Note: If you're here for Megaman Anniversary Collection, you can find the full
Megaman Anniversary Collection file at
http://www.meowthnum1.com/faqs/megaman_anniversary_collection.txt.
"I could say day, and you'd say night, tell me that it's black when I know that
it's white, it's always the same, it's just a shame that's all." - "That's All"
- Genesis
In the year 200X...
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ASCII art by Atom Edge and by me.
+-------------------------------------------+
| |
| Megaman 2 |
| For the Nintendo Entertainment System |
| FAQ/Walkthrough |
| By T. Jackson (see section 5.03) |
| Started: 9/13/02 |
| Finished: 9/13/02 |
| Last Updated: 8/3/04 |
| Version 2.1 |
| |
+-------------------------------------------+
This guide is best viewed in 800x600 or 1024x768 resolution with the Courier
New font on your browser's "small" text setting (CTRL + -). It was composed
in Notepad+.
Table of Contents:
I. Introduction
1.01: Table of Contents
1.02: Introduction
1.03: Dedication
II. Basics
2.01: Controls
2.02: Story
2.03: Characters
2.04: Boss Order
III. Walkthrough
3.01: Airman
3.02: Crashman
3.03: Flashman
3.04: Quickman
3.05: Metalman
3.06: Bubbleman
3.07: Heatman
3.08: Woodman
3.09: Skull Castle Stage 1
3.10: Skull Castle Stage 2
IV. Appendices
4.01: Bosses/Damage
4.02: Master Weapons
4.03: Items
4.04: Secrets
4.05: Enemies/Damage
4.06: FAQ
4.07: Maps
4.08: Ending
4.09: No-Hit Game Tips
V. Last Words
5.01: Copyright Information
5.02: Revision History
5.03: Contact Information
5.04: Credits
5.05: Help me say Goodbye
If you want to find anything, please press CTRL + F and type in the section's
numerical code (i.e. if you want to find the no-hit guide, then type 4.09).
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
I. Introduction
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
0=~=~=~=~=~=~=~=~=~=~=~=~=0
| 1.01: Table of Contents |
0=~=~=~=~=~=~=~=~=~=~=~=~=0
Up a little bit.
0=~=~=~=~=~=~=~=~=~=~0
| 1.02: Introduction |
0=~=~=~=~=~=~=~=~=~=~0
Welcome to this freshly rewritten (really) guide for Megaman 2. Megaman 2
brings a few changes to the table for Megaman. For starters, the point system
was abolished. Eight robot masters must now be faced before going to Skull
Castle. Another addition is that of the map of Skull Castle. Dr. Wily's
saucer is now blue. There are two difficulty levels in this game (but the
concept is nowhere to be seen in the later games). The title screen to this
game has been decided to be the theme for Megaman insofar as it was used in
Megaman 4's credits as well (and has since been used for the game select in
Wily Wars and Megaman Anniversary Collection). Also, like Megaman 3 after it,
the path for this game isn't as linear. There are several bosses weak to
certain weapons and some weapons that don't hurt anybody. So it depends.
Many people seem to think that this is the pinnacle of the Megaman series.
Me, I don't think so. I mean, sure, it's good, but this is probably my least
favorite in the series. Megaman 2 is a great game -- don't get me wrong, I do
not hate it like I do the EXE series -- but doesn't stand up to some other
games in the series.
For those new to the series, Megaman is a game where you go through six or
eight levels defeating robot masters. These levels can be taken in any order
you wish. Each level contains a boss. The bosses give you weapons which can
be used on other bosses. You have to jump in the loop somewhere. After
defeating the robot masters, you go on to the Dr. Wily stages to defeat the mad
scientist once and for all!
Well, not really. Mad scientists and other villains have this disturbing
habit of getting away.
Also, I originally wrote this guide using the program Notepad+. I'm now finding
out that the program -- and this shows the adverse effects of giving programs
senses of humor -- liked to play tricks on me and insert random line breaks into
the text. I think I've sorted these things out with Editpad Lite, but if you
find any more, please let me know.
0=~=~=~=~=~=~=~=~=~0
| 1.03: Dedication |
0=~=~=~=~=~=~=~=~=~0
This guide is dedicated to Polly. Polly, for those CRAZY PEOPLE who are not,
actually, Brian Sulpher, is a polar bear. A polar bear. As a Floridian, my
giving a dedication to a polar bear -- an animal who, to most of us, is purely
mythical -- is something else. But this would be Brian Sulpher's polar bear.
Polly is an excellent polar bear. She is a true motivator. It is a stroke
of luck -- and hard work -- that I have not been eaten. Because if I stopped
working -- and I do a lot -- I would be eaten. I'd say more, but I'm afraid
that Polly is hungry, and I have a guide to get to.
And to Kao Megura, may he rest in peace.
http://www.gamefaqs.com/features/recognition/85.html
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
II. Basics
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
0=~=~=~=~=~=~=~=~0
| 2.01: Controls |
0=~=~=~=~=~=~=~=~0
--------------------------
| Button | Function |
|--------|-----------------|
| A | Jump |
| B | Shoot |
| Start | Pause (menu) |
| Select | Pause (no menu) |
| Up | Ascend ladders |
| Down | Descend ladders |
| Left | Run left |
| Right | Run right |
--------------------------
0=~=~=~=~=~=~=0
| 2.02: Story |
0=~=~=~=~=~=~=0
This is taken from the beginning of the game. This is because the instruction
manual has no story.
In the year of 200X, a super robot named Megaman was created. Dr. Light
created Megaman to stop the evil desires of Dr. Wily. However, after his
defeat, Dr. Wily created eight of his own robots to counter Megaman...
0=~=~=~=~=~=~=~=~=~0
| 2.03: Characters |
0=~=~=~=~=~=~=~=~=~0
Megaman AKA Rock AKA Rockman
----------------------------
The star of our show. Throughout his life, he's earned several nicknames
("Super Fighting Robot," "Blue Bomber," "Meddlesome Blue Robot," etc.) and
foiled Dr. Wily multiple times. He likes to avoid fights when possible (story-
wise. Depending on who is playing, however...) and find more peaceful
solutions to problems. With Megaman around, the adventures in this game are
gonna ROCK!
Get it? 'cause he's Rock and it's gonna...yeah.
Dr. Light
---------
Dr. Light created Megaman, his brother Protoman, his sister Roll, and along
with Dr. Wily, created the six robot masters of the first game. He is a
benevolent person with Megaman's best interests in mind. He is always creating
new gadgets for Megaman to use in defeating Dr. Wily.
Dr. Wily
--------
It's impossible to have a good character list without Dr. Wily. Even for, say,
Mario. You still need Dr. Wily. Dr. Wily was Dr. Light's assistant before
Megaman 1. However, one day, he decided that he had enough. He left the lab,
taking Megaman, Cutman, Gutsman, Fireman, Iceman, Elecman, and
Bombman with him. He reprogrammed them all. Megaman alone was able to resist
the evil programming and escaped. Now it's up to Megaman to defeat the
nefarious Dr. Wily. Upon his defeat, Dr. Wily began creating new robots.
0=~=~=~=~=~=~=~=~=~0
| 2.04: Boss Order |
0=~=~=~=~=~=~=~=~=~0
This is for those who just want a recommended order and didn't look at the
table of contents.
AIRMAN -> Use Arm Cannon -> Go to Crashman
CRASHMAN -> Use Air Shooter -> Go to Flashman
FLASHMAN -> Use Arm Cannon -> Go to Quickman
QUICKMAN -> Use Time Stopper -> Go to Metalman
METALMAN -> Use Quick Boomerang -> Go to Bubbleman
BUBBLEMAN -> Use Metal Blades -> Go to Heatman
HEATMAN -> Use Bubble Lead -> Go to Woodman
WOODMAN -> Use Atomic Fire/Crash Bomber -> Go to Skull Castle
I spent a great deal of time working on this order and thanks go to Brian
Sulpher for listening to me ramble on about this. The order I've always used
(it seemed logical to me since I'm decent and don't need 10,000 extra lives)
was:
Metalman -> Flashman -> Quickman -> Woodman -> Airman -> Crashman ->
Bubbleman -> Heatman
This makes the game a little harder but you've always got the robot master's
weakness. A few flaws in this are:
1.) You don't get the most useful (arguably) (but underrated) weapon in the
game anytime soon.
2.) You miss a lot of powerups.
There are many other orders that can be used that are logical. I've started
with Flashman before and gone from there to Quickman and then to Metalman.
I always had the Woodman -> Airman -> Crashman combo. I never thought to
break that up. I've played through this game a whole one time with this order
so this as good as it's gonna get. The order is logical, though, because:
1.) You get Air Shooter and Quick Boomerang at decent times.
2.) You do not miss any powerups (although some take some skill to get)
3.) The levels are a lot easier.
Sadly, you don't get the most underrated weapon in the game (Leaf Shield)
until the end.
So here we go!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
III. Walkthrough
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
There's actually an Airman walkthrough in the instruction manual to Megaman 2.
My goal is to be more detailed. It isn't that hard. So we start off with a
copyright notice and then we cut to some text (see: section 2.02). After
the text goes away, the screen starts to go up until we see Megaman standing
atop a building, surveying the city. Press start and he'll put on his helmet
and leave. Now it's time for the stage select! Go up one to Airman and let's
get this thing started!
Before we begin, I want to take responsibility for something. For those
familiar with my work, I am terrible at making up names. Protobubbleman and
all the enemies in the next three games (with the exceptions of the Lighting
Lords and Fan Fiends -- those are Capcom's, as per the Megaman 2 manual) are
mine.
Let's pity my baby.
The difference between the normal and difficult difficulty modes is that
enemies take about twice as much damage before they are destroyed in difficult
mode. It's easy regardless.
0=~=~=~=~=~=~=~0
| 3.01: Airman |
0=~=~=~=~=~=~=~0
Enemies: Hornette, Fan Fiend, Lighting Lord, Wormer, Bird Bomber, Hatchling,
Airman
You teleport in onto a platform high up in the sky. Go right to meet a Horn
Head. Horn Head's have two attacks. They've got the horn on their head (if
you didn't figure that out) and they shoot out Hornettes, miniature version of
the Horn Heads that fly around like a slower version of the Blader from
Megaman. Let the Horn Head put its horns up. When it retracts its horns, jump
onto its head. This is the only way to cross this expanse. Run to the right
side of the Horn Head and jump to the grey platform above you. Wait for the
Horn Head below you to drop its horns before you jump over to it. During this
time, Hornettes will be flying at you. During this stretch, just ignore them.
When this Horn Head drops its horns, go right and jump onto the small grey
platform in front of you. Now you see a Horn Head above you. Wait for it to
drop its horns (get the point?) and then jump to it. Run to the right and
jump over to the next gray platform. Jump to the Horn Head to your right.
Wait for it to lower its horns and then jump to the gray platform to the
right. Jump over to the next Horn Head. Wait for it to lower its horns and
then jump to the long gray platform to the right. Wait for a second. A
Lightning Lord will come towards you. Lightning Lords travel in counter-
clockwise circles. When he gets to you, blast him a few times with your Arm
Cannon and then jump to his cloud. When the "Thunder Chariot" takes you to the
right side of its cycle, you'll encouner another Lightning Lord. As soon as
you think he's in range, start jumping and shooting. When he is destroyed (if
the Thunder Chariot hasn't moved too far away), jump over to it. If it has
moved too far away, it's better to be safe than sorry. Wait for it to come
around again, dispose of the Lightning Lord, and jump to it.
When this Thunder Chariot gets to the right side of its cycle, wait for the
Lightning Lord to be level with you and then blast it to bits. When it is
destroyed, jump to its cloud. This Thunder Chariot will circle behind a cloud.
Wait for it to fully emerge and then start the jumping and firing combination
to destroy the oncoming Lightning Lord. Claim its Thunder Chariot. When this
final Thunder Chariot reaches the right side of the screen, jump onto the
ledge. Solid ground! Finally! Yeah! This victory is shortlived, sadly. A
steady stream of Bird Bombers will begin to assault you now. Bird Bombers are
birds with eggs clutched in their talons. The Bird Bombers themselves aren't
a danger -- the Hatchlings are. The Bird Bomber will drop its egg payload to
the ground (if it misses the ground and falls down a pit, the Hatchlings will
not emergey). When the egg comes in contact with the ground, a swarm of
Hatchlings will Hatchling (oh boy!). You'll have to hit them very fast. The
best way to deal with these guys is to blast the egg before it reaches the
ground. So go right, jumping and hitting the eggs as they fall. Jump and fire
through the clouds. You can't see the Bird Bombers, but they're there. When
you reach the far right side of the ledge (about four or five Bird Bombers
later), you'll see that the screen ends abruptly. A cloud covers the platform
at the end. When you've played video games for as long as I have, you learn to
never trust a covered platform. Sure enough -- walk forward and fall down the
hole that was covered by the cloud.
[Halfway point]
This next area is tiny. There are two Wormers (yeah, if you've got a better
name that's got nothing to do with toothpaste, snakes, or boomerangs, let me
know; I couldn't think of anything else) on this screen. You don't have to
worry about these guys for this level. To Wormer (it's a long guide, folks)
your way out, jump to the left to the first small grey platform. Fall off to
the left and then jump over the grey block column. Upon landing to the left of
the column, run left to fall down through the platform (crazy cloud).
You land on yet another long ledge that is covered in clouds. There's nothing
hidden on this ledge so you're safe. Run to the right to find a Horn Head.
It starts again. Wait for the Horn Head to lower its horns and then jump to
it. Stand in the middle while fending off the Hornettes. When the Horn Head
that you're standing on drops its horns, run right and jump to the next Horn
Head. Wait for it to lower its horns and then jump right to the grey platform.
Run to the right of the platform and jump to the next one. Jump from here to
the next one. Whatever you do upon landing, _KEEP PUSHING RIGHT_. You'll
encounter a Fan Fiend. He is trying to (there are a lot of sick jokes but I
will not use them) blow you away. So as you're running right, jump and fire at
the Fan Fiend. When he is destroyed, hop onto his ledge and jump from that
ledge to the ledge above you. Drop down to the right and jump over to the
grey platform to your right. The Bird Bombers will return at this point,
dropping their birdy fury upon you! Deal with them in the same manner as
before -- destroy the eggs before they hit the ground. Never hit the Bird
Bombers themselves; they'll drop the eggs. So jump to the next platform and
then to the next small one. Wait here for a Bird Bomber to fly above the
platform to your right and drop its egg. Destroy the egg and then claim that
platform. Upon landing here, you'll feel the effects of another Fan Fiend. He
is a platform away and you don't want to risk the gap, so start hopping and
firing on your current platform. The Bird Bombers are your top priority,
though, so keep an eye on them. Once you've destroyed this Fan Fiend, hop over
to the next platform and jump from there to the one above you. The platform
above this is home to yet another Fan Fiend so jump up there and charge him.
Be sure to watch out for the Bird Bombers as you go! Jump to the right to
depart from this platform. You might even want to fire a shot or two in
midair. Run right and jump up the next two platforms. Jump across to the
next grey platform and drop off to the right to land on yet another grey
ledge. Run to the right to encounter the boss gate. Unlike Megaman 1, the
boss gates in Megaman 2 are tiny little passages that function as a halfway
point. So go through to encounter...
<----------------------------------------------------------------------------->
BOSS: AIRMAN
Airman is a tough robot to defeat without taking a hit if you've got no
master weapons. Since this is just to get you through the game, Airman makes
a good starting 'bot for our purposes.
Airman has two attacks. His main one is to shoot out five or six tornadoes
using his Air Shooter. You cannot shoot through these tornadoes. After a
second or so, he'll blow the tornadoes at you. He'll repeat this two more
times. At this point, he'll jump over you, turn around, and repeat the process
from the other side of the room. The jumping thing is his second attack.
So the easiest way to defeat him is to jump over his tornadoes. When he shoots
the tornadoes out, jump over any that are you in your way. Once you have a
clear shot, fire away at Airman. While firing, you'll be blown back to the
other side of the room. NOT THAT YOU WOULD EXPECT TOO MUCH DIFFERENT (i.e. a
tea party) FROM A GUY WITH A LARGE FAN IN HIS MIDSECTION OR ANYTHING. Repeat
this process until he jumps over you. When he jumps, he hops once and then
does the huge jump. This is when he is the most vunerable as there are no
tornadoes. He pauses for a second upon landing so be sure to take advantage of
this. This battle is mostly about finesse.
Another easy way is to fire until he jumps. When he jumps, get to the corner
of the side to which he is jumping. You'll be behind him when he lands. Blast
him now like there's no tomorrow.
<----------------------------------------------------------------------------->
You got Air Shooter and Item-2!
------------------
Current Password: |
|
1 2 3 4 5 |
A |O| | | | | |
B | | | | |O| |
C | | |O|O| | |
D | | | | |O| |
E |O|O|O|O| | |
------------------
0=~=~=~=~=~=~=~=~0
| 3.02: Crashman |
0=~=~=~=~=~=~=~=~0
Enemies: Molestias, Metool, Quadbarrel, Bird Bomber, Hatchling, Crickhop,
Shooter, Crashman
Looks like a simple stage. The music here is the best in the game. You are
teleported to an area with crazy squiggly lines going around and three
obtrusives pipes. Molestias (a cookie if you can figure out where I got the
name) come out of the pipes. Three are on the screen at a time. Another
note is that Crashman requires three shots (six on difficult) of Air Shooter
to be destroyed. As such, don't be afraid to use it!
On the first screen, there's no point in drawing the Molestias down to where
you are and shooting them, because they can just regenerate. The best thing to
do is to run to the right corner. Wait until they are as close as you feel
comfortable with, and then run left. Run past the first ladder, and jump up to
the second ladder. Climb it, run left, and then climb the third ladder.
This room is like the first inasmuch as there are three Molestias coming out of
the pipes. However, this time, it's easier to destroy them all. Wait until
all of them (or if you prefer, the two in front) are close enough to you. Then
kill them. Quickly hop onto the ladder, ascend it, run left, and jump to this
ladder. Climb up this ladder.
This next screen introduces you to Metools. Again. Run right, and destroy
the Metool sitting on the ledge. Remember, they cannot be destroyed unless
they are out of their helmets. So stand close to him to lure him out of his
helmet. Blast him before he can pull off a shot. Hop up onto this ledge, and
run right. Run right again, and destroy the Metool on the next ledge. Jump
onto his ledge, run right, and kill off the final Metool. Run right, hop onto
the ladder, and climb it to the next screen.
This next screen involves a track. The track consists of a platform going
around a set circuit. Of course, it's not that easy! Molestias try to knock
you off at every turn! This first track is easy enough. Hop onto the platform
when it is low enough to do so. As you go, turn right and left and destroy
any Molestias that you can. You don't want them getting in the way. When
you reach the ladder (top-right corner), hop onto it, and climb to the next
screen.
The next screen is a lot like the previous. The difference is that the track
is differently shaped. When you can, jump onto the platform, and start
riding it towrads the ladder. As soon as you jump on, turn right, and destroy
one Molestia. Turn left, and fire at that Molestia. Now you have a decent
ride. When all three of them are together again, destroy what you can. If
you can no longer hit them, you're safe. The top-left corner has the ladder.
Climb it to reach...
This screen. This is clearly a complex ride. When the platform comes around,
jump onto it. Try to avoid taking hits. They can knock you off. There's
not much I can say about this. Use Air Shooter if you have top. At the top
left, jump onto the ladder, and ascend to reach the next screen.
[Halfway point]
At the top of this ladder, run right to meet a Quadbarrel. This is one of
the enemies that really differs between difficulty modes. If you're on normal
difficulty mode, just fire one shot at his eyes to destroy him. However, if
you're on difficult, when you do so, three out of the four barrels fly off of
him to try and hit you. He is then resurrected. You have to hit him between
the eyes again to destroy him. Continue right, and ascend the ladder.
Keep on truckin'. Up the ladder. Those green platforms you see to the left,
while they should be ignored now, are really handy on the next screen.
This screen could very well be the absolute most annoying screen in the game.
Which is kinda surprising, seeing as how there is a total of one enemy. That
enemy is, of course, a Metool. Climb to the top of the ladder. The trick here
is to fire off a shot exactly when you are on the left side of your green
ledge and jumping to the second. If the Metool isn't destroyed when you
land, fire away, and hope you hit it before it hits you. If it does, there
is a better-than-likely chance that you'll fall down and have to start over.
Another way to do this is to jump to the second platform. As soon as you land,
fire, and keep running. Jump over to the Metool's platform. You'll jump
over the Metool's shots, and you'll land on the platform unscathed. Yay.
Once the Metool has been destroyed, jump to its platform, and then jump up
to the ladder. Climb it.
And now it's nighttime here on Crashman's stage. There are two ladders and
a Metool facing you. Kill the Metool (this looks like a screen from Super
Mario Bros. 2), and then ascend whichever ladder you prefer. The left side
has more powerups, but the right side is quicker and easier.
Left side : First off, I recommend that you follow the right side up to the
top of its ladder to get the energy capsule, although going through
the Bird Bombers three times might be more trouble than it's
worth. Drop back down (it's a straight fall) to the bottom of the
ladder, and then climb up the left ladder. As you climb, you are
assaulted by Bird Bombers that you can't really do anything about.
The best way to take care of them is with the Leaf Shield, which is
why this order doesn't apply to no-hit games. When you can, switch
to the middle ladder. Ascend it until you get to a Shooter. When
you are right next to it, start firing at it. Once it has been
destroyed (use Air Shooter if you need to), continue ascending the
ladder. At the top, take the energy tank to your right. Use Item-
2 to give yourself a boost to the ledge above you. If you want,
climb the ladder to your right, and pick up the walkthrough after
the right path. Otherwise, use Item-2 again to get to the left
ladder. Climb it to the top. Grab the extra life, and drop off
the ledge to the right. Pick up the walkthrough after the right
side.
Right side: Just climb straight up this ladder. There are a lot of Bird
Bombers that will attempt to bomb you on the next two screens.
With the weaponry that we have, however, there is nothing you can
do. At the top of the left of the two ladders on this side is
an energy capsule. Drop back down a few screens until you can jump
over to the right ladder. Once you can, climb it to its peak
(doing what you can with the Bird Bombers). At the top, you have a
few options. If you want to, climb the ladder in front of you,
and pick up the walkthrough after the right path. You can also
run left and drop off the ledge. Run right, and grab the energy
tank. Use Item-2 to give yourself a boost back up to the ledge
you were on. From here, you can ascend this ladder, or you can
use Item-2 again to get over to the left ladder. Ascend it, and
move right. Collcet the 1up, drop off to the right, and pick up
the rest of the level.
This next and final screen involves a new enemy called a Crickhop, named based
on the fact that they look like crickets and hop. I'm just that good. If you
got the extra life, be sure to wait for an opening in their hopping to grab the
1up and drop off the right side. Your best bet with these folks is to just
avoid them. Jump up the two ledges. Crickhops will be falling on the
edge of the top ledge, so watch out. At the top, fall off to the right.
Haha...I just noticed something. Jump down into the pit. Look in the back-
ground at the stars. You'll see the big dipper highlighted up there. Weird.
Anyway, hop up the ledges, run right, and enter the boss gate.
<----------------------------------------------------------------------------->
BOSS: CRASHMAN
This stage's difficulty is about to Crashman through the roof.
Crashman's attack pattern is simple. He run around. He can also jump and fire
his Crash Bombs. Of course, these Crash Bombs hurt like heck and are hard to
avoid. And of course, Crashman is always looking for a way to crash into you.
But there's a decent attack pattern behind him, namely that he will jump
when you attack. Always. Use this to your advantage.
So you want to get this battle over with quickly. If you play your cards
right, you can kill him off before he fires a bomb. Use Air Shooter. On
normal difficulty mode, if all three tornadoes from Air Shooter hit (so you
will want to be close when you fire), he'll die. So let Crashman comes towards
you. When he is close, jump, and fire the Air Shooter. It will hit poor
Crashman. Repeat a few more times to end Crashman's reign of terror. Or
rather to send it crashing down.
<----------------------------------------------------------------------------->
You got Crash Bomber!
------------------
Current Password: |
|
1 2 3 4 5 |
A | |O| | | | |
B | | | | | | |
C |O| | |O|O| |
D |O| | | | | |
E |O|O| |O|O| |
------------------
Now to Flashman!
0=~=~=~=~=~=~=~=~0
| 3.03: Flashman |
0=~=~=~=~=~=~=~=~0
Enemies: Shooter, AT-ST, Wormer, Quadbarrel, Flashman
This level is really weird. It's short, but there are a lot of branching
paths. Additionally, the level is slippery like ice, and the music from this
level is the second most popular song to do a remix of from the Megaman games.
You'll be fighting Flashman with the Arm Cannon here, so don't worry about
conserving your master weapons.
I'm going to follow a certain path in this walkthrough. This is because,
unlike Crashman's stage, the path you take pretty much determines how the whole
level works out.
So start off on this slippery adventure by running right. When you've passed
under the overhang, you'll see three paths you can take: upper, middle, or
lower. Ignore the upper. Run right, and drop into the lower. Jump out of
the lower path to the middle path. Grab the energy capsule here, run left,
and drop back down to the lower path. Now run right along the lower path.
As you run, you'll see Shooters above you. Watch out for their bullets as
you slide along. The paths branch again once you come out from under this
path. The lower path dead ends. Jump onto the middle route, and shoot the
Shooter who is shooting at you, the shooter of the Shooter. At this point,
you can go through the middle path or the higher path. As I said, I'm going
to stick with one path. This will be the higher path, which we technically
shouldn't be able to use.
Pull out good ol' Item-2. This takes some skill to do. Stand on the small
tile in front of where the Shooter was. Jump. When Megaman's feet are on
the level with the Crash Block (orange, tiled block that is destroyed by the
Crash Bomber), fire Item-2. With luck, it should come out (if it doesn't,
stand back or jump lower). Jump onto Item-2. Walk to the front. When it
starts moving, wait until you can jump onto the upper path, and then jump up
there. Timing is the key. Once up here, run right. Run/slide right, and
collect the extra life. Drop off the ledge, and run right. Here, you are
presented with another ledge and another upper path. Using Item-2 again,
ascend to the higher route (it's easier to get to this time). Pull out Crash
Bomber, and bomb through the three Crash Blocks. Behind the first and third
lie weapon energy capsules, which you may as well use on Crash Bomber. Run
right, and drop off the ledge. The beauty of this path is that you miss the
AT-ST on this screen. Run left, and drop down.
[Halfway point] - Note - If you die, you come back to the opposite side of the
barrier.
On the next screen (you avoid a Shooter here!), run right, and drop off to the
next screen. Fire Crash Bomber to the left to break down a Crash Block. Jump
across, and collect the energy capsule. Jump down to the left. At the
bottom, take the weapon energy capsule (refill whatever you want). Drop down
to the right and again to the left. Hop down from this flashy ledge to the
right, and then leave this screen by dropping off to the left.
And a Quadbarrel encounter is avoided on this screen. Pacifist. Run right.
Drop off these two ledges to the right, and fall down the hole. You land on
a ledge above an AT-ST. If you need energy (which, in the end, you'll
probably lose more than you gain from getting this), jump over the partition
to the right, and fall down to collect an energy capsule. But now you
have to deal with an AT-ST. Use Air Shooter to destroy the vehicle, and the
Air Shooter when killing the Sniper Joe riding it (remember to wait until his
shield is down). If you didn't get the energy, jump to the left, and fall
down to the left. Drop through the hole.
This next part will definitely require some skill. If you fall down, then
destroy any AT-STs you encounter with the Air Shooter. So run right. Jump out
onto the first small block. As soon as you land, make a small hop over to
the next block. Between each block, judge your distance to figure out how
high you should jump. At the end, run right, and collect the energy tank.
Pull out Crash Bomber, and destroy the wall at the end. Drop down onto the
ledge (NOTE: If you missed any of those blocks and had to run right on the
ground, then jump onto the first ledge you see, destroy the AT-ST, and jump
over to the next block by running to the edge of this ledge, and jumping at
the very end). From this platform, jump over to the boss gate!
<----------------------------------------------------------------------------->
BOSS: FLASHMAN
Of all of the robot masters who freeze time in the Megaman series (Flashman,
Brightman, Centaurman), this is the absolute easiest one to defeat.
Flashman runs and jumps around his uneven room. His main attack is to try to
crash into you (I thought his name was Flashman, not Crashman!). He can also
freeze time. When he does this, he'll fire his buster very quickly in a spray
pattern that shoots, for the most part, straight.
The trick to this battle is to jump as much as you possibly can while firing
at Flashman with the Arm Cannon. This way, if he freezes time, you'll be out
of the range of his bullets. So jump over Flashman while firing to gain
victory quickly.
If you're having trouble with this fight, pull out the Crash Bomber. Fire it
at a ledge (or at Flashman). Lure Flashman over to that ledge, and it will
explode, hurting Flashman. Too bad you have so little bombs.
<----------------------------------------------------------------------------->
You got Time Stopper and Item-3!
------------------
Current Password: |
|
1 2 3 4 5 |
A | | |O| | | |
B | | | | | | |
C | |O|O| |O| |
D |O|O| | | | |
E | |O|O| |O| |
------------------
0=~=~=~=~=~=~=~=~0
| 3.04: Quickman |
0=~=~=~=~=~=~=~=~0
Enemies: Sproing, Fire Tosser, Wormer, AT-ST, Quickman
This is a level that is tough. I won't lie to you. It involves Quick Beams,
which can destroy you if you even touch them. I'll provice a map and
instructions for those sections.
When you start the level, turn left, and equip Item-3. Item-3 resembles --
it's time I get this off my chest -- those little candies you feed the
monsters in Little Nemo to ride them. Fire Item-3. When it latches onto the
wall, jump onto the platform that is created. Let the platform reach the top
of the ledge, and then jump off to get a 1up. Now drop off to the right,
and then drop down the hole. Two Wormers await you on this screen, but you're
just as well off avoiding them. Jump left, and hug the obstruction on the
wall. Upon landing on the ledge, jump over the next Wormer, and down through
the hole. Run right. You'll descend some ledges. Drop down to one final
ledge, and then down into the massive, foreboding hole.
-------------------------------------------------------------------------------
Diagram 3.04a |
--------------
| |
| |
| |
| |
-------- --------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-------- --------
| |
| |
-------- --------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-------- --------
| |
| |
| ------
| SP |
| ----
| |
| |
----------------
~ - Quick Beam |
SP - Sproing |
-------------------------------------------------------------------------------
Simply hold left as you drop. You can't destroy the Sproing, so just run
through him. Also, have the Time Stopper equipped in case you mess up.
-------------------------------------------------------------------------------
Diagram 3.04b |
--------------
| |
------- ----------------
| |
| |
------ ------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------ ------
| |
| |
------ ------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------ ------
| |
| ---- |
| | | |
------ ---- ------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------ ---- ------
| | | |
---------------
~ - Quick Beam |
-------------------------------------------------------------------------------
Just hold right on this screen to drop to...
-------------------------------------------------------------------------------
Diagram 3.04c |
--------------
| | | |
| | | |
| | | |
--- ---- --------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--- ------- -- --------
| | | | | |
| | | | | --------
| | | | |~~~~~~~~~~~~~~~
--- ---- | | | --------
~~~~~~~~~~~~~~~| | | | |
--- -- -- |
| |
| SP |
| ----------------- --------
| | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| | ------------- --------
| | | |
----------------
~ - Quick Beam |
SP - Sproing |
-------------------------------------------------------------------------------
Run right. Push against the Sproing. Be hit. LIKE IT.
That's it for the first Quick Beam section. Not too bad, eh? TOO BAD THERE
IS ANOTHER ONE THAT IS MUCH HARDER AND CAN MAKE YOU CRY. Not to mention, if
you ever play Megaman Network Transmission (Quickman.EXE) or Megaman X5 (first
Virus stage), then you'll deal with these again!
Lots of encouragement in this guide.
So when you fall to the next screen, you'll land on top of a platform with a
1up on it. Grab the 1up. Fall off to the left, and grab the energy tank.
If, for some reason, you activated Time Stopper while coming down, let it run
out, and then refill it with the weapon energy capsule. Drop down to the
left, run left, and fall down again.
[Halfway point]
So now that you're this far, you've got some Fire Tossers to deal with.
These are enemies who are so hot, they turn the screen red. These guys are
obviously hits with the ladies. Run right. The level will darken, and then
turn a bright red. Fire Tosser alert! Jump up onto the first ledge, and
then kill the Fire Tosser. Jump to the top ledge, run right, and then jump
off to the right. On this ledge, shoot across the screen to hit another Fire
Tosser. Once it has been destroyed, drop down, run right, and jump onto the
ledge of thet late Fire Tosser. Run right for a little while (you're in the
dark). While running, jump to land on a ledge. Drop down to the subsequent
ledge, and fire to the right to destroy yet another Fire Tosser. Jump over
to its ledge. Run right for a little while, and then jump. Continue
running right until you reach the end of the horizontal shaft. Time to go
down! Use Time Stopper if you don't think you can make it.
-------------------------------------------------------------------------------
Diagram 3.04d |
--------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-----
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-----------------------
---------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-----------
---------------
~ - Quick Beam |
- - Platform |
-------------------------------------------------------------------------------
As you fall, hold right so that you land on the top platform. Run left. You
will fall off and land on the second platform (and not the one below it like
you would if you didn't hold in any direction). Drop off this ledge to the
left, and then drop off the next two platforms to the right. As soon as you
have cleared that platform, hold left.
-------------------------------------------------------------------------------
Diagram 3.04e |
--------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--------------- ----------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~---------~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---------------
~ - Quick Beam |
- - Platform |
-------------------------------------------------------------------------------
That looks so much like an anime face, it's not funny. Anyway, when you land
on the second platform -- contrary to our late friend, Common Sense --,
run right (the opposite way), and drop off these two platforms to the
right. And when you've cleared the final platform, hold left.
-------------------------------------------------------------------------------
Diagram 3.04f |
--------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-------------- ----------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WEC
--------------------------------------
|
|
----------------------------
~ - Quick Beam |
WEC - Weapon Energy Capsule |
-------------------------------------------------------------------------------
Just hold left. Unless you've got the unstoppable Time Stopper going, ignore
that weapon energy capsule.
-------------------------------------------------------------------------------
Diagram 3.04g |
--------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-------------------------
|
|
---------------
~ - Quick Beam |
- - Platform |
-------------------------------------------------------------------------------
So when you land, just hold right until you reach, after some bumpy steps, the
bottom of the area. Quickly run left, and drop down.
-------------------------------------------------------------------------------
Diagram 3.04h |
--------------
|
|
|
|
|
|
-------------------------
~~~~~~~~~~~~~~~~~~EC~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------
|
|
|
-------------------------
~~~~~~~~~~~~~~~~~1up~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------
|
---------------------
~ - Quick Beam |
EC - Energy Capsule |
1up - Extra Life |
-------------------------------------------------------------------------------
Don't even try. Get them with the Time Stopper going. But don't activate Time
Stopper just for this. Once it's stopped, it can't be unstopped. Like
Pringles...
Hold right once you've cleared the 1up platform.
-------------------------------------------------------------------------------
Diagram 3.04i |
--------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
----------------------
|~~~~~~~~~~~~~~~~~~~~~~~~
----------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-----------------------------
~~~~~~~~~~~~~~~~~|
-----------------------------
---------------
~ - Quick Beam |
-------------------------------------------------------------------------------
Upon landing, run right. When you fall off the ledge, hold left, and run
left. Easy stuff, man. Hold right once you've cleared the final ledge.
Last one!
-------------------------------------------------------------------------------
Diagram 3.02.04j |
-----------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--------------------- --------
| |
--------------------- --------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WEC
--------------------- --------
| |
---------------- --------
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
| -----------------------------------
| |
| |
----------------------------
~ - Quick Beam |
WEC - Weapon Energy Capsule |
-------------------------------------------------------------------------------
Just fall through the middle, and then run left.
Now that you're at the bottom, you're on the home stretch! An AT-ST moves to
destroy you. Pull out the Air Shooter, and fire away! Once the AT-ST is
destroyed, a Sniper Joe falls from it. Let him lower his shield, and then blow
him away. Now run right. Keep Air Shooter handy. Jump over the small
obstruction on the path. When you do, an AT-ST will jump onto the next bump.
As usual, kill it with the Air Shooter. Once you've destroyed both the AT-ST
and the Sniper Joe, jump onto the bump. Run right, and hop onto the partition
in the path. Drop off, run right, climb the ledges, and enter the boss gate.
*NOTE: Before you enter Quickman's lair, be sure that you fight AT-STs until
you have a fair amount of Time Stopper if you used it during the stage.*
<----------------------------------------------------------------------------->
BOSS: QUICKMAN
Quickman! As you can tell from his name, he can move really quickly. Crack
quickly, actually. He seriously is on drugs.
So Quickman jumps around his lair while throwing his Quick Boomerangs at you.
These aren't normal boomerangs like you get, though. These boomerangs are
two-movement missiles (they move out towards you, stop, and then fire
themselves at you one more time). All the while, you've gotta avoid Quickman.
I think Wily used Quickman as a base for Geminiman.
The obvious thing to do is to use Time Stopper. This halves his life (unless
you used it during the level. The proportion of the amount of Time Stopper
required to do damage and the amount of damage done is 2:1). Once the Time
Stopper has all been used up, you have a few options. You can use the Arm
Cannon -- which is, in my opinion, slightly easier -- to gun down Quickman.
It doesn't take too many shots. You can also stand in one of the corner niches
and fire Crash Bomber at the ledge in front of you. When Quickman drops down,
he'll land near the bomb and get hurt. This is slightly more complicated.
Either way, crack boy goes down easily.
<----------------------------------------------------------------------------->
You got Quick Boomerang!
------------------
Current Password: |
|
1 2 3 4 5 |
A | | | |O| | |
B |O| | | | | |
C | |O|O|O| | |
D |O| |O| | | |
E | | |O|O| | |
------------------
0=~=~=~=~=~=~=~=~0
| 3.05: Metalman |
0=~=~=~=~=~=~=~=~0
Enemies: Driller, Crusha, Metal Joker, Sproing, Quadbarrel, Metalman
Fun stage. The music is slightly weird, but that's okay. Most of this stage
takes place on conveyor belts that push you one way or another. It's not that
bad.
So upon being teleported into the stage, the conveyor belt that you're on
pushes you right. Ride it until the end. When you see the gap, jump over it.
This conveyor belt is actually pushing you backwards. Run against it. Keep
running once you see another conveyor belt. If you keep running, you'll find
an energy tank. Once you have thie energy tank, let the conveyor belt push
you back some, and then hop onto the top conveyor belt. Continue running right
(against the conveyor belt) to encounter the Crusha enemy. Crusha -- I named
it lovingly after the Battletoads & Double Dragon enemy -- is a large, spiked
press. While the description works for both, I'm not talking about the media
here. Run right to bait the Crusha into falling down. While it is on its way
back up, slip under the Crusha, and over to the next conveyor belt. Not that
tough!
Of course, the next conveyor belt is pushing you towards the next Crusha. The
same rules apply, though. Get close enough for the Crusha to drop down. While
the Crusha is on its way back up, slip under it, and hop onto the next belt.
The subsequent belt is pushing you back to the other Crusha, but we're more
concerned about the one in front of you. Move forward, bait the Crusha, and
run under it. The chains hurt you just as much as the spikes, so don't try
jumping through. When you jump this time, though, you'll land on solid ground.
No conveyor belts! Deal with the Crusha in front of you like you have been
dealing with Crushas. On the next ledge, dodge that Crusha. Jump onto the
conveyor belt. This one is pushing you towards a bottomless pit. At the edge
of the conveyor belt, jump down onto the ground.
Now we have a new threat: Drillers. These guys are made harder by the fact
that I can't really tell you how to get through them; they come at random
places. They are restricted to this area, though. The easiest way to deal
with them, I think, is to run forward while holding down the fire button with
the Quick Boomerang equipped. You'll fire a steady stream of boomerangs. Or
you can just Arm Cannon your way through. Quick Boomerang will be used against
Metalman himself, but they have 224 uses, so you probably won't run out of
them anytime soon. I'll walk you through the area. Run right, and jump onto
the ledge (take your time). Run to the side of the ledge, and drop off to
the side. Jog to the right, and hop up these ledges. Now you're on a
conveyor belt that is pushing right. So stop running; just keep firing.
At the far side, you'll drop off to another conveyor belt pushing left. This
is the end of the Driller section.
Run to the far side of this conveyor belt (jump a lot if you're impatient).
At the far end, jump onto the levitated conveyor belt. This one is trying to
push you right...INTO A PIT! Right into a pit! So at the far end, jump onto
the subsequent conveyor belt (which isn't much better). This one is pushing
left. Pull out Item-2. Jump on it, and ride over to the conveyor belt to the
right. It will push you to the right. At the far side, collect the 1up. Now
run back to the left, drop off the conveyor belt, and then run right on the
lower conveyor belt. Drop down to the next screen. Here, there is a lone
conveyor belt that pushes you left. Ride the conveyor belt over to the gap.
Drop down that gap to reach the...
[Halfway point]
Like Flameman's stage in Megaman 6, the screen after the halfway point is the
final screen. It's long, though. So you start out on the leftward bound
conveyor belt. Run against it. At the far end of the underhang, you'll
encounter a Metal Joker. These jokers fall onto metal wheels (these are above
you). When they do, the wheel falls down, and -- naturally -- the wheel starts
rolling towards you. If you destroy the actual Metal Joker, the wheel will
continue rolling. If you obliterate the wheel, then the Joker dies too
(although you get no powerups from him). So choose wisely. I personally fire
at the wheel. When the wheel is destroyed, the Joker flies up, and then falls
down. It can be fun ("Pull!") to try to hit the Joker. Once you've destroyed
the first Metal Joker, run to the far right side of this conveyor belt. A
second Metal Joker will be awaiting you here. Destroy it, and then hop up
onto the following conveyor belt.
Run right (against) this conveyor, and then jump up to the next conveyor belt.
This one pushes you right. Leap onto the subsequent conveyor belt, and then
make a leap of faith down to the next belt that pushes you left. When you
land, you'll have to fight another Metal Joker. Kill it, and then continue on.
A fourth Metal Joker makes an appearance here. Obliterate it, and then jump
over to solid ground. By the way, if you come across any weapon energy
capsules, refill Item-2.
Now that you're on the ground, run right. A Metal Joker will land on the gear
in front of you. Kill it off. Jump onto this obstruction to find a Quadbarrel
in front of you. These guys are from Crashman's and Flashman's stages. Give
it a good smack in the face (and take cover if you're on difficult mode). Now
leap up the gear ledges until you reach another Quadbarrel. Annihilate the
Quadbarrel, and then jump up three more ledges to find a third Quadbarrel.
Destroy it, and then move to the right side of this gear that you're on. Drop
off, and then hold left. This is important. You will land in a small niche
in the gear. Now drop off again, and hold left again. You will land in an
alcove with an energy tank. Nice! Grab it, and then activate Item-2. Use
its sled to propel yourself over to solid ground.
Upon landing on the ground, you'll be assaulted (in ways I can't say in a
PG-rated guide) by a Sproing (whose name is even suggestive). Jump over the
Sproing, and then run over to the right side. Hop onto the next ledge, where
you will be attacked by two Sproings. Jump over the first Sproing, run for a
second, and then jump over the second Sproing. Continue (quickly) to the
right side of this ledge. If these guys get too annoying, they can be dealt
with with the Quick Boomerang. Hop onto the final ledge, run right, and then
enter the boss gate.
<-----------------------------------------------------------------------------<
BOSS: METALMAN
Dr. Metalman is in the house. Seriously. I know that's a Metal Blade on his
head, but it looks like a stethoscope. And that pose he strikes at the
beginning. That just screams "Turn your head and cough!"
Metalman's lair is a large conveyor belt whose direction he can change at will.
He doesn't attack unless you do (at first), and won't move (jumping to the
other side of the room) unless you get too close to him. When Metalman does
attack, he will throw two Metal Blades while jumping. Jump when he fires
a Metal Blade. The first one will go over you and the second under you. It
works nicely.
But as for how to defeat him, you have two options available to you: Arm
Cannon and Quick Boomerang. The advantage with the Arm Cannon is that you can
fire from a distance, but the Arm Cannon doesn't hurt him as much as the
Quick Boomerang, whereas the Quick Boomerang hurts Metalman more, but you must
get closer to Metalman to attack.
I recommend the Quick Boomerang. Run at him. He jumps from one place to
another place everytime -- and it's the same exact place. Stand in the middle
of the jumping pattern while jumping and firing the Quick Boomrangs to bring
this battle to a screeching halt.
<----------------------------------------------------------------------------->
You got Metal Blade!
------------------
Current Password: |
|
1 2 3 4 5 |
A | | | | |O| |
B | |O| |O| | |
C | | |O|O|O| |
D | |O| |O| | |
E | | | |O| | |
------------------
0=~=~=~=~=~=~=~=~=0
| 3.06: Bubbleman |
0=~=~=~=~=~=~=~=~=0
Enemies: Boss Frog, Baby Frog, Hermit Crab, Prawn, Anglefish, Orbison, Bubble
Crab, Bubbleman
When I played this game the first few times, I used to play through Bubbleman's
stage first. It's very memory-provoking. Especially the background, which
also reminds me of Adventures in the Magical Kingdom.
So upon being teleported into this level, you find yourself on a white ledge
in front of a waterfall. Fair enough. Jump down onto the white ledge in front
of you. Run forward to encounter a Boss Frog. Boss Frogs throw three Baby
Frogs out of their mouth. These frogs hop around you. If there are still
Baby Frogs on the screen, the Boss Frog will not shoot anymore out -- even
if the Baby Frogs aren't his/her own (must be sleeping around). The best
weapon for this -- and for all enemies in this stage, save the Hermit Crab --
is the Quick Boomerang. Ignore the Baby Frogs for now, and jump/fire at the
Boss Frog on the next ledge. Once the Boss Frog has been eliminated, jump onto
the ledge that it used to occupy. Run to the right side of this ledge to
find a second Boss Frog on the ledge above you. Using the Quick Boomerang,
destroy the Boss Frog above you. Jump onto its ledge, and then run right.
At the far end of this ledge, jump over to the next ledge to find a third
Boss Frog. Destroy it. Now you come to the fun part of the stage: falling
blocks.
-------------------------------------------------------------------------------
Diagram 2.06a |
--------------
START GOAL
===== -------------
BF ======
----- =====
=====
=====
------------------------------
===== - Falling platform |
BF - Boss Frog |
START - Start of this section |
GOAL - End of this section |
-------------------------------------------------------------------------------
As you jump onto the platform, it will fall. It'll fall if you stay for one
second. The fun thing to do here is to try to make it across to the other side
without having one block fall. The trick is to land only for a split second.
If you need to reorient yourself -- and you will -- make small hops. The
second count isn't cumulative. Regardless of how you do it, jump across this
section. Run to the right side of the ledge that you end up on. At the far
end, hop down onto the left ledge, and then drop down onto the subsequent
ledge. Fall off to the left.
Down here, you'll encounter Hermit Crabs. These are robot crabs on wheels. If
you use your Arm Cannon to destroy them, everything is fine. If you use the
Quick Boomerang, though, their shell will fly off, and they'll become faster.
Everything in the video game world seems to when it loses its shell. Ever
notice that? Anyway, destroy the first Hermit Crab, and then drop down to
the ledge on your left. Run right, and drop off to the right. Easy stuff.
Destroy the Hermit Crab down here, and then drop off to the right. You'll land
on one final white ledge. Run to the left, and fall into the murky waters of
Bubbleman's level (motto: "Cleaner than Dr. Wily's"). Hold left as you fall.
More Hermit Crabs await you in the water. The second you land, turn right, and
fire at the Hermit Crab. Run right, and drop down to the next ledge. If it is
in your way, destroy the second Hermit Crab. Now jump off the ledge, skipping
over the third ledge. Simple stuff.
[Halfway point]
Now that there are no more Hermit Crabs in the level, you may as well equip
Quick Boomerang and stick with it. Down at the bottom, run to the right.
You will begin to encounter a shrimpy enemy: the Prawn. They try to tackle
you. You have to eliminate their source, namely, the Anglefish. After a few
waves of Prawns, you'll reach the Anglefish, whose weakness is the lantern
atop his fishy head. Jump up and down while firing at the lantern. When it
has been destroyed, the Anglefish will be destroyed too. Yay. There are
still some Prawns left, but if you run to the right so that you can't see them
anymore, they will no longer be a threat.
After the Anglefish has been destroyed, continue running right. Keep in mind
that there are spikes on the ceiling. When you reach a ledge, an enemy called
the Orbison will start bugging you. These guys come down at random from the
ceiling. It's best to ignore them unless they get in your way, in which case
one Quick Boomerang is the medicine that Doctor Wily didn't order. Jump onto
the ledge in front of you. Make a small hop onto the subsequent ledge.
Skip over the gap between you and the next ledge, and get straight to said
ledge. Drop off to the right. You might be able to land on the next ledge.
Otherwise, land on the bottom, and then leap to the platform. Make a running
jump to the edge of this ledge, and then jump over the gap and to the
subsequent platform. Drop down the ledges until you reach the bottom. Jump
up to the next ledge, and then drop off to the right. Run all the way to the
right. At the far end, jump onto the ledge above you, and from there to the
final ledge. Hop off the top of this, and position youself so that you go
down the middle of the lane of spikes.
When you have hit the bottom, run right to encounter another Anglefish. As
before, attack the orb atop his head with your Quick Boomerang to make quick
work of him. Continue to the right. Jump to the top ledge, and enter the
next screen.
The final area of this level starts off with a Boss Frog. Underwater. And of
course, a jump bonus is given to its Baby Frogs. These guys are harder to
ignore now. Nevertheless, kill off the Boss Frog with your Quick Boomerang.
Jump onto the ledge that way occupied by the Boss Frog, and run right. At
the far end, you'll encouner a second Boss Frog. Make small hops while firing
at the Boss Frog. Once it has been destroyed, jump onto the ledge that the
Boss Frog used to occupy. Run to the far right, and then jump onto the
ledge to end the water section. For now.
This is the final stretch. It is occupied by Bubble Crabs (a cookie if you
know where the name came from!). Bubble Crabs randomly drop onto you as you
are crossing the platforms. And again, the easiest way to deal with them is to
hold down the fire button with Quick Boomerang equipped and ignore them. Due
to the randomness, I can't really help you here. The only thing I can really
say is that, right before the final ledge, you'll probably have to destroy the
Bubble Crab that will inevitably drop here. Once on the final ledge, enter the
water to the right, and then enter the boss gate.
<----------------------------------------------------------------------------->
BOSS: BUBBLEMAN
Bubbleman. The ultimate scuba diving tourist. It's almost funny. Especially
to me, since I grew up as a Floridian, and I saw these types of people a lot.
Bubbleman's lair is underwater and is topped by spikes. Bubbleman "flies"
around his lair (I wish I could do that with scuba gear) while firing bubbles
and torpedoes. The torpedoes go straight, while the Bubble Lead lands and
bounces on the ground. Bubbleman DOES have a set pattern, though.
-------------------------------------------------------------------------------
Diagram 3.06b |
--------------
-------------------
|SSSSSSSSSSSSSSSSSSS|
| |
| |\ /| |
= | \ / | |
= | \ / | |
| | B | |
| | / \ | |
| | / \ | |
| |/ \| |
| |
-------------------
---------------------
B - Base of pattern |
|/ - Pattern style |
= - Boss gate |
S - Spikes |
-------------------------------------------------------------------------------
He always follows that pattern. The trick is to exploit it. Using the
Metal Blades, jump up and down a lot while firing Metal Blades a lot. In face,
if you don't care about being hit, just stand in the same place, jump, and fire
a ton of Metal Blades. Bubbleman will be dead before he can really do anything
in his pattern. If you do care about being hit, however, jump really high to
avoid the torpedoes, and use the Metal Blades' multidirectional feature to hit
Bubbleman. Either way, Bubbleman does not take much to defeat.
<----------------------------------------------------------------------------->
You got Bubble Lead!
------------------
Current Password: |
|
1 2 3 4 5 |
A | | | | |O| |
B | |O| |O| | |
C | | |O|O|O| |
D | | | |O|O| |
E | | | |O| | |
------------------
0=~=~=~=~=~=~=~=0
| 3.07: Heatman |
0=~=~=~=~=~=~=~=0
Enemies: Crickhop, Molestias, Sproing, AT-ST, Heatman
This level can be tough, due to the overwhelming number of gaps and lava. And
of course, lava is not our friend, right? Right?
So you start out in some kinda really hot place. That narrows it down. Kinda
looks like Florida. Start off by running right. That's a common theme in
how we do things. When you reach it, jump over the break in the floor that
gives way to lava. On the other side, you'll encounter one of those fun
Crickhop enemies. The best way to deal with him is to simply not. When the
Crickhop begins to jump over you, run under it, and then jump over to the
next platform. The way I do it is to just run towards the Crickhop while
firing. It should be destroyed by the time you reach it. Another set of
Crickhops awaits you here. Dodge them, and then jump over to the complete path
on the other side. Of course, another problem presents itself. This seems
like an appropriate time and place to use the old "Out of the frying pan and
into the fire" speech.
Molestias. You remember them. Their name literally means annoyances.
As with the Crickhops, it's best just to ignore them. Speaking of which,
there is probably one right above you. In the game, I mean. Not literally
abo-
Move to the far right side ot the platform, and then jump over to the next
platform. From here, jump onto the brick column. Run to the far side of this
column, and then jump down to a second column near to the lava. Be careful
not to miss. Jump up to a third column. From there, skip the fourth column,
and jump straight to the subsequent column. Destroy the Molestia in front of
you, and then hop over to the column that's waaaaaaaaay over to the right.
Hop up to the following column, and then jump down to the even leveled columns.
While running and hopping from column to column, be sure to be firing so that
any stray Molestias are killed off. After you've gotten over the even-levelled
columns, you find yourself out over a bottomless pit with smaller bricks to
jump to. Jump to the first, and then jump to the second. Leap up to the
third, and then leap way down to the fourth. Jump to the fifth, and from there
to solid ground. Here's another friend: the Sproing. Pull out Bubble Lead,
and make a jump so that you are even with the ledge on which the Sproing
is sliding. Fire off two lead bubbles to destroy the Sproing. Now jump onto
that ledge, and from there left to the brick ledge. Move to the left side of
the brick ledge, and hop up to the top ledge. Stand on the edge, and fire two
Bubble Leads. These will destroy the Sproing. Now jump over to the ledge,
run right, drop off the ledge, and descend the ladder.
A disappearing block puzzle awaits you down here. If you're insecure in your
abilities, fire two Bubble Leads at the Sproing down on the bottom (you can
just fire them in front of you, and they will find the Sproing). For some help
on this...
-------------------------------------------------------------------------------
Diagram 3.07a |
--------------
| | ||-||
| - |-||
| 1 |-||
| - |-||
||-|| | |-|| *-------------------------------------*
||-|| | 2 |-|| | 1 appears when 3 disappears |
||-|| | 3 |-|| | 2 appears soon after 1 appears |
||-|| | |-|| | 3 appears after 1 disappears |
||-|| | |-|| | 1 disappears when 3 appears |
||-|| | |-|| | 2 disappears right before 1 appears |
||-|| | 1 |-|| | 3 disappears when 1 appears |
||-|| | |-|| *-------------------------------------*
||-|| | |-||
||-|| | |-||
||-|| | -- -- -- --|
||-|| | |
||-|| | SP |
||-|| |-----------------------------
----------------------------
SP - Sproing |
1 - First blocks to appear |
2 - Second block to appear |
3 - Third block to appear |
-------------------------------------------------------------------------------
Use that to get to the ladder on the left side, and then descend it. Or you
could just use Item-3.
[Halfway point]
The area from now until the end of the screen is the single most annoying
(possibly even moreso than the Crashman Metool part) screen in the game.
Unless you have Crash Bomber and Item-2.
This area involves a lot of Molestias and disappearing blocks. Run right.
As before, don't worry about the Molestias unless you have to. When you reach
the brick column, wait for a disappearing block to appear. Use it to climb
over the column. At the top, jump down to the next ledge, avoiding the
pit (because death is bad for your health). At the column, you need two
disappearing blocks. When it appears, jump onto the first disappearing block,
wait one second, and then jump again. You'll magically land on the second
block. Jump to the top of the column, and then down to the platform on the
right. Run to the right side. Pull out Crash Bomber, and fire a bomb to the
right. It will hit a Crash Block. Jump over to that platform, and use the
newly-created passage way to easily avoid any hassle with disappearing blocks.
Continue right. You will see another large column with a Crash Block in its
middle. Fire a Crash Bomb at the block, and jump through there. LIKE A
POLAR BEAR. Once on the other side, fire yet another Crash Bomb to the
right to destroy another Crash Block. This one is slightly trickier because
of the hole. No worries, though. Just jump over to the column, and you'll be
fine. Now jump over the hole and to the next ledge. Repeat the process to
get onto another ledge. Follow this path right to encounter a Sproing.
Kill it. Now you have two choices: MAD DISAPPEARING BLOCK SECTION
-------------------------------------------------------------------------------
Diagram 3.07b-d |
----------------
1 2 3
---------------
| |
----------------------
START
SP
---------------------------------------------------------------
===============================================================================
5 4 9 8 10
11 12 13 14 15
1 2 3 6 7
--
------------------------------------ |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
----------------------------------------
===============================================================================
20
19
15 16 18
26
17 1up 24
--- 25 GOAL
~~~~~~~~~~~~~~~~~~~~~~~~~~ -
-------------------------- 21 22 23 |
| |
------------------------------------------
1up - Extra life |
1, 2, etc. - Order in which blocks appear |
~ - Lava |
START - Start of this section |
GOAL - End of this section |
-------------------------------------------------------------------------------
Or you can just run to the start of the lava, pull out Item-2, and fly all the
way over to the end of the screen. I can't write a timing guide for the
blocks, because the order depends upon when you hit which block. So I
recommend the latter way. You can even jump off on the way and collect an
extra life! Regardless of which method you take, you'll end up on nice, solid
ground. Follow the path right, and then descend the ladder. Here, drop to
the bottom, and use Air Shooter to destroy the AT-ST and its Sniper Joe rider.
Run to the left side, and then climb down the ladder. At the bottom of the
ladder, run to the right, and enter the boss gate!
<----------------------------------------------------------------------------->
BOSS: HEATMAN
Heatman. He's lightning in a bottle! He's earthquake in a can! He's...not
Bowser. He's a little lighter in a box. A heavily armored box.
Heatman's primary weapon is Atomic Fire. He tosses three columns of fire
out. These can be tough to avoid (you have to get into the centter of them).
Additionally, when he's hit with a master weapon, he'll turn into an atomic
fireball (wasn't that a candy?), and he'll rocket towards your side of the
screen.
The obvious way to defeat Heatman is with the Bubble Lead. When the battle
starts, fire out a lead bubble. When the bubble hits Heatman, wait for him
to zoom over to you. Jump over him, turn around, and fire another bubble.
Wash, rinse, and repeat until Heatman has been washed and rinsed. And since
this is a Megaman game, he'll be repeated.
<----------------------------------------------------------------------------->
You got Atomic Fire and Item-1!
------------------
Current Password: |
|
1 2 3 4 5 |
A | | | | |O| |
B | |O| |O| | |
C |O| |O|O|O| |
D | | | |O|O| |
E | | | | | | |
------------------
Last robot master!
0=~=~=~=~=~=~=~=0
| 3.08: Woodman |
0=~=~=~=~=~=~=~=0
Enemies: Bubble Bat, Roborabbit, Hot Dog, Bird Bomber, Hatchling, Muscle
Monkey, Swift, Woodman
So we're in the forest with some really cool music. I'm surprised there were
no environmentalist uproars over this stage. Since you're killing many natural
members of the animal kingdom like bats, rabbits, mutant dogs, etc.
So to begin, run right. You'll soon encounter a Bubble Bat. These guys hide
in little impenetrable balls. When they come out to attack, blast 'em. So
destroy the first Bubble Bat when you get a chance. Of course, when you jump
to do that, another Bubble Bat starts coming for ya. Destroy him, and then hop
onto the small obstruction in the path. Move to the far right side of the
ledge to activate another Bubble Bat (or Batonton as they were known in the
shows). Destroy it. Hop down into the gap and then up to the next ledge.
You will now encounter a Roborabbit. Roborabbits are FEROCIOUS and DEADLY
beasts who -- this is original -- throw carrots at you. These guys take a lot
of hits to be destroyed, though, so use a master weapon. Bubble Lead and
Quick Boomerang work marvelously. When the Roborabbit is destroyed, a Bubble
Bat will descend upon you. Use Metal Blades to cut it down to size. Jump onto
the ledge in front of you to anger another Bubble Bat. Metal Blades prove to
be your savior again. Once the Bubble Bat has been destroyed, run to the far
side of this ledge. A Roborabbit and a Bubble Bat will attack you at the same
time. Fire some Metal Blades at the Roborabbit, and then fire them at the
Bubble Bat. Simple. Drop off the ledge, and run all the way to the right.
Ignore the Bubble Bats. At the end, use a master weapon to destroy the
Roborabbit, and then descend the ladder.
At the bottom of the ladder, run left. You'll be hitting a wall, but you will
also awaken the three Bubble Bats. Start firing Metal Blades diagonally down
and right to destroy them. Once they have been destroyed, drop off to the
right. Jump onto the first obstruction, and from there to the second (jumping
over the gap). Descend the ladder on the left.
The enemy here is the Hot Dog. You'll fight a total of three of these in this
stage. Back-to-back. Drop down to the second ledge. When the Hot Dog fires,
jump over the flames. At this point, you can either fire a barrage of Metal
Blades, or move close to him and fire some Quick Boomerangs. I recommend the
former. So drop off the ledge, jump onto the one formerly occupied by the
Hot Dog, and then continue to the next screen. *Note: If for some reason, you
cannot defeat the Hot Dog on this screen, you can get onto the ladder and fire
down and right to hit him.*
The next screen has another Hot Dog. This one is slightly more difficult to
defeat. When there is an opening in his fire, move so that you are under the
tallest niche in the cave's ceiling. When the Hot Dog fires, jump over the
fire while firing Metal Blades. Repeat to destroy the Hot Dog. Jump onto its
ledge, and then fall off. If you hit the black part of the screen at a high
point, you pass through a wall on the next screen.
The next screen which, predictably, has a third Hot Dog on it. This is the
easiest one of the bunch to defeat, though. With the Metal Blades, stand on
the first ledge. Jump, and at the peak of your jump, fire a Metal Blade. DO
this a few times to destroy the Hot Dog. Now jump onto the next ledge, run
right, and then hop onto the third ledge. Move to the next screen.
[Halfway point]
On this screen, just ascend the ladder.
Two Bubble Bats await you here. Stand near to the ladder. When they've both
awakened, fire a few Metal Blades in a diagonal pattern to destroy the Bubble
Bats. Jump onto the partition to the left, and then climb the ladder on the
left side of the room.
Now you're in the great outdoors. Kinda. Move right, and jump onto the first
ledge, and from there leap to the second. This screen has our old pal, the
Bird Bomber (destroy its eggs before they hit the ground). This also
introduces the Muscle Monkey. It hops below the ledge that you're on, and then
BOOM, surprise attack! It might be easier just to run forward while firing or
to use the Time Stopper. But when you run out onto that first platform, a
Muscle Monkey climbs onto to the edge of it. You can use the Metal Blades to
destroy it. Jump over to the next bamboo stick. Kill off the Muscle Monkey
here, and then run to the far right side. Drop off onto the next stick. A
third Muscle Monkey assaults you at the edge of this ledge. Kill it, and then
hop up to the next straw of bamboo. You'll encounter one final Muscle Monkey
here. Kill it, and then hop to the final bit of bamboo. Jump back onto the
cave ground, and then run right. Descend the ladder.
This is Roborabbit country. Keeping with the Metal Blades, drop down onto the
ground, face left, and then obliterate this Roborabbit. Run left, and climb
down the ladder. This room is shaped like a large staircase and was a night-
mare to map. Start running down the stairs while firing Metal Blades
diagonally down and right. Continue down the stairs after you've killed the
Roborabbit, and then descend the ladder. Drop to the bottom of the ladder.
Using the diagonal-left strategy, kill the Roborabbit on the screen. Drop off
this ledge as well as the following ledges. At the bottom, climb down the
ladder.
This is the final section of the level. It is full of Swifts, ostriches that
try to crash into you. Fortunately they have this inexplicable urge to jump
every now and then! The pattern of Swifts is random. The tricks that I can
give you are to run left with the Swifts until they jump, and that you should
use the corners of ledges for cover. They miss you entirely there. Once you
have ascended these ledges, enter the boss gate.
<----------------------------------------------------------------------------->
BOSS: WOODMAN
Woodman. A robot made out of wood. It's actually a clever idea. But then,
this is a futuristic world! It's a world whose year names are 200X!
Woodman has two attacks that he does at the same time. He beats on his chest
and sends four leaves into the air. At the same time, an impenetrable Leaf
Shield surrounds Woodman. While the leaves are falling on you (this hurts),
he will fire his shield of leaves at you. Woodman was so much cooler in the
shows.
So you jump over the Leaf Shield while making sure that the leaves don't fall
on you. Easy. You can defeat Woodman with the Metal Blades. Fire them at
Woodman when his shield is down. You can defeat Woodman with Crash Bomber.
Fire them at Woodman when his shield is up.
Or even better, you can charge Atomic Fire up to its maximum level, and then
fire it at Woodman when his shield is down to kill Woodman in one hit. It's
up to you.
<----------------------------------------------------------------------------->
You got Leaf Shield!
------------------
Current Password: |
|
1 2 3 4 5 |
A | | | | |O| |
B | |O| |O| | |
C |O| |O| |O| |
D | | | |O|O| |
E | |O| | | | |
------------------
This, ladies and gentlemen, is the final password for this game. This is as
good as it's gonna get -- four energy tanks and all robot masters defeated.
From here on in, there are no passwords given, so I can't give you any. Sorry.
So Dr. Wily appears in his saucer, does the trademark eyebrow thingy and
then disappears into Skull Castle. We have to get through Skull Castle and
bring Dr. Wily to justice once and for all!
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
| 3.09: Skull Castle Stage 1 |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
Enemies: Bird Bomber, Hatchling, Wormer, Sniper Joe, Sproing, Molestia,
Mecha Dragon
Gotta love the fortress map. Remember when I said that Flashman's stage's
music was the second most commonly remixed song from the Megaman series? Well
this is the most common. This is probably the longest fortress level.
So we have to start through Skull Castle from the outside. Fair enough. From
now until you reach the first building with the Dr.W insignia on it, Bird
Bombers will be assaulting you. As you know by now, I can't really walk you
through that, because it's random. Leaf Shield is good for this. You can get
tons of powerups. But save the Leaf Shield for later. Use Metal Blades to
destroy the eggs. When you DO reach the Dr. W building is when it gets fun.
You can't get over it. Haha. Game over.
No, seriously, pull out Item-3. Use that to scale this wall. At the top of
the wall, run right, and drop off. Use the Metal Blades to destroy the Wormer
on this side. Make sure to refill Item-3 and Metal Blade while you're here.
Once the Wormer has been destroyed, jump onto the next ledge. Annihilate the
Wormer on this ledge. Jump over the gap. Once on the next ledge, fire a
Metal Blade to destroy two Wormers. Jump onto the top ledge, leap across the
gap, and then destroy another Wormer. Drop off the ledge, and pull out Item-
3. Use Item-3 to scale this building of Wily's. On the other side, destroy
the Wormer. Be sure that Item-3 is charged up. Use Item-3 to scale the wall
on the right side. When you get to a niche, jump off. Use Metal Blade to
destroy the Wormer, and then collect the extra life. Run right, and drop off
the ledge. Use Item-3 again (it couldn't hurt to recharge Item-3) to climb the
wall again. This time, wait until you are in jumping distance on the ladder.
Jump onto the ladder, and climb it.
Use Air Shooter to hit the Sniper Joe above you. Go to the latter ladder (the
former leads down to the 1up alcove), and climb it. At the top, take the
weapon energy capsule (refill Item-3), run right, and ascend the ladder found
on the right.
[Halfway point]
From where you are on the ladder, fire to the left to destroy another Sniper
Joe. Finish ascending the ladder, run left, and climb up the other ladder.
Up here, just wait for the Sproing to pass you. It's not worth the fight.
Once the Sproing has passed you, climb the ladder to the top, run light, and
ascend this ladder to find a whole lotta nothing. There's no apparent way to
cross this gap. Fear not! We've got Item-1! Use that to create platforms to
cross this treacherous range. The way to do this is thusly: from the edge of
the ladder, create a platform. Jump onto the platform, and move to the left
side. Create another platform. Jump onto it, move to the left side, and
create a third platform. Jump onto this, move to the left side, and then jump
to the ladder. There's a good chance you'll miss, in which case you have to
start over. Kill Sniper Joes for energy if necesary. Up the ladder, you'll
find some Molestias. Just ignore them. At the top of the ladder, enter the
building to the right. This is a long spiel of blocks. Instead of making a
walkthrough for this [it would be even more pointless than the normal one (now
jump to the next block, and from there to the next block, ad infinitum)], I'll
just give you the map.
-------------------------------------------------------------------------------
Diagram 3.09a-b |
---------------- -
- -
- - - *
-
START -
------- ---------
===============================================================================
-
GOAL
-
- - - - -
---------------------------------------------
- - Platform |
* - Mecha Dragon starts chasing you here |
START - First ledge |
GOAL - Boss fight |
-------------------------------------------------------------------------------
And as promised, a boss fight! Also, on your way to the fight, don't let the
Mecha Dragon hit you, or it's curtains for you.
<----------------------------------------------------------------------------->
BOSS: MECHA DRAGON
The Mecha Dragon. This guy symbolizes the childhood of some of us. I don't
know why it does, but some people are like that. He's a big, fire breathing
dragon. Terribly original.
He flies around trying to impale you upon his horns while breathing fire that
damages you and knocks you off you platform. That's all he does. Pfft. Some
dragon.
Stand on the top of the three blocks and fire a lot of Quick Boomerangs. Just
keep firing. If the Mecha Dragon gets too close, drop off to the lower ledges.
Be sure to get back to the top, though, as you are safe from falling off up
there. This boss fight becomes hard, however, if you're trying to beat the
game without taking a hit. Then you have to actively be moving while firing to
avoid the fire. It's tough.
<----------------------------------------------------------------------------->
You got...another level.
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
| 3.10: Skull Castle Stage 2 |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
Enemies: Crickhop, Shooter, Molestia, Driller, Crusha, Roombots
This level is nothing. This would be the secret entrance of Skull Castle.
You do have to wonder why, excatly, the good doctor puts these around.
To start with, use that nice weapon energy capsule to your left to refill
any weapons that need refilling (weapon energy isn't refilled from castle stage
to castle stage). Now run right, and drop off the ledge. Fire at the Crick-
hop that falls down. Once it has been destroyed, quickly drop off this ledge,
as well as off the next ledge. Another Crickhop will drop down in front of
you. Destroy it. Drop off the next two ledges. At the second-to-last
ledge, destroy one final Crickhop. Go down to the bottom ledge. Take out any
weapon that needs to be refilled, and refill it. Now you should pull out Item-
2. Activate it, and let's get ready to go surfing. Fly over the sea of
spikes. Ignore the first ladder that you come to. Instead, jump onto the
second ladder. Take the energy tank to your right, and the climb down the
ladder.
Run left, and take the 1up. Drop off to the left. There are four weapon
energy pellets here. Refill what you need (although the only Item-X you'll
need are a few Item-1s and Item-3s). Take these four pellets, and then drop
off to the right. Five weapon energy pellets await you here. Take them, and
then descend the ladder on the far left side.
Drop down to the Crash Blocks. Use Crash Bomber to destroy the first block
if your lives are decently low. Otherwise, save your bombs (the boss for
Skull Castle Stage 4 can only be defeated by them). If you have less than
four energy tanks, then use the Crash Bomber on the lower Crash Block and take
the energy tank. Regardless of what you took, continue to the bottom of the
ladder.
Drop off the ladder, and hold right to land on a wooden post. Drop through the
gap created by the wooden posts.
[Halfway point]
This next area is just a long stretch of Drillers. Your best bet is to
continuously activate and fire the Leaf Shield as you run. That's been my
observation, anyway. At the far end, a Crusha awaits you. As you did in
Metalman's stage, get close to the Crusha. The Crusha will fall. When it
comes back up, slip under the Crusha, down the ledge, and to the wall.
Use Item-3 to ascend the wall. There's a catch, though: there's a Crusha at
the top of the wall. Wait for the Crusha to start moving up after a fall.
Jump off the Item-3 and onto that ledge. Quickly run right. Dodge the next
Crusha as well. The next part is tricky. Two Crushas await you. There is a
tiny bit of space in between them. Make the first Crusha fall. As it goes up,
run under the Crusha and to the small space in between the two. This will make
the second Crusha fall. As it ascends, run under the Crusha. Now that you
are past the two Crushas, continue right, and drop down the ladder.
You'll land on a platform. Drop off to the left to hit a platform at the
bottom of the room. Fall off to the right to go to the next screen. Use
Item-2 to cross the gap and to grab an energy capsule. Jump off to the left,
and fall through the gap at the bottom.
<----------------------------------------------------------------------------->
BOSS: ROOMBOTS
You are in a big room with no obvious exits. What do you do? C:> FIGHT BOSS.
This room is tiled. Most of the tiles come out and pair with another tile.
This forms a robot. These robots fire a plasma cannon and try to hit you.
These robots are mean. The longer the battle goes, the faster the Roombots
become. The pattern in which they come out:
-------------------------------------------------------------------------------
Diagram 3.10a |
--------------
| || 9||14|| 4||11| | ||8 || 5||12|| |
|7 | |7 |
| | | |
|1 | |1 |
| | | |
|6 | |6 |
|2 | |2 |
|13| |13|
|10| |10|
|3 | |3 |
| ||14||9 ||11||4 || || ||8 ||5 ||12|| || |
----------------------------------------------------
| | - Tile |
1, 2, etc. - Order in which they come out and pairs |
-------------------------------------------------------------------------------
So 1 matches with 1, and so on. Just figure out where the enemy is coming
from, and prepare to pump it full of bubbly lead. You'll win easily.
<----------------------------------------------------------------------------->
Yippee.
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
| 3.11: Skull Castle Stage 3 |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
Enemies: Hermit Crab, Guard Fish, Shooter, Gutsdozer
This is a short level that serves as a transistion. You're almost there.
Drop off the ledge to the left. You'll land on a platform in front of a
weapon energy capsule. Fire a Crash Bomb at the wall. One shot destroy it
and reveals three weapon energy capsules. Use them to refill whatever weapons
you need to refill, and then drop down to the right. You will land on a
ledge with yet another weapon energy capsule. Use it, and then drop down off
the screen.
Now for the water part of the castle. Like in Megaman 1, this seems to be
Wily's sewers. YAY. There are lots of spikes, so be careful. Jump over to
the next set of columns from where you are at. From there, jump to the next
two skinny columns. Be sure to make your landing precise; otherwise you will
miss. When you get to the double set of columns, you'll find yourself over
a large pit. Jump over the pit. As you do, a Fish Guard might come out at
you. These guys present no threat and are difficult to destroy, so you are
just as well off ignoring them. Now jump over the next two sets of columns.
On the third, you'll find another large pit. Jump over it. On the other side,
make a small jump onto the ledge in front of you. The spikes have suddenly
moved closer. And spikes on the screen are closer than they appear. Run to
the right edge of this passageway. Run off the right side of the ledge (keep
holding right for a second) to dodge the spikes.
Now this is a long spike fall. After you've cleared the first tier of spikes,
move to the left a little bit so that you don't hit the next set of spikes.
Stay in this position until the next screen, where you'll have to move left
a bit to dodge some spikes. After that, though, you can stay still and you
will be fine.
[Halfway point]
The sides are lined with spikes, but since you're going down the middle, that
is irrelevant. At the bottom, drop off the ledge to the left. Don't overdo
it, though; you don't want to hit the spikes. Run right, and drop off this
ledge. Here drop off to the left. Run left, and drop down the hole. On the
next screen, hold right to avoid the last set of spikes. Run right, and then
jump out of the water. Drop off the ledge to the right, and destroy the
Shooter in front of you. After it has been destroyed, run right, and take care
of two more Shooters. Beyond the third, though, is...
<----------------------------------------------------------------------------->
BOSS: GUTSDOZER
Gutsman has been rebuilt! His reincarnation is as a giant bulldozer. Gee,
that's what I want to be when I grow up!
Gutsy is no harder than before. He shoots bullets out of his mouth (eww)
and Metools out of his stomach. He can also try to roll you over. That's it.
Just jump onto the actual dozer itself. Pull out the Quick Boomerangs, and go
to work. Jump and fire a lot. With any luck, the Gutsdozer should be
destroyed before it can even fire any Metools.
This isn't the last we'll see of Gutsman.
<----------------------------------------------------------------------------->
This is the last 'true' level of Skull Castle. Yay.
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
| 3.12: Skull Castle Stage 4 |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
Enemies: Metool, Molestia, AT-ST, Sniper Joe, Turrets
This stage is evil. The first part of the level involves false floors, and
the second part of the level involves tracks (Crashman's stage) and Molestias.
For awhile, the final part was the bane of people trying to beat the game
without being hit. Additionally, this level involves fake floors. I told
you how to avoid them, but Irene Cordero emailed me a trick wherein you use
Bubble Lead to figure out all the fake floors. Thanks Irene!
Start off by refilling Leaf Shield and Bubble Lead. If they don't need it,
refill Item-2 or whatever your personal weapon preference. Now that we're
ready, climb the ladder. At the top, turn right, and attack the Metool.
Remember to wait until he is out from under his hard hat before attacking.
Now climb the ladder. Climb the ladder to the very top. Move left, and
climb the next ladder. At the top of this ladder, run left. You'll fall
through the floor. Be sure to hold left. You'll end up on the previous
screen beyond the Metool. You skipped a false floor. Drop off to the left
to receive an extra life. Now ascend the ladder to its paramount. Run
right, and drop through the floor again. You will land next to a ladder.
Climb the ladder to be back to where you ewre before the extra life.
Run right, and climb the ladder here. This part is full of trick floors. The
best way that I can descrive it to you is to have you look at the dark purple
marks on the blocks themselves. Alternatively, you can use Bubble Lead.
Fire the Bubble Lead at the floors in front of you. The bubbles will fall
through fake floors. Anyway, the first purple mark is safe. The next two are
not. The following four are safe, and the subsequent two are not. The final
two purple marks are safe. At the end, ascend the ladder.
At the top of the ladder, run right. Climb the ladder on the right side,
and then run left. This part just screams false floor. Most of it is safe.
The last two 'tiles' are unsafe. You can just use Item-2 to get over this.
At the end, climb the ladder. I really recommend that you skip this part, but
if you need an energy tank, then let's do this. Climb to the second level,
and then run right. Eliminate the Metool. Jump until you find a fake floor
in the floor above you. When you do, step back a few blocks, and use Item-1
to create a platform that lets you up there. The false floor is right next to
the energy tank. Take the energy tank, drop down, and run left. Climb the
rest of the ladders to the next screen.
[Halfway point]
Run to the far right side, and then descend the ladder. Wait on the ladder for
the platform on the track to come right under you. When it does, jump onto
the platform. Ride it until you are at the top-left corner of the right side
of the track (in other words, a second or two after you board the platform).
Make a running jump to the left. You'll jump over the Molestias and
down to the ladder. Not bad. Descend the ladder. On the next screen, wait
for the platform to be right below you, and then jump down. Ride the platform
until you can jump on the first ledge (it will be to your left). Wait for the
platform to make its way next to you, and then jump onto it again. Ride the
platform to the top, jump off onto the ledge, run right, and drop off down to
the ladder. Climb down the ladder.
On this screen, activate the Leaf Shield. Wait for the platform to be within
falling distance, and then drop down to it. With the Leaf Shield still
activated (it repels Molestias), ride until you reach a really big column.
Jump onto the column while the platform goes under the column. Jump back
onto the platform, reactivate the Leaf Shield, and ride the platform down until
you reach the gap at the bottom of the screen. Fall into the gap.
On the subsequent screen, run right. When you can, drop down to the platform
long enough to jump over to the small ledge in the middle of the track. Use
Item-2 to get over to the ladder. Climb down the ladder.
Super happy AT-ST fun day! Pull out the Quick Boomerangs. We won't need them
anymore after this screen. Destroy the first AT-ST on the screen. Kill off
its pilot too. Run to the right. This part screwed up my no-hit runs for the
longest time. Unless you're doing a no-hit game, I'd recommend just sacrificng
the energy. If you are doing one, however, the trick is to pull out Atomic
Fire. Charge it up, and fire it. Once you fire it, run to the right. It
will destroy the unavoidable Sniper Joe in this corridor before it can shoot
at you. If you are not doing a no-hit game, just use the Quick Boomerang.
Beyond the overhang is another AT-ST. Destroy both the AT-ST and its rider.
Continue on to find one final Sniper Joe. Destroy it, and then enter the
boss gate.
<----------------------------------------------------------------------------->
BOSS: TURRETS
The final regular battle is against a room full of Turrets. It's weird.
There are also Crash Blocks.
The Turrets have all of one attack: fire at you. However, they are blocked out
by Crash Blocks, plus they are weak only to Crash Bomber. Nothing else hurts
them. You know that the Turrets are going to fire when they flash. They lock
on, so lots of movement can shake them.
There are two ways of going about the battle. You can desroy all of the
Crash Blocks, die, refill Crash Bomber, and then come back (not recommended),
or you can take the challenging route, and destroy only the necesary blocks.
Pull out Item-1 and use it to ride up to the ledge across from the Crash Block
that is directly above you. Once you are across from that Crash Block, destroy
the block. When the block has been destroyed, fire another Crash Bomb at the
Turret behind the wall. Now run to the right side of the ledge. Jump up,
and shoot the Turret in front of you with Crash Bomber. Once the Turret has
been destroyed, jump onto the ledge that it used to occupy. Hop onto the
next ledge, and then drop down. Fire another bomb at the Turret waiting here.
Pull out Item-3 to get back up to the previous ledge. Drop down to the left.
Drop once more to the left, and then once to the right. Destroy the wall to
the right, and then destroy the Turret behind that wall. Now there's only
one more Turret to go, but it is the most difficult one to get to. Run left.
Use Item-3 to scale the wall in front of you. Once on the ledge atop the
wall, drop down to the left. Wait for the Turret to fire. Dodge the
fire, make a small jump, and then activate Item-1. Ride Item-1 until it
starts blinking. Wait for a split second longer, and then jump up to the
ledge next to the final turret. Turn around, and destroy it with a Crash Bomb.
<----------------------------------------------------------------------------->
And that's it!
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
| 3.13: Skull Castle Stage 5 |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
Enemies: Metalman, Flashman, Quickman, Woodman, Airman, Crashman, Bubbleman,
Heatman, Dr. Wily
This is the robot master rematch stage. Here's the teleporter layout.
-------------------------------------------------------------------------------
Diagram 3.13a |
--------------
-------------------------------
| | | |
|8 |9 | 1|
|-- -- --|
|-- --|
| -- -- |
|7 2|
|-- START --|
|---- ----- ----|
| |TO|TO| |
|6 |5 |4 | 3|
-------------------------------
--------------
1 - Flashman |
2 - Metalman |
3 - Crashman |
4 - Quickman |
5 - Bubbleman |
6 - Woodman |
7 - Airman |
8 - Heatman |
9 - Dr. Wily |
-------------------------------------------------------------------------------
And of course, Dr. Wily's teleporter doesn't appear until you've defeated the
eight robot masters. Good luck!
<----------------------------------------------------------------------------->
BOSS: AIRMAN REMATCH
Airman has two attacks. His main one is to shoot out five or six tornadoes
using his Air Shooter. You cannot shoot through these tornadoes. After a
second or so, he'll blow the tornadoes at you. He'll repeat this two more
times. At this point, he'll jump over you, turn around, and repeat the process
from the other side of the room. The jumping thing is his second attack.
So the easiest way to defeat him is to jump over his tornadoes. When he shoots
the tornadoes out, jump over any that are you in your way. Once you have a
clear shot, fire away at Airman. While firing, you'll be blown back to the
other side of the room. NOT THAT YOU WOULD EXPECT TOO MUCH DIFFERENT (i.e. a
tea party) FROM A GUY WITH A LARGE FAN IN HIS MIDSECTION OR ANYTHING. Repeat
this process until he jumps over you. When he jumps, he hops once and then
does the huge jump. This is when he is the most vunerable as there are no
tornadoes. He pauses for a second upon landing so be sure to take advantage of
this. This battle is mostly about finesse.
Another easy way is to fire until he jumps. When he jumps, get to the corner
of the side to which he is jumping. You'll be behind him when he lands. Blast
him now like there's no tomorrow.
In the rematch, just use Leaf Shield to make quick work of Airman. It cannot
pass through the tornadoes, though.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
BOSS: CRASHMAN REMATCH
Crashman's attack pattern is simple. He runs around. He can also jump and
fire his Crash Bombs. Of course, these Crash Bombs hurt like heck and are hard
to avoid. And of course, Crashman is always looking for a way to crash into
you. But there's a decent attack pattern behind him, namely that he will jump
when you attack. Always. Use this to your advantage.
So you want to get this battle over with quickly. If you play your cards
right, you can kill him off before he fires a bomb. Use Air Shooter. On
normal difficulty mode, if all three tornadoes from Air Shooter hit (so you
will want to be close when you fire), he'll die. So let Crashman comes towards
you. When he is close, jump, and fire the Air Shooter. It will hit poor
Crashman. Repeat a few more times to end Crashman's reign of terror. Or
rather to send it crashing down.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
BOSS: FLASHMAN REMATCH
Of all of the robot masters who freeze time in the Megaman series (Flashman,
Brightman, Centaurman), this is the absolute easiest one to defeat.
Flashman runs and jumps around his even room. His main attack is to try to
crash into you (I thought his name was Flashman, not Crashman!). He can also
freeze time. When he does this, he'll fire his buster very quickly in a spray
pattern that shoots, for the most part, straight.
Pull out the Metal Blades for this fight. You can pretty much stand in the
same place and send him a barrage of Metal Blades. Jump for a touch of
variety.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
BOSS: QUICKMAN REMATCH
Quickman! As you can tell from his name, he can move really quickly. Crack
quickly, actually. He seriously is on drugs.
So Quickman jumps around his lair while throwing his Quick Boomerangs at you.
These aren't normal boomerangs like you get, though. These boomerangs are
two-movement missiles (they move out towards you, stop, and then fire
themselves at you one more time). All the while, you've gotta avoid Quickman.
I think Wily used Quickman as a base for Geminiman.
The obvious thing to do is to use Time Stopper. This halves his life (unless
you used it during the level. The proportion of the amount of Time Stopper
required to do damage and the amount of damage done is 2:1). Once the Time
Stopper has all been used up, you have a few options. You can use the Arm
Cannon -- which is, in my opinion, slightly easier -- to gun down Quickman.
It doesn't take too many shots. Unlike the original fight, Crash Bomber does
not work here.
<----------------------------------------------------------------------------->
<-----------------------------------------------------------------------------<
BOSS: METALMAN REMATCH
Dr. Metalman is in the house. Seriously. I know that's a Metal Blade on his
head, but it looks like a stethoscope. And that pose he strikes at the
beginning. That just screams "Turn your head and cough!"
Metalman's lair is a plain, unlike the conveyor belt clubroom that he had.
He doesn't attack unless you do (at first), and won't move (jumping to the
other side of the room) unless you get too close to him. When Metalman does
attack, he will throw two Metal Blades while jumping. Jump when he fires
a Metal Blade. The first one will go over you and the second under you. It
works nicely.
But as for how to defeat him, you have two options available to you: Arm
Cannon and Quick Boomerang. The advantage with the Arm Cannon is that you can
fire from a distance, but the Arm Cannon doesn't hurt him as much as the
Quick Boomerang, whereas the Quick Boomerang hurts Metalman more, but you must
get closer to Metalman to attack.
I recommend the Quick Boomerang. Run at him. He jumps from one place to
another place everytime -- and it's the same exact place. Stand in the middle
of the jumping pattern while jumping and firing the Quick Boomrangs to bring
this battle to a screeching halt.
Even better, you can jump and fire a Metal Blade to destroy Metalman. In
one hit.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
BOSS: BUBBLEMAN REMATCH
Bubbleman. The ultimate scuba diving tourist. It's almost funny. Especially
to me, since I grew up as a Floridian, and I saw these types of people a lot.
Bubbleman's lair is underwater and is topped by spikes. Bubbleman "flies"
around his lair (I wish I could do that with scuba gear) while firing bubbles
and torpedoes. The torpedoes go straight, while the Bubble Lead lands and
bounces on the ground. Bubbleman DOES have a set pattern, though.
-------------------------------------------------------------------------------
Diagram 3.02.13b |
-----------------
-------------------
| |
| |
| |\ /| |
| | \ / | |
| | \ / | |
| | B | |
| | / \ | |
| | / \ | |
| |/ \| |
| |
-------------------
---------------------
B - Base of pattern |
|/ - Pattern style |
-------------------------------------------------------------------------------
He always follows that pattern. The trick is to exploit it. Using the
Metal Blades, jump up and down a lot while firing Metal Blades a lot. In face,
if you don't care about being hit, just stand in the same place, jump, and fire
a ton of Metal Blades. Bubbleman will be dead before he can really do anything
in his pattern. If you do care about being hit, however, jump really high to
avoid the torpedoes, and use the Metal Blades' multidirectional feature to hit
Bubbleman. Either way, Bubbleman does not take much to defeat.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
BOSS: HEATMAN REMATCH
Heatman. He's lightning in a bottle! He's earthquake in a can! He's...not
Bowser. He's a little lighter in a box. A heavily armored box.
Heatman's primary weapon is Atomic Fire. He tosses three columns of fire
out. These can be tough to avoid (you have to get into the centter of them).
Additionally, when he's hit with a master weapon, he'll turn into an atomic
fireball (wasn't that a candy?), and he'll rocket towards your side of the
screen.
The obvious way to defeat Heatman is with the Bubble Lead. When the battle
starts, fire out a lead bubble. When the bubble hits Heatman, wait for him
to zoom over to you. Jump over him, turn around, and fire another bubble.
Wash, rinse, and repeat until Heatman has been all washed up.
(That joke courtesy of Irene Cordero)
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
BOSS: WOODMAN REMATCH
Woodman. A robot made out of wood. It's actually a clever idea. But then,
this is a futuristic world! It's a world whose year names are 200X!
Woodman has two attacks that he does at the same time. He beats on his chest
and sends four leaves into the air. At the same time, an impenetrable Leaf
Shield surrounds Woodman. While the leaves are falling on you (this hurts),
he will fire his shield of leaves at you. Woodman was so much cooler in the
shows.
So you jump over the Leaf Shield while making sure that the leaves don't fall
on you. Easy. You can defeat Woodman with the Metal Blades. Fire them at
Woodman when his shield is down. You can defeat Woodman with Crash Bomber.
Fire them at Woodman when his shield is up.
Or even better, you can charge Atomic Fire up to its maximum level, and then
fire it at Woodman when his shield is down to kill Woodman in one hit. It's
up to you.
<----------------------------------------------------------------------------->
And now, get into the teleporter at the top of the room!
<----------------------------------------------------------------------------->
BOSS: DR. WILY FORM ONE
Dr. Wily at last! He appears in a machine that is kinda like the one that he
used in Megaman 1.
The good doctor moves back and forth while firing plasma energy in an arc.
It starts by going down, and then arcs back up.
The absolute easiest way to win this fight is to charge up Atomic Fire. When
it is fully charged, blast Wily to destroy form one. Just once.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
BOSS: DR. WILY FORM TWO
Hah. You didn't really think that was all, did you?
Now the doctor is revealed in his machine. Now he moves back and forth while
firing bouncy plasma balls. This guy is just that good.
You can use Quick Boomerangs or Metal Blades in this battle. Take your pick.
Just fire at Wily while dodging his balls. Dr. Wily goes down disturbingly
easily.
<----------------------------------------------------------------------------->
And now, the floor drops out from under you! Dr. Wily's not done yet!
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
| 3.14: Skull Castle Stage 6 |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
Enemies: Alien Wily
You've chased the doctor to his underground lab. Time to finish this. The
first three screens are simply falling. The rest of the stage is about dodging
acid drops from the cavern's ceiling. It would be way too tedious and way
too redundant for me to walk you through that area. Simply wait for an acid
drop to fall, and then run under the acidic source. Use the map if you need
help. At the far end is the final boss!
A trick was submitted to me by Skeezerb. This trick was done awhile back,
but I didn't put it in the guide because I don't assume much about the readers.
But here it is.
"GREAT GUIDE
here is a trick I just figured out:
the very last skull castle board with those stupid
drips, while you are falling down in the begining,
hold right. By the time you reach the ground you
should be to the right of the screen. From the second
you land, just keep running right, don't stop, don't
slow down, just keep running. You obviously need to
jump at certain parts but what happens is, you are far
ahead on the screen so the drips don't drip until you
are about 1/4 the screen past them. If you just keep
running, not one drip will hit you. This works in
annivesary I haven't tried in the NES version, but I
asume it works.
go ahead test it, it is a great way to get there
without the annoyance of timming.
enjoy
P.S. credit to skeezerb if you like my trick and add
it in your guide :-D"
<----------------------------------------------------------------------------->
BOSS: ALIEN WILY
So, Andross, at last you reveal your true form! Wait, wrong game. Still,
though, it turns out that the source of Dr. Wily's powers is that he is
actually an alien. Like you couldn't figure that out.
Dr. Alien flies around the room in a figure eight pattern. A figure eight
pattern that I really can't draw. I tried, and it just looked like the
Bubbleman movement patterns. The shots that Dr. Wily fires at you hurt, but
heaven help you if you end up crashing into the alien. That really hurts.
Like all aliens, Dr. Wily is vunerable to one thing: water. Specifically, lead
water. TIME TO POISON HIM. Seriously, though, everything but Bubble Lead
passes straight through Alien Wily. The trick to defeating this
extraterrestial enemy is to run away from him when he is going to the outskirts
of the right. When he starts moving back to the other side, run towards him,
jump over his shots, and fire a Bubble Lead. Repeat this process a lot to
claim victory over the good doctor. Enjoy the ending.
<----------------------------------------------------------------------------->
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IV. Appendices
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
0=~=~=~=~=~=~=~=~=~=~=0
| 4.01: Bosses/Damage |
0=~=~=~=~=~=~=~=~=~=~=0
Note: The Air Shooter was kinda hard to get data on. Some enemies seem to take
a different amount of damage each time. The stats are for one tornado.
<----------------------------------------------------------------------------->
Airman
Weakness: Leaf Shield
Master Weapon: Air Shooter
Airman is a tough robot to defeat without taking a hit if you've got no
master weapons. Since this is just to get you through the game, Airman makes
a good starting 'bot for our purposes.
Airman has two attacks. His main one is to shoot out five or six tornadoes
using his Air Shooter. You cannot shoot through these tornadoes. After a
second or so, he'll blow the tornadoes at you. He'll repeat this two more
times. At this point, he'll jump over you, turn around, and repeat the process
from the other side of the room. The jumping thing is his second attack.
So the easiest way to defeat him is to jump over his tornadoes. When he shoots
the tornadoes out, jump over any that are you in your way. Once you have a
clear shot, fire away at Airman. While firing, you'll be blown back to the
other side of the room. NOT THAT YOU WOULD EXPECT TOO MUCH DIFFERENT (i.e. a
tea party) FROM A GUY WITH A LARGE FAN IN HIS MIDSECTION OR ANYTHING. Repeat
this process until he jumps over you. When he jumps, he hops once and then
does the huge jump. This is when he is the most vunerable as there are no
tornadoes. He pauses for a second upon landing so be sure to take advantage of
this. This battle is mostly about finesse.
Another easy way is to fire until he jumps. When he jumps, get to the corner
of the side to which he is jumping. You'll be behind him when he lands. Blast
him now like there's no tomorrow.
Damage:
-------------------------------------------------------------
| Weapon | Hits (normal) | Hits (difficult) |
|--------------------------|---------------|------------------|
| Arm Cannon | 7 | 14 |
| Air Shooter | -- | -- |
| Crash Bomber | -- | -- |
| Quick Boomerang | 7 | 14 |
| Metal Blade | -- | -- |
| Bubble Lead | -- | -- |
| Atomic Fire Charge One | 8 | 14 |
| Atomic Fire Charge Two | 5 | 7 |
| Atomic Fire Charge Three | 3 | 4 |
| Leaf Shield | 2 | 4 |
-------------------------------------------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Crashman
Weakness: Air Shooter
Master Weapon: Crash Bomber
This stage's difficulty is about to Crashman through the roof.
Crashman's attack pattern is simple. He run around. He can also jump and fire
his Crash Bombs. Of course, these Crash Bombs hurt like heck and are hard to
avoid. And of course, Crashman is always looking for a way to crash into you.
But there's a decent attack pattern behind him, namely that he will jump
when you attack. Always. Use this to your advantage.
So you want to get this battle over with quickly. If you play your cards
right, you can kill him off before he fires a bomb. Use Air Shooter. On
normal difficulty mode, if all three tornadoes from Air Shooter hit (so you
will want to be close when you fire), he'll die. So let Crashman comes towards
you. When he is close, jump, and fire the Air Shooter. It will hit poor
Crashman. Repeat a few more times to end Crashman's reign of terror. Or
rather to send it crashing down.
Damage:
-------------------------------------------------------------
| Weapon | Hits (normal) | Hits (difficult) |
|--------------------------|---------------|------------------|
| Arm Cannon | 14 | 28 |
| Air Shooter | 3 | 3 |
| Crash Bomber | -- | -- |
| Quick Boomerang | 14 | 28 |
| Metal Blade | -- | -- |
| Bubble Lead | 14 | 28 |
| Atomic Fire Charge One | 10 | 28 |
| Atomic Fire Charge Two | 7 | 9 |
| Atomic Fire Charge Three | 3 | 5 |
| Leaf Shield | -- | -- |
-------------------------------------------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Flashman
Weakness: Metal Blade
Master Weapon: Time Stopper
Of all of the robot masters who freeze time in the Megaman series (Flashman,
Brightman, Centaurman), this is the absolute easiest one to defeat.
Flashman runs and jumps around his uneven room. His main attack is to try to
crash into you (I thought his name was Flashman, not Crashman!). He can also
freeze time. When he does this, he'll fire his buster very quickly in a spray
pattern that shoots, for the most part, straight.
The trick to this battle is to jump as much as you possibly can while firing
at Flashman with the Arm Cannon. This way, if he freezes time, you'll be out
of the range of his bulle