____ ____ __________ ___________ ____ | \ / | | | / \ / \ | \ / | | ______| | /¯¯¯¯¯\ | / \ | \ / | | |______ | | ¯¯¯ / /\ \ | \/ | | ______| | | ______ / ¯¯ \ | |\ /| | | | | | |__ | / ____ \ | | \ / | | | |______ | \_____| | / / \ \ | | \__/ | | | | | | / / \ \ |___| |___| |__________| \___________/ /____/ \____\ ____ ____ ____ ______ ___ | \ / | / \ | \ | | | \ / | / \ | \ | | | \ / | / /\ \ | |\ \ | | | \/ | / ¯¯ \ | | \ \| | | |\ /| | / ____ \ | | \ | | | | \ / | | / / \ \ | | \ | | | \__/ | | / / \ \ | | \ | |___| |___| /____/ \____\ |___| \____| _____________________ | | |____ ___ ____| | | | | | | | | | | | | | | | | | | | | |¯¯¯¯ ¯¯¯ ¯¯¯¯| | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ GAME BOY ==================================== Mega Man II (Game Boy) Guide Written by Spug ( spug_enigma@hotmail.com ) Version 1.4 Last updated December 30, 2002 File size: 83.5 kb ==================================== TABLE OF CONTENTS Sections: | |-- 0) About this Guide | |- 0.A) Updates | '- 0.B) File format | |-- 1) Introduction | |-- 2) FAQ | |-- 3) About the Game | |- 3.A) Game Bio | |- 3.B) Story | '- 3.C) Controls | |-- 4) Items | |-- 5) Enemies | |-- 6) Game Layout | |-- 7) Robot Masters | |- 7.A) Recommended Order | |- 7.B) Level strategies | '- 7.C) Boss strategies | |-- 8) Weapons and Adapters | |-- 9) Passwords | |-- 10) Hints for winning | |-- 11) Credits | |-- 12) About the Author | '-- 13) Legal Information / Disclaimer To reach a special section immediately, get up the Search window of your browser (or whatever program you're viewing this file in) and type in NUMBER) NAME OF SECTION Where NUMBER is the number of the section (duh), from 0 through 13, and NAME OF SECTION is the name of the section (duh again), written in UPPERCASE. I guess I didn't need to write the above, but just in case, y'know. ==================================== 0) ABOUT THIS GUIDE This is a Walkthrough for Mega Man II (Game Boy). I wrote this after writing a Guide for Mega Man 1 for Game Boy. Perhaps I could write one Guide for each Mega Man game I've played? That'd be great fun. This Guide is completely original, and I did NOT copy (also known as steal) any information from any other source. Everything in this Guide is based on my own personal knowledge of this game and Mega Man in general. I'm from Norway, and my English isn't too good. If you find any errors in the language, bear with it, unless it's impossible to understand what I'm saying. If you find any information that's wrong, if you have additions for this guide, if you need help with the game, or ANYTHING, please e-mail me at spug_enigma@hotmail.com . Oh, and yeah, if you'd like to make me a better ASCII logo at the top of the document, saying MEGA MAN II, then please, go ahead, and mail it to me. The current sucks (especially the E and the G), as I'm terrible at ASCII. You'll be acknowledged in the Credits or something, of course. ==================================== 0.A) UPDATES Version 1.4 - December 30, 2002 Minor update. Happy new year. File size: 83.5 kb Version 1.3 - November 27, 2002 Minor fixes. File size: 83.3 kb Version 1.2 - October 5, 2002 Checkpoints added on all levels. File size: 83.1 kb Version 1.1 - August 29, 2002 Minor fixes and additions. File size: 82.5 kb Version 1.0 - August 4, 2002 Initial release. File size: 81.9 kb ==================================== 0.B) FILE FORMAT This Guide was written in an ASCII (pure text) editor called Araneae ( http://www.araneae.com ), so I could watch that I didn't write too many characters on each line :-) The file contains no text formatting whatsoever. This file has 79 characters per line or less. Compatible with any screen resolutions (AT LEAST 800x600 and up). If you have problems reading this guide, please e-mail me at spug_enigma@hotmail.com . NOTE: I would advise you to view this guide in either your web browser or (if you download this file to your hard drive) Notepad. You can also view it in WordPad if you want to, but be sure that you've set Text -> Word Wrap to 'Wrap words after window width' (or something similar, I use the Norwegian version, so I just translated it) in the Options window. ==================================== 1) INTRODUCTION This is just the second Guide I've ever written, so it might not compare to other Guides on quality and quantity. Also, this Guide is for the GAME BOY GAME Mega Man 2, not the NES game... Sorry for some confusion. Not like it's my fault, though. I dunno why the games are named the same, they have nothing with each other to do (well, apart from the fact that they're both Mega Man games, but you see what I mean). In Japan, this game is called Rockman World 2 (Mega Man is named Rockman in Japanese), so I don't see why they didn't name this game Mega Man World 2 or something... So, just to make it completely clear, Mega Man 2 for Game Boy is NO recompilation of the NES game. They're completely different games. There, then it's settled. I got this game as a 12 year old. After having played Mega Man I for Game Boy since I was 7 years old, I had taken a certain liking in the Mega Man games. When I spotted Mega Man II in a shop on a cruise ship to Denmark, it was a must have. I was broke , so I borrowed money from my grandmother. The rest is history, as you say. Or not. ==================================== 2) FAQ Q: Is this Guide for the NES game Mega Man 2? A: No. It's for the Game Boy game Mega Man 2 (II). Read section 1, Introduction, for more information. Q: What's the difference? A: They're completely different games. Q: How many Robot Masters does this game feature? A: There are 8 Robot Masters in this game, and they appear 4 at a time. The four first Robot Masters are from Mega Man 2 for NES, and the other four are from Mega Man 3 for NES. There's also another boss in the game, namely Quint. Q: Does Mega Man have any helper in this game? A: Yes, Mega Man has his dog Rush at his side. Rush has three forms, Rush Jet, Rush Coil and Rush Marine. See section 8, Weapons and Adapters, for more information on these Rush forms / adapters. Q: Why do you say 'Mega Man', and not 'Megaman'? A: Because it's correct. Both spellings have been used in the games, but 'Mega Man' is used more frequently and is considered correct. As an addition, I actually e-mailed Capcom and asked - they answered that 'Mega Man' is the correct spelling. EVEN FOR PROTO MAN. I know most of you people spell it 'Protoman', but Capcom says that 'Proto Man' is correct even for him. Yeah. YEAH. Every robot in the Mega Man series that ends on -Man is spelled that way, with a space. So there. Q: Why do you call Mega Man's arm cannon 'Plasma Cannon' and not 'Mega Buster'? I know that it's named Mega Buster! A: No, Mega Man's arm cannon is named Plasma Cannon in the first two Game Boy games and in the first three NES games. His Plasma Cannon is upgraded to a Mega Buster in Mega Man 4 for NES (and Mega Man III for Game Boy), with the ability to charge energy in the cannon and release a more powerful shot. So no, you're mistaken. In this game, Mega Man's arm cannon is named 'Plasma Cannon'. Why do you think it's denoted by the letter 'P' on the weapons sub screen, anyway? Q: What kind of a name is Clash Man, anyway? A: His name is actually Crash Man (he's named that in Mega Man 2 for NES), but Japanese (which is the original language of this game) doesn't have R, so they use the letter L as a substitute. Capcom America probably 'forgot' to translate Clash Man to Crash Man, and thus we're stuck with Clash. I chose to use the name Clash Man throughout this guide, simply because that's what's used in the game. (Thanks to http://www.mmhp.net for that information.) Q: Why do you call Mega Man 2 for Game Boy 'Mega Man II' with Roman numerals, while you call Mega Man 2 for NES 'Mega Man 2' with a regular number? A: That's a way of distinguishing between the Game Boy games and the NES games (which are named the same, only Capcom knows why) initially made up by the webmaster of http://www.mmhp.net , I believe, but later adapted by most Mega Man fans and now used by a lot of people. Also, the main reason it's being used is that that's what the games themselves say - at least on the cartridge. All the Game Boy game cartridges used Roman numbers (Mega Man II for example). Well, yes, Mega Man 7 for SNES also used Roman numbers several places, but that's OK. Q: Why is this guide so long? A: Well, I don't really know. I tried to make it cover every tidbit of the game, and then it had to be pretty long. Q: I don't like the way this Guide is organized. A: Look, pal! *jumps up and down on toes in fighting stance* Who's making this Guide - YOU *points at you* or ME? *points at self* If you have other questions, e-mail me at spug_enigma@hotmail.com . ==================================== 3) ABOUT THE GAME Mega Man II is the second of five Game Boy Mega Man games Capcom released. The considered 'real' Mega Man series is the games Mega Man 1 through 6 on the NES console, Mega Man 7 for SNES and Mega Man 8 for PlayStation. However, Capcom released 5 Game Boy games as well. These don't fit in the same timeline, apparently, but I believe they consist of the same line. There are some differences between the 'original' Mega Man games and the Game Boy games, but the basics are all the same, together with the story: Dr. Albert Wily has released eight so-called Robot Masters to conquer the world, and the super robot Mega Man has to fight his way through several stages and defeat each of these robots and in the end face Dr. Wily himself. The differences between the 'original' games and the Game Boy games are: - The Game Boy games don't feature new Robot Masters, but they reuse eight Robot Masters from the previously released NES games (this doesn't apply for Mega Man 5 for Game Boy, because it doesn't have Robot Masters at all, but something called Star Droids). Mega Man II for Game Boy (the game covered in this Guide) reuses Robot Masters from Mega Man 2 and Mega Man 3 for the NES system - the first four (Clash Man, Metal Man, Wood Man and Air Man) are from Mega Man 2, and the last four (in the teleport hatches, Hard Man, Top Man, Magnet Man and Needle Man) are from Mega Man 3. - Whereas most of the original Mega Man games challenges you with eight Robot Masters at a time, where you can choose who you want to fight, the Game Boy games challenge you with FOUR Robot Masters in the start (you can still choose who to fight), and later in the game you have to fight the four remaining Robot Masters. - The obvious - the NES games are in color, and the Game Boy games are black and white. The quality of the graphics and sound are almost identical with the NES games though, as both the NES and Game Boy are 8-bit systems. - The Game Boy screen is quite a lot smaller than the NES screen (which, in turn, is your TV screen). This makes it a bit harder to navigate Mega Man around, as he's bigger in the Game Boy games than he is in the NES games, in comparison to the screen size. ==================================== 3.A) GAME BIO American Title: Mega Man II Japanese Title: Rockman World 2 Cartridge Code: DMG-W2 Developer: Capcom Publisher: Nintendo Genre: Action / Platform Players: 1 Save: Password Release Date: 20. December 1991 ESRB Rating: E ==================================== 3.B) STORY ------------------------------------ Background story: Dr. Thomas Xavier Light created the humanoid robots ROCK and ROLL (I think you get it). But when his assistant, Dr. Albert Wily, later turned evil and tried to take over the world, Light rebuilt Rock to the super robot MEGA MAN to defeat Wily. ------------------------------------ This game's story, as it appears in the original game manual: TIME TRAP! "Light to Mega Man! Light to Mega Man! Come in Mega Man!!!! "Dr. Wily has broken into the Chronos Institute and stolen the experimental Time Skimmer. We tried tracking him on radar, but he simply vanished. My calculations show that he jumped approximately 37.426 years into the future. I have no idea what he plans to do, but your can be sure that he'll be back! "In the meantime, Rush has sniffed out a few of Wily's robots guarding a subterranean passage. Get over there and check it out. And remember, let's be careful down there! "Light out!" ==================================== 3.C) CONTROLS These are the buttons you use to control Mega Man in the actual game. The buttons UP, DOWN, LEFT and RIGHT are on the pad that looks like a plus sign. This pad is called the D-Pad, or Direction Pad. UP - Climb up a ladder. DOWN - Climb down a ladder. LEFT - Move left. Aim to the left direction while you're climbing a ladder. RIGHT - Move right. Aim to the right direction while you're climbing a ladder. A - Jump. The longer you hold the button, the higher Mega Man jumps. Fall down if you're climbing a ladder. B - Fire Mega Man's current weapon. DOWN + A - Slide in the direction Mega Man is facing. START - Bring up the sub menu, where you can choose what weapon to use. ==================================== 4) ITEMS The below listed items can be received in either of the following ways: - If you kill an enemy (not Robot Masters), it MAY leave a random item (not an Energy Tank, though). - All the items can be found scattered around in various levels. Note that if you pick up one item that's just lying in a level, it will NOT come back if you die. Energy Tank - A canister with an E on it. This Tank can be picked up and saved for later. When you use an Energy Tank, all of Mega Man's energy will be restored. To use an Energy Tank you've previously collected, press START to go to the sub screen, and then choose the EN option. You can carry a maximum of 4 Energy Tanks at a time. Small Energy Pellet - A small, flashing ball. This Pellet restores two units of Mega Man's energy. Big Energy Pellet - A big, flashing orb. This Pellet restores ten units of Mega Man's energy. Small Weapon Capsule - A small capsule. Will restore two units of the currently active weapon or Adapter. Big Weapon Capsule - A huge capsule with a flashing center. Will restore ten units of the currently active weapon or Adapter. 1-Up - Looks like a Mega Man head. You will get 1 new life - another try. If Mega Man loses all his energy, you will now be able to continue one more time. NOTE: The 1-Up is named Extra Life Capsule in the instruction manual for this game. However, I have chosen to use the name 1-Up, because it's more frequently used. ==================================== 5) ENEMIES The names used for the enemies here are the same as the ones used in the ending sequence of the game. I will use these names throughout the Guide, so remember to read this section if you don't want to be confused later on. ------------------------------------ Have "Su" Bee The Have Bees are annoying creatures (or rather, robots). They fly in on the screen, carrying a hive, and drops it. Then it flies out of the screen again. The hive it carried will break, and five Chibees (look below) will come out of it. ------------------------------------ Chibee The Chibees are small bees (chibi bee, get it?) that emerge from the hive carried by a Have Bee (look above). They'll frequently try to attack Mega Man, but one simple Plasma shot will kill them. ------------------------------------ Wanaaan The Wanaaans (yes, it's supposed to have three As) are clamps that are hiding under the ground. When Mega Man walks over their hideout, they'll launch up and try to damage him. They're often too late though, because if Mega Man runs over as fast as he can, they'll most likely miss him. ------------------------------------ Hammer Joe Joe returns in this game, but now he has one of those sledge hammers. He looks like a robot with two legs, two arms and one eye in the middle of his head. As I mentioned, he's also got a hammer. He'll swing it over his head, and then throw it at you. He's only vulnerable when his eye has changed color - which it does right before he throws the hammer at you. He's also vulnerable while he hasn't got any hammer. So fire away at him right before he throws the hammer, then dodge the hammer (by sliding, for instance), and then fire at him some more while he's in throwing stance. ------------------------------------ Kaettekita Monking The Monking is a monkey-looking robot. It's standing on the ground at first, but if Mega Man approaches it, it'll jump up and attach itself to the ceiling. There it'll stay until Mega Man approaches it even more - then it'll jump down and start jumping back and forth on the ground like crazy, trying to damage Mega Man. ------------------------------------ Metall The Metalls - usually known as just 'Mets' - are the little guys that normally hide inside their helmets. When you approach them, they'll shoot out three Plasma Shots, and then hide under the helmet again. Other Mets will open their helmets, shoot three shots and then walk a little, before they hide in the helmets again. The Mets can even be found driving bulldozers in this game! Can only be damaged when the helmet is opened. But then again, they only take one hit to die. ------------------------------------ Komasaburo The Komasaburo (also known as Top Fiend) is a humanoid robot that can create some items that looks like spinning tops. He stores them in his stomach, and sends them out at Mega Man to kill him. ------------------------------------ Mecha Kero This is a frog-like robot that just jumps around. Easy to kill, easy to avoid. ------------------------------------ Mag Fly The Mag Flies are interesting enemies. Found in Magnet Man's level, they look like hovering magnets (pointing downwards) with eyes. If Mega Man's standing directly below it, he'll be lifted up in the air (magnetically, Mega Man IS a robot, after all), and carried away by the Mag Fly. It's easy to escape it, though, just 'run' away from it in mid-air. When you're not below it anymore, it'll drop you. Just remember not to jump if you're hovering underneath it - that'll mostly make you crash into it. ------------------------------------ Springer The Springer is a small robot. It's shorter than Mega Man's hip, and it moves back and forth on the ground. If Mega Man's standing on the same platform as a Springer, the Springer starts moving very fast. If Mega Man gets too close, its top will go off and start bouncing back and forth. Weird. ------------------------------------ Giant (G.) Springer The Giant Springers, or G. Springers as they're called in this game (Giant Springer was just too long, I suppose), are huge versions of Springers (see above). They move around at a slow pace, and once in a while they fire small missiles that move after Mega Man. They can't be shot (they repel your shots) so just dodge it. If you get too close to the G. Springer, its top will go off and start bouncing back and forth. ------------------------------------ Peterchy These enemies are pretty dumb, but can be annoying. They look like eyes with legs, and they just walk around. If they collide with a wall they'll turn around, and they'll just keep on going even if they fall into a pit. ------------------------------------ Shotman The Shotman is really that - a robot that, well, shoots. He looks like a small ball with eyes, two legs and a cannon arm. His cannon arm can fire Plasma shots two ways: almost horizontally (and these shots actually go quite far), and upwards (they'll fall down almost immediately, landing close to Shotman). ------------------------------------ New Shotman The New Shotman is like the normal Shotman (see above), but a tad better. He looks kinda like a Metall (see above), with two feet, two eyes and a weird helmet. This helmet can fire Plasma shots two ways: Horizontally, and upwards (they'll fall down almost immediately, landing close to the New Shotman). Either way, he can only fire three shots at a time both directions (left and right), making it possible for him to have six of his shots on screen at a time. ------------------------------------ Yambo Yambo is a dragonfly robot. It usually just hovers in the air, flapping its wings, but when Mega Man approaches it, it speeds over him and turns 90 degrees twice to try and hit him. ------------------------------------ Hari Harry Found in Needle Man's level, Hari Harry is a porcupine, hedgehog, whatever you wanna call it. He is covered in sharp needles, and he uses those to his advantage. He can fire them at Mega Man as projectiles, and another attack technique he uses is to curl himself into a ball and roll towards Mega Man. He cannot be harmed while he's curled into a ball. ------------------------------------ Houdai The Houdai is a kind of a cannon that looks like a half circle. It's normally shielded, so Mega Man can't harm it, but every now or then it opens its shield to fire two big balls at Mega Man. They mostly hit their target, so they can be pretty annoying. ------------------------------------ Telly Mainly found in Clash Man's level, the Tellies are small, cylindrical enemies with eyes. They'll emerge from pipes, or sometimes just from the edge of the screen, and fly towards Mega Man at slow speed. Can be killed with one shot. ------------------------------------ Pipi The Pipis are birds that come flying in, drop an egg and fly out again. The egg cracks open, and five (or so) small Pipis will come out of it and fly straight at you. Annoying little things. ------------------------------------ Fly Boy The Fly Boy is a weird enemy that can kinda fly, to some extent. He can pull a wire attached to him to make himself hover a little bit up in the air. ------------------------------------ Pierobot The Pierobot is a monkey-looking robot that looks like he's juggling. He's always seen balancing on top of a huge metal wheel that can speed towards you. If Mega Man destroys just the Pierobot, the metal wheel will continue to drive around, but if he destroys the wheel, the Pierobot will die as well. ------------------------------------ Mole The Moles are drills that drill through the floor, come out in the open and then disappear through the ceiling. Or vice versa. They only appear a couple of times in the game, but when they appear, they come out in an endless flow. These areas are good places to get back some Energy. ------------------------------------ Robbit The Robbits are robot rabbits (clever, huh?) found in Wood Man's level. They jump around, and eventually throw a carrot at you. They take many Plasma Shots to kill, so they can be pretty annoying. ------------------------------------ Cook The Cook is an ostrich-looking robotic bird that runs constantly, unless when it takes a long leap. Try to kill it with a Master Weapon before it crashes into you (as the Plasma Cannon damages it only slightly), or slide under it when it jumps. ------------------------------------ Batton The Battons (usually named Bubble Bats or Bomb Bats) are bat-like robots that are usually hanging upside-down in the ceiling. When they are clinging to the ceiling like that, Mega Man can't harm them, but when Mega Man approaches one, it'll flap out its wings and fly towards him. ------------------------------------ Puti Goblin The Puti Goblins are small Goblins (or Gremlins, perhaps) that emerge from the ears of what I like to call Giant Goblins (gigantic goblins found in Air Man's level). They'll fly, although pretty slow, towards Mega Man. ------------------------------------ Scworm The Scworms are boomerang-shaped worms that jump out of a small thing on the ground (which I like to refer to as a Scworm Maker (however, I guess Scworm Nest would be more accurate)). The Scworm Maker is too low for Mega Man to shoot, unless he uses another weapon or stands on a lower floor. ------------------------------------ Matasaburo Matasaburo, or Fan Fiend, is one of Air Man's minions. He looks quite like a human with a giant fan in his stomach. That fan will blow Mega Man backwards, which can be quite problematic. Kill him off to stop that. ------------------------------------ Kaminari Goro (Name note: As Kaminari Goro is the Japanese name, and pretty weird, I will use the English name for this enemy throughout this entire Guide: Lightning Lord.) The Lightning Lords are enemies that sit on top of small clouds and fly around in circles. Every now and then they will throw a small lightning at you. After you kill a Lightning Lord, you can stand on his cloud and use it as a vehicle. ------------------------------------ Bunby Heri The Bunby Heris are small heads that fly in the air. They only take one Plasma Shot to die. Also known as Bladers. ==================================== 6) GAME LAYOUT Stage Select (4 bosses; Clash Man, Metal Man, Wood Man and Air Man, each with one respective level) || \ / \/ Wily's Skull Castle - Teleport Hatches (4 bosses; Hard Man, Top Man, Magnet Man and Needle Man, each with one respective level, + 1 boss; Quint, which is an instant battle without a level.) || \ / \/ Space Node (level) || \ / \/ Wily (boss with three forms) ==================================== 7) ROBOT MASTERS ==================================== 7.A) RECOMMENDED ORDER This is the order I like to defeat the Robot Masters, and with what weapon: Clash Man - Use Plasma Cannon Metal Man - Use Clash Bomb Wood Man - Use Metal Blade Air Man - Use Leaf Shield Needle Man - Use Air Shooter Magnet Man - Use Needle Cannon Hard Man - Use Magnet Missile Top Man - Use Hard Knuckle Quint - Use Plasma Cannon ==================================== 7.B) LEVEL STRATEGIES In the Recommended Order. Some places in the levels there are 'checkpoints' - if you get to that special point in the level, you will reappear there if you die. I've denoted these checkpoints with "** CHECKPOINT **" in the walkthrough below. (Note: There is ALWAYS a checkpoint right outside the door to the Robot Master of each level, but I won't denote those. They're there, though.) (For strategies on fighting the Robot Masters, check out section 7.C, Boss Strategies.) ------------------------------------ CLASH MAN Clash Man's stage actually isn't very hard at all. When you start, shoot the Telly that appears and climb up the ladder. Shoot the two Tellies there, and hurry up the next ladder before more Tellies emerge from the tubes. Then you meet an un-named enemy. Shoot its head (the part with the eyes), and try to avoid getting hit by the blocks that fall down. Then shoot his head again, and continue onwards and up the ladder. Immediately jump on top of the moving railway-platform, then jump one more time and grab the ladder. You can continue without having to mess with the Telly. Another room with a moving platform. Before jumping onto it, shoot the Telly that appears at your left while you're still clinging the ladder. Then get up and on the platform. A new Telly will appear when you're about halfway in the track, but just jump over it when the platform and it are crossing their paths. Get on the ladder. Shoot the Telly that's on your right while you're waiting for the next platform to arrive, and then, right before you board the platform, shoot the new Telly that appears. Just stand on the platform, and when the third Telly hovers up to your right, shoot it. Then just climb the ladder. Ah, out in the open. Aren't the mountains nice? ** CHECKPOINT ** Another one of those un-named enemies. Kill it the same way you killed that other one. Fall down the pit that appears. Stick to the left to grab a Big Energy Pellet. Climb down the ladder, and make sure you don't hit the spikes when you let go. If you've got Rush Jet, you can use it to fly up and get the Energy Tank (you could use the Rush Coil too, but you get that one when you beat Clash Man, so...), but if not, just ignore it. You probably won't need it on Clash Man anyway. Fall down on the right side of the screen, and avoid the spikes. Then you can kill the Shotman from behind! Then fall down (or use the ladder if you really want to). Now jump over the pit you see there. It can be tricky, as it's a long jump, so use Rush Jet if you've got it. Then shoot the Telly through the wall, and Slide to get through. Now you have to jump another pit. To avoid hitting a Telly and get smashed down into the pit, it might be wise to jump up and hit a Telly yourself, then you can jump over the pit while you're flashing. Smart. You can do it on the small pit too. Climb the ladder. Just continue climbing, and ignore the Energy Pellet. A Pipi will appear, so you'll probably lose more energy than you gain. Ignore the second one too, and quickly scale the next ladder before the Pipi arrives. Climb either of the two ladders (doesn't matter which one) before the Pipi comes, and then climb the right-most ladder to get an Energy Tank. Then climb back down, and climb the ladder in the middle (if you're short on energy) to get a Big Energy Pellet. Theeeen, climb back down and then up the left ladder to advance through the level. Don't get hit by the Shotman, and kill it. And BAM! You're ready to fight Clash Man. ------------------------------------ METAL MAN Follow the conveyor to the right and jump over the Springer. Make your best to avoid hitting the spikes on your way down. Fall down on either side of the platform, and avoid the spikes again. If you really need energy, fetch the Big Energy Pellet on your left, but I wouldn't risk that so early in the level. Fall down, and kill the Pierobot while it's still hovering in the air. Walk to the right, against the conveyor belts, and jump over the Springers. If you need weapon refill, take the lower path and pick up the Weapon Capsule. To advance in the level, take the upper conveyor and jump the Springer. Walk under the metal spike thingy while it's going upwards, and you'll stay clear. Repeat it on the following metal spike thingies, but now it might be wise to slide under them for a better clearation. Now you'll enter a passage where a lot of Moles will burrow through the roof and ceiling. Shoot a lot of them if you need some energy, it's a fine way to gather some. In the middle of the passage, watch out for the metal spike thingie hidden in the ceiling. Then jump over the spikes, and walk against the conveyor belts while you fire at the Pierobots that appear. Then climb the ladder, and kill the Mets in the next two rooms. ** CHECKPOINT ** Use the Rush Coil to get the 1-Up resting on a shelf above you. Kill the Pierobots, and then you can enter Metal Man's lair. Congrats. ------------------------------------ WOOD MAN Just run to the right, ignoring the Battons in the trees. Kill the Robbits, and continue on. Ignore all the Battons, you probably won't need to bother them. Climb down the ladder, and run past the Battons there. Now you'll face a Tiger or something, that'll send waves of fire against you. This lad can actually be quite hard to defeat, but time correctly and you'll probably beat him. Stand on the small platform to the left, and jump against the right when he fires the fire, so you jump over it. Shoot him on the way down, then jump over to the small platform again and repeat the process. Kill the Robbit in the next room and grab the Weapon Capsule if you need it. ** CHECKPOINT ** If you've got the Rush Marine, enter it and you can pass the underwater area you face next easily - if you don't, just avoid the metal needles, Mets and Houdais as best as you can. Grab the Big Energy Pellet and kill the Battons, then kill the Mets and kill the next Big Energy Pellet. Now you're back outside. Don't get hit by the Cooks that run against you, either slide under them when they jump, or kill them with a powerful weapon (like the Clash Bomb or Metal Blade, both will kill them in one hit). Then kill the Robbit, and you're ready to battle against Wood Man. ------------------------------------ AIR MAN Okay, just run to the right. Shoot the Pipi that appears, and jump on top of the Great Goblin (that's what I call that giant flying head there), but don't hit the mole-like spikes that come up on the sides of the Goblin. Shoot the new Pipi and any additional Puti Goblins that might come out of the ears of the Great Goblin, and jump a little to the right. A new Great Goblin will appear out of thin air. Continue jumping towards the right until you reach a platform. Fire a shot into the clouds on your right, a Pipi will be hiding there. If you miss, try and shoot the egg after it's released. There's another Pipi at the end of the screen. Drop down the hole on the right, and then drop down a hole on the left that's hidden by covering clouds. Kill the Scworm Maker with another weapon than the Plasma Cannon (like the Metal Blade) and continue on. ** CHECKPOINT ** Kill the Pipis that come flying, and use the Great Goblins as platforms to reach the other side of the pit. Kill the Matasaburo (Fan Fiend) so you won't be blown back by its wind. Jump on some more Goblins and kill another Fan Fiend. Then kill the Lightning Lord, and use his cloud as a platform. Kill the other Lightning Lords and jump from cloud to cloud until you reach ground again. Drop down the hole, and then down a new hole on the left (covered by the clouds). Then walk against the right, and you'll eventually fall down another hidden hole. Kill the Scworms and Scworm Maker and continue on to the right. Enter the door, and you can fight the infernal Air Man! *bam bam bam* And what the heck is that Great Goblin doing over the door, anyway? ------------------------------------ WILY'S SKULL CASTLE - WILY LEVEL 1 Here's the layout for the Teleport Hatches found in the beginning of Wily's Castle. Each of them brings you to the level of the respective Robot Master (except Quint, which is an instant battle): _______ _______ | | | | | Hard | | Top | | Man | | Man | | | | | ------- ------- | | | | | Magnet| Quint | Needle| | Man | | | Man | | | V | | ¯¯¯¯¯¯¯ ¯| |¯¯¯¯ ¯¯¯¯¯¯¯ Quint doesn't appear until you've defeated all the other four Robot Masters. When you have defeated them all, drop down the hole in the floor that appears, and you will fight Quint. ------------------------------------ NEEDLE MAN First, kill off all the Hari Harrys you see, until you reach the ladder. Climb it, then kill the Harry there while you're still holding tight to the ladder. If you need weapon refilling, slide under the gap there and climb down the ladder to get the Big Weapon Capsule there (after killing the Met and avoiding the reappeared Hari Harrys). Up the next ladder. ** CHECKPOINT ** Kill the Hari Harry to your right, and then the Houdai up there. If you're short on energy, go in the passage to the left after the first Houdai and grab the Big Energy Pellet. Shoot the next two Houdais as well, and use Rush Coil (or Rush Jet) to get up and past the wall. Right, now you should have reached a fork in the 'road'. If you're still in need of energy, slide in the upper path to get past two metal needles and receive two Small Energy Pellets - but is it worth it? Any way or another, advance to the right by sliding into the lowest passage (either after fetching the Energy Pellets or not). Kill the Met and Houdai there, and kill the other two Houdais as you walk right. Then kill the Met and Yambos. Now, if you want an Energy Tank (which I'm pretty sure you do), slide in the left passage after the Yambos, kill the Met and grab the Energy Tank. Now, climb down the rightmost ladder. If you fancy a 1-Up, jump to the left off the ladder in the next screen and go past the needle to fall down and get the life (you can still get the 1-Up if you chose the other path and just climbed down the ladder, by jumping up the narrow passageway using Rush Coil). Go past the needle(s) and climb down the ladder. Now get past five other needles, plus some more needles you have to slide past (which can be pretty tricky). Now destroy the Hammer Joe there (and use Rush Coil or Jet to get the Weapon Capsule if you need it). Then, simply get past the Bigeye (slide or whatnot), and you're all set to fight Needle Man. That bohunk. ------------------------------------ MAGNET MAN Start off against the right. Don't get carried away by the Mag Flies. You can kill them if you want to. Keep on until you reach a pit. Don't jump over it just yet, because a Mag Fly will come flying in from the right and might make you fall into the pit. So wait until the Mag Fly has passed by, then jump. Repeat this on the next pits, and climb down the ladder on the end. There's a New Shotman there, waiting for you, so don't get hit by its shots. Jump down, then slide in the passageway to the right (in to the New Shotman) if you think an Energy Tank would be nice to have. Kill the New Shotman, grab the canister, and go back and fall down. ** CHECKPOINT ** Kill the three Giant Springers that appear, and dodge their shots. Climb down the ladder. In the next screen, remain on the ladder until the Peterchies below have passed and are both heading left. Kill them, then wait until the Peterchies below there again are both going towards the right. Fall down and kill them, and then continue on and down the ladder you see. Stay on the ladder until the stupid Peterchies have walked straight out in the pit, then jump down. Don't get dragged into the pit yourself by the magnet on the other side, but jump up to the next platform. Kill the two new Peterchies, and jump to the next platform without getting sucked into the second pit. Walk down the stairs (heh) and then down the ladder. Watch out so you don't hit the New Shotman's shots when you release yourself from the ladder. Kill it (it could be nice to use the Air Shooter for that, if you've got any left), then jump up the Disappearing Block there. Climb down the ladder. ** CHECKPOINT ** Now you'll have to jump from Disappearing Block to Disappearing Block (:P) to come over the wall. That can be pretty hard - unless you use Rush Jet! Just teleport him in and fly over the wall. Then you have to struggle over a pit with Disappearing Blocks and a magnet on the other side - just use Rush Jet again. The easiest way is the easiest way. Then you have to get over ANOTHER wall... Use Rush Jet if you want to, but you don't have to waste his energy, unless you can't manage to get over by yourself. This time you can use Rush Coil too, though, if you've got any energy left on it. Then it's time to use some more Rush Jet to get past a very very very long pit with Disappearing Blocks - don't risk doing it the old-fashioned way, I say. Right, up the ladder. Kill the Met. Continue up the ladder, kill the New Shotman, and don't hit the spikes underneath. If you need some energy and weapon energy, drop down the ladder on the lower right, kill the Met again and slide through the small gap to collect an Energy Tank, one Big Energy Pellet and one Big Weapon Capsule. You'll have slide to the right and go up the ladder to kill the New Shotman again, but it's worth it, isn't it? Kill the Giant Springer after that, and then fight Magnet Man! the ladder ------------------------------------ HARD MAN This level is pretty annoying, mainly because of the Have "Su" Bees that are all over it, and they're even more annoying than the Pipis - if possible. Right - so you start off. Walk right for some time, until a Have "Su" Bee (hereafter named Have Bee) comes flying from your left. Stop walking, and watch as the Bee releases its hive-thing and flies away. Kill the Chibees that emerge from the hive-thing, and slide in to the right passage. A new Have Bee will appear, kill the new Chibees. If you need an Energy Tank, jump up to the left there and slide in to get it - but beware. If you're unlucky, BOTH of the previously seen Have Bees will come... And TEN Chibees attacking you at once is not a pretty sight. OK, let's move on. Walk to the right until you see that the ground becomes weird. Run fast over it - three Wanaaans are hiding under there, and they'll launch up at you. If you're fast, they'll miss you. A new Have Bee will appear. Take care of its Chibee children. Aaand, another one might appear as well. Now slide into the passage there (two Wanaaans will snap at you, but you're safe). Climb up the short ladder. If you need some energy, there's a Big Energy Pellet to your left, on the other side of the three Wanaaans. Continue up the second ladder. Kill the Hammer Joe there (a nice way to do that without getting damaged, is to just stay on the ladder and position yourself so your shots hit the Joe, but Joe's Hammer doesn't hit you). Slide in the slight gap behind the now-dead Hammer Joe to get a 1-Up - but if you do, the Hammer Joe will come back and you'll have to kill him a second time. Continue up the rest of the ladder and to the left. Pick up the Small Energy Pellet resting there, and kill the Hammer Joe in front of you. Climb the ladder. ** CHECKPOINT ** There's a Kaettekita Monking (hereafter called simply Monking) waiting for you there. Approach him, and he'll jump up in the ceiling. Then fire at him with a weapon that can hit him there (Metal Blade being a good choice, although you'll have to hit him quite a few times). Then kill off a second Monking, and slide to reach ANOTHER Monking. Take care of him as well (on this one, you can actually just as well use your Plasma Cannon). If you need weapon energy there's a Big Weapon Capsule on the 'shelf' there to your left, use Rush to get up there. But if you do, the Monking will come back. What's worse? Climb up the ladder and kill the Hammer Joe while you're still on it. Grab the Big Energy Pellet (although you should leave it if you don't need it, so you can take it later if you die) and continue going up. A Monking will immediately cling to the ceiling. Finish him off and go on. ** CHECKPOINT ** A Met on a bulldozer will move towards you - fire three Plasma shots at the Met's head to continue. You'll come out in the open. Run over the four Wanaaans, and a Have Bee will appear. Kill its Chibees, and you're done. ------------------------------------ TOP MAN Fire a quick shot at the two Mecha Kero frogs that will leap at you in the beginning of the stage. Climb down the ladder, and face a Metdozer. Three Plasma shots in the Met's head will finish him off. Continue on, and you'll land in some water. If you have some Rush Marine energy left (the only place you've previously used Rush Marine is in Wood Man's level if I'm not mistaken, so I think you have some energy left :), use it to get across the water. But, on the other hand, if you don't have Rush Marine, just jump from platform to platform, they form a shape like a stair, so it's not very difficult. Kill the New Shotman that fires at you, then fall down to the right and stick to the left to land on the small platform. From there, jump left so you can pick up the Big Energy Pellet, if you need it, that is. Fall down and kill the Met. Take the Big Weapon Capsule if you need it. Fall further down. Now you have to fight a giant cat. It will throw a big ball at you, which will bounce back and forth. You can destroy the ball by shooting at it a couple of times, but if you do, some robot fleas (Dr. Wily has quite an imagination, hasn't he?) will start jumping around. As it's easier to dodge the bouncing ball than the fleas, I'd suggest you leave the ball alone and try to jump over it when you have to. Either way, just fire away on the cat some times, and it'll be dead in no time. Advance by sliding through the gap down there. ** CHECKPOINT ** Jump over the pit and kill the Metdozer there. If you need energy, slide UNDER the platform the Metdozer previously was on, but watch it so you don't slide right into the pit. Just slide under the platform with the next Metdozer too, then use Rush Coil (or Rush Jet) to get the 1-Up resting above you. Climb down. A Komasaburo (Top Fiend) will be on the top of the stairs there, sending spinning Tops down. Don't jump down from the ladder just yet, position yourself so you're on line with the Top Fiend horizontally, and kill it from there. Then wait until all the spinning things have disappeared before you jump down. Then you'll have to fight a new cat. Just use the same strategy as above, and you'll be fine. That is, if you really want to fight it - you can escape by sliding through that narrow gap you see there. Watch it so you don't hit the Komasaburo on your way down. If you want and need an Energy Tank, kill the Komasaburo and grab it before you climb down the ladder to your left. ** CHECKPOINT ** Kill the Mecha Kero and pick up the Big Weapon Capsule if you need it. On the top of the stairs on the right, there is another Komasaburo sending spinning tops (well, what else can you call them?) down at you. Kill him off (might be smart to use a Master Weapon so he dies quicker). Slide to the right and face yet another Komasaburo. If you want to, you can kill this one with Metal Blades (as you're standing directly beneath him) by holding UP while you press B when Metal Blade is equipped. Now you'll have to jump over a pit. Luckily, some spinning platforms will come past, so just jump on them and just them as stepping-stones. Just don't stand on one as it reaches the top (or bottom) of the screen! If you feel it's a bit too hard, just hop onto Rush Jet. Then destroy the last Komasaburo, and you're fit to fight Top Man. ------------------------------------ WILY'S SPACE NODE - WILY LEVEL 2 Right, so you've defeated all eight Robot Masters plus Quint (he was quite a threat, wasn't he?). Wily has escaped to his Space Node (he had one in this game too, apparently). However, from the look of this level, it seems as you're not physically in his Space Node - perhaps you were sent to an alternate dimension, or was caught in the aftermath of the time machine Wily had stolen (you see there are clocks everywhere :)... Enough talk. Let's get on with the level. Okay, first off, kill the Hammer Joe and jump down the hole on the right. Stick to the right of the screen, and you'll land safely on a small platform. Don't fall on the spikes! When the MIDDLE Disappearing Block has just APPEARED, jump on it and then jump over to the other safe side. Just time, and it'll go fine. If you still need an Energy Tank (I always have four at this point, but I don't know about you), stick to the right as you're falling and you'll land nicely on a platform. From there, kill the New Shotman and use Rush Coil or Rush Jet to reach the Energy Tank above. One screen down, kill the Met and grab the Big Weapon Capsule down there if you need it (if you have little energy on your Rush Marine, refill that one, you'll need it later). Go down the ladder, but wait until the Met below has fallen down before you let go. Go further down (don't get hit by the Hammer Joe) three screens (or the Met!) and then climb up the ladder. Hurry, a Pipi will appear! Kill the Met and continue up. Kill the Hammer Joe and continue up. Kill the Met and ... you get my drift :) Actually, now, continue downwards instead. Don't get hit by the hammer of the Hammer Joe or the Met's shots on the way down. When you've landed, don't hang around to wait for the Pipi. Climb down the ladder. ** CHECKPOINT ** Jump up the Disappearing Blocks. Awright, here you have to get some assistance from your pal Rush again. Get out the Rush Marine and travel through the water. You can get the power ups above you (you see the Big Weapon Capsule and Big Energy Pellet) by getting out of the submarine (stand on the safe ground there at one point) and jump up using the Rush Coil. Collect the goods, then get back in the water and over to the right. Climb up the ladder. A Kaettekita Monking will jump up in the ceiling when you get up - don't get too near it, or it'll jump down and go all crazy. So kill it with a long range weapon that can hit it in the ceiling - like Metal Blade or Magnet Missile. Then kill the Giant Springer and continue going up. Jump on a Disappearing Block to reach the new ladder (or go to the left to get a Weapon Capsule). Then you'll have to get through some spike chain things while you jump over some spikes. Relax - it's not that hard. Then climb. Kill the Lightning Lord and steal his cloud. Use it to reach the ladder. Kill the other Lightning Lord on the above screen, and use his cloud to get to the next ladder. Aaaaand, repeat this once again (only know you might hit some spikes if you fall down). Plus that a Pipi will fly by once in a while. After you've climbed another ladder, kill the Scworm Maker with a Master Weapon. And then - guess what - you've arrived at the Doctor's Door! Wily is waiting for you... *bam bam bam* ==================================== 7.C) BOSS STRATEGIES Here follows strategies on how to beat every Robot Master (plus Quint and Wily) in the game. They are listed in the Recommended Order. (For strategies on playing through the levels, check out section 7.B, Level Strategies.) ------------------------------------ INITIAL FOUR ------------------------------------ CLASH MAN Weakness: Air Shooter Obtain: Clash Bomb and Rush Coil Some people think Clash Man is hard, but I think he's a piece of cake, and one of the easiest Robot Masters in the game. He runs around and tosses Clash Bombs at you. He'll jump when you fire at him. When the battle starts, walk towards him. When you're approaching the middle of the room, jump and shoot Clash Man, who also jumps. Then run or slide under him, without getting hit by the Clash Bomb he throws down. Repeat this process over and over again. Using this pattern, Clash Man is INCREDIBLY easy, and with luck, you won't get hit a single time. ------------------------------------ METAL MAN Weakness: Clash Bomb Obtain: Metal Blade and Rush Marine Metal Man is quite interesting. He won't move until you fire at him, but when you do, he'll start jumping and tossing Metal Blades at you. He'll jump and throw one Blade diagonally down at you when he's on top of the arc, and then he'll throw another one at you when he lands. And you'll have to fight him while you're struggling against a conveyor belt. Still, he's not that hard. If you walk close to him, he'll turn around the conveyor belt and jump to the other side of the room. Everything is identical to when it was the other way around, just mirrored. To defeat him, go to the middle of the room, jump, and throw a Clash Bomb at Metal Man. If you time it correctly, it will hit him. Then walk to the far left of the room and jump against the left, over the Metal Blades. You'll end him in four shots. If you don't have Clash Bombs, however, you might be in for a long fight. Just follow the strategy over, and it won't be very hard, though. ------------------------------------ WOOD MAN Weakness: Metal Blade Obtain: Leaf Shield Enter the log! This guy is one of the easiest to beat in the game. If you want to finish him INCREDIBLY fast, equip the Metal Blade, which will kill him in four shots. But you can just as well use the Plasma Cannon. Wood Man will equip the Leaf Shield (which is a shield of leaves :) at the start of the battle, and then send some leaves flying down. Even though the Leaf Shield is supposed to protect him, you can actually shoot through it if you're using the Plasma Cannon. Right, after he's sent out the leaves, he'll release the Leaf Shield and send it towards you. Jump over it, and avoid the leaves that are falling down at you. Then he'll jump a little bit forward and continue the process. Just fire at him whenever you've got the chance, and this guy is a piece of pie. ------------------------------------ AIR MAN Weakness: Leaf Shield Obtain: Air Shooter and Rush Jet Now, this can be a very hard battle. Air Man will summon several whirlwinds, and send them hurling towards you at different heights. Jump the low ones and slide under the high ones - it can be very hard, especially because Air Man's fan will blow you backwards all the time. After three sets of tornadoes, he'll jump over to the opposite site of the room. To defeat him, shoot at him all the time. Note, however, that your weapons will crash in the whirlwinds, so he's using them as a shield. But, do not despair - at least not if you've got the Leaf Shield! Equip it, and send it hurling against Air Man by pressing a direction on the D-pad (LEFT or RIGHT). The leaves that hit the whirlwinds won't hit him, but the rest will, and after about three hits, Air Man is mince meat. ------------------------------------ WILY'S SKULL CASTLE ------------------------------------ Here's the layout for the Teleport Hatches found in the beginning of Wily's Castle. Each of them brings you to the level of the respective Robot Master (except Quint, which is an instant battle): _______ _______ | | | | | Hard | | Top | | Man | | Man | | | | | ------- ------- | | | | | Magnet| Quint | Needle| | Man | | | Man | | | V | | ¯¯¯¯¯¯¯ ¯| |¯¯¯¯ ¯¯¯¯¯¯¯ Quint doesn't appear until you've defeated all the other four Robot Masters. When you have defeated them all, drop down the hole in the floor that appears, and you will fight Quint. ------------------------------------ NEEDLE MAN Weakness: Air Shooter Obtain: Needle Cannon Needle Man actually attacks randomly - either he starts off the combat by jumping up to the ceiling and shoot four needles down at you, or he approaches you and tries to hit you with his needle-head. These are his attack patterns, anyway, but there's no way to predict when he'll do what. To defeat him quickly, equip the Air Shooter and just fire loose at him. That's all there really is to it. ------------------------------------ MAGNET MAN Weakness: Needle Cannon Obtain: Magnet Missile Right, Magnet Man is one tough meanie. He has two attack patterns: Jump up to the ceiling and fire three Magnet Missiles that will target Mega Man and try to hit him, and the second is to use his Magnet skills to draw Mega Man towards him. between every attack he'll jump to the other side of the room. Don't get hit then. When he's using his electro-magnetic powers to attract Mega Man, your shots won't affect him. It's also pretty hard to hit him while he's up in the air. Almost the only time you can hit him is when he's jumping over to the other side of the room. Shortly, if you don't have the Needle Cannon, you're in for a long battle. Either if you have it or not, fire away on him (with either the Needle Cannon or Plasma Cannon) whenever you get the chance, and dodge him the rest of the time. Don't get ashamed if you have to use an Energy Tank on this. ------------------------------------ HARD MAN Weakness: Magnet Missile Obtain: Hard Knuckle Hard Man isn't as hard as his name implies (OK, that wasn't funny), but he can be tricky - at least without the Magnet Missile. He will fire two Hard Knuckles (fists) at you. They will try to hit you, before they turn and try to hit you a second time - each. Then Hard Man himself will jump high into the air and smash down in the ground. Mega Man will stop in his tracks for a brief moment (even if he's jumping), so don't get hit by Hard Man as he plummets down into the ground, because then you'll be trapped there and lose energy twice. Okay, so to defeat him, just shoot as much as you can on him as he's firing his fists, but be aware that the fists will repel any shots and work as a temporary shield for Hard Man. Use Magnet Missiles to defeat him quickly, but if you don't have them, be ready for a tough match. ------------------------------------ TOP MAN Weakness: Hard Knuckle Obtain: Top Spin Top Man isn't very hard, and with luck you'll defeat him in your first try. First he'll send three spinning top thingies up in the air. They'll hover there for a second before they launch at you. They're pretty easy to avoid, but don't get sad if you're hit once. Then Top Man will start spinning (you can't damage him while he's spinning), and after a moment he'll race towards you. Just jump over him, and he'll repeat this attack scheme. If you want to take him out quickly and easily, use Hard Knuckle. But even with the Plasma Cannon, this fight won't be a problem at all. Just fire away at him when you get the chance, and that's usually right before and after he's fired those spinning things. ------------------------------------ QUINT Weakness: Hard Knuckle Obtain: Sakugarne This is, by no doubt, the easiest battle you will fight in the game. Use Hard Knuckle to get rid of Quint even faster, but even with just the Plasma Cannon, this fight is a breeze. Quint will pound the ground with Sakugarne, his pogo stick. Don't get hit by him or the ground that pops up when he drills. Shoot at Quint's head, and he'll be damaged. Walk or slide under him when he jumps at you, and just continue the process. ------------------------------------ SPACE NODE ------------------------------------ WILY FORM 1 Weakness: Sakugarne Obtain: None There he is, the maniac professor in person. He's sitting there, in his machine (notice how small Wily is in comparison to Mega Man). When the battle starts, Wily will jump at you. Slide under him, and walk to the opposite side of the room. Dodge the ball he releases by either sliding or walking under it, fire a few shots at Wily's head (not the machine), then jump over the projectile he sends along the floor. He'll then leap at you again, so slide under him. Repeat the process. When a little more than half his energy is gone, you have defeated this first form. ------------------------------------ WILY FORM 2 Weakness: Sakugarne Obtain: None Wily attaches himself on top of his second machine. He'll shoot big fireballs at you, in two directions. Dodge them as best as you can. Then he'll move closer, into the middle of the room, and release one of those bounce balls again. This time the bounces will be narrower, so just try to avoid it. When it hits the ground for the final time, it'll break into two pieces. Keep away from them. Whenever you get the chance, fire at Wily's head. Take away a little more than half his energy again, and you're fit to fight the last Wily machine. ------------------------------------ WILY FORM 3 Weakness: Sakugarne Obtain: None Wily flies away, and arrive again attached to something that looks like a giant mechanical dinosaur or something. His arm cannon will launch a missile at you. It's somewhat homing, but poorly, so just try to jump over it or something. Then he'll fire four small robots high in the air. They'll fall down at you quickly, so try and avoid them. This is really all there is to it. Jump and fire at Wily, yet again, although when you hit him, it's the skull on the machine that flashes. Odd. This time you have to blast away all his energy. It's still a piece of cake. ==================================== 8) WEAPONS AND ADAPTERS Mega Man is able to acquire the weapon of a Robot Master he defeats (these weapons are known as 'Master Weapons' or simply 'weapons'). Through the sub menu, you can choose what weapon Mega Man will use (press the START button to access the sub menu). However, all Master Weapons consumes energy from their own little energy bar on the bottom of the screen. When the energy meter is empty, the weapon can no longer be used. However, the weapon energy can be refilled if you pick up a Weapon Capsule while the respective weapon is active (see section 4, ITEMS). In this game, Mega Man will also receive three adapters in the form of his dog, Rush. Adapters are used in the exact same way as weapons, but they do something else than dealing damage. To read more about the Robot Masters you obtain these weapons from, see the ROBOT MASTERS section. The letter(s) in the parentheses (the ()'s) are the letters the weapons are shown as in the Sub Menu. Throughout this Guide, I will however use the full name for every weapon. All weapons will, when they hit an enemy, just continue through the enemy. This makes it possible to hit multiple enemies with one shot. The only exception is the Plasma Cannon, whose shots disappear on impact with an enemy. All weapons will however go through walls, even the Plasma Cannon. ------------------------------------ Plasma Cannon (P) This is Mega Man's standard weapon, the Plasma Arm Cannon. You have this from the beginning. Mega Man will fire a tiny Plasma shot in the direction he's facing. It can be fired an unlimited amount of times, but only three shots can be in the screen at the same time. This isn't a very big problem, though, as the Game Boy screen is so tiny that the shots will disappear out of the screen pretty fast. ------------------------------------ Clash Bomb (CL) Obtained from Clash Man. Mega Man throws out a small bomb. If it hits the floor or a wall, the bomb will attach to the surface, and detonate after approximately three seconds. If it hits an enemy, it will explode immediately. Only one shot can be in the screen at a time. ------------------------------------ Metal Blade (ME) Obtained from Metal Man. This is perhaps the most useful weapon in the game, because it can be shot in any of eight directions. To fire it in a direction, hold one of the buttons on the D-pad (UP, DOWN, LEFT or RIGHT) and press B, and Mega Man will chuck it that way. You can make it go diagonally as well, by holding down combinations (like holding both UP and RIGHT while pressing B, or DOWN and LEFT). One shot uses almost no energy at all. Three shots can be in the screen at the same time. ------------------------------------ Leaf Shield (WD) Obtained from Wood Man. Mega Man will create a shield of leaves around his body, protecting him from most enemies (but not all). When you press any direction on the D-pad (UP, DOWN, LEFT or RIGHT), the shield will fly in that direction, and damage all enemies it hits before disappearing off the screen. Only one shield can be in the screen at the same time. ------------------------------------ Air Shooter (AR) Obtained from Air Man. Mega Man fires three whirlwinds, that hurl themselves upwards, spreading more and more the higher they get. It's pretty hard to hit something with them. Three tornadoes can be in the screen at the same time. ------------------------------------ Hard Knuckle (HA) Obtained from Hard Man. Mega Man will fire a big fist that will start slowly, but speed off. It's pretty powerful and can even destroy some walls. (§) Only one can be in the screen at a time. ------------------------------------ Top Spin (TP) Obtained from Top Man. You can only use this weapon while you're in the air. Press B while Mega Man's jumping, and he'll spin as long as you hold the button. It only consumes energy if you're hitting an enemy while you spin, but it varies how much energy it takes. Doesn't conflict damage on all enemies. ------------------------------------ Magnet Missile (MG) Obtained from Magnet Man. Mega Man will shoot a magnet straight forward. If the magnet gets on level with an enemy vertically, it will change its angle 90 degrees to hit the enemy. Pretty useful, but consumes pretty much energy too. Just one can be on the screen at a time. ------------------------------------ Needle Cannon (NE) Obtained from Needle Man. Mega Man fires a needle, or up to three if you hold down the B button. Useful as it's a rapid-fire weapon. Three shots can be in the screen at the same time. ------------------------------------ Sakugarne (SG) Obtained from Quint. The Quint Item, Sakugarne, is Quint's pogo stick drill. Mega Man will use it to bounce up and down. press A to bounce higher. That's it, really. ------------------------------------ Rush Coil (RC) Obtained from Clash Man. Rush will teleport in with a giant spring on his back. Jump on top of the spring, and you'll leap high up, allowing you to reach items you wouldn't have reached with regular jumping. ------------------------------------ Rush Jet (RJ) Obtained from § Man. Rush will transform to a jet board you can use to fly with (stand on the Rush Jet and control him with the D-Pad (LEFT, RIGHT, UP and DOWN)). ------------------------------------ Rush Marine (RM) Obtained from Metal Man. Rush is now a submarine. Enter it to move underwater (control him with the D-Pad (LEFT, RIGHT, UP and DOWN)). The Rush Marine is actually identical to the Rush Jet, except that it's used under water. ==================================== 9) PASSWORDS This game has got a lot of passwords. The passwords save what Robot Masters you've defeated (of all eight). They also save how many Energy Tanks you've got. This means there are five sets (one for each amount of Energy Tanks, 0 through 4) of 30 passwords each (15 combinations for each of the two sets with 4 Robot Masters each). That is a considerable amount of passwords (150 to be exact), but nevertheless I'll list them all here. To find the password you want, first find the amount of Energy Tanks you'd like to have (0 through 4) and then input the correct password for what Robot Masters you'd like to have defeated. To input a password, choose the option PASS WORD on the game's title screen. A password grid will appear (4x4 squares, from A to D on the horizontal rows, and from 1 to 4 on the vertical columns). Move the cursor around in the password grid with the D-pad (LEFT, RIGHT, UP, DOWN), and place a dot in a square with the A button. Remove a dot by placing the cursor on it and pressing A again. Look at the below passwords and input the dots in the correct positions (example: C1 is the square that's in the C row, and in the 1 column). NOTE: I cracked the password for Mega Man II once. Perhaps I'll put the run- down up here one day, once I've compilated it. I created all the following passwords out from aforementioned self-produced password crack, so if any of the below Passwords are invalid, please let me know and I'll fix them as soon as possible. ------------------------------------ 0 Energy Tanks: ------------------------------------ A1, B3, B4, C3, D2, D4 - Nobody defeated A1, B3, B4, C3, D1, D2, D4 - Clash Man Defeated A1, A3, C3, D2, D4 - Metal Man defeated A1, A3, B3, C3, D2, D4 - Wood Man defeated A2, B1, B3, B4, C3, D2, D4 - Air Man defeated A1, A3, C3, D1, D2, D4 - Clash Man and Metal Man defeated A1, A3, B3, C3, D1, D2, D4 - Clash Man and Wood Man defeated A2, B1, B3, B4, C3, D1, D2, D4 - Clash Man and Air Man defeated A1, A3, B4, C3, D2, D4 - Metal Man and Wood Man defeated A2, A3, B1, C3, D2, D4 - Metal Man and Air Man defeated A2, A3, B1, B3, C3, D2, D4 - Wood Man and Air Man defeated A1, A3, B4, C3, D1, D2, D4 - Clash Man, Metal Man and Wood Man def. A2, A3, B1, C3, D1, D2, D4 - Clash Man, Metal Man and Air Man def. A2, A3, B1, B3, C3, D1, D2, D4 - Clash Man, Wood Man and Air Man def. A2, A3, B1, B4, C3, D2, D4 - Metal Man, Wood Man and Air Man def. A2, A3, B1, B4, C3, D1, D2, D4 - First four defeated - Wily's Castle A2, A3, B1, B4, C4, D1, D2, D4 - Hard Man defeated A1, A2, A3, B4, C3, D1, D2, D4 - Top Man defeated A2, A3, B1, B4, D1, D2, D4 - Magnet Man defeated A2, A3, B1, B4, C2, C3, D1, D4 - Needle Man defeated A1, A2, A3, B4, C4, D1, D2, D4 - Hard Man and Top Man defeated A2, A3, B1, B4, C3, C4, D1, D2 - Hard Man and Magnet Man defeated A2, A3, B1, B4, C2, C4, D1, D4 - Hard Man and Needle Man defeated A1, A2, A3, B4, D1, D2, D4 - Top Man and Magnet Man defeated A1, A2, A3, B4, C2, C3, D1, D4 - Top Man and Needle Man defeated A2, A3, B1, B4, C2, D1, D4 - Magnet Man and Needle Man defeated A1, A2, A3, B4, C3, C4, D1, D2 - Hard Man, Top Man and Magnet Man def. A1, A2, A3, B4, C2, C4, D1, D4 - Hard Man, Top Man and Needle Man def. A2, A3, B1, B4, C2, C3, C4, D1 - Hard Man, Magnet Man and Needle Man def A1, A2, A3, B4, C2, D1, D4 - Top Man, Magnet Man and Needle Man def. A1, A2, A3, B4, C2, C3, C4, D1 - All eight defeated - Quint ------------------------------------ 1 Energy Tank: ------------------------------------ A2, B1, B4, C1, C3, D1, D4 - Nobody defeated A2, B1, B4, C1, D1, D4 - Clash Man Defeated A2, B1, B4, C1, C2, C3, D4 - Metal Man defeated A2, B1, B4, C1, C3, D1, D2, D4 - Wood Man defeated A2, B1, B3, C1, C3, D1, D4 - Air Man defeated A2, B1, B4, C1, C2, D4 - Clash Man and Metal Man defeated A2, B1, B4, C1, D1, D2, D4 - Clash Man and Wood Man defeated A2, B1, B3, C1, D1, D4 - Clash Man and Air Man defeated A2, B1, B4, C1, C2, C3, D1, D4 - Metal Man and Wood Man defeated A2, B1, B3, C1, C2, C3, D4 - Metal Man and Air Man defeated A2, B1, B3, C1, C3, D1, D2, D4 - Wood Man and Air Man defeated A2, B1, B4, C1, C2, D1, D4 - Clash Man, Metal Man and Wood Man def. A2, B1, B3, C1, C2, D4 - Clash Man, Metal Man and Air Man def. A2, B1, B3, C1, D1, D2, D4 - Clash Man, Wood Man and Air Man def. A2, B1, B3, C1, C2, C3, D1, D4 - Metal Man, Wood Man and Air Man def. A2, B1, B3, C1, C2, D1, D4 - First four defeated - Wily's Castle A1, B3, C1, C2, D1, D4 - Hard Man defeated A2, A3, B1, B4, C1, C2, D1, D4 - Top Man defeated B1, B3, C1, C2, D1, D4 - Magnet Man defeated A2, B1, B3, C1, C2, C3, D1 - Needle Man defeated A1, A3, B4, C1, C2, D1, D4 - Hard Man and Top Man defeated A2, B3, C1, C2, D1, D4 - Hard Man and Magnet Man defeated A1, B3, C1, C2, C3, D1 - Hard Man and Needle Man defeated A3, B1, B4, C1, C2, D1, D4 - Top Man and Magnet Man defeated A2, A3, B1, B4, C1, C2, C3, D1 - Top Man and Needle Man defeated B1, B3, C1, C2, C3, D1 - Magnet Man and Needle Man defeated A2, A3, B4, C1, C2, D1, D4 - Hard Man, Top Man and Magnet Man def. A1, A3, B4, C1, C2, C3, D1 - Hard Man, Top Man and Needle Man def. A2, B3, C1, C2, C3, D1 - Hard Man, Magnet Man and Needle Man def A3, B1, B4, C1, C2, C3, D1 - Top Man, Magnet Man and Needle Man def. A2, A3, B4, C1, C2, C3, D1 - All eight defeated - Quint ------------------------------------ 2 Energy Tanks: ------------------------------------ B1, B2, C4, D2, D3, D4 - Nobody defeated A2, B2, C4, D2, D3, D4 - Clash Man Defeated B1, B2, C4, D2, D3 - Metal Man defeated B1, B2, C3, D2, D3 - Wood Man defeated B1, B2, C4, D1, D2, D3, D4 - Air Man defeated A2, B2, C4, D2, D3 - Clash Man and Metal Man defeated A2, B2, C3, D2, D3 - Clash Man and Wood Man defeated A2, B2, C4, D1, D2, D3, D4 - Clash Man and Air Man defeated B1, B2, C3, C4, D2, D3 - Metal Man and Wood Man defeated B1, B2, C4, D1, D2, D3 - Metal Man and Air Man defeated B1, B2, C3, D1, D2, D3 - Wood Man and Air Man defeated A2, B2, C3, C4, D2, D3 - Clash Man, Metal Man and Wood Man def. A2, B2, C4, D1, D2, D3 - Clash Man, Metal Man and Air Man def. A2, B2, C3, D1, D2, D3 - Clash Man, Wood Man and Air Man def. B1, B2, C3, C4, D1, D2, D3 - Metal Man, Wood Man and Air Man def. A2, B2, C3, C4, D1, D2, D3 - First four defeated - Wily's Castle A2, A3, B2, B3, C3, C4, D1, D2, D3 - Hard Man defeated A2, B2, C2, C3, C4, D2, D3 - Top Man defeated A2, A3, B2, C3, C4, D1, D2, D3 - Magnet Man defeated A2, B1, B2, C3, C4, D1, D2, D3 - Needle Man defeated A2, A3, B2, B3, C2, C3, C4, D2, D3 - Hard Man and Top Man defeated A2, B2, B4, C3, C4, D1, D2, D3 - Hard Man and Magnet Man defeated A2, A3, B1, B2, B3, C3, C4, D1, D2, D3 - Hard Man and Needle Man defeated A2, A3, B2, C2, C3, C4, D2, D3 - Top Man and Magnet Man defeated A2, B1, B2, C2, C3, C4 - Top Man and Needle Man defeated A2, A3, B1, B2, C3, C4, D1, D2, D3 - Magnet Man and Needle Man defeated A2, B2, B4, C2, C3, C4, D2, D3 - Hard Man, Top Man and Magnet Man A2, A3, B1, B2, B3, C2, C3, C4, D2, D3 - Hard Man, Top Man and Needle Man A2, B1, B2, B4, D1, D2, D3 - Hard Man, Magnet Man and Needle Man A2, A3, B1, B2, C2, C3, C4, D2, D3 - Top Man, Magnet Man and Needle Man A2, B1, B2, B4, C2, C3, C4, D1, D2 - All eight defeated - Quint ------------------------------------ 3 Energy Tanks: ------------------------------------ A1, A3, A4, B1, C1, C3, C4 - Nobody defeated A1, A4, B1, B3, B4, C1, C3, C4 - Clash Man Defeated A1, A2, A3, A4, C1, C2, C4 - Metal Man defeated A3, A4, B1, C1, C3, C4 - Wood Man defeated A1, A3, A4, B1, C1, C3, D4 - Air Man defeated A1, A2, A4, B3, B4, C1, C3, C4 - Clash Man and Metal Man defeated A4, B1, B3, B4, C1, C3, C4 - Clash Man and Wood Man defeated A1, A4, B1, B3, B4, C1, C3, D4 - Clash Man and Air Man defeated A1, A3, A4, C1, C3, C4 - Metal Man and Wood Man defeated A1, A2, A3, A4, C1, C3, D4 - Metal Man and Air Man defeated A3, A4, B1, C1, C3, D4 - Wood Man and Air Man defeated A1, A4, B3, B4, C1, C3, C4 - Clash Man, Metal Man and Wood Man def. A1, A2, A4, B3, B4, C1, C3, D4 - Clash Man, Metal Man and Air Man def. A4, B1, B3, B4, C1, C3, D4 - Clash Man, Wood Man and Air Man def. A1, A3, A4, C1, C3, D4 - Metal Man, Wood Man and Air Man def. A1, A4, B3, B4, C1, C3, D4 - First four defeated - Wily's Castle A1, A4, B3, B4, C1, C3, D1, D4 - Hard Man defeated A1, A4, B3, B4, C1, C2, C4, D4 - Top Man defeated A1, A4, B3, B4, C1, C3, D2, D4 - Magnet Man defeated A1, A3, A4, B3, C1, C3, D4 - Needle Man defeated A1, A4, B3, B4, C1, C4, D1, D4 - Hard Man and Top Man defeated A1, A4, B3, B4, C1, C3, D1, D2, D4 - Hard Man and Magnet Man defeated A1, A3, A4, B3, C1, C3, D1, D4 - Hard Man and Needle Man defeated A1, A4, B3, B4, C1, C4, D2, D4 - Top Man and Magnet Man defeated A1, A2, A3, A4, B3, C1, C4, D4 - Top Man and Needle Man defeated A1, A3, A4, B3, C1, C3, D2, D4 - Magnet Man and Needle Man defeated A1, A4, B3, B4, C1, C4, D1, D2, D4 - Hard Man, Top Man and Magnet Man A1, A3, A4, B3, C1, C4, D1, D4 - Hard Man, Top Man and Needle Man A1, A2, A3, A4, B3, C1, C3, D1, D2, D4 - Hard Man, Magnet Man and Needle Man A1, A3, A4, B3, C1, C4, D2, D4 - Top Man, Magnet Man and Needle Man A1, A3, A4, B3, C1, C4, D1, D2, D4 - All eight defeated - Quint ------------------------------------ 4 Energy Tanks: ------------------------------------ A2, A4, B3, B4, C1, C2, D2, D3 - Nobody defeated A2, A4, B3, B4, C1, C2, C4, D2, D3 - Clash Man Defeated A2, A4, B3, B4, C1, C2, D3 - Metal Man defeated A2, A4, B3, B4, C1, D1 - Wood Man defeated A4, B1, B3, B4, C1, C2, D2, D3 - Air Man defeated A2, A4, B3, B4, C1, C2, C4, D3 - Clash Man and Metal Man defeated A2, A4, B1, B3, B4, C1, C3, C4, D1 - Clash Man and Wood Man defeated A4, B1, B3, B4, C1, C2, C4, D2, D4 - Clash Man and Air Man defeated A2, A4, B3, B4, C1, C2, D1, D3 - Metal Man and Wood Man defeated A4, B1, B3, B4, C1, C2, D3 - Metal Man and Air Man defeated A4, B1, B3, B4, C1, D1, D3 - Wood Man and Air Man defeated A2, A4, B3, B4, C1, C2, C4, D1, D3 - Clash Man, Metal Man and Wood Man def. A4, B1, B3, B4, C1, C2, C4, D3 - Clash Man, Metal Man and Air Man def. A4, B1, B3, B4, C1, C4, D1, D3 - Clash Man, Wood Man and Air Man def. A4, B1, B3, B4, C1, C2, D1, D3 - Metal Man, Wood Man and Air Man def. A4, B1, B3, B4, C1, C2, C4, D1, D3 - First four defeated - Wily's Castle A4, B1, B3, C1, C2, C4, D1, D3 - Hard Man defeated A1, A4, B3, B4, C1, C2, C4, D1, D3 - Top Man defeated A3, A4, B1, C1, C2, C4, D1, D3 - Magnet Man defeated A4, B1, B3, B4, C1, C2, C3, D1, D3 - Needle Man defeated A1, A4, B3, C1, C2, C4, D1, D3 - Hard Man and Top Man defeated A3, A4, B1, B3, C1, C2, C4, D1, D3 - Hard Man and Magnet Man defeated A4, B1, B3, C1, C2, C3, D1, D3 - Hard Man and Needle Man defeated A1, A3, A4, C1, C2, C4, D1, D3 - Top Man and Magnet Man defeated A3, A4, B1, B3, C1, C2, C4, D1, D3 - Top Man and Needle Man defeated A3, A4, B1, C1, C2, C3, D1, D3 - Magnet Man and Needle Man defeated A1, A3, A4, B3, C1, C2, C4, D1, D3 - Hard Man, Top Man and Magnet Man A1, A4, B3, C1, C2, C3, D1, D3 - Hard Man, Top Man and Needle Man A3, A4, B1, B3, C1, C2, C3, D1, D3 - Hard Man, Magnet Man and Needle Man A1, A3, A4, C1, C2, C3, D1, D3 - Top Man, Magnet Man and Needle Man A1, A3, A4, B3, C1, C2, C3, D1, D3 - All eight defeated - Quint ==================================== 10) HINTS FOR WINNING - When hurt by an enemy, Mega Man will flash for some seconds. He can't be damaged while he's flashing, and will walk through all enemies. Use this to your advantage. While flashing, he can even walk on stuff like spikes and lava! - All Robot Masters are vulnerable to a certain weapon. Find out which Weapon works well on what Robot Master (I've listed every Robot Master's weakness in Section 7.C, BOSS STRATEGIES), and defeat the Robots in the right order for a super-easy defeat! - If you lose all your lives, the Game is Over. Or is it? You have an unlimited amount of 'continues' - after you get Game Over, you can restart the level you died on by choosing 'Continue' from the Game Over screen (by pressing B). You will still have all the weapons you had when you died, and you will again have 2 lives. ==================================== 11) CREDITS: ------------------------------------ Thanks fly out to (in no specific order): ------------------------------------ - CJayC of GameFAQs ( http://www.gamefaqs.com ), for posting my FAQs. - Capcom, for making this and all the other Mega Man games. - my grandmother, for borrowing me money to buy this great game. - Miranda Paugh, for her website The Mega Man Homepage ( http://www.mmhp.net ), which is the greatest Mega Man resource available. - Kris, for being a good friend, supporter and for making me laugh. - Madam Luna, for aid on the English language for this guide, and moral support in general. Thanks, hun! ^^ - Professor Hazard, for being a great buddy. You really should check out his site at http://www.hazardlabs.com , it's really good. As in, REALLY good. - my brother, Iddi. ==================================== 12) ABOUT THE AUTHOR My name is Tobias Langhoff, and I'm from Norway. I'm a huge Mega Man fan. I run a Mega Man online sprite comic at http://bluebombercomic.cjb.net . If you find a mistake in this Guide, have a correction or a better way to do something, please e-mail me. E-mail address: spug_enigma@hotmail.com Don't e-mail me with questions that are already answered in this Guide. The e-mail WILL be ignored, and I might permanently block your e-mail address. Read my other Guides on my GameFAQs Recognition page: http://www.gamefaqs.com/features/recognition/21850.html ==================================== 13) LEGAL INFORMATION / DISCLAIMER ------------------------------------ Copyright Information ------------------------------------ This Guide / FAQ is © Copyright 2002 Tobias Langhoff (Spug). It may not be reproduced nor retransmitted in any form without prior consent from the author. No part of this document, unaltered or not, can be copied and posted anywhere, on any website or any other place, without written permission from the author. You are allowed to download or print this Guide for personal use ONLY. The Mega Man games and all Mega Man characters are copyrighted Capcom. This document and its author are in no way affiliated with Capcom, Nintendo, or any other company. This document originally had 2048 lines and approximately 70538 characters. If it has any other number, it has been edited without the author's permission. Just thought you'd like to know. ------------------------------------ Posting Notice ------------------------------------ The only website that currently has permission to post this Guide, is - http://www.gamefaqs.com If you found this Guide on ANY other website than GameFAQs, please report this to me by e-mail ( spug_enigma@hotmail.com ). If you want to use this Guide on your site, please request me by e-mail ( spug_enigma@hotmail.com ). The latest version of this guide can always be found at http://www.gamefaqs.com/features/recognition/21850.html . -- EOF --