is the control room making sure everything in the ship is functional while the cockpit controls the actions.

Only one computer can be blown up at a time. So you'll have to repeat the process. Be careful after a computer is blown up the laser cannon shots faster, frequently, and stronger. Once the three computers are blown up that means that the mecha’s health is all gone. You’ve defeated the boss. You’ll hear Tron and the servbots yelling over the defeat. I’m not sure what will happen after the defeat so I’ll end it at that. Also as expected if you run out of health you lose and perhaps a scene where Tron celebrates or maybe the plot goes on from there no matter if you win or lose.

Other: I’m submitting four works in total. Each one is based off of the Guardians from another megaman series “Megaman Zero”. This Mecha is based off of Sage Harpuia who controls wind and thunder. More specifically it’s based on his second form. The Megaman franchise has several instances where another megaman series has posters, dolls or even resembling bosses from another megaman series.

So I thought it would be cool if the legend series had a boss that resembled another boss (Especially since I believe that legends is way after the zero series. If I remember the timeline correctly being thousands of years ahead). I hope you don’t mind that I added some comical stuff in the battle, because to me many of the Legends battles have something comical, which I LOVE!! The battle could also feature a MMZ boss remix of Harpuias element.

I hope you enjoy it.

Haunted Waters[]

Creator: Servbot #Unknown (PreacherDudeRox)

My Bonne Mecha: (Describe what kind of Bonne Mecha it is, how it attacks, etc.)

Mecha Description:

This Bonne Mecha is based on the Underwater Suits some scientists use. This concept can be seen in the head design the most, but I assure you; it influenced many things in the overall design of the mecha. This Bonne Mecha is equipped with a powerful drill on its Right Arm, two water intake legs, and a hatch on its back. It also has several streaks of auto-switched light (as in, it turns on by itself; obviously depending on the conditions) on its body that serve as illumination in dark. It should normally contain a Servbot (or in some cases, a Bonne) that controls the mecha.

Weak Points:

Head (or the Eye more specifically), Drill, Arm, Front Glass.

The Attacks:

-Primary Attack: Drill Force (Most Used Attack)

As the room lights begin to flicker, you can see how the Mecha’s drill begins to whirr and rotate. Then all of a sudden the lights go off, and all you can hear is the water flowing, the Mecha walking, and the sound of you being scared. The lights flicker once again, on and off; and you see the Mecha’s drill attack coming straight at you! The drill grinds against the floor, throwing pieces of metal and sparks off to the side. You must dodge the attack by moving out its range! Luckily, the attack is pretty straight forward; so escaping such a terrible hit won’t be hard at all. But watch out, the flickering lights might mess with how you time your evasion!  Alternate Versions: This attack comes with alternate versions. The First Alternate is the same thing except while the room fills up with water, so it adds a short range splash attack where the attack started. The second alternate is the same thing as the first alternate except slower (used when almost dying).

-Secondary Attack: Haunted Waters

The waters begin to rise inside the room and you notice this battle is a race against time. Once again, you see the lights beginning to flicker and you don’t know what to expect this time. But you notice that occasionally in between the flickers, the Mecha is nowhere to be found! It’s almost like it is disappearing and reappearing! Then the lights go off, and hey; you’re scared again. You can only hear the sound of that drill at work, so you wonder what’s going on. Then the lights come back on with some flickering and you see a drill quickly come out the water; splashing water all over the place while the actual mecha rises out the haunted water. Then the Bonne Mecha swings his drill towards you as an attack that sends a wave down the room.

Alternate Versions: This attack comes with one alternate version. The Alternate is basically the same thing except the attack range is shorter, but much more radial (as in the attack hits around the drill as a circle). That alternative is added when the Mecha is almost halfway dying.

-Tertiary Attack: New Servbot Technology

You apparently haven’t noticed that the Bonne Family has been watching from above, along with more Servbots. You look up at the ceiling and watch how Tron kicks all the accompanying Servbots down below. As you see them fall hopelessly into the damp room, you notice a strange looking Servbot fall down as well. Well, you continue your fight with the Bonne Mecha but you can’t seem to ignore all the (now in a group, and standing) Servbots that appear to be hiding something. If you shoot at them (or walk/run close enough to them), they immediately disperse and reveal the reason for their suspicious enclosed group; there is a Servbot that is equipped with a special Water suit and a buster of some sort. He will try to walk around and shoot you as the hurt and almost dying Mecha charges up his attacks. But remember you have a whole bunch of Servbots running around in fear, so make sure you hit the right Servbot. Also, as the lights flicker, the equipped Servbot teleports across the room; even scared himself of his own mystic trickery he plays on you.

-Special Attack: Murky Death Drill Maneuver! (M.D.D.M.)

You’re almost done beating the Bonne Mecha when he suddenly goes haywire.  The equipped Servbot has fainted, so the Bonne Mecha must perform the worst and scariest movie so far; just so you don’t get the freaking treasure. WELL, the lights begin to flicker rapidly now and it all goes off. Complete darkness. You can’t see a thing except for the soft and slight blur of the lights on the Bonne Mecha. The lights switch on, and you see him nowhere to be found. They go off, once again the lights of the robot are all you can see. The lights switch on again, you see the Mecha with both arms raised in the air; he’s about to attack. The lights go off, then back on. Two huge waves are rushing towards you with the Mecha and his drill following from behind the attack. Run from the attacks as fast as you can to avoid instant death! (But you still ask yourself, where did all the water come from for such a huge attack?!)

The Mission: (Describe how the Bonne Mecha can be beat, and the conditions for winning or losing, etc.)

So yes, it all starts when Mega Man (or the player at the time) walks into a room that has water flowing in through the four corners in the room. Suddenly the room entrance is shut and locked by Servbots on the outside. Then out of nowhere, the new Bonne Mecha comes crashing (or drilling, I guess) down from the ceiling (The Mecha drilled from the ceiling and fell through down). Apparently this aggressive drill-down made a fault in the ceiling light’s circuitry. Because of that; the room lights will occasionally flicker, and even go off completely; adding some fear factor into this battle. The lights will occasionally go off, revealing a scary attack each time. But fear not, for you can see Mecha's lights on for a quick second (as a mere blur) when the lights go completely off; giving you an idea of where to shoot. Hit its weak spot (like where the Servbot controlling the Mecha is placed, behind the glass), don’t drown in the waves, survive the haunted room, and receive your grand reward!

Other: (Miscellaneous comments, opinions, suggestions)

Tips and Tricks:

1) The water is slowly rising as you fight the Bonne Mecha, so act quickly! You don’t want to drown do you? Okay, good. What if the water gets too high, you say? Well, you can always walk to the outer sections of the room; where everything is less deep! There is apparently a dent in the middle of the room (where a section of metal grating is) that gives room for the water to fill up more there.

2) Lights scaring you? Mecha needs to chill out and give you a moment to breathe? Well, if you look up to the ceiling you will see some electrical wiring hanging out. Apparently, every time your buster shot hits the wires, the wires come out and hang lower! So; shoot the cords and wires when the Mecha is right under it so it can make contact with it and paralyze it momentarily! Also, this will turn on the small lines of lights on the walls which can help you see.

3) If you shoot the equipped Servbot enough, it will faint and cease fire. But if you shoot particularly frightened Servbot enough times, some curious Servbots will sometimes stop and watch; something for you to concentrate!

4) The Bonne Mecha is powered by the water that it sucks in through its feet. Its feet aren’t exactly its weak spot, but if you shoot either leg enough, it will lose a percentage of its water!

Haus der Bonne[]

Creator: Servbot #Unknown (MajinOtaku)

My Bonne Mecha: Haus der Bonne (translates to House of Bone, nothing too fancy with the name, just chose it to emphasize the fact that it's meant to utilize the whole family) The mech is made up of five units which link up to form a more powerful model. I'll show and describe each part and its attacks one at a time.

Tron's mech is a flying saucer, meant to be a bit of a throwback to Wily's saucer and is the head unit for the mech. This is the only unit that can fly, while the rest are either water and/or ground-based. The gun to the right of the cockpit fires electricity, which will not only damage the target but also stun them. The antenna on the other side can be used to radio help, which will be touched upon during the battle scenario. The Bonne insignia on the lower half can open up and fire a series of shots from a Vulcan. The Servbot drills are meant to just be drills and have no attacks of their own. They form the arms (they are identical, just flopped)

Bon's unit is a boat and it forms the torso of the mech. He has Bonne insignias all over him which open up to link with the other four units. His weapons are the cannons on either side of his face.

Tiesel's unit forms the legs and is meant to be a submarine when in vehicle mode. When in the form, he can fire torpedoes from the front of the vehicle by lifting the flaps in front of the legs and revealing a hatch.

And all five together form this behemoth. It can use Tron's electricity gun as well as her Vulcan and it can also use Bon's cannons like normal. The arms can grab the player if they get in range and either throw them or face plant them. The two arms can also place their hands together and charge a green energy blast, which they can lob at the player. And of course, it can also try to run you down if you let it get close enough.

When the main mech is defeated, the outer armor falls off, revealing this form, which the player will have to defeat for the last leg of the battle. It is called the Zeigte which, according to Google, means revealed. To attack, it can fire the Gatling guns stationed on the head and use its blaster arm to fire energy discs (since the blasts would be shaped sort of like Frisbees, the shot's angle could curve to give it some slight homing capabilities). The drill/hammer arm (reference to the large Reavorbot you fight at the end of the first ruin in L1) has multiple attacks. If it bends its elbow and then slams its arm down, it would create a circular shockwave. If it brought its arm straight up, without bending, slamming it down would create a straight shockwave that would travel across the floor (think the Metool's attack in BN). It could also turn on the drill and rush the player.

The Mission: Just as the player gets halfway across the room, the place starts rumbling and then a hole opens in the ceiling. The five mechs drop through the opening, though Tiesel's is in leg mode and Bon's is already linked up with Tron's. When this happens, the ruins determine there to be unauthorized intruders. The treasure is dropped through a trapdoor in order to purge the intruders, and the room begins to flood. The five then link up and begin to attack the player.

Each part has its own life-bar and to bring down the monstrosity, you need to finish off each part. As each part is defeated, it also loses its offensive capabilities (the exception is Tiesel, whose part just slows down. It'd be too easy/lame if the machine couldn't move).

As the battle progresses, the room slowly fills up with water. When it gets up to the mech's knees, Tiesel complains that it's getting hard to move, so the mech splits up to fix the problem (any downed unit will just kind of float around, uselessly). The two drill/arm units travel to the floor to try and make a hole in order to drain the water while the other three attack individually (if the two have already been defeated, then one of the other segments will fire at the floor instead of the player in order to create a drain). Tron also calls for back-up and a platform with six Servbot floats down from the opening in the ceiling. They leap off the platform, leaving it vacant, and go to back up the two drill units. Three will guard each unit. Since they need to concentrate on drilling, the Servbot teams will attack them instead. If the player gets too close to the drill units, the trio of Servbots will charge them, doing minimal damage and knocking them over. If the player doesn't have an upgrade to breath underwater, they can use the platform the treasure was on or the platform the Servbots came down on to catch their breath. After 2-3 minutes, the water will drain. The six Servbot will climb back on their platform and vacate while the five vehicles will link back up for the last leg of the battle. For this last section, while the water will continue to pour in, it will drain just as fast as it comes in and will remain only ankle deep. If the player walks into one of the holes, they will fall chest-deep and have to pull themselves out, making them an easy target for a few seconds.

Once the player finally takes out each parts' health, there will be a series of explosions and after some light commentary by one of the Bonnes about the outer armor failing and needing to use their alternative plan, there will be a bright light from one last blast, blinding the player. When the lighting reverts back, the player will have to face Ziegte. This model is faster but doesn't have as much health (only about 2/5 of the combined total) and strength of the original form. However, since it runs on tank treads, it has trouble turning, so it can be out-maneuvered. Once this form is destroyed, Tron will use her barely functioning radio to call the Servbot platform back down, which the family will climb upon and use to retreat. Once they have left the room, the trap stops and the treasure rises back up through the trapdoor.

The only ways to lose is if the player's health drops to zero or they manage to drown when the water rises.

Other: I went with this sort of design to not only utilize the whole Bonne family but also demonstrate how close they are by having them work very closely together, and I didn't want them to all be slapped into one cockpit. I also threw in the swimming Servbots because I thought the notion of something like this mentioned in the blog was interesting, and the drill units had no way to defend themselves when on their own. Two birds with one stone. I also came up with the Zeigte form based on some feedback left by Anthony (this can be read below).

Now for some technical notes. First off, the size. After looking at it, I realize that Bon is way too big when taking into account the size of his siblings. To account for this, the torso will just be an outer shell designed to look like Bon, while the tyke himself shall be hooked directly into the control panel for the section, allowing him to move his segment as if it was his own body. Second, I realize the the mech is pretty big, but the room shown for this battle is actually pretty large itself. Plus, I'm sure the development team could always resize the room if the boss ends up being larger than they anticipated. As for how they managed to get down there, I think each machine by itself would be small enough to navigate a ruin. Other things worth noting are that the top part of Tron's saucer should be pink and that the two Servbots piloting the arms jump into Tiesel's cockpit and sit behind him once the Zeigte gets brought out.

Extra Comments: I think there are plenty of opportunities for humor. However, I'm aware that just the concept and scenario are left up to my design, and not the dialogue. If I were given the option to write Bonne's lines as well, I think I could probably make most of you guys chuckle... unless you're talking about the design itself, in which case, I think it looks pretty ridiculous.

And yeah, I can see what you mean with it possibly needing more room. My initial idea was to make a mech that each Bonne sibling could pilot a piece of (throwing the two Servbots in there was something I came up with later) and from there I decided to make half of the machines designed for digging and the other half for aquatic combat (Tron's is kind of an anomaly I put in so that they wouldn't all be too similar). What I came up with turned out to be bigger than I originally aimed for. The room seems to be pretty darn big, so I hope it'll work out, though (and if not, I'm sure the design team can modify it enough).

And thanks for the compliment. My biggest fear when I posted this was that I'd only get one response and it'd be from N., so some positive feedback really made my day.

My response was meant to question whether you thought the design needed work or whether you were expecting me to actually script the battle somewhat like what a lot of people are doing (I didn't bother because that's someone else's job and I don't want to try to take that away from them, though I was prepared to do some banter to serve as an example if requested). I've been on various forums for a while and I've seen some real douches, but I took your comment as constructive criticism, not an insult. Anyway, I plan on coloring this and updating the first post before the submission part of the contest is earlier, after I determine whether it needs any changes or not. After all, it'd be a huge pain if I had to erase not only the base lines but the color as well in order to make adjustments. As for the seemingly rushed thing, I think that might be because I'm not exactly an artist. This is the first thing I've ever drawn and scanned for the internet, so I didn't realize that some of the lighter lines would be nigh invisible (I'll fix that when I touch it up). As for the more Legendary appearance, might you have any suggestions on that? While some of the things I used for inspiration for this should be obvious, I figured I'd adjusted them enough to work in this setting. If you have any suggestions, I'm open to them.

(Also, since the color scheme might help, I plan on making Tron's saucer pink on top, grey on bottom, Bon's section the same yellow/orange he normally is, the Servbot drill/arms blue, with a yellow hand/drill, and Tiesel's his typical green with the windows tinted red like his eyes. Not sure if that helps it seem to fit into the image people would have for a Bonne mech or not.)

The hammer arm now has a joint and the end is a drill but it retains its basic shape. Its lack of legs is also meant to be a bit of a throwback to the first large Reaverbot that you fight. Given that basically all these shapes are smaller than the original mech's parts, this could very easily come out of the bot once its initial Life Bars are drained.

Heavy Bergmann[]

Creator: Servbot #Unknown (DarkBomber)

My Bonne Mecha: My Idea for this mecha is that it's a digging robot. It would have a large body that could fit about 6 people inside. I'd say roughly about 25 feet in diameter. It would have large drill at the base of it that it would use for drilling through solid rock. There would be smaller drills around the large drill that would help with crushing up smaller rocks. This robot would equipped with a large water hose on the front of the robot, designed to look like a goofy nose. The reason for this would be the drills can also serve to suck water out of the ground and shoot it out of the large water hose, in case they drill into a large reservoir of water or oil. The hose would shoot water out at high velocities, which could be used to break up other rocks (or people). The robot would also have thin spider-like legs to support its weight. The legs could be positioned in various ways so the robot can maneuver in tight spaces and pull itself out of holes and such. The robot would also have to have large arms. One of the arms is a large robotic claw, and the other hand is a large drill. This robot would also have 3 entry points for crew to board from, the top hatch or the two side doors. The robot would also have the same color palette that Ms. Tron has.

The Mission: The Bonne Mecha's armor would be extremely durable, in order to prevent it from being crush -from cave-ins, so just shooting it would not be enough. However, this Mecha was not built to take on extreme amounts of water. If water was to be dumped onto the robot, like from a waterfall, it would seep into the robot, causing flooding. This means that water would have to be dumped out from one of three crew entry points on the robot by the Servbots. This opens up a chance to shoot inside the robot, and do damage internally, until the robot ceases to function.

Other: The way it would fight would be pretty interesting. With the drill arm, it could drill into the ceiling, causing rocks to fall and hurt the player. The claw hand could be used to grab the player and slam them into walls or the ground. The claw could even pick rocks up and throw them at the player. The hose could be used to shoot high power blasts of water at the player to damage them, or just push the player back, to prevent them from hurting the robot when the hatches are open. The drill base could be reconverted to allow the mecha to do some sort of cool spinning attack when the player gets too close. The spider-legs could flail around and hit the player if in range. The battlefield might have tight quarters, but allow for the player to run around the robot to get different angles of attack.

I'd name it, Heavy Bergmann.

I've been thinking about this idea since the announcement of the Bonne Mecha idea. I hope you consider my idea for the new game. :)

Heftig-Hydra[]

Creator: Servbot #767 (Zaiy)

Heftig-Hydra

My Bonne Mecha: Heftig-Hydra is a recycled Bonne Mecha that was made out of the remains of ancient technology, Strangely enough its weapons can only be operated by someone with a short temper, with that it is controlled by both Tron and Servbot #32. It uses fire and grenades to attack; it will gradually rotate between these attacks. You're able to guard yourself from the flame attacks (except the special attack) by running into the water, but the player has to be careful of Servbots in there that throw grenades and attack the player.

-Flamethrowers are very slow and can be easily evaded but they do a lot of damage and cause Megaman to be overheated very quickly, even more so with special flamethrowers. All four cannons can spew flames.

-Grenades on the other hand are swifter and specially designed by the rapid loving #32. Only the top two cannons can throw grenades. The turrets on top of the mecha also throw grenades but more sporadically and randomly.

-Staying behind Heftig-Hydra will cause his tail to spew flames or try to whip the player.

-Special: This mecha drills itself into the ground to remain stable and the canons work together to shoot a large barrage of flaming bolts across the stage and these are harder to dodge, and offense will be hard to accomplish and the player should focus on dodging. Top turrets will stop firing grenades and be used to release steam; this automatically makes the area hotter to overheat megaman, even without the flamethrower hitting you. So, make use of defense and be careful because the water can stop these flames.

The Mission: This mecha's weapons are driven by Creator: Servbot #32 so barraging him with attacks or dodging often can irritate this easily irritable Servbot, causing him to release a barrage of swift flaming bolts. Afterwards the machine overheats, causing #32 to open the cockpit for air, and lowers defenses and immobilizes the machine for 3 seconds. The heat generated by this mecha causes the room to have smoldering heats, despite the moist conditions found in the rest of the ruin; this will slowly deplete your life. Jumping into the water will refresh Megaman and allow him to continue fighting, as well as protecting him from the main flamethrower attack (not including the large barrage from an irritated #32 and also water does not protect you from grenades; so watch out).-Defeating Heftig-Hydra will give you a part that is used to make a buster that shoots limited range homing flames-

Extra Comments: I thought that the water could actually be used as a defense against the heats. I also thought that a connection with ancient technology would also give some connection to previous series, without naming characters although to fans it's obvious. The whole Creator: Servbot #32 was an interesting concept for me since he has a short temper just as Fefnir did.

The wheel was part of the original design, so although it doesn't look ancient it is. I agree though but I'm trying not to alter too much while keeping a Bonne-ish look.

Well from the original map that was shown in the contest rules page. It showed a relatively rectangular almost square room with only water to the sides of it, and some pool of water coming down. I would imagine with a bendable tail/back wheel and bendable front wheel it should easily be able to move around in the safety of the square. And I thought the pools of water on the side would be an interesting defense as I stated previously.

Hermitron[]

Creator: Servbot #Unknown (miguel)

My Bonne Mecha: Hermitron yeah i know there was a crab in Megaman Legends but this one is a hermit crab^^

Well the scenario is the same as what Eguchi-san said with only a few twists, for one the mecha is upside down and after a comedic mishap the bonne family winds up out of the treasure room while a servbot operate the mecha, which flips right side up and begins the battle...

Attack:
Electrified water

Hermitron will be floating in the water electrifying it, if Rockman/Megaman attempts to jump in he will take damage and be knocked back onto the closest platform...

Claw sweep

Hermitron sweep its claw on the platform that rockman/megaman is standing on

Vacuum suck

Sucks the water out of the room, a very important step to water jet

Water jet

Shoots a high pressure beam of water at rockman/megaman which then refills the room with water.

Drill rush
Hermitron dives underwater then rushes at the platform which Megaman is standing on, if it misses Megaman it will get stuck for a little bit and the water will no longer be electrified....

How to defeat it: When the battle starts hermitron will be floating in the water, while the water is constantly being electrified, the goal is to hit the cockpit but the problem is its underwater! To properly hit the the cockpit, Rockman/Megaman must either:

wait for hermitron to suck up the water and while it's doing that shoot at the cockpit or wait for the mecha to do its drill rush then get behind it and shoot at it, though this will only happen when the hermitron is low on health...

The Mission: Just don’t die and defeat it, I made a simple battle because I have a sneaking suspicion that this scenario will happen early in the game...

Extra Comments: This was the only design that I had that was sorta Bonne like...I've been working on another but it's gonna take me a few days and since this is going to end on the 29th I might not have the design ready,but I can try!

Hetzer[]

Creator: Servbot #616 (Tron Bonne)
Collaborators: Servbot #383 (Iceynyo), Servobt #810 (Drawfagget/Head Honcho McCritic), Servbot #640 (Akane Jones), Servbot #776 (Anton), Servbot #1427 (Tsp)

My Bonne Mecha:
Summary: The Hetzer is an elephant like robot which will be stationary with turning ability during battle, Megaman must kick the door of it down to enter and destroy the insides but getting to the door requires beating the head and Bon Bonne who will stop him. Megaman must also avoid the ruins death trap which causes the ceiling to collapse when the water level reaches a certain point, this is done by pressing the two switches on the side. Time Management between fighting and keeping the water level down is key to this battle.


~Conversation File~

Teisel: “How is everything going Tron? Are you finished yet? Who knows if that blue boy is already at those ruins?"

Tron: “I know, I've finished the plans, it should be more than a match for any Reaverbot, or Megaman!"

Tron: “You see this is what the base robot will be."

Teisel: “But how will it manage to get to the bottom of the ruins?"

Tron: “Simple, The bottom is four drills which break apart the ground while a spinning blade under that chops the rest up, the head moves along rails to cover the top; so the skull won't get damaged while it's drilling. With such a setup we can easily transport this robot deep underground without fear of it getting damaged!"

Teisel: “So it's not mobile once we get to the treasure?"

Tron: “It can spin around in place using the drill in all four directions, once we reach the bottom we can have it embed into the floor and control the way it spins and how much force is applied. It can't move around, but with its size, I doubt it'll need to do much moving."

Teisel: “I don't know Tron, it looks pretty expensive and I don't see how we could get such a thing back out of the ruins."

Tron: “Don't worry Teisel that Drache will be customized with a powerful lifting engine and four cords which can connect to the Hetzer and pull it upwards back through the tunnel it dug, and if the machine starts to be destroyed we can simply escape in the Drache by itself."

Teisel: “I see, smart thinking. I agree about the Drache, if we can't get out of the ruins in a hurry once we get the treasure we are in deep trouble. That room leading to it, I assume it's airtight so we can get some water in then get into the Drache which will also have a water sealing room at the entrance."

Tron: “Right you are big brother!"

Teisel: “Explain what the head is doing? It looks like it's pretty important. Also why do we need a water tank? Tron: Good observation, the head holds the two key attack abilities and is why I choose an Elephant as its basis. The Trunk is used to suck up water which is then heated in the head and can be sprayed back out at boiling temperatures and it's easy to control so we can even toss things around with it. The Water Tank is there if we need water, but if there's some there, we can also use it."

Teisel: “What if the trunk is attacked?"

Tron: “No worries, it's equipped to suck in more than water, it could also suck in attacks without taking any damage."

Teisel: “I see, very clever. Oh, and I assume the drill tusk can shoot out to attack long ranged targets?"

Tron: “Of course! I planned on having #30 and #25 placed in Bon's room to feed the head new drills along with..."

Teisel: “Speaking of that, what do you have planned for Bon's room?"

Tron: “I was just getting to that, See the hole above it? Bon Bonne will be able to peak up from there and shoot missiles or gun fire. He can provide support if the head is damaged. #30 and #25 will be feeding him the bullets and missiles while he controls the direction and of course he'll be mounted to spin at his own free will also."

Teisel: “So the control room, what will that be like?"

Tron: “There will be two monitors for both of us, you and my favorite Servbot will control the head and I'll control the spinning and the tail; and I got those conformable couches you liked for us to sit in while we were piloting this as well."

Teisel: “Oh man! You are the best Tron! But hey... What if that kid uses the latter to try and attack up from the top? Heck, what if he kicks down the door!"

Tron: “I have that covered, the tail and the trunk can be used to whack him if he steps foot on our robot, and of course we can always spin at high speeds and fling him off."

Teisel: “Perfect! This time there's no way we'll come home empty handed. So... Pizza tonight sounds good?"

Tron: “Sure, I'll be up late building this one."

~Detailed Overview~

1. Drill Mode-This is what the Hetzer's main body looks like when it is compacted together to achieve the best drilling size. This mode is not seen very long, only when it first breaks into the room, the top of the machine is a huge Bonne Skull which turns into the head of the robot when it moves along rails. Notice the door, which in game it might be used for the initial conversation, with Tron, Teisel, and a red-capped Servbot exiting the door and having the initial conversation before the transformation sequence occurred and the battle began.

2. The head will act as the initial point of attack, it will be invincible normally, only vulnerable during a small window before it attacks.

3. The trunk is very useful because it serves a couple of key attacks at the start, it sucks in water, heats it, then sprays it back out for damage, if Megaman gets too close the trunk can grab him and toss him around, and it can absorb energy as well. It could also use its vacuum to pull Megaman closer and then grab him. Note: It could extend to reach the corners of the room to suck in the water pouring into the room.

4. The drill tusk acts as a normal long ranged attack, firing towards a specific point and exploding on impact, then new tusks are installed for another attack later.

5. Bon Bonne is the second point of attack, once the head is destroyed he pops out and shoots missiles, gun fire, and uses his pacifier attack if the player gets too close. (The one from Megaman Legends where it extends out like a straight whip).

6. These guys are waiting in the tank because they will be piloting the Drache, but till then they are using it as a swimming pool. The cover is only half way pulled out, when Bon is defeated it'll open all the way for the Servbots to catch him and take him down to the Drache.

7. The rails are used during the transformation sequence, where the head moves from its top position to attack mode, a good use of the 3D might be tracking the head movement from the front, and then having the trunk move out towards the camera.

8. If Megaman wants to attack Bon Bonne up close (which he may have to if his weapons can't reach), he'll have to climb the Maintenance Latter, but of course the tail has to be destroyed first or he'll just get his face slapped with it and knocked off.

9. The door leading to the Control Room, this is the final point of attack and use by the Bonnes, They may send a Servbot out with bombs or random objects to throw at Megaman or attack him, and if Bon is injured one will be sent up to start to repair him. When the door is all that is left they'll start sending out Servbots much faster to attack you quicker. Notice Megaman for a high comparison.


The types of Servbots that could come out to attack Megaman are as follows...

1) Is Servbots using Servbot Borers (The ones used in the digout in The Misadventures of Tron Bonne), when they come out they are the only Servbots to hop down onto the ground and start driving around trying to hit you if you get too close, it's not hard to destroy them.

2) Servbots with cooking skills throw platters of Hot Spicy Curry (which float if the water is high enough), you can pick them up for Health. (Maybe with a random chance of getting the Burn status effect).

3) Servbot #41 occasionally comes out and shoots a powerful Bazooka that does the most damage of the Servbot attacks. When hit, the Bazooka explodes and he runs back inside.

4) Servbots with the Slings skill come out and shoot fast and more targeted bombs that explode on any contact.

5) Bomb tossing Servbots lob huge bombs which if they hit you will explode, if you touch them they will explode, and after about a minute they also explode. These bombs float if the water is high enough.

6) Repair Servbots, if Bon is damaged and you are tossed off the Hetzer (or have to jump off), one of these guys will be sent out to climb the ladder and start repairing Bon Bonne, recovering his HP slowly.

10. The Drill serves a purpose for allowing the Mecha to move around 360 degrees, it should be in the ground about half way and be just high enough for Megaman to jump onto.

11. The front view of the Hetzer's skull, when it first activates the normally black eyes turns red. When destroyed they should fade, the skull fall off, and explode.

The Mission: Defeat the Hetzer and stop the ceiling from collapsing. Mission Start! *Image 2 shows the weight of the minimap (Megaman the blue dot, The Hetzer the Bonne Skull).

Just one small problem...

The key problem is that Megaman has to avoid the boss, but when the Hetzer destroyed the ceiling it triggers a trap which will cause the ceiling and everything above it to cave in on them. The trap is located on the two platforms to the left and right.

Water Trap- When Megaman enters the water on each corner isn't filling the room, but when the trap activates the water starts to rise, there are two buttons on each side that must be pressed to lower the water level back down to normal (It will then begin to rise again), if the water covers these buttons they will short out and that will be the signal to the ruins to collapse the ceiling in and destroy everything inside. The Trunk on the Hetzer will reduce the amount of water filling the room each time it sucks in. Note the water will probably only go to about Megaman's chest, depending on the height of the two platforms.

Defeating Hetzer

No lie, this boss will require time management and will be a toughie, if you waste too much time fighting it the water will rise too far and you'll die, if you're not quick enough you'll just end up being attacked by Hetzer too much while you're keeping the water down. To make things worse, Hetzer has multiple parts you have to destroy!

The main goal is to knock open the door and shoot it from the inside, how, you have to kick it! (Yes shooting it does no good) but a couple of things are keeping you from doing that, and those have to be taken care of first or you'll die trying to open the door.

Head Part- If you try to get close to the door the trunk will grab you and toss you around, sadly this thing is invincible normally, the trunk is too useful at keeping your attacks at bay, but when it starts sucking up water it's trunk is no longer able to fend off your attacks, that is the only chance you'll get to destroy it. Once destroyed it falls off and explodes, this leads to Tron sending out Bon Bonne to attack you!

Bon Bonne- Bon fires missiles at long range, shoots down gun fire if you get close to the door, and uses its whip attack when you are on top of the robot. If your guns can't reach him then you'll have to climb the ladder, which means you'll have to take out the tail or it'll just whack you when you try. Once defeated Bon's head rolls into the water tank. Finally you can attack the door.

Hatch Part- Not content to just let you break in they'll start sending out Servbots to defend the door, these guys don't pose much of a threat and a few hits takes him out. Kick the door a few times and it'll fling open, which leads to Megaman running in (not shown) and starts blasting around inside, you hear voices of Tron and Teisel panicking before finally you see Teisel exit the door with Megaman and hurl him outside, the Servbots run back in and return with weapons. The key here is managing the water level because it might get too high while he's inside (and out of your control) doing damage to the insides.

After about three times it catches on fire and explodes in a few places, then the floor gives and it nearly falls on its side, Mission Complete. They hurry to get the escape Drache ready. But misfortune Occurs when the walls give as well and water pours in too fast for Megaman to react and the trap is activated causing the ceiling to begin to cave in, The Bonnes either have the Drache destroyed trying to escape (having to be saved by Megaman) or The Drache is fine and they save Megaman by giving him a ride out of the collapsing ruins. I personally prefer the latter. ^^ The Bonnes are the kind that fight Megaman then help him, so bipolar.

Other: I don't have much to say here, but I guess I'll talk about the inspiration for the Hetzer, I wanted a symbolic boss, The Hetzer is based off the Elephant Robot in Megaman 9, a game which continued a long thought dead series, so having a boss mech which tributes that in MML3 (Another game which is continuing a once thought dead series) strikes me a very symbolic.

The other inspiration is the actual 30ft+ mechanical Elephant which was apparently used in London to pick up passengers.

Thank you for reading my Mecha Design, just the thought that I am having any chance to have my idea used is amazing and I'm glad to be a part of Capcom-Unitiy's Devroom.

Credits

I can only give thanks to the people who gave me positive reviews and am so thankful towards them, but here I'd like to give special thanks to the people who made suggestions and gave aid which made the Hetzer what it has become.

Tron- Idea, Image cleanup and presentation, writing of ideas, sprites.

Iceynyo- Initial drawings, Bonne Skull head idea, suggestions throughout the process.

Drawfagget- Bringing to light balance issues and such which lead to a rethinking of the bottom.

Akane Jones- The chia pet legs idea. It is cute and shaped like Hetzer plenty.

Anton- Final redrawing and suggestions, brought it to life.

Tsp- The final great suggestion that the Hetzer needed a potential recovery option.

Extra Comments: When I was first picking out ideas I went for the elephant because it used water by sucking it in a trunk, but wasn't something that I figured a lot of people would go for, and MM9's sub-boss was a great help in the original color planning.

I had a lot of fun working on this mecha based on everyone's suggestions, and an event where everyone works together to present one or more ideas to be used would be really interesting and a break after these two competitive endeavors.

The contest may be over, but Hetzer is still alive thanks to everyone involved! I figured I'd show off another interpretation (this time in 3D) I just got from a wonderful person named Aoi, who you may remember as being the one who did a great mecha as well!

Thank you Aoi, and everyone who helped improve my mecha submission! ^^ When the devroom works together clearly great ideas can be made, even if they don't win, the memories of seeing everyone so enthused about my idea, and the great ideas they themselves had will carry with me for a long time!

Hochzeitstorte[]

Creator: Servbot #Unknown (Mary)

My Bonne Mecha: ((“Wedding Cake” in German) not officially named)

A triple-layered 'wedding' cake of sorts, this mech has spidery legs that allow it to walk. The bottom layer, which is the largest in diameter, uses its size to its advantage. It tries to ram into Megaman, and can be dodged by jumping at the correct time or moving out of the way.  The second layer is more intense, with the flowery decorations on the cake launching missiles and plasma bullets. The third, top layer, breaks free of the lower shells and floats via rockets. It can launch missiles, plasma bullets and bombs, and the layers on the ground can launch mini Servbot mechs to distract you.

The Mission: For the first part, you can either shoot at the cake's bottom layer, or at the legs. While destroying the legs will render it immobile, it will still be active later on in the fight. If you destroy the cake layer, it will be out of commission later, but will be able to move. After this phase is complete, Tron will put up a forcefield around whatever part wasn't destroyed in the first phase so no further damage can be done to it.

For the second phase, the flowered decorations are the key--shooting them enough times will cause them to explode, disabling the plasma guns and missile launchers, and damaging the mecha's circuitry.

For the third phase, the top layer is floating, which makes it a hard to hit target. The bombs it drops can be picked up and thrown back at it, but it's hard to hit it that way. You're able to climb on top of the ground-bound cake layers and jump to aim at the mech. Servbots will climb out of the second layer, though, so it's a risky endeavor, moreso if the legs are active.

Other: Nobody likes a wet cake, so water weapons will beat it faster.

Extra Comments: Would've added a picture, but I'm terrible at computer drawing. D:

Hölle Räumfahrzeug[]

Creator: Servbot #Unknown (Cory)

Hölle Räumfahrzeug

My Bonne Mecha: Tron's Hölle Räumfahrzeug (AKA the Bon Dozer)

Bon's head is mounted onto an indestructible battle body which is also mounted on tank treads equipped with a large Vice on his left Arm. He has 2 forms: His first form has Tank Treads and an indestructible Helmet that's impervious to any and all attacks. In his second form his treads are destroyed and his helmet removed, but he has a Jet Pack to move around much faster than before.

Attacks

Form 1: In his first form he has 4 major attacks.

1) Falling Rocks - He slams his vice onto the ground shaking the cave and dispersing boulders as well as causing Rock to lose his footing for a short time. 1/10 Damage without special Armor is done to Rock with this attack.


2) Super Arm 1 - If you successfully dodge the falling Rocks, Bon'll get frustrated and slam his vice again and also catch a falling boulder and throw it at Rock. 3/10 Damage without special Armor is done to Rock with this attack.


3) Super Arm 2 - If you get too close to Bon, he'll take a swing at you with his Right Arm, so keep your distance. 3/10 Damage without special Armor is done to Rock with this attack

4) Charge Crush - Bon'll reel back and Shout "BABUUUUUUUU!" before charging with the force of a Bullet Train straight towards Rock with his fist out in front. Dodging this is easy as he'll make an unturnable Beeline towards Rock's position, however, if hit it'll take 7/10 of Rock's Health if he has no special armor attached, it's crucial to dodge this attack at all costs, thank goodness Rock can dodge by rolling.


Form 2: In this Form Bon has 4 attacks as well

1) Heavy Press - Now that Bon is free from the Tank Treads, his lower half resembles that of a Springloaded Stamp. He uses his weight to jump onto and crush Rock, although it is easy to dodge, just keep your distance from him. 4/10 Damage without special Armor is done to Rock with this attack.


2) Super Arm 2 - Same as Form 1


3) Grip Break - This is unavoidable, Bon will charge right towards Rock, vice open, and grab Rock. After he snares Rock, he'll lightly toss him in the air and Smack him with a Super Arm causing Rock to bounce on the ground. 3/10 Damage without special Armor is done to Rock with this attack. 4/10 if he doesn't have a helmet.

4) Passive Fire - If you successfully dodge his Super Arm 2, but are still relatively close, Bon'll throw his pacifier (So much Pun~) at you. 1/10 Damage without special Armor is done to Rock with this attack.

Mission Start: Destroy the Hölle Räumfahrzeug!

First Form:


Bon's body is 100% indestructible, so it's your job to slow him down by destroying the treads.


Roll's Tips: "His armor's way too durable to attack by regular means. His treads are the only weak point, aim for those to slow him down while I figure out what to do next!"


"Huh? It looks like he's having trouble seeing you. It's probably that helmet he's wearing. Megaman, now's your chance!"


When his Treads are destroyed Bon'll lose his balance and throw his helmet off in frustration.

Form 1 Disadvantages


Bon's helmet disrupts his sight so it's easy to fake him out after dodging attacks successfully, take advantage of this and attack his weak points which are his Tank Treads. While the Charge Crush is a very powerful attack, its biggest flaw is its tell since Bon reel's up before using it as well as being unable to make any turns while charging, it can be dodged very easily.

Congrats, First Form Defeated!


Second Form:


Now that Bon doesn't have his treads he activates his Jet Pack making him faster, but now that his helmet's gone he can finally take damage. Aim for his head. Consecutive shots to his head will cause him to stammer and disrupt his attacks.


Roll's Tips: "His helmet's gone Megaman! Shoot him in the head, that's his weak spot!"


Form 2 Disadvantages


While Bon's Grip Break is unavoidable and can't be dodged, it can be disrupted. Shoot Bon's vulnerable spot, which is his head and it'll break his attack, pushing him back a bit. Bon's Heavy Press is easy to dodge, 3 successful dodges cause Bon to temporarily get a tad dizzy, so start firing at him while he's winded.


Once defeated, Bon's left with nothing but his head


Congratulations! The Hölle Räumfahrzeug is destroyed! Mission Complete!


Possible Setting for Fight

The way I see it, is this Mecha would be perfect in an underground ruin at the risk of a cave in, or something much more similar to Gutsman's Original stage from Megaman 1, besides lots of underwater caves and stalactites were created from cave-ins and such (I imagine anyways), there's bound to be patches of weak moist soil.

Scenario

*Mega Man enters the room which is a large empty area that looks as if the room wasn't fully fitted to match the layout of the rest of the ruins with unstable footing*

Roll: "Megaman, I'm detecting some Seismic Waves coming from that room. It looks like that room could cave in at any time. Just get outta there and keep moving forward, there should be a door across from your position."

Rock: "Got it."

*Megaman advances towards the door only to be interrupted by 3 Servbots broadcasting feed from Tron*

Tron: "That's far enough Megaman! I shoulda known you'd come pokin' your nose where it doesn't belong, but right now I can't really deal with you. This job is just too important for you to get in our way, so why don't you just turn around and leave. But don't think of it as 'claim jumping' or anything like that, just think of it as a favor; I mean think about it, didn't we save you by bringing you back from that weird planet not too long ago, if anything you should really be helping me anyway you can to pay us back, after all that rocket wasn't cheap ya know."

Rock: "Uh well-"

Roll: "Megaman, don't listen to her. She's just gonna try and pull something like this again. So just don't worry so much about it, besides, it was all of us who made sure you got home safe."

Rock: "Well..."

Tron: "Alright then, fine! I tried to be reasonable but if you wanna just side with 'Ms. Blondie' and forget about everything I've done for you then I guess there's no other way. Bon!"

*Bon Dozer enters the room*

Bon: "BAA-BUU!!"

Tron: "Bon, You know what to do. Everybody, let's move out!"

Servbots: "Roooooger!"

*The Servbots leave the room locking the door and the fight ensues. After the fight, Bon's head left rolling around. However, the room begins to tremble and starts to cave in.*

Rock: "Uh oh!"

Roll: "Megaman! You gotta get outta there, the Seismic levels are increasing, and I unlocked the door."

*Megaman dashes to the door but is stopped by Bon's cries of terror*

Bon: "BABUUUUUUUUUUU!!"

Roll: "Megaman! Hurry!"

Rock: "I know! But..."

*TIME TO CHOOSE IF MEGAMAN IS NICE OR MEAN: You have 2 choices to choose to save Bon, or leave the room without him. Either one you choose, Bon'll be alright. If you choose to leave him, you'll get parts from the Räumfahrzeug which you can sell for a good amount of Zenny. If you choose to save him, a cutscene will ensue showing Megaman bringing Bon with him and the Servbots giving Megaman a Key to a locked room in the ruins which contain weapon and armor parts, and a few Zenny. Don't be a Hippopotamus, be a Megaman!*

I apologize for the length, but I hope this gives you all a good idea what I'm going for. I wanted to make a tribute mech based on the Guts Dozer and the Guts Man G to see what'd be like to fight it Megaman Legends style. Hope it's too your liking guys. Let's revive a retro boss in a new light in what might be the best installment in the Megaman Legends series! Come on guys!

Hover Tank[]

Creator: Servbot #1124

My Bonne Mecha: It's a hover tank. It's got a lot of fire power and rockets. Servbots stand on the plate form and fire the machine guns or throw bombs down. From inside Servbots fire rockets that's around the cockpit. To protect any one from entering. The engine is on the bottom and are protected by thick shields. The face on the shield opens to fire big rockets.

The Mission: Try and take out as many of the guns as you can. On the shield the face that opens to shoot the big rockets when that opens you shoot inside and stop the engine you can place land mines for it to run over and that would be its big weakness and once the engine stopped working it falls to the floor it won't turn then it's easy to get under it and shoot out the rest of the engine and blow it up.

Other: Still working on it I will upload more pics and give more detail if you guys like this one please comment good or bad.

Extra Comments: I can't wait until the new Mega Man Legends game does come out. It's going to be so much fun. I'm playing Mega Man Legends right now trying to beat 1 and 2 again just for fun because I just can't wait for 3 yes. I know this game is going to rock with lots of fire power. BOOM MEGA time to get your game on!

Yeah I just took a pic from a normal but old digicam lol.

Maybe the outer shield could spin around the hover tank really fast.

Can't really think of nothing to make it have more moving parts.

It's really a hover tank good for going in and blowing things up and taking charge of the battle.

With this tank u can take a lot of people down its got fire power from all side and it hovers so it's faster than normal tanks so it can speed in to battle and blast anyone around it with many weapons =) I hope everybody likes this one. I think this is my best mecha yet.

First all the guns wouldn't be shooting at the same time they would more or less just use the guns that was pointed at you making it hard to hide and there are more than one type of landmine I mean yeah most need to be step on but then you got landmines that blow up on a time or they have a tripwire or laser. I mean there is more than one way to set off a landmine but i understand where you was coming from but even still if the hover thank when over a landmine the whatever is making it hover is putting pressure on the ground and would make it blow up any way so any land mine would work because of the presser of the thank hover and you're not bringing me down at like I like it when people comment good or bad =) the good is nice to hear good comments and it cheers me up and the bad helps me to fix whatever and make it better, but like all things I'm still working on it but I'm not going to put too much work into it into I find out if people like it or not well yeah anyways it was just a quick draw if Capcom likes it they can make it look nice and edited it n make it better.

Howitzer[]

Creator: Servbot #637 (cold52)

Description: (Originally planned to be named Wasserspaziergänger)

This bot has two sensors at the front allowing it to see. it has 8 legs, four legs with that allow it to stay afloat above water also small jets to also allow it to submerge its and swim in water but most uniquely about its legs is its slim parts allow it to push the mech along during the time it's drilling making it a all terrain type of machine. its other 4 legs are meant for combat purposes also designed to shield its front and back movement legs from damage equipped to these legs are machine guns with shields on them both to hit objects nearby also to quickly defend its legs.it also has a power cannon which unfolds in the front...the cannon is powerful enough to push back the mech a bit. Finally it has missile cannons below it allowing it to barrage you with missles from above the water if you're submerged.

The Mission: This bots main weaknesses are its legs but are actually hard to hit due both the mobility of the bot and the shielding on the arms... in order to get to the legs you can either destroy the shields which are tough to break or submerge yourself in one of the submerged part of the battlefield of course it would be tough to do this without getting out of sight first...so to do this you can temporarily damage its sensors in the front allowing for surprise attacks...by destroying its legs you destroy its mobility also taking its ability to stay afloat from above the water and attack you making it much easier to take this thing down.

I thought I'd be an interesting idea for a battle that took place on both land and sea at the same time since the ruins are flooding id imagine this battles terrain changing from mostly land to mostly if not completely water...conditions for winning are destroying the bot of course but if you either run out of life or the ruins are completely submerged it will be a loss the reason for this is because the door leading to the main reason you came to the ruin will be unable to open.

Other: At the start of the battle the main cannon will be unable to open up due to seaweed getting caught in the mechanism to open it though when at half health the cannon will finally unjam

(The reason I thought originally to name it the Howitzer instead of its current name)

Hukammier[]

Creator: Servbot #594 (Kicker)

When the player enters the large room, he notices the treasure and walks to the center thinking how he will reach it, as it is too high for him to reach. Suddenly, the area begins to shake and he notices dust and small rocks falling on him. He looks up and notices something was entering the room through the ceiling, and runs to avoid it, jumping just in time before being smashed by the Hukammier. The Bonnes are talking and they turn the mecha around and see the treasure, and the upper hatch opens. When the player stands up, the Bonnes notice him and they talk before the battle. Hukammier's upper hatch closes and it withdraws the three drills and the treads, using the four legs to move in the battle.

My Bonne Mecha: The Hukammier is a lobster-like digging mecha with a small pirate motif designed by the Bonnes to dig in any terrain, being able to move in land and underwater. Like the Maurwulf, it has resistant armor, but it also has improved speed and mobility like the Jagd Krabbe.

It attacks by ramming the player with its claws and tries to catch him. The left claw is also used to carry and throw objects like boulders, and the sharp right claw can launch drilling missiles. The arms also have a shield for protection and attack.

The four drilling legs help in excavations and improve the mobility and agility, and attacks by piercing enemies. They also contain guns inside for long-range combat.

It has three retractable drills in the front and retractable treads below. The front drills are more powerful than the legs, causing more damage to the player. It dashes at the player to hit him with the drills. The Bonnes only use this attack when they are interrupted in their attempts to take the treasure. After losing 50% of its health, it becomes a standard attack.

Inside the lower part of the mecha, there are three Servbots that drop bombs to hit the player. Sometimes one or two of them will fall and he will try to attack the player before returning, each having a different attack. One of them attacks by throwing bombs, one by using a slingshot, and one by jumping on the player to hold him for a few seconds, giving time to the mecha attack.

Servbots also give assistance in different ways:
When the Hukammier loses 25% of its health, 3 Servbots will appear above and drop bombs from the hole in the ceiling when the Hukammier is far from the center and the player is close. The bombs explode in impact.

After losing 50% of its health, 2 more Servbots will appear above to drop bombs faster, but they may also accidently hit the Hukammier. The Bonnes complain if it happens at 80% HP, three Servbots will fall inside the room. They will try to attack by throwing the bombs the others above drop. The Servbots will be more careful, but if the Bonnes are accidentally hit by them between 95-99% of their health, Tron yells at the Servbots saying they will be punished.

The Mission:
Win: Defeat the Bonnes.

The Hukammier has three weak points:
1. The Bonne mark hatch under it is vulnerable to any kind of attack. It is easier to hit when it tries to catch the treasure.
2. The Bonne mark in the front takes a few seconds to open and close when using the drill. The player can shoot inside meanwhile.
3. The four guns inside each leg and the drill missile launcher inside the left claw.

At first, the Bonnes will attack the player with the weakest attacks to try to make him give up. After losing 10% of its health, they decide to try to take the treasure and leave, standing on two legs, placing the two front legs in the wall for support, and stretching the right arm. While doing it, the Hukammier will be vulnerable to attacks from below. If hit many times, it will slip and fall upside down, and two Servbots will appear from the lower hatch and throw bombs. After returning to normal, one or two of the Servbot will fall (see above).

If all four leg guns and claw missiles had been destroyed when it loses over 80% of its health, an explosion will occur and Hukammier will lose the left claw, the shield, and the four drilling legs. If it happens, it will change to the treads and three drills form from the beginning for the rest of the battle, being unable to attempt taking the treasure. The damage makes the Bonne mark in the front lose one upper tooth, three legs are completely broken while one leg and the left arm have a part left, one tail is broken, and the cracks on the headlamps resemble an eyepatch. Although it became easier to fight, it also became harder to defeat as the weaknesses from the front and limbs were gone and the lower hatch was harder to hit. However, it now takes damage in the joints of the limb that had fallen and the broken tail.

After defeating the Hukammier, it will try to ram the player, or jump to smash him if it is still able to. If not able to jump, one of its treads will break, making it fall in the center of the room, in the same place it started the battle. The shock will make the cracked floor break and the ceiling will  collapse, making the mecha and the Servbots fall down and get carried  outside the ruins by the water below, while parts of the ceiling fall  and close the hole in the floor, and accumulate boulders that makes it  possible to the player reach the treasure. When the treasure is taken, the two remaining Servbots that were in the ceiling appear and take it from your hands, and the player has to get it before they leave the room. It will be easy with the Dash Shoes, but without it the player will need to run fast, probably taking them between the exit and the center of the room. After recovering it, the Servbots will run away.

Lose: The Bonnes defeat you or they manage to get the treasure.

Other: In the last part, the Servbots may either succeed in taking the treasure or drop it in the water by accident depending on Hukammier's form in the end, the former if it was intact and the latter if damaged?

Humbert[]

Creator: Servbot #Unknown (alex)

My Bonne Mecha: My mecha: Humbert is almost like the Gustaff, the only difference is that he is converted for underwater and drilling purposes. The bonne family always (in "Megaman Legends 2" and "the misadventures of tron bonne") fought in the underground ruins with the gustaff, because it is built agile and compact. He also has the ability to grab things, and command Servbots. He can swim and dive and with his fins he is agile in water.

The Mission: He has very strong armor so that the mega buster only hurts a little havoc. In that he appears together with a troop of Servbot offers the possibility to lift them and throw them on the Humbert. He will shoot down missiles in the course of the struggle, firing his weapon arm and sliding at high speed for you. Anywhere in the room will be boulders he throws at you. In addition, he has the opportunity to dig in the ground and reappear again under you to lift you up and use his arms drill to lower your energy. It can also cause shock waves like the Ferdinand. Just like in the misadventures of tron bonne, tron will control it.

He has beacon bombs to command servbots to attack you, they will constantly throw bombs at you or shoot at you with slingshots. The servbots will have diving suits with fins on their head for this mission. :D

Extra Comments: I used photoshop for it. First you have to trace the drawing with a fineliner and erase the sketch traces. Then just scan it. Use photoshop to delete the white background and create a layer behind the black lines. Then just color it on the backlayer. You can also just color the body parts with the fill tool, if you don't need shades and reflections.

I also thought it would be great if he breaks through the wall and you see only the first silhouette. It would also be great if it were a little surprise for both sides, if it was not planned that they meet. (Like tron: HUH?! What are you doing here!! :D) both want the treasure and meet in the chamber. Tron couldn't discover the underground with a giant machine. Humbert would be perfect to dive through the water and to easily break into the ruin and explore it.

Hydro Drillon[]

Creator: Servbot #680 (YamiNoKobun)

My Bonne Mecha: My mecha is quite a strong boss character. I got some ideas from the Marlwolf for the surface design because I find it best fit the new Bonne mecha requirement.

What I have in mind is to have the battle taking place in an area which is slightly filled with water instead of having pools of water only at the corners of the ruin. The water level should be around half the knee height of the player. This is caused by the hole in the ceiling which the Bonne Mecha created. The water should flow down from the ceiling at a speed equal to the ruin drainage system and the rate where water is drawn by the Bonne Mecha. More information about the mecha will be provided in my drawings.

1) The cannon on REAR mecha part

-It is actually controlled by one Servbot!!! The Servbot can be aimed as well

-Servbot should enter from the hatch located on top of the head of Bonne mecha

-The cannon cannot be controlled from the control room, so when one Servbot is taken down, the cannon will auto-rotate back to its original position (the firing barrel facing directly opposite the mecha head) when it senses no Servbot on the cannon control area. This allows other Servbot to take over.

-Hydro bluster

>It fires long range water blasts continuously, meaning a drag shot with long duration (2-4 seconds) that always hits unless a tumbleroll is performed. (Similar to the laser attack of Bancoscus)

>It is used to fumble/trap/distract player (something similar to the reaction megaman will have from the floor trap found in the lava ruin in legends 2, plus a slight knockback will be good). This opportunity can be used to attack player with the machine gun.

-Water ball cannons

>High pressured water cannon balls are shot out of the hydro bluster which cause small damage.

2) The base of REAR mecha part

-The Servbots are temporarily hidden while indirectly contributing to the combat!!!

-The Servbots are actually working to draw water using the water pump lowered from the base of the REAR mecha part!!!

-The top exterior cover (excluding the reinforced REAR mecha part) and Cannon will be blasted away after taking some damage.

-Each of the Servbot can take about 2 hits (something similar to train fight from legends 2).

-Servbots will enter from the back door of the FRONT mecha part.

-The mini machine gun at the reinforced REAR macha part will fire only when player takes advantage trying land near the platform of the water pump tools

-Only the water pump tools on the base of the REAR mecha part will have a lifespan. The entire REAR mecha part (base, water pump tools, mini machine gun, and reinforced mecha part) should explode after the water pump tools lifespan is gone.

3) The drill is actually invulnerable

-Most of the time tracks wherever the player moves (something similar to the Teisel mecha using a gold statue as a shield in Legends 2)

-The whole mecha (Drillon) should actually move slowly towards the user while charging up (like the slime boss in Legends 2)

-Each charging time can be likely the same, but the timing of actual attack will vary each time so that the combat will not be so stale.

-Imagine the Bonne macha charging up, the drill turning slightly blue with visible static flowing through it. Then charging at maximum speed towards the player.

>Hit: Player takes huge damage and becomes paralyzed (requires medicine bottle to cure)

>Miss: The mecha goes for an emergency break. During the break, the FRONT mecha part is still invulnerable. Optional: The mecha hit the wall! Bang! The floor trembles! Time is needed for the mecha to return to the defense position.

4) The weapon attached to the head.

-Spamming of machine gun

-Homing missiles can be fired sparingly

-Small water ball cannons: I don't see how water can damage players unless…

>High pressured water cannon balls are shot out of the hydro bluster which cause small damage.

-The arm can actually move and aim its weapon on top of its head to knock-off the player. Swinging the arm to knock-off player is also possible

-The arm can actually reach out to knock-off player if player stays along the path of the reinforced REAR mecha part

5) The Head

-It is invulnerable

-Player can stand on it

-Hatch can be made kickable

6) The base of the FRONT mecha part

-It has high defense and is non-destroyable.

-It will be exposed to taking damage when all the REAR parts are finally destroyed

-Small water ball cannons will be disabled when the water pump tools are destroyed

-Each charge allows the user to have some time to attack the back of the mecha as the drill has to rotate 180 degrees instead of 90 degrees.

-A new attack is added to the Bonne mecha once the entire REAR mecha part is destroyed

>The mecha can move about with the drill spinning at 360 degrees.

>The spinning will make the mecha invulnerable (Similar to Jagd Krabbe)

>Each ending epin will result in the mecha being immobile for a short duration for the player to attack. *Note: The arm weapons are still functional.

-It is optional to make the base destroyable if the development team finds there is not enough fun and humor in the Bonne mecha that I designed. When it is destroyed, that is where the real Bon will be again replacing the motor of the mecha!!! (Similar to the train battle in Legends 2)

The Mission: The winning condition depends on the number of stages the Bonnes mecha will have.

The winning condition depends on the number of stages the Bonnes mecha will have.

The battle begins with the Bonne mecha charging up and at the same time closing in on the player. Then right after executing a static drill charge, the battle formation will change with the REAR of the mecha facing player. Time is needed for the mecha to get back into defense and offensive stance which the drill will face the player. In the meantime, the HEAD of the mecha will rotate to engage in combat with the player. (*Note: The water ball cannons of the arms are still not operational at this stage as all the water is utilized by the cannon at the REAR mecha part. The machine gun and homing missiles are functional). This will be accompanied with attacks from the cannon of the REAR mecha part.

The player will have to aim for the REAR mecha part first. (*Note: During the charge the whole FRONT is invulnerable. If player attempt to fire at the base of the FRONT mecha, the drill will auto-rotate 90 degrees in advance to cover it)

After the cannon and the exterior cover are blasted away by the player, the water ball cannons on the arms will then be active. In this stage, the player has to attack and destroy the water pump tool.

After all the REAR mecha parts are destroyed, the FRONT will be more exposed to attack.

-3 equal lifespan can be the winning condition

>1 for REAR mecha part cannon together with the exterior cover of the REAR mecha part

>1 for the water pump tools

>1 for the base of the FRONT mecha part

-OR 4 equal lifespan can be the winning condition

>everything stated for the 3 equal lifespan winning condition

>1 on the real Bon after the base of the FRONT mecha part is destroyed.

The losing condition will be the common situation where the player runs out of life gauge.

Other: Since there is water up to half the knee height of the player, it might be a good idea to slightly slow down the movement speed of the player. The colors of my design are not fixed and the dev team can change it the way they see fit.

That is all for my description of the Bonne mecha. How is my Bonne mecha design? My heart and soul is in it.

Thank you.

Ice Scream[]

Creator: Servbot #Unknown (joshua)

My Bonne Mecha: This Mecha is an Ice wielding Mecha. It looks like a robotic lizard. It has a long body with a tail that directly follows the body's curve. It's a pretty simple Mech. It has three modes, depending on who's using it. They are, Defense, Power, and Speed. It rotates out in this order: Defense, Power, Defense, Speed, Power and Speed. Each mode gets slightly harder each time you face it, the parentheses outline the differences.

Intro: Megaman is walking through this huge room with flowing water on the floor and walls, with a big reverbot (optional) on the other side. As Megaman starts walking through the room, the temperature drops drastically. A huge shadow appears around the reverbot as it wakes up. Megaman prepares to fight the revobot when the ceiling caves in and sends ice shards flying as the Mech falls on the Revobot and destroys him.

Defense: In this mode the Mech is very slow and its back is covered in a huge layer of ice. The Mech can barely move, so if you get too close it will roll itself into a ball and try to hit you. You must move out of the way. When it gets to the other side of the room it crashes into the wall, and is stuck there with its underside exposed. That is its weak spot.  After a while it turns back over and continues attacking you. You have to do this at least twice (Instead of rolling in a ball he rolls on his side, making him wider.)

Attack 1: It slides a layer of ice across the floor you must jump over (it is thicker around the outside so you must jump toward it or jump still.)


Attack 2: It throws a ball of ice with water in it at you. It explodes on impact with the ground, shooting out water that refreezes immediately. It will freeze you there, in addition to how much damage it does, until you're hit with another attack (Bigger).

Attack 3: It shoots a rolling ice wheel out of its mouth at you. You must jump out of the way (It comes faster.)

Power: This one puts less ice on, but he puts a little everywhere. His belly is uncovered everytime it attacks, but it's much less fragile this time. You must still shoot it in the belly, but that's much easier this time. It makes an ice sword when you get too close, while it charges at you.

Attack 1: It tosses an ice disk into the air that lands in a straight plane perpendicular to you and the Mech, right where you are. To avoid it, you must run toward, or away from the Mech, not sideways (Thicker.)

Attack 2: It raises its hind legs, with pillars rising under its front legs as it does so. It then knocks down the ice pillars at you (Does it three times fast.)

Attack 3: It splashes and freezes the water suddenly, leaving little ice columns. If you're standing in the water when it freezes, you're stuck there until you hit. You must jump to the top of one of the pillars. The Mech then rolls up a giant snow wall that is the width of the room. You must jump over it when it gets close (The wall, and columns are taller, you have to jump from a short column to a tall one.)

Speed: This one has no ice covering it, at all. It is very vulnerable, but very fast. If you get too close, it will spin and knock you away.

Attack 1: It makes a frozen wave that sweeps from right to left, or vice versa, that gets bigger as it goes. You have to jump over it early, before it gets too big. After he does a wave, he follows it by a wave moving in the opposite direction. After he does one, it makes a nice little ledge to sit on and shoot at him on, at least until he does attack 2 (He does four waves instead of two in a row.)

Attack 2: He turns the ground to ice, then charges at you. It will turn toward you and you can't move faster than it. You have to shoot its face to temporarily blind it, then run (Moves faster.)

Attack 3: He makes a huge sweeping wave of ice that you can't avoid. Shoot a hole in the ice and go through it (Ice moves quicker, but weaker it's weaker.)

Insanity Beast[]

Creator: Servbot #Unknown (Ryan)

My Bonne Mecha: Unfortunately I can't post the design, but here's its basic appearance; The Insanity Beast is designed after a giant, two-head rhino with missle silos on covering its back. It also has three bronze horns on both its noses.

Its attacks are as follows; charging at the player multiple times, firing missiles out of its back (which are operated by Servbots), stomping on the ground (which stuns the player), and drilling into the ground and coming back in random places.

The Mission: The Insanity Beast drills through the top of which creates water to start falling from the hole, as it starts to rise.

Eventually after charging at the player enough, it will get tired, the player then climbs up its back and shoots at attacking the hatch. Players can also attack Servbots by one of two ways; 1. Attack them while the Insanity Beast is tired 2. Reverse missiles by using an attack.

The win conditions are if it reaches 0 health the lose condition is if the player reaches 0 health.


Jellyfish[]

Creator: Servbot #Unknown (Grizlee)

My Bonne Mecha: I think it would make the most sense to have a water strong bot, since this place is under the sea right? Jellyfish came to mind first based on some of the reaverbots seen in MML2. Its main attacks are torpedoes and swinging with its tentacles. When sticking out of the water it should be too tall to jump onto from the water, and is plated along the sides.

The Mission: When the Bonnes crash through the ceiling the water will begin to flood with water, to about half filled. Throughout the fight large boulders get knocked from the ceiling, and can be used as platforms for mega to jump on top of the robot, which is its only weak spot to attack.

Just my ideas atm, I'll update this post if I come up with some more ideas for this bot.

Jewels[]

Creator: Servbot #1124 (agentgabe420 (Gabriel Hernandez Jr.))

My Bonne Mecha: Jewels is a fun loving crazy cartoony cat who loves to play jokes on people, at times he can be really helpful with info for the hero but his help always comes in riddles any more clues would cost something. Jewels loves all things shiney and powerful. His true power is yet unknown. He can streach his paws really far and strach u really good. They way to beat him is to shoot the jewels on his arms and legs first so you can stand far away from him with out his quick paws slashing u and you can blast him as his chest peace will start to shoot beams of energy. after so much damage his chest will begain to lost power and his jewels will start to fade and not glow then keep blasting has he shoots beams uncontrolablely all over the place dash and jump and use a rocket when the sheild beghin to crack for a fast win or if ur feeling like a hero blast him up close to get bounse energy bust from his chest plate as he falls to peaces after beating him he will respect ur fighting skilles and tell u any 3 things u want to know if u lose to him them he will only laugh and take ur jewels and leave u with a really hard riddle to finger out. Jewels will laugh into he falls and loves battles all most as much as he loves riddles and jewels. The two servbot gabes amelia and gabriel are his buddies for life as he fights they run around and pick up any jewels any one might have dropped on the floor and give them to jewels they also help with healing jewels and if jewels is recovering they will stand guy and fight off any one to protect there jewels. to servbots gabe and amelie they are living life like Bonnie and Clied and are madly in love they deeply care for there team met and pet kitty jewels the 3 of them are always looking for new jewels and secrets and tell Tron Bonne all the juicey and great news they have learned and in turn tron bone helps them with the money they need to make repairs and sometimes they take special missions for fun from Tron Bonne if it's in the name of fun, jewels and chaos you can bet this team will be in on it.

Käfer Bohrer[]

Creator: Servbot #712 (Takeyomi)

My Bonne Mecha: (“Beetle Drill" in German)
This guy was designed for the purpose of digging and fighting any potential threats that come its way. Its design is based very loosely on a beetle. It has six legs, each with a drill as a foot. The feet of the legs can also be extended a short distance. The top of the mecha is flat like a ship's deck, and features a door to the mecha's cockpit.

A large cannon sits atop the mecha's front, and a large drill extends from its lower front. Four turrets sit on the mecha's back. The bottom of the mech has a two-door hatch that can open.

The mecha's attacks are as follows. Refer to the corresponding diagram for each attack. (Picture #4)

(Diagram A) The turrets on the mecha's back can fire sprays of bullets at Mega Man. They can rotate to aim at him.

(Diagram B) The large cannon on the mecha's front can fire bombs at Mega Man. The bombs explode with a radial shockwave of fire when they strike Mega Man or the ground.

(Diagram C) The mecha can use its feet to spin in place and strike Mega Man with its front drill when he's close enough.

(Diagram D) When Mega Man is a certain distance away from the front of the mecha, the mecha will rise up on its back legs to drill into the ground. It then throws pieces of the floor into the air with its drill. The pieces of the floor then rain down on the arena. There is a short period of preparation before this attack occurs.

After performing its drill and debris attack, the mecha will move on to its next phase of attack. (Picture #5)

(Diagram E) To prepare the next two attacks, the mecha uses the drills on its feet to climb onto the wall and ceiling of the arena. The mecha can fire its cannon at Mega Man during this time.

(Diagram F) While on the ceiling, the mecha opens up a hatch on its underside to drop several bombs onto the arena simultaneously. They are the same as the ones fired from the cannon.

(Diagram G) While Mega Man avoids or is damaged by the bombs, the mecha drops down onto Mega Man from the ceiling.

At low health, the volume of shots from the turrets and cannons increase. The mecha drops more bombs when it's on the ceiling as well.

The Mission: Mega Man can only defeat the mecha by jumping onto its back and attacking the door located there, like how the Marlwolf is defeated in Mega Man Legends.

However, the mecha is just barely too tall for Mega Man to jump on top of. The fighting arena is also a flat surface without any objects for Mega Man to jump off of.

So, Mega Man can only jump on top of the mecha in the following situations:

-When the mecha drills at the ground to throw debris around the area, chunks of the floor fly up into the air. Mega Man can ride on the chunks of floor that fly into the air and jump onto the mecha's back.

- When the mecha drops from the ceiling to crush Mega Man, it lands directly on its underside. It sits low enough for Mega Man to jump on top.

...After the mecha suffers damage, it spins in place to throw Mega Man off of its top, forcing Mega Man to try to jump on top of it again.

Alternatively, Mega Man can grab the bombs fired at him from the mecha's cannon and throw them at the door on the mecha's back.

When the mecha is on the verge of being defeated, it will quickly climb up to the ceiling. In a final attack, it drops more bombs on Mega Man, then tries to crush him. The mecha explodes when it drops itself from the ceiling. If Mega Man survives, he wins.

Other: Those yellow "eyes" at the front of the mecha act as lights.

The mecha normally moves like an insect.

If Mega Man is set on fire (As in Mega Man Legends 2) by the explosions from the bombs, maybe he can extinguish the flames by jumping into any nearby water?

The mecha's weakness could probably be clued in to the player by dialogue prior to, or during the battle.

Maybe the mecha IS short enough for Mega Man to jump up, but the mecha rises up on its extendable legs to prevent Mega Man from jumping on its back?

Aaaand that's about all I managed to put down for this design. Wound-up redesigning it three times while I drew it up. I apologize in advance for the horrible differences of quality in the attack diagrams.

If there's something I screwed-up on, or something that should be clarified more, (or if some images are just too small) give me a proper heads-up.

Kaiser Schlange[]

Creator: Servbot #1591 (Aberrant17 (Ryan D. Clifford))

My Bonne Mecha: Schlange (working name, German for “serpent”)

Created from the designs (and some salvaged parts) of the Blitzkrieg and the Jagd Krabbe, the mecha resembles a cross between a scorpion and an eel, with crab-like claws and legs that end in feet resembling the fins of a plesiosaur. It measures roughly 10 meters in length, with a top speed of 125 km per hour in the water (65 km per hour when burrowing through the earth). It has mandibles resembling those of a centipede. Being Tron’s mech, it is painted pink, with a pair of yellow eyes on the front. The cockpit is somewhat triangular in shape, with a flat top, upon which there is a round hatch through which the pilot (or a potential intruder) can enter or exit the vehicle.

It is designed for combat and exploration both underground and underwater. The weapon systems of the Schlange went through such a major overhaul that its firepower rivals that of the Theodore Bruno. Some of the weapon systems are thought to have been stolen from Roll Casket‘s schematics. The Bonnes have even gone through the trouble of testing it in simulation, which projected a 92.5% probability of victory over a certain blue-clad digger…

Weapons:

2x claws (salvaged from Jagd Krabbe)

1x Servbot launcher (located in the head, in the cockpit)

2x green orb launchers, one in each claw

10x variable ammo cannons, running along both sides of the body, 5 on each side (can launch torpedoes, cannonballs, missiles or servbots)

2x Blade Arms, one on each claw

2x Shield Arms, one on each claw

1x Shining Superlaser, located on the front of the cockpit

Note: the claws can be damaged to disable the Blade and Shield Arms.

The Mission: The battle takes place in two stages. For the first half, Mega Man is confined to the small platform near the treasure, with the rest of the room being flooded. Schlange will leap out of the water to attack from a distance, or pop up in front of the platform for a close-range strike. Most of its distance attacks will be to launch a barrage of missiles or cannonballs at the Blue Bomber, and the occasional green energy ball of doom. At this distance, the mech will use its Shield Arms to ward off Mega Man’s attacks. Schlange will also pop up to use its Servbot launcher to fire a salvo of 3 Servbots onto the platform to harass Mega Man, after which its next attack will be up close. This is your opportunity to retaliate. Schlange will use its Blade Arms for a melee attack, or launch a superlaser variant of the Shining Laser weapon (I felt Mega should be on the receiving end of this weapon for once). The latter needs time to charge, but if Tron gets to fire, it’s a one-hit kill. If the superlaser takes enough hits, however, the mecha will short circuit, and collapse onto the platform for a time. This is the opportunity for two methods of attack. The first is to simply unleash whatever barrage of firepower you are equipped with onto the motionless machine at point-blank range until it starts up again. The second (and more amusing) option is to leap atop the mecha, kick open the hatch, and drop in on a startled Tron Bonne.

Upon leaping into the mech, Tron and Mega Man will try to wrest the controls from Tron. During this, the game goes into split screen (or you can use the 3DS’s 2 screens), one displaying the struggle for the proverbial remote control within the mech, and the other showing the mech smashing into walls as a result of the Blue Bomber’s backseat driving. This is the most effective tactic, as not only does the mech take damage from smashing into the walls, but also takes internal damage from the struggle. It may be possible to use the touch screen or some button mashing to increase the damage done to the Schlange from within the cockpit. This continues for a while until Tron finally forces Mega Man back out onto the platform via the Servbot launcher, a nod to a letter Mega Man receives in Legends 2 asking him to join the Bonnes as Servbot #42.

The battle will continue this way with Schlange’s attack pattern becoming faster as it takes damage. When the boss health bar finally hits zero, a cutscene will begin, showing the mech sinking beneath the surface. Relieved that the fight is over, Mega Man turns around to take his prize. At that moment, Schlange leaps up and grabs Mega Man in its claw, dragging him underwater. And thus the second stage of the battle begins. “You didn’t really think you’d get rid of us that easily, did you!?”

The good news is that most of the mech’s weapons, including the blades, shield, and superlaser, are disabled due to the damage it has taken, and its health has only been restored to halfway. The bad news? You are now in its element, with a disadvantage in terms of mobility. Oh, you now have 3 minutes to kill it before you drown. From here on, tactics change for both parties involved. Schlange’s starboard and port cannons now fire torpedoes, and the Servbots fired from the Servbot launcher travel like torpedoes themselves. Also, Tron will try to grab Mega Man with the claws and slam him into the wall. Mega Man, on the other hand, may still attack in two ways: the old-fashioned way, or the fun way. Players are free to run around underwater, shooting at the mech, but this method is inefficient against such an agile foe, and 3 minutes isn’t a lot of time. On the other hand, players can leap onto the mech, and try to blast away the now sealed hatch in an attempt to drown the mech. The latter method is quicker (assuming you can get onto the Schlange), but dangerous: the Schlange will attempt to shake off Mega Man, and a misjudged jump can and will have painful repercussions. After enough damage has been dealt, the mech’s exterior will finally be breached, and water will flood the Schlange, destroying it from the inside. And of course, our soft hearted Blue Bomber will feel compelled to save the now drowning Tron Bonne.

Other: I’m actually very taken with the idea of “Servbot Synchronized Swimming.” Perhaps the player will catch a glimpse of half-dozen or so Servbots partaking in such activities if he looks up during the second half of the battle?

There is potential for romantic development between Mega Man and Tron in the scene after the battle. It all depends on whether or not you want the Blue Bomber to know how to perform mouth to mouth resuscitation. ;)

As you can see, I've put quite a bit of thought into my Bonne mech. Regrettably, I do not have an illustration to post onto here at present. I greatly appreciate Capcom’s consideration for this Bonne mech proposal, and look forward to the release of Mega Man Legends 3.

Kalamarobot[]

Creator: Servbot #Unknown (Risen)

My Bonne Mecha: Basically it's a big octopus mech with a "hat" making it look like a squid. It's capable of connecting its tentacles together to form a drill. The drill is only used for digging and not in battle.
For moving in other directions than downwards it has a lot of little wheels on the bottom of the tentacles. These wheels can do full 360 degree turns so it can drive in any direction. It also has little boosters on the squid part making it able to hover a bit.
As for attacks, it's able to tackle and use its tentacles. Its main weapon, however, is its cannon "mouth" that shoots big energy shots. It's also got a gatling gun on the squid hat that shoots a lot of small shots quickly, and it can shoot missiles from the top of the squid hat. Last but not least, the entire hat can be shot as one big missile in an emergency.

The Mission: First and foremost, it takes damage when you attack it, and after taking enough damage it goes down.

The boosters are breakable and explode when broken, damaging the robot significantly. If you want to you can break the entire hat, which does a lot of damage to the bot and disables both the Gatling gun, the missiles and the boosters. However, like hinted above, it will be shot at you as a big, hard-to-avoid missile. Definitely worth it if you manage to survive though.

Other: Pictures! Keep in mind these are just quick sketches made with MS Paint, and I didn't even try matching the art style as I'm not really a great artist. The coloring is just for easier seeing what's what and is definitely not a suggestion of what it should look like.

Kallisto[]

Creator: Servbot #Unknown (Sano)

Kallisto

My Bonne Mecha: Kallisto is a hybrid Mecha Designed by Tron Bonne and assembled by Teisel Bonne using naval and aerodynamics technology. It is a hover ship which has high speed drilling capabilities and great water adaptability. The main tower of the ship (head) is located on the ship's deck where Teisel and Tron control the main ship's balance, while its arms and cannons are operated by Servbots. Bon Bonne is located in front of the ship preparing to fire Kallisto's main drill at the enemy in case of great malfunction caused by damage on other parts. Kallisto's foot have high powerful jets which can stabilize his balance on air as well as its wings located beneath the main body. On marine combat it can move across the water with turbines located on its back.

Attacks: Kallisto can Eject guided drill missiles from its shoulders that may track the main character while on water. (The drills are replaced by Servbots inside the ship)

-It can use its rotating arms to punch and cause direct drilling hits on the main character (while on ground it can use the drills to cause earthquakes and make the character fall, making him vulnerable to falling rocks falling from the ceiling caused by the earthquake)

-It has two Plasma Cannons located on the main ship deck similar to the ones from Balkon Gerät from Megaman Legends 1 which can charge green energy orbs.

-It can boost itself and directly hit the main character with its body while on ground using its boosters located on its foot. (It important to note that Kallisto is a floating robot and doesn't step on the ground, making him pretty fast on ground battles as well)

-Servbots from the deck ride missiles that directly hit you but can also be caught and thrown against Kallisto. (Similar to the train battle mechanics from Megaman Legends 2)

-When it's 80 % Damaged with almost all parts broken, it uses its main giant drill, and the player can be noticed when the Steam horn located on the back of the ship makes the sound. Its direct hit could be lethal however it exposes Bon Bonne who is located in the front of the ship and raises Kallisto's vulnerability as the main drill takes a little while to be replaced.

The Mission: The condition for losing the battle is when Megaman's energy bar is depleted by damage.

The battle will be divided in two parts, the aquatic battle and the ground battle. While in water the player cannot see Kallisto's legs and can only attack his upper body. In this part of the battle its main attacks are going to be released from two cannons located at the main deck, guided drill missiles ejected from Kallisto's shoulders and Servbots riding missiles directed at Megaman. To pass this stage Megaman must destroy Kallisto's Shoulders and the capability of replacement of the drills by the Servbots inside the mecha either by shooting or grabbing the missiles ridden by Servbots and throwing them back on Kallisto's shoulders and also destroy the two plasma cannons located on the main deck. After these injuries Kallisto will be 50% destroyed, however on ground its speed boosts and he can use close contact attacks such as drilling punches from its rotating arms and its own body to dash towards Megaman. However the most dangerous attack at this point are the earthquakes caused by Kallisto's arms in walls and floor. To pass this stage Megaman must destroy its hands and jump (or find someplace safe to be) during the earthquakes caused by Kallisto. After its hands are destroyed Kallisto will be 80% damaged making the Bonnes enter in a panic state and use their Special attack: the main drill located in front of the mecha. At this stage Megaman must evade the giant drill and shoot at Bon Bonne who will be behind the Giant Drill. The player will be noticed when the drill is ejected by the sound made by the steam horn on the back of the ship's deck. The giant drill can be regenerated however it takes a considerable time for Bon Bonne to regenerate the main drill. After they are defeated, only the head is left, but it is incapable of doing any harm to Megaman, and forced to escape using the malfunctioned eject system of the head.

Other: Some suggestions for this battle:

- An interesting thing about the battle would be if the music changed between the water battle and the ground battle. At the climax of the battle (on ground) the music could be more intense.

- At this point it also could be interesting if Roll was talking with Megaman and saying some of the Boss weak points to the player, helping a little bit. Just for curiosity:

I was wondering, it would be really cool if the artists of the team on Capcom made a concept art of the top 10.

Kampfenkrake[]

Creator: Servbot #Unknown (Graham)

My Bonne Mecha: (“Fighting Octopus" in German)

The KampfenKrake is a larger Bonne robot, similar in size to the Feldynaught/Ferdinand. The design carries after the Bonnes tradition to model their robots around animals (Blitzkrieg resembling a snake of some sort, the Yakuto Krabbe being a crab, the Balcon Gelede being some sort of frog); In this case, the KampfenKrake is similar in form to an Octopus. It consists of a large, head segment, in which the piloting Bonne will sit, and control in. The KampfenKrake's main attacks come from its 4 large “tentacles", which it uses to attack the player, as well as a water-cannon located on the front. Its two weak-spots are both a hatch in the back, and a hatch on the bottom. In the majority of the battle, the KampfenKrake's head will be the only clearly visible thing, the legs will be underneath a screen mesh, which occasionally will come shooting up, out of the metal-fence. (Read more in the “Attack Patterns" section)

The Mission: 1. In the beginning, when the Bonnes are about to initiate a battle with Trigger, the KampfenKrake will fall through the ceiling, attempting to hit the player, and fall directly into, and beneath the mesh floor. So, throughout the majority of the battle, the KampfenKrake will only have its head (cockpit) compartment visible, as it is the only part sticking up, out of a screen mesh floor, (The tentacles will be tangling underneath, barely visible). Its head will rotate around, following the players every move, not allowing him/her to shoot at the weak-spot that is the hatch located on the back of the KampfenKrake's head section. Upon this time, the KampfenKrake's tentacles will begin to shoot its tentacles up, and out through the mesh. These will hit Trigger, unless he is continuously moving, and presumably strafing in a circle. After the KampfenKrake has attacked with all 4 of its legs, the player has an opportunity to shoot at the tentacle(s) before they sink below the floor again. If the player damages a tentacle enough, that single tentacle will quickly “jerk" back down below the floor. Afterwards, the piloting Bonne will become angry, and the KampfenKrake's head will begin to shake, as a sign of anger, and the head will no longer track you, making it available to shoot the weak-spot on the back of its head. However; The 3 tentacles that are still above ground, will spontaneously begin to flail in a random direction, potentially hitting Trigger. So, players, will have to be careful to maneuver around to the back-side, without possibly being struck by a flailing tentacle. After a short while, the tentacles will stop flailing, and sink back into the ground, leaving holes in the ground that the player will have to be careful not to fall into). At this point, the player should have been able to inflict some damage upon the KampfenKrake.

2. Occasionally, and usually between attack “1.", the KampfenKrake will spray a steady stream of water out from its water-cannon. This attack replaces the traditional “Bonne Machine-Gun" seen on many of their robots, especially the Feldynaught; replacing the yellow pellets with water (As the Bonne robot is required to use water in some way, I'm assuming), However, the attack, and dodging requirements are very similar, if not exact. While it is spraying water, its head will once again turn around and track the player's movements.

3. If the player falls down one of the holes that the KampfenKrake makes, the player will fall into the water (As seen below, underneath the screen-mesh cage.) The area underneath is about 4 times the height of Megaman, and is completely filled with water. The KampfenKrakes legs are visible here, but its head is not. As soon as the player attempts to shoot at the now visible water tank, the KampfenKrake will tuck its legs in, protecting the water tank, and its legs will begin to spin very fast, creating suction that the player can get sucked into. If the player gets sucked into the spinning legs, he/she will be knocked back, and have damage inflicted.

This next part I'm not sure of... A) The legs could simply stop spinning after a short while, and have Megaman escape up to the surface again.

B) Megaman would have to run back far enough, to grab a rock in the underwater room, in which the player would use the lifter to grab it, and toss it at the spinning legs, in order to stop it. Then Megaman could escape. (Megaman couldn't escape before that, because of the suction).

4. On top of the "suctioning" move being the only move that takes place underwater, why not have the KampfenKrake make a funny noise "glug, glug, glug", indicating that something is happening involving water. If the player enters underwater (On purpose), you will see that Bon Bonne is filling up the water tank, sticking out of the bottom hatch. Here's an illustration to see what I mean: (Picture #3)

5. After, say, 2/3 down the KampfenKrake's health, the KampfenKrake will wiggle around, and become free. At this point, it will jump out of its main hole, where the head rested, and will spread its legs around the large hole, standing upright, (Similar to the way the Feldynaught stood, except not moving its legs).

• One of the KampfenKrake's attacks while standing up is quickly slamming it's body down onto the ground, causing a “shock-wave“ (commonly seen in the Megaman Legends games) that the player will have to jump over.

• Another attack may be when the KampfenKrake slams its head into the ceiling, causing stalactites from the ceiling to fall, and potentially hitting Trigger. These falling rocks will be marked by clearly indicated shadows on the ground. The player will have to be wary to stay out of the way of the shadows, if they hope not to be struck.

During either of these “standing-attacks", the player will have clear access to the other weak spot of the KampfenKrake, the hatch on the bottom of its head. Players will have to be careful not to be struck by either the shockwave, or the dropping stalactites while shooting at the weak spot. After a while, if the player fails to eliminate all of the KampfenKrake's health during its “standing period". It will jump down, into its first stance, and the player will have to dodge the uprising tentacles, and shoot one, however, at this point, instead of the KampfenKrake flailing about, it will jump up and stand again. (This will repeat until the battle is over.) And that ends the battle with the KampfenKrake. (Perhaps the piloting Bonne could fall into the large hole after the KampfenKrake explodes, and he/she falls into the water below. “*Gargle*,*Gargle*, I'll get you for this! *Gargle*"

Lastly, you gotta have some Servbots thrown into the mix, so here's how I imagine them playing a role in the battle: When Megaman falls through a hole in the screen mesh, Servbots riding Underwater propelling devices will come slowly charging towards the player.

I think this machine really suits the funny machines the Servbots always ride, such as the moles while fighting the blitzkrieg (In case you're wondering what this is, it's a SeaBob!)

Here's the battle for visual learners, who don't want to really read the whole, long paragraph: (Picture #7)

Other: (Picture #8-13)

(Note: the second weak spot has been changed into a water tank, see img. 1)

(Picture #14) (Above: An earlier illustration of the KampfenKrake's battle)

Kastor[]

Creator: Servbot #Unknown (SteelyDusk)

My Bonne Mecha: Kastor is designed to be hardworking and diligent like a beaver. The Bonnes utilize his drill to break into the treasure room. They realize the treasure is on floats and try to move it up to the surface through their hole using Kastor's massive water cannon. As the fight progresses, the room gets filled with water by Kastor. The water cannon will stop at intervals as the Bonne's will aim it at Trigger, trying to knock him back to the floor. Kastor also has two homing missile launchers attached to the water cannon's sides and gatling guns on each arm as sub weapons. His drill tail can be used to swat at Trigger if he is on the ground level and maybe even to cause turbulence if Trigger falls into the water. At the start of the battle, Servbots will open Kastor's hatch (the light green spot on his belly) and lob bombs at Trigger. Once it is submerged, Kastor will dispatch Servbot piloted Guppy Subs from his hatch to move through the water and try to ram Trigger with their drills.

The Mission: Trigger approaches the treasure but detects that it is dangerous and decides to leave it alone. The Bonne's, hungry for treasure, break into the room and will not leave without the treasure. Trigger must climb up the platforms that line the treasure room to try to hit Kastor's weakness; his hatch. Trigger can shoot into the hatch when it opens to allow bomb dropping or Guppy release. He can also shoot at Kastor's subweapons to destroy them. The battle will be won if Trigger can run down Kastor's health before the room fills with water. Failing to do this however will not result in a loss. Once Kastor is fully submerged, Roll will tell Trigger that if he can swim into Kastor's water cannon he may be able to sneak into the mecha's power room. Trigger will have a limited time to do so. If he doesn't make it in time due to slowness or Guppy interference, he loses and the Bonnes make their getaway. If he succeeds, a stealth sequence begins where Trigger will have to make his way to the power room to shut down Kastor while avoiding detection by Servbots.

Suggestions: Trigger should perhaps be able to acquire a Propulsion Pack within these ruins or prior that allows him to move rapidly through water and jump out onto platforms. This will probably make the battle run a lot smoother and help him take out the Guppies and hit the hatch once it is submerged. New sub weapons for Trigger that work well underwater could be introduced as well like the Torpedo Buster or the Spear Buster.

Comments: I've been waiting a long time for this game and I really want to see how you guys and ladies wrap up the story. Having my design make it into the game would be awesome. This was an opportunity I just could not pass up. Thank you all for checking out my design. Let's bring Trigger home everybody.

Extra Comments: I felt a beaver would capture the zaniness some of the Bonne mechas are known for. Legends Station is a great site by the way.

Kazendai[]

Creator: Servbot #Unknown (Zodai)

My Bonne Mecha: The Mech has a cockpit like a space helmet/dome thing. It is large, and Bonne/whoever is driving it if it isn’t bonne can be slightly seen through the dome of the helmet. Lower, there is another large circle for the thing, as the body. For the arms and legs, Thick Rod-like things for arms and legs, MORE Spherical things for the Knees and Elbows, and also for the palms/backhand/Feet. The fingers and toes are...Servbots??? It also has a Jetpack looking storage tank on its back, and the "Skull symbol" on its chest. O...k...Anyway, off to how it attacks.

The Mission: During the fight, the mech's hands are replaced for Drills, and it charges towards Megaman. The mech has VERY good turning, so the only way to stop it is to shoot the Propulsion rockets at the bottom of its feet. Afterwards, Bonne will jump back to her original position. Then, the eyes on the skull slide away, revealing guns, which then BLAST MEGAMAN. Then you must shoot the skull symbol to stop that attack. You're supposed to shoot the cockpit, while doing this will do no damage, it will cause Bonne to shoot Servbot Bombers, which function like missles, STRAIGHT AT YOU. She will fire four, not counting the one who accidentally gets its head stuck in the Ceiling, because the Servbot's jetpack exploded. Anyway, shoot the missiles. The last one you shoot down, will hit a mirror (Caused by the Light reflecting part earlier in the dungeon...If you don't add that, make it a hole in the roof) And Bonne will get blinded by it. She will open up her cockpit so she isn't made into a human cake, so now you attack. Bonne will send Servbots to seal up the hole with their bodies, and afterwards, Bonne will Re-close the cockpit and send out a wave of 15-20 Swords holding servbots at you. IF YOU DO NOT TAKE THEM ALL OUT, THE REMAINING WILL REPAIR THE LOST. Anyway, take those out, and the cycle continues for 5 times. Then, the last time, she fires THIRTY MISSILES AND ONE HUNDRED SWORD SERVBOTS AT YOU. After you take THOSE out, she fires a few more missiles...And the one that goes up into the ceiling breaks it. The Ceiling falls on Bonne, who removes her cockpit just to Rant at you, and she is knocked unconscious for a bit...

"Don't worry Bonne, I'll help you!"

"DON'T! YOU'RE GONNA BLOW UP THE ME-BOOOOOOOOOOOOM."

So, yeah. The servbot accidentally blows up the mech. It leaves a hole in the pit, next to an unconscious Bonne, is...Whatever you came here to get.

Other: (Miscellaneous comments, opinions, suggestions)

I thought Bonne wasn't gonna be in this game, but I guess I was mistaken.

THERE IS MY IDEA. GO READ. Ok, I'm done.

EDIT: I forgot some attacks.

Bonne will Punch her drill into the ground. It will cause water to rise up, and smack you in the face.

Bonne will punch the ground, and cause the section you are on to rise up, and you will automatically jump above her. Bonne will THEN punch the OTHER side, and make that side smack you in the face in midair. The ONLY way to dodge this, is by shooting her before she punches the 2nd time.

Keelroy[]

Creator: Servbot #Unknown (Gaia (Ken Laison))

Keelroy

My Bonne Mecha:
Just throwing this in:

It's a Bonne mech that uses its own fists to dig through, and this one's only a prototype. I also threw in a few ideas myself, such as using its thumb drill to "squish you like a bug". Hah. Since it has tank legs, I can say that it can go into the water just fine.

The Weak Spots an opening in the back of the head, which would require 1-4 platforms to reach, and Servbots will be attacking you to prevent you from reaching the mech's hull by either water balloon or water bazooka (a variant of the water gun, haha!).

Since the objective is to get the treasure, I'd think that the mech would be invincible at first due to its current position, but when it gets to a certain spot, it makes itself vulnerable (AKA: Get behind it!).

I mostly combined traits from other Bonne mecha in the past you might have encountered, I was aiming for a nostalgic approach.

When I threw in a certain Net Navi's legs into the mix (hint: he came from a cellphone-only JP Battle Network game).

And for the hay of it let's just have the Bonnes in the beginning of the fight sayin'...

"Teisel: Snooping as usual I see? You'll pay for this! Servbot #21: Uhh, Teisel? I think you triggered a trap... Teisel: Ahh shoot, man the arms!"

EDIT: I have now made a few slight changes with its appearance, now going for a Zeong thing. Plus with extras, so the newest image is a "part 2" of the image previously posted before it. Its name is officially Keelroy to boot. Looks like the colors are final, however.

It can accommodate all the Bonnes. The head is operated by both Tron and Tiesel. Torso is big enough to fit Bon Bonne. Yep.

Extra Comments: I will re-upload these eventually, given their image size. The battle I decided upon is just the usual bonne fair, since almost everyone and their grandmother went for the near-reaverbot/MMZ Mechaniloid approach.

You know how the Marlwolf, Gustaff, and other Bonne boss fights were, right? I know they were most fancy with pointy objects and lasers, so yeah. Makes sense right?

KGB-554[]

Creator: Servbot #554 (tabiasobi)

KBG-554

In the grand tradition of Megaman/Rockman, I've decided to base my Bonne Mech on some cooky theme. My inspiration? Ripping off a Japanese game center, ha, ha (haven't seen all the entries yet so I'm crossing my fingers that no one else submitted something like this already). Let's just hope my idea isn't as horrible as my drawing skills. Here we go...

My Bonne Mecha: My mech is called the KGB-554. The letters stand for Kobun Gashapon Buster. As for 554, I couldn't think of anything else to add so I just put my Servbot number in there. The KGB-554 is comprised of several key parts:

1. Gashapon capsule chambers on the chest, upper arms and legs.

2. A gashapon buster cannon for the right arm.

3. A UFO vacuum-powered catcher for the left arm.

4. An arcade cabinet-based head with TV and joystick antenna

5. Tank treads on its feet.

Attacks:

Gashapon Buster: This is the KGB-554's long-range weapon. It fires a hard-shell, homing gashapon capsule with a, um, “kobun" or Servbot inside. For an extra touch, I have the Servbots wearing classic bomber pilot hats. Gashapon capsule pops open after use (for splash damage) and the Servbot inside scampers away. Having a Servbot in the capsule actually serves no purpose. The Servbots are just doing it for fun.

The Claw: Mid-to-short-range weapon in case a certain foolish blue robot dares to get close to Mistress Tron. KGB-554 torso can rotate 360 degrees quickly for jackhammer style pummeling around its body. Vacuum arm can be used to suck up an unnamed, silly blue robot from mid-range while also supporting the normally weak grip of the UFO catcher claw. Grabs end with a painful slam attack.

Ram Attack: KGB-554, pauses then does a speedy ram attack.

Gashapon “Funnel" Attack: KGB-554 shoots several “rare" special capsules in the air, which are remote controlled by the joystick on top of its noggin. Mini-guns come out from each capsule, which are then controlled by the Servbots inside while the capsules fly around a silly, blue -- well, you know the drill. The KGB-554 then uses the vacuum in its claw arm to suck the capsules back. I mean, those special capsules are rare after all.

Strategy Against:

To counter regular homing capsules: Homing plus splash damage can be a pain to avoid. Homing shots can be avoided by dashing/rolling immediately at the last minute then jumping to avoid splash damage. To remove the homing ability, keep shooting the joystick in the head. The head will then rise, revealing the arcade TV screen, which is actually the targeting mechanism for the gashapon buster. Shoot that enough times to destroy it and remove the buster's homing ability.

To counter “The Claw": Getting grabbed by the claw automatically results in damage if you don't avoid it. But to avoid even more massive damage of the giant enemy crab-killing kind, fire buster shots at the fan to momentarily jam it before it can pile drive you. Then press action buttons to shake free. As my empty wallet can attest to, UFO catcher claws have pretty weak grip after all.

To counter “Ram Attack": Shoot up the tank treads to slow down the charge attack a bit. This then buys you enough time to hit the joystick to make the KGB-554 ram towards a different direction instead.

To counter “Gashapon Funnel Attack": Fire a powerful charge shot at the joystick on top of the KGB-554's head. This will cause the funnel attack to hit the KGB-554 instead. This counter does good damage but your window of opportunity is small.

Condition for Winning: Deal enough damage. Attacking it normally doesn't do big damage, however. You'll need to hit it with counters to really get that life bar down. Before exploding, any remaining Servbots in the KGB-554's various capsule chambers will eject via the “emergency exits" or holes at the bottom of each gashapon chamber.

Condition for Losing: Receive enough damage from KGB-554.

Quick Note: Just noticed that I forgot to add a turning knob for the gashapon chamber on the right leg. The lesson, as always, is: I'm an idiot.

King KraBonne[]

Creator: Servbot #Unknown (Arlette E. Resendiz)

My Bonne Mecha: Since the level involves water, I wanted to include of my favorite sea creatures; a King Crab (fascinating creatures by the way).

The room will have waterfalls in each corner (this is crucial, especially for the Mecha battle system.

As Megaman enters the level, the Bonne family will break from the ceiling with the King Kra-Bonne drill.

The Bonnes with have a small discussion/argument with Megaman (probably about how they are going to steal the treasure, as they are pirates and they pillage and plunder and do all those piraty things).

The battle with be fought in 3 parts:

Bon Bonne controlling the water guns

Teasel and Tron controlling the King Kra-Bonne legs and frontal weapons

Servbots launching Bonne-Bombs at Megaman and also re-filling the water tank

The only way to disable King Kra-Bonne is to:

1. Shoot each and one of Bon Bonne’s water guns, and then shoot him down. The guns will have different water/ammo types including:

Water bubbles

Water bullets

Water Shields that will block Megaman’s buster gun

2. After Bon Bonne is out of commission, the tough and difficult attacks from the King Kra-Bonne front legs will begin attacking Megaman.  This includes a massive water laser gun coming from the family skull logo (this laser even has the shape of the skull when the Mecha fires it).  However, the water laser takes up soo much water, the tank empties out.

3. When the tank is empty, (and while Tron and Teisel still attacking) servbots will come out of the side hatches to catch Bonne-Bombs from the sides and attack Megaman, while one of the servbots runs to the back to refill the water tank.  This is when Megaman will have to find a way to shoot all 5 bomb-throwing servbots, and disable the water refilling servbot.  After doing so, Megaman can begin to shoot the open hatches on the side of the King Kra-Bonne.  This is when Teisel and Tron can yell at them for leaving the hatches open.

This is all happening as the room is beginning to crumble as the Bonne’s activate the trap and the room is giving a countdown before it is completely destroyed.

King Servbot[]

Creator: Servbot #Unknown (Arlette E. Resendiz)

My Bonne Mecha:
Attacks: The main attacks of King Servbot consists of his squeaky mallet (as last seen in Marvel Vs. Capcom 2 & 3), firing lasers out its eyes, & a gun that launches the Servbots to either try & grab Volnutt or explode when they hit the ground.

Weakness: The battle will take place in a location where the walls are magnetized. After King Servbot does an attack where he swings his squeaky mallet around, he gets dizzy, allowing you to attack & making him fall over. Once fallen over, all the Servbots come out & run around the area. In order to defeat them, you must kick them, causing their bodies to get stuck to the magnetized walls. After kicking a certain amount of Servbots, they'll flee back to King Servbot. Repeat a few more times until all of them are stuck to the wall, thus making you the winner.

Concept art: This is just something I made via photoshop. Feel free to improve on this or make some changes.

Extra Comments: Perhaps it could be one of those easy bosses that you fight before the "real" boss of the stage arrives. I could see Tron coming out & scolding them for not getting the job done & having to take care of it herself.

Maybe it could be part of optional training, where you can learn stuff from Roll and Tron & the Servbots built King Servbot as your final test.

Kolbenfaust[]

Creator: Servbot #203 (R.Case/rongs1234)

My Bonne Mecha: It has 3 main attacks.
The gun on its left arm shoots bullets, that's a given.

Its chest can swing open and launch 2 homing missiles.

The right arm is used for making shockwaves in the ground. It grabs the ground and the piston on the top of the arm goes in and out making the palm of the mech slam the ground. If the piston moves fast it will make little weak shock waves but it can make bigger ones but it just takes longer.

The Mission: The player wins by taking the Kolbenfaust's energy to zero.

The player loses if Mega Man's health reaches zero, or maybe if they fail to beat the mech in time for some thing or fail to prevent the mech from doing something.

Other: Servbots could be running around, maybe they are trying to escape with a treasure Mega Man needs. So while Mega Man is fighting the Kolbenfaust he also has to keep an eye on the Servbots to make sure they don't escape.

Also seeing as it was never said who the mech was for here's a Bon Bonne ver. of it, just something I wanted to see. (Picture #2)

Here is sort of a rough idea of how big the mechs might be. (Picture #4)

Extra Comments: I didn't want to sort of handicap myself this time with the whole "It's gotta dig in through the roof" and "It's in a water ruin so it has to be aquatic" this time. So I just did what I thought would be cool.

Just seemed like everyone was doing digging/drilling and water themed mechs that I just wanted to try something different. Not that there's anything wrong with any of those designs. I thought of giving him pistons on both arms but that might have looked a bit too much like Big-O.

Kolibri[]

Creator: Servbot #Unknown (Tony)

My Bonne Mecha: At first I planned to design a giant digging mech but I thought the 3DS might not be too confining for such a boss. This idea I had was from a while back, it's a small yet powerful battle armor designed by Tron. She's never gotten a chance to use it since it puts the operator into harm's way. Its small frame allows the pilot to move at incredible speeds making it hard to hit.

The primary weapons are its wings. They contain machine guns on each wing, green energy weapons on the underside of each wing. The wings extend and fire missiles. They can also be used to charge at Megaman. Also the wings are used as shields that can cover Tron's body completely and can take buster damage without a scratch.

Tron will get assistance from servbots in the air, using Draches or Hornisses.

The Mission: Tron is trying to buy Tiesel and Bon some time as they excavate a nearby ruin. Megaman is running to stop them but Tron blocks his path in a nearby village. She causes wanton damage to bait Megaman, it works and the fight begins. Since the buster is too weak to hurt the armor Megaman will have to use her weapons against her. Servbots will drop bombs from the air which Tron will use her wings to supercharge and toss at Megaman. It is up to the player to grab the bombs first and toss them at Tron.

Kombinieren[]

Creator: Servbot #Unknown (Zonic)

My Bonne Mecha: ((“Combine” in German) not officially named)

This is an idea I had that could be really cool. Near the end of the game (this could be an optional boss fight), all of the Bonne mechs that you fought throughout the game have their key parts put together (depending on what designs are used) & are combined to form a super, giant mech.

Scenario: After Volnutt enters a cave & discovers an important/powerful item/weapon, the Bonnes show up wanting the item/weapon for themselves. Sadly, because they've spent all their money on the past mechs they used on you during the course of the game, they had to use spare parts from the robots you defeated to make a giant mech combining all the powers of the bosses you fought. The ruckus caused by said giant mech is causing the cave to collapse. Volnutt must defeat the mech & escape before the cave collapses.

The Mission: As said before, the cave is collapsing due to the giant mech attacking & such. Therefore, you must focus on 1 section of the mech (arms, legs/wheels, etc.) while being timed. The clock will reset each time you destroy a section. The boss' attacks would consist of more powerful versions of the attacks from past bosses & combinations of 2 or more attacks at once. If you do not beat a section in time, the cave will be destroyed, causing a Game Over. As for weakness, the best time to attack for maximum damage would be when they have to fix the section so it doesn't fall off.

Königsberg[]

Creator: Servbot #Unknown (Heat Man)

My Bonne Mecha:
Design: The Königsberg (ケーニヒスベルク) is modeled after a sea scorpion, though carries some influence of a horseshoe crab (which it originally was going to be design after. Created to bore into deep ruins, it's exceptionally well armored. However, its hatch presents a weak point. Each arm contains a large manipulator and an even larger drill on the outward facing side. Its flexible tail is also equipped with a drill. The mecha is also armed with two front-facing machine guns, and numerous Servbots who will "gladly" risk their lives in battle. Despite its cumbersome form, it’s fairly agile, and can make large leaps and rush forward swiftly, although it's slower turning around. It can be piloted by at least Tron, though by all the Bonnes as well, if circumstances need be.

The Mission: While on ground, The Königsberg will charge at MegaMan or try to jump on him. When close enough, it will thrust at him with its drills (including its tail drill, if Mega Man tries to approach from behind). Even if they miss, they may strike the ground, causing the room to shake and large debris to crash down from the ceiling, which can damage MegaMan. Also, while at a distance, it will fire its machine guns.

The well armored Königsberg is invulnerable to all direct attacks. However, it's small legs can be attacked, and while this does not lower the mecha's HP, attacking them enough will cause the legs to give out and the whole craft to break down. During this period, MegaMan is able to climb onto the mecha (otherwise, after 10 seconds or so, it will get back on its feet and resume attack). While on the Königsberg's back, it will vehemently thrust its tail drill at MegaMan. Also, the hatch on the back opens, and Servbots carrying bombs will run at MegaMan. This is the key moment, however. To truly damage the craft, MegaMan must lure the drill into striking the open hatch. Four or five of these strikes will be needed to defeat the mecha. However, after each successful hit, MegaMan will be thrown off from the mecha so the routine may start over.

While this alone may be enough, I am also contemplating a second phase. After two or three successful hits, a large portion of the ceiling will give way and cause a torrent of water to fill the room. With the battle chamber filled partway, the Königsberg will now float somewhat in the water. MegaMan will stay above the water by standing on floating chunks of the ceiling. In this phase, the Königsberg's legs become inaccessible. It can move around in water, though more slowly. It will now drift toward MegaMan and use its drills to strike at the debris he's standing on. MegaMan must jump to other debris, but while the drill is sticking up from the water, MegaMan can shoot it and cause it to break down (incidentally, other debris will naturally fall from the ceiling when previous debris is destroyed). It then becomes another platform, allowing MegaMan to jump on it, and then onto the back again. The process of luring the drill to hit the open hatch is the same. Two more strikes in this phase will finish off the Königsberg.

Other Notes: Well obviously I'm no maven of industrial design. My drawing is only to give a general sense of the craft's appearance, and I really haven't considered how exactly the legs, arms and tail connect to the body. I almost had a friend do the design, and was even willing to let him take the credit, but I decided that still wasn't in the spirit of the contest. Ultimately, though, the key is the experience, and I think this is a unique battle to the Legends series that combines both shooting action and skillful maneuvering.

I'll admit, though, I'm not entirely keen on the second phase of the battle. I felt it needed something extra to spice it up, and keep the battle from becoming too routine oriented. But using platforms in water makes for other challenges, and to be honest I haven't considered much about what happens if MegaMan falls into the water. Having him die would be too strict, but I don't want to use underwater combat either since the underwater segments of Legends 2 were a bit cumbersome. I also thought it would be funny if Servbots who fall into the water can be used as platforms, but they might be too small for that.

Anyway, I hope you like my concept. And you'd better vote for it, or else I'll ban you from The Mega Man Network. Hahaha, no, of course not. But if it does strike you as an intriguing most of all fun idea, I'd appreciate your support. If it actually wins, maybe I will give away the original design pages in a site contest or something, hahaha...

Krabbohrer[]

Creator: Servbot #Unknown (Gonzalo (vonter))

My Bonne Mecha: My mecha is inspired by the hermit crab. The cockpit and controls are in the crab but the weaponry and mechanics are in the several shells it uses.

The boss has three phases:

In phase 1 the drill mode the boss will attack by attempting to ram the player, after being hit the boss will crawl to the roof and shoot itself from there towards the player.

In phase 2 it will take another shell and this time will cover itself in the ground only exposing the shell. In this phase the shell will serve as a turret having several cannons for bombs and missiles and smaller machine guns. The shell works by having the boss spinning while shooting. Other attacks include the deploying of smaller crab robots equipped with flamethrowers to get in the way of the player, preventing him from taking a good shot. The final attack in this phase is a spinning move in which the robot will take shell spikes from the cannons and Bonne skulls and perform a fast spinning move that will pull the player towards the spikes.

In the final phase the boss will run around the room incredibly fast and erratically while shorting heavy bomb attacks that will cover huge radium areas. The chaotic maneuver will take place when the boss health is low.

The Mission: In phase one the player has to make the boss ram towards several rocks in the room in order to break the first shell, some rocks do damage to the boss while others will have health, these rocks could be destroyed by the player while the hard ones no.

In phase two the player can damage the shell with normal attacks the shell will have three sections to destroy before collapsing. When the shell collapses part of the crab's rear will be exposed and the damage to this area will lower the boss's health. If not doing enough damage the boss will have another chance bringing the turret shell once again.

When the boss has a third of life left the exposed part will be destroyed preventing digging the turret shell and phase 3 will begin. In this phase all of the boss is hitable the problem will be chasing it around without taking damage to take a good shot.

Other: I think Teisel should operate this robot since the last part reflects his mood in tight situations. I think the robot should have a funny animation when breaking each shell like a scared or surprised expression before digging the next one. Also a frantic animation with steam will benefit the last phase.

Krakebohrer[]

Creator: Servbot #Unknown (Salsaguy)

Krakebohrer

My Bonne Mecha: I see I wasn't the only one to think of the jellyfish/squid/etc. route. But that's ok because mines the best! It's built to resemble a squid drill. I had toyed with giving it a fin on top to make it more squid-like but I'm not so sure that looks right. Anyway, the design is all there in the picture so let's get to the meat and potatoes.

The Mission: The basic premise is that it is incredibly top heavy. As you attack the body, it doesn't actually take damage, but it wobbles more and more. Eventually it falls and gives you a nice clean shot at the hatch on top, which is its weak point. After you knock it over once, arms pop out of the sides to help stand it back up. The arms take swings at you and also have shoulder mounted missiles/bombs. You can attack the arms but it doesn't do damage to the main body. If the arms are destroyed it takes longer to stand back up, and has dangerous loose wires popping out of the sides. Since the stage is damp they can cause the ground to become electrified.

There is water pouring in from the hole in the ceiling where the machine drilled through, as well as cracks it caused. As you damage the hatch the Servbots yell that water is starting to leak in through the top of the machine. Tron will yell at them to take care of it and Servbots appear at the top dumping buckets of water out. The battle ends when you destroy the top hatch and the whole machine floods.

Other: Possibly have the Servbots who are trying to bail out the machine fall out when it tips. They could then start attacking, or just run around frantically as they do best.

Krake-Gräber[]

Creator: Servbot #79 (BreakMan. EXE)

Krake-Gräber

My Bonne Mecha: Its primary method of digging through the ocean floor is to use the water cannon to blast through the soil and rock, stopping periodically to move the debris away with its arms. If necessary, it uses its plasma guns to weaken the area first. When it reaches a denser material, like metal, it uses the large drill on its underside, keeping itself rooted in place with its arms. All of these digging functions can easily be adapted for use in combat.

The Mission: CONDITION FOR WINNING: Krake-Gräber's life drops to zero.

CONDITION FOR LOSING: The player's life drops to zero.

As the player is about to pick up the treasure at the end of the ruins, he notices that something is wrong. He hears a low rumbling sound getting louder and louder, and the room begins to shake. The player whirls around, body tensed, ready for trouble. A large hole suddenly appears in the ceiling over the entrance to the room, and water begins rushing in. Down through this hole jumps the Krake-Gräber, which walks forward to stand in the middle of the room. Heavy boulders drop through the hole after it and block the doorway the player entered through. The Krake-Gräber's hatch pops open and two Servbots jump out. The Bonne Family then poke their heads out, bickering at each other, since their drilling operations caused severe structural damage to the ruins. They notice the player, and realize that he's beaten them to the treasure, and vow to take care of him before they claim the treasure for themselves.

"Defeat the Krake-Gräber!"

Stop the Bonne Family from stealing the treasure! Their robot's shell is tough, so try to find weaknesses in its defenses! Try using some of the Bonnes' own weapons against them!

"MISSION START!"

The two Servbots that came out of the Krake-Gräber will spend the battle wandering around, occasionally throwing bombs at the player. The player can shoot the Servbots to knock them out temporarily, or can pick them up and throw them into the water. Servbots that fall into the water will panic and struggle, then inflate a life preserver and slowly paddle back to the platform.

To start off the fight, the Krake-Gräber uses its drill to cut a hole in the middle of the platform and jumps through it into the water below. A periscope appears, following the player's movements, and a target appears on the player, trying to "lock-on". When it "locks-on", the target stops following the player and two of the Krake-Gräber's arms hit the underside of the platform at that spot, buckling the metal grating upward. The Krake-Gräber jumps back up onto the platform, taking a few shots at the player with its plasma guns. The player can pick up one of the Servbots' bombs and, jumping atop the dented grating, can throw the bomb at the Krake-Gräber's top hatch for good damage. (WEAK SPOT!) The player can also shoot the hatch. Either way, the Krake-Gräber swings down two of its arms to hit the buckled floor in frustration, flattening it back out.

The Krake-Gräber stays above the floor for a while, lashing out to hit the player with its arms. When it becomes lower on health, or on higher difficulties, it will lunge its lower body forward and attempt to hit the player with its spinning drill when he gets too close. Its hull will harmlessly reflect all Buster shots, but its feet can be attacked to disrupt its attacks and slightly damage it. It jumps back under the floor and repeats this pattern.

During the battle, the water level in the room will slowly rise in relation to the Krake-Gräber's health meter. This is a visual reference to the water level rising over time and will not affect the battle. As the Krake-Gräber takes damage, smaller holes appear in the ceiling, and water falls down through them, signifying that the ceiling is getting weaker and will eventually cave in. At approximately 1/3 of its health remaining, there will be four of these holes in the ceiling. By this point, the water will be seeping up through the mesh of the floor, so that the player's footsteps leave splashes of water as he moves.

Now the Krake-Gräber's pattern changes, and it will no longer go under the water. Instead it will jump up and attach its four "water use" arms to the holes in the ceiling, pumping water directly from the holes to charge up the water cannon. The other arms will be idle, waving harmlessly in the air. When the cannon is charged, the Krake-Gräber will fire a steady stream of pressurized water at the player, and follow him as he moves. (DANGEROUS!) To stop the cannon from firing, the player can target the Krake-Gräber's feet that are attached to the ceiling and shoot them until the feet let go of the ceiling. He must shoot two of them for the Krake-Gräber to lose its balance and swing sideways into a wall. It falls, stunned temporarily, onto the grated floor, and the player will be able to fire at the hatch. The Krake-Gräber will switch between this attack and attacking with its arms until it is defeated.

"MISSION COMPLETE!"

The Krake-Gräber has been greatly damaged, but is not out of commission yet. As it struggles to get back to its feet, the ceiling begins springing new leaks at an alarming rate. The battle against the Krake-Gräber caused a great deal of damage to the ruins, and the water level is rising faster than before. Teisel wants to stay and fight, but Tron convinces him that they should escape before the entire ruin collapses. Vowing to pay the player back, the Bonnes climb back up through the gaping hole in the ceiling, and the Krake-Gräber swims away. The player takes the opportunity to grab the treasure, but now he must escape the ruins before they fill up with water and he drowns.

Other: - The bottom segment of the Krake-Gräber is attached to the head section via a rotating joint, to allow the bottom segment to spin around independently of the head.

- The Krake-Gräber's size can be adjusted if it is too large or too small for the boss fight area, and likewise, the number of Bonne family members that could fit inside will also be affected.

- The Krake-Gräber's color scheme is not set in stone, and can be changed as required by the development team.

- Maybe the stream of water that comes out of the cannon can damage the legs hanging from the ceiling if the player "baits" the Krake-Gräber to aim in that direction

Krakenstyn[]

Creator: Servbot #814 (Rod Michael)

Krakenstyn

My Bonne Mecha:
Background: The idea for Krakenstyn came about one day when Teisel ate too much Takoyaki for lunch and immediately took a nap. After a while, he dreamed of a gigantic takoyaki ball freshly cooked and ready to be eaten. As he inched closer and tried to take a bite, suddenly the ball spun around revealing its hungry eyes, its numerous tentacles. Teisel tried to run, but he couldn't! The beast would follow him anywhere, land, sea, or sky! Suddenly he got caught by one of its tentacles and was about to be eaten when... he woke up. ..... Was the story that Teisel told Tron over dinner later... and thus Krakenstyn was born!

Description: The Krakenstyn is a giant octopus mecha wearing a hard helmet. It has 8 tentacles that have many uses allowing it to either be a handy construction mech or a transforming battle mech.

Normal Mode: This mode is impervious from the front and side. The glasses protect the front and the sides are protected by the extra tentacles. However, its back is a different story. At its back is the exhaust for letting steam out of the mech. In normal mode it uses a few attacks. One is that he can shoot high powered curry rice from its mouth. Its tentacles can grab and throw heavy objects. It can raise its hard hat revealing homing rockets. And it can even throw the hard hat!

How to beat normal mode: You have to run far from Krakenstyn in order to provoke it to throw the hat. Jump on the hat and shoot down the rockets so when the hat goes back to its head you can go behind it and shoot the weak behind.

After beating normal mode, Krakenstyn will go to either helicopter mode or drill mode.

Helicoptus Mode: "When octopus can fly..." They can now. This mode is an octopus using its tentacles as a propeller to fly, turning the head upside down. This mode can still shoot rockets and curry rice, but cannot use its tentacles to attack. It can however ram you using its high speed flying or slice you to mince by hitting you with the propeller.

How to beat Helicoptus mode: As the helicoptus tries to ram you jump to the side, then jump and hang on to the hat's rim. Climb sideways and bust that weak spot up.

Drill mode is next if drill is yet to be beaten, or oyster mode if both modes have been beaten.

Note 1: Helicoptus mode to drill mode transformation will be done mid-air and will try to drop the drill on the hero.

Drill Mode: This mode is how the mech enters the boss area wherever. Drill mode attacks by burrowing through the ground and ramming with the drill. This can one-hit KO almost any enemy due to the power of the drill. However once it comes out it takes some time for it to burrow through the ground again.

How to beat drill mode: Anticipate the location of where it's going to appear, evade, and get behind it before it burrows to through the ground again, then hit its weak spot.

Helicoptus mode is next if it is yet to be beaten, or oyster mode if both modes have been beaten.

Note 2: Drill mode to Helicoptus transformation happens by burrowing through the ground and appearing under the hero high speed, and (like a dolphin) jumps to the air, unwraps its tentacles, and becomes helicoptus mode.

Oyster Mode: Is the ultimate defense mode having the tentacles cover everything including the weak spot. Servbots will exit a hatch at the top of the hat. Some Servbots will repair the mech, once repaired it will go back to normal mode. Other Servbots will attack you with various attacks (ramming, throwing, weapons, curry rice, etc.) to prevent you from stopping repairs.

How to beat oyster mode: Ignore the Servbots attacking you (if you can muhahah) and attack the Servbots repairing the mech. Then try to get into the hatch. Shoot down the core from the inside! If you don't attack the Servbots repairing outside, then you'll have to be fast in order to get enough damage before repairs are done. If repairs are done while inside the hatch, steam will throw you out of the head.

After beating oyster mode is...

Takoyaki Mode: (X_X) "Stick a toothpick in it, it is done!"

The Mission: Win: Beat Krakenstyn!

Lose: 1) HP out. 2) The ruins are falling apart! Beat it within the time limit!

Other: I was thinking of adding more transformations. But I think that would be overkill already.

Extra Comments: Whoa. I didn't realize there were so many squid/kraken/octopus/tentacle monster entries... Let's do our best!

Stilts Mode: Krakenstyn uses its long tentacles as legs and tries to stomp you. If it jumps, it's going to use the Death cage special attack where it will trap you under it. Exits are blocked by under tentacles and two tentacles will try to smash you. To beat it, you have the smashing in a way that the tentacles will cross and tangle itself. Attack the entangled tentacles and Krakenstyn will become off-balanced.

Spider Mode: Where he could run very fast, stick to walls and the ceiling, but the only attacks would be rockets, shooting curry, and running you over.

Krebslauf[]

Creator: Servbot #Unknown (Elfteiroh)

Krebslauf

My Bonne Mecha: His body is heavily armored and has six powerful limbs. The top of its body can turn around to change its direction (but the drills are now in the back). It only turns 180 degrees, as it would block his limbs otherwise.

This bot was created mainly as a means of entering and exploring underwater ruins to steal their treasures, so it doesn't have a great range of attacks. This doesn't mean he can't defend himself though.

It has two main modes: LAND and WATER.

The LAND mode has four feet and two arms (drills). It's used on land (d'uh!) and is relatively slow and clunky. But its armor is very strong. Sometimes, a Servbot throws a grenade or two from the hatch, its weak spot.

When it changes to the WATER mode, things get interesting. Its four legs, now freed, are now used as powerful pincers, crushing and throwing rocks and other debris. It moves itself by using its drills as propellers. Needing less energy to move, it can unleash the powerful signature green ball of energy of the Bonne mechas.

Armor type: Heavy

Weak spot: The hatch (even more when open)

LAND MODE:

Movement: 4 legs

Front Attacks:

Small guns on the underside. Not very strong, but fast.

Drills used to crush (like fists)

Drills used like lances (by charging)

Side Attacks:

Stomping feets

All Around Attacks:

Servbots coming out from the hatch to throw grenades

WATER MODE:

Movement: Drills used as propellers (on top and below water)

Front Attacks:

Two pincers

Big green balls of energy from its eyes

Side Attacks:

Two pincers (one each sides)

Back Attacks:

Drills (when stationary, sometime from below, after submersion)

The Mission: The level is strongly based on the Devs post. It is a rectangular chamber. The floor is made of grills letting the player see a pool of water below. The treasure is below the grills, and seems unattainable.

It's then that the mecha falls from the roof and attacks.

The player COULD kill it by shooting at it, but it should be very long. The trick is to dodge its charging attack while being close to a wall. If the player pulls it off, the mecha will get stuck for a while. The shock make some part of the ceiling falls, and the grids of the floor become unstable, creating some elevations for a short period of time. While the Krebslauf is stuck, Servbots throw grenades at the player. If he gets on one of the elevations, he should get a clear shot at the hatch, and that would do a LOT of damages.

After 2 or 3 rounds of this, the ceiling can't keep up and break up entirely. It damages the floor enough that there are now only some "islands" that the player can get on to stay out of water. But the Krebslauf is too big, and falls. It seems for a while that it has sunk. The player, in a cinematic, sees that the way to the treasure is now cleared. While he/she goes to take it, the Krebslauf emerges behind the player and he have just the time to turn around to see it attack him!

Now in WATER mode, the Krebslauf is much tougher, but the hatch is more vulnerable. The challenge here is to evade the attacks while having his mobility limited, and while trying to shoot the hatch of the now quicker mecha.

Other: Sorry for the lack of diagrams and all, but I was a little bit late, and didn't have time to make them. Sorry. The skull could be in front too... And the colors were not finals.

Kreisel[]

Creator: Servbot #1429 (Carl)

Kreisel

My Bonne Mecha: Bon Bonne's Kreisel model was created with heavy-duty drilling in mind, and which features Tron and Teisel in direct control of the side hand drills within individual pods. In this form Bon's primary attack is spinning like a gigantic top, allowing for a strong charge toward the player. While spinning at full speed, the player's attacks will simply reflect off of Bon Bonne. Bon also has the option of a more direct stabbing attack with the assistance of his siblings, crashing their drills straight down. Should Tron or Teisel's drill be removed from Bon's body, they can also charge the player with their own drills, though their attacks are weaker and mostly meant to allow Bon an opening. Also added to the arsenal is a strong water pump, which can be accessed through whichever arms Bon has free upon either sibling detaching from him (with the power of the attack increasing once both are detached).

The Mission: In order for the player to defeat Bon Bonne in his Kreisel model, they need to create openings to attack, since he's essentially invincible while spinning. Since the Bonne's initially come crashing down from the ceiling prior to the battle, the mechanism that normally keeps Bon's large drill body balanced is damaged. Players can take advantage of this malfunction by leading Bon over rubble or deep cracks that are found throughout the chamber while he does his spin attack. This results in Bon tripping onto the ground or swerving out of control and getting a drill hand stuck in the wall, leaving him open to attacks while he recovers. When Bon's hand gets lodged into the walls, either Tron or Teisel's units end up splitting off and becoming separate targets (though with significantly lower health and attack) that need to be taken out.

Other: Upon defeat, Bon's head could roll to the ground, covered in ash just like it did in the original Bon fight in Legends 1. I also think it would be a cute touch to have at least a few Servbot fall into the chamber with the Bonne trio and get caught in the crossfire of the fight. Or they could even be outside of combat entirely, floating in a nearby pool of water in inner tubes or water wings.

Kreiselgerät[]

Creator: Servbot #1607 (Kenju)

My Bonne Mecha: Alrighty, here's my design. This is the Kreiselgerät, an Aquatic/Excavator mech. It can use its flexible body to navigate the winding tunnels it digs. The drill is located on the 'head' of the mech, partly covered by protective shielding. When it's ready to drill it opens this shielding, exposing the whole drill and allowing it to start spinning. While the drill is activated, the plates also spin around. Also, on the edges of each plate are teeth, which are used for:

a) Locking the plates together

b) Assisting in drilling (done by bending the petals back farther so they can fit inside the hole)

c) Intimidation, at least a little bit

The body is made of several segmented pieces, the 2nd piece being the main cockpit inside is a large tube at the top, which is part of the 'spine' of the mech, and runs down the whole body.

Location: The battlefield I thought of is a dome-like room, with a round pool in the middle, leaving a ring of walking space for the player. The pool is only deep enough to fit half of the mech in.

Attack: Arm Attacks: Simple but dangerous swipes, swings, and pounds done by the arms.

Claw Drill: The spikes on the arm spin around, and strike. If it misses it will end up stuck in the wall for a second. At low or critical health, this attack will throw around rocks and boulders nearby.

Drill Dive: Using its arms to trap the player in, the Kreiselgerät will attempt to drill down on the player's location. If it misses, it will pause for a moment to power down the drill and is vulnerable. If it misses but the player is too close to the head, the spinning petals will knock the player back with minor damage.

Low or critical health, debris will be thrown around. The head only attacks if the arms are disabled.

Tailgun: The Kreiselgerät's tail will emerge from the water and shoot at the player. The intensity of fire depends on how much health is left. If underwater, the tail can aim from below as well.

Tail Swipe: Underwater, if the tail is still in action, will occasionally sweep across to hit the player.

- If the player disables the tail or has just been underwater too long, the jets/ propellers at the bottom of the feet will create a powerful current before knocking the player out of the water.

Petal Blasters: The shield will open up and the drill will start up, but the petals will spin slower than they would be for drilling. The nodes at the tip of the petals will then start shooting at the player.

Drill Cannon: At low health, starts the same as the blasters, but instead, the nodes will gather energy and fire a large energy sphere from the tip of the drill.

The Mission: Victory: Kreiselgerät's health is reduced to zero. Most of the mech ends up wrecked except for the cockpit, which can be used to escape.

Defeat: Lose all health.

Strategy:

Phase 1: Kreiselgerät will stay at the far end of the pool relative to the player, and will only use the tail-gun to attack.

- Go underwater and damage the legs while fending off the tail.

Phase 2: Kreiselgerät won't use head attacks until the arms are disabled.

- Attack and doge the arms until they are disabled.

- Optional: Attack the tail when it shows up until it is disabled or completely destroyed. Can be done above or below the water.

- Wait for the head to be exposed during a drill attack, cannon attack, or any other brief moment it decides to open up and attack until the arms start working again.

-Repeat

Other: Attackable Spots

Legs - Keeps Kreiselgerät away from the player for the duration of Phase 1

Arms - Enough damage will disable one for a while. After both are disabled, the tail or head will attack.

Tail - Optional, but destroying it is a good choice.

Head (Shield Closed) - Attacks do little if any damage.

Core (Shield Open) - With the shields open the head becomes the main weak point.

Misc.: Also, all of the underwater/phase 1 stuff can be excluded if need be, I just added them in case the player was able to go underwater.

...And As a bonus, here's an early draft of the mech.

Kühnair[]

Creator: Servbot #Unknown (Thomas Lareau)

Kühnair

My Bonne Mecha: To put it simply, Kühnair's a war machine, its one and only function is to destroy the enemies of the Bonne family. Equipped with Two giant swords and a pair of massive "hand" guns, it strikes quite an imposing figure.

The Mission: For the most part Kühnair will attack by shooting at Mega Man from a distance. Considering the fact that it takes tremendous amounts of energy to swing the swords, it will only do so when Mega Man is within range. However, repeated swings may cause it to lose its balance and with the help of a few well-placed shots (watch out for counter shots), it may fall over. After you knock it over enough times, Kühnair will actually stop attacking with its swords directly and begin to start throwing out explosive cables to try and draw Mega Man into its line of fire. After repeating this a few times, it will then spin its outer arms at a high velocity, causing a powerful vortex. It rarely stops shooting at this point, so be careful. If Kühnair actually manages to pull you in, it's all over. However if you can manage to find enough breathing room to shoot lose the shrouding debris. Kühnair will pull it into its twister, and if it's large enough, cause it to lose balance once again. Which will give you your opportunity to finally finish Kühnair off by knocking it into the water. However this may take a few tries, depending on its location when it starts spinning. ...And As a bonus, here's an early draft of the mech.

Kuwaga[]

Creator: Servbot #Unknown (Travis)

My Bonne Mecha:
Kuwaga: A spider Based Bonne Mecha made for exploring ruins, mostly dangerous ones that cave in without precaution. Kuwaga was found and modded by Tron Bonne and was fitted with guns, poison, and drills.

Tron never thought it would come in handy until today......

Attacks: Based on a spider, Kuwaga claws his feet into the walls. Hanging. He has 4 attacks

Attack 1: Eye Glow

-Kuwaga's eyes glow red or green as he fires:

Green: Poison Gas

Red: Fire

Sorry pics are so small.

From top, then left to right.

Final Attack, Semi Final attack.

Attack 2, Attack 1

Attack 2: Use weaponry

-Kuwaga will stop to a crawl and will fire:

Kunais

Bombs

He can also take out a Machine Gun that will give you BIG DAMAGE

Attack 3: Semi final attack

-Kuwaga will attach rocket jets on his bottom as he floats. His legs attach to each other and form a giant drill.

Attack 4: Final Attack/Desperation move

-Kuwaga will puff and smoke as he fires a giant Web. It goes EVERYWHERE, it cannot be avoided. You will be vulnerable to attacks and you cannot move.

Servebot: "Little Daddy"

Attacks:

Fire Missles.

Fire machine guns.

Ram into Megaman.

HOW TO DEFEAT:

Kick a servbot off his mecha. Grab him and throw him at Kuwaga's mouth while he's firing poison or fire.

Shoot at legs, which does damage.

Shoot at triangle on head.

Misc

Kuwaga parts:

Battlefield:

-Battlefield is 10 platforms circling the room. You can jump on all of them.

-Water is on the bottom of the battlefield

-Try not to jump in water, it will be bad, Kuwaga will step on you.

-Servebots will jump out water and will be on walls.

Mission!: Defeat Tron Bonne before she gets to the top of the ruins!

If you don't defeat her in time, the water will rise, and she'll get the treasure before you do.

Capcom, if you use my idea, you can redesign his legs or whatever.

I hope you enjoyed my presentation.

Extra Comments: The room and fight was originally going to be like The Hemesaur King from The Legend of Zelda: The Wind Waker, but that seems like too much.

La Gigante de Due[]

Creator: Servbot #1865 (99312201)

My Bonne Mecha: This mech, piloted by Tron attempts to best MegaMan with lasers, rockets and overall brute force. Rather than just reposting the whole thread I figured I'd just post my explanation of this mecha in the second post...for the record that's called cheating.

Any hoot, the concept of La Gigante was clearly a giant. Rather than going with an aquatic theme I decided to go with something different.

To begin with, the mech is piloted by Tron, which is nothing new- but I also use a relatively unused idofea in MML- asymmetry. The entire mech is piloted from the cockpit of the mech arm. The battle is in two parts. The first involves fighting the mecha as a whole. It uses an optical laser, the arm and finally its leg compartments open up to fire a flurry of missiles. The weak points are in the eye and the glowing elbow joints. I based the jointless technology on that of Megaman Juno and reavers from MML2.

The Second part of the battle involves fighting Tron from the arm itself. This battle would be solely melee based, though still aiming for the elbow joints.

Extra Comments: I like Reaverbots as much as the Bonne Mechs!

Really I wanted to combine the two and I actually have a number of other designs- some more Bonne-like and others more Reaverbottish, but the deadline is already past.


Levian[]

Creator: Servbot #628 (problemsolver)

My Bonne Mecha: Levian is a classic humanoid mech created for use in ruins where a significant supply of water exists. A lapse in judgement has caused it to fall through the floor above, becoming stuck up to its waist in the floor. Pieces of debris from the ceiling are strewn across the battlefield, which Megaman can run onto or take cover behind.

Levian's main water pumps are located in its feet and legs, which are now stuck and clogged somewhere under the floor. As a temporary solution Tron sent out a group of Servbots with pumps and hoses to pump the room's water into the mecha's right-shoulder reservoir.

Attacks:

- Water cannon: Levian's primary attack, the water cannon fires blasts of pressurized water which can knock Megaman back several yards.

- Drill: Levian's secondary attack, the drill is limited to short-range use and can be easily avoided by fighting from a distance.

The Mission: (Picture #2)
Damaging Levian:

- Knocking out the Servbots at the pumps will prevent Levian from refilling its reservoir.

- When the reservoir is empty, Levian will attempt to fire its water cannon and suck air instead.

- When Levian misfires its entire body is shaken and the front hatch is knocked open, providing a clear shot at the mecha's core.

Recovery:

- Tron orders her Servbots to shut the front hatch.

- Servbots around the inside of Levian's collar to the front, then jump off onto the top of the hatch.

- Each pair of Servbots knocks the hatch shut a little more until it is closed.

- The hatch cannot be reopened until Levian misfires again.

Victory: Levian's core is destroyed, rendering it immobile.

Other:
- Tron will occasionally emerge from the hatch in Levian's helmet to give orders to the Servbots. For safety reasons she will not do this while Levian is drilling.

- Levian's visor is closed while drilling to protect its eyes from flying debris. The visor also protects Tron from direct attacks when it opens.

- Levian's eyes can be attacked. This can cause it to lose track of its target, allowing Megaman to run around it to attack Servbots more easily.

- Megaman can run onto debris to get a better line of fire to the core.

- The Bonne insignia was converted to a hatch because it was the most convenient place to perform maintenance on the core.

- The mecha was originally going to be named "Leviathan," but the general consensus was it didn't look like one so it was shortened to "Levian."

Extra Comments: I wanted something more along the lines of Theodore Bruno's head but I couldn't get it to look right so I went with the "knight helmet" version instead. Unfortunately I'm seriously behind on some assignments so I likely won't have time to correct anything.

Leviathan[]

Creator: Servbot #Unknown (Prairie)

My Bonne Mecha: The mecha is a large blue serpentine leviathan. The head is draconic in appearance. There are several fins sticking out of the back of the head. Two of these are large underwater jets. These fins can fold over the head and attach to the other fins to create two things: a circular collar or a drill which covers the head. On the forehead is a large upside down triangular jewel.

I’m not good at measurements so I don’t know how long it would be approximately. On The chest of the mecha is the Bonne emblem (Jolly Roger). On one is of the mecha’s body are two starfish patterns (though distances from each other). While on the other side of the mecha is a singular starfish pattern. These starfish have the face of the Bonne family emblem (Jolly Roger). These are just for fashion though they’re actually doors that when opened looks like a mouth is opening. The tail of the mecha is a large heart like fin, the tail has a suctioning mechanism that is able to draw water inside the mecha to use against you as a weapon.

The mecha attacks by slithering around with its drill. Firing ice at your mouth. The mouth will also fire a freeze breath at you. The emblem (Jolly Roger) can open up and unleash waves of water, along with the starfish doors.

The Mission: Scene – not battle

The mecha drills through the ceiling. Megaman finds himself staring at a large serpent shaped mecha with a large drill for a head. The drill splits itself and turns into the mecha’s head fins. You’ll hear Tron gloating how this is the perfect mecha for the scenario of the now flooding room. But a servbot interrupts saying megaman is instead paying more attention to the flooding room. Tron gets frustrated at this.

Stage 1

The battle starts with Tron saying he’ll have more than a flooding room to worry about. The mecha’s head fins combine to form the drill again and place its head on the floor. The drill whirls and the mecha starts to slither around the floor. The object is to dodge the drill if you touch the other mecha parts you will be knocked back but the drill is the main concern as it does more damage.

You can shoot at the mecha during this time but the main priority should be dodging. The mecha has a fixed time period to slither around. After it’s done the neck will stand up and the drill will split open. The mouth will breathe frozen air and freeze the water on the floor and the water coming in from the ceiling. The head will then be shooting frozen ice like spears at you but try to ignore it. One of the starfish doors will open and around 5-7 the servbots will come out holding some form of weapon. These weapons will shoot bubbles. Try not to touch the bubbles you’ll get trapped inside. Being trapped doesn’t hurt you but it delays you. What’s worse is that if the ice from the head shots at you while in the bubble, the bubble will freeze causing extra damage. If you press the buttons you’ll shake yourself out of the bubble or break out of the frozen bubble.

If you shoot a servbot it will fall to the floor. The main target is the open door. You can’t go inside but you shoot right inside which causes damage to the mecha. After a certain amount of damage smoke will be seen coming out of the door and the servbot’s run back inside. Repeat the process with the other two doors. After the three waves of servbots have been dealt with, Tron gets angry and the battle picks up from there.

Stage 2

The mecha’s rampages around the room breaking the frozen floor and ceiling ice, allowing the water to fill the room again. However the rampage lets twice the amount of water to come back in. The mecha will try to slither around the room again, try to dodge the best you can. The room’s floor is half water and half ice so it can be a bit tricky. The mecha will stop and raise its head again and the drill splits apart once more.

The large Bonne emblem (Jolly Roger) opens up. The tail is then dipped into the water. The tail is suctioning the water and out of the now open hatch a flood of water is being fired at you. It takes some time for the water to reach from the tail to the chest hatch. The moment the hatch opens is the moment it starts sucking water and the hatch opens slowly. Once it is completely open waves of water will pour out. Take this time to shoot at the head. When the hatch is almost open take the time to run to the mecha’s side or you’ll be hurt by being washed away.

The mecha head will target you and shoot ice at you. When it stops shooting it will repeat the flood process again. This time however if you try to aim at the head the heads fins project a force field and Tron makes a smug comment. Instead run to the tail and shoot at it while it’s sucking the water. Be careful though instead if a flood comes from this time it comes out of the starfish doors. Once a certain amount of damage has been taken the tail starts to smoke up.

Stage 3

Tron gets angry again and the mecha rampages once more. This lets more water in. The room is now a pool with floating icebergs. The mecha aims at the water from the ceiling and freezes it with chilling air. This stops more water coming inside the room. The mecha dives into the water. With no floor you must use the icebergs to move around, be careful if you fall in the water Megaman drowns and you lose. Now the only part of the mecha you will see is the head popping out of the water moving around shooting ice at you.

Try to dodge. Don’t fire at the head, if you do you’ll find the head protected by the barrier from earlier. When the head stops swimming, get ready. It will start to make an inhaling sound. It’s preparing to blow that chilly wind as earlier seen at you. If this comes in contact it will freeze you with a lot of damage. During the time it takes during the mecha’s freeze breath. Aim for the head. This is the time the barrier is down. Then dodge the freeze breath when it’s about to attack.

This might take several times but after some time and damage that’s the last segment and the boss health meter runs out. You’ve won the battle. The way to lose is to fall into the water in the 3rd stage or run out of health.

Other: I’m submitting four works in total. Each one is based off of the Guardians from another megaman series “Megaman Zero”. This Mecha is based off of Fairy Leviathan who controls water and ice. It’s more based on her real form. Her second form is like a manta ray so I wanted the mecha to live up to her name and be like a leviathan. The Megaman franchise has several instances where another megaman series has posters, dolls or even resembling bosses from another megaman series.

So I thought it would be cool if the Legend series had a boss that resembled another boss (Especially since I believe that Legends is way after the zero series. If I remember the timeline correctly being thousands of years ahead). I hope you don’t mind that I added some comical stuff in the battle, because to me many of the Legends battles have something comical, which I LOVE!! The battle could also feature a MMZ boss remix of Leviathans element.

I hope you enjoy it.

Here’s the links for my other MMZ Guardian based Mechas.

Maulwurf Schlange[]

Creator: Servbot #Unknown (Whitney)

My Bonne Mecha:
Mecha Type: Highly mobile and amphibious machine. It’s capable of moderate to high-speed movement on land and water.

Attacks (on land):

Gunfire: long-ranged rapid fire bursts of gunfire (light damage)

Drill Strike: close range punching motion with drill (high damage)

Claw Swipe: close range swiping motion with claw (medium damage)

Claw Hammer: close range downward motion that produces a shockwave (medium damage)

Tail Swipe: Mecha performs a complete 360-degree spin while attacking with its tail (medium damage)

Tail Sting: The tail tip strikes down from a high angle. Glows red when charging for the attack

Tail Sting: Tail burrows underground and attacks from below. Follow the shadows to avoid getting sneak attacked.

Homing Shot: Mecha uses green homing laser similar to Marlwolf in Mega Man Legends 1 (medium damage)

Crash and Burn: Mecha revs engines and goes into a full speed head on crash course with Mega Man (high damage)

Will open the hatch to attack via Servbots with Rocket Launchers or Bombs (medium damage)

Spinning Tail Homing Shots: Will start spinning constantly while releasing homing lasers. Keep your distance and watch for the homing lasers (high damage)

After taking significant damage, Maulwurf Schlange, drills into the metal grating and sends himself and Mega Man into a lower area of the ruin. This area is filled with water and Maulwurf gets its sea legs as Mega Man must maintain the high ground as well as defeat his sea worthy foe.

(In water)

Gunfire

Homing Shot

Opening the Hatch

Jump and Drill: will jump across the water and try to crash into Mega Man and force him into the water (high damage)

Jump and Swipe: will jump out of the water and swipe at Mega Man to force him into the water.

Will use Crash and Burn if Mega Man is in the water.

Will often drop bombs in the water if Mega Man is under them or behind them.

Will also release bombs and Servbot Burrowers for the land and the water.

The Land Models use Crash and Burn and the Water Models use Jump and Drill both for moderate damage.

How to defeat it: After each spinning attack or each crashing attack the hatch opens and reveals a small Servbot, attacking them and the hatch to do damage. No damage will be done otherwise. Mega Man can do this by shooting the hatch, shooting the Servbot that pops out, or throwing another Servbot, Servbot Bomb or Servbot Burrower at the hatch opening or Servbot if possible. Mega Man could even jump on the back of the Mecha and kick the hatch open and shoot at it, but he must be aware of the tail and it can attack if he’s not careful.

Think Clozer Ruins Sub Gate Marlwolf Boss Battle and Lake Jyun Sub Gate with a hint of Mega Man Legends 2.

After the fight, the Bonnes are seemingly left stranded on a small scrap piece of the Maulwurf Schlange’s hull while some of the Servbots are practicing synchronized swimming. (Sorry I didn't get the chance to draw it.)

Maulwurf Wal[]

Creator: Servbot #Unknown (Ken)

My Bonne Mecha: ((“Mole Whale" in German) not officially named)

Basically my submission for the Bonne Mecha contest.

If the text is not visible it basically states the parts and conditions. Top left describes the entrance dock for the Bonnes, which is a Capcom requirement. Top right describes the propellers, along with the first of the targets to shoot in order to take the machine down, another Capcom requirement. Bottom left shows off the second and first drill, of which the first drill is the first target.

The Mole You basically start off in the area described by Capcom and along with that the event Capcom plans to take place.

The Bonnes basically enter through the process described by Capcom, but with my design with a drill that is attached to its face in place of its nose with the claws and body shape giving it the appearance of a mole.

The Mission: Conditions are to basically run & gun aiming at the pink drill in front of it while dodging swipes of its claws.

Now this is not Capcom, but in my scenario, in a mad panic to escape the traps of the dungeon the Bonnes initiate the machine's tunneling system, causing a series of holes that flood the place faster, all the while, Rockman (the player) is avoiding the mecha.

The Whale Being a water dungeon I've equipped the machine with some tools for an underwater battle. It basically emerges with a new drill that now resembles an anchor, and basically in part acts like one.

Capcom can add more but the circumstances are simple. Siply avoid the mecha and the launch of its drill. The process sounds simple, but due to the lack of mobility from being submerged underwater can be tough. The drill also has an electric filled strong current that if caught in will stun Rock and leave him vulnerable to the machine that will follow in the anchor's footsteps in order to retrieve it. Basically when avoiding the anchor there should be setups or situations where by dodging the anchor will cause the anchor to be stuck in someplace. This in cause leaves the tail in place, and slows down the propellers, which makes the second target clearly visible and easier to aim at.

This in cause leaves the tail in place, and slows down the propellers, which makes the second target clearly visible and easier to aim at. The mecha will drill its way out of the situation and repeat the cycle again each time progressively getting out of this situation faster, at the same time increasing the difficulty of its patterns as well.

Other: Now the second half is all me and my own thing so discard that if necessary. My personal way about tackling this design was to keep it recognizable as a Bonne-Mech but changing things up a little design-wise to freshen it up a bit. Any commentary would be appreciated as I am still modifying things in order to get the best design.

Mecha Duck[]

Creator: Servbot #201 (NettoSaito)

Other: Note: I know this part is out of order but it's important to read this before reading about the Boss and the actual fight.

Battle Ground Part 1 -
For the first part of the battle rocks will start falling from the top of the ruins, and parts of the ground will slowly start to sink. If you are hit by the falling rocks, damage is done.

Battle Ground Part 2 -
(As seen in the second picture) The ruins finally give in, water pours in, and the center floor fully sinks down. During this part of the fight you jump from platform to platform while trying to avoid falling into the water (which is electrified due to the boss being damaged). Most of this part will be fought INSIDE OF THE MECHA!

My Bonne Mecha: (Note: This is only the basics for the mecha, it will be fully explained in "The Mission" section.)

The boss is a large yellow duck that comes in from the ceiling, however unlike other robots the Bonne family has created, this one will NOT use a drill. Instead, taking both the player and the character in game by surprise, the robot chews its way through the ceiling and falls into the center of the stage. (It has sharp rows of jagged metal all through its mouth.)

The mecha's weak points are hidden under the metal panels which act as feathers. Due to the mecha's size, it generates a lot of heat. These panels stay open in order to release the heat. To do damage to the mecha, the player must shoot the panels until they are closed by the force of the mega buster. This will cause the inside of the mecha to overheat and take damage.

Once all four panels are closed, the mecha's HP is brought down about half way and it overheats. Once it overheats, the mecha's legs are blown off and the mecha is left sitting defenseless. At this point it seems the battle is already over, but that's when the ruins finally give and water floods the room. The mecha acts like a boat, and uses its tail as a propeller to move around in the water.

During this form the mecha's only weakness is the control panel inside which Tron is sitting behind. Although Tron is sitting behind bullet proof glass, the mechanical part to the control panel is on the other side and open to attacks. In this room you can be dropped into a hidden room below. If you fall into this room you will be sucked through a pipe and shot out of the mecha's mouth, along with water, bombs, and maybe even an unlucky Servbot that fell into the room as well.

I know this description is pretty basic so I'll go into more detail.

The Mission:

Fight Part 1 –

During the first form of the fight the mecha has quite a few damaging attacks. As the duck takes each step small shock waves are sent out from its feet. These shock waves do not travel far but do quite a bit of damage if you are struck by them. This is the main reason you should not get close to the mecha.

While you watch out not to get too close to the mecha, you also have to watch above you because rocks will continue to fall. These rocks will do damage to the player but will help the mecha by becoming one of its attacks.

When a rock falls in front of the mecha, the mecha can rotate its wings and slap the rocks causing them to fly in whichever direction the mecha was aiming for. If you are stuck by a rock that the mecha hit towards you, you will receive twice as much damage as you would if you simply got hit by a falling rock.

Like most of the Bonne mecha's, the duck mecha has a weak machine gun type attack. Just like it's always been, this attack will do light damage to the player but can knock them over leaving them open to larger attacks, as well as falling rocks. These small machine guns are located under panels on the duck's chest.

Although they are hidden at all other times, they can be attacked and destroyed when the plates are open. Destroying these guns might be one of the first things you should do in this fight.

If they are not taken care of, they will be a major hazard during the second part of the battle.

Another one of the mecha's main attacks during the first part of the fight is its ability to spit bombs out of its mouth. The mecha can either spit a single bomb, a row of bombs, or it can rotate its head shooting out bombs in all directions (very much like the first boss in Legends 1).

The first part of this battle will bring back memories from past boss fights while also throwing in a few new twists. While this boss shares some moves that we've seen in the past, it also brings out a few brand new ones. While most of the major boss battles in Legends 1 and 2 could easily be beaten by simply circling the boss by shooting. Due to the ruins caving in, and because of the mecha's attacks, this boss cannot be beat by using this same strategy, instead this boss fight requires a bit more skill.

Once the player closes all four panels on the mecha, the legs are blown off, the center of the battle ground sinks, and water fills it up. This starts the second part of the fight.

Fight Part 2 –

The second part to the fight is completely different, and is nothing like anything we've seen before, in fact, this hasn't been seen in ANY game before! At least not like this, that is.

The mecha in this form has a few attacks. If you didn't destroy the main guns during the previous form you'll have to take them out during this fight or else they'll be getting in your way. This isn't one of the mecha's main attacks while in this form but it can be quite deadly if it's not taken care of.

In this forum the mecha's main attacks will be attacks using the water. Because you damaged the legs in the previous form, the water the mecha is floating in is electrified. The mecha will use this water by shooting a high pressure blast of water out of its mouth. If you are hit by this blast of water, the player will be slammed against the wall which will cause major damage.

When this attack is used, the mecha will give you a chance to attack it. When using the water cannon, water isn't the only thing that will be shot at you. Servbots inside the mecha will get trapped in the stream of water and be shot out as well. In order to do any damage to the mecha you must shoot the Servbot until it falls over, or try to chase after it and pick it up. Once you've picked the Servbot up, you must then throw it into the water. Tron will see the Servbot struggling to stay afloat and will lower the mecha's head so the Servbot can climb back inside. This is when you attack.

(Note: If the Servbot gets inside, the hatch will close and you'll have to wait until the mecha spits out another Servbot to get it back open. Servbots will also be able to climb up the side of the mecha, while the player has to actually circle around and jump onto the mecha's back.)

When the mecha's head is lowered, and the hatch is open, you must then circle around the area, jump on the mecha's back, get on its head, and then jump inside/climb down the ladder which leads into the control room. The control room has bullet proof glass protecting Tron, but the mechanical part of the control panel is on the same side that you are. This is the mecha's weak spot.

As you shoot the panel you will be able to see and hear Tron and the others. Tron will frantically give the Servbots orders, and the Servbots will carry out these orders. By listening to what Tron is saying you'll know what attacks are coming your way, and you'll be able to learn how to dodge them. Such as Tron may order them to fire the water cannon. If this happens you will be dropped into a room below, it will fill up with water, and the mecha will suck you through a tube that shoots you out causing you to slam into the wall. To dodge this attack you must run out of the mecha and get to safety.

If you do not fall into the room below, a countdown timer will show you how long before the water cannon is fired. During this time you must climb up the ladder, and get out of the mouth before it closes trapping you inside. If the mouth closes before you can make it out a sheet of metal will also cover the hole you just climbed out of. You will then be completely trapped inside until the water cannon is fired.

Other attacks would include the Servbots dropping bombs through the pipes above your head, or them shooting electricity out of the walls. Once you see what the attacks do, and you remember what each attack is called, you'll be able to dodge them no problem. It will just take a little bit of skill.

When you are outside the mecha, it will still be able to shoot bombs at you, and it'll still be able to use its wings. However since rocks are no longer falling, the mecha will now use its wings to splash the electrified water at you. The mecha may use its left wing, its right wing, or both wings to splash water. When it uses its left wing you must run to the right side to dodge, when using the right wing you must run to the left side to dodge, and when it uses both wings the splash will not be as big and can be dodged by standing directly in front of the mecha.

If you are to fall into the water during this fight, you will be shocked and the mecha will use its beak to fling you out of the water and back onto the platforms. The duck's beak will not do damage, but the shock from the water will.

The mecha also has rockets hidden under a panel on its back which can be fired at you at any time. The rockets can be easily shot down but the duck may simply use the rockets as a distraction while it uses another attack.

As for the mecha's final attack, the mecha uses its long neck (which is hidden inside the mecha during the rest of the battle) to bring its head up high into the air. Once it does this the mecha can either spin its head while shooting out water/bombs which hit a wide area, or it can peck at the player. If you are hit by the duck's beak major damage is done.

Once you have gotten inside the mecha and shot out the control panel, the path way out will be closed off and Tron will tell you that the mecha is out of control, and that it's going to destroy the treasure. At this point Tron and the rest will leave the control room and head down to the engine room.

When you destroyed the control panel, the blast also caused a crack in the bullet proof glass. You must then shoot the glass until it shatters, and then head down to the engine room yourself. Once you reach the engine room you are no longer allowed to use the buster gun, and you'll see Tron trying to stop the power supply with no luck.

How you stop the mecha is completely up to the player. There will be a few ways that you can use to stop it. You can pick up either a Servbot and throw it at the generator, you can kick the generator, you can kick a random bomb that is lying on the floor at the generator, or you can simply wait and let Tron stop it herself. Once the generator is stopped you then follow Tron and the others back to the control room. If you look at the control panel, before the mecha's power fully shuts down, you'll see that it was just seconds away from crushing the treasure. When you make your way out of the mecha a cut scene activates, water fills the room, and the player is shot out of the duck's mouth. Once the player leaves the mecha, it explodes and Tron, along with all the others, come flying out covered in smoke.

For some reason Tron decides to allow the player to have the treasure. Maybe it's because the player helped them stop the mecha, or maybe it's because she just doesn't feel like fighting anymore. It's up to the player to decide just what the reason is.

Other: As I said above, this entire boss fight throws in many different twists that neither Legends, nor the world of video games has ever seen before. This would be a good and exciting challenge for both newcomers and diehard fans. It'll definitely be a boss that would leave its mark on Legend's history and will never be forgotten.

Extra Comments: Tron made it so it won't break down as easily as Glyde's would. (If Glyde's in the game he could be ticked at Tron for it)

I know most Megaman Bosses made some kind of sound (such as Juno) telling you what they were going to do, and some bosses from other games have as well, but that's a little bit different than actually listening to orders.

Example: Tron: *while trying to calm down the panicking Servbots* "Quick! Open the water valve and load the bombs!"

Servbots: "ROOOGERRR!"

*The water pours in and bombs come with it*

Now since you're listening to the orders you'll know water is coming and bombs will come with it. This means you'll have to run out of the mecha before the water shoots you out, and you'll have to get out of the way so the blast of the bombs don't hit you.

A lot of Megaman bosses have said something/did something that lets you know what attack you are doing, but I figured I'd change that up by having actual orders instead of small little sayings.

The thing is Tron could also yell out some special code attack which would leave us 100% clueless so it'd be the type of attack we'd have to wait and see before we actually know what's coming/how to dodge it.

It's a yellow duck which has a long neck that actually goes into its body (it's not used except when it needs to lower its head to let a Servbot/you inside of it).

Well you can't see it in their drawings but inside its mouth are jagged like teeth going all the way back. When the bill is closed the teeth sink into each other so it looks like it's perfectly flat. (It also gives the duck the cute and harmless look... until his mouth is opened that is)

Really I wasn't sure how this whole thing would go, like I said, I wanted to be different with this boss idea so I came up with different things that we have NEVER seen before. When I was thinking about animal like creatures that would work well in water a duck just kind of came to mind. Only thing is, birds are normally a Glyde thing.

After that I pretty much started thinking about other things that I haven't seen in the game but would like to be able to do. That's when I came up with the whole inside thing, thinking it'd be kind of cool to see in the game, kind of like an action movie!

Well in the 2nd part of the fight he doesn't even have his legs anymore, he overheats and they blow up. So yeah, he does have propellers, you just can't see them in the pics.

I figure that if Glyde is in the game (which I see no reason why he wouldn't be), then he could get ticked off at Tron for making a bird style mecha 100 times better than his.

Meeresacht[]

Creator: Servbot #Unknown (Susan (Su5anLee))

Meeresacht

My Bonne Mecha: (Describe what kind of Bonne Mecha it is, how it attacks, etc.): My Bonne Mecha, named as Meeresacht, is an octopus-type mecha that attacks with drills, tentacles, and a combination of Servbots and water.

I imagine that as the ceiling caves in and the room fills up with water, parts of the ceiling rubble drop into the torrents and act like floating icebergs so that Megaman Volnutt can jump from one to another to try to shoot the Bonne Mecha.

The mecha has 8 tentacles and at the tip of each tentacle, there's a drill. The mecha can whip its tentacles around at Megaman and knock him off, use its drills at the ceiling (or at Megaman) to bring down more rubble at Megaman, and even lift itself up with its tentacles and stomp at Megaman with its drills. It can spin itself and whip up a whirlpool or even a towering waterspout in the room!

And although this is not in the image, each tentacle has a row of missiles that can aim and spit out missiles (or even Servbots) at Megaman (similar to where the suction cups would be in a normal octopus). At some point, the mecha can lift itself up into the air and get all 8 of its tentacles together at the drill tips to perform a sort of a mega drill down (illustrated in image). The 8 drills form a one huge drill that will attempt to attack Megaman Volnutt.

Now here's the fun (or maybe violent part...?): Some of the Servbots will be catapulted as missiles somewhere at the top of the mecha's turbines/missile launchers or from the tentacle missiles and try to fly at Megaman to punch him, do a high jump kick at him or whatever (illustrated in the reference image).However, some will fall into the water and when the mecha performs the spinning whirlpool attack, they will be caught in it too. If Megaman falls into the whirlpool, he will receive additional damage from being hit at the Servbots. He can get back out by getting up the stairs that lead to an elevated platform, and Megaman will jump and land at the floating rubble to attack the mecha.

I'm thinking about whether my Mecha can camouflage itself in the water, but I'm not sure how that will work.

The Mission: (Describe how the Bonne Mecha can be beat, and the conditions for winning or losing, etc.): Megaman will need to destroy all 8 tentacles and destroy the mecha's hatch before the room fills up completely with water. Megaman can lose health points from the mecha's attacks. He will also lose if he stays in the water too long (which is depicted by a decreasing air tank gauge) and drowns. Underwater, his speed is decreased.

Other: (Miscellaneous comments, opinions, suggestions): Even though I labeled the hatch in the reference image, I'm still not 100% sure as to whether the hatch should be a sliding door on the mecha's middle section or whether the hatch should be at the drill top and open up like a lid. I have the idea that somehow the mecha's attacks can create a hole on the room's floor so that the water can drain down there when the battle's over, but I'm not sure how that could work out.

According to www.wordreference.com, "meeres" means "marine" and "acht" means "eight" in German. Hence, the octopus Bonne mecha. :)

Mega Bonne Mech[]

Creator: Servbot #Unknown (justin)

My Bonne Mecha: (I'm not an artist but i have dreams, if you want to improve my art and make it a real dream do it) if you can try any way to zoom in if you can't fully see it.

Note (their is 4 of them red, blue, yellow, and green controlled wireless by bonne family big 3 and 1 servbot)

Attack mode

Blaster arm-depending how you upgraded mega man it will have the same blaster mega man will at that time. But it can shoot faster than yours as well as deeper.

Flame sward- cuts and dices and if it can't flings a blazing wave of hot flames!! That can put mega man on fire.

Rocket pack- can fling the mech high in the sky or dash faster than mega man will bash you very hard with self and or the flame sword.

Defense mode

Dash- with very high speed it is very hard to lock on this target

Jump rocket!!- can in a danger close combat situation it will blast up into the sky from you off your lock on scan

Heavy shields- it covers 100percent of its body so blasters can't harm it.

Weakness

Its rocket pack- yes the shield covers its body but once it opens up its rocket pack it has to lower its back shield so it won't catch fire. If you're in the right angle shoot the mech at it's rocket pack while it's on and the mech must charge for a few secs.

Health

Red- has the highest. Twice your health

Blue- a little higher than your health

Yellow- the same as your health

Green- the lowest half your health (servbot controlled)

Mission Start!

The Bonnes discover advanced revorbot parts and steal from Mega Man's family a ton of parts and equipment and you must get them back not knowing what the Bonnes did with them.

The Bonnes realize over time why they think they keep on getting beat up by mega man. They keep using big huge mechs!!! Mega Man is small and is too fast to aim at......so build a mech about the size of mega man just like him and we can overcome him!!!!!. Wait there's one more problem... our mechs always fall apart and we...blow...up..... So instead of using old parts they used new advanced parts. And by making it wireless they will not blow up..They called the mech the Mega Bonne Mech after its resemblance to Meg Man...sort of. The Bonnes know Mega Man after them for stealing the parts leaving with the Bonne logo and a signature love Tron Bonne.

Mega Man's side- having no leads spots a hole in the city streets the lost serve bot in a broken down bonne ship having Mega Man's blaster part and helmet that crashed in the city but crashed so hard it uncovered a runin underneath it filled with uncountable reaverbots. Mega Man must first shut down the small ruins reaverbot factory in a nearby control room so he can make his way to save the servbot who locks itself in a room and refuses to open the door till the madness ends. Once finished he gets his blaster back and his helmet... he reveals the secret where the Bonns are in an off the coast island down in an empty ruin used as a small base. Covered wall to wall of servbots turrets and machine guns each. Others throw bombs. The ruin so very big luck you got the old serve bot with you to show you the way. But in the end it was a trap set off by the bonns to try out their new toys!!!!! Mega Man ends up in a locked up large area filled with walls like a maze that turn every 5 sec making sure you lose your way where he fights the 4 mech. He tries to seperate them but after one has been destroyed (do not matter which one) the all group together. Mega Man learns when he thinks all is lost that only two watch each other's back so he takes down the 2nd one and at last is able to finish the job by separating the 2 left and taking them out one by one. But it was not easy. Since the walls shift (puzzle part of the game) you lose sight of your fight and end up with a different boss.

Bonnes gives in again- after the battle they leave the base with Mega Man not knowing where they head to a new base or not. Recovers the stolen parts from the mechs as well as the new advanced parts to upgrade your weapons as well. (as the bons escaped tron laughs and says out loud ha ha ha we may lose but we were very close to getting you and not a scratch on us. trying to hide the fact that she had a few clean shots to kill mega man but did not because she loves him but wont show it.

Mike Tyson[]

Creator: Servbot #Unknown (Patrick)

My Bonne Mecha: Mike Tyson Bonne Mecha! It's a boxer mecha who uses his powerful punches to win, and his drill fists to go anywhere he wants, NOTHING stands in his way!

Mike Tyson can't be beat, he can only be slowed down by running away from him, forcing him into the smaller areas where he must drill his way through.

Mike Tyson should be able to turn into a Shark with Angel wings in the middle of the fight for a flying drill attack, where he would go up, and very quickly come back down as Mike Tyson.

Molahrgerat[]

Creator: Servbot #Unknown (Leonhart)

Mech Idea
The mecha idea is based off of a mole due to the digging element of the brief however, from the brief saying that the ruins that the boss fight is in is water based, the design has incorporated a submarine theme as well.

It functions as a multi purpose vehicle for the Bonnes, using the wheels to allow it to act as a highly armoured car, the nose drill and legs to allow it to tunnel through the earth without causing damage to the main structure of the mech and as a submarine as the tail can function as a high speed rotating turbine to provide propulsion through water.

Functions of Parts

Nose: Acts as a high speed drill to tunnel through the earth. Is one of the weak spots for the boss.

Servbot Hat and Goggles: Acts as the cockpit for the mecha with the pilots able to see through the goggles. The hat has built in hinges to allow it to be opened and closed easily. While closed, this part is one of the weak spots of the boss.

Teeth: Are used to chew through the tougher ores and pieces of stone the mech has to tunnel through.

Legs: Are used to claw through the earth in conjunction with the drill, have wheels built into the upper area of the legs so that it can function as a vehicle, claws built on the end to help with tunneling but also function as missiles and can lay flat and become static so that the mecha can function in its submarine and car form.

Tail: Acts as a high speed rotating turbine to provide propulsion through the water in its submarine mode. Can also be used as a shield to protect against rear attacks.

The Mission: The mission is to destroy the boss. The fight is phased into three parts, with each part incorporating a different part of the mechs capabilities with the final part of the battle featuring a time limit


Introduction

Megaman would enter the arena and see the treasure right in front of him. As he moves towards it, he feels the room shake and hears a loud grinding sound. A few seconds later, the mech enters the room from the ceiling. The hat opens up to reveal Teisel and Tron Bonne and a couple of Servbots in the cockpit. Teisel and Megaman argue about who should get to keep the treasure, Megaman saying that he got here first and Teisel arguing that he built the better means of getting it. They have a bit of back and forth until Tron shouts that they'll settle it the "usual" way. Teisel agreed and closed the cockpit to begin the battle.

Phase 1

Molahrgerat will start in its vehicle mode, moving about 3/4 the speed of Megaman and shooting missiles from its claws at him. Occasionally, it will stop and spin rapidly on the spot for about 5 seconds, damaging Megaman if he makes contact while it spins. While it spins it is invulnerable to attacks. It will also stop, track Megaman for 5 seconds and then accelerate rapidly towards him in an attempt to ram him. Megaman will be heavily damaged if this connects. The tail will rotate rapidly if MegaMan gets behind it and will reflect all projectiles and buster shots back at MegaMan if he fires towards it. To progress from this phase, Megaman must destroy the goggles. Each one takes about 10 shots from a basic buster to destroy. When both are destroyed, the cockpit opens briefly and the two Servbots jump out to try and repair the goggles. Megaman must then destroy these. It takes about 5 seconds to repair the goggles and each servbot takes 10 hits to destroy.

Phase 2

After the Servbots are destroyed, there is a brief cutscene with the cockpit opening with Teisel showing rage and Tron showing shock. The cockpit then closes again, the nose drill starts up and the Mecha tunnels into the ground. It has now entered its drill mode. It will remain underground for a few seconds, then the screen will shake and the pink drill will slowly rise from the ground about 2 feet from in front of wherever Megaman is facing. It will take 5 seconds for the nose to rise completely from the ground at which point, the mecha would jump towards Megaman flailing its legs somewhat and then tunneling down again. Occasionally, mid-jump, the cockpit may open and Tron may throw some Bonne-Bombs out around the area which could detonate after a few seconds, damaging MegaMan. To progress, Megaman has to destroy the nose drill. It would take 30 hits from a basic buster to destroy it.

Phase 3

After the drill is destroyed, there is another cutscene. The cockpit opens showing Tron crying and Teisel furiously pushing a button, closing the cockpit. The mecha then fires a missile through a wall, releasing water into the ruin. Megaman sees it moving up his legs, threatening to drown him, he looks around quickly and sees that the treasure chest is floating. He quickly jumps on top of it. The mecha is in its final mode, submarine. There is a 3 minute time limit to destroy the boss before MegaMan is crushed by the ceiling. He cannot jump into the water or he will drown and will have to start again. The mecha will constantly circle the chest. The fight will start with the mech underwater for 5 seconds. It will then surface for 10 seconds before the cockpit opens and both the Bonnes throw Bonne-Bombs at MegaMan. After the last Bonne-Bomb is thrown, the cockpit closes and remains above water for another 10 seconds before diving again. This cycle of attacks continually repeats itself. To defeat the boss, MegaMan must destroy the closed cockpit. It takes 30 hits from a basic buster to destroy it. The Bonne-Bombs that are thrown will always hit MegaMan and detonate on impact causing minor damage however, the Bombs can be shot out of the air to destroy them before they hit.

After the Fight

When the mecha is beaten it sinks and explodes, creating a small hole in another wall which drains the water from the ruin. The scene then shifts to Teisel and Tron looking dizzy and surrounded by the remains of their mech with MegaMan standing over them. MegaMan comments on the fact that no matter how hard they try, they'll never steal what isn't rightfully theirs. Teisel comments on the fact that it really wasn't anyone's treasure, so it was alright for him to take it. MegaMan thinks on this for a moment and opens his mouth to reply, finding that the Bonnes have disappeared. They're sneaking away behind him, with Teisel whispering about how they always manage to get away and come back stronger, and Tron sulking about how much work she put into the mech and that, as per usual, MegaMan always destroys it without a thought for her feelings.

Win Conditions

MegaMan defeats all 3 phases of Molahrgerat

Lose Conditions

MegaMan's energy is depleted from Molahrgerat's attacks

MegaMan falls into the water in the 3rd phase

The time limit expires in the 3rd phase

Comments: The name is a combination of the word mole and the German for drill, Bohrgerät
In the first phase, the mecha could be slowed by destroying the wheels (10 hits from a basic buster to destroy each one) and immobilized completely by destroying all 4. This would remove the ram and spin attacks from the first phase
MegaMan could investigate the two holes created by the mech after the fight to find Zenny The treasure chest would have to be relatively big so that in the 3rd phase, players don't fall into the water due to a lack of turning room.
The helmet is based off of a Servbot's head

I know that the drawings aren't up to the scratch of some of the other ones on here, but I really hope that the concept, design and boss scripting makes up for it. As someone who is taking a computer games design course, it would mean the world to me to be considered as a finalist for this project as it would be something I could put into my CV (If that is okay with the devs) to try and get a job in the industry. Thank You.

Mo-Pus[]

Creator: Servbot #507 (MegaGoemon)

My Bonne Mecha: It's a hybrid between a mole and a platypus (mostly a platypus) a unique mecha that has it all, simple, really fun and it does not have crab legs, also it has three forms of transformation:

1. Drill-Mode: they drill and go around with it. Attacks here are by weapons and tail tremor.

2. Mer-Mode: as I'm planning on a shallow not deep water stage (1-2m deep), this mode will be very useful there. Here the attacks will be by weapons and ducky Servbots they come out from the rear wheels.

3. Drag-Mode: my favorite mode, and here is where the action starts when Teisel gets really mad by Megaman defeating the other modes. Attacks will be by ramming and Servbots riding motorized uni-wheels, they come out from the beak.

The Mission:

1. Drill-Mode & Mer-Mode: defeated by shooting the mecha.

2. Drag-Mode: as this mecha is not fully intended for racing/dragging it'll heat the engine (located at the rear section of the tail, it raised in drag mode) so needing to release some heat a hatch will open for a chance of shooting.

Moskstraumen[]

Creator: Servbot #Unknown (UnderScythe)

My Bonne Mecha: The name comes after one of the most powerful tidal currents in the world.

Well, finally after thinking so hard, I've come to the idea of an amphibian battle mecha Shrimp.

I'm continuing the long tradition of making crustacean foes (Squirts, Crush Crawfish, Shrimpolines, Shrimpies, and Red Hubcaps)

It consist on a 4 legged shrimp with thrusters on its legs, so it can both hover over water surface and land or navigate underwater. The upper Hull plates are indestructible, making it a formidable foe, but it's underside is vulnerable to any ranged weapon.

How it Attacks:

While in hover mode:

1. It can shoot streams of machine gun bullets from it's head (low damage)

2. Can shoot it's pincers as rockets trying to smash the player dealing heavy damage (Crabz-Y style)

3. The signature Bonnes Green Plasma Orb (GPO for short)

4. It can emit a shockwave from one pincer at a time, open, charge and release. If it hits the player can deal double damage from not only receiving the shockwave, it can send you flying to a wall and that hurts too.

5. Can shoot a stream of small GPOs like a bubble splash (low damage per bubble)

While in Sub mode:

1. Machine gun fire

2. Small GPO bubbles

3. Electrocharge

4. Platform tackle

The Mission: Pretty much self-explanatory but there are some things not listed in the images, the battle is divided by phases based on which parts of the mecha you destroyed, not on how much damage it takes (destroying the limbs doesn't lower the health), you can still beat the boss with all its limbs but it will be a LOT harder.

Also you must destroy the rubble that blocks the next door, you can do this by standing at the door and waiting for a strong attack, then evading it at the last second, just two attacks and the door will be clear.

The problem is the claws, they're made of the same hard plates as the upper section, so they're indestructible, but the interior it's a completely different story.

In order to destroy the pincers, you must shoot at their inside when the Moskstraumen is about to attack with them wide open (obviously the hammer blow doesn't count)

You can also go underwater and shoot it at the belly when it's in Sub mode.

When its main weapon is gone the Moskstraumen will be as harmless as a Golem, doing some not very powerful attacks, but still managing to be annoying.

Hovering around and shooting streams of bullets, It will also spin and charge at you or spin with bullets (oh great)

Once more you'll have the chance of damaging it at once or making it more vulnerable, if you choose to destroy the legs you just have to shoot at them, hitting in the joints will do double damage and they will be gone in less time.

Now as another sub mode it will have desperate attacks, (the Bonnes know you're close to defeat them in no time)

• It will swim somewhat clumsily and stop to shoot you (machine gun)

• If you're atop a platform it will charge at you in an attempt to throw you into the water

• The most powerful desperate attack, the electroshock, they won't use but only as a last resort, It will cover the entire submerged area! A signal previous to its activation is when Tron and the Servbots start making a countdown from 15 seconds. They'll do this while they're attacking you or swimming, so when the countdown stops make sure you're not underwater! The damage will be directly proportional to the time submerged, and it won't be low damage.

Finally if you take this advice you'll make it and teach the Bonnes who's the Mega MAN!

Other: Here are the storyboards, I've made them together with the drafts.

It includes the Boss arrival, pre-battle conversation and room settings (a little bit)

There is a special setting here, when I saw the water filled room I only thought of a location, the Temple of Ice from Megaman Zero 2.

So why not make it at the ruins of an already destroyed and submerged Neo Arcadia?

It's just only a suggestion but we'd love to see some connections to the old world as we know it.

At least a glance will make us happy.

Extra Comments: The main purpose of this fight is to keep an eye on the attacks and also keep moving around. So it makes Megaman a pesky bug to the Bonnes.

The boss is quite powerful but its weakness is great as well, to compensate for this issue it must cover its weak spots but still you can bet him, and even more quickly with the right buster parts or enhanced special weapons.

It's not necessary to be water related but, the world not only includes water, but also submarine buried ruins. Also the most advanced and effective designs are in nature itself. (Metanephrops japonicus)

Murmeltier[]

Creator: Servbot #Unknown (Venoma)

My Bonne Mecha: Murmeltier Engage!
Tron Bonne Mech Design Competition

Art by: Collyn Downing (RaiDesp-VS) and Cara Downing (Dragonfire767)

Concept by: Collyn Downing (RaiDesp-VS)

MORE PICTURES FEATURED BELOW

Das Murmeltier is a German word for the burrowing Coypu. The Coypu lives near water and interacts with it often. The Murmeltier Robot is much the same as the species it takes its name from. It is designed to burrow through rock and concrete with ease. The Bonne family, never inclined to do things the hard way, have built Murmeltier for the purpose of accessing the final room of an aquatic ruins in a very straightforward manner (by drilling right into it!). Unfortunately, their coordinates are a little off and they end up in the penultimate room, along with Megaman... Of course, the only reasonable course of action from here is: get rid of the witness!

DESIGN

The robot Murmeltier is designed to handle both subterranean and submarine environments with equal efficiency. When drilling, the forearms are clasped together and locked by a large mustard colored cylinder around which the newly formed drillhead spins. Once it gets going, the drill propels itself through water and rock (see figure B). Murmeltier is built to dig with speed, but once it is unfolded for battle, it becomes considerably less mobile. ARMAMENT

This robot is well equipped for dealing with many pesky impediments, including Megaman. Murmeltier's defining weapon is its fancy hydrogen laser, quite dangerous at close range to any unlucky target that happens to be in its way (see figure C). Alongside that, the robot is equipped with two cannons that fire energy bolts, two pods on the back from which drill tipped missiles launch and home in on the target, a large cannon that fires a debilitating torrent of water, and a prehensile tail that can suck water and shoot it out in small concentrated blasts while serving its primary purpose of charging the other water powered weapons. The tail is especially important to the robot while fighting on land in particular. Murmeltier's tail reaches through the grating on the floor and into the water to establish a ready water source for many of Murmeltier's weapons (see figure D). The Hydrogen laser, the main water cannon, and the tail itself cannot fire without a water reserve. On a side note, the emerald green eyes are mostly aesthetic, but do double as sensors for location and distancing, since the robot is blind when drilling.

WEAK POINTS

Murmeltier's weak points are few in number but nonetheless serious oversights. The hatch on the top of the robot (labeled in figure B) opens temporarily to let out Servbots leaving a small opening for Megaman to shoot into. This however serves as a poor window of opportunity for it never stays open long. The next weak point is the underside of the robot. As stated in some of the diagrams (E and F), the underbelly of Murmeltier was designed with inadequate materials, thus leaving it fairly weak compared to the surface armor. Whenever the robot rears for an attack (such as in figure D), the underbelly is well exposed and open for attack from the front. The risk with taking this shot is that the robot is usually firing at you as well. You can prevent the main cannon from firing water blasts by occasionally popping off a few shots into the barrel and puncturing the water reserve.

The most crippling and possibly hardest to reach weak point on the Murmeltier is its tail. When extended, the tail, only being made of a rubbery, hose-like material, can be severed from the robot, leaving it incapable of reaching down into the water to recharge its large water cannon. However, reaching the tail is quite an ordeal while fighting off the bomb leaden Servbots, the drill missiles, and the bullet barrage from the secondary cannons.

The Mission: BOSS BATTLE

(STAGE 1) Fighting Murmeltier is a fairly straightforward battle in the beginning. The robot confines itself to land on a stage much like that drawn in this picture: [www.capcom-unity.com/eguchi/go/gallery/item/121771248]. The main addition to this stage would be three or six large pillars spaced evenly throughout the room (I'll elaborate on these later). While the robot is volleying its energy bolts from its mouth and shooting concentrated water shots from its tail, it will occasionally stop and launch its tail into the water below. Once it has access to water, the robot can recharge its tail lasers (three laser shots for every water charge) and also charge the main water cannon in its mouth. Megaman must shoot at the mouth and the underside of the robot while it's collecting water. If you concentrate only on the underside and the main cannon fully charges, it will fire a water burst at you and throw you back a considerable distance while causing damage. The robot will continue to do this until you bring it down to about 66% of its HP.

(STAGE 2) Once the boss is about a third of the way defeated, it will change its battle plan. Now it will start firing drill missiles along with its other attacks as well as jettisoning Servbots equipped with bombs to damage the large pillars in the room. Ordinarily, Murmeltier cannot drill through the metal grating because the drill head is too weak for that. However, if the columns built through the grating are destroyed leaving concrete stumps on the field, the robot can easily demolish those into large holes in the grating from which it can freely jump in and out of the water. The boss will however remain on land until either its HP reaches 33%, or if its tail gets severed* in battle. Once one of these conditions is met, the boss goes into stage 3.

(STAGE 3) At this point Murmeltier will insist on going underwater. If the pillars are not already destroyed by the Servbots, it will crash into the pillars and down them on its own. Once it breaks into the water, Murmeltier will switch into the drilling form, clasping its front arms and retracting its legs forming a large cylindrical submarine and making it nearly invincible. Murmeltier cannot fire any bolts at this point, but it can launch itself out of one hole, fire from its tail (if it still has one), and dive right back into another hole. It's still invulnerable at this point. Eventually the robot will launch out of the water with the intent of crashing the large drill head straight into Megaman. As it's coming down, you must get out of the way quickly and prepare to attack. As it strikes the ground it will either land upright and attack some more, or it will flounder and land upside down, leaving it terribly vulnerable. This is your biggest opportunity to get in some serious damage and finish the boss. If you don't get in enough damage, Murmeltier will roll over and jump back into the water to try and attack Megaman again. You repeat this process until the boss is defeated.

I imagine the ending of the battle involving an explosion and the familiar scene of a trumped Tron Bonne with her primary Servbots 1, 2, and 3 covered in soot and surrounded with robot debris. They of course abscond quickly but not without some parting words for Megaman. I leave those words up to the designers when they get their chance to play around with the ideas.

*Severing the tail requires you to get in behind the robot and fire at the tail's base. This however is unadvised because the robot will whip its tail or even grab you and throw you. There are more details on this in figure F.

Other: Generally, I would like to extend my overwhelming gratitude for this game to anybody who shares an interest in the Megaman Legends series. It did my heart nothing but joy to see that MML 3 was finally under official production. I wanted only to ask that the designers make sure to recreate the feel and play of this game's predecessors. I truly enjoyed growing up on the first two in the series.

Credits: Art by: Collyn Downing and Cara Downing (with credit to Eguchi and Ishihara (?) for the stage picture that I linked to)

Concept by: Collyn Downing

Coloring by: Collyn Downing and Cara Downing

Text and Pictures provided by: Collyn Downing

Extra Comments: I always would like to get somewhere in the competition but I know not to hinge my life on it. I just feel good having submitted something!

dragonfire767 was a tremendous help in the process. I'll make sure she gets the compliments.

Nawalbot[]

Creator: Servbot #Unknown (Michael)

My Bonne Mecha: The design for this Bonne Mech is inspired by the aquatic mammal, the narwhal-a medium sized toothed whale which spends year round in the Arctic.

As you can see from the diagrams, the mech is split into seven parts by thick rubber segments to allow for it to be able to flex and move like a realistic whale thus maximizing its aquatic movements.

Important features:Drill-Used by the Bonnes for entry into the waterway ruins and is adapted into a weapon during the battle.

Front Hatch-Used for Payer to access -Close-combat Section)-the **** pit and machinery pieces in the mech and damage them in order to destroy it.

Launch Zone-Used for "Special Servbot Attack!"- (See description below)

Bonne Crest-Used by Player to open and access cockpit using “Special Servbot Attack!-(See description below)

Exterior Attacks:

• Drill

Normal Attack: Used to lunge at the player when at close proximity.

Field Attack- At intervals drill will be spun at high speed to conduct electricity and will electrify the battlefield when submerged and electrocute the Player if they are in contact with the water.

• Mounted guns- Used to pepper the [layer with bullets at intervals.

• Teisel Bombs- Once damaged Teisel will start to throw bombs out of the roof hatch.

• Fin and Tail- Player can be knocked back with fin and tail strikes.

• Blow Hole Missiles- At times Teisel will laugh homing missiles from the mech's blow hole that'll track the player till they come in contact with a surface.

"Special Servbot Attack!"

Special Scuba gear outfitted Servbots are launched from the Launch Zone at the end of the tail towards the player and attack with harpoon guns unless countered by the Player. (See below for full details.)

Interior Attacks-(Open Hatch Attacks):

Tron's Control Turret: Tron will pepper the player with bullets at intervals unless the Player destroys it.

Servbot (& Tron) Bombs: Servbots will attack Player with Bombs and if Player has chosen to destroy Control Turret Tron will join them.

The Mission:

Conditions for Winning:

To beat the mech the Player's main aim is to find a way to open the hatch located at the front of it in order to damage the machinery inside and ultimately destroy the mech.

Conditions for Losing:

Player's health is fully depleted-GAME OVER

Upon the entry of the Mecha through the ceiling and drilling into the guttered panel in the middle of the room where it'll remain for most of the fight it'll activate a booby trap causing sections of the ceiling to begin to fall in during the fight followed by large pillars of water that'll pool up around the battle field thus making the mobility of the player more difficult.

However these sections of the ceilings remain in the ground after falling and therefore become platforms for the player to navigate across the field on- This is how the Player can dodge the Field Attack by the Electrified Drill.

The player is required to wait for the "Special Servbot Attack" as advised by Roll in a quote such as, "We need to find a way to open that hatch...see if there's one of their attacks you can use your advantage!" Once the attack is activated and the Scuba-Servbot is hurtling towards the Player, the Player must then use their Water Cannon Arm-(Please See Special Part in "Other" for more info)-Alternatively their Buster Gun-to deflect the Servbot whilst targeting the 'Bonne Crest' on the roof of the Mecha in order to cause it to impact with the crest and thus open the Entry Hatch.

Now starts the "Close-combat section."

The Player is now faced by Tron and two Servbots who will begin their attacks, the Player is also presented with four pieces of machinery Tron and her minions that they can lock on to. By either using their Buster gun to blow up or their Water cannon to short circuit, the Player must destroy these four pieces of machinery which each represent a quarter of the Mech's HP.

After a period of time-enough to destroy one or two pieces of machinery, the Entry Hatch is closed and the whole process will begin anew until all pieces of the machinery have been destroyed thus fully depleting the Mech's HP and the battle draws to a close.

MISSION COMPLETE!

Other: "Special Part Option"

For this boss fight I have considered the possibility of perhaps making the use of a new "Special Part" the "Water Cannon Arm"

This part could either be discovered in the dungeon or given to the Player by Roll before entering and could be used as either an alternative or a required method in order to defeat the Mech. To refill it once empty the Player can access one of the fountains located around the battle room, make a motion on the DS touch screen or press a button to refill it.

*Humour Possibility* The Player is able to fire their Water Cannon at Teisel, Tron and the Servbots for humorous effect.

Teisel: "HEY STOP TH-*Gurgling*

Servbot:"Nooooo! You'll fry my circuits!!"

Tron:"Hey!! I JUST TOOK A SHOWER!!"

I'm all up for alternations of colors and design and more use of the mech's water mobility with diving etc. but I just wanted to give a nice strong base for the Dev team to work upon!

Thanks for taking the time to look at my design and please support me with comments and votes if you like it! Many thanks and may the best design win!

Mike.

Extra Comments: I thought about the way in which the Bonne Mechs are designed and figured a simple design with some interesting features would be a nice way to go! It is pretty large in scale though so don't you worry about it not being up to Boss status!

Nilpferd[]

Creator: Servbot #Unknown (David)

My Bonne Mecha: This mecha is designed after a hippopotamus. It has drills in the feet and the knees (for use when the legs are folded in) for burrowing into ruins.

Although it can attack with its feet when the player is too close, its main attack is shooting out pressurized water from multiple water cannons all over its body. The cannons and the pumps that draw water for the cannons are operated by the Servbots.

The Mission: The room that the battle takes place in has ankle-deep water covering the floor. When the Nilpferd drops into the room, its weight causes the edges of the floor to buckle upwards, which the player can climb.

The player can attack the Servbots to temporarily disable the water cannons, either by KOing the Servbots operating the cannons or the ones operating the pumps that are continuously drawing up water through the Nilpferd's feet.

The main weak point of the Nilpferd is a hatch at the back of its head.

The battle ends once the Nilpferd has taken enough damage. There are no special win or lose conditions for this fight.

Other: This mech's name and design are a callback to a moment from the first Megaman Legends game, in which you could tell the junk shop owner that your name was "hippopotamus".

This design may need another attack - perhaps some Servbots may through bombs at you throughout the fight?

Ochsenfrosch[]

Creator: Servbot #Unknown (Sho Shirakii)

My Bonne Mecha: Type:

- 2-legged excavation walker with ballistic missile modification

Armament:

- Giant jackhammer

- 8-pod missile system (with normal and heat seeking missiles)

Attacks:

- Stomp tries to run over Megaman by charging at him.

- Swipe, swipes the floor using its arms.

- Ground pound, jumps into the air and tries to flatten Megaman using the bottom of the hull.

- Missile Strike, launches missiles (with a curling flight path) from the launch pod at Megaman:

- Normal missiles when Ochsenfrosch's HP is 100% - 60%.

- Heat seeking missiles when Ochsenfrosch's HP is 60% - 20%. The eyes of the missile turn red when locked on.

- Earthquake sends shockwaves across the floor using the jackhammer, causing Megaman to take damage and fall over when hit. It can be dodged by jumping over the shockwaves.

The Mission: Win - Deplete Ochsenfrosch down to 20%, and then Megaman collects the treasure and escapes within the time limit (the last condition could just be a cinematic).

Lose - Megaman's HP hits 0%, or Megaman does not collect the treasure and escape within the time limit. (A thumping sound is heard coming from above. Megaman and co look above to see cracks forming in the middle of the ceiling. The cracks become larger and larger until it crumbles and a hole appears letting in beams of light... The Ochsenfrosch jumps in through the hole and lands in the middle of the arena.)

-Dialog between the characters-

BATTLE START!!

Megaman should hit Ochsenfrosch's weak points, the air intake (on the front between the missile system and the pilot cabin) and the cooling fan (on the back of the hull), to give efficient damage, with the second causing more damage.

The cooling fan is harder to hit since the mecha will try to face Megaman at all times. However there is a way to stun Ochsenfrosch as shown in this sketch.

On the walls there are many water/sewage outlets each with their own warning light and switch (Figure 1).

When a light begins to flash, make Ochsenfrosch move in front of the outlet with the warning light (Figure 2). A sound of gushing water can be heard from the pipe and a few seconds later, a surge of water flows out hitting the mecha if it is in the correct position (Figure 3). The power of the water causes it to lose balance, topple over and be stunned for a few seconds (Figure 4). This is when Megaman has the chance to get behind Ochsenfrosch and hit its larger weak spot (Figure 5) but also Servbots are deployed from its engine room hatch and closes the pipe using the switch below it (Note: the Servbots are deployed to close the pipes off even if Ochsenfrosch is not hit after it has 60% HP left). Megaman can reopen these pipes by shooting them a few times or move them by hand. After the brief time period, Ochsenfrosch will stand back up and immediately perform an Earthquake attack (Figure 6). When Ochsenfrosch's HP is down to 20%, a cut scene will appear...

-Dialog between characters-

(The roof begins to crumble. Ochsenfrosch crouches and pounces out of the hole that it came from. Megaman tells the other(s) to head for the exit.)

Megaman must now collect the treasure and reach the exit of the room while dodging the falling debris before the room completely collapses (time limit).

(Megaman dashes through the exit and the roof completely collapses just after, blocking it with boulders.)

Well, here is my sketch with the addition of some color (thanks to a good friend who has PS). Pretty pleased how it turned out.

Octo-Samurai[]

Creator: Servbot #Unknown (Juan Manuel )

My Bonne Mecha: Is an Octopus like robot that acts like a samurai!!! Its hat for example is actually a massive drill. It has a robotic eye-patch that lights up before an attack and carries dual katanas.

The Mission: The Octo-Samurai's primary attack is with his dual katanas as it will slash the player with them. Its secondary attack involves its massive drill on his head as it will charge the player with it!!! The Mecha will also spin with its katanas only when Megaman tries to destroy its water container (vulnerable spot)!!!

There will be Servbots outside the Mecha trying to control the hose that sucks up the water in order for the mecha to operate!!! Shooting the hose or throwing something to block the water flow will make the Mecha stop!!! While it's at a halt the player needs to shoot the water container in order to destroy the Pcto-Samurai!!!

Other: There will be Servbots trying to control the water hose!!! There will be moments in the battle where the Servbots will lose the hose and will be confused and run around the stage!!!

Ofenrohr[]

Creator: Servbot #258 (Grey_Knight)

My Bonne Mecha: A streamlined machine designed for the rigorous of underground excavation. It possesses a veritable arsenal of tools and weapons concealed in the tips of its tentacles and thick armor that renders regular attacks nearly or completely useless.

After crashing through the ceiling and causing water to flood into the room (about ankle height, enough to slow the player down a little) the Ofenrohr props itself back into verticle position and begins its attack. Shooting the eyes will only cause minimal damage so the player will have to figure out how to counter the Ofenrohr's thick armor.

*The rear or six o'clock tentacle is not used for articulating it proved difficult.

*The tentacles should prevent the player from getting to the back as the Servbots will need that area later.

Weapons: Each of the Ofenrohr's tentacles has a weapon in the tip and when they are ready to be used the tips of the tentacle should "blow off". Each weapon's position is indicated by the red block in the diagram.


Power Drill: A high power drill used for precise digging. In combat the Ofenrohr stabs the drill arm into the ground and after a few seconds it erupts from under the player. Shaking and a rumbling sound warn the player that the attack is about to hit. Usable from the start of the fight.

A high power drill used for precise digging. In combat the Ofenrohr stabs the drill arm into the ground and after a few seconds it erupts from under the player. Shaking and a rumbling sound warn the player that the attack is about to hit. Usable from the start of the fight.


Dust Crusher: Used to collect small objects. When deployed in combat it fires balls of debris that send chunks flying out upon impact. Used from the start of the fight.


Bomb Launcher: Fires bombs, "over the shoulder" style, that explode after a few seconds. Could (if possible) be thrown back to deal damage. Used relatively early in the fight.


Ring Beam: Fires a slow moving ring shaped beam. Players will have to be careful not to accidentally dodge back into its line of fire. Usable relatively early in the fight.


Scissor Pick: Attacks with a wide sweeping motion, players will have to either back-up out of its reach or jump over it when it is swung. When deployed the handle telescopes out and the arms swing down into position. Before swinging the Ofenrohr will move to get into range, the player can use this behavior to position it under the edge of the hole that was bored into the ceiling so they can shoot a large rock down onto the Ofenrohr causing some damage and stunning it temporarily. Usable further into the fight.


Vice Crusher: A large and powerful claw used to crush debris. If it manages to grab the player it will lift them up and squeeze them, causing severe damage over time. The player can struggle free by tapping buttons and preventing some damage. Before swinging the Ofenrohr will snap the claw twice giving an indication that the attack is coming. Used later in the fight.

Main Cannon: The Ofenrohr's most powerful weapon, and the only one not attached to a tentacle. As it charges up it begins to glow brighter and particles begin to flow into the barrel. If the player fires a shot into the barrel just as the attack is about to go off it will backfire instead and cause heavy damage. If not interrupted the Ofenrohr will fire a beam of energy and sweep it across the field. Used later in the fight.

Servbots: As the battle goes on the Ofenrohr will begin to show signs of damage, (cracks, dents, smoke, etc.) when this happens the Bonne emblem on the front will open up and Servbots will climb onto the Ofenrohr's surface to attempt repairs. If they are successful the damage will disappear and the Ofenrohr will recover some of its damage. The player can prevent this by shooting the Servbots off. When shot off the Servbots will vanish under the water momentarily then resurface in an inner tube and float towards the Ofenrohr's back. Once safely hidden from view the Servbots can be removed.

Comments: Well that's my idea, I know it's another squid but that's the idea that came to mind and I believe it has enough unique twists to stand out. For those curious Ofenrohr is German for "stove pipe" (at least according to bablefish) and is a reference to the machine's shape. Questions, comments, and suggestions are, of course, welcome.

PS. Astute readers should recognize many of Ofenrohr's weapons.

Orchinaut[]

Creator: Servbot #Unknown (darfox8)

My Bonne Mecha: NOTE - This video is a general representation of the idea. I made the level very quickly so I didn't even bother to create the more elaborate parts of the design.

As I said, I put this together pretty quickly. It just really wanted to participate and I thought the idea was kinda cute.

The design is based on a Sea Urchin and it was originally going to hover around and attack Megaman from all directions and angles. But Tron wasn't aware that the Ruins would be flooded by her arrival and, unfortunately for them, her new Mecha doesn't hoover on water (unless it has powaa). So it can only float helplessly hoping the hatch doesn't break which would cause the whole Mech to sink.

Attacks: All the weapon systems are still functional (well, half-functional since it can't directly aim anymore) so Tron does her best to blast Megaman as her giant washing machine goes for a full spin cycle. Certain spikes are still deadly when touched so if Megaman gets in the Mechas destruction path he'll be toast. The final attack this Mecha has is its most powerful. If it saves up enough energy it can launch itself up in the air and perform a flurry of direct attacks(as it was originally intended to), but this can only last a few seconds since hovering over water wasn't part of the Mechas original specs.

The Mission: You have to defeat the Mecha to retrieve the Refractor. You can do it the slow and steady way by destroying all the spikes and then shooting the core or you can shoot the Hatch directly. If the hatch is submerged for a certain amount of time it receives damage so if you keep it underwater for long enough the battle will end. You can accomplish this by destroying certain spikes to balance the floating Mecha so it stays on its head.

Servbots: They're just chillin... but also freaking out about the situation. Maybe they can try and bail water out of the Mecha when it does its super attack.

Triva:
-I originally wanted to name it Orchinizzle but I thought it might be inappropriate.

-If for whatever reason this design is not accepted because of the LBP relation (it's a game made by another company, after all) I won't feel bad. I just wanted to participate and making this thread is enough.

-I made this level extremely quickly, that's why sections look really bland

-I hope my design doesn't look too much like a Sun or a starfish or anything else that isn't an Orchin...

-I have other Megaman Legends themed LBP levels. Check 'em out here and Heart the Creator if you can, please.

Ozeanritter[]

Creator: Servbot #614 (Psyme)

My idea is Ozeanritter (Ocean-Knight) a cross between a Merman and an Armored Knight. I liked the idea of ball-joints, so most of them are as such, except the tail.

My Bonne Mecha: The cockpit is in the midsection between the torso and the waist, and also acts as a joint. It propels itself underwater using jets in the tail, and its arms for steering. On land, it pulls itself with its large arms and weaves its tail.

Digout: For getting into and around ruins it uses its shields to dig through soft earth, as well as a hydraulic jet concealed in its helmet; the water tank is attached to the back of the torso. To get through metal, it uses a set of retractable oscillating blades at the end of each shield, and punches through the metal far enough to wrench open an entrance with its shields; the blades can also separate into individual digits for more precise manipulation if need be.

Weapons: During a fight, it can use its large shield-like arms to defend itself or send its opponent flying. Its blades may be used to cut through armor (or life-shields) and the combination of the two can punch through the ground underneath an enemy to topple them over.

For more distant attacks, it has the hydraulic jet that can stun, or use homing missiles/torpedoes in its chest.

The Mission: As the main weapons are its large shield, it plays more defensively. It will always turn to face an attacker, so no blue-armored individual can just run around to the unguarded side. Most of the weapons are also concealed when not being fired; but that leaves them critically unguarded for a moment after each assault.

The key to victory is destroying its long range arsenal first, forcing it to come closer to fight.

It usually has to balance itself after moving in order to attack, giving you a second to get behind its shields and get a few shots on some now undefended joints and undermine its movement. Be quick about it, up close, you may see Servbots out around the helmet trying to repair its long range weaponry. (Perhaps if the Ozeanritter decided to strike into the ground to topple you, dodge and run up the stuck shield and impede the repair progress by taking a few pot-shots at the Servbots.)

Lastly, with its mobility now impaired, it's a perfect time to get behind it and hit that water tank adhered to the back of the torso. While the outside may be fairly well armored, shake it up enough and something may rupture on the inside. Thus flooding the torso, missile bay, and of course, the cockpit by proxy. Cue the bubble opening up spilling out the Bonnes and earning your victory.

Other: Anyway, this is my submission for the mech thread.

OK, so I've added Servbots, and I worked on fleshing out the mission section, giving it a back and forth battle between close and long distance.

Also, the "fur" is a plume. It was just the simplest thing I could conjure up to draw ontop of a helmet. But I'm not opposed to something a little more substantial. Perhaps something along the lines of what Chichi wore on her helmet in Dragon Ball?

Extra Comments: I decided not to look at any of the Mechs until I had a chance to submit my own. I'm glad mine was so well received.

Panzerbohrer[]

Creator: Servbot #783 (Korps!)

My Bonne Mecha: (“Armor Drill" in German)
Following the long tradition of animal theme based mecha of the Bonne family, the Panzerbohrer is based on the horseshoe crab. It was designed to be an armor type, amphibious mecha, able to fight on land and in water. The blue color was chosen because I don't remember it being used on a previous bonne mecha, and by the way did you know that horseshoe crab's blood was blue?

The Mission: Winning: Depleting the Panzerbohrer energy bar completely.

Losing: Losing all of Trigger's energy bar.

Upon grabbing the treasure, tremors can be felt, Trigger turns back and pieces of the ceiling start falling, a huge drill emerges. The drill appears to be part of a bigger mecha when it falls on the ground of the room. Trigger is not surprised to hear the voice of Tron and Teisel coming from the mech. The main hatch opens to reveal the taunting Bonnes, who after swearing to defeat Trigger this time closes the hatch. Inside the mecha Tron talks about feeling bad for leaving Bon behind, only to have Teisel tell her that he is not a crybaby and not to forget that he is a Bonne, Tron gets in high spirits and the battle can begin.

Battle Phase 1: Battle on land

The Panzerbohrer is moving on his 6 legs, it will mostly move backward in order to use his drills to get Trigger.

-Attack Pattern 1: it will run toward you trying to ram Trigger with the main drill (the smaller ones are still deadly)

-Attack Pattern 2: it will use the main drill into a wall to cause rocks to fall (rocks falling on Trigger will of course damage him)

-Attack Pattern 3: it will shoot homing missiles from his back.

-Attack Pattern 4: the small drills are attach to wires and will be shoot all over the room to limit Trigger movements, High voltage will then run through the wires, inducing numbness (a la Legends 2) if you happen to touch them, the back of the Panzerbohrer will then shoot homing missiles, can you dodge it?

How to defeat it: while the Panzerbohrer shell is immune to direct attack, your shots will rebound when they'll hit, though that's not the case for the main drill, shoot it when it's not rotating (or it will produce the same result than with the shell). It is also possible to grab some fallen rocks and throw them at the shell to knock him out for a few seconds and get a chance to shoot the drill.

NOTE: The enemy's energy bar won't go down in this part, yet you can clearly see that your attacks are working on the drill.

The drill is disabled, Tron gets furious and casts it aside since it's nothing but dead weight now, Teisel decides to fire missiles everywhere, lots of them hit the wall and water starts to leak from them. Teisel realizes that was a bad move but Tron reassures him, telling him she is a genius and that such little inconvenience is nothing for the Panzerbohrer (since she had enough budget to make it amphibious!). Two reactors appear from the back of the mecha who will now be moving freely in the submerged area.

Battle Phase 2: Underwater Battle

The shape of the room is now altered, water is at a pretty high level (though Trigger can reach the surface by jumping since the physics make it possible), and the Panzerbohrer roams around still trying to get Trigger.

Underwater the Panzerbohrer will let the wired small drills flow behind, they are still dangerous to touch but don't induce numbness like before. The Belly hatch will now release Servbots equipped with small back propellers, all of them carrying an underwater mine.

This time you can arm the Panzerbohrer directly, either by staying underwater and shooting the hatch (though that's the risky way, since it is very mobile underwater, or you can try the other way). Grab a mine a Servbot left in the water and throw it at the mecha. Because it's very mobile there is a way to make it stay still for a few moments, go out of the water and look around for the eyes, shoot at them and Tron will complain about the lack of visibility, causing the mecha to surface, that's the moment you're looking for to grab a bomb and throw it. This will damage the mech of course but it will also cause it to turn upside down, belly at the water surface, it is then possible to jump on it and shoot the hatch (keep in mind that you will be throw with much vigor if you stay on it for too long) or shoot from another spot above water (a safer yet more time consuming move).

Once defeated the spot where the Panzerbohrer's big drill came crashing through when it appeared will crumble, the water will then be drain and the mecha as well, wait, it's still too large to fall through, it is stuck. Tron and Teisel start to curse Trigger when the three of them can hear a distinctive "Babuuu". Bon fall from the ceiling right on the stuck mecha, The floor start to crumbles even more, and while Bon is happy to be reunite with his brother and sister (Babuu! Babuu!), those two are yelling at him to move aside, too late for them as they finally fall in the hole for good, leaving a confused Trigger free to grab the treasure.

-Attack Pattern 1: The Panzerbohrer wants you in the water, if you stay out of the water it will surface and release homing missiles at you, since the spot above the water is rather small you won't have much choice but to jump in the water.

-Attack Pattern 2: If you fall into the water and are at close range the mecha will try to charge at you.

-Attack Pattern 3: If you are at a distance underwater it will fire torpedoes at you (they shoot straight).

-Attack Pattern 4: Servbots will place mines underwater to limit your movements (shoot either the mines or the Servbot and it will go "boom", you can still grab the mine though)

Extra Comments: I tried to bring the whole Made by Tron feeling into it, I probably put too much effort in the design rather than the whole battle mechanics though...

I have to say that underwater combat was a chore in Legends 2 but I imagine this one thinking the development team fixed the speed issue when moving underwater. I'll get to post something on your mecha soon enough.

The coloring it's simple, because I have mostly closed lines. I use the Magic Wand for the areas I want to color, change the size of the selection if needed (selection, modify...) and I just fill the area with whatever color I want on a new layer. To shade it's even simpler, I use a new layer above the color one where I use only black color with a low opacity percentage, simple as pie. I hope I could help

The stage where you fight might be more difficult to deal with than the boss itself, that's often the case in the Megaman Battle Network series. Transforming bosses are a must have in any Megaman game!

Phanticore[]

Creator: Servbot #Unknown (Joshua)

My Bonne Mecha: The ceiling in the room comes crumbling down leaving pillars and platforms of rubble. The room is momentarily silent before the Bonne Mecha Phanticore comes bounding down from the darkened hole in the ceiling. The mecha is initially out of reach on the highest platforms, but it will eventually crumble the platforms and use the rubble to throw at Megaman.

The general theme of the Phanticore is the four natural elements: earth, air, fire, water. He first throws rubble at Megaman. Then, he flies at Megaman and creates bursts of wind with his wings. Then, he shoots the water cannon in his tail (this requires first getting a drink of the water flowing into the room). Then he shoots flaming balls from his mouth. They only at first appear to be fireballs, instead they are actually Servbots on fire who get up and start running around the room. They will eventually extinguish themselves in the pools of water, but when they recover they throw small stones at Megaman.

The battle is sequential. First the claws that pick up the rocks must be destroyed, then the wings, then the tail, and finally the head. The hatch in which Tron sits is located on the torso. After all the body parts are destroyed, the torso itself is a small mecha with a drill where the head was. It drills into the ground and disappears. It resurfaces and attempts to skewer megaman. He must deal as much damage as possible as the mecha resurfaces. There is now a countdown for when the entire room will collapse due to the damage done by the Phanticore. Megaman must stop the drill, rescue Tron, and grab the treasure before the room collapses.

Ozeanritter[]

Creator: Servbot #Unknown (Prairie)

My Bonne Mecha: The Phantom Mecha is a ninja based humanoid mecha. The head of the mecha is the emblem (Jolly Roger) of the Bonne family. Over the head is a ninja-like mask-helmet. The mecha is mostly black, with some white, yellow hues and a red scarf. The arms are similar to mega busters. One however can have giant shuriken extend from within and throw it or have the shuriken return after being thrown like a boomer. The other buster fires smoke bombs and dark purple energy balls.

The phantom mecha stands on a drill platform. The platform stays still while the drill is in motion. On the side of the platform would appear to be large light bulbs. The mecha likes to ride on the drill platform while the drill attacks.

The Mission: The mecha drills through the ceiling using the platform. You can see a barrier around the mecha starting above the platform. Implying the mecha isn’t harmed during drilling. Megaman hears Tron saying that with this mecha he won’t be able to see his coming defeat. Megaman comments on how this mecha was actually pretty impressive. Tron stammers not knowing how to respond to comments. Megaman then replies that he will still have to destroy it though. Tron still fazed from the earlier comment can only think of one thing and says “we’ll see about that”

Battle – Stage 1

The drill whirls around and the mecha rides on it like it’s a spinning top. If you try to shoot at it a force field shows up. The drill charges at you. The only thing you can do is run away. Upon seeing all you can do is run, Tron stops the mecha and the drill stays in place. Tron gloats on how you’re powerless. This is the time to fight back. Aim one of the light bulb contraptions on the platform. Those are actually the field generators. After some damage it blows up and the field starts to look weaker. Tron gets angry and the drill charges at you.

Now you have to lead her into a wall and dodge. The mecha will crash into the wall and stay still for a bit. You have a little bit of time to destroy another generator. If you fail you’ll have to start over. Each hit damages the bosses overall health. Each time a generator is blown up the field looks weaker. After the second of the four generators is blown up you hear tron yelling. Now the drill will do small hops chasing after you. Don’t lead her into the wall; Tron learned her lesson and stops before any possible crash. Instead keep dodging after a few small jumps. The drill makes a giant leap and comes at you. Dodge by running out of the shadow. No matter if you're hit or not the drill gets stuck in the ground. Take the time to take out another generator. The drill will squeeze free. The hole he drills drains the floor water. Repeat the process till the last generator is gone. Once the last generator is gone the drill goes haywire. The top part which stayed still is now spinning causing the mecha to get dizzy. The mecha and drill crash into the wall which slightly lowers boss health.

Stage 2

Tron gets angry and the mecha kicks the drill and it lands into the hole in the ceiling plugging it. A large shuriken extends from the mecha's left buster and the mecha throws it at a wall. This happens again and another shuriken is thrown at another wall. The shuriken is stuck in the walls. Tron laughing and gloating at the power of her mecha. The camera slightly zooms in on the shuriken stuck in the walls giving you a hint. The mecha’s right buster fires off smoke bombs which cover the room. You can only see the ceiling and the giant wall shuriken. You will be able to see giant shadows fading in and out of the smoke which is the mecha. Random shooting won’t get you anywhere. Walk to where you believe is the middle of the room. Be careful the mecha will be shooting black purple energy balls at you. Wait till you see a shadow under one of the shuriken. Fire at the shuriken and it will fall on the mecha. The smoke clears revealing it made a cut onto the right arm. The mecha pulls it out. The mecha sets off another smoke bomb. This time more energy balls will be fired at you. Repeat the process.

Stage 3

After you get the second shuriken to fall you hear a loud noise. The smoke clears and this time the right buster arm is cut off and on the ground. Tron gets angry and proclaims if you can defeat something you can’t see. The red jewel on the forehead glows and the mecha turns invisible. You can hear the mecha move around and you will see shuriken being thrown at you. Try to dodge the random shuriken as best you can, it’s hard to dodge if you don’t know where the attack is coming from.

Start looking around when its movements stop. It’s still invisible but if you look around you can see an outline where the invisibility looks off. This is the time to take fire at it. Shoot as much as you can because it will start moving again. Repeat the process. Then on the last few amounts of the mecha’s health it kneels down. Run up to it and aim at the jewel. If you didn’t damage it enough, repeat the process and shoot it again when it stands still, it will kneel down in damage giving you a chance to end the battle. When the jewel breaks you win and the mecha collapses.

The way to lose is to run out of health.

Other: I’m submitting four works in total. Each one is based off of the Guardians from another megaman series “Megaman Zero”. This Mecha is based off of Hidden Phantom who controls darkness. Since he sadly didn’t have a second form I based it on Phantoms first form. The Megaman franchise has several instances where another megaman series has posters, dolls or even resembling bosses from another megaman series.

So I thought it would be cool if the legend series had a boss that resembled another boss (Especially since I believe that legends is way after the zero series. If I remember the timeline correctly being thousands of years ahead). I hope you don’t mind that I added some comical stuff in the battle, because to me many of the Legends battles have something comical, which I LOVE!! The battle could also feature a MMZ boss remix of Phantoms element.

I hope you enjoy it.

Phobos[]

Creator: Servbot #Unknown (Daniel)

My Bonne Mecha: Phase 1: The room in which this boss battle takes place is huge, long and half- cylinder in shape; this room is a naturally made tunnel of rock. On the left and right side of the room are pools of water that extend from both ends of the tunnel. Megaman enters the room and finds Tron Bonne holding a metal box -- the contents of the box can be an item crucial to the plot of Megaman Legends 3 or it could be anything else that Capcom desires. Tron Bonne is wearing a battle suit that functions and appears like Ferham of Megaman X Command Mission. Tron taunts Megaman for not finding the treasue -- the item in the metal box she's holding -- and tells him the rest of the Bonnes will arrive via their new mecha in a minute. Until then you fight Tron.

---Tron's attacks. (Note: Like Megaman, Tron and Teisel are both wearing battle armor; therefore, Megaman is morally free to use weapons and close-quarters-combat to incapacitate them. Close-quarters-combat could be utilized as a quick time event for counter attacking Tron's and Teisel's melee attacks) ---

Whip: A metal whip with a switch activated electrical current.

1) Tron uses the whip to grab Megaman and flies close to the ground to drag him around before throwing him away. If Megaman falls into a pool, Tron will fly towards the pool and yank him out with her electric whip, thus causing paralysis and significant damage to Megaman.

[Break free] While Megaman is being dragged, the view will go to first person for the player to try to shoot Tron to make her release Megaman instead of throwing him away. If Megaman falls into a pool, jump out before Tron attacks.

2) Tron violently whips the ground, causing electrical sparks to fly from the tip when it strikes the ground.

Ice Grenades: Explodes on impact and releases liquid nitrogen that freezes Megaman in place with a sheet of ice that starts from his feet and goes up to his waist. Megaman's arms are free to shoot the ice off his lower body. If Megaman gets frozen in place, Tron will do one of these two attacks depending on how far away she is.

1) If she is in whipping distance, Tron will latch on to his neck and electrocute him.

[Counterattack] Quick time event to shoot Tron before she can turn on the electricity of her whip. Then Megaman can shoot the ice off him.

2) If she is far away, Tron will use her wings to charge fist forward to Mega Man's face.

[Counterattack] After Megaman breaks free from the ice, the player can either shoot Tron or attempt a quick time attack. If quick time attack is successful, Megaman will jump reverse side kick Tron (like Leon S.Kennedy did to the cloaking fly monsters that charge at him in Resident Evil 4), thus causing her damage, knock her to the ground and leave her vulnerable to more attacks until she flies away.

Melee attacks: Divekicks, kicks, and punches.

Phase 2: PHOBOS's Features and Attacks: (Note: When drills -- the cones -- penetrate or scrape the earth, chunks of rocks get splashed around, then stay where they landed until they get crushed by a mech or enough weapon fire. PHOBOS can throw these pried loose rocks at Megaman as well.) PHOBOS is a colossal dragon that will try to crush Megaman with its hands, feet, head drill, whips of its tail, and stabs with the drills on the tip of its tail and fingers. Due to its size, PHOBOS also serves as a carrier for smaller mechas piloted by Servbots. On the palms and the bottom of the feet of PHOBOS are the ports that the smaller mechs come from. Throughout Phase 2 and 3, PHOBOS will unleash Drill Worms, Drill Bolts, Draches, and Such Gerats. These smaller mechs drop health and zenny when destroyed.

Drill Worms are equipped with drills at both its ends and made of any number of cylinders and spheres for length adjustments. Drill Worms splashes chunks of rock into the air as they weave in and out of all terrain towards Megaman.

Drill Bolts are also equipped with drills at both its ends, four legs with spheres for wheels on the end tips of the legs, and are made of only one cylinder for a body. A door slides open on the body to reveal a skull just like PHOBOS's. The skull of the Drill Bolts are equipped with a cannon -- this cannon is the Drill Bolt's weak spot. Drill Bolts charge at Megaman to strike him with its lower drill. Like the Drill Worm, Drill Bolts can also weave in and out of the ground. Lastly, the upper group of legs and drill can detach and reassemble as a whip.

The Draches from Megaman Legends serve as PHOBOS's air force, while the Such Gerates, also from Megaman Legends, serve as PHOBOS's navy. Such Gerates shoot torpedoes at Megaman when he is in its pool, and missiles when Megaman is on land.

PHOBOS goes through this process as it prepares to tunnel through the earth: First, it brings it knees to its chest and hugs its lower legs -- beetle position; second, it wraps itself with its wings; third, it coils its tail in a downward spiral; lastly, it coils its neck in a upward spiral and closes its frill drill. In this position PHOBOS spins around rapidly as it splashes in and out of the floors, walls, and ceiling. PHOBOS's massive body weaving in and out of the room causes humongous slabs of rock to pile up and stalactites to fall. PHOBOS does this in phase 2 and 3. PHOBOS throws the stalactites at Megaman like spears, or if Megaman is close-by, PHOBOS will club him with the stalactite instead. PHOBOS also tosses the humongous slabs of rock high up in the air in hopes that it will land on Megaman and cause fatal damage to him.

The black cylinder segment that PHOBOS's skull rests on has a frill that can close around the skull to form a drill. PHOBOS uses its frill drill for headbutting; combined with a horizontal whipping motion of its neck, the frill drill can splash ground to emit a wave of boulders towards Megaman; and when PHOBOS grabs Megaman with the stretch arms in its mouth, the stretch arms will bring Megaman up close to a stabbing range for the frills -- [Counterattack] Megaman can force the stretch arms to release him by shooting the Thunder thrower's Tesla coil.

PHOBOS flies across the room overhead Megaman and scrapes the ground with its frill drill and tail along the way while chasing him -- have this chase scene be shown with Megaman running down the z-axis of the camera and PHOBOS flying overhead from behind him, this should look cool in 3D!

The eyes on the skull are viewing hatches for Tron and Teasel; Tron is positioned in the left eye and Teisel in the right eye. When Megaman is close to PHOBOS, Teseal will open his hatch to use a machine gun or a RPG launcher against Megaman. Shooting Teisel enough times will incapacitate him until he is revived by Tron or Servbots. Tron will occasionally open her hatch to unleash a swarm of flying Servbots -- they are flying via propeller packs -- to attack Megaman with pistols, bombs, and RPG launchers, or Tron will fly out of her cockpit to fight Megaman again -- the latter can be prevented by shooting Tron back into her cockpit, because, she perches on the ridge of her cockpit and taunts Megaman before going out to fight. If Tron is defeated in battle, the stretch arms will reel her back in PHOBOS for reviving.

On the sides of PHOBOS's midsection are the ports that the vacuum tubes extend from. The vacuum tubes suck up water from the pools to fuel the thunder thrower -- PHOBOS can still attack and fly while the vacuum tubes are out, but not burrow into the earth. PHOBOS will open its mouth once it sucks up enough water and fires its thunder thrower (The thunder thrower functions like an open flame flamethrower. Instead of an open flame there is a Tesla coil, and instead of flammable liquid, water is used; therefore, the thunder thrower paralyzes and damages Megaman). While PHOBOS is firing the thunder thrower, the stretch arms will lash out at Megaman in an attempt to hold him still for a whole stream of the thunder thrower. If the player stands in front of a boulder left behind from either PHOBOS's, a Drill Worm, or Drill Bolt's burrowing, and side steps out of the stretch arm's reach, then the arm will grab the boulder by mistake and slam it into the Tesla coil, causing much damage to its -- three of these will destroy the thunder thrower.

Phase 2: The damage that Megaman inflicted on the Tesla coil will reveal to Tron that the skull will explode via an electrical fire. This causes Teisel to panic and Tron to drag his fear stricken brother to the main bridge in PHOBOS's midsection. Tron orders Bomb Bonne to jettison the volatile skull from the neck so it won't obliterate the frill drill in its explosion. The jettisoned skull ends up exploding in front of the left side of PHOBOS's chest and leaves a huge, open wound that reveals PHOBOS's power source, a big, emerald green, refractor. After the refractor takes a few shots from Megaman, Tron activates the refractor's force field -- the invulnerable pink transparent heart. The Bonnes then discover that the skull Megaman destroyed was their only external view point from inside PHOBOS. Desperate for a visual on their enemy, Tron opens the metal doors that were shielding the main bridge's observation deck. The observation deck and the main bridge are still sealed with glass that is only vulnerable to puncture from a Drill Worm. In this phase, the PHOBOS will release an extremely long Drill Worm (Omega Drill Worm); in addition, the aforementioned smaller mechs, Servbots, and Tron serve as scouts for the now shortsighted PHOBOS.

Megaman needs to climb on top of a pile of humongous rock slabs to reach an altitude that is at least halfway equal to PHOBOS's observation deck. Once on top, Megaman needs to get PHOBOS's and Omega Drill Worm's attention. Having both PHOBOS and Omega Drill Worm charge at Megaman from opposite sides of the pile of rocks he is on top of will result in the Omega Drill Worm to puncture a hole through the glass covering PHOBOS's observation deck -- this will only happen if Megaman dodges Omega Drill Worm's charge. While PHOBOS is struggling to unlodge Omega Drill Worm from the glass, Megaman can use the worm as a bridge to PHOBOS's observation deck.

On the observation deck, Teisel, Tron, and Bon Bonne confront Megaman while Servbots pilot PHOBOS.

---Teisel Attacks: Garbed in a battle suit that functions and appears like Quick Man. ---

Boomerang: Razor sharp projectile. Shooting Teisel while his boomerang is mid-flight will prevent him from catching the boomerang, thus he will get hit by his own weapon. Teisel can also use these in close-quarters-combat. [Counterattack] Block Teasel's barrage of melee strikes by keeping up with a series of quick time events. After the player succeeds in keeping up with the quick time events, Teasel will get tired and Megaman will knock him back with his buster.

Super Speed: Teisel will run around Megaman to form a tornado that will toss him up in the air and make him fall back to the ground hard.

[Prevention] Shoot Teasel before the tornado forms.

---Bon Bonne: His upper half is his normal head and arms, and his lower half is a top. Between his two horns is the distribution point of his top grenades. On top of his left and right wrist are a thunder thrower that gets its water from a canister behind Bon's head. Bon is top heavy and his thunder thrower can harm anyone. Shooting the top on Bon's head will make him lose balance and fall on a side. Bon will cry, flail his arms wildly and fire his thunder throwers all over until he regains balance. ---

Top Grenades: Spinning tops with razor blades extruding around its upper circumference. When the top falls on its side it will blink and beep for three seconds then explode.

Binky: Lashing binky attack from Megaman Legends.

Spin Attack: Bon extends his arms, fires his thunder throwers, and spins around aimlessly.

--Bonne Family Team Attacks--

Bon and Teisel: Electric Water Cyclone -- Teisel grabs Bon by one hand and super speed runs around him; while, Bon uses his free hand to shoot his thunder thrower skywards. This causes an electric water cyclone to suck in Megaman into a world of hurt. [How to stop it] Shoot Teisel or Bon, while running away from the pull of this attack.

Tron and Bon: Icy Spin n' Spray -- Tron hovers at Bon's right side, gives Bon two handfuls of her ice grenades, then latches onto the top between Bon's head, spins herself in place clockwise to increase Bon velocity, and releases Bon. Bon spins around wildly while tossing ice grenades skyward and fires his thunder throwers at the same time. [How to stop it] Shoot Tron.

Teisel and Tron: Tornado Fan -- Teisel runs circles in front of Tron to form tornadoes and Tron uses her wings to fan the tornadoes at Megaman. [How to stop it] Shoot Teisel.

There is a door on the east end, and the west end of the observation deck; both doors are the entrance to the main bridge. During Megaman's fight with the Bonnes, a Servbot armed with either a pistol, grenade, or RPG launcher will step out of the door that Megaman is closest to. "I'm here to help you fight the blue man, Miss Tron," says the Servbot standing in front of the open doorway. Tron responds, "Close that door and protect the yellow box!" When the player turns their attention to the Servbot standing at the open doorway, the player can see that there is a yellow box with a pink heart on it. This is one of the power boxes that keep the force field intact. Destroying the yellow box behind one of the observation deck's doors will temporarily disable the force field for ten seconds. After ten seconds, the force field will go back online, and a computer voice will say "Force field has recovered from a heart failure. All fifteen auxiliary heart boxes are now online. Cloaking devices on all service ladders and heart boxes are now offline." The pink heart on the yellow box is a pink light that helps players indicate where the boxes are located on PHOBOS's white exterior. The pink light blinks slowly when Megaman is too far away to shoot the boxes. The blinking of the pink light quickens when Megaman gets closer to shooting distance, and the light becomes still when Megaman is in range. The service ladders are yellow and they appear all over PHOBOS's exterior -- except for the spheres, gliders between the wing cylinder, and the cones. Flying enemies will assault you as you climb on the service ladder, but Megaman is still capable of shooting while hanging on the ladders. Two of the fifteen boxes will always appear behind the vertical-rising doors on the observation deck. As for the other thirteen, some will appear at random locations on PHOBOS's exterior, and the others will appear in interior rooms located in PHOBOS's midsection.

Draining a Bonne's hit points to zero will incapacitate the Bonne. Another Bonne will revive the fallen Bonne. If all three Bonnes are incapacitated, then a party of Servbots will quickly take them to sick bay for revival -- the sick bay is inaccessible to Megaman, incapacitating all three Bonnes will temporarily give you three less enemies that will pursuit you as you seek and destroy the fifteen power boxes for the force field. After destroying all fifteen boxes, the pink heart force field shuts down permanently. The refractor is vulnerable to all attacks, so shoot it until its hit point reaches zero and PHOBOS will explode.

The Bonnes get blasted towards one of the ends of the long tunnel. Amazingly, they are still alive, just covered in ash and twitching on the ground. Tron's and Teisel's shatter off their bodies. Tron is wearing her usual outfit and Teisel, well it turns out the only thing he was wearing under his battle suit is white boxers with hearts on them. Megaman then discovers that the metal box that Tron was holding during phase 1 is cracked open. The treasure that was in the metal box is still intact and yours for the taking. Plus, Megaman gets weapons that the Bonnes used against him: Tron's electric whip, Teisel's boomerang, and one of Bon's thunder throwers.

The Mission: Losing ConditionMegaman's health reaches zero. If the player chooses to retry after game over, the player will return at the beginning of the phase that Megaman died in.

Winning Condition:Phase 1: Survive the one minute battle against Tron. Phase 2: Destroy the Tesla coil on the thunder thrower in PHOBOS's mouth. The Tesla coil is the only weak spot on PHOBOS in this phase. Phase 3: Disable the force field around PHOBOS's power source by destroying all of the force field's power boxes; then, take down PHOBOS by destroying its power source.

Other Stuff: I would like to type my fondest appreciation to CAPCOM for allowing me and the whole world to join in on the fun in designing a video game. In a way, I'm living my dream to be a video game designer via this forum.

Photos:

PHOBOS: Front View (Picture #1)

PHOBOS: Side View (Picture #2)

PHOBOS: Side View (Wings not shown) (Picture #3)

PHOBOS: Bottom View (Picture #4)

PHOBOS: Back View (Wings not shown) (Picture #5)

Mega Man and Servbot standing next to PHOBOS's left foot -- Yes, my mecha is that big. (Picture #6)

---Smaller Mechs: PHOBOS opens the dark circle doors at the center of its hands and feet to deploy these mechs--- Drill Worm (The Omega Drill Worm is twice as long as PHOBOS's tail) (Picture #7)

Drill Bolt (Picture #8)

I imagine Tron's battle suit to look and function like Ferham.

Inside PHOBOS's mouth: Pictured here is Megaman in the grip of one of the four stretch arms and being stabbed repeatedly by the drill frill. The drill frill is a flexible metal that wraps around the skull to form a drill. Between the arms is the Thunder thrower. The highlighted part is the Tesla coil. (Picture #9)

The heart force field. (Picture #10)

The observation deck. (Picture #11)

The hollow rooms in the midsection -- the part with the green wireframe -- will be the hiding place for some of the heart boxes. The pipes with the gold rings are the expandable and retractable vacuum tubes that suck up water for the thunder thrower. (Picture #12)

Pilzrakete[]

Creator: Servbot #632 (Mysteryman)

My Bonne Mecha: (“Rocket Mushroom" in German)As ruins become more and more dangerous it was decided to construct a mecha that specialized solely in the elimination of incredibly dangerous targets (i.e. Blue boy). Thus Tron built the Pilzrakete (German for rocket mushroom), utilizing her newfound experience with rocket technology she has built a mech that literally is built around a rocket that uses its propulsion to utterly incinerate anything unlucky enough to be in its range. It could be said that in terms of raw power the Pilzrakete is the most destructive Bonne mecha ever devised. Before firing it uses two braces to stabilize itself into the ground and elevates the mushroom head like cockpit to dampen the scorching heat that Tron and Teisel will inevitably experience when this weapon is fired. The mecha can also falsely prep the rocket to melt away things in front of it, such as walls or enemies and can naturally ram opponents with its body. Its greatest drawback is the fact that besides a missile pack on the back of the normally concealed neck of the cockpit its only real weapon is the rocket itself. It relies on support from three lesser mechs in order to fully defend itself.

Pilzrakete's three supports (No name at this time if any name at all) can be separated into Attack (red), speed (blue), and support (yellow) models.

Red operates as a strongly armored four thread legged unit armed with a heavy duty drill. It is under normal conditions the slowest of the three but when it catches sight of its opponent it will push its engine into overdrive to quickly rush the foe. It is also capable of using this same drill to break through walls since under non-combat conditions it would normally serve digging duties. Red is also, in name anyway, the commander over the other two supports.

Blue is a four wheeled-legged unit with machine guns attached to both sides, it specializes in hit-and-runs, as well as recon, alerting the other two units as well as the boss unit of the enemy's position.

Yellow is structurally on the outside, the same as the blue model, with the exception of color and a missile launcher in the place of machine guns. This missile launcher is capable of firing not only napalm that can ignite areas on fire for a set period of time, but also fire flash signals that alert the others. In its cockpit is a radio set and the like that allows the Servbot inside to aid in coordinating the attack of the other two units and the Pilzrakete. As long as it is alive the Bonnes will be able to effectively pinpoint, advance, and even trap Volnutt in a coordinated manner.

The Mission: Trigger has successfully braved the dangers of the damp and watery ruins, and the refractor seems just there for the taking... but....

A Bonne mech drills through! It's a little small though, perhaps their budget caught up with them...?

No wait, there's even more stacking on each other...

A significantly larger mech smashes through! Scattering the lesser three as it hits the floor that is slowly being submerged as more water flows through the opening made by the Bonne mechs. It looks like the Bonnes really want that refractor badly, as usual Volnutt tries to persuade the Bonnes to back off, but Teisel and Tron are not so easily persuaded by words alone. Looks like Volnutt is in for a fight with a few surprises courtesy of the ruins own defense system....

Victory condition: Defeat the Pilzrakete.

Defeat condition: Losing all your life.

General flow of battle: The incredibly forceful breach of the Bonnes activates the ruin's defenses, the platform the refractor is suspended upon moves to a lower floor automatically, and defense walls suddenly rise out of indentations on the floor separating Volnutt, the boss as well as its three subordinates. The giant room becomes a maze. The player must play a dangerous game of cat and mouse with the Pilzrakete and its subordinates in this narrow environment in order to win.

Pilzrakete's Attacks.

1) Propulsion Blast: The one attack it was designed to use, almost always fatal, upon making direct eye-contact with the player in a straight hallway it will prep itself quickly and fire the rocket's booster, akin to that of a rocket being sent into space. The blast can easily melt away weaker walls and kill the player in two hits, avoiding this one attack is absolutely ==pivotal== to surviving. Therefore attacking the Pilzrakete's front is pretty much suicidal.

2) False Prep: While traversing, if it encounters the player in a manner where it will obviously not be able to fire its main attack without the player running off it will only prep the rocket, the intense heat melting things next to it, it can also use this to melt away weaker walls in the maze with this attack.

3) Rockets: If the player is attacking it from the back while its neck is exposed, it will fire small missiles from the back of its head.

Red support's behavior: Will basically run around the maze attempting to find the player and ram it with its drill. If any of the other units find Volnutt and alert the others of his presence, red will act in a more coordinated manner to trap Volnutt and hit him hard. Can be damaged and destroyed like a regular enemy but has incredibly tough armor and will take the longest of the three subordinates to down.

Blue support's behavior: Will recon the area and, in the case of finding the player, will hit the player with its machine guns and then run away, all the while alerting the others of Volnutt's general position, causing the enemies to converge to that area. Volnutt can use this to his advantage by intentionally being spotted by the blue unit and being prepared for when the boss goes into the area to attack it from behind. The weakest armored and easiest to destroy, provided you catch up to it.

Yellow support's behavior: Coordinates the other units, if one of the units nearby spots Volnutt it will fire napalm over the walls, setting the vicinity it hits on fire for a short amount of time. If it spots or is spotted by the player it will immediately run away as it has no direct weapons. All the while shooting off an emergency flare from its missile launcher, causing the enemies to move to that exact area to trap and do the player in. Second most armored unit, destroying it will cause the other units to act disorganized and on their own accord.

One of the boss's weak points are the braces on its back threads which it uses to stabilize itself while firing its main weapon, the player must get behind the boss and destroy these braces. Destroying the braces themselves will not destroy the boss but it will prevent it from firing its main weapon.

When the boss realizes it's under attack from behind, it will elevate its head to fire its rear rockets, the back of its neck is the primary weak point of the boss and reducing its health bar to zero will defeat the boss normally. Destroying the back of the neck naturally wrecks the cockpit situated on top, defeating the Bonnes.

Another weak point is the very rocket itself, also at the back and exposed, however, it is incredibly well armored and simply shooting at the rocket itself will take a while to down the boss. Destroying the rocket will cause the rocket to blow up and destroy the boss.

Another way to defeat it is to reduce its braces to near-zero health, and as the boss preps the rocket to fire, to get around it and destroy the braces right as it's firing, causing it to propel itself across the ruin, smashing through wall after wall until it's totaled.

Once you defeat it in any of those ways... Victory!

Other: Sloppy ref. materials that hopefully illustrate some of the mecha's aspects better.

Pond Skater[]

Creator: Servbot #Unknown (Erneg Jesús)

Pond Skater


My Bonne Mecha: It's a Bonne machine created for the purpose of diving and combating. It contains 4 hydrophobic legs (plus a support in the middle) that allows the pond skater to maintain balance and transport over the water, and works very well as a defense mechanism. The machine isn't very big, and it's made of very light materials, so it doesn't drown by its own weight when walking. It is also capable of walking on land too, and it's quick. However its defenses aren't its strong point.

It isn't equipped with many guns, but it has got the normal shooting device and missile-launchers on its legs that are triggered by the Servbots. Megaman must avoid these because they inflict quite big damage.

The Mission: How to defeat it.

Pond-Skater’s HP gauge has to drop to 0

The pond-skater's legs are covered by an armor that protects it from dangerous agents from destroying them. Megaman, in order to destroy the armor, has to throw a rock (or rocks depending the difficulty mode chosen) by using the lifter tool, because normal projectiles of the buster aren't able to deal any damage to it. After breaking it, Megaman is able to deal normal damage at the exposed leg with his buster until the leg is destroyed (the amount of homing missiles of the Bonnes are lessened by doing this).

When the leg is ripped off, the others sort themselves in a way to maintain balance, however the Pond Skater's agility slows.

Megaman won't be able to do any damage to the machine when steps on water, because the shooting range is too far. The Pond-Skater will start shooting the projectiles and missiles for a while so in this phase Megaman just has to dodge, until the Bonnes decide to come over the land again.

When all the legs are destroyed, the Bonnes flee in the rest of the robot by diving in the lake where they came from that is connected with the sea.

Author Comments: I kind of rushed the design but I like how it ended, I made it simple since it will be one of the first bosses of the game. It's easy to defeat, if you act quickly with the rocks. I'll be looking forward to your comments and your votes if you liked it.

Pratchtvoll[]

Creator: Servbot #63 (BNMotive)

My Bonne Mecha: In order to defeat Pratchtvoll, Trigger must be able to coordinate a precise jump on the drill in order to reach great heights to lock on his head, that way it is possible to create successful damage to this foe. Be careful or the drill will give Trigger a big impact that will surely create some good damage to him.

If Trigger manages to shoot enough consecutive blasts to the head, the cockpit of the mecha will force open and then the player will be given a chance to make a coordinated grab and then fire repeatedly in to the controls in order to create great damage for a limited time until Trigger is forced out. (So tap the fire button as much as you can.)

When the level begins to fill with water you will be confronted by the Servbot aquatic team.

Holders will try to retain the trigger on a certain spot so that the other Servbots or Pratchtvoll will attack him. Holders can also be used as platforms for Trigger to stand on in order to advance, just shoot them and you will be able to use them as platforms.

Harpoons will attack from under the water, be sure to avoid their attacks and don't use them as platforms or you'll get shot by their harpoons.

Last but not least the Bombers. Bombers will attack whenever Trigger is slowing down or is being restrained by the holders. Move quickly because their bombs do give a great deal of damage.

Not only will you be under attack by these little fellas, you will also be attacked by Pratchtvoll's drill whenever he sees a good chance to do so, be sure to dodge his attack quickly by using another holder as platform. If you manage to dodge then you can shoot him in the head some more for extra damage.

Pratchtvoll's final attack is his Cannon ball.

Using his massive agile body, he will jump very, very high and do a cannon ball on the water room to force the water levels to quickly rise, and strike a trigger with a massive hit that will surely knock him out. Jump to the hole quickly right after he is back in the water so he is safe. Also, use this opportunity to shoot him in the head since the water will shoot you out the hole and you will be falling into the water room again.

Keep shooting him in the head and he will go down.

The Mission: -Defeat Pratchvoll before the room floods!

-Pratchvoll will drill the ceiling to enter the room activating the water trap that protects the treasure.

You have a total of 10 minutes to defeat Pratchtvoll before the entire room is filled with water.

Fail to win this fight after the time is out, and its game over.

Defeat Pratchtvoll and that will make him go out of control and will drill his way out of the stage, clearing the room from water for Trigger to take the treasure!

Notes:

First, this might mecha uses agile physical attacks thanks to his extra light and strong armor. Second, Pratchtvoll is able to rocket punch with both arms. Third he is also able to dispatch an army of Servbots stored in both shoulders. Fourth, he is also able to swim very fast.

What will happen to Trigger?! Will he be defeated by this new enemy?! That is up to you to decide!

Pudelngarde[]

Creator: Servbot #Unknown (Copernicus)

My Bonne Mecha: The Pudelngarde! This pink poodle is piloted by Tron and accompanied by servbots. It can pump water with its legs, and stores water in a tank in the hull. Water is emptied out of the “piddle” on the bottom of the hull. It can also pour water to push Megaman away. The floaties around its ankles allow it to float. There is a drill concealed in the tail that can be launched like a missile, and is retracted by a cable. The servbots will throw bombs at Megaman, or drop depth charges if he is under water. Pudelngarde attacks by creating whirlpools with its tail and waves with its tongue. The whirlpool will trap Megaman and suck the depth charges into him. The Pudelngarde is actually a transformable mech, in that it has a condensed form that Tron uses to smuggle it places.

Mech Form:
Weakness: The nose and piddle are the weakness. The piddle comes out of a hatch, which gets jammed shut when shot enough. This will cause water to flood the cockpit, and Tron will have to reverse the water flow for a moment to save herself. From then on she'll have to use panting to flood the room. Shooting the nose will deal more damage than shooting it elsewhere. Tron will attempt to block attacks to the nose with the tongue.

Servbots: Some of the servbots wear inner-tubes, and if Megaman deals them enough damage, the inner-tube will rupture causing them to fly around the room and whack the Pudelngarde (dealing it damage). The servbots will attempt to knock Megaman off the Pudelngarde with bombs if he is on top of it, and the bombs will temporarily stun the Pudelngarde so it can't pump in water.

Other: If Tron attaches the drill missile, Sephira is the one who actually gets the treasure. The only way Megaman can get the treasure is by beating Tron in time. The only way Tron gets the treasure is if the player runs out of life.

The Mech-Taxonomy: Pudel(n) is German for poodle, and comes from the word for puddle. This is because poodles were originally water dogs. Garde is guard, so this mech is the poodle guard (puddle guard).

Its cute demeanor is for the purpose of fooling the judges of the digger contest. They think it's just a robot dog. If you want, Tron can also be wearing a disguise (such as her moe cat outfit). The Pudelngarde travels on land walking on its suction cup feet (making suction cup noises). The nose flips up to reveal a Bonne symbol, which is actually a button that causes the Pudelngarde to transform into a mech.

Here's the Pudelngarde in its condensed form:

The transformation sequence is as follows: 1) The neck and muzzle extend. 2) The cockpit pops up. This makes the mech unbalanced, so it tips forward lifting the back legs off the ground. 3) The torso extends to reveal the water tank. This balances the Pudelngarde so the back legs are returned to the ground. 4) The servbots stand on each other's shoulders to make a servbot-ladder. They reach up and wag the tail up and down, making a cranking noise, which causes the legs to extend.

The room has drains for water along its length. During the battle the Pudelngarde will have its feet suctioned to opposite walls to suck in water from the drains:

Because of this the Pudelngarde is mostly stationary. Most of its attacks don't deal Megaman damage, but push him away or knock him off. Tron doesn't want to hurt Megaman--she just wants the treasure. The ordinance thrown by the servbots is the primary way Megaman will be damaged. The external speaker for the Pudelngarde is in its mouth, so it will have to open it when Tron tries to talk to people outside the mech from inside the mech, such as to the servbots.

The Mission-Before the Contest: Jgonzo never indicated how much should be included in the mission. WildfireX and I came up with a story for Megaman in this scenario. Our scenario assumes Megaman Legends 3 will use a point based relationship system to determine which girl Megaman gets in the end.

Each year there is a digger convention, where all the diggers meet on one island. There is a digger contest during the convention where diggers compete for cash prizes. This year Megaman and Roll are finally old enough to attend. This is an extra treat for Roll because the convention is right before her birthday!

The island has its own obscure currency, and doesn't favor Zenny. The cash prize for winning the contest is in the island's currency, so Megaman will only be able to spend the money there. The town has its own strip mall with lots of stuff for Megaman, including a store where he can buy presents for Roll's birthday! There is also a store that sells dirty magazines.

The stores offer multiple presents Megaman can get Roll. Megaman can buy her a present or not, and the quality of the present will affect his relationship points toward her. The more expensive the present, the more points. The present Roll desires will require all the money from winning the contest. The player can learn what present Roll desires two ways: by reading her diary (where she writes what she wants), or by going window shopping with Roll the night before the contest (where she'll see the object and comment how she's always wanted one of those). If Megaman reads Roll's diary then Roll won't go window shopping with him.

The Mission-Contest Start: The digger contest is to find the treasure in the ruins and bring it back first. The rules for the contest are: no mechs or digging machines. Megaman, Sephira, and Tron enter the contest. Tron brings many servbots with her (at least 8, as much as 15). If Tron brings a large number of servbots some will be assigned to a scuba team. Others will wear inner-tubes.

Tron decides to cheat by using a mech. She convinces the judges that the Pudelngarde isn't a mech by using its condensed form (that is the reason why it was made). The servbots are carrying parts for the mech disguised as a water pump. With her trojan horse in the contest, Tron and the servbots will capture a room in the dungeon where they'll transform the Pudelngarde and begin digging to reach the treasure. Because the room is sealed off Megaman will have to find another way around.

The Mission-Treasure Room: Megaman enters the room with the treasure. He's the first to reach it. Then he hears rumbling and he jumps back to avoid debris falling from the ceiling. From the hole in the ceiling the Pudelngarde falls through. The drill tip on the tail will be exposed. The Pudelngarde lands on its nose, which ejects Tron out of the cockpit and into Megaman. Tron and Megaman tumble over each other, and Tron ends up on top of Megaman. The Pudelngarde condenses and falls backward on its feet. All the servbots fall into the room as well.

After Tron recovers from her embarrassing position on top of Megaman, there will be dialogue. Tron will announce the name of her mech, then glance to realize it's in its condensed form. She presses the nose button, which gets jammed (leaving it open as a weak point during the battle), and Tron hops on top of the head. The Pudelngarde transforms into its mech form and Tron gets in the cockpit. She says the usual last line before a combat begins, but then the entrance Megaman used suddenly shuts. The room begins to shake, and the floor tilts towards the sealed entrance. The whole room rotates on end!

Megaman tries to hold onto the grated floor (which is now the wall) but is knocked off by the Pudelngarde as it slides down the grate. They both land on the bottom of the rotated room (with the servbots). The water that was below the grate pours onto the new bottom of the room (which was the wall that had the entrance). Then the grate is dropped through the new floor so there's nothing to climb up.

With the room rotated the wall that used to have the treasure is now the ceiling. On the wall across from the treasure a new exit opens. Megaman and Tron now need to reach the top of the room to grab the treasure and reach the exit.

The Mission-Flooding the Room: The second fall has damaged the Pudelngarde, so its legs are spread out and it rests on its stomach. It can no longer stand on its feet. Tron decides that she'll launch the drill missile at the ceiling and have the servbots climb up it to get the treasure, but the range of the drill missile isn't enough to reach the ceiling from the bottom of the room. Because the Pudelngarde floats, Tron decides to flood the room to get in range of the treasure. Being a water dungeon, Tron equipped the Pudelngarde with the ability to pump water. The Pudelngarde sucks water into its tank through its legs, which is released through the piddle. The legs can extend, but only up to a certain point, so they have to be detached and reattached as the room fills to move upward.

There are two options available for this: 1) Tron can detach/attach the legs through controlling the Pudelngarde. 2) The Pudelngarde is malfunctioning and the servbots have to detach or attach the legs. The Pudelngarde would be malfunctioning from the two falls it has suffered during the beginning (mostly the first one). Tron will have to announce through the speaker for the servbots to move the legs.

The Mission-Chest Deep: Megaman floats in water at chest level unless he swims deeper. The Pudelngarde and Megaman will bob up and down with the waves caused by the battle. Megaman still has his rebreather so he can't drown. For most of the battle Megaman will be in the water (unless he climbs onto the Pudelngarde). Normal input from the player will make Megaman swim in that direction. Pressing B (the jump button) will make Megaman swim up. Pressing A (the walk button) will make Megaman swim down. In this manner Megaman can swim under the Pudelngarde so he can shoot the piddle. The water coming from the piddle will push him away quickly. If Megaman is under water the servbots will drop depth charges to get him. If Megaman is above water the servbots will throw conventional bombs. Megaman can climb unto the Pudelngarde by grabbing the ears and using them to climb onto the head.

Megaman can shoot the legs to stun them, impeding the Pudelngarde's ability to pump water. Once the Pudelngarde is in range it won't need to pump water in, but still needs to remain steady to fire the drill, so Tron will detach the front legs, which will tread water (providing an obstacle for Megaman). The drill will be revealed from the puff ball on the tail at this point. If Megaman is on the back of the Pudelngarde, Tron will not be able to launch the drill because she won't be able to see out the rear window to aim. Tron will shake the Pudelngarde (like a wet dog drying off) to throw Megaman off. This will also throw the servbots off. Tron has to let the Pudelngarde stabilize after shaking before firing the drill. Once she has a clear line of sight she'll fire. When the drill is successfully launched the battle will automatically end.

The Mission-Mission Complete?: There are three possible outcomes to the battle. These are tied to the relationship system. If Megaman beats Tron, the Pudelngarde exploding makes a hole in the wall that brings in more water. He jumps from the floating Pudelngrade debris and grabs the treasure. He leaves the dungeon and gets the reward, which he can use to buy Roll a birthday present (Roll relationship +). See [The Mission-The Swag] If you have the drill arm special weapon he could get the drill part from the Pudelngarde remains.

If Megaman runs out of life, Tron wins. After Tron leaves with the treasure, Sephira finds Megaman and helps him back to the entrance. They talk, making Megaman's relationship with her stronger (Sephira relationship).

If Tron manages to attach the drill missile, Tron doesn't win. Sephira found the new exit to the room, and has been waiting for an opportunity to strike. With the drill missile attached, and the servbots climbing it, Sephira sees her opportunity. She makes a running leap onto the base of the Pudelngarde, then runs up the cable, using the servbots as stairs. Sephira grabs the treasure, then leaps down to the exit. She can give a wink, or say something, before running away with the treasure. Tron and Megaman are perplexed by the turn of events and talk. Tron is upset that they went through all that trouble (even fighting) for nothing. The conversation/situation brings Megaman and Tron closer (Tron relationship +).

The Mission-The Swag: If Megaman won he now has the foreign currency to shop. He can buy something for Roll's birthday, or he can spend the money on other stuff. If he buys something for Roll he'll give it to her on the last day of the convention (Roll's birthday) right before they leave the island. She'll react differently based on what Megaman gets her. If Megaman didn't buy her a present (even though he had the reward), Roll will pretend it doesn't bother her (but the truth can be learned from her journal that it does). If Megaman lost the contest Roll won't be bothered by the fact he didn't get her a present (which can be confirmed by reading her journal).

Option-Dirty Magazines: Megaman has never had the opportunity to buy or view dirty magazines before. But you can allow it this time if you like. The magazines are expensive (he won't be able to afford the present Roll desires if he gets the magazines). There are two options available for the dirty magazines.

Option-Reverse Pervert Scene: After buying the dirty magazines, Megaman will have the option to “use” the magazines in his room in the Flutter. When he attempts to use them the first time, Roll barges into his room and catches him. After sharing her shock/disgust/anger she'll leave. Megaman will feel ashamed and will have the option to throw the magazines away or hide them for later. If he keeps them he won't be able to view them. If it's possible to fail to get a girl in the end, you can make “keeping the dirty magazines” a condition for that.

Option-Dirty “Magascene” Ending: If Megaman fails to get a girl in the end (or all the girls are tied), and he keeps the dirty magazines, then the player can receive a special ending. Megaman is bummed that he's still single and returns to his room to “use” the magazines. He flips open the first one to reveal one of the finalists from the Bonne Mech Design contest. Megaman voices his surprise, then flips through the magazine one page at a time, revealing all 9 of the finalists that didn't win. They're not dirty magazines at all! He got ripped off! All the trouble to get/keep the magazines was for nothing! You can have Megaman slouch and play the Bonne music used at the end of the first game.

Raupe[]

Creator: Servbot #Unknown (Mega_Man.Fan)

The Mecha: A 2 segmented centipede-like mecha joined together by a small chamber. The segments are joined, but not locked together. It has six legs that each move independently, but need to be coordinated to move in a direction. It has 2 arms on the front segment, which can rotate to have a pseudo drill. There are two hatches for entry and exiting, one in the front of the 1st segment and one in the back of the second segment. Its primary weapons are 2 top mounted machine guns on the first segment that can rotate. The arms can also receive and throw bombs from a hatch on each side of the back segment. The arms and legs can also try to sweep the floor to attack. It can be driven by 1 main pilot (Tron) and has 10 Servebots (1 for each arm, leg, and bomb hatch).

The Mission: The bot's machine guns, arms, and back legs are all destructible, which is the key to defeating it. If the back legs are destroyed, then the rear segment is destructible, with the hatch being a weak point. After the rear segment is destroyed, the front segment sprouts a third leg in the back and will continue to use any available weapons to attack. Once all other weapons are destroyed, the front segment will try to charge into you and also becomes the final target.

Thank you for taking the time to read this, I'm willing to accept any criticism and/or ideas.

Recycler[]

Creator: Servbot #Unknown (Servbot)

My Bonne Mecha: My Bonne Mecha is inspired by Gustaff. It'd be cool if this was the Mecha because it would be nostalgic from the past Gustaffs from MoTB and Legends 2. I call it "The Recycler" (but I would like the German name for that).The Mecha's main purpose for the Bonnes is used to suck in debris and collect small refractors that are inside it. This mecha sucks in reaverbot debris and shoots it out at Megaman through its Arm cannon. Also it can shoot newly built reaverbots from the arm cannon as well, making it an obstacle to our hero. Multiple reaverbots can be shot at once. It hoovers from the little vents on its side. And lands on the debris with the tube located in the center. Can also shoot water to push megaman back (no damage taken from this attack). The body is invulnerable to the buster.

The other arm of The Recycler (right arm) is a basic turret (from MoTB). Fairly quick, this gives the boss a little help since Megaman can strife fairly easily. The turret is meant to prevent that. Turret spins when it fires so it looks cool.

The Recycler, in its final form, can open its teeth to shoot debris where it is facing, or in a 360 fashion as it spins. (More explained below). In this form it just floats around sucking in more debris. Again, while the Mecha has its mouth closed, it cannot be damaged by the mega buster.

The Mission: The Bonne Mecha has 3 weak points. The first one is either arm. The weak point is located on the joints of each arm. Megaman has to shoot while strafing. The joint ball can be red, to point out what you have to shoot. When The Recycler loses both arms, its final form is just the body with the teeth opening to shoot debris. The body doesn't always spin in a 360 fashion, and that's when Megaman can go behind it and shoot its final weak point, the red ball on its back (pictured below). Once it takes enough hits, the mecha blows up, and the match is over. The only way Megaman can lose is if he runs out of life.

That's it. A nice simple fight is always the most enjoyable. Please vote. Thanks!

ALSO! Click on the images to get an enlarged view of it, I didn't know the forums cut off the edges (keeps the page aligned I guess).

Rhino Tri horn[]

Creator: Servbot #Unknown (Arsyahlamuness)

Rhino Tri horn

My Bonne Mecha: It is a robot-shaped horn rhino that has a big drill to dig up or destroy a large rock. It can hit with great force. But it can shoot from long distances with its drill teeth.

1. Horn drills are capable of drilling large stones, but it's a big weapon.

2. Dental drill that can shoot from long distance.

3. Bigfoot robot rhino that could cause earthquakes.

4. Tail drill that attack from the rear.

5. It could remove the aura beam from its mouth.

The Mission: If you want to attack a Rhino, make it crash into the wall so that the drill horn can't escape. Before it releases the horn drill from the wall, it must quickly shoot to the left or right. One thing is, if the back, tail drill will attack you. (Note): Megaman must avoid the tackles. If Megaman hit tackles, he was driven away.

Other: Megaman opens the gate to the puzzle. After that, in it, he suddenly appeared to destroy the wall.

I know it’s late, but I hope you look at my mecha. Maybe I will be happy for my first time at this. ^^ Oh yeah, there's something to tell you. I apologized to you because my English is 50% and I was not normal because I was deaf.

Riese Schaltiere[]

Creator: Servbot #1593 (Bon3s)

My Bonne Mecha: (“Giant Shellfish" in German)
(Describe what kind of Bonne Mecha it is, how it attacks, etc.)

The Riese Schaltiere is based on a sea creature called the Giant Isopod. It’s kinda like a sea roly-poly. It has 4 distinguishable attacks:

Dual Mounted Cannons - This will be its main weapon of choice and will most likely spam this attack the most.

Berserker Missiles - This is an all-out attack from the Riese Schaltiere. Its armored scales will completely open and launch 30 homing missiles at the main character. The player will have to evade to the best of their abilities. Although this is a devastating attack, the Riese Schaltiere will have to cool off from the heat it acquired from launching all of those missiles.

*Revise on Berserker Missiles - There would still be 30 missiles but not all at once. There will be 5 stages of missiles to dodge during the attack. Each plate on its back will launch 2 missiles. The first 3 plates will launch 6 missiles and then a second later the next set of 3 plates will launch its 6 missiles until it reaches the 5th stage of missiles totaling 30 missiles. So realistically the player will only need to dodge 6 missiles at a time, NOT 30 missiles at once.

High Pressure Water Cannon - This attack is more powerful than the mounted cannons but the drawback for this attack is that it will have to stay stationary close to a body of water so that the rear hoses can draw water for the cannon.

Roly-Poly - The Riese Schaltiere will roll up into a ball and dash at the player in an attempt to attack. While rolling through the stage, the Riese Schaltiere will leave a trail of bombs creating an explosive wake.

This is how the Riese Schaltiere will enter the ruin.

The Mission: (Describe how the Bonne Mecha can be beat, and the conditions for winning or losing, etc.)

The mission is to destroy the Riese Schaltiere, because it is in your way of the unknown treasure that awaits you. The conditions for winning is gaining the treasure in the ruin, the conditions for losing is game over. Simple. There are quite a few ways to defeat the Riese Schaltiere. Hitting it directly will have no effect. Its armor is impenetrable. That does not mean it can’t be hit.

-After the Riese Schaltiere uses the Berserker Missiles, it has to cool off as described in the attacks, during this cool off period its armored plates are raised to increase ventilation. This is an ideal time to strike because the body is completely exposed.

-During the Water Cannon attack, Riese Schaltiere leaves its face and entrance hatch exposed. The Riese Schaltiere will have a recovery period of trying to cover its face, this will allow the player to attack.

-The Riese Schaltiere will follow the player anywhere on the map, keeping that in mind when it uses the Rolly Polly attack, the player must guide it into a slab of the ground that it created when it fell from the ceiling. The Riese Schaltiere will be stunned and fall on its back. The exposed underside is the best way to defeat the Riese Schaltiere.

-UPDATE- So, I decided to make a 3D model of my mecha and this is what I was able to create with my limited time. It's really sloppy compared to what I would want to make it look like considering I don’t have enough time to texture it and set up all the lighting to make it look like something from the other Mega Man Legends games. Hopefully this will clarify on how I had wanted to make this mecha look. Enjoy!

Alternate color schemes (Pictures #24-28)

-Ken

Riesenkaimer[]

Creator: Servbot #274 (Bruce)

My Bonne Mecha:
Height: 12 Megamans
Width: 4 Megamans
Depth: 4 Megamans

Attack:

Phase 1:

Hooks are used to hang from the ceiling.

1) Tentacle Fury (see pic): Riesenkaimer moves across the ceiling with hooks, chases and swings tentacles at Hero. Aggressive attack lasting several seconds.

2) Pellet Spray: Sprays pellets from swinging tentacles.

3) Bomb Volley: Launches a volley of bombs from whisker cannons.

4) Drill Lunge (see pic): Launches body, drill first, directly at Hero. Imagine this thing flying directly at you. Insane!

5) Carpet Servbomb: Six (6) Servbots are thrown mid-air from a tentacle compartment and dive-bomb Hero. Each Servbot has a single bomb attached to its back. Explodes on contact.

Smokescreen: Sprays 3 short bursts of smoke to hide the next attack.

Phase 2:

Riesenkaimer drills a hole into the wall and fills room 2/3 full with water.

Attacks when Hero is above water:

1) Dolphin Dash: Riesenkaimer dashes in and out of the water like a dolphin. Will be temporarily stunned, face down in the water, if it dives into a wall.

2) Platform Smack: From underwater, Riesenkaimer will hit debris that Hero is standing on, knocking Hero off.

3) Bomb Spray: A volley of bombs are launched from underwater into the air above Hero.

4) Pellet Spray: A shower of pellets is sprayed from underwater at Hero.

Attacks when Hero is underwater:

1) Barracuda Dash: A more mobile Riesenkaimer careens toward Hero.

2) Floating Mines: Whisker cannon launches floating mines that explode on impact or after several seconds.

3) Pinwheel: Riesenkaimer swims at Hero and spins tentacles in a full circle.

4) Pellet Spray: Stops, shoots a short burst of pellets at Hero, then swims away. Repeat 4 times.

Smokescreen: Swims toward Hero and sprays one (1) burst of smoke to cloud Hero's vision.

The Mission: Destroy the Riesenkaimer!

You fail the mission by letting the Riesenkaimer do too much damage to the room, completely destroying it, or if the Hero's Health bar goes to 0.

During Phase 1, eyes and arms can be attacked. If eyes are destroyed first, Bonnes cannot see and must find water to use sonar. If arms are destroyed, Bonnes must find water to be more mobile (can no longer swing from ceiling). When either is destroyed, the Riesenkaimer enters Phase 2.

During Phase 2, shooting the propellers slows the Riesenkaimer down. Shooting the shutter on the back of the head does physical damage. Destroying the tentacles forces the Bonnes to drill straight into the ground, rapidly destroying the room.

Note: Before the fight, the room is drastically altered by debris littered all over the ground as the room buckles from water pressure.

When Servbots are deployed in Phase 1 (attack 6), they will be gathered when and if the Riesenkaimer performs attack 4. When the Riesenkaimer prepares to leap back to the ceiling, it will wait for the Servbots to climb in the tentacle. If shot while waiting, it will leave Servbots behind.

During Phase 2, smaller debris floats to the surface of the water to provide platforms. Heavier debris can be used to jump back to the surface if the Hero is knocked off the floating debris.

During Phase 2, sonar works best in water, so the Hero can sneak around to the rear more easily on the surface.

Riesenkrake[]

Creator: Servbot #Unknown (Jacob)

My Bonne Mecha: In case you can't read my handwriting, I'll go through it again.

First, it drills through the ceiling and falls into the arena. Then, the tentacles will stand it up. It can fire bullets at you via the machine guns in its tentacles, as well as the machine gun inside the Bonne insignia. It can also use its grappling hook to travel along the walls and ceilings. It will use its tentacles to throw rocks and pieces of the room at you. You cannot fight it during this stage, just wait.

Eventually, Riesenkrake will bend over and fire its drill, as if out of a cannon. It's connected to a long chain, and it will get stuck in the wall. If you get hit, it's instant death. If you don't, you have 15 seconds (before it pulls itself out) to fire at the chain. You have to use some kind of explosive attack - your Mega Buster won't do the job. After the chain is broken, it will use new attacks. It will fire its huge laser, and the only way to avoid it is to stand behind Riesenkrake or underneath it. The laser travels upward, towards the ceiling. After it goes all the way, Riesenkrake will start to wobble. Before it recovers, jump up quickly and fire a fully-charged Mega Buster shot at the Bonne insignia. This will knock it over. Run around to the front, and you'll see Servbots (or possibly one of the Bonnes, whichever is funnier) piloting the mech from the inside! Shoot constantly. It will eventually stand itself back up, and you'll need to repeat the process, keep going until it's defeated!

Rocket Mecha[]

Creator: Servbot #383 (Iceynyo)

Rocket Robot

My Bonne Mecha: I'm sure most of you have seen the rocket in the progress meter on the left. When you visit the page, you find a rocket designed to go save Megaman. As they've already replaced the rocket design when changing the percent completed the first time, they probably will again, so this design probably won't be the one that ends up actually going to save Megaman. But I doubt Tron would let a perfectly good prototype go to waste.

By using its powerful rockets, it can apply a lot of extra force that helps it drill through the ground.

When in rocket form, it can drill through the ground at high speed, and then suddenly appear above or below Megaman to ram him. When in robot form it can fire its five high-pressure water cannons, punch with its giant drill-arm, or whip Megaman with its tentacle-like water-collection grapple.

It can also open the Bonne symbol to reveal either a Gatling gun or a bomb launcher.

The water-collection grapple can be destroyed, which disables the water cannons by preventing the robot from refilling its water reserves when they run out.

While the water cannons are active they will be used to attack when Megaman is distant, but once they are disabled the robot will use its rocket form to drill through the ground and get into range for punching with the drill arm.

The Mission: The only weak point is the eye that is revealed in robot form. To target the eye, Megaman must stand far enough away, but this puts him in perfect range of the water cannons.

The water cannon attacks are difficult to dodge, so stay close initially and destroy the water-collecting grapple to stop that attack. Then try to keep your distance so you can target the head to deal damage... but watch out for the drilling attack that allows the robot to suddenly appear out of the ground/wall/ceiling. The legs can be attacked to temporarily disrupt the robot and give Megaman another opportunity to attack the eye.

Other: Suddenly came up with this the other day and couldn't help myself... so enjoy!

Extra Comments: I have to say this came out to be pretty interesting considering that it started out as a joke entry. I had a lot of fun thinking up how it would transform.

Well a robot mode could have been originally intended to help the pair explore Elysium safely as they search for Megaman... either planned by both of them, or secretly added in by Tron.

Tron: “Alright we're here... TRANSFORM TO ROBOT FORM!”

Roll: “WHAT! When did you have time for that? And how did you even manage to fit that in??”

Tron: “Tsk tsk tsk. When there's a will there's a way. Besides, I'm not as shortsighted as you are... obviously we needed a way to get around once we got up here!”

Roll: ....

If the rocket can turn into a robot, I'm pretty sure you won't have a say in the matter when it comes up to get you.

Roidemer[]

Creator: Servbot #Unknown (Sly6277)

Description: It's a humanoid mech with a giant drill at the bottom although that stays under water most of the time. It uses this drill as its mean of floatation, by spinning the drill rapidly, it keeps it afloat. The mech's weak spot is the neck which can only be shot at in close range. The weapons it has are a small basic dual machine gun on the right arm wrist. Then instead of having a hand on said arm it has a giant water nozzle for spraying out water. And in its left hand it holds a drill Trident thing which it uses to attack (and uses it for drilling treasure). Lastly its chest area protrudes out a bit and is flat on the top which allows it to be a platform for megaman to use. The chest is hollow, with that circle on the mech's chest being kind of like a window. This is used to store water which it will later spray out through his water arm gun.

Attack:
Phase 1

1) Uses the machine gun on its wrist to shoot at megaman. This is the most basic attack it has and is the weakest does it often.

2) Uses the water gun to spray strong bursts of water at Megaman. This attack does a medium amount of damage to Megaman. The mech's chest area is hollow and acts as a water tank. That shows the "ammo" the mech has for this attack. Over time it will run out and gradually fill up again. Slight changes in the water can be seen as an effect of the mech absorbing the water.

3) It uses the Trident as a sort of hammer and tries to smash it at megaman. Does medium damage but a little more than attack 2. After the trident hits or misses it will stay in the pose it did for a few seconds (will explain later).

Phase 2

1) Attacks using the machine gun again but bullets are a little bigger, move faster and do more damage. Again it uses this attack often.

2) The water it shoots out are no longer small bursts but now shoot it in long powerful streams. This attack will do way more damage depending on how long megaman is hit by the stream.

3) It will use the Trident to stab at megaman with drills on the end. Attack will do a lot of damage

4) It will use the drill it has on the bottom (the one underwater) to create a whirlpool. This causes the water in the level to become a whirlpool. If Megaman is drawn to the drill it will do a critical amount of damage to him.

5) Once in a while it will submerge itself. Then it can only be seen as a shadow or silhouette. Then it will launch itself, Drill ends first to Megaman. Does a critical amount of damage to Megaman.

The Mission: So the level will start out a giant room with treasure at the end. The treasure is embedded in rock so you will have to blast it or drill it out.

As you go towards the treasure the room will start to rubble, the ceiling will break as a giant drill comes in and water starts to pour into the room through the hole.  As the mech falls through it creates a giant crater in the room which then floods. (This will make up most of the room). Servbots are deployed throughout the stage on circular disc shaped boats. Once in a while servbots come out through the top of the boat and throw a bomb at megaman. Attacks made to these ships will sink it. For example other servbots bombing it trying to hit megaman, megaman shooting at them and any of the mech's attacks

The battle begins with Megaman at the edge of the water with the giant mech in the water and in the middle of the level. Except for attack 1, its attacks can not reach you from here, but neither can your attacks hit.  So to get closer you have to jump on the boats that the servbots are using to get around the pool of water.

On the occasion the bot uses attack 3 it will hold the pose after it strikes for a few seconds. This allows the player to climb onto the mech's arm and get to its chest where the player can hit its weak spot, the neck. (Below). As the player tries to climb the mech will fail to try to get megaman off. When on the platform on its chest servbots will come out and throw bombs at megaman. If a bomb hits megaman it will have a throwback effect and throw megaman of the robot. (This attack will not have on effect the bot)

Attack 3: bottom right corner.

After enough damage is done, the mech will have smoke coming from the neck. It will start by stating it’s Trident at the ceiling causing more water to flood the level further.  This begins phase 2. There is no longer any land around the pool, so the player has to depend on the servbot boats. The mech will start with phase 2, attack 4. This will draw in all the servbot boats towards the drill, megaman will have to keep boat hopping until the attack stops. Then the mech will use its phase 2 attacks from here on attack 4 comes often. The player will use the same tactic in trying to damage the mech, but now it is harder to stay on the mech and the servbot bombs (while on the chest) come at you more rapidly.

Once the Mech is beat it will sink to the bottom of the pool and its drill will hit the floor, make a hole and cause the pool to drain. This allows Megaman to get to the treasure.

Other: OK submission it REALLY last minute. I will try to add more illustrations, and add more details to "The Mission" Description. Sorry that it's really long. I'll try to sum up the description of it.

Thanks for reading, feedback would be appreciated!

Roller Bound[]

Creator: Servbot #Unknown (Kyo Zaber)

Description: A spherical mecha whose primary movement is rolling around on various surfaces. It has various modes depending on the terrain.

Crew: Tron Bonne, 2 Servbots.

Attacks:
- Primary: (Melee-Physical) Charging straight at the Hero, running over them.

- Secondary: (Ranged-Missile/Beam) Sections of the sphere open up to reveal either a launcher or a beam weapon. Or both depending on the developer's choice.

- Third: (Trap-Physical) Depending on how the battle is going, the mech could lay land-mines based on its path. While a single path of mines is not a problem, if the player does not destroy them they could become problematic as the battle rages on. An optional thing would be to have the mecha hit its own mines from time to time, and have Tron shout at the server bots.

The Mission:
- The mecha's exterior shell is invulnerable to weapon fire.

- Proposed Weakness 1: When the ball stops and begins to volley munitions at the Hero, the hero could shoot at the exposed components to begin doing damage.

- Proposed Weakness 2: Should the mecha run into one of its own mines, the resulting explosion would cause the weapon ports to "pop" out, yet not fire. These points would be vulnerable.

- Proposed Weakness 3: The battle area could have various hazards that would stop the mecha and result in it spinning, without moving. Like a car tire stuck in the mud. While the mecha would sprout an arm, or arms to push itself out, the Hero would shoot at the exposed arms to do damage.

- Win Scenario: Damage the weapons & internal systems enough to cause Tron to retreat, or cause the mecha to explode while Tron ejects with the server bots.

- Loose Scenario: Hero death.

Roller Face[]

Creator: Servbot #Unknown (Jordan)

Roller Face

The Mission: The first idea that springs to mind is that he could be beaten by waiting for his arm to extend (and, therefore, making him more dangerous). The glowing spot on the left end of his body could open up/become vulnerable only when his arm is out. Also, you can gradually limit his range of attacks by destroying each of the faces (which would only be vulnerable when that particular face is activated)

Other: I feel that my picture and above description covers most of the bases. I was more interested in coming up with a visual design and interesting concept than getting into the boss pattern, which would probably need to be tweaked anyway. If anyone has any questions, feel free to ask away.

Extra Comments: I probably should have gone back and made him more visually interesting before the voting began. Too late, though I am happy with the concept! Thanks for the feedback everyone!

Rückkrake[]

Creator: Servbot #Unknown (David)

Other: This idea hinges on a special design for the floor. The floor will consist of a grid of columns floating on a closed volume of liquid beneath. See the diagram above (cube, pictures of barrier) for an example of what I mean. Alternatively, fill a bath with water, and then cover the water's surface evenly with ping pong balls. The ping pong balls are on the floor.

Essentially, what this means is that a heavy impact on one portion of the floor will cause waves to ripple out from it, and these waves will cause the floor to rise and fall rapidly. If the protagonist is standing close to an impact these waves will throw him up into the air. If something very heavy lands on this floor, the portions it lands on will be forced down, while the portions it's not lying on will be forced up by the displaced liquid. If two waves of equal strength, heading in the opposite directions collide, they will cancel each other out, but the floor will rise more at the point of impact.

My Bonne Mecha: Rückkrake (Back / Reverse Squid)
The Mecha I propose is essentially a giant mechanical squid, with a drill for a head (see image above). While the image is black and white, I was thinking that it should be colored in purple and black (Bonne's colors, with red highlights). It will drill through the ceiling as proposed in the scenario, and then spend the battle clinging to the ceiling. Its attacks mainly consist of attempting to launch the protagonist into the air and then hit him / her with the giant drill that comprises its head.


Attack 1: Walking the ceiling

The mech will traverse the ceiling using alternating 4's of its tentacles. It will move towards the protagonist. As it does so, hunks of exploding wreckage will fall from the ceiling, which the protagonist should avoid. These chunks will do damage if they hit, and possibly launch the protagonist upwards even if they miss.

Attack 2: Ground pound

The mech will get directly above the protagonist and allow itself to drop, drill first onto the protagonist. If the protagonist is too close, the floor will, as described above, form a pit trapping him / her near the drill. If the protagonist is merely nearby the attack will generate a wave which can launch him / her.

Attack 3: Swinging

The mech will get near the center of the room and proceed to swing in a widening circle. This will cause the drill to swoop perilously close to the floor, possibly hitting the protagonist, which will launch him horizontally, but not much vertically

Attack 4: The claw

The mech will let the claws it's not using to hold itself to the ceiling drop to the floor below. It will then try to bat the protagonist around. As the claws impact the ground, they will create waves. If the claws manage to connect with the protagonist, he / she will be knocked up in the air towards the drill.

Attack 5: Send in the Servbots

The mech will fire a beacon from its "mouth" (the area with the bonne skull). A swarm of servbots will then be released from the same area. They will parachute down and proceed to attack the area in question. They will have weaponry similar to The Misadventures of Tron Bonne, (bombs, bazookas) but these will do little damage, mainly blasting you into the air.

The Mission: Conditions for losing: Protagonist loses all of his health

Conditions for victory: Protagonist can reach Tron Bonne, on top of the mech, 5 times.

Way to victory: Essentially, the mission hinges on the floor. By properly positioning him / herself near the various attacks, waves will be created which will knock the protagonist into the air. By guiding himself while in the air, the protagonist can land atop the mech, where Tron is located. Once there, the mech will begin trying to shake the protagonist off, and guardian Servbots will attack. Alternatively, the player can jump after the ground pound attack. The floor will have risen thanks to the mech's pushing tiles down around it. Finally, the player can target the tentacles holding the mech to the ceiling. If he manages to blast all 4 a certain amount, the mech will drop as if it had ground pounded, allowing the player to jump aboard. Alternatively, if all the tentacles on a certain side are hit, the mech will flop down, hanging from 1 - 2 tentacles, and the player can either ride the resulting wave or jump on.

On top of the mech, the player will either reach a certain area, which will trigger a cutscene of them trying to convince Tron to stop, have a certain task (like turning a valve) which will require a certain amount of time atop the mech to complete, or have to destroy a series of shield guarding Tronne. (The guidance was unclear here, but I can't see Tron's delicate constitution reacting well to a plasma death cannon).

Battle flow:

The mech will at first use only attacks 1 and 2. After the first successful meeting with Tronne, The mech will start using attack 3. After the second the mech will start using attack 4. After the third the mech will start using attack 5, and all previous attacks. If the player manages to jump on soon after the beacon was deployed, there will be fewer guardian servbots up top.

That's my idea. My apologies, my illustration is not better, I fear that I am not now, nor will I ever be an artist.

Extra Comments: I had the idea immediately after reading the scenario, and just now found the time to get an entry together. Life gets in the way, you know? I haven't had the chance to read everyone else's entries (I was saving that for the voting portion), but I'm happy to hear that others had similar thoughts. Statistically it means that I'm more likely to see the realization of something similar to an idea I had. Regardless, it's fun to participate.

Ruins Scavanger[]

Creator: Servbot #Unknown (Harnao)

Ruins Scavanger

My Bonne Mecha: Originally designed to collect treasures in ruins from the safety of a Mecha cockpit, The Bonnes have fitted it with a formidable arsenal. The extra weight has, however, made the mecha slower than it seems it should be. This Mecha has a number of attacks. Its large spiked feet can stomp on Megaman. It has Missile launchers on each foot. It has Drill Lasers stationed on various joints. It has claws hanging from the underside that can grab Megaman and hold him while the lasers focus on him and bash him without resistance before smashing all its weight down toward the ground crushing Megaman.

The spherical control center can spin freely in any direction so the pilot will always be upright, even if the mecha is forced upside down for any reason.

The Mission: This mecha is indestructible aside from the fragile command center, which is normally unable to target from the ground. Megaman must stand underneath a foot and launch a powerful attack to cause the foot to get thrown up into the air landing on the opposite side of the mecha, thus flipping it over exposing the command center to fire.

The Lasers would cause minor damage to Megaman. Missiles would cause moderate damage to Megaman. Getting crushed by the body after being grabbed by the claws would cause major damage to Megaman. Being stepped on by one of the spiked feet would be instant failure.

Other: It is suggested elsewhere in this forum that it is a good idea to maybe have the Bonnes mechas combine at the end. This would be an ideal lower half due to its long legs that could be straightened into a more "human" formation.

I am no artist by any means however I have included a rough MS Paint version of the mecha. I leave the better rendering to those with artistic ability.

S.S. Tronne[]

Creator: Servbot #Unknown (Harnao)

My Bonne Mecha: What better way to describe pirates better than a pirate ship? The ship is designed to look like a galleon. There are front and side cannons that fire serve bots and of course Bonne bombs. The Servebots invade the ship that Megaman is in and attack him or the ship. The cannons try to destroy the ship or obstacles around the area. They also have mounted machine guns that the servbots occasionally get on to attack Megaman. They also have ramming drills to ram Megaman's ship in an attempt to damage it or knock Megaman off somewhere. The ship is capable of diving like a ghost ship but requires preparation to dive. And it also has a booster to make the ship move faster and in any direction. The sails are metal plates that carry the Bonne symbol on it. In the crows nest is a Servebot tossing bombs. Simple yet effective. EDIT: The ship also has tank treads for underwater movement. When underwater the mech cannons can still fire and also they can deploy torpedos.

The Mission: Since the S.S. Tronne is Servbot powered, taking out the servebots will reduce total damage. Also Megaman can jump on the S.S. Tronne and damage its sales from the pole area. The cannons can be destroyed and after everything is destroyed you can attack the ship itself. EDIT: If Megaman is not a type of floating device then the losing condition will be if Megaman is defeated or the ruin collapses before the fight is over. The losing condition is that if Megamans ship gets destroyed first. Bringing back the nostalgia from Megaman Legends 1.

Other: I think it would be cool if Teisel captained the ship because he strikes me as the type of guy that has a hidden dream of being an old school pirate. I also want a statue of Tronne to be the figurehead. That way it supports the idea of the ship being good luck since it's named after a lady and it has a statue of the lady.

Schadenfruede[]

Creator: Servbot #Unknown (Kyle)

My Bonne Mecha: ("To take pleasure in the misfortune of others" in German)

I can't pretend to be any sort of graphic designer, so I called on my friend Wil Wright to help me out with this one. I used Spore's vehicle designer to make these pictures.

The Schadenfreude is a saucer-styled walking mech with three legs, two in front and one in back. There are 4 mounted guns on the top, and one large one on bottom. The large cannon on bottom could fire one very large shot, or perhaps serve as a flamethrower. The cockpit in the middle holds whatever Bonnes is piloting it.

The eyestalk looking things serve a higher purpose, however. At the beginning of the fight, it is revealed that there are human captives inside the stalks, powering the machine. It would be cool if the human captives were Barrell, Roll, and Sephira, but any other characters in the game (or random civilians) would be just fine.

The Mission: At the beginning of the fight, the stalks and the captives inside are out and visible. When the fight commences, however, they retract into a more practical position like the ones pictured above.

Basically, you beat the Schadenfruede by firing at the small turrets on top until they are out of commission, so to speak. This forces the eyestalks to pop out while the Bonnes attempt to repair the problem. At that point, you fire at the stalks to free your friends. Once you've freed all three, you turn your fire straight on the cockpit, and after enough fire, the machine explodes (which is why you couldn't do this from the get-go), and the Bonnes escape like they normally do.

Thanks for taking the time to read my submission!

Scharnhorst[]

Creator: Servbot #Unknown (Toshihisa)

My Bonne Mecha: Design: Built initially to be a deep water treasure exploration mecha, but with various weapons implemented.

The four large legs around the outside of the Scharnhorst are all separately controlled by Servbots and are used to be able to see directly under water. The four legs can also be used as hammers. The four legs help Scharnhorst float on water and can also be used to walk along land. The Servbots can be seen through the glass (sometimes waving their hands cutely at the player). After using the hammer, the Servbot’s eyes will swirl.

Scharnhorst’s front two legs are large drills that can be used to destroy rocks. Scharnhorst can also balance only using the front two drills as legs. On water the drills are used as a motor to propel the Scharnhorst at tremendous speeds.

Scharnhorst’s back opens up revealing a missile launcher that can launch several powerful missiles, which if hit the ceiling will cause large rocks to fall.

Attacks: Drill Attack: The front drills will be used to directly attack the player and destroy any rocks on which the player may be standing.

Missile Barrage: Several missiles will be shot into the air hitting the ceiling causing rocks to fall down.

Servbot Hammer: The hammer legs will be used to directly try and crush the player.

Straight Missile: Missiles will be shot at the player directly along Scharnhorst’s back.

Core Shock: The core of the Scharnhorst will send electricity along the sides of the body.

The Mission: (Describe how the Bonne Mecha can be beat, and the conditions for winning or losing, etc.)

“Stop the core, protect the ruins!”

Defeat the Scharnhorst before the ruins are completely destroyed and the treasures are buried deep out of reach.

Scharnhorst will have three phases to defeat it.

Phase 1: Get on the boss!

At specific intervals, Scharnhorst will fire countless missiles from its back which will hit the ruin’s ceiling causing large rocks to fall down. The player has to dodge the rocks and then use them as steps in order to get on top of the Scharnhorst.

While on top of the rocks, the Scharnhorst will try to destroy them using its drills, so you cannot remain on the same rock. Also, every time the missiles hit the ruins, it will cause damage to the ruins.

Phase 2: Use the boss as the stage!

Once on top of the Scharnhorst, it will put its two front drill legs down into the ground and all 4 Servbot hammer legs will come up. The Servbots will then try to crush the player using these hammers.

If you are hit, you receive mid-damage and fall from the back of the Scharnhorst, returning to Phase 1.

On the other hand, if you successfully dodge the Servbot hammer, it will hit the back of the Scharnhorst causing an unbalance (as it is only balancing on the two drills), which will make it fall down hard. This then causes the capsule-like core of the Scharnhorst (where the Bonne logo is) to pop up.

At this point the Servbot hammers are going crazy continuing to hit the back of the Scharnhorst and missiles will be being launched at the player from its back. You must dodge these attacks while shooting the core.

After a certain period of time the core will go back down into the Scharnhorst, beginning Phase 3.

Phase 3: Get off the boss!

The camera angle moves to the backside of the Scharnhorst, still focused on the player. The core will send out electricity that runs up both sides of the Scharnhorst, and the hammers will continue pounding like crazy, the drills at the front will be blocking the player’s way, so the only way out is to the back (towards the game camera).

The Scharnhorst will be shooting missiles from the back as the player tries to escape, so you will have to dodge missiles and the hammers while making your way to the back in order to jump down.

Once you jump down from the Scharnhorst, it will stand back up on the hind 4 hammer legs and the process will return to Phase 1.

If the player is able to deal a certain amount of damage to the core, it will stop the core, defeating the Scharnhorst and save the ruins.

Aside from the above method, you can also shoot other parts of the Scharnhorst causing damage and will be able to defeat it. However, you will not receive the bonus (Zenny and Items) when defeating it this way, and it will be a lot more difficult. The Operator will explain to the player near the start of the battle how to stop the core.

Winning and Losing:

-Stop the core -> clear with bonus

-Destroy the mecha -> clear

-Allow the ruins to be destroyed -> lose

-Lose all HP -> lose

Other: (Miscellaneous comments, opinions, suggestions)

The design is a water strider, 6 legs, 4 used for water balance.

Just as many other Bonne mechas are named after German war vehicles, the name comes from a German battleship.

The color is Teisel’s color, but it can be repainted and it is big enough for all the Bonne family to fit into. Also, either Tron or Teisel is capable of piloting the Scharnhorst.

When the Servbot hammer hits the Scharnhorst, Tron and Teisel get angry.

Tron: “Hey, what do you think you’re doing!? When we get back you’re getting punished!”

Servbot: “I’m sorry! Wah!”

Teisel: “What are you trying to do, sink us!?”

Servbot: “I’m sorry! I didn’t mean to!”

Scheidenmuschel[]

Creator: Servbot #1427 (Tsp)

Schildkröte[]

Creator: Servbot #Unknown (MegamanVolnuttFTW)

Schildkröte (MegamanVolnuttFTW)

My Bonne Mecha: It's a turtle robot, and a large one too, comparable in length to the Marlwolf! The armor is the hardest of any Bonne mech as well, completely impenetrable by any of the hero's weapons! But due to this armor, it's pretty slow and operates better in water.

In the first phase of the battle (after it falls from the ceiling it drilled through), the hatch on the front of the shell will reveal Tron, wielding a bomb cannon! The bombs can hurt the player directly, but they'll also explode after a fixed time of four seconds [with it beeping and glowing when it is two seconds from exploding]. The player has to throw several bombs back at Tron, who will block each hit by closing the hatch (she'll also duck behind the cannon if you try to fire at her normally, but it won't damage the cannon at all). After it is struck by three bombs, water will start flooding the ruins, forcing the Bonne mech into its aquatic mode and making the battle occur underwater. Now the real battle begins! The terrapin mech, now in its preferred environment, will start to shoot torpedoes from its front claws, as well as ramming the walls occasionally to cause large rocks to fall onto the battlefield. In addition to this, it has a fleet of seven Servbot-manned "turtle head" submarines inside of it, which it will launch during the battle! What is the player to do? They'll be using the Bonne's weapons against them!

The Mission: You remember the Servbot submarines I was talking about previously? Well, they don't have any missiles or anything like that (thank goodness!), but they will follow the player around. The goal of the player is to lead the Servbots straight toward the turtle mech itself, damaging it whenever a submarine impacts it!

The turtle mech will fire out the submarines in set amounts: after the 1st sub strikes the turtle mech, the 2nd comes out, after it strikes, the 3rd and 4th come out, and after that, the rest come out. (So it's a deployment pattern of 1, 1, 2, and 3, respectively) After a submarine collides with the turtle mech, it will explode! But the Servbot will (of course) be safe, and swim inside the hatch that the submarines come out of in the artwork above. After all seven submarines have struck the turtle mech (and the last Servbot swims inside), it will explode, sending all of the Servbots and Tron Bonne flying through the hole they drilled through in the ceiling. (If Bon and Teisel are in the mech as well, they'll be launched out too).

Other: (About the battle)

-The claws on the front feet can be shot like torpedoes, and can be retracted to walk on land, similarly, the rotors on the back feet are indented so it can walk on them as well.

-Despite the fact that they blow up on impact with the terrapin mech, you can NOT destroy the submarines with your weapons or by making them collide with each other/a wall.

-The claw torpedoes are fast, but since they move in a straight line, you can roll to avoid them.

-The turtle head submarines are slightly slower than the player, and they have terrible steering, allowing you to avoid them by moving sharply to the left or right.

-It would enter the battle by rapidly spinning through the ceiling.

(About the design)

-I'll be updating the "concept art" in a few days to give it more detail, please excuse the simplicity of most of the shots, I may also make a 3D model since I'm pretty decent with GMax

-If anyone has a color scheme idea, I'd love to hear about it! I've been thinking about making the turtle mech a combination of grays, dark aqua, and tan (for the legs). But I think that might be too drab for a Bonne mech.

-I might replace its walking ability with wheels on the base [so that the front and back limbs are used exclusively for attacking and water movement, respectively), but I'm not sure yet.

-The bottom of the turtle is based off of Tunnel-Boring Machines, which are used to create some of the largest tunnels in the world, including the famous Channel Tunnel.

Any suggestions or opinions?

Schildkröte[]

Creator: Servbot #1515 (Alex (Avallon1))

Schildkröte

Extra Comments: I didn't read the requirements. My English is not good enough to write a whole description (I'm from Germany). I just thought it would be cool in a battle like the one with Balkon Gerät....appearing out of the water, attacking you with its jaw and firing 6 rockets at once like the hornisse. Then when it gets weaker it would disappear in water except for the gun turret which fires small rockets. It also fires laser or plasma balls out of its mouth. Maybe it could extend its throat or hide its head in the shell (to release little Servbot submarines/boats out of it).

Schlamm[]

Creator: Servbot #Unknown (Alex)

My Bonne Mecha: Named for the German word for mud, this Mecha collects dirt with a drill on one arm, and water with a hose on the other arm. Its primary damage attack is a cannon mounted on its top that fires balls of mud at the player. Like the first Bonne Mecha that Megaman fought against, this one is designed with a general spider shape, a central body supported on four armored legs. The back of the Mecha has a ladder that reaches down almost to the floor that its operator uses to safely access the hatch on the top of its head, right behind the base of the mud cannon. The shoulders are manned by a single Servbot, who controls the drill and hose arms while Tron controls movement. Paint color would be Black and Orange, with Orange taking the predominant role. The Bonne family rests in the center of Mecha's front.

Don't get stuck! Break those arms!: The mission for this Mecha is to avoid the mudballs launched at you until the Schlamm requires more dirt or water. Get hit by the mud, and you're stuck in place for a moment, giving Tron the time to move either to the walls to let more dirt get driller or for more water to get sucked up. To win, you have to dodge until the Schlamm needs to reload, climb the ladder, and knock away the Servbot who panics when you get up there. When this happens, Schlamm rears up onto its side legs, dropping the player, without damage, onto the ground, followed by the Mecha crab-walking and turning to keep its vulnerable back away from the player. Another Servbot climbs out of the hatch and takes the previous one's place, and the process must be repeated two more times, where the next Servbot pushes the wrong button, damaging the Schlamm beyond operation. Failure occurs if the player continues to get caught by mud, the Shlamm approaches the treasure, and the Servbot on top manages to approach the treasure and take hold of it. In this mission, the goal is not the defeat of the Mecha, but to keep it away from the treasure while keeping its attention.

Stand still! Do something!: During this fight, Tron taunts the player, and of course "encourages" her Servbots. The opening of the fight is where the player runs into the room and skids to a halt as Schlamm drills its way down into the room. As the dust clears, Tron opens the hatch and speaks a few words of encouragement, "Good job! We made it in! Now, let's see... It should be right around..." Upon seeing the player, she gets frustrated, and immediately becomes defiant, "Hey, you! Don't even think about it, this treasure belongs to us, the Bonne Family!" She slams the hatch shut and turns the Schlamm to the player, thus starting the fight. Whenever she is about to attack, she yells out, "Stand still!" and "Stop moving!" When she lands a hit, she says, "Now be good, and wait right there!" and "Now let's go grab that treasure!" When you climb onto the Schlamm's back, she yells out, "Wh-what are you doing! Get off of me!"

More details, more clear details, or omission of details can always be carried out in the future. If anyone would like to offer a picture to help bring this more to life, that would be wonderful, as well!

Schnabel Bohrer[]

Creator: Servbot #Unknown (Baru)

Schnabel Bohrer

My Bonne Mecha: (“Beak Drill" in German)
Somewhat of a revamp on the Ferdinand, built for additional drilling purposes by the Bonnes. It runs on four "legs" that use wheels to move, the front two being joined while the back two are essentially only for support. It contains two normal blasters on each of its front two legs, right alongside the wheels. In addition it has a powerful blaster on its head. At the joint area of each of the front two "legs," there is a small base in which a Servbot will be stationed, and they will throw bombs at Megaman. The bottom of the mecha is equipped with a drill, in which it can jump and land on its target causing massive damage. Finally, the front beak of the mecha can be opened up to fire a powerful laser, similar to the ones the Bonne mechas such as the Marlwolf have fired before in Legends 1.

In the event that the supporting front two legs are destroyed, it's designed to retract the drill and revert its back treads to the bottom of the mecha in order to move around. In addition, the former two back "legs" rise up a bit so as not to touch the ground, dislodge the wheels, and then additional blasters emerge from where they once were.

The Mission: This mecha can be defeated in a process of attacks. First Megaman must destroy the front two legs (the back two cannot be destroyed) in order to throw the mecha off-balance, forcing it to revert to its tread-drivin state. In this state, targeting and destroying the treads means victory.

This means the mecha's health bar and respective strategy can be separated into 3 parts:

3/3- Mecha has both front legs intact. It can attack in all methods mentioned in "[My Bonne Mecha]" however, refrains from using its laser from the beak.

2/3- One leg has been destroyed. It can no longer jump and attack with the drill. Begins to use the beak laser.

1/3- In tread form. Uses all attacks capable in such a state, including beak laser.

Once the treads are destroyed, the mecha can no longer support itself, tumbles over, and explodes.

Extra Comments: The first fight with Tron in Legends was everyone's first exposure to the Bonne mechas, and I believe it really influenced me in giving me the "This is a Bonne Mecha type of feeling.

The beak I originally wanted to be the drill (i.e. a Marlwolf typeface), but it turned out a bit different, because I wanted a part of the mech that could fire the typical Bonne blast that torched me so much in the battle with the Marlwolf and the big mecha in the old town!

I'll try to think of another design or two to submit, but this was what came to mind first.

Schnappschildkröte[]

Creator: Servbot #Unknown (Trickstar)

My Bonne Mecha: ((“Snapping turtle” in German) not officially named)

A giant mech turtle with a drill shell. The head resembles a snap turtle and inside the mouth contains a charged beam to shoot out. When the drill is not in use there are machine guns and cannons located on the edge of the shell and under the shell. The bombs will be dropped out from the bottom of the shell and the machine guns are fired in a circular motion. The feet of the turtle have boosters on them allowing it to jump and try to attack you with its drill shell. When angry the turtle spins and rams itself around the area while shooting its machine gun. There are treads located on the belly of the turtle making it mobile completely. In a case where it needs to swim the boosters allow it to swim like a turtle underwater.

The Mission: The major weakness for the turtle mech is its tail, chin, and legs. The drill cannot be damaged. When Megaman destroys the tail it just lowers the boss’s health, the feet have boosters on them so destroying them will stop the turtle from jumping willingly, and instead it will randomly flip the turtle. When the drill turtle attacks with its drill it will get stuck upside down momentarily, the boosters on its feet will flip it back.Finally inside the mouth is where the turtle will be finished. The winning condition is to destroy the mech before the ceiling in the ruins collapse. The losing condition is if Megaman is defeated or you run out of time and the ceiling collapses.

Other: I wanted to follow the idea that was posted on the blog so the turtle would be coming from the ceiling with its drill shell and it would use the boosters to flip it right side up. I also figured a turtle would fit the situation given. I also need help with a name. I will be posting images before the deadline, most likely in a day so you can see what I'm describing. I also did not want to be too complicated but somewhat creative at the same time.

Schwer arm Festung[]

Creator: Servbot #Unknown (Beast Starman.EXE)

Schwer arm Festung

My Bonne Mecha: So this is my Bonne Mecha, Schwer arm Festung (The blue thing is Megaman). When Megaman gets inside the room and grabs this treasure (Refractor?), everything starts shaking. The Bonnes make a hole in the floor above and fall in the same room you are.

*Chill Chat. Insults. Silly jokes. Roll asking what's going on...*

The Bonnes finally start attacking. The room begins falling apart and you have a time limit to defeat the Mecha.

-Attacks

- Machine Gun: Normal buster-like machine gun around the Mecha's lower part. Just aim and shoot, nothing special.

- Drill: Is used to attack and defeat itself. If Megaman gets too close to the Mecha and he is not busy with another attack, he may try to throw you far from him. It can also use the drill to attack you directly, by charging at you and shaking its drill arm near the ground.

- Claw: Used to throw things at Megaman. It will try to throw a boulder found in the floor (Result from their entrance) at Megaman.

- Water Cannon: The Mecha will open the Drill and aim at Megaman. After 50% of damage has been dealt to the Mecha, it will start spinning the drill when using this attack, the range and the power of the attack will be increased due to that.

- Bomb Launcher: Just like the drill did, the Mecha's claw will open and start throwing multiple bombs at you, as a Machine Gun. It will attack, or by directly aiming at Megaman, or by lowering its arm and throwing it in all directions in front of it.

- Giant Bomb: That's a big one. He will open its claw, release a huge bomb (About Megaman's size), grab it and throw it at you. Not so hard to evade, but after touching the ground, you'll have some seconds to destroy it. If you don't do it, the bomb will explode. The damage area is very wide and it will deal some serious damage to the ruin, decreasing the time limit you have to defeat the Mecha. Uses when HP hits 75%, 50% and 25%.

- Green Energy Orb: Classic Bonnes attack that wasn't added on Megaman Legends 2 for some reason... Well, nothing too complicated, it'll just charge it with its Claw and throw it at Megaman.

- Servbot's attacks: The Servbots will be at these three holes in the Mecha's upper part. They can attack at any time from any hole.

> Machine Gun: A Machine gun very similar to Megaman's Special Weapon from Megaman Legends 1.

> Grenades: It can throw grenades at you. Take a few seconds to explode and then BOOM!

> Explosive Paper Airplane: The Servbots will throw at you a paper airplane, which will follow you while going down. If it touches the ground or a wall, nothing happens. If it touches you... BOOM! (Don't forget that Servbots know how to handle a paper airplane nearly perfectly)

That's all for its attacks, I suppose...

Its weak point is the whole upper part, not counting its arms.

The Mission: In order to win this fight, you need to defeat the Mecha within the time limit. Otherwise, you lose.

In the begging of the battle though you won't be able to damage the Mecha for 30~60 seconds. The time will be running and Megaman won't be able to do a thing, making the player nervous. After some time passes, a big boulder will fall from the ceiling, damaging the Mecha's upper part and allowing you to start dealing damage. Roll may tell the player something like "Looks like something lowered their defense. Why don't you try shooting it again?"

Other: I imagine that, when the player gets inside the treasure room, he will face a beautiful place, full of details and running water. When the battle begins though, the whole place will start going down, ruining the nice view.

I've also added this time limit, so the player won't waste time far from the Mecha and attack him. But I've also made it hard for the player to get close to Mecha.

Notice that most of the Bonnes attacks do damage to the room too, like throwing bombs everywhere and hitting the drill in the floor when trying to hit you.

Also, sorry if I made any typos. I'm not a native English speaker...

That's it. I'm not sure if I'm gonna win this, but making it into the local TOP 5 will make me happy at least.

Now if you excuse me, in four hours I'll need to go to class and I still need to take some sleep.

May the best one win!

Scorpio Infernus[]

Creator: Servbot #Unknown (Riley)

My Bonne Mecha: I submitted it before but had to resubmit it due to lack of servbot number.

Anyway I was thinking a fireboss in a water level would be cool originally, but if necessary you could turn the flamethrower into a high pressure water stream. (Though I still would want to fight a fireboss in a deepwater dungeon level...)

The "eyes" are supposed to be windows that you can see servbots or tron Bonne through. Including the one on its top during form 2 only.

Before the fight a servbot or Tron Bonne will be standing outside supervising as the machine tries to pull the door out of the wall by digging into the surrounding wall. The event, and the fight, will take place in a dome room.

The strategy of the fight is as follows:
Form 1: it rotates staying centered in place and will walk towards you trying to hear you with its 4 claws towards its mouth and away from its sides. If you get to its sides, shoot its legs. Don't get comfy cause it'll use one of 2 methods to attack that way.

1.) If you're too close it'll smack you with its tail.

2.) If you are farther away, it'll run over you like a side winding crab. (in order to prevent players getting trapped under the machine if too close to the wall it'll bounce back to the center after hitting the wall and get stuck on its back for 3-5 seconds making doging its ramming attack, if unable to aim at it while turning, an alternative attack method for this boss form.)

Don’t get all the way behind it though because it'll use its tail to throw you in front of it and (depending on the fire or water choice) it'll knock you into the wall with a fireball, or a water stream.

Once you've gotten all 6 legs busted it'll latch to the ceiling for form 2.

Form 2: from the ceiling it'll rotate and swing trying to grab you with its claws to blast you at point blank into the floor, or throw you into the wall. Occasionally it'll fall from the ceiling and use its claws to drag itself to the center, to a hand (claw?) Stand to extend its tail to reach the ceiling and reattach itself. If you get too close while it's dragging itself it'll slash at you. Its weakness throughout all of form two is the end of its tail.

Scylla[]

Creator: Servbot #810 (Head Honcho McCritic)

Description: A Mech based on a narwhal. Using a 5-part body core block system, with independent cores in each part. The propellers on the central block and the tail operate independently, and help power the drill via the spinning motion. [SCYLLA]'s engine is located on the head and the second body block, giving it unsurpassed mobility for a mech as big as itself. While the cockpit itself is cramped-being located with its missile storage and shark-bot storage space, it is big enough to accommodate Bonne and a huge number of Servbots. Its arsenal includes a missile bay, a shark-drone storage hangar, its huge drill, and last but not least, its huge body. It is designed to be able to disconnect heavily damaged core blocks, avoiding the issue of a chain-reaction induced explosion. The drill is able to destroy thick walls, and with the added propulsion from the propeller blocks, it becomes a force to be reckoned with.

Attacks: The following describes the mechs' attack patterns and battle abilities.

1. The drill incorporated into the design is its primary weapon. While underwater, it will charge around in a frenzied manner, knocking the PC [player character] into the water- where the PC is at [SCYLLA]'s mercy. It can also leap out of the water to smash into the PC, and occasionally, a wall. With its high attack power, it has a drawback as well, it will float to the center of the battle stage and surface, opening the head plate out to cool its engine. The player may then take advantage of this and attack it.

2. Servbots that come out of [SCYLLA]'s main body block go underwater, where they continuously release floating mines to the surface. They will also attack the player if he falls into the water.

3. SCYLLA's body is a weapon by itself, as it is capable of using the propellers to spin itself to create a whirlpool, drawing the player character in before striking him into a floating mine/wall. With a sweep of its body, a careless player may find himself overwhelmed soon enough. This can be countered, however. A player may jump on air pumps located on the sides of the battle stage to blow the float mines into [SCYLLA]'s whirlpool, and when [SCYLLA] strikes- well, expect fireworks.

4. [SCYLLA]'s drill extends and shoots out as a harpoon of sorts. If it hits the player, he will be dragged into the water, and hit with a sweep of its body. It is possible to dodge this and shoot the drill during the 3 seconds it takes to pull it out.

5. [SCYLLA] releases a salvo of missiles at the player, which will home in on him. It is possible to dodge the missiles, by staying put at the same area before quickly fleeing to another. However, [SCYLLA] will also shoot sharkbots out, which either hit the player and explode, or attack itself to the walls and act as a proximity mine of sorts. They can be destroyed.

[SECONDARY MODE]

After the player has inflicted enough damage to the head and tail regions, [SCYLLA] will detach those parts, and block the hole in the wall with debris, effectively stopping the water from flooding in. The body core will then restructure itself to form [CHARYBDIS], a hermit crab mech.

[CHARYBDIS] is capable of performing the missile salvo and the sharkbot launch attacks.

- [CHARYBDIS] Dashes at the player, while firing missiles. If the player is caught, it will then ram the player into the ground with its forelegs. If it overshoots, it will then ram into a wall and stay stunned for 4-6 seconds, while Bonne and the sevbots open the front hatch to fan the [CHARYBDIS]. The player may then attack the stunned mech, and possibly destroy the Servbots to inflict bonus damage.

- [CHARYBDIS] launches itself to the air by firing a salvo of missiles to the ground, and then proceeds to fire a green energy sphere from the cannon located at the front. This attack can be dodged.

- [CHARYBDIS] fires sharkbots all over as landmines, and burrows underground. It will then surface from under the player and fire a green energy sphere at him. This can be countered by jumping over a sharkbot the moment it surfaces, causing it to detonate the sharkbot and get damaged.

- [CHARYBDIS] burrows underground, and creates a mini-whirlpool of sand and rock. The player will be sucked down and damaged if he does not get to the platforms above.

-When the player has inflicted enough damage to the [CHARYBDIS], it will fire all its weapons in random directions. The player may then take this chance to damage it and induce an explosion, or he may avoid the full attack duration and the [CHARYBDIS] will still explode.

The Mission:
-DESTROY [SCYLLA] BEFORE THE ROOM FLOODS!

- [SCYLLA] will burst through the side of the ruin with its drill, and enter it as the water starts filling the room up. A pile of debris will drop from the ceiling and block the hole partially, slowing the water flow down.

The player will then have to defeat [SCYLLA] before the room is filled up completely, with a time limit of approx. 6-8 minutes.

If the player fails to do so, a [GAME OVER] will occur.

If the player disables [SCYLLA], it will detach the head and tail parts, which will explode and the resulting debris will clog the hole in the wall up. [SCYLLA] then shifts to MODE 2- [CHARYBDIS].

[CHARYBDIS] has no special conditions presented, and can be defeated.

Extra Comments: I went through quite a few drafts before this design was settled upon.

I was planning on using a trilobite, but it wasn't too stable of a design, so I went with a Narwhal.

I might have made it a bit too "Bonne-ish", but I think that's mainly because I didn't have the time to input a top and bottom view, making it seem a lot "flatter" than it should.

I based the color on the color wheel I made, based mainly on contrasting and mixing warm and cool colors. On the other hand, I might have seen that tortoise somewhere, not sure if I was subconsciously influenced, ha-ha.

ANYWAY!

I was hungry when I made this, maybe it rubbed off in the design somewhere.

Sea Keiser[]

Creator: Servbot #Unknown (James)

My Bonne Mecha: Scouts search for refractors, sending signals to Tron about their location. Guns can be destroyed if too much damage is sustained.

Weakness: scouts become attracted to the refractor powering Keiser. They get really close to it, easy targets for Trigger.

The Mission: To defeat Keiser, shoot the scouters when they are close to it, causing them to explode with huge force. The explosions will leave heavily damaged places exposed to attack!

After Megaman has defeated Tron, he gives her the refractor she found, because she dug for it herself instead of stealing it. This moves her greatly, and she promises to earn treasures with hard work, instead of by theft.

Seeteufel[]

Creator: Servbot #47 (Dashe)

Collaborators: Servbot #267 (Raijin), Servbot #125 (General Specific), Servbot #Unknown (In-Clover), Servbot #Unknown (mltmlt22), Servbot #Unknown (Rockxas), Serbvot #875 (Rockman Striker), Servbot #359 (Blues ((Canticleer Blues)), Servbot #Unknown (Trege), Servbot #97 (Buster Cannon (Glacius Passio)), Serbot #Unknown (Pitch (AndyMan)) and Servbot #Unknown (HiroVoid)

Description: Seeteufel is an octopus-based mech design, reminiscent of Ferdinand (aka Feldynaught) from MegaMan Legends 1. But don't let the similarities fool you; Seeteufel got a whole new set of tricks up its sleeves! (All six of them!) With its massive tentacles, Seeteufel has a bunch of attacks at its disposal. Sitting atop a flotation device, Seeteufel is a major threat on land or at sea!

Attacks:
-Homing Missiles, Machine Guns and Bombs – A staple of the Bonne family's arsenal, Bombs, Machine Guns and Missiles return for Seeteufel. These allow Seeteufel to attack MegaMan at close range or from afar! As the battle progresses these may be used to destroy large chunks of the stage, making it harder for MegaMan to escape. They can also reach higher altitudes, and pose an especially dangerous threat to MegaMan if he decides to snipe the mech from afar!

-Zappers – Seeteufel was made to be used in the water, where electrical attacks are a major threat. It comes equipped with electric zapper tentacles which can be used to electrify the water, making close-range combat very dangerous. The electrified water can inflict the paralyzed status condition on MegaMan (as seen in MegaMan Legends 2), to slow him down and keep him from escaping. Meanwhile, if MegaMan begins to sink, Seeteufel will grab MegaMan with one of its long tentacles and slam him against a wall. MegaMan had better stay above the water, if he wants to fight this battle up close!

-Pressurized water cannon – Seeteufel can take the water from the ruins into itself and shoot it at MegaMan in a pressurized blast! The blast inflicts damage on MegaMan and causes him to be knocked back. Seeteufel can also raise or lower the water level in the ruins when it takes in and releases water, though the effect is only temporary.

-Servbot skimmers – Seeteufel can send out Servbots in “skimmer” mechs to assist it in battling MegaMan. Though only armed with basic projectile weapons, the Servbots' skimmers make the battle all the more difficult by drawing MegaMan's attention from the Seeteufel! They can also maneuver on land a bit and chase MegaMan up the stairs.

While MegaMan is fighting the Seeteufel, Servbots attack in skimmer mechs. These mechs are only designed for basic combat, but they'll draw MegaMan's attention from the boss if he isn't careful!

The Mission: Little does Mega Man know, as soon as he grabs that treasure, he'll activate a trap that gradually floods the entire area!  On top of that, the Bonnes' Seeteufel is waiting in ambush to come crashing onto the scene and steal it from him the minute he leaves the treasure room...

During the Seeteufel battle, the water level is constantly rising! MegaMan has the choice of dealing with the Seeteufel up close at short range, or making a run for it up dual spiral staircases to snipe from safe distance.

How to deal with the Seeteufel: Seeteufel's weak point is the hatch. MegaMan can attack it in many different ways.

-Close Range attack – The Seeteufel's tentacles are large enough that MegaMan can stand upon them! MegaMan can use these tentacles to get up close to the Seeteufel and attack the hatch from close range.  At times a tentacle will remain still, allowing MegaMan to approach; but once it starts moving, MegaMan is in danger of being tossed off. This is easily the more dangerous route; be careful, MegaMan!

-Short-ranged weapons like the Drill Arm or Blade Arm are much more difficult to use against the Seeteufel, but they can do more damage than long ranged attacks. If MegaMan is careful enough, he can even use them to serve Seeteufel's tentacles! This won't physically damage Seeteufel, but it will disable its tentacle-based weapons and make it easier for MegaMan to survive. (Like destroying the Marlwolf's treads in MegaMan Legends 1.)

-Long Range/ Snipe attack - MegaMan has the option of distancing himself from the Seeteufel by running up along two spiral staircases that at one point were connected with catwalks (which have crumbled with age; this way he can also stay away from the dangerous and ever-rising water level! Sniping Seeteufel from a distance with a special weapon or his trusty Buster Gun, MegaMan can avoid many of the Seeteufel's more dangerous attacks, but that doesn't mean Seeteufel is a sitting duck! (Err...octopus.) MegaMan is still in danger from Seeteufel's long-range attacks, and the potential destruction of the very stairs on which he's standing...not to mention the rising water level bringing Seeteufel closer and closer to where he's perched!  MegaMan will have a hard time getting around when parts of the stage are destroyed, but he may be able to cross long gaps by using the Jet Skates if he's careful!

-Debris – As the ruin crumbles, debris falls from the ceiling posing a threat to MegaMan, but MegaMan can use this to his advantage. Smaller debris can be thrown at the Seeteufel, if MegaMan is using the Lifter instead of a regular special weapon! This can be done from afar or right up close. If the Servbots get too close to MegaMan, they may also find themselves caught in his grip and lobbed at the Seeteufel!

Seeteufel's tentacles are really huge! They're so big that MegaMan can walk on them to get within range to attack. MegaMan can even sever the tentacles if he can get close enough to the base in time, but he'd better watch out for Seeteufel's attacks! Here, Seeteufel has reached the top of the steps. Once the water level reaches this point, it stops. The ruin's trap's been fully activated. MegaMan can't run anymore; he'll have to deal with Seeteufel up close and personal!

Miscellaneous: This diagram depicts the stage design we had in mind for this battle. The treasure room is located at the bottom of a long double spiral stairway (the staircase is double helix, and by the time MegaMan gets to fight the Seeteufel, the catwalks connecting the stairs have been eroded with age, destroyed by the Seeteufel's grand entrance crashing through the ceiling, or both). MegaMan will have to fight off Seeteufel all the way up to the top of the flume!

-Seeteufel takes its name from a midget sub used by the Germans in WWII, in the style and tradition of many original Bonne mech names. Its name literally means “Sea Devil.”

-Although designing the stage is not part of the requirements for this proposal, we felt that the dual spiral staircases became an important part of this submission. The stage plays an important part in how the battle against Seeteufel plays out. Seeteufel's attacks, and MegaMan's strategies for defeating Seeteufel were made with this specific environment in mind, and they don't make quite as much sense in other settings. The main flume also has a few doors along the staircases leading to other parts of the ruin, omitted from the diagram, all of which lock up during the battle but can be re-explored afterward, complete with all-new-to-the-area underwater physics.

-This mech proposal is a collaborative effort from MegaMan Legends Station forums. It is a product of the creativity of many forum members. These members include: Raijin (RaijinK on Capcom Unity), Dashe (Dashe), inclover (N/A), mltmlt22 (N/A), General Specific (General Specific), Rockxas (Rockxas), Rockman Striker (Rockman Striker), Blues (Canticleer Blues), Trege (N/A), Buster Cannon (Glacius Passio), Pitch (AndyMan) and Hirovoid (HiroVoid). Massive props especially to Raijin and Dashe for their artistic contributions in drawing the design!

Extra Comments:
To be fair, we started brainstorming a tentacle-based design early on, before we could know how many others there would be. Though if you're looking for an escape from overused ideas, check it: no drills. We could tell the drilling idea was implanted in a lot of people's heads due to the suggestion that it would crash through the wall or ceiling. We figured brute force was sufficient for a large mech to cause some demolition and aimed to focus on playing off the aquatic nature of the ruins rather than the whole digging thing. –Raijin

I'm pretty sure a lot of people thought Legends 2's Midosu Reaverbots were too much like jellyfish already and didn't want to create a knocke some kind of bipedal robot with electrified tentacles attached so it could take advantage of the water, and then Striker and the rest of the gang took it as an octopus design. And that's how that one happened! –Dashe

I don't think a jellyfish-based design would gel with the Bonne's style, at least not in a recognizably jellyfish way. For one thing, jellyfish are known for transparent bodies, and we had the Midosu Reaverbots to play off of that, but the Bonnes tend to make their vehicles of metal rather than...glass or something. An anemone-based design might work, though I feel the more formless look of an anemone would be better suited to a Reaverbot as well. –Raijin

Water mechanics have certainly been a problem with the previous installments, but I think they're aiming to get it right this time. We've got another water ruin, and the suggestion of swimming Servbots, so odds are pretty good this design will work. –Raijin

It doesn't depend on Rock swimming either. There's a mechanic to force him above the water. –Raijin

So even if he plummets (I'm hoping the water mechanics will provide at least a bit of buoyancy), he'll be grabbed by the extendo-tentacles either way. –Raijin

Putting a lot of stake in the level design was something we wanted to use to an advantage. We wanted to explore our ideas for the atmosphere of the fight as much as the opponent, and it's not like there was anything in the guidelines to discourage that. In fact, since the boss fight and the boss room designs typically go hand-in-hand when laying everything out, I would think this would be encouraged. –Raijin

And no, no swimming. –Raijin

It's a simple matter of how the tentacle-grab move is approached. You're probably thinking about it working like the yeti in SkiFree. If you go past a certain point, that thing is sent after you, but it's possible to avoid. I wouldn't implement the tentacle grab like the yeti, I would do it more like Lakitu in Mario Kart. You go out of bounds and that thing just catches you. There's no object interacting with another object, it's practically a cut scene. So if Rock falls underwater, he's caught by the tentacle within seconds. Doesn't matter where he is or how he does it, he gets caught. It gives the illusion that going underwater is possible and provides a believable barrier to it, which is always better than invisible walls and the like. We wanted specifically to avoid the game-breaking "get stuck underwater" scenario as well. -Raijin

I wanted to give some specific recognition to the various contributors to the design. It'll give some insight to our process as well:

Dashe - Started things off with the idea for tentacles that electrify the water. Came up with most of the room design including the spiral stairs, the destructible catwalks, the flooding, even the wall paneling. Later made suggestions for the missiles and other anti-long-range tactics. Provided most of the artwork. Also made the post for us in the end.

General Specific - Picked the octopus theme, fleshed out the idea of the multi-tiered fight, the flared-out final chamber and how the flooding stops there, suggested the hydro-cannon, and some Servbot support ideas.

Rockxas - first suggested the spiral stairs and the stepping stones to get closer to the mech.

Rockman Striker - suggested the ability to walk on the tentacles to get a real close-up shot.

Hirovoid - Suggested the falling debris and how the Servbots should splash around in the water after their mini-mechs are destroyed. Made some cases for more paralysis-based weaponry and other refined tactics for the mech and the player. Did proofreading for Pitch's write-up.

Blues - Suggested skimmer-based Reaverbots, which we argued down to the Servbot Skimmer. He pushed for drills and more prominent roles for the Servbots too. He also suggested some alternate names for the mech with the German WWII thing in mind, including Kriegsmarin, Schnellboot, and Tragflugel. Also helped proofread Pitch's write-up.

Pitch - Ideas for the use of JetSkates, the paralysis effect of the electricity, use of the Lifter, many other comments I couldn't keep track of. Wrote up and edited the descriptions as they appear in the first post.

Arne - Drew up octopus-mech and Servbot Skimmer designs concurrent to our own first draft. We were going to use his Skimmer design at first but never heard back from him whether or not he wanted to be a part of the collab so we came up with something different. His Skimmer design had an inescapable influence on mine though.

In-Clover and mltmlt22 - Helped out a lot with the coloring on iScribble for the treasure room and mid-stage battle images.

Me - At first I just took everyone else's ideas and drew up the images for them. The tentacle-grab method of keeping Rock above the water was probably my biggest contribution to the tactics of the battle. I submitted the Seeteufel name. I also finalized the Skimmer design that we were going back-and-forth on for most of the time.

I probably missed a few ideas, especially the ones that went by in the chats that I didn't get to copy down. –Raijin

We have one big advantage over score's IMO--that is, while his mech is obviously an ego trip for Teisel, this mech right here is a collaboration between the whole Bonne family, and it also evokes great memories of the fight against Ferdinand. –General Specific

I think too many people took Eguchi's "drills through the ceiling" comment to heart, as if it were a concrete guideline. I saw it as more of a spitballed idea. The proposed intro doesn't even have to change much sans drills. As I said before, brute strength is sufficient for a mech of that size to make a dramatic entrance through the masonry. –Raijin

Even if the scenario calls for more conventional digging methods than smashing through brick and mortar Kool-Aid Man style, then General Specific can tell you the pressurized water cannon was based on his hydro-excavator suggestion. The water cannon itself does the work of a drill. –Raijin

I know I'm not doing anything besides responding to criticism either, but I'm not complaining about that role. That's how we clarify our ideas. Sorry if I (or Specific) come across as argumentative. That will probably be natural as we argue our case though. –Raijin

I know what RockmanZeroX meant by "unoriginal" thought. Just because we're original in the digging-technique department, doesn't mean we're original in the animal-theme of choice department. We've even outright admitted the superficial semblance to Ferdinand on top of the octopus thing. I want to point out that there's more to this submission than just the shape of the mech though. The attacks, the room, the course of the battle, we hope that will all make up for any shortcomings in the octopus choice. –Raijin

I´m really happy this design is outstanding, considering all the love and effort you put on it, I feel ashamed that I couldn't help you more than I did, and I´m very happy that you guys are still considering me as a part of the team. –Rockman Striker

To be fair, I didn't actually draw the Seeteufel. Just the stage you fight it on...really, Raijin did all the impressive mech work, though it was a pretty big team effort, at least eleven from start to finish. About the same size as an American Football team. Pretty sure those have eleven people on them. –Dashe

We ended up doing all our art on iScribble paintchat. The original plan was to just use that to hammer out the details on a canvas we could all modify simultaneously, and then have one person draw up the final sketches in Photoshop or something, but the paintchat works turned out to be so good we had to use them anyway. Note that for various images either I or Dashe did the outline and the other person helped with the coloring, and MLT and In-Clover helped a lot with the coloring on images #3 and 4. All that softer paint-like coloring and awesome lighting effects were mostly IC, who's a god at iScribble. Dashe and I didn't even have the special tools needed for some of those effects, which is why the coloring in the other images look more like they were made in MS Paint. –Raijin

In the end we went with keeping the ability to cut them off, only it doesn't actually damage the Seeteufel, and the hydrojet, bombs, missiles and machine guns could compensate. Also, if you cut off the tentacles, you've also essentially made it impossible to run on the tentacles and go in close, forcing you to take one of the more ranged maneuvers. –Dashe

Come to think of it, the Marlwolf was kind of like that too. You could go in close, hop on his back, and shoot the hatch point blank, or you could snipe at it with the Powered Buster from around the edge. Kind of like the opposite of how MegaMan games had worked up until then, where you were really encouraged to use specific weapons against specific bosses. –Dashe

When I heard 'spiral stairway' out of Rockxas, the first thing that came to mind was actually Split Mushroom's stage from Mega Man X4, but Zelda seems a bit more of a fitting comparison since it's actually 3D. –Dashe

Servbot[]

Creator: Servbot #383 (Iceynyo)

My Bonne Mecha: A strange wheel shaped drilling machine appears from the ceiling, and then falls to the ground. As the dust clears, a large square body and arms as well as two large eyestalks are revealed. The machine falls to its side and then amazingly stands up on the eyestalks. It's actually a giant humanoid robot.

The giant robot mode can also separate into 3 vehicles: A tank driven by Tron, a walker controlled by Bon, and a flying bomber piloted by Teisel. The colored diagram at the bottom shows which parts of the Servbot combine to become each vehicle.

The tank acts as a carrier for the Servbots, who will deploy and attack with various weapons (missile launcher, bombs). The tank itself has a large cannon that fires shells periodically that explode with a significant blast radius.

The walker has a pair of water cannons on top. When it runs out of water, it must head to a source of water in the level before it can attack again.

The bomber drops bombs from above, but also has a spinning array of machine guns which it uses to strife Megaman with a wide spread of bullets. It also has a pair of guns in the front that fire less frequently, but are more accurate.

The Mission: Attack the robot form enough and the Bonnes will separate it into the three vehicles. After enough damage is dealt to the bomber, it will stop attacking and become invincible. Once the tank and the walker are destroyed, the Bonnes will escape through the entrance hole using the damaged bomber.

Other: Yep, it's a giant Servbot.

About the transformation. Basically each vehicle takes 1/3 of the head with it:

Walker portion -> backside of the drill unit has water cannon nozzles

Tank portion -> extra-long drills for corkscrew-drive propulsion

Flight portion -> backside of the drill unit has machine gun turrets

Then each head portion takes with it some parts from the body:

The arms -> legs of the walker (directly attached)

The body -> Servbot carrier and back wheels of the tank (directly attached)

The legs -> bomb storage and extra thrusters for the bomber (picked up from the back of the tank)

I guess the legs would be the most questionable part... but really, the ships in MML can hover around and do whatever they want, so I wasn't too worried about that.

Extra Comments: In fact I was thinking of making it a bit "deeper" but having some kind of situation where the Servbots from the tank are working on breaking through to the treasure room. To win you'd have to disable the tank before they can get in.

Servmech[]

Creator: Servbot #Unknown (Dem611)

My Bonne Mecha: It is basically a giant servbot like mech with the Bonne's seat/control center being in its stomach. I'm in the process of making a picture (JGonzo said you didn't have to have a picture at the time of your suggestion, right?) The servbots are inside the head running the mech (turning gears, running on treadmills for power, etc)

The Mission: It is indestructible! Except for one little tiny thing the servbots forgot while building it: It has a very large hole at the top of the head! It is usually closed, but when the mech attacks many times, it heats up and has to let some heat out and so the hatch at the top opens. There you can shoot, drop bombs, or do whatever you can think of to destroy it. You can also jump inside where you can do major damage, but since the servbots are inside, they can deal major damage too! That weak spot is only accessible by knocking the mech over, by climbing up its arms, or by climbing up the surroundings (rubble floating around, floor jolting upwards randomly, rocks that fell make towers, etc.). You win when you deal enough damage to make it blow up! You lose if it defeats you, if you jump inside of it and get trapped in there, or if you take too long.

Other: Its attacks are basically what a servbot can do. But this mech has special abilities such as laser eyes, bombs coming out of its mouth, and a servbot blaster (it draws one of its claws in, it turns into a buster-type thing, and it shoots servbots at you!). It drills, cuts, shoots, burns, cooks, etc. It has different personalities (style of attacks) as there are servbots "operating" the mech (no, they aren't running it, that's Bonne's job). It comes in through the roof, and since servbots are usually energetic, it just bounces in (it hops up and down until the ceiling collapses). They are in a room with lots of pipes that fill the room with water, but it drains. The Bonne family are all inside, operating different things, such as arms, legs, etc. You can also indirectly attack the bot's body (the limbs) by hitting the ceiling, the falling rocks, etc towards the mech (they are the only things that can directly harm it).

Thank you for reading, and I will upload a pic once I get to finish it (hand-drawn most likely)!

EDIT: As you know, nothing is definite! Some changes may be made before the submission period ends. Of course, if picked, the editors, devs, etc. will change stuff, so i dont think it matters a whole lot.

EDIT #2: Since i just found out it's a water fight, i added some stuff, although it doesn't have to be a water fight, but like i said, it will be bent to the dev's desire.

Shlammnaut[]

Creator: Servbot #72 (Jeff)

My Bonne Mecha: “Schlammnaut” (Derived from mud and nautilus in German)

This design is simply modeled after a nautilus. The Schlamm part is german for mud so guess you could say its mud nautilus.  The drill is what it will use to enter the ruin but it can also use it as a heavy damage dealing physical attack once it’s lost over half it’s HP.  The battle takes place in a flooding chamber in one of the ruins. The flooding is either caused or worsened by hole created by the Bonnes in the ceiling (Perhaps water is draining in?)  It's a tense battle because of the stress on the ruins as well as the fact that both Megaman and the Bonnes desire the treasure in the next room.       

Initial Attacks

- Tentacle strike = Whips you with its tentacles causing minor damage

- Constrict = Grabs you with an extended tentacle and lifts you in to the air while squeezing you.  After a few seconds it tosses you if you don’t mash the A button fast enough. (If you do, it drops you without throwing for no extra damage.

- Plasma shots = Shoots you with the small turrets on its treads. (They can be disabled for a short time if shot enough times like in other Bonne battles. Light damage but a lot of shots so it can potentially be dangerous.

After HP is below ½ it uses the previous attacks as well as…

- Bore = Charges you with its drill for medium heavy damage.

- Energy Ball = the classic in-a-pinch Bonne move is launched from the “mouth” area of Schlammnaut for heavy damage.

Other Potential Attacks

- Steam veil = Schlammnaut activates its booster on its rear that causes water in the area behind it to turn to steam.  It uses the steam as a temporary shield as you can’t see it. It then activates its drill and launches itself out of the steam at you for heavy damage.

- Electric Current = Teisel: “You better get to high ground hahaha” This prompts the player to get up on a ledge on the side of the arena (a throwback to the Calcina Ruins boss in MML2) Schlammnaut electrifies the water you’re running in (shallow) and it hurts you if you’re not out in time. Light damage and temporarily stunned.

Weak Spots = Treads, front area when the tenticles arent covering it and a small hatch on the rear.  The outer shell protects the rest of it.

Thanks for looking! :)

Sieden Schildkröte[]

Creator: Servbot #Unknown (Velguador)

My Bonne Mecha: Sieden Schildkröte (referred to as SS from this point on) is mostly a halved sphere. It is about 2-2.5 Volnutt's height. It cannot be damaged, save for its head which it keeps under his shell when not attacking. The hole under his shell could provide a drill for the proposed 'mech drills through ceiling'-cut scene, but won't be used in battle. The lid can be kicked open (as proposed) but merely serves as an Easter egg of a Bonne closing it right away.

The room is mostly flat, but there are some ledges big enough to run around on. The ledges have grates under them, so the water level will never go above them. The water level is constantly rising, and its maximum point lies about four Volnutts high. The starting point of the water is knee-deep. There must be stairs (maybe on half of the ledges?) to make sure you can always go there even if the water level is too low.

SS will maneuver through the water trying to run Mega over. It's rotor on the underside provides it with hovercraft abilities (floating over the land water) and enhanced movement in all directions when submerged, at the cost of low acceleration.

From time to time, one of the plates directly next to the Bonne-skull will open, to reveal a bomb-throwing Servbot. This can happen at any time, unless the mech is using another attack at the time (maybe it can happen at once at low HP?)

SS's other standard attacks are used when standing (floating) still. It reveals its head, which is vulnerable, and uses one of its two attacks at random. When its eyes go yellow, it will use the traditional machine gun pellets nearly all Bonne mechs have. When its eyes go red, it'll release a flamethrower. When submerged, it'll shoot boiling water instead of flames.

When its HP starts to run low, it'll use its signature attack: it hovers above the water in the middle of the room, spin its entire body around, and release a gigantic blast of intense heat. This'll do tremendous damage if it hits, but for that to happen you'd have to run right under it when it releases the attack. You'd have to be suicidal. But that's not what makes this attack scary: the heat boils the entirety of the water, meaning you'll take big, constant damage unless you make it up to the ledges quickly. This'll release steam clouds which reduce your vision (maybe your lock-on ability?) and lowers the water level to knee-deep. When the attack is over, the water starts to rise again and SS attacks as usual, until he thinks you can use another steam bath.

The Mission: Mega must reduce SS's health to zero, and will lose if his health happens to hit zero before that. You will also win if SS hits the treasure too many times, which causes it to break. This will make the Bonnes go away because there is nothing to get their hands on anymore, but it'll screw you out of said treasure, too. SS will not aim for it, since the Bonnes want it, too. So you'll have to steer him and his shots into it, by standing in front of it and sidestepping. Like bulls.

Silberspinne[]

Creator: Servbot #1515 (Alex (Avallon1))

My Bonne Mecha: The Silberspinne is a spider-like robot. He has eight legs.

Two of them are equipped with drills. His big body offers space for every three of the Bonnes. A few Servbots are within the mecha too.

The Mission: The "Silberspinne" can hardly be damaged from the outside.

Only the turrets and the two rear legs can be destroyed in order to slow down the spider.

It has a big hatch which opens now and then in the battle.

Some Servbots will lean out the hatch to throw bombs at you. These must now be shot off, so they fall into the inside. The hatch will remain open for a short time so you can jump inside the body from the head. Inside, the Servbots will be running around with bombs in their hands. When they are shot down now they lose their bombs.

Now you have to quickly climb out there bore the bombs ignite. This will cause massive damage to the spider.

The spider can also produce water bubbles with its rump nozzle. If you get caught by one of these bubbles you will be unable to move for a short time. The spider will then attack you with its drills.

Maybe it would be cool if some Servbots repair destroyed turrets or the legs, like described in other posts.

I also thought about a completely destructible rear body. So that the spider becomes an "ant". It will become faster and be able to fire green energy balls.

The word "Silberspinne" is German for a spider species that lives underwater.

Size-Mclaw[]

Creator: Servbot #Unknown (samuel)

My Bonne Mecha: The boss idea I have for Capcom is SIZE-MCLAW (sounds like seismic claw but spelled different)

As you can see, Megaman is about half the size from the bottom of Size-Mclaw's leg. Its drill has 3 sections which can push in and out and also and turn in opposite directions to each other, as well as the claws and the circular joint which the legs are connected to. The claws can also open out to show laser cannons which the boss can use against Megaman in the fight when the mech in the water as the drill rotates keeping it mobile. Also, Servbots can pop out in machines known as drill bits which come out of the mouth pieces at the top. They come out 1 drill bit at a time of 8 after you shoot its weak point 4 times (the glass part on top), but the Servbot cannot swim! So it pulls out an inflatable ring and it floats above the water aimlessly bobbing about.

The opening scene after Megaman comes into the room where the bonne in their mecha, drill out of the middle of the ceiling and land in the middle of the stage. the hatch at the top opens and bon bonne (controlling the drill and bombs) , Teseil Bonne (controlling the legs and leg weapons) and Tron Bonne (controlling the servbets, drill bits and ) come out (in that order) Teseil intimidates Megaman loudly involving the mecha e.g. "Your hope will be crushed by our ultimate iron fist!", Tron joins in the intimidation and bon bonne just says "babuu" but after they say their speech, a siren goes off in the area and comes out from the left and right sides, but also drench the bonne team in the in the hatch. Tron screams at the Servbots inside to close it and the Servbots weep, "Sorry Miss Tron, waaaaaa!"

Then the hatch closes and the battle starts. BEWARE, you can't attack it under water or when its hatch is closed, only its hatch is the mech's weak point. When the mech is under water it can shoot out laser shots from all of its legs to Megaman's direction and deploy drill bits which can go on land and sea (in sea it floats and shoots at you, on land it bounces up and down like a spring and shoots at you with guided shots but only when they will bounce's up, shooting them in the sea will make the Servbots use flotation rings, on land, the Servbots will run about crying).

In the area there is 4 buttons in the middle of the sides of the wall, and 8 square canisters around the sides of the floor. you won’t be able to use the buttons, your shots will be useless, but the Bonne mech has a charge attack which it uses after it's launched it's 8 drill bits, be warned, you'll need to move fast to dodge this attack!, but it's very useful, because if you guide the attack towards one of the buttons and make a hit on it, it will trigger the water in the area sink into the floor, the canisters will fill up with water and can be used as platforms with ladders on at the side which Megaman can use to attack the hatch more easily, also if the mech has landed on a platform when the water has gone, the canister will flip the mech on its side into the middle of the floor, if it does not land on a platform, it stands up and jumps to the middle of the floor inflicting damage to it and also opens the hatch immobile, giving you the attempt to shoot it to inflict more damage, but after about 20 seconds or more.

After that it stands up and the hatch is now paralyzed thanks to the flip that the canister did before (if it wasn't flipped, unfortunately the hatch closes after Bon Bonne has chucked the bombs). And Bon Bonne is out and chucking Bon bombs (hee ^U^ hee) at Megaman, but don't worry, Bon Bonne will only be able to throw 6 of them. Unfortunately the canister will only be stable for 3 times, so jump to platform to platform, cos if you stay on a platform, you'll be damaged badly as well, after Bon Bonne has launched the bombs, the Servbots that were in the drill bits will star to run the Bonne mech and clamber in the mouth pieces which they came from (don't worry, there's only 2) while they are doing that that gives you another opportunity to inflict damage to it, Bon Bonne will also cry as you shoot at it. As soon as all the Servbots are in the mech, the hatch will instantly slam shut, triggering the water booby trap to come up again, and vice versa on the process on how to beat it. (Don’t worry about running out of the buttons if you haven't defeated it enough, the button last used can be usable if another button has been pressed).

Skarabäus Bohren[]

Creator: Servbot #Unknown (joe (DJ P0N-3))

Skarabäus Bohren

My Bonne Mecha: ((“Scarab Drill” in German) not officially named)

Alright here's my drill bot

These are just preliminary sketches, I'll update them later (probably tonight)

So this bot can act as two different bots depending on how it is positioned.

The first form is the standing one you see on the right, in which it hovers using the jets at the bottom. It can also flip upside down to use its drill, which is how it enters the ruins that Trigger is in.

First form attacks. Grab- simply tries to grab mega man with those claws.

Ceiling drill- drills into the ceiling to cause rocks to fall on Mega Man.

Flying drill- flies around the room horizontally attempting to hit Trigger with its drill.

Bomb throw- throws bombs from its center chest cavity in rapid succession.

Spin attack- spins around the room like a flying top.

Mega man will have to shoot the jets on the bottom of the robot in this form that allow it to fly. There are four of them on each side, but you can not destroy them completely. Once you shoot up the jets, the robot will fall on the ground and turn into its second form you see on the left.

In this form the robot is much slower, (and can't fly) but has far more projectile attacks.

Jetbots- shoots out servebots from its core, which fly around the room an attempt to hit Mega Man.

Grab- the claws will attempt to grab Trigger again in the form

Bombs- shoots bombs from the same place, but the different trajectory makes their attack pattern more random and harder to avoid

Sparks- Tron shoots sparks from the broken jets, also hard to predict and avoid

Giant beam- Tron shoots a giant beam from the mouth looking at the base. It is during the charge up and charge down times that mega man can get real damage in

During the second phrase you will be able to hear Tron barking orders for the servbots to fix the jets. After a certain amount of time in form 2, the jets will be repaired and the bot will resume its first form until you take out the jets again.

I'll update the post later with further designs sketches and ideas

Sluggysquiddy[]

Creator: Servbot #Unknown (Relix)

My Bonne Mecha: Fairly simple, Megaman loses if he gets pushed off the ledge or he takes too much damage.
I guess that's enough, I wrote most of the stuff on the pic itself...

Sperlun King[]

Creator: Servbot #Unknown (Caddywompus)

Sperlun King

My Bonne Mecha: Sperlun King is a drill mecha perfect for tunneling through ruins. A two stage attack pattern brings the fight from underground.

Stage 1: Bursting through the floor, Megaman has to dodge the rocket powered gears as they spin around the mecha chewing up ground that Megaman walks on. Once surfaced the bulky mecha balances itself by projecting eight feet that surround the perimeter. Get too close and knock on your butt.

Stage 2: As the room increasingly fills with water from all the holes this mecha has created, Megaman progressively is slowed down by the rising water. The longer the battle the less mobile you become. Be careful to avoid the numerous watery graves the mecha has dug throughout the ruins. One misstep and Megaman plummets down the hole. Add to the fact that the two gears have separated from the mecha and now attack Megaman directly like saw blades.

Keys to success: In Stage 1 the ground bulges slightly right before the mecha surfaces. Easy enough to dodge at first and attack the bubble cockpit which is centered in-between the spinning gears. Just keep your distance. After breaking the glass, Tron activates the jaws around the cockpit and they clamp shut, sealing her inside. Now as the room fills with water you can also use this to your advantage. The water spouts spurting up from the ground make wonderful stepping stools to land on-top of the mecha. Now just let the spinning gears do their work. Jump out of the way and let it destroy itself.

Spiegelkugel[]

Creator: Servbot #Unknown (Difegue)

My Bonne Mecha: So um, I'm not super good with mech design.
Especially since I saw so many excellent designs, it's a bit intimidating. :V
However, I think the battle I came up with could fit in a Legends game, so as that servbot says, read the description!

The Spiegelkugel is quite special, since it isn't really designed for battle. Instead, it's more like a mobile base that relies on Servbots for its protection.

So in this battle, it almost won't attack, as the majority of the damage will be caused by Servbots, running around and carrying laser guns while being given orders by Tron.

The mech itself is incredibly resistant, since its mirror armor will reflect buster shots. Special weapons such as the machine gun can cause damage, but it will be very small. (Think Lava Rock from Legends 2)

As shown, the hatch is the weak point. However, the mech is way too big for that hatch to be targetable. The whole point of the battle is then to get the hatch possible to hit!

During the fight, you will be constantly under fire by the Servbots. You can destroy their guns, but they'll keep coming back, so it'll be rather pointless.

While most of them will aim at Megaman, some Servbots might go extra tricky and target the Spiegelkugel in an attempt to hit you with a surprise reflected shot!

So, how are you supposed to attack? Well see, thanks to the magical power of used spare parts, the legs are the only vulnerable part of the robot.
If you destroy one of them, the mech will lose balance and fall, exposing the hatch. Fire at will.

However, it's not over yet! The remaining legs will retract, and... Well you know the translation is 'Rolling Mirror' for a reason...
So yeah, at this point the mech will start rolling, bouncing off the walls of the arena. After a while it'll stop and the legs will come back.(The damaged one probably got repaired by Servbots or something, those guys are troopers for doing it while the mech's rolling through)

Random suggestions: If you're considering the fact bosses could drop items, this one could drop a piece required to make the Shield Arm. That's just an idea, though.

Well, that's all. If you liked my concept, well I guess you'll vote for it! (Argh, the generic ending sentence!)

Spielautomat[]

Creator: Servbot #676 (Icedude)

My Bonne Mecha: The Spielautomat is an amphibious digging mecha piloted by Tron Bonne. The mech can walk on its fin-like legs, as well as swim. The main body of the mech slides open to reveal the 'roulette wheel', which the mech uses to select one of four attacks. These attacks are: 1. Main Grinder - Moves slowly towards Megaman with the grinder spinning in front of the mech.

2. Small Machine Gun - Fires energy bullets at Megaman

3. Grabbing Claw - Pulls Megaman into the mech. Either causes damage by slamming Megaman into the mech's hull (as seen in the video), slamming him into the environment, or by pulling him inside and letting Servbots beat him up a bit

4. Mining Laser - A big, powerful laser that follows Megaman.

In addition to these attacks, the Spielautomat launches torpedoes from a hatch on its belly once the water gets high enough. These torpedoes are ridden and steered by Servbots.

When the mech's health gets low (below one third or one quarter), Tron will use the mech's grinder and 'roulette wheel' section together to turn the mech into a giant charging torpedo in the 'mega charge' attack. This attack replaces the normal grinder attack.

The Mission: Megaman can damage the Spielautomat by shooting the 'roulette wheel' section of the mech when it is exposed and spinning. However, this only does minor damage.

However, the ruin slowly floods over the course of the battle, and once the water is deep enough, Tron starts launching Servbot Torpedoes. Using the grabber (assuming it will be in Legends 3, of course), Megaman can pick up the torpedoes when they get close enough, and throw them back at the Spielautomat. This causes much more damage, and only 8 to 10 or so would be needed to destroy the mech.

As the ruin floods, chunks of the ceiling fall down to provide footholds for Megaman to stand on. The main grinder on the mech will grind through these if it hits them, but more will fall down to replace the destroyed chunks. The mega-charge will destroy a chunk instantly, but will hit the wall behind the chunk causing more chunks to fall down instantly.

Mission conditions are simple enough: You win by damaging the Spielautomat enough to disable it, you lose when Megaman runs out of health.

Other: Here's a better look at the Servbot Torpedo: (Picture #5 and #6)

Extra Comments: One of my friends asked how it digs without a drill. The answer is the main grinder, and I probably should have explained that (and I'm going to change the first post to say that).

Here's a very quick pic of what the mech would look like digging a hole: (Picture #7)

OK, not the best posing I've done, but we probably won't ever see it digging outside of destroying chunks that you're standing on, and by then it will be floating in water, so it won't have to prop itself up awkwardly on tunnel walls.

SpinneDriller[]

Creator: Servbot #Unknown (Tas_man001)

My Bonne Mecha: A pretty simple Quadroped robot built for climbing along walls and ceilings with smaller drills. The large drill is actually for digging through the dungeon, as well as a devastating weapon. Various parts swivel and spin to better handle the various positions it will be in.

Here’s an example: (Picture #2)

It also has 4 cannons, one on each leg. Each can spin so it can aim just about anywhere. It can use them while hanging on the ceiling too. It has a special attack where it spins one side of its limbs while the other side is connected to the wall or the ceiling, and the cannons shoot while doing so to form a spiral pattern like so.

Pretty simple right? Not quite.

Because of the nature of this robot and the swiveling parts, it can also move in a bipedal form! (I bet you were wondering why the front and back legs looked so different).

In the bipedal form the smaller drills are freer to be used to drill boulders out of the walls and floors to throw at Mega Man. As well as tower over him.

He can also use the canons while in the bipedal form.

It will pick up either a small boulder that it will shoot to make it fly into a bunch of smaller pieces at Mega Man.

Or it will pick up a really large boulder with both hands and throw it at a poor mega.

While it drills out the boulders with the drills in its hands it will fire bullets at Mega Man to protect itself while it is digging.

He can also grab Mega Man and use the drill on him if he tries to get too close.

The Mission: Alright now for the part you've all been waiting for how to beat it. This Boss is heavily armored, so trying to hit most of its body will prove pretty ineffective. You can shoot its head for minimal damage which could eventually destroy the mech, but there must be an easier way........ You know how there will be water in the dungeon? Well in the case of this design, the Bonne’s weren't expecting that.

Shooting the feet of the mech while it's on the walls or ceiling will make it weaken and once you've hurt them enough it will fall off of it. If it falls into the water, and will be electrocuted, after that the Bonne’s are either done for or they could take a large amount of damage and still survive to try and stop you one more time.

The Bonne’s will try to avoid falling into the water like that so it could be a tough challenge. Though knocking the machine onto the ground from the ceiling will do some considerable damage as well.

Other: That's pretty much it, I guess I would have liked to incorporate the Servbots into the fight somehow, but I didn't really know how.

I am also trying to think of a definite shape or idea for the battlefield. Any ideas would be greatly appreciated.

Spinnentier[]

Creator: Servbot #676 (Icedude)

My Bonne Mecha: Spinnentier is a large Bonne mecha, piloted by all 3 of the Bonnes, plus around 10 or so Servbots.

The Spinnentier has the following weapons:

• Drill Claws

• Laser Cannons (hidden inside the claws)

• 5 Servbot-manned Turrets

• The Shovel Tail (manned by a Servbot)

The Drill Claws are capable of splitting in half in order to grab at rocks (and Megaman!), as well as to reveal the laser cannons.

The laser cannons take a few seconds to charge up between opening the claw and firing the laser. This gives Megaman the opportunity to counterattack.

The Servbot turrets are your basic machine gun turrets used on Bonne mechs throughout the Legends series.

The Shovel Tail can take stabs at Megaman when he is in range, as well as a wide horizontal sweep attack to the rear of the mech, to make up for the blind spots of the turrets and lasers.

In addition to these, whenever Megaman climbs up onto the deck, Servbots come out through the doors in the side of the mech to throw bombs at him and to try and push him off.

The legs of the mech are special, because the feet can double as wheels for charging at Megaman, and also work as propellers for when/if the ruin starts to fill up with water.

The Mission: The simplest way to defeat the Spinnentier is shown here:

1. Shoot at the laser cannons when the claws open to temporarily disable the mecha

2. Run up the shovel tail onto the deck while the mecha is disabled

3. Shoot into the side doors when Servbots come out to deal damage to the mecha. When the mecha is down to 1/3rd health, these do not open any more.

4. When under 1/3rd health, the top hatch opens instead of the side doors. Shoot into the top hatch to finish off the mecha. Teisel Bonne will probably pop out to fight back and close the hatch!

It is also possible to get onto the Spinnentier's back by jumping off scenery, which may become necessary if the ruins start to flood.

Other: Firstly, here's a YouTube video showing some of the Spinnentier idea in action: (Video)


I'm not very good at animating, so this is only to give a vague idea of how the mecha works.


I laid out the drills and shovel and such so that the Spinnentier would actually be able to dig itself a tunnel that it could fit through. First it would dig itself a ramp in the surface of the ground with the shovel tail, and then start digging with the drills. The drill claws can move around far enough to clear the height and width of the mecha. Whilst it digs through the ground with its drills, the servbot manning the shovel tail would use the tail to clear rubble left behind by the drills.

The shovel tail could be a more traditional excavator arm instead of the multi-segmented thing I put on there, the multiple segments were just to make it look a bit more like a scorpion. Also, a Servbot should sit in the little control booth at the base of the tail pulling levers and such to try and hit Megaman with the tail.

Likewise, the Servbot turrets could be different. Instead of being cylinders with gun barrels poking out and a hatch on top, they could possibly be just seats with a machine gun on a mount in front of the seat.

Perhaps if you shoot the Bonne logo face enough, it falls off to reveal Bon Bonne inside powering the mecha?

And of course, it doesn't have to be yellow. That just seemed the most obvious choice given that its primary function is digging. Let me know if you want to see it in other colors!

Extra Comments: I uploaded another two pictures I forgot to put in the opening post.

First one is just a similar view to the first pic in the OP, but if you look closely you can see a blue and green stick man, which is about how big Megaman would be compared to the Spinnentier. Then again, it could easily be scaled down a bit to almost half this size and it'd still work (I think).

And the second one is with the legs pointed backwards for swimming mode. You can see it briefly in the YouTube video. I might redo it with a background so it's more obvious what's going on.

Megaman survived being hit with worse than one of those drills. Now a charging attack with drills that could be trouble...

Also, here's some alternate colors my friends suggested:

Tron Pink (Picture #5)

Teisel Green (Picture #6)

Also...Megaman Blue, because why not? (Picture #7)

Squid[]

Creator: Servbot #Unknown (Duong)

My Bonne Mecha: Body's part note:

Head

-Can be extended

-Can change directions

-The connect part between it and the drill allows to reduce the shock from heavy moving

Tentacle (joint)

-Can be revolved in many directions

-Has different design compare to Arm (joint), allows to bear the Tentacle’s weight

Tentacle

-Is the heaviest part

Arm (joint)

-Has same design and functions as Head

-Because it is extendable so the Bonne can freely change its form to use move set

Arm

-Balance the body, allows to stand

-Has same functions as a pump, allows to absorb water from nearby source and transport it to the body

The Mission: (Picture #4)

Conditions:

-Win: Defeat the Bonne Mecha

-Lose: HP reach 0

Time limit - after certain amount of time, the ruin will collapse and bury both player and the Bonne, treasure too!

Other: Comment:

The moment I saw "drill" and "water", I immediately thought about squid and started designing it. The most challenging part was I tried to figure out how it should use its drill to attack, and the result was the design of extendable arms.

There was a part that I had to discard, it was about how the "move set 1" would affect the area. Here's the idea:

-Every time it uses that move, the stone will fall and form a platform, allowing the player to climb higher and attack. Bonne Mecha will attack and destroy that platform and the player will have to wait until it uses "move set 1" again.

-The problem is that if I use this idea, I have to make the Bonne Mecha only vulnerable to certain parts of its body, in other words the player cannot attack freely so the battle will take much longer. Moreover, the idea of this is to make the player climb higher and attack, so it will also affect the weakness 2 (attacking cannon). On the other hand, it is too complex.

And I think my images are resized, so click the links if the characters are hard to read.

Sturmgescthüz[]

Creator: Servbot #235 (RockinX)

My Bonne Mecha: This is the Sturmgeschütz, a turtle-like mecha. Like a real turtle, its defensive capabilities are outstanding, but unlike a turtle, the Stormgeschütz cannot be damaged by anything. The topmost part of the shell does, however, have a little heating problem. Its claws are pointy and can be spun for it to act as a drill, which is how Tron entered the room in the first place. The mouth may open to shoot a powerful beam.

Tron is clever. She knows that the ruin is water-based, and that she could very well need to navigate through flooded rooms and hallways, so she came to the ruin prepared: The spinning action of the Sturmgeschütz's claws will propel the mecha and it even has a rudder on the shell's back.

By the way, the little gun below its head is that thing she used to direct Servbots with the Gustaff in The Misadventures of Tron Bonne.

The Mission: Despite being invulnerable, it has a little heating problem, Tron laughs as Megaman tries to shoot as many Buster blasts as he can in vain, and then comments on how hot it suddenly gets inside the robot. The shell is overheating because of the shots, but it doesn't seem to destroy it.

That's where the booby trap activated by her arrival comes in handy, a stream of water will fall down from the ceiling, and when bathed in that water, the metal will break (you know that when a metal is subjected to cold and heat too quickly it tends to weaken and break), revealing the insides of the Sturmgeschütz, letting Megaman shoot it to take it down.

After a few shots, Tron will order her minions to distract Megaman by bombarding him, and the rest of the Servbots will attempt to put the shell back together, and they do so with super glue.

Other: I went with a simple, not very complicated design because, let's be honest, Tron and Teisel are always ranting about the cost of parts for their robots. In the beginning, I intended to have its head be vulnerable and before taking more damage, hide its head inside in order for it to recover energy, but that was too complicated.

Having to spray the Sturmgeschütz with water after heating it up sounds more fun. I also wanted to have something with which to propel the mecha in the event that it needed to swim. Spinning claws that also drill was a good solution. Why not have them propel the robot in order for it to navigate flooded areas as well? I tried many different colors, but crimson red and orange were the ones that looked best. Crimson red has already been used several times by Tron, with not only Gustaff, but also Ferdinand and Jakt Krabbe. While it does remind me of Mike from TMNT, I really like the orange Sturmgeschütz.

Please let me know what you think and what changes I could make before the submission period is over tonight. Forgive me for the low quality of the drawings that illustrate how to defeat Tron, but I was really tired and needed to finish it by today.

After designing this, I can really sympathize with developers and designers, this is hard! I replayed Mega Man 64 and The Misadventures of Tron Bonne to find inspiration and to refresh my memory with regards to the different ways the Bonnes attack. Sadly, I did not have time to replay Legends 2, but I went to YouTube and watched a few videos.

Anyway, back to this being hard: It's funny how much things change from the first time you start thinking of a design. At first I had a turtle with four legs and two arms with drills at its side. The first head I drew looked more like an alligator's, and the final turtle head once had a telescope, as well as the bonne symbol on its forehead.

Extra Comments: To be fair, she ordered the Servbots to do something, and being as naïve as they are, they started using super glue (I might change it to ultra-glue later).


Super Tron Bonne Mach 3[]

Creator: Servbot #Unknown (Jayson)

My Bonne Mecha: This mech is a combination of three different parts each piloted by a different member of the Bonne team, Tron piloting the head, Tiesel piloting the legs, and Bon in charge of the arms. The arm cannon on its right arm is a rapid fire weapon with a medium attack range, The blaster on the right arm is a vacuum of sorts to make Megaman come closer to it. The head fires a homing rocket then fires one after six seconds after the last one is destroyed.

The Mission: The room is a simple hexagon shape. The battle plan is simple. The legs are the first to go, their weakness is their kneecaps. Once the legs are gone you can focus on the arms. Each arm has their own amount of health, finally comes the head component once the head component is left the missile launcher spurts out a new missile every three seconds causing megaman to move as he attacks. To win you need to take down the super Tron Bonne mach 3 you lose when your health reaches Zero.

Other: During the fight when a part gets taken down I was thinking that Tron would yell at them to fix their part quickly, after five minutes, if the next part isn’t beaten it returns and resumes function, but isn’t at its peak performance only having around 20%- 15% of its maximum health back. But if the second part is knocked down it still takes the same five minutes, but both parts come back. After five minutes come back.


Tauchpanzer[]

Creator: Servbot #383 (Iceynyo)

My Bonne Mecha: Loosely based on a horseshoe crab, this robot is designed to excavate and process resources in ruins.

Tron is responsible for drilling and driving, while Teisel mans the high-pressure excavation water cannon, and Bon and the Servbots are in charge of searching the debris from the excavation for any valuables (metals, gemstones, refractors?)

While the machine is primarily meant for digging around ruins, it can defend itself with its excavation tools, which can be formidable weapons.

- A pair of cannons in the front can fire bombs. The bombs are meant to clear any pesky rocks that can't be drilled or water blasted.

- The drills are powerful and resilient to damage, and when combined with the wheel-legs, can be used for ramming attacks. The machine can also drill underground to escape Megaman's lock-on, and then burst out from underground where Megaman was last seen standing.

- The water cannon is devastating if it scores a direct hit, but it also causes another hazard by releasing rocks and chunks of earth from the walls and ceiling if it misses. When he runs out of water the machine has to head to a source of water to refill the water reservoir.

- Bon Bonne can use his sorting arms to throw boulders. The boulders are brought to Bon by Servbots who can collect them from the environment, or from the debris from Teisel's water cannon attacks. The effectiveness of this attack can be reduced by attacking the Servbots sent out to collect boulders.

On the ground it extends four legs with wheels that allow it to move rather quickly. As the legs are quite flexible, the wheels can be arranged in many positions, including one that allows the machine to rotate in place if it needs to (perhaps this could be part of another attack?).

In the water, the drills are used to propel the machine. The water cannon tower can also be lowered into the water, where it extends a rudder and then uses the cannons to rapidly propel the machine forward. It can also submerge fully, and only leave the water cannon turret exposed so it can attack.

The Mission: The machine appears in the ceiling and then falls and crashes into the ground, wedged in by the drills. It then quickly transforms to ground mode.

It could be interesting if the Bonnes don't notice Megaman at first. They busy themselves with excavating the ruin, and don't realize Megaman is there until he approaches them himself.

While the drills are invincible and resist attacks, the rest of the machine is susceptible to damage. The battle could be a bit more dynamic by allowing attacks to be disabled as various parts sustain damage, but it is otherwise a straightforward matter of avoiding attacks and then counterattacking. The machine can enter and exit the water at times to switch up the fight and keep it interesting.

Once Megaman deals enough damage to the machine, it explodes or is disabled. This means the Bonnes are now trapped underground--with the only way out being the same way Megaman got in? (Or maybe the Servbots can stand on top of each other to create a ladder so the Bonnes can escape through the hole in the ceiling they came through).

Other: Tauchpanzer is the name for a German amphibious tank.

I wanted to design a functional robot that had a purpose other than to just attack Megaman.

I color coded parts of the vehicle to make it clear which parts were controlled by each of the Bonnes.

Extra Comments: I didn't reference any other designs, but I did notice it sorta looks like the crab/octo mech + Balcon Gelede. Re-using older designs and/or recovered parts would make sense if the Bonnes are still having financial trouble in this game (actually, it might be out of character for them to not be!)

Maybe making it one unified color will make it look like less of a hodgepodge... I'll try some thumbnails!

About excavation attacks ruining the battlefield during the course of battle: I was thinking they'd just use those temporary debris you often see in games that actually stick up out of the ground rather than dig into it. The debris + any boulders that spawn as a result of the attack would block Megaman's path for a while, and then fade away, leaving only the boulders that the Servbots could collect.

Since the thing is based on a horseshoe crab, I tried some names based around that:

The German word for horseshoe crab is HUGE: Pfeilschwanzkrebses. So I don't think I can go with that.

Hufeisengräber - literally horseshoe Digger

Gräberkrebses - Digger crab

Bergbauverkehr - mining vehicle

Gräberkabuto - the Japanese word for horseshoe crab is kabutogani, so I tried that too.

As this might be the first MML for a lot of people (and indeed the first one in a while for everyone!), it would let the devteam re-introduce some classic attack patterns from past Bonne mecha to players.

One of the names I came upon while trying to find a name for my entry was pretty interesting.

"Reichtum Bohrer"

The name translates to "Wealth Driller"--as this was a machine that was designed to help the Bonnes dig their way to ruin's valuable treasures. As appropriate as the name was, I decided to avoid it for obvious reasons...

I just thought I'd share this enjoyable tidbit, but kinda didn't want to post it in my entry thread.

Also, here's a larger view of one of my favorite bits from the operation image:

Here's an alternate leg design for the robot. The caterpillar treads would give it some mobility without having to extend its legs for an extra-low profile mode. But it could still stand up on them if it needs extra height for excavating or defending itself.

What I meant by "functional" was more along the lines that my robot was about the exploring and mining aspects first, compared to most of the other entries which are more combat oriented.

I wanted to make it obvious that each colored part was controlled by a different Bonne, but if it is making it look weird/disjointed then I can try some alternate color schemes.

Here's a scene with the Tauchpanzer doing its job, for a better idea of how the thing would be working when it’s not fighting Megaman.

Well having all 3 members of the Bonne family was a point to consider from the notes in the contest announcement blog post. Even if not all of them are fighting, the notes showed that they were all present.

I figured if they're there anyways, they might as well be helping out somehow... so I did my best to incorporate them all.

Thunfisch[]

Creator: Servbot #Unknown (RTS)

My Bonne Mecha: Thunfisch (Tuna in German via online translator)

*No illustrations as of now.*

Description: A fishlike-submarine w/ 4 limbs closely interacted as a cylinder at the intro.

Size: About twice the size of the Gustaff.

Intro: Megaman will enter the room, after which he'll hear a loud thud on the ceiling. Suddenly, a drill torpedo flew straight down the floor, followed by the Thunfisch falling right next to it.

The floor will be flooded with water, reaching height up to Megaman's feet.

The trap of course is that the doors are locked.

The Thunfisch flops on the floor for a few moments, with us seeing a bewildered Megaman.

After the flopping stops, Tron will ask if the others are okay... a servbot will say sorry about the sudden shake in the controls that caused the flopping, Tron continues to talk with her usual angry tone, orders three servbots to check for external damages, and makes her way towards the hatch, only to see Megaman...

After a few exchanges of words, Tron will go back and order the servbots for preparation, leaving the other three servobots out.

The four cylinders will now form into limbs, with the upper limbs as arms and the lower limbs as legs.

Mission: Defeat the Thunfisch.

Winning Condition: Destroying the Thunfisch

Losing Condition: Megaman's Life Points reduced to zero.

Weapons

Arms
1.) The fingers act as a machine gun.
2.) The palms act as a torpedo launcher.
Tail
1.) The tail opens up into a missile launcher.
Mouth
1.) An energy cannon.
Dorsal Fin
1.) Beacon Bomb
Shoulders
1.) The skull opens up into three cannons.

Weak points appear in order
1.) Legs and Tail
2.) Arms (about 1/2 life left)
3.) Shoulder (about 1/2 life left)
4.) Mouth (mostly exposed at 1/3 to 1/4 life left)

Attack Patterns and movements

Life: Full - 1/2 life left:

Movements.
The Thunfisch walks around the battlefield with its tail swaying widely, getting hit by it will deal minimal damage to Megaman.

The three servbots follow, but there are times that they'll be thrown away by the tail.

At this stage, you can hit the legs and the tail when it's using its missile attack.

Attacks

1.) The Thunfisch will start with short bursts of machine guns with one arm. (Which will be one of its patterns in this stage of the battle)
2.) Followed by the other arm.

The following will be either:
3.) Both hands shooting short bursts.
Or/and
4.) Making its distance, it'll then turn 180 degrees, making a sweeping motion with its tail.
Or/and
5.) If Megaman was knocked down, Tron would do a taunt, and follow with either #1 or #4.

After #4:
6.) The tail end will open, pause for a few seconds, and then fire a missile.
7.) It'll walk sideways, circling Megaman, shooting another wave of short bursts with one arm.

Returns to attack #1 and so on.

If Megaman got close enough
8.) Tron will do a backhand blow.
Or
9.) 1 - 2 punch

Returns to attack #1 and so on.

If Megaman gets too far.
10.) She will just sweep the field with the machine guns tracing Megaman's movements.
11.) The Thundfisch will run towards Megaman, while firing with the left arm, Megaman will be knocked down if he got hit with the Thundfisch's head.

Returns to attack #1 or if Megaman's too close, it will switch to patterns #8 and 9.

Life: 1/2 -1/4 Life left.

A cutscene will occur.

Servbots report damages on the legs and tail, leaving Tron to dispatch 2 more servbots.
Activating the Dorsal Beacon Bomb.

Movements: The Thunfisch will be stationary.

The shoulders and arms (if opening up for an attack) are vulnerable in this part of the battle.

Attacks

1.) The usual 1-2 machine gun attack, with longer bursts.
2.) Tron will slam the arms down to create a shockwave, then follows by aiming with the Beacon Bomb.
3.) Tron will try shooting you with the beacon bomb thrice.

If it hits:
4.) The servbots will try and grab you, with one lodging bombs at you and the other fires bombs at you with a slingshot.

If the servbots has managed to get a hold of Megaman:
There will be a scenario that you will have to break loose of the servbots' grip (about 3-5 seconds), but if scaping is unsuccessful,

Depending on the Thundfisch's range.
Close range: The Thundfisch will do a full-force straight.
Long range
She will just fire a barrage of bullets.

5.) The shoulders will open up, and release a carpet of bombs around it. Standing still for a few seconds before it close again.

If Megaman's far enough.
6.) Tron will launch mini torpedoes.
7.) The shoulders will launch bombs like mortar.

Repeat attack pattern #1 and so on.

Life: 1/4 life left

Cutscene:
Servbots will report that the tail's repaired by 75% but the legs are still in 50%.
So things will get serious on this part.

The water rises to waist height, the servbots are almost nowhere in sight.
Megaman's movements are reduced by 25%, can't do the dodge roll and can't use the jet skates (if jet skates are available).

The Thunfisch's shoulders are disabled, the arms don't have machine guns anymore, and the tails usable, but can't fire missiles.

The movement speed has slightly returned to normal.

Movements: The Thunfisch will start walking more like the first part, but can dash.

The mouth is now in use and the only weak point.

Attacks:
1.) The Thunfisch will fire 2 torpedoes, followed by 1 fast homing torpedo.
2.) It will try shooting Megaman with the Beacon Bomb.
If hit by the Beacon Bomb, three servbots will jump out of the water in an attempt to grab Megaman.
Then either two of these will happen if escape is unsuccessful:
Far - An energy attack
Close - A tail attack
3.) The mouth will open for an energy attack, stalling for a few seconds.
4.) Tron will shout something, then the Thunfisch goes for a quick dive towards Megaman.

Defeat: Tron will make a desperate attempt to make a last big energy blast, only to dissipate halfway, then follows the body's explosion... The water drained and the doors unlocked.

I'll be posting the image later.

Tiefsee Bohrgera[]

Creator: Servbot #518 (Luciansummers)

Tiefsee Bohrgera


Tintenfischer[]

Creator: Servbot #Unknown (Reaprpunk)

My Bonne Mecha: Its form would be similar to the Jagd Krabbe in size, but rather than crab claws, it would be using several octopus-like legs to move around, as well as fins used for water travel. Since it is designed as both a digging robot and a water robot, one of its special attacks will be a pressurized water laser, which it will have used to cut through the layers of rock to enter through the dungeon ceiling and ambush Megaman at the treasure room. The Tintenfischer's battle pattern would consist of the mecha moving beneath the grating floor in the water beneath, while firing missiles and swiping at Megaman with its tentacle-like legs, and after taking enough damage, ramming its head up through the floor. It will do this two or three times during the battle, after taking enough damage, denting the grating and allowing Megaman to get close and do big damage with his special weapons. But when it rises up, it will also use its tentacles more aggressively, and will fire its pressurized water laser, which will do a lot of damage, so Megaman will have to do his best to dodge.

The Mission: Assuming this is the final room where the big Refractor/Treasure is located, the Bonne Mecha event would trigger immediately after Megaman grabs the treasure. The room the battle would take place in would be fairly large in scale, with the ground being a metal grate, similar to the floor of the Manda Ruins where Megaman fought Bola in MML2. This would allow Megaman to see the large pool of water underneath the floor. After the character dialogue between Megaman and the Bonnes, the mecha would tear a hole in the center of the room through the grating and submerge beneath the water, which would go down deep enough for the mecha to move about freely in. The bulk of the battle would be Megaman running around the center hole, using buster lock-on and shooting down at the mecha when its head is surfaced, while jumping and dodging its missiles and attacks from its tentacles like legs, which would erupt from the hole and lash out. Since the Bonnes damaged the roof, Megaman will also have to watch for the shadows of falling rocks throughout the fight. The player will get a good sense of danger throughout the battle, as there is a large enemy below and attacking from several directions at once.

Other: When the Tintenfischer rams its head up and dents the floor, in addition to having a chance to damage it, this will give Megaman a chance to jump up top the mecha, triggering a scene where the hatch pops open by accident, causing the mecha to stop momentarily as the Bonnes rush to get it closed. "Close the hatch! You'll let water in!" This would be a great reference to longtime Megaman Legends fans, who will remember the Marlwolf battle from MML1. This is also a chance for funny dialogue from the Servbots. After a short while, the mech would resubmerge, leaving a second, and subsequently third hole in the floor, both restricting Mega Man's room to run and dodge attacks, and allowing tentacles and missiles to attack from more directions, increasing the difficulty as the Mecha's health bar depletes.

At the end of the battle, a large chunk of rock from the cave will fall from the ceiling, knocking the mecha out of commission and forcing the Bonnes to retreat. Because of the cave caused by the Bonnes, Megaman would have to take a different door out of the room than the one he took to come in, leading him through a different portion of the dungeon as he makes his way back to the surface.

Toolix[]

Creator: Servbot #1403 (finalphantom)

My Bonne Mecha:
Attacks

Attacks (All Rounds)

Heat Rocket- Heat-seeking rocket that is fired from the cannon held by the head/hatch

Water Cannon- Heat-seeking (yeah I know) water projectiles that are fired from the cannon held be the head/hatch.

Attacks (Modes)

Grapple Missile (Hand Mode) - Hand detached from the arm and fires at you. Re-attaches to the arms afterwards

Trowel Flinger (Hand Mode) - Picks up a clump of ground and flings it at you. Water spurts out from the area the ground was. It sprays the Mecha, so it puts the ground (where ever it landed) back to where it was

Thunder Arrow (Tazer Mode) - The taser fires a bolt of lightning at you

Magnet Might (Tazer Mode) - Taser begins trying to pull you toward it. If you touch it, it'll shock you and cause large amounts of damage. You can simply avoid this running away from the pull

Data Slash (Sword Mode) - Sword swings into the air launching bits of pixels toward you

Thrusting Rush (Sword Mode) - Sword points at you and charges toward you causing lots of damage

Drill Missile (Drill Mode) - Shoots the drill connected by a chain. After it makes contact with you or a wall, it retracts

Mining for Pain (Drill Mode) - Drills into the ground and direct a stream of water at you

Rapid Missile (Malfunction Mode) - Rapid missiles shoot toward you

Rapid Hose (Malfunction Mode) - Rapid water cannons shoot toward you

Random Sparks (Malfunction Mode) - Hits you or itself with a shower of sparks

The Mission: Toolix has several detachable parts. You walk in the area and are knocked off his feet from a sudden rumbling. The first thing he sees is a drill popping out from a ceiling. Then the whole mecha shows itself. The mech has 4 rounds. Hand mode, Tazer mode, Sword mode, and finally Drill mode. The order doesn't really matter. In addition to the modes, there are support bots for the head. There are 2 support bots. #1 drops bombs onto you. #2 repairs Toolix during modes, but it can't repair the mode that was defeated. There is a small dangling spike at the bottom that holds the tool. The spike will only be exposed by:

1) Let the Support Bot that repairs Toolix do its job for a few seconds, and then hit the Support Bot. It will be jammed in the Spike and sphere and explode. A new one will replace the Support Bot. and 2) Letting Support Bot #1 do its job (besides let it hurt you). When it drops a bomb, step back, hit it and the bomb will shoot out and explode into the spike and the sphere. And lastly 3) There is a panel on the back of the robot. This causes the most damage. The water/rocket shooter from the head has heat-seeking stuff in it (weird for water huh?). Go to the back of the mecha, and jump at the last second. You can jump over or go under the robot to get behind it (since it does float in the air).

Finally, the last mode is Malfunction mode. The robot will go into a rampage, increasing in speed. The rockets/water balls will come at rapid speed. You'll have to get the missiles/water balls to hit the panel and the head. Hitting the head causes more damage. Doing that will win the battle. After the battle the Bonne family will fall out of the mecha.

Other:
If the information on the picture doesn't work, then here:

Height: 10'6

Weight: 519.59 lbs

Max Speed: 47 mph

Trilobohrer[]

Creator: Servbot #Unknown (Everett)

Trilobohrer

My Bonne Mecha: The Trilobohrer is a large, insectoid-like Mech. It enters the room spiraled up, essentially in its drill form, where it slams into the ground. The head has hydraulics to open it entirely, where Tron sits. Side spikes house missiles, and along the back and front are energy turrets, the back ones being manually controlled by Servbots.

The first phase is a stationary battle, with the Mech jammed into the ground where it landed, much to Tron’s dismay and frustration. She quickly orders her Servbots to begin digging her out while you begin the battle. As such, there are two parts of this battle. First, there is the Mech itself. She has several attacks at this stage, including firing her turrets at you, from the top down, probably about ten shots in total during a volley. Additionally, it will momentarily pause, rear back, and slam where you were standing the moment before. The Mech has a wide head, so to dodge, you must move up and to your right or left, near midsection. If you get too close to the Mech, its arms will begin swiping at you, which have deceptive range. If you get out of the slum area, near the edges of the arena, she will begin firing missiles hidden in the Mech’s head spikes. They are homing, four fired at a time, but they can be shot down. In addition, you can get behind her, and fire at the exposed joints between the armor plates. There are a few Servbots manning the turrets, which are more accurate and much faster, but can also be disabled briefly if fired at directly. After a few moments, Tron will rotate some parts to face you, performing an instant slam attack with little forewarning. As soon as some armor plates begin to shift, it’s important to move quickly, as she’s about to turn.

The second part of this first phase is the Servbots, which are surrounding the base of the Trilobohrer. They are frantically digging or drilling, trying to free Tron from the ground. In addition to attacking Tron, it’s important to attack these guys, as to slow down how fast they dig her out to inflict as much damage as possible to Tron, which will alter the next phase of the fight. They will be fairly easy to disable at first, but after 10 are taken out, the Trilobohrer’s lower legs will try to shield them, and a few will occasionally run forward and throw a bomb at you.

The Second Phase can begin one of two ways. The first is the Servbots finally free Tron, who emerges in a cinematic and crawls around briefly, showing off its speed, and opening the head to gloat to Mega. Naturally, our hero tries to reason with her, but she won’t have any of it, and continues with her attack, calling the Servbots to her. They crawl onto the top, manning all of the turrets on the back, as well as a pair of laser cannons right under the head. The Mech at this point tends to circle you, letting the Servbots have a good view of you, taking their shots. Their accuracy isn’t as good as it was in the previous phase, however, given the Trilobohrer is rarely sitting still. After knocking off a few Servbots, Tron repositions the Mech toward you, letting her two frontal Servbots use their laser cannons. You should focus on one, and after doing enough damage, the Servbot falls off, dazed. This is the signal to move IMMEDIATELY, as Tron will charge toward you quickly, which is her most damaging attack. Provided she misses, she’ll begin crawling on the wall, firing about 5 missiles for you to shoot down, positioning above you on the ceiling while you do. If you dealt with the missiles fast enough, you can take the opportunity to shoot her down, which will cause the Mech to dislodge and slam onto the ground nearby prone, so you can do more damage. Otherwise, she falls toward you, which can be dodged by rolling to the left. After that, rinse and repeat the previous step. After taking out the second laser Servbot, and dodging her next charge, she won’t get on the wall, but instead keep her distance, firing missiles. At this point, however, they are no longer homing, and are firing more at random bursts, but this is no reason to believe them to be less dangerous. If they strike the ceiling, parts of it will fall down, which break upon hitting the ground, which can knock you prone. After a barrage, she has to ‘reload’, giving you an opportunity to deal more damage. In addition, following every two missile barrages, she will charge again, twice in a row. After a few more attacks, depending on how much overall damage you did during the first phase, she should go down, the Mech self-destructing, sending a blackened ragdoll of a Tron flying out.

The alternate method is you deal enough damage to basically blast the Mech out of its jammed area. This is accomplished by micromanaging the Servbots so they are mostly unconscious, and dealing as much damage as possible during phase one. This essentially robs her of all Servbots, and the Trilobohrer is more damaged, so it’s slower, and cannot get on the ceiling. She will stick with an all-out missile attack like the final step of the previous version, but is also more prone to malfunction, and thus sporadic, rampant movement.

The Mission: Primarily focus your attacks on the head and the back joints, which are the weak spots of the Trilobohrer. The best time to get around her is when she slams on the ground. In addition, it is wise to attack the Servbots as much as possible. If they are allowed to work unheeded, she will quickly move into Phase 2 with most of her health, making the resulting conflict that much longer and difficult.

There is also a structural integrity meter of some kind. This is weakened by many things, mainly by the Trilobohrer's attacks or slamming into the ground. When it reaches max, the room will collapse and be flooded, resulting in instant defeat.

Other: Notes

There is a line of water on the floor. It is constantly coming in, but given the hole in the ground from where Tron landed, it can never flood. However, from splashing around, it can obscure your vision during the battle. This is more likely to happen when knocked prone, which is guaranteed to submerse you briefly.

- If in Type 1 of Phase 2, taking out the Servbots will provide relief from their unrelenting fire, but they will be replaced quickly enough. Type 2 doesn’t have any Servbots on the Mech, but they will be floating around the battle stage. Some may even wake up and try to attack you with bombs, although the water is high enough they make a lot of noise when running around.

- When near the edge of the arena during Phase 1, destroying the missiles is important. They can be maneuvered to hit the wall, but if too many hit, the wall will explode, letting out a torrent of water that instantly floods the room, resulting in an instant defeat. The same thing can occur if the last part of Phase 2 drags on too long.

- As something of an Easter egg tactic, during Phase 2, if the enough of the legs are disabled before the Servbots repair them*as in, all of them, like say four, have to be taken down at the same time*, the Trilobohrer can be completely deprived of movement. This can give Mega enough time to run to the end of the boss, and run up the back to an area where the back plates are separated to fire at the back joint, which can quickly destroy the Mech without having to deal with the rest of the phase. Also, Tron will have a few lines yelling at you more incensed than usual.

TriPoint[]

Creator: Servbot #Unknown (Nick)

TriPoint

My Bonne Mecha: This mech is called the TriPoint because of its 3 drills. (The 2 on the back of the machine guns+ the one it's balancing on. It has 2 seven headed machine guns on the sides, as well as 4 single headed ones on the main body. Its exterior shape (excluding the drills) is a sphere with skull-like teeth that clamp together in the center. When the clam is lifted, you can see the headlights. (Or potential lasers) I was going for an eye like structure for the headlights since most bonne mechas have something on them that looks like eyes on them. The whole mech balances on the drill located at the bottom (similar to a gyro top) as you can see in my drawing, Tron is driving the mech from a skull that is normally inside the unit. There are 3 skulls inside it. (So it can fit all 3 of the Bonnes) Only one can be raised at a time.

Attacks: Rock Throw: The mecha jumps in the air. When it lands, rocks fall from the ceiling.

Spin bullet (horizontal): The clamp on the sphere opens. The top half of the sphere rotates counterclockwise while the bottom half rotates clockwise. The 4 one headed machine guns on the sphere are all firing at once during the spinning.

Spin bullet (vertical): The machine guns on the sides of the mecha spin vertical on their attached arm while firing.

Spin Bullet (frenzy): The vertical and horizontal attacks being done at the same time.

Server assist: Every once in a while, the clamped sphere opens, forcing a Servbot out. The Servbot is armed with a bazooka that shoots bombs. If the Servbot is damaged, you can pick it up and throw it at the mech to inflict damage.

Bounce: The whole unit bounces and tries to land on Megaman. (Similar to one of Juno's second form attacks in MML1)

Drill Tornado: The unit clamps shut and spins the 2 arms with the drills. The drills are spinning and can inflict some serious damage with contact. (It could break the players shield, assuming there's a shield in the game)

Spin: The unit spins around and creates a force that blows the player backwards.

Laser: The 2 eye/headlights fire a laser and aim for the player.

The Mission: This mecha can be damaged by being shot in the eyes. Whenever the unit stops spinning, it will open the clamp in the middle of the sphere. This is your chance. If the unit drops a Servbot, shoot it, and pick it up. If you aim for the eyes on the mecha and throw it, you can inflict more damage than the buster does.

Misc: Not sure what to say here ^_^"

I guess I was going for a simplistic, yet original design. I haven't seen this kind of boss in any Megaman game (except maybe Topman)

Extra Comments: Thanks to everyone who voted for me, and special thanks to the people who gave some feedback. I know I'm not the best artist, but I try, and it was pretty fun coming up with a boss concept. And now we wait... May the best mech win.

Turtle-Mech[]

Creator: Servbot #203 (R.Case/rongs1234)

My Bonne Mecha: As you can see it’s a turtle themed mecha. So it isn’t very fast when walking around. It attacks with a gun in its mouth if Mega Man is far away but the mouth can also bite at Mega Man if he is within range and throw him or slam him to the floor. It can also pull in its legs and head and shoot either fire or water from the bottom of its feet making it spin and bounce off the walls, while spinning little panels on the shell open up so that little guns can shoot in all directions.

The Mission: To beat the mech Mega Man just has to take its energy down to zero. Its shell can’t be damaged and the weak points are its head, neck, legs and tail, but its biggest weak point is it’s under belly. So if Mega Man can somehow flip it he can do alot of damage quickly.

Mega Man will lose if he loses all his health or if he runs out of time. I read that the room is falling apart so Mega Man would have to try and beat the mech and get the treasure before the room caves in on him.

Other: Seeing as the mech isn’t very fast I thought that there could be Servbots driving around in little turtle themed karts that just drive around getting in Mega Man's way but really aren’t that strong.

Extra Comments: Decided not to have drills on it I thought instead it would use jets of water to cut through rock. Also uses the jets of water to spin around to attack Mega Man, bouncing off the walls to change directions. Has little panels on its back that open to shoot at Mega Man. I also thought that the mouth can open to show a gun that it can shoot also if Mega Man is too close it can bite at him. It’s not drawn in this but I remember in the description the ceiling is supposed to be caving in so maybe if a piece hits the bot on the head it gets knocked out or something and pops the hatch open.

I designed a little kart that the Servbots can use. I think it’s pretty self-explanatory what they can do with them.

Urchiloch[]

Creator: Servbot #Unknown (KagakuNinja)

My Bonne Mecha: The Urchiloch is a slow moving, urchin shaped mecha that uses black holes to attack. The Urchiloch battle takes place on a floating platform above water. There is a ring of water around it, and the water is about twice as deep as the Urchiloch. The Urchiloch's fight is centered on the several nodes that surround it. The boss cannot generate black holes by itself. It uses four, small nodes that generate the black holes. The nodes protect the Urchiloch by absorbing almost all attacks and can attack Megaman by trapping him in a black hole, which does a fairly large amount of damage. It can be escaped by mashing buttons. One node can stop about one third of attacks that reach the Urchiloch, two can block one half, three can block two thirds, and four can block almost all attacks intended for the boss, if all are defending. Urchiloch can attack in several different ways. Throughout the battle the nodes, if not required for an attack, will continue to try to ram Megaman and trap him in a black hole, or protect Urchiloch. Throughout the battle, the Urchiloch will roll around. If the Urchiloch manages to hit Megaman while slowly rolling around, it does a small amount of damage and knocks Megaman back. The Urchiloch has several attacks that require nodes. The Urchiloch can also do a black hole assisted spin by drawing at least two nodes to it and spinning, twirling purple energy around. The spin slams Megaman into the wall and does some damage. This attack can be resisted by running toward the boss. This attack is fairly common. The nodes needed for the attack do not protect the boss during the attack, but the free node can. The boss can also shoot a beam by using one node as a cannon, after drawing the node to itself. The beam is black, and has the same effect as a normal black hole. The beam aims quickly, but fires slowly, and should be decently easy to avoid. This attack is most common. The boss also has one final attack. It gathers three nodes around it and begins gathering black hole energy. If the boss can charge for four seconds without being interrupted by several attacks from Megaman, it will bounce in the air above Megaman and slam the ground, releasing a shockwave. This attack should do a very large amount of damage and be tricky to avoid. This attack is rare. If two of these attacks hit the ground, the platform above the water should collapse, and the remainder of the battle will take place underwater. Most movement should remain side to side and forward and back, not up and down. The battle remains basically the same except for the following: All black holes form small whirlpools and draw Megaman towards them if he's near, the spin attack is more powerful if it hits, the beam also forms a small whirlpool that sucks Megaman in if he's near, and the slam attack is replaced by a new attack that requires all four nodes. The nodes spin around Urchiloch and Urchiloch becomes a large black hole, and attempts to bowl over Megaman. This attack is very powerful, and somewhat hard to avoid. The boss is invincible throughout this entire attack. The boss rolls around for about ten seconds, then enters a resting state where all nodes are deactivated for three seconds if it does not hit Megaman. When the boss is at one quarter of its health, all downed nodes will reactivate and will take fifty percent more attacks before having to recharge, and recharge twice as quickly.

The Mission: The boss is defeated simply by attacking it enough, until its health runs out. However, its nodes protect it. When a node absorbs enough attacks, it runs out of energy and is forced to dock in a station with the boss for about thirty seconds. During that time, the node cannot do anything. The key is hitting the boss when either most nodes are deactivated or it is doing an attack. Once the boss is defeated, in a cut scene it attempts one final black hole attack and ends up losing control and sucking itself up.

Other: The name comes from the English word urchin and the German word for whole, loch. My original idea for the name was Seeigeloch, from the German word for urchin, seeigel. I guess that's the alternate name.
Once the platform is broken, water starts pouring into the pool, so no, the pool doesn't run out of water from the black holes. Since I am limited artistically, I am forced to simply describe what the boss is supposed to look like. It is a dark purple in coloration, is twice the height of Megaman, and is round, like a sea urchin. It is covered with spikes. Red eyes are placed around its round body. There is one skull logo on it. There are also four indents in its body where the nodes dock when they need to charge. The nodes are silver, with large black segments in them. The arena should fit the theme of the ruins. I know this sounds kind of cheesy, but please consider those of us who can't draw. It really stinks to be unable to put your ideas on paper. I really tried, but in the end I had a lumpy circle that kind of looked like a spiky purple deflated basketball. So yeah I got the idea from thinking about how a boss could use water without actually being part of the element.

Verruhren[]

Creator: Servbot #721 (Kiante)

Verruhren

My Bonne Mecha:

Form: It consists of pieces from various machines in the series history. It's got the head of a Firushudot, the legs of the Jagd Krabbe, the Arms of the Balkon Gerat (modified, more on that in a bit), the Torso of the Focke-Wulf (AKA Fokkerwolf), the tail of the Blitzkrieg, the Marlwolf's Shield and a Bonne Machine Gun Cannon on top. The idea for this comes from Tron's cheap- I mean frugality, and the hope that if she took the best out of many of her previous machines (plus a Reaverbot), she could make something much better.

As I mentioned, the Balkon Gerat's arms ARE modified. The three "fingers" can close to make a drill (which is how it drills into our arena) and they can open to shoot machine gun bullets.

Sketch: Translation of Text: Bon controls arms. Tron controls the main weapons. Teisel controls the main movement. Tron and Teisel are located in the front of the torso.

You'll also notice that the Firushudot head is actually a bit broken. This was on purpose. The top part of the jaw is set forward a little bit. This could be because it was a damaged part, or the Bonnes modified it, or some combination of the two.

Also, keep in mind, this is a side view, and the machine is symmetrical, so though you only see one arm, there's another just like it on the side. That goes for the legs and the shield too. And the explosives hatch. Not the gun batter, the tail, the torso (overall) or the head though. Because those are in the middle.

Attacks: Laser Balls: The Firushudot head is perfect for the Bonne's skull symbol and their laser balls. When the Firushudot's mouth opens, instead of seeing soundwaves, you'll see a Bonne Skull in the middle of the mouth and very soon after, a laser ball heading straight for you. (2/3)

Deadly Spin: The machine can spin around quickly, firing machine gun bullets from its gun battery, whipping its tail around, and stretching its arms out to hit you. This is much like Feldynaught's spin ability, but with bonus tail and arms! (1/2 health)

Machine Guns: The Gun Turret obviously can fire machine gun bullets, as can the drill arms when open. The speed and number of bullets shot at once, and also how much it spreads the bullets, increases based on TIME, not health. It is a constant progression rather than increasing at intervals. It caps, however, at 10 minutes (15 on Hard Mode).

Drill Swing: A simple yet effective attack, the mech swings its arm from a frontward position, stretched outward, to a back facing position, and back. Like it's making a snow angel! It will start with doing it once, then at 2/3 health it can do it twice in a row, then at 1/2 health it can do it three times in a row, then at 1/3 health it can do it up to four times. How many it actually DOES is randomized within those margins.

Tail Spin: This move is very much like Deadly Spin, except its more localized. In this case, it whips only its tail back and forth. (2/3)

Bomb Throw: Servbots pop out of two hatches right behind the "flair" of the Fokkerwolf torso, and throw bombs in a semicircle on each side. After 1/2 the speed of throw and the number of bombs increases.

Rocket Launcher: HARD MODE ONLY; This move replaces Bomb Throw, having Homing Rockets come out of the hatches instead. At first, only 1 rocket per hatch. After you've taken down 1/3 of the mech's health, it ups to 3 per hatch. After you've taken down 2/3, it has 5 per hatch.

Strategy Changes: As you can see above, some moves don't occur until certain health margins (Deadly Spin doesn't activate until 1/2 health is gone). The fraction after the move shows how much health the mech has LEFT when it begins using this attack. Other attacks get stronger as time goes on, those are described in the move description itself.

However, some other changes occur too. The bot starts out slow moving, but at 1/2 health, its speed increases. At 1/3 health, they eject the Marlwolf shield (which will stay on the field) and begin to move MUCH faster.

On easy, it will only use the Drill Swing, Bomb Throw, and Machine Guns attacks. On Normal, all but the Rocket Launcher attack will be used at some point. Its health is 1.5 times that of Easy, and speed is about 1.3 times as high as on easy. On Hard, all attacks are used and its health is about twice as high as normal, and it's about 1.5 times as fast.

The Mission: "Destroy the Bonne Mecha! Aim for the torso and inside the mouth! Certain other parts might be able to be destroyed separately!"

That pretty much sums up the main damage points, but this boss isn't just about its health. Many of the parts can be destroyed individually.

1. The arms can be destroyed by shooting the shoulder joints.

2. The Gun Battery can be destroyed by shooting it. Also, you can damage the Servbot manning the cannon, and it will stop temporarily, but before long another Servbot will take over.

3. The tail can be disengaged by shooting where it connects to the torso.

4. After they've disengaged the Marlwolf Shield, the back two legs can be destroyed to slow it down. You can hit any part of those legs.

And, to reiterate, the main damage points are the inside of the mouth and the torso. The outside of the head, other sections of the various parts, are armored.

Also, any parts that are disengaged (the arms, tail, shield, legs) do not disappear, they stay on the battlefield, they can be used somewhat for cover maybe, they can be moved by a big enough force (the mech stepping on them), etc. They are still part of the battle, however the player can find to use them (perhaps as weapons themselves?).

Other: I have tried to design this boss to fit fairly well wherever it is in the game (first boss or...well, okay, not last, but later). Obviously, the devteam is free to tweak it quite a bit (don't like the way it speeds up? Change the rate, or throw that part out altogether) if they choose.

I think this will fit well with Tron's wanting to always save money and it will DEFINITELY be nostalgic for many of the longtime fans, while giving new fans a little taste of what the Bonnes have always been about before (even if they don't realize it necessarily).

To my fellow Devroom Servbots, I would love feedback and suggestions on how I might improve this. If anyone is willing to try to make a picture, that'd be great! If not, I will be trying to get a rough sketch up, as well as pictures of the robots I'm taking the parts from. However, I'm no artist, so it may not be great.

What do you think?

Resource Pics These are pics from the robots that have parts in this machine. I still may try to draw and post a rough pic of the robot itself.

Fokkerwolf

Firushudot

Balkon Great

Marlwolf

Bonne Machine Gun Cannon

Blitzkrieg

Jagd Krabbe

I realize these aren't necessarily all the best pictures (though most of them are pretty good, courtesy of MML Station) but they should all show off the parts that will be on this mech.


Verstaffhen[]

Creator: Servbot #Unknown (Jakato)

My Bonne Mecha: Basically after suffering many constant defeats by Mega Man the Bonnes tried to understand and comprehend what it is that makes Mega Man so great and causes them to lose to him so much......And after trying to figure it out many times they finally came to a conclusion.......

"It's His Weapons!!"

Yes that’s what they seemed to have come up with lol Pretty much they adapted and "Improved" on various equipment used by their nemesis for their own goals and purposes.

From the images I was able to post at the moment you can see it with their customized Battle Equipment Versions of the Drill Arm and the Fire Extinguisher modified to go with all the water for the stage by being linked to a water gather on its back.

Another feature you may notice is the traded feet on the Mech itself that was adapted from the Roller Skates, though instead of just rolling it charges and crashes into the protagonist in short limited bursts.

But since it's built to be a sort of Anti-Mega Man Machine it wouldn't be complete with just a single set of weapons now would it? That’s where the Servbots come in!

In miniature Data based mechs (Around 2 or 3, and Image hopefully images coming soon) the Servbots scramble across the stage and carry around different weapons that can be switched out during the fight.

Obviously it'd be crazy to have too many weapons for it so the weapons would probably be limited to 3 sets and two weapons per set with the weapons on each arm being switched out with each set.

The Mission: At Start of the Fight: Like I said before the mech is designed to......Well be similar to Mega Man XD

So one of the possible ways to start off the fight would be to have the Mech's Starting equipment either match or be equivalent to the weapons the protagonist is using (Since the Equipment is based off of those from previous games).

The Alternative to that would be to have the default equipment shown in the Size Comparison Picture depending on how much water there is on the stage.

Anyway from the Images on Detailed Sheet 1 you can see the Drill can actually split apart in the middle and separate into two sections and at the point where it meets the arm there are nozzles that disperse water. When the Drill does separate, those nozzles can turn on to release water to cover the spinning drill to create fast and high paced water drops that scatter around the general area, forcing you to avoid them less you take damage. Another feature of when the Drill takes that form is that it can actually be used in reverse to collect water for the other arm's High Pressured Water Pump Gun.

The Pressured Water Pump Gun is kinda self-explanatory in that it shoots a concentrated stream of water that has been collected.

Though those weapon details are for when it needs to be long range to medium attacks, for up close combat using the Size Comparison Example again the attacks would consist of short burst charges and Drill Jabs.

How To Fight it at the Start: The first thing you’re going to have to do is pretty much Dodge it first since it crashed right in front of you and will most likely charge at you. You would want to do it in a way that after it charges at you that it reveals the back side since the Water Container and the Tubes leading to the weapons is located on the back which you can fire at.

An Easy way to make it reveal that side and make it so it does not turn around quickly is if the Mech is doing multiple charges, stay close to a wall and not move to dodge until the right moment.

By doing that there's a possible chance that when the Mech tries to attack you with the Drill Arm it gets stuck and lodged inside of the wall giving you some time to plan out an attack.

Eventually if you hit the Water Container enough the tubes will come undone making its Water set useless forcing it to use a different one or wait for it to be repaired.

Three Servbots in miniature mechs almost the size of the Protagonist come in at this point to fix the problem, two Distract the Protagonist by attacking while the 3rd either switches out the Weapon Set or Repairs the current one.

The Alternate Weapons Packs that could be switched on the Mech can either be the "Blaster Set" which has a Medium Range Buster Blaster and a Mini Machine Gun Hand which can also form a Fist. The Other Set is the "Melee Base Set" which are pretty much Giant Robot Hands.......With a Hook Shot Rocket Punch Ability!

(Images Still Pending.)

If the Mech does switch a weapon out for an Alternate Weapons Set then way to inflict more damage to it changes slightly but the principle to take out the weapon mostly remains the same as in Attacking the Back side, Cause instead of a Water Container to Aim at you will have a Battery Packs to shoot at now!

The Battery Packs works like the Water Container except that they eventually lose a charge that cannot be charged until the weapon is switched out again, So after the First or Second switch in a Pack will be charging in reserve except for the Water Container since it can easily get a refill, Though if both Packs lose their charge then it switches to the Water Container by default till one is charged up again and the Water Set needing to be switched out.

As The Weakness Opportunity for the Alternate Packs the Weakness for Blaster Set would be Similar to the Drill Weakness except the Hand replacing the Drill, as for the Melee Basic Set Avoiding the Rocket Hook Shot Punches makes the Fists lodged into the surface with enough time to cycle around it.

Later, After the Health Bar Reaches around Half: The Middle Head Armor Piece then rotates and shifts either to the left or right revealing either a Missile Launcher or a Rotating Bullet Laser Blaster that adds new attack patterns to the mech. As it starts to lose more Health the Head Piece shifts to the other position to give it its fair share.

Quarter Health: Around Quarter Health while the Servbots Attempt to do a Switch out one of the Head Weapons accidentally knock out one of their Mechs with the Water Container (This is Semi-Important Later.) getting them more mad as to why they aren't winning they opt to do it in their "Old Fashion Way!" by shedding their Mechs arms and to have the remaining 2 Servbot Mechs to transform into a new set called "Gatling."

At this point the Mech Attacks Wildly and is mostly unpredictable, The New Gatling hands fire in multiple Directions while doing more Extended Charges, Though this time around there is no Direct fist hitting attack and no Pack cause the Gatling Hands are Self-Powered.

So what do you do?

Wait! When the Mech does the Head Armor Weapon attack it leaves one of the Arm Joints Exposed!

So keep on attacking the Joints to eventually Blast off the Arms! But be careful, cause the Head Armor Pieces Switching Pattern now gets Crazier and Faster with more Damage.

But that can't be the only way to inflict major damage to it can it? Hmm? What's That Round Thing on the Top?.......It’s a Hatch! That's Vulnerable! But how to get to it?.......The Extra Servbot Mech!

Yes the Extra Servbot Mech is just lying there, Why not give it a Spin and use the walls as a surface to get the right angle to shoot at it? But what happens when it’s open?

Well doesn't that Servbot Mech hold the Water Container? Try aiming one of the Hoses into the Hatch! That should slow them down trying to get rid of all the water in the control room and trying to reseal the hatch! Just make sure to watch the water levels though cause it can run out but also can easily be refilled by going into the water.

While they are busy with that Water Problem you should be able to attack it, though just remember that the Servbot Mech got damaged before so be aware that a few hits could knock you out of it and a couple of consecutive rounds can actually destroy it.

Anyway it’s up to you to decide which way you want to destroy it between those two options or just good timing and or heavy fire power.

Other: So like I said I'll try getting those other pictures on here later today and hopefully be able to answer any questions you have, so feel free to Comment and ask them!

Okay just throwing this out now, my computer was having a problem with my scanner at the moment so I couldn't scan other pictures I drew for my mecha that went into further details on its weapons, views at multiple angles, and battle shots. Rather than waste time and try to fix it I figured that It was best to upload what I can now first before the deadline and hopefully upload the rest of it later.

So sorry about that.

Verstehen[]

Creator: Servbot #Unknown (Ron)

Verstehen

My Bonne Mecha: An evolution of the Bruno design. Tron has built the ultimate digging and retrieval mecha. Utilizing a large drill on the left arm, Verstehen is able to burst through walls and dig faster than any known mecha. For defense and use as a secondary tool, the right arm is capable of switching between a machine buster, cannon, and a robotic hand to retrieve valuable items.

Verstehen can use his drill arm to sweep, stab, and drill the ground to create a quake effect. His right arm can transform depending on the range of the enemy to either a machine buster for close range, cannon for long, and the robotic hand to surprise the foe and grab it.

The Mission: In order to defeat the Verstehen, you can either attack the mid connector between the torso and waist, or attack the head when Verstehen launches Mega Man up into the air during a quake for maximum damage. To complete the mission, you must stop the Bonnes from using Verstehen to reach the treasure. To lose the treasure means defeat.

Other: I left the design in the sketch format as I believe a sketch always shows an original idea and how you came to your preferred model. After seeing the area picture the devs put up, I thought using a size roughly 3/4 of Bruno was adequate and will add to the intensity of the fight.

Here is how I envision the fight to be like:

1) Verstehen will march around the room and periodically use his cannon (if Mega Man is far away) or his Machine Buster (if Mega Man is close).

2) Sometimes if you are close, Verstehen will switch to his hand and grab Mega Man. He will slam you to the ground if you don't escape fast enough. You escape by rotating the analog nub in either clockwise or counter-clockwise depending on an on-screen pop-up.

3) Verstehen will also use his drill arm to pummel the ground and create a quake. Mega Man can ride up a water jet that comes out of the ground to shoot the head for maximum damage.

4) Verstehen can also jump which will create a shockwave effect and make Mega Man susceptible to being grabbed.

Thanks for any posts, comments, concerns, suggestions, votes, and anything else! Hope you enjoy my design.

*Edit #1: Added boss mechanics to make it not seem like Bruno #2.

Extra Comments: I was looking up names related to some of the bots and crafts used in Legends already and when I thought of Gesselschaft I saw Verstehen and decided on it.

Also, I guess I need to go into more detail on how the fight works to make it stand out beside Bruno. The only thing Bruno I tried to take was the size.

Viele Gesicht[]

Creator: Servbot #Unknown (Kuk)

Viele Gesicht

My Bonne Mecha: Don't let the tough look fool you.

The Mission: Disable / destroy it, i.e. drop its energy to zero. I'm favoring an intense and fast battle over anything else, a battle which after players should gasp and say "That was fun. I want to do it again." No unnecessary gimmicks or anything else, just a direct heated battle. Very basic, but intuitive and fun. Now let's see how the battle would go.

From the above image you can see that Viele Gesicht has more than one mode. A normal Walker mode, a Marine mode, a Flying mode and a tank mode. All these serve as a part of the battle, and the reason Viele Gesicht got its name. Now it doesn't really matter whether or not the battle takes place underwater or not, Viele Gesicht has it covered. Every mode serves a distinct function and uses a Servbot for help.

Here's a very crude, basic Walker mode attack.

In walker mode the arms would serve both as cannons and as fists. The leftmost series shows a very basic 1-2-3 series of punches. With every punch Gesicht would slide forwards with increasing speed. However, if the punches do not connect, there wouldn't be a third punch.

Then we have the Basic Big Shot. If the player gets too far away from the punching range, Tron can use either cannons to shoot large balls of energy, which is pretty fast, but makes Viele Gesicht stationary for a second. Nothing too major thou.

A leaping punch would be the other way to get close to the player. A simple leap in the air and punch from the above with a small shockwave. Simple, yet effective.

If the player chooses to stay around Viele Gesicht's back, where it can’t really shoot, we have the rolling laser. The pylons on its shoulders should flash for a second, a time where it has a sort of barrier, and shoot a 360 degree laser in two sets to the ground, causing it to erupt. An effective countermeasure players should avoid. This weapon slightly changes between modes.

And then a common weapon between all the modes; Beacon Bomber. Viele Gesicht’s head holds a cannon that can shoot a grenade for aerial destruction, or a beacon to Mega Man. Should it connect, some Servbots would jump in and hinder player’s movements, drain some Weapon Energy and perhaps steal Zenny. The stolen Weapon Energy could regenerate some of Viele gesicht's energy but not by too much.

Then, the mode changed. Mode change itself should be an attack. All modes come in somewhat packed mode, except for the Walker mode where Servbots just jump in and attach arms and legs.

There's something I want to emphasize; Viele Gesicht should be able to evade some of the attacks players throw at it. For example, if Hyper Shell ammo is coming at it, it would either dash sideways or jump to avoid damage. This applies to all modes. This is something very few enemies in the Legends series does. I can't think of any. Thus, players should be encouraged to think outside of their usual play style. Also, the blur parts are the points where something can be destroyed or separated.

The Marine mode: A Serbot rams in from behind, and knocks Mega Man out if it. Its attacks are ramming with its front end, shooting sets of semi-homing torpedoes and far higher mobility than the Walker mode. The rolling laser changes into a sort of force field, which pops on and off. Perhaps the most mobile form, even if it happens to be in water.

The Tank mode: Higher defense, less mobility. The tank mode has a set of two rocket launchers that shoot either a barrage of missiles, filling the room with explosions, or few homing missiles that could be grabbed and thrown back, or directed at Viele Gesicht. However, the Serbot at the back serves as a secondary gunner, and shoots a constant barrage of bombs if Mega Man happens to be behind Viele Gesicht. After every five bombs it has to stop to load for a second or two. The rolling laser here now serves more like a shining laser sort of weapon. Each shoulder shoots one laser that lasts in one spot for about two seconds. This happens three times per laser, and it aims where the player currently is.

The Aerial mode: This mode works much like a bomber plane. Its main attack is simply to fly around and drop bombs, but in close quarters it uses its wings to cut through the air. The Servbot on the back serves as a gunner. This mode should have the weakest defense, but it keeps the player on their toes more than any other mode. The rolling laser changes into a thunder-like weapon, in which it glows for a second and shoots a directed thunder at the player, not causing damage but a paralyzing effect.

Other: Here's a crude cutout of Viele Gesicht, and some expressions it can show. The head can show emotions by turning the "eyes" and opening the mouth. I made him look mean spirited here, but really Viele Gesicht should have a soft look, and express the pilot's feelings via its own eyes and actions. Now that I think about it a bit, he reminds me of pumped up Boss Borot. He even got Borot's arms at one point of designing! While it does look overly mean in the main image, it really overplays it. It’s supposed to like its mean from an angle, but then again, its act should be somewhat cute and clumsy. I decided to depict its Fight! Face to emphasize its power and to hint that you shouldn't mess with it, even if it can look adorable. Comical looks are more than fine with Gesicht.

I designed Viele Gesicht mostly with limitations in mind. I have no real idea what 3DS can do, so I played with the rules of PlayStation, and used utilitarianism with it. The design is simple with its own charm, and I agree that it looks somewhat generic, but that stems from its main use; a mech made to fight. Nothing too grand or complex, just a simple and highly effective form. I'd believe modelers and programmers should have very little trouble creating this mech, but at the same time have fun with it. However, creating the fight itself would be a delicate matter to balance between Viele Gesicht's capabilities and weaknesses, not to mention changing them between difficulty modes.

The Tank mode: Pretty much every part of Viele Gesicht should be destroy-able. The only main weak point would be the torso. For example, if the Walker mode arms are destroyed, they won't come back, and would become dead weight. Purging them would make Viele Gesicht a little lighter, making it tad faster, but offensive. The only part that shouldn't be completely destroyed is the head and legs. The head would just hang there, looking miserable, and destroying the legs would make it move much slower. Destroying parts could have secondary effects as well, like shooting off a wing from Aerial mode would make it crash down, causing damage and forcing either close quarter fight or Mode Change.

This battle, in all regards, should be about fast movements and the heat of battle. Players should not be able to stop for long if at all. Choosing a proper weapon for this battle would be recommended, but a highly damaging weapon could cause Viele Gesicht to flinch. I avoided single large beam weaponry and drills, and made the design personal as I saw that most battles in Legends are against rather larger enemies. Not to say that Viele Gesicht isn't large, but it's more like the pilot VS Mega Man rather than Large Machine Monster No. 752 vs Mega Man. What inspired me in Viele Gesicht was two or Tron’s most successful robots ever; the Gustaff and Servbots. Viele Gesicht is sort of an evolution of Bonne’s personal mechs rather than those that are far larger than Mega Man. With this they can get up close and personal, and raid any ruins they want without worrying too much about Reaverbots or in what shape the ruins are. However, I saw that Bonnes lacked a proper one-on-one battle. The best I can recall was in Saul Kada ruins in Legends 2, and that was in very small space against the Hover Gustaff.

A compact, personal fighter for a personal fight.

Wal Kopf[]

Creator: Servbot #Unknown (stickfigx)

My Bonne Mecha: Wal Kopf is German for Whale Head. Named for its whale-like head, it is fairly standard in terms of bipedal mech design, only the undersides of the feet, as well as the "thrusters" on its back are equipped with propeller engines for underwater exploration. It is heavily armored, and can take a large number of hits before a critical loss. The Wal Kopf stands roughly twice the height of Megaman, and has a fairly standard cockpit located in the torso of the unit. It is armed with claws and a cannon on its left arm, and a drill on its left. The cannon fires slow moving explosive projectiles while the claws and drill provide for a close range solution to both enemies and underwater debris (MML does take place in a water-filled world). The head of the mech also opens up to reveal a high powered beam cannon, but use of it drains power reserves. The two "thrusters" on its back can also be used as single-use torpedoes, as well as give the mech a speed boost both on land and underwater. The mech can be overloaded to move a lot faster, but this causes instability.

The Mission: The fight will take place in a circular room in the ruin, right as Megaman enters it, this mech bursts through a wall and charges at him in a straight path with the drill active. He can dodge it or get hit (via the ingame controls, NOT a Quick time event), and a different cutscene can play immediately afterwards (one with the Bonnes either angered that he evaded it or laughing that he got hit). Afterwards, the fight begins. The player simply has to barrage it with fire, so it’s a pretty standard boss fight. As the fight begins, the mech will either fire slow moving, but highly damaging projectiles if the player is too far, or quickly swipe at the player with claws or club the player with the drill if close. It will generally be trying to get either farther away from or closing in on the player. The projectiles can be dodged simply by jumping over them or running away (underwater = slow movements).

When the mech's health is at about 3/4, it will ready another drill charge, pinpointing the player's position and rushing toward the player, thruster’s active, dealing huge damage. If the player can roll or run to evade it, it causes the drill to get caught in one of the side walls, the player can score a few hits while the mech struggles to release itself. This drill rush attack is then added to its normal attacks until the player whittles the mech down to 1/2 health.

At this point, it will fire one of its torpedoes, which can drop the player's health down to critical levels, but all the player has to do is keep out of its line of sight. Since it now has only one thruster, the mech replaces its drill attack with a full room sweep with its beam cannon, firing from the middle of the room in a circular motion (ignore the pic saying 1/8 health, I felt it would've been too easy). The player can dodge this by running a circle around the room with the beam following them. Another attack it gains at the half-health point is a claw grab, followed by a cannon shot at point-blank while Megaman is trapped by the claws. At 1/4 health, it fires its second torpedo, slowing it down to a crawl.

The battle is seemingly over at this point, but then the Bonnes overcharge the mech via a cut scene and the mech now continues its fight, at full health again. This time around, it attacks with much more speed and the difficulty ramps up a fair bit. Only this time around, the mech slowly drains its own health due to its power instability. The continued fire from the player should make this stage of the battle end relatively quickly.

Finally, the mech explodes, sending the Bonnes out of the ruins, Megaman is now open to get the treasure supposedly in those ruins.

Other: Originally, it was a turtle mech until I changed it to a more simplified bipedal mech (time constraints...), and the turtle head ended up looking more like a whale head (still green, though, colors were an afterthought). After scrapping the original design, the head remained and I used elements from the Gustaff, the Bouncer Big Daddy from Bioshock, and the Amphibious Units from Mobile Suit Gundam to design the body. Extremely unoriginal, but I did do the best I could to modify it for Legends' art style.

As for the mission, the ideas mostly came from my disappointment in the easiness of the Klaymoor fight in MML2 (also in a circular, though not underwater, room), and my own personal thought on how it could've been toughened up.

I first wanted the player to be able to catch the torpedoes and throw them back at the mech to deal huge amounts of damage, but then I remembered the awkward grabber controls in MML2 and ditched the idea, I think it's still an awesome idea if implementation were possible, though.

Warloss[]

Creator: Servbot #Unknown (Weremole)

The Mission: The room of the ruin would have platforms all along its sides. When the Warloss bursts through the floor, flooding it, Megaman has to navigate the battle by jumping platform to platform. Meanwhile the Warloss spawns waves of Servbots that try to knock him into the water for the Warloss to clobber.

But the Warloss Super Advanced Detector (the lightbulb nose) will also know whenever Megaman shoots or starts circulating the room. When that happens its shields will close.

To everything but a perfectly thrown Servbot! This will confuse the Detector and leave just enough time for the player to hit it with a melee attack.

After a few times the Detector will break and the Warloss start bombarding the room with torpedoes and closing its shield in a normal boss pattern. The circulation deterrent is still intact since it fires its water guns to flush you down into the water.

The only easy time to attack the weak spot (broken detector) is when it freaks out and tries attacking Megaman with a drill charge. Which leaves a clear shot.

Extra Comments: My original idea was a red or orange scheme. But that says "lobster" rather than walrus. Even if it’s not supposed to resemble the animal exactly, I didn't want conflicting design choices. My other idea was a white with orange highlights idea. Which would work but also be too much on the nose.

So I chose something inspired by the Seacons from the Transformers.

I wanted something that could be easily translated as well.

Warthog Dozer[]

Creator: Servbot #Unknown (Andrew)

My Bonne Mecha:
Mech: My design for the Bonne Mech is based on a warthog that is geared towards digging. This is reflected in the drills for tusks and on the hooves and treads for a construction vehicle feel. It can move rocks by eating them and shooting them out of the tail, which is its long range attack, while the hoof drills are used for short range attacks. Due to being large and cumbersome it generally stays in place, but rotates to keep Megaman in view as best as it can.

Scenario: After the mech falls through the ceiling, water is pouring in and drizzling over the mech. After the fight starts, a warning goes off in the dungeon about the flooding and a wall opens up to reveal a grate to let the water out. The wall that opens up creates a staircase for Megaman to climb on top and open the hatch for us to see Tron. When she has the Servbots close the hatch, the two turrets pop up and start shooting at Megaman to knock him off. The turrets become Megaman's target. After the turrets are destroyed, the water starts leaking into the mech and Tron calls to the Servbots to start bailing water out. At this point Megaman has to hit the Servbots that are bailing water out of the two hatches on each side of the mech. Once they are knocked out, the mech floods and breaks down. Victory!

Those are my ideas but I'm sure they could be polished, especially how the mech looks.

Wasser Behemoth[]

Creator: Servbot #331 (Austin Forry)

My Bonne Mecha: (“Water Giant” in German)
- Large main body, with a tall front section and a platform on the back. - Two arms with claws. Claws can reach the top of the mecha itself, and the higher platforms.

- Four legs with spiked feet. Can stomp on the player so watch out!

- A tail with a water jet-cannon on the end. Bon must fill the water tank before shooting. Hits anywhere!

- Bon covers the top of the mecha (this changes through the battle).

- Giant drill on the bottom. If you get too close, the Mecha will jump and crush you with its drill, OUCH!

Note: This was just a basic color-scheme I tried out. Wasn't meant to be a fully colored version. If the design were to be picked, the dev team is free to choose a color scheme they see fit.

The Mission: Winning condition: Defeat the Wasser Behemoth!

Losing condition: Lose all of your health.

- Starting the Battle -

After approaching the treasure a rumble is heard from behind. Megaman turns around to see the ceiling crumble and collapse. A giant four-legged Bonne Mecha crashes through the ceiling! A huge waterfall pours from the center of the ceiling overtop of the mecha. The ceiling cracks more and two more waterfalls pour down (each on a far end of the room). Megaman looks up at the mecha, a large Bonne logo on the front opens up as a hatch and reveals Tron and Teisel Bonne.

Tron: "That treasure is as good as our Megaman!"

Teisel: "Yeah blue boy! Move out of our way!"

The Bonne logo hatch closes up. A large circular hatch atop the Mecha opens up and a machine begins to rise out. It is Bon Bonne! He has a strange water collection / pump device attached to him this time around! He collects water from the waterfalls above to fuel Mecha's water-jet cannon!

- The Battle: Part 1 -

The battle starts on the ground. From here the Mecha can jump on you and smash down with its drill (if you get too close). You can also be stomped on by the Mecha's clawed feet or shot by the water-jet cannon (after Bon fills up at a waterfall). The goal is to climb up to the bosses’ height. To accomplish this you must jump up ascending ledges on the long walls of the room, then jump to the highest ledge on either short wall. From here you can jump onto the bosses back. While doing this the boss can sweep you off the ledges with its claws, or shoot you off with its water-jet cannon. The next image has ledges numbered 1 through 4 to better understand how this works.

The boss walks in an oval formation. There are 3 waterfalls the boss stops at to fill its water tank for a jet-cannon attack. One in the center, one next to ledge #4, and one on the opposite side. When the boss stops at a waterfall near one of the highest ledges (for example: ledge #4) THIS IS THE BEST TIME TO JUMP ON! The boss isn't moving, but you'll have to watch out for the water-jet cannon since it is filled now. This next image shows jumping onto the boss and a quick size comparison of the bosses back with the player.

After the water tank breaks, the water pours out. This disables the water-jet cannon, but the fight isn't over yet. Bon descends back into Mecha. The water finally begins to fill the room and it quickly fills up to the bosses’ height. After the water level reaches the boss's height the waterfalls stop pouring.

Teisel, "ARGH! That blue boy broke our water cannon!"

Tron, "Don't worry about it. I have a surprise for Megaman!"

Bon, "Babu?"

- The Battle: Part 2 -

Six pieces of grating fall off the ceiling and float in the water, creating six platforms around the boss. The only dry land now is the two highest ledges, the bosses back, and the six new platforms. The large circular hatch on the Mecha's top opens again, a new machine rises up. It is Bon Bonne in a new and improved battle body! It is equipped with two big gun-arms.

Bon: "BABU!"

A lot happens in this next part of the battle! Bon's new body can move in a full circle and is able to shoot anywhere. If you land in the water a torpedo is shot out of the Bonne logo hatch on the front. The torpedo moves at a moderate pace, so you have time to jump up the platforms and get out of the water! If you're on the boss's back, a Servbot can come out of a hatch and throw a bomb at you. Not to mention the Mecha's claw arms are still active!

Bon IS the weak point. When Bon isn't firing at you and the Mecha isn't attacking, SHOOT AT BON! When Bon's health is drained he will explode (poor Bon) and a thick smoke will cover the top of the Mecha.

- The Battle: Part 3 -

When the smoke clears out you see what's left of the Mecha's top half. The outer armor is blown off revealing a clunky metal interior. The Bonne Siblings Three can be seen through an impenetrable glass dome.

Teisel can be seen (and heard) flailing around yelling, "AGH! Stop that blue boy NOW Tron!"

Bon's head is on the ground, his eyes swirling from defeat. Tron can be seen operating levers, presumed to be the claw arm controls.

Tron: "I have one last trick!"

Suddenly electricity spreads across the water! Now if you touch the water you will be bounced back onto the platform you were standing on before and lose a good chunk of health! Stay on dry land! Luckily the only attack the Mecha has left is the claw arms! They'll become very active so watch out! They can knock you right into the electric-charged water! The weak point is a visible refractor on the back of the Mecha. Simply get within range and shoot at the refractor! If you destroy the refractor core the Mecha has no more power!

- End of the Battle -

After destroying the refractor core, the Mecha shuts off! You can hear Teisel yell as the Mecha sinks into the water. SMASH! The drill on the bottom of the Mecha smashes a hole into the floor and the water is all drained out. Suddenly the Mecha explodes! The Bonne Siblings Three are left covered in ash and passed out on the floor, they are defeated...for now.

MISSION COMPLETE!

Extra Comments: When I read the scenario the devs wanted (drill machine, getting close range, a hatch that opens, Servbots making an appearance, Tron yelling to shut the hatch) the first thing I thought was this sounded exactly like the Marlwolf.

I tried to design this with the devs' ideas in mind, but my biggest fear was making a copy-paste of Marlwolf. So while I do agree the concept is similar, I did do everything in my creative power to make it unique and differentiate it from Marlwolf.

Bon being a part of the machine, water-collecting, water based attacks, changing water level, and multiple forms / parts are what I went into this design thinking. Honestly looking back to the design, the only thing I find similar between my design and Marlwolf is the Servbots with bombs. I was really frantic about this when I was originally making the design, but I think I can have a sigh of relief looking back at it.

Wasserbohrer[]

Creator: Servbot #Unknown (Shad)

My Bonne Mecha: ((“Water Drill” in German) not officially named)

I don't know if this has been thought of before, but when I read the initial description of the boss battle, I thought of the way they talked about how it might use the water in attacks and how it was apparently a drilling robot.

My idea was basically for the water attack to be more of a lucky accident, with the mecha having exhaust ports for tossing out excess dirt and rock when drilling, and having it use it's water attack by basically just drilling into the water to shoot the water out the ports, any thoughts on if this is a good idea?

Wasserdrache[]

Creator: Servbot #Unknown (killer_reaverbots)

My Bonne Mecha: ((“Water Dragon” in German) not officially named)

My mecha is an aerial and underwater attack gunship. It is basically an upgraded drache. I still kept the draches' basic design but added to it and made it bigger and such. I also made the top and bottom turrets of the original drache rotatable instead of stationary. I added 2 stationary machine guns near the cockpit. I put 2 torpedo/ missile launchers on the side of its body. I added a hatch to drop bombs on you.

Its 1st basic attack is to shoot at you. Its 2ndbasic attack is to spray bullets at you occasionally. Its 2nd attack is to shoot torpedoes/missiles at you (lock on missiles/torpedoes by the way). It also sprays missiles/torpedoes at you. Its last attack is to drop bombs on you.

The Mission: To defeat my Bonne mecha you just shoot at it (lol).

Other: I don't have much to say but I can't decide if it would work better as an air unit or a water unit. What do you guys think?

Wasserläufer[]

Creator: Servbot #621 (Nightshade)

My Bonne Mecha: Main idea: chances were that the main goal that Tron designed it for is for digging below to reach a section of the ruin underground (and bypass any obstacles on the way). So even though it can be used for fighting, it's mostly a labor type mecha. It's basically the same case as the Marlwolf.

I pointed some sections of the mecha with numbers in the sketch (although small. My apologies). Here's the list:

Main design:

1. The drill is underneath Wasserläufer. It simply lowers itself through the tunnel as it digs through.

2. 6 long insect legs. 2 of them have the foreleg claw (3) attached while the other 4 has the back leg claw (4).

3. The foreleg's claws are designed for grabbing. While digging, they're used to remove rubble that might cause inconvenience to the drill. It can also be used to grab found artifacts or enemies. Also can be used for melee attacks.

4. The backleg's claws are designed to keep a solid hold on rocky surfaces or grated metal. They hold the mecha in place while drilling and slowly lowers as drilling continues. The mecha can stand on nothing as long as the back legs hold on to something.

5. The front side of the mecha is protected by a long shield that more or less looks like a round "horn". It's built to resist any frontal assault and to prevent rumble from damaging the hatch or people on top. It's hollow from the inside of the Mecha so anyone on top of it (for inspection for example) stands within it to prevent injury from falling rocks, etc.

6. The Bonnes' crest is on that shield.

7. Any Bonnes Mecha has crystal eyes. This one is no exception.

8. 2 frontal cannons.

9. 1 mounted cannon behind the hatch to protect the blind spots.

10. Ventilation. It's normally closed but can be open if there is smoke, gas, water, etc. in the cockpit.

The Mission: This is split into sections. Battle situation explains how the mission begins and what's going on. Battle designs show what Wasserläufer can or cannot do during this fight. Battle flow is how the battle goes and how to win. Beyond the battle are simply suggestions of what happens when you win.

Battle situation:

S1. Wasserläufer crashes through the ceiling and pierces the grating in the middle of the room.

S2. Booby trap triggered: an underwater Reaverbot activates under the grating. It takes a hold of the drill and attempts to pull Wasserläufer under.

S3. Wasserläufer's bottom part is below the grating, underwater, being pulled.

S4. Wasserläufer's holding on the grating to prevent it from being pulled through the hole.

S5. At one point, Wasserläufer ejects its drill. Freeing itself from the Reaverbot.

Battle designs:

BD1. Drill not used in the battle because it is currently underwater, pulled by Reaverbot.

BD2. Wasserläufer can use its forelegs to attack.

BD3. Cannons are used when the player is in range.

BD4. Servbots assist Wasserläufer during the battle by throwing bombs at the player.

Battle flow:

F1. Wasserläufer cannot be damaged directly. Its plating is too strong. Armored for digging duty.

F2. Wasserläufer attacks the player. The player can initially only defend.

F3. The player can kick the bombs thrown by the Servbots.

F4. If a bomb hits a back leg, Wasserläufer loses its hold on this leg.

F5. If two back legs lose their hold, Wasserläufer loses its balance and must focus to avoid being pulled down.

F6. Wasserläufer can't attack while attempting to regain its balance.

F7a. Wasserläufer is slightly inclined while in this situation. The player can reach the top of the mecha when that happens.

F7b. When Wasserläufer is freed from the Reaverbot's pull, the Reaverbot can randomly attack the mecha, making it inclined for a brief moment.

F8. Wasserläufer attempts to knock the player off when the player is on it.

F9. Unsuccessful attempts by Wasserläufer to knock the player off knocks the hatch open.

F10. If the player manages to stand next to the hatch long enough, Servbot throws a bomb at him.

F11. Thrown bombs while the player is on top is thrown into the hatch. Mecha takes damage from the explosion.

F12. Bonnes are not injured by explosions inside Wasserläufer. Cockpit filled with smoke.

F13. To expel the smoke, Wasserläufer's ventilation system engages. Weak spot revealed for additional damage.

F14. While blinded, the Bonnes control Wasserläufer without targeting the player. Attacks are more radical.

F15. Audio clues tell the player what to do next (Example from Marwolf: Teasel said "I SAID CLOSE THE HATCH!").

Extra Comments: My art skills are hopeless. My apologies. Sketches might have proportion flaws and lack texture. Regard them as concept and design sketches. Shapes and such will vary to fit the Bonnes' style. The colors present on the sketch are simply pointers of the dominant colors of the mecha and should not be considered definitive.

I just noticed that Graben Insekt is still visible in the picture. That was the tentative title until someone gave me the idea for Wasserläufer. Special thanks for Akane Jones who actually gave me the idea for it.

Wasserspritzer[]

Creator: Servbot #428 (SparklyHyena)

Wasserspritzer

My Bonne Mecha: It’s pretty much a mecha version of Plesioth from Monster Hunter. I thought its amphibious quality would make it a good choice to use as reference.

It can shoot high powered streams of water from the holes on its mouth, the water is concentrated into a beam that can cut through stone.

It can focus it into a single long range beam or a closer range spread attack.

It is flightless but the wings can glide through water and can keep it air-born shortly.

Parts of its body are divided into many segments with extremely flexible rubbery joints in between.

Enabling it to do many things such as tail whip and do powerful lunges.

The Mission: Its weakness is that it is top heavy and only has two legs holding it up.

So shoot them when it’s on land.

Damage the legs enough and it may not be able to stand up or move anytime soon.

But it will spend lots of time in water.

Only failure condition is running out of health.

Comments: I'm not sure if you should have to do anything special to get them out of the water or if they should just sometimes jump on land to try and crush you.

Weilder[]

Creator: Servbot #Unknown (joshua)

My Bonne Mecha: This is a Macha covered with short tentacles, with drills on the ends that split into three parts to make little hands. It has three cannons that shoot whatever is set in them. It also has three long drill tentacools under it. Lastly, It covers itself in a mucus-like substance for protection.

Intro: Megaman is approaching the treasure when he hears a rumbling behind him. It is the bonne's Mecha shooting rocks at, not you, but blocking the path to the treasure, while making a chasm that fills up with water, preventing you from leaving.

Stage 1: After blocking your way he disappears into the water. Rocks fall out of the ceiling, or cracks appear in the ground where the long tentacles are about to come out. The tentacles shoot into the air (or ram into the ground depending on where they come from) then whip around the ground forcing you to jump to avoid them. They then stop, giving you a chance to shoot them, then disappear into the ground. After you do enough damage, Teisel complains about damage, and the Mecha falls out of the ceiling, with a little surge of water.

Stage 2: He's covered in mucus, which makes him nearly invincible. He drills his three long drilling tentacles into the ground to drill up boulders to shoot out of his cannons at you. But, as he drills the body of the Mecha is lifted from the ground, exposing his drill arms to attack. Every little bit some water will shoot out of the cannons and pour around the Mecha. This gives you a little break to shoot more, as Teisal yells at the servbots to avoid water. After enough damage, his drilling tentacles completely fall off. His small tentacles then propel the Mecha across land.

Stag 3: The Mecha proceeds to pick up previously thrown rocks and shoot them at you. At this point the Mecha has no weak points, but the rocks he throws can be shot to weaken them. If the rocks are weakened enough, they will break as the Mecha picks it up, damaging the tentacles. After enough damage, it rolls back into the water.

Stag 4: The Mecha now sprays water at you, filling up the room. You have a time limit to beat this part or the room will flood. Remember the pile of rocks the Macha made at the beginning? Use those to stay out of the water. At this point, the mucus on the Mecha is compromised by the stress of the running water. You can now shoot the small tentacles and cause damage. After enough damage is done, the tentacles fall off, and he will stop and dive into the water. At this point the room is nearly flooded.

Stage 5: The Mecha, while under water, then knocks down the wall of boulders he made creating more platforms for you. He will then attack whichever pillar of rock you're on, and you must jump off of it before it falls. During this part, the room is slowly draining due to the ruin's safety procedures. Once it is nearly completely drained, the Bonnes leave.

Comment: I would diagram, but I'm a terrible artist. For his body at the beginning, imagine a ball covered with robotic tentacles, with drills on the ends. Around that is a ball of gel, completely covering the small tentacles. On the top are three hollow, metal columns. On the bottom are three long tentacles with drills on the ends, these ones are huge. Stage one just dulls the drills, dents the tentacles. Stage two has the long tentacles fall off, leaving just three hollow, metal stubs, and the bottom of the cannons. In stage three the rock fragments get stuck in the gel, making it dirty. Stage four destroys the small tentacles completely (The robot spins as the small tentacles get damaged, to avoid damage to the main body) At this point it's just three tubes with a ball around it in the center for a control center (with the cannons to propel it).

Zeggerhog[]

Creator: Servbot #Unknown (Christopher)

My Bonne Mecha:
Name: The Zeggerhog

HP: 700

Shield: 300(See Mission Details)

Rockets: 400(See Mission Details)

Servbot Mech: 30 Quantity: 5 per area(See Mission Details)

Attacks/Abilities:

1 Gatling gun(1 point of damage)

Mainly uses this weapon. Doesn't do much damage.

2 Grenade launcher(5 points of damage)

Rarely, but will use its grenade launcher to do heavy damage.

3 Fist (3 points of damage)

It will try to punch you once in a while. This punch can also destroy buildings (can be stopped by multiple buster shots). The fight will start with the bot doing a fist attack.

4 Flame from Rockets (Causes Burn effect [if it is going to be in this game])

If standing under both while it's flying, the flame will give you Burn.

5 Shield (No damage against you)

The bot will sometimes take out its shield to block your attacks (if not destroyed).

Misson: Rescue City (Divided into two parts)

Part 1/2

The Bonnes have kidnapped Roll and are using their new machines to destroy [Insert name here] City. Destroy the Mechs the servbots are using in each area before they level the buildings, fight them to find the one holding the key. Use the keys to move to the next area. Along the way save the citizens so they can go to safety.

Part 2/2

The Zeggerhog weakness is on its back. Unfortunately, its shield is covering it. The shield can be destroyed if you keep shooting it with your weapons. The Zeggerhogs rockets on its legs can fly around the area. You can also destroy them with enough shots. The machines will not hesitate to destroy buildings here too. Shoot them before they do.

I have Photos but none are completed (will post at a later date).

Zyklopen[]

Creator: Servbot #820 (aoi)

My Bonne Mecha:
Zyklopen
German name for Cyclops.

A floating mecha armed with lasers and other weapons.

Pilot by all members of Bonne Family, with 2 or 3 Servbots.

Weapon

'>' weapon's function and description.

'=' solutions to the problem.

1. Drills

>Located on each leg.

>To drill through the ruin.

>Breaking the security wall.

=Hit it as many times as could to damage and slow down the drills.

2. Laser beam on front two legs

>Only activate when drills are damaged.

>Breaking the security wall.

>Also cause damage if Megaman gets near the laser.

>It charges using two generators located at the back.

=Move towards Zyklopen where the legs can't reach.

=To reduce its power, go to the back side of Zyklopen where the generator is located.

3. Machine Guns on center part of all legs

>Used when the leg is lifted to protect the mech body.

=Run or move to avoid being hit.

=Hit it back and destroy them!

4. Servbots

>Two Servbots are commanded to distract Megaman off guard and let Bonnes attack him.

>Each one Servbot carries different items, one carries an autograph board and pen, and the other one carries a lifebuoy.

=Shoot them down when they try to get near you.

=Or don't let them get near, they'll eventually tire and slack off.

5. Magnetic electric plate with cable, four round plates near the Bonne symbol.

>To stunt Megaman if successfully hits him, after that will use the leg to slap Megaman away.

>When smaller round plates light up, it indicates it's ready to attack.

=Move around the place to avoid getting hit.

=Hide behind the high blocks.

The Mission: Stopping the Bonne Family reaching the treasure.

Win
Manage to stop the Mecha before breaking all three block security walls and destroying all other Reaverbots.

Lose
Defeat by Bonne.

Let them reach the treasure site.

Ruin condition
Floor fills with water not higher than Megaman's knee and some fragile, different heights blocks scattered around.

First Wall
Thanks to Bonne mecha triggering the security alarm, the treasure is sealed and kept away from the intruder. The security walls rise up from the floor, keeping them from getting near the treasure. The Bonne family are not giving up easily and start using Zekylopen to break the wall. The mission begins. The first wall was only a normal thick wall. The Bonne had no problem breaking them twice while drilling. To slow down, hit the drill before they're going to use it. During the fight Megaman tries to persuade the Bonne family but fails.

Second Wall
When the first wall breaks down, the second wall is up ahead and this time some Reaverbots join the party, attacking Megaman and the Bonne’s. Three Sharukurusu and around 10 to 15 Miitans await in front of the second security wall. Walk past Zyklopen to distract some Reaverbots from attacking Megaman.

Final Wall
If the second wall is also destroyed, the third wall with tighter security will be activated. This time it will have a gatling gun attached to it. It will hit all people in the ruin, Bonne's mecha will slow down but will not damage it. Accompanying the wall are two Hanmuru Doll. Apply the same strategy described in the Second Wall part for Reaverbots.

See also[]

External links[]

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