An in-depth guide on how to complete all 30 Rooms of Dr. Lumière’s Trial in Mega Man 11 (particularly useful for the Survival Skills achievement)
introduction
One of the most difficult challenges in Mega Man 11 is Dr. Lumière’S procès. Unlocked after beating the main game once on any difficulty, this difficult platforming test comprises 30 rooms of successive tasks to complete. This is one of the hardest challenges to complete in the game and will unlock the Survival Skills achievement once completed. This guide will showcase one method in which to beat Dr. Lumière’S procès, giving a room-by-room walkthrough and explanation in order to provide you with the best knowledge possible to conquer the challenge. Do note that there is a lot of skill involved in completing the task, and do not feel bad if it takes you a long time to complete it. You can also ask on the r/megaman Discord and the community will be happy to give tips.
Ground Rules: These are some simple rules to keep in mind while playing Dr. Lumière’S procès.
- Il y a 30 rooms in total.
- Losing all Extra Lives will result in failing the challenge, requiring you to restart from Room 1.
- Mega Man has access to all Special Weapons and abilities, use them to the fullest extent.
- Mega Man DOES NOT have any extra parts or shop items (only the Special Weapons and Rush utilities).
- Chambres 10, 20, et 30 are Boss Rooms and the boss must be defeated in order to progress. Chambre 10 features Yellow Devil Mk. III, Chambre 20 features Mawverne, Chambre 30 features Wily Machine 11 (both forms).
- Upon nailing the last hit on Wily Machine 11 v2 in Room 30, the challenge is complete.
- The Bronze Medal is earned by reaching Room 20, the Silver Medal is earned by reaching Room 25, and the Gold Medal is earned by reaching Room 30.
- Docteur. Lumière’S procès – Endless will unlock upon completion of Dr. Lumière’S procès, see the Appendix for more details.
- La réalisation “Survival Skills” will also be unlocked upon the completion of Dr. Lumière’s Trial and will pop on the results screen.
Chambres 1-10
Chambre 1
But: Tuer 15 Lyrics
Stratégie: Use the Mega Buster to defeat 15 Lyrics. Try jumping between the platforms while using uncharged shots while taking as little damage as possible.
Chambre 2
But: Reach the Teleporter
Stratégie: Use the Buster to destroy the first Shield Attacker, then use Scramble Thunder to destroy the Tatepakkhan on the higher floor. Après ça’s détruit, use Rush Coil to bounce up to the higher ground and avoid the other Shield Attackers reaching the next room.
Chambre 3
But: Reach the Teleporter
Stratégie: Just keep sliding to dodge the Impact Brothers. If one looks like it’s about to hit you, use the Speed Gear and jump over it or slide. Just make sure you keep moving.
Chambre 4
But: Reach the Teleporter
Stratégie: One of the hardest rooms in the run and a likely run ender for the first few attempts. Use a Charge Shot to defeat the Bunby Balloon, then use Pile Driver to dash over to the right and fall down. The second part is trickier, bounce to the purple bouncy ball, then hold the jump button to bounce high. Use Speed Gear and on your descent, use Pile Driver again to dash into the bouncy ball wall and fall down. Short hop (just hold right) to the next bouncy ball, then hold the jump button and bounce off the wall (hold right into the wall then hold left) to land on the portal. Enfiler’t use Pile Driver to make this jump or you’je vais mourir.
Chambre 5
But: Tuer 10 Mawaru Cs
Stratégie: Head to the left side of the conveyor belt and equip Scramble Thunder. When the Mawaru C falls from the upper platform onto the small ledge, shoot Scramble Thunder up and it should take out 2 Mawaru Cs at once. Répéter 5 times to open the portal.
Chambre 6
But: Reach the Teleporter
Stratégie: Use the Buster and Speed Gear to slowly climb the vertical room. Make sure you break the Mettaurs’ guard by using a Charge Shot then follow up with Buster Shots. Take it slow and take out all the Mets so they don’t snipe you while you platform upwards.
Chambre 7
But: Reach the Teleporter
Stratégie: Another tricky room. Jump onto the first mini-van and when the explosion rockets you upwards, jump to the next and repeat that. When you reach the van next to the spikes above and below, jump and use Pile Driver to clear the gap. Enfin, use Speed Gear and time the jump into the portal.
Chambre 8
But: Reach the Teleporter
Stratégie: A tricky room. Use Power Gear Acid Barrier to jump across the platforms while destroying the K-Drones. When you get relatively close to the end, use Power Gear Pile Driver to clear the remaining gap. If the Power Gear Acid Barrier runs out too early and a K-Drone knocks you into the spikes, make sure you jump up to a platform before the invincibility frames run out and you die.
Chambre 9
But: Reach the Teleporter
Stratégie: The platforms move fast but there are only a few enemies. Take it slow and use the Speed Gear. When you reach the two sets of fast-moving platforms, use Speed Gear and jump up to the higher set, riding it under the teleporter before jumping up to it from the right so you don’t hit the Bunby Balloon.
Chambre 10
But: Defeat Yellow Devil Mk. III
Stratégie: Make sure you practice Yellow Devil before attempting Dr. Lumière’S procès, especially attempting to master the quick kill. To do the quick kill, use Power Gear Chain Blast, and hit it once each when it opens its eye for the first and second times, once when the mini-Devils jump down and then over you, once at the wall so the explosion hits the mini-Devils when they are running back to the opposite side of the arena, and one final time when they jump down from the ceiling. After beating Yellow Devil the portal will open.
Chambres 11-20
Chambre 11
But: Rest Room
Stratégie: The first rest room, use Power Gear Bounce Ball at the height of your jump from the center block to destroy both Anti-Eddies. Refill your health and whatever Special Weapon you have the least of, and grab the Extra Life.
Chambre 12
But: Reach the Teleporter
Stratégie: Use the Speed Gear frequently and dodge the electric emitters. Be sure to slide frequently to dodge the electricity till you jump over to the portal.
Chambre 13
But: Reach the Teleporter
Stratégie: Continuer à bouger, but be careful. Enfiler’t use Special Weapons here, but use the Rush Coil to jump over the Crunch Don and get to the portal quickly so another Crunch Don doesn’t spawn.
Chambre 14
But: Reach the Teleporter
Stratégie: Use the Final Charge Shot (Charge the Buster while using the Power Gear until the meter is almost full and a sound effect plays, then fire) to kill the first Gabyoall. Kill the Air Stones and disable the other Gabyoall. In the second part, use Rush Coil to jump to the top, then kill the Air Stone and disable the Gabyoall so you can jump over to the portal. Take this room slow and don’t use Special Weapons, tu mets’t need them here.
Chambre 15
But: Défaite 10 Ice Swans
Stratégie: Use Block Dropper to instantly kill the Ice Swans 10 times while being mindful of the Mash Burners below.
Chambre 16
But: Reach the Teleporter
Stratégie: Use Blazing Torch to blow the explosive blocks up and progress. This room isn’t too difficult just be sure to dodge the projectiles from the various enemies.
Chambre 17
But: Défaite 10 Press Dons
Stratégie: Use Bounce Ball to defeat 10 Press Dons. Prioritize not getting hit above all else, as the Press Dons do a lot of damage.
Chambre 18
But: Reach the Teleporter
Stratégie: One of the most difficult rooms in the run. Kill the Propellor Eye T and use Rush Coil to jump up to the Appearing Block, then make some quick jumps over to the Appearing Block by the 1 tile gap. Slide through, and have a near heart attack before the appearing blocks cover the spikes so you don’t instantly die (not required). Memorize the upcoming block layout well, as if you fall you’ll instantly die from the bottomless pit, and jump up. Remember the last block is directly above the previous so if you don’t jump straight up in time you’ll fall into the abyss.
Chambre 19
But: Reach the Teleporter
Stratégie: Take this slow and use Speed Gear to carefully alternate back and forth between the two trampolines. Be careful not to instantly die from the spikes as you alternate 4 fois. On the last jump, snake around the block and land on it before jumping up to the teleporter.
Chambre 20
But: Defeat Mawverne
Stratégie: Make sure you practice Mawverne before taking on Dr. Lumière’S procès. Il’s weak to Bounce Ball, so just spam it to crack open the electric seal and break his core. Stay mindful of its attacks and get ready to use Speed Gear at any time because it does a lot of damage if you take a hit, so avoid it at all costs. When Mawverne is below half health it’ll use the Power Gear and start firing extremely powerful lasers. Use Speed Gear to dodge them and keep using Bounce Ball to end the fight. Make sure you keep enough ammo for at least one Bounce Ball for the next room. The portal spawns upon Mawverne’s defeat.
Chambres 21-30
Chambre 21
But: Rest Room
Stratégie: The second rest room, use Power Gear Bounce Ball at the height of your jump from the center block to destroy both Anti-Eddies. Refill your health and whatever Special Weapon you have the least of, and grab the Extra Life.
Chambre 22
But: Reach the Teleporter
Stratégie: Take this room slowly and use Speed Gear & Pile Driver when you’re descending from a bounce to cross the gaps. When the Electris start to spawn, use the Buster to take them out. For the bounce up with the spikes on the ceiling, bounce off the left wall otherwise you’ll hit the spikes. Enfin, on the way back down and to the teleporter, use Speed Gear & Pile Driver on your descent.
Chambre 23
But: Défaite 10 Mizzile Cones
Stratégie: Use Blazing Torch and alternate which side you destroy until you defeat 10 Mizzile Cones. Enfiler’t worry about the Appearing Blocks and prioritize dodging.
Chambre 24
But: Reach the Teleporter
Stratégie: A tricky room with little strategy. Use Power Gear Acid Barrier and keep moving right to hopefully mitigate the amount of damage you take. Reaction time is key.
Chambre 25
But: Défaite 15 Boyorns
Stratégie: Wait till all three Boyorns come close to you in the center under the block, then use Tundra Storm to take them all out at once. Repeat this until 15 are destroyed. If you run out of Tundra Storm use uncharged shots and mitigate the damage you take.
Chambre 26
But: Reach the Teleporter
Stratégie: Take this room slow and use Pile Driver to immediately push the Tank Ovens into the bottomless pits. If the other enemies become bothersome and you still have Tundra Storm, you can use it to take them out. The portal is on the right side of the room.
Chambre 27
But: Reach the Teleporter
Stratégie: Use the Final Charge Shot (as described in Room 14’le guide) to take out the two Gabyoalls. Après cela, take it slow and make precise jumps between the electric emitters. Speed Gear can be helpful as well. Remember the bottom set has the emitter shoot electricity in the middle. Mitigate damage but if you take a hit, use the invincibility frames to slide to the opposite side of the room.
Chambre 28
But: Reach the Teleporter
Stratégie: A tough room indeed, use Scramble Thunder to take out the Lamper before proceeding. You must use the Speed Gear to navigate over the bottomless pits and between the falling blocks. Make sure you memorize the pattern the blocks fall in as it’s the same every time. Take it slow if necessary.
Chambre 29
But: Reach the Teleporter
Stratégie: Use the Charge Shot to take out the Arc Weldys and avoid their obstacles, this is a simple climb to the top.
Chambre 30
But: Defeat Wily Machine 11 and Wily Machine 11 v2
Stratégie: Make sure to practice Wily Machine 11/Wily Machine 11 v2 before attempting Dr. Lumière’S procès. NOTE: If you enter the fight with less than full health and at least 1 Vie supplémentaire, take an intentional death to make this much easier. Use Chain Blast to blow the cockpit open off of Wily Machine 11. When the gear wheel starts rolling the conveyor belt, switch to Acid Barrier and continuously shoot at the wheel, which will eventually lower the machine allowing you to spam the cockpit itself, killing it quickly. For Wily Machine 11 v2, keep using Acid Barrier, but this time using the Power Gear version. Si possible, try summoning the barrier to hit Wily because it does 8 dommage, allowing you to end the fight quickly. If Wily starts using the Double Gear move, use Block Dropper to finish him off. It only does 1 damage each but you’re almost guaranteed at least one or two hits. If you run out of any of these, toi’ll have to use the Mega Buster which is much harder but doable. Upon the defeat of Wily Machine 11 v2, you will have beaten Dr. Lumière’s Trial and the timer will stop (assuming you aren’t playing the Endless version, in which case you will loop back to Room 1).
Appendice
Upon completion of the base Dr. Lumière’S procès, Docteur. Lumière’S procès: Endless will unlock. The concept is the same, pourtant, after Room 30, Mega Man will be teleported back to Room 1 (now labeled Room 31) continuer. The challenge will progress as normal once again and continue looping until Mega Man loses all Extra Lives. Pour ça, the Bronze Medal is obtained upon reaching Room 30, the Silver Medal at Room 45, and the Gold Medal at Room 60 (autrement dit, beating the challenge twice in a row).
Considering your Special Weapon energy and Extra Lives do not reset upon reaching Room 31, this is one of the most difficult challenges in the game and requires a complete strategy overhaul. Besides being more stingy with Special Weapon usage, the bosses should be defeated using only the Buster on the first loop to save the energy for the second loop. The layouts are the same in between loops, so memorize the patterns and strategies, and good luck. No achievement or other reward is unlocked for getting a Gold Medal on this challenge.
C'est tout ce que nous partageons aujourd'hui pour cela Méga homme 11 guide. Ce guide a été initialement créé et rédigé par OneOneTwo. Si nous ne parvenons pas à mettre à jour ce guide, vous pouvez trouver la dernière mise à jour en suivant ceci lien.