Rockman 5 Blues' Trap (Complete Works series)
                      for Sony Playstation 1.

                 July 2004 - Document Version 1
 

       Document made by DeGamer (henger83 at yahoo dot com)


Disclaimer:

This document is freely available to the public. Which means DON'T steal or
sell this document unless you want trouble. If you wish to use it on your
website you may do so as long as it is not used to make a profit and it is
left unaltered, but have the decency to ask me first.


=====Table of Contents======================================================

I.    Introduction

II.   Notes (Please read)

III.  What's New to the Playstation version

IV.   Translation of Menus
      Select Button Menu
      How to Save or Load

V.    Hard Difficulty Walkthrough

VI.   Mission Mode

VII.  Glitches

VIII. Secrets and things to unlock

IX.   Sound Room

X.    Frequently Asked Questions

XI.   Closing statement

XII.  Credits and thanks

XIII. Copyrights and legal information


=====I. Introduction=======================================================

Hello and welcome to my Rockman 5 Blues' Trap In History FAQ for
the Sony Playstation 1. Rockman is known as MegaMan in the USA. Capcom
released Rockman 1-6 (separately) in Japan for the Playstation. These
releases are referred to as the Complete Works series.

This document is mainly for the differences/additions between the original
Famicom version and the upgraded Playstation version. There is no English
version for the Playstation so I will translate everything for you.


=====II. Notes=============================================================

There are some small differences between Rockman 5 for the Famicom and its
English counterpart MegaMan 5 for the NES (Nintendo Entertainment System).
I will use the name Famicom throughout this document instead of NES
to be more precise. Also, I will not give a stage walkthrough (except for
Hard) because there are already many walkthroughs available for
them written by other people. Thus, repeating that information is a waste
of time and would make this document much larger than it needs to be.


This is the first version of this document I have released to the public.
If you feel that there is something I missed in one of the sections below,
a mistake I made or something about this document that you just don't
understand, feel free to email me about it. Then I will update the document
with any necessary changes. Be sure to put Rockman or MegaMan as the email
subject. I will credit you of course for any assistance you may provide. :)
My email address is at the very top of this document, be sure to remove the
spaces and to use @ instead of "at" and so on.

Now, let's continue....


=====III. What's New to the Playstation version=============================

1) First of all, this game is emulated (except for the music). The emulation
is near perfect, there's some issues with some of the sound effects but
nothing major to worry about since everything else is fine. The game is also
small enough to fit almost entirely into the Playstation's RAM. Which means
the game only needs to load a few times here and there. Thus, you will only
see the loading screen once (which has some cool new art work of the bosses).
Obviously, the Famicom version did not have a loading screen.

2) You can save your game progress to your memory card. This is helpful
for those who are too lazy to write down passwords. But, you can not save
your game progress beyond the first Dark Man stage. Also, as far as I know,
there were never any passwords to skip ahead of the first Dark Man stage
anyway (at least not with a normal password). You can have eight game data
slots on a memory card which only takes up 1 block (for all of them, not
for each).

3) There is dual shock support. More on this in the Translation of Menus 
Section under Options.

4) When you first start the game, you will get a new interface with a new
title screen with some modes and options that are not in the Famicom version.
Also, The Playstation version has 2 different title screens. There is the
"Mode Select" title screen and then there is the "game" title screen. Though
you only see the Mode Select title screen once. In order to see it again you
have to reset the Playstation. This game does not share the same interface
nor the same "Mode Select" title screen that the Playstaion versions of
Rockman 1-3 used. The Mode Select title screen is specific to this game and
so is the Mode Select menu. There is also a new remixed version of the
title screen music from Rockman 2 playing while you are on the Mode Select
menu.

5) There are 2 ways to play the game. There is "Original Mode" and "Navi
Mode" (look at the Translation of Menus section to know which one is
which and a full explanation of each mode).
 
6) There is a Dr. Light Laboratory mode where you can see artwork and
information on all the characters in the game (including some that are not
in the game). This is basically the Database mode used in Rockman 1-3 for
the Playstation with some additions. Dr. Light's Laboratory starts out
practically empty. You fill it up as you play the game. You also get
special power-ups for Rockman here that you can use in Navi and Mission
Mode. These power-ups are actually part of the things you can do in the
debug mode. You have to earn them with points by playing the game. I was
surprised to see this after Capcom turned off the debug mode in Rockman 3
for the Playstation. They are also the same power-ups used in Rockman 4
for the playstation. Since this alone is very large, I wrote a separate
document for it. The document is available in GameFaqs.com under Rockman 5
titled "Dr. Light Laboratory". This was a really cool addition but it can
be a pain filling up the database sections of the Lab though.

7) This version makes use of the Pocketstation (look at the Translation of
Menus section for details).

8) If you accidentally or purposely remove a controller from its port while
playing the game, the Playstation will pause the game. This isn't really
new since many Playstation games do this but it's worth mentioning since
this does not happen on the Famicom/NES version.

9) There are more additions to the Playstation version but I will not put
them in this section to avoid repeating the same information twice. Look
in the Translation of Menus section for the rest.


=====IV. Translation of Menus==============================================

On the Mode Select screen you start out with 5 choices. You have to unlock
the last two. Read the secrets section to see how to do so. All of it is in
Japanese. The choices read as follows:

   1) Original Mode
   2) Navi Mode
   3) Dr. Light Laboratory
   4) Options
   5) Pocketstation
   6) Sound Room (Must unlock)
   7) Mission Mode (Must unlock)

Below is an explanation of each of the 7 choices above.

1) -Original Mode-
This is exactly the same as the Famicom version of the game, but there are
some additions. 

First, as I said before you can save your game progress after successfully
completing a stage or on the Game Over screen after losing all your lives.
But, you can not save your game progress beyond the first Dark Man stage.
You can also load game data that you may have on your memory card from the
game title screen. I will explain this in full detail in the How to Save
or Load Section.

Second, you can instantly change weapons (if you have any) by using the
"L1" or "R1" buttons to scroll through them. The first Rockman game to have
this was Rockman X for the Super Famicom (MegaMan X for the SNES). This
addition really comes in handy. You can still change weapons the old
fashioned way by pressing "Start" to bring up the weapons menu. Also,
unlike Rockman 1-3 for the Playstation, you can use "L2" to use Beat and
use "R2" to change between the different forms of Rush.

Third, you now have a second menu that you can bring up by pressing
"Select". You have several options in this menu (which I will explain
in the Select Menu section) where you can change your button
configuration, reset the game, view your current password, a map of
the stage you are on and a few other things. You are now also timed on how
long you have been playing.

Fourth, if you press "Triangle" on the Password screen you will return to
the title screen. You were not able to do this on the Famicom/NES version.

Sixth, there is a screen after the staff roll that says "All Clear", the
total amount of your time playing and anything that you have unlocked.
There is an image of Blues (Protoman) with his helmet removed (but still
has his shades on) in the background. It also tells you to save in the
Dr. Light Laboratory.


2) -Navi Mode-
This has everything from Original Mode and them some.

First, you will have a hint system to help you through out certain parts
of each stage. A yellow exclamation point will appear on the upper center
part of the screen when you reach certain areas. If you press "Select" when
the exclamation point appears, Dr. Cossack will either tell you how to get
a certain item, how to defeat a certain enemy, or how to get past a
certain trap or obstacle depending where you are. The hints are always
the same and they are always in the same "certain" areas (that may sound
somewhat confusing but after playing the game you will see what I mean).
The hints are all written in Japanese but don't worry, the
obstacle/traps/enemies are easy to get around if you use common sense.
There are a few areas though where they do come in handy for people that
never played older games. It's like having a built-in strategy guide.
It's nice but not really necessary.

Second, your energy gauge is replaced with one that look very similar the
one used in Rockman 8 (MegaMan 8). You also get an icon of Rockman's face
under it and right below that it tells you how many lives you have remaining.
If you change your weapon, the icon of Rockman's face is replaced with an icon
of your current equipped weapon and right below that is the amount of
times you can use it (of course, you can always recharge them with weapon
power-ups). This is definitely better than the way it is normally displayed
and slightly different that they way it was shown in Rockman 1-3 for the
Playstation.

Third, you get a different looking full screen weapon menu when pressing
start (it looks somewhat similar to the one used in Original Mode) which
is better than the normal weapon menu. Also when you highlight a weapon
or item, there will be a description of it on the bottom right hand side
next to the Energy Tanks along with an icon of what you highlighted. The
weapons layout is as follows (assuming you have all of them):


    Rock Buster          Power Stone
    Water Wave           Gravity Hold
    Gyro Attack          Charge Kick
    Crystal Eye          Star Crash
    Napalm Bomb          Rush Coil
    Super Arrow          Rush Jet
                  Beat
    Energy Tanks
    Mega Tanks

Fourth, Eddie appears with a jetpack at certain areas of each stage with
an arrow telling you where to go. Unlike most of the previous games, this
actually comes in handy at certain point for first time players. In the
areas that have multiple paths, Eddie usually points you in the easier
direction.

Fifth, the energy gauge for the bosses appears on the right side of the screen
instead of the left next to Rockman's. It also looks very similar to the one
used in Rockman 8. The screen does look better this way as it is not so
cramped up of the left side. It also shows either Blues' or Dr. Wily's logo
under that gauge. Although they should have not used Blues's logo when
fighting Dark Man 4.

Sixth, there is new arranged music in Navi Mode. A few songs come from the
the second arcade game (Rockman 2 the Power Fighters) but most arrangements
were made for this version. I really love that Capcom did this, but I wish
they had done this with Rockman 1-3 for the Playstation. This is one
probably the biggest highlight for me about the Playstation version because
I really like the music and the new arrangements rock.

Seventh, you can have special power-ups in Navi Mode (and Mission Mode) once
you gain them in Dr. Light's Laboratory (go further down in the document to
see what Dr Light's Laboratory is). There will be some sort of large icon
(right above where the exclamation point appears) which will indicate what
one or two power-ups you have equipped.

Finally, there are additional credit screens after the normal one where it
shows the names of the staff responsible for the Playstation version.
Meanwhile in the background it shows Rockman playing certain stages, some of
which he shows real skill by defeating certain enemies or getting by certain
traps/obstacles without getting hit, or some where he is getting clobbered.
The demo in the background was pretty cool and it will help some people get
by those traps with the greatest ease by showing you what to do (if they
wish to play again). It's too bad this demo is only played after completing
the game. But then again if it was played anytime before, the game would not
be as challenging as you would know what to expect.


3) -Dr. Light Laboratory-

The Dr. Light Laboratory is a new addition to the Playstation version that
contains artwork (including some new art) and information on every single
character in the game. This information includes their characteristics, their
weakness, their energy, how much damage they inflict to Rockman, and how many
times you have encountered them. There are 73 pages in the Database but you
only start off with page 70. The other pages are unlocked as you play the
game (also see the secrets section). The music played here is a remix of
the from Password/Continue screen from Rockman 6 for the Famicom. I made a
separate document which contains all the information for the Dr. Light
Laboratory (which is also available on GameFaqs.com). I didn't include that
information here because it alone is quite large. Also, to save the
information you have gathered here you must save from this menu. For full
details on how to Save or Load, read the other document I wrote for this
mode.


4) -Options-
Here you can adjust a few settings and configurations of the game. None of
these options are available in the Famicom version. The options are as
follows:

    -Game Difficulty-
     Easy!   Normal   Hard! (you have to unlock the Hard setting)

    -Game Speed-    Slow!  Normal

    -Button Configuration-

    -Sound Setting-  Stereo  Monaural

    -Memory Card-    Load   Save

    -Rockman Spare Body-   1, 3, 5, 9  (you have to unlock this option)

    -Return to Mode Select-


Below is a full description of each of these.


  -Game Difficulty-

Normal difficulty leaves the game unaltered from the Famicom version. On the
Easy setting, there are fewer enemies/traps in certain places and you only
take half the damage that you do on Normal. You also inflict more damage on
some of the bosses. On the Hard setting, there are no power-ups what so
ever (there are only two exceptions to this), of course you still get the
weapons from the main bosses. This is a very nice addition that makes the
game interesting for veteran players. Normal is highlighted by default.

  
  -Game Speed-

Normal speed obviously doesn't change the game. It is also highlighted by
default. The Slow setting is a strange new addition. I don't know why any
one would want to play at such a speed but this is a good way to see every
frame of animation.


  -Button Configuration-

Highlighting this and pressing "Circle" will open a sub-menu with the
following options:

     Normal Shot  (Highlight and press a button you wish to set it to.
                   It's "Square" by default.)

     Jump  (Highlight and press a button you wish to set it to. It is 
            the "X" button by default.)

     Sliding (Highlight and press a button you wish to set it to. It is 
              the "Circle" button by default. Also note that it actually
              says "sliding" instead of just "slide".)

     Change Weapon Left  (Highlight and press a button you wish to set it to.
                          It is the "L1" button by default.)

     Change Weapon Right  (Highlight and press a button you wish to set it to.
                           It is the "R1" button by default.)

     Beat   (Highlight and press a button you wish to set it to. It is the
            "L2" button by default.)

     Rush Change  (Highlight and press a button you wish to set it to.
                   It is the "R2" button by default.)

     Rapid Shot  (Highlight and press a button you wish to set it to. It is
                   the "Triangle" button by default.)
     
     Vibration  (Highlight and press "Circle" to turn it ON or OFF.)

     Restore Default Configuration  (Highlight and press "Circle" to set
                                     these settings to default.)

     Exit Configuration  (Highlight and press "Circle" to close this sub-menu)


Rapid Shot will allow you to fire 3 consecutive shots with the press of a
button. This comes in handy against some enemies but not bosses.

Turning Vibration ON will add dual shock support to the game. This option
is turned off by default. You will need a dual shock controller naturally.
When Rockman gets hit, the controller will vibrate (not much though, in fact
you will barely feel it). It vibrates even more when you lose a life. This
feature is not necessary but some people like dual shock support, personally
I could care less about this feature.


  -Sound Setting-

Press left or right on the directional pad to change from either Stereo or
Monaural. The default setting is Stereo. This option is misleading because
unless you in Navi Mode (or Mission Mode), the music output is Mono even if
you set it to Stereo. What will happen is that both the left and right speakers
(Assuming you are using speakers) will output the music on Mono when you set
it to Stereo. The original music was never in Stereo to begin with so it's
nothing to get upset about.


  -Memory Card-

This will allow you to save or load the settings you have made in the
Options screen. You do NOT load or save your game progress from this menu.
Also, for some reason saving here does not save the information you have
gathered in the Dr. Light Laboratory mode (see the Dr. Light Laboratory
section for more information). This was a bad move on Capcom's part and is
probably the only down side to the Playstation version. Fortunately, the game
loads these settings automatically when you turn on the Playstation (assuming
you had your memory card inserted before turning the game on). You can also
save Mission Mode, Sound Room and Rockman Spare Body (read the secrets
section) with this menu if you have unlocked them. For full details on how
to Save or Load, read the How to Save or Load Section.


  -Rockman Spare Body-

You must unlock this option (read the secrets section). Here you can select
how many lives to start with when you play the game. This however does not
apply to Mission Mode. 


  -Return to Mode Select-

This is self-explanatory. Need I say more?


5) -Pocketstation-

For those of you that don't know, the Pocketstation is a special Playstation
memory card that can be used to save games, as an alarm clock, or play mini
games on it. It has a screen and a few buttons on it. Think of it as
something similar to the Sega Dreamcast VMU (Visual memory Unit or Memory
Card if you prefer). It was not released in the USA. Now that we got that
out of the way, let's continue.

If you have an actual Pocketstation inserted into the memory card slot 1,
you can use the Pocketstation option in the game to download a mini game
to your actual Pocketstation from the Rockman game disc. You can then play
this mini game on your actual Pocketstation. Here is a step-by-step
instruction on how to do so:

  A) Highlight Pocketstation on the Mode Select menu and press "Circle".

  B) A message will appear telling you that you can download a game to your
     pocketstation. Then will ask you to press "Circle" to continue.

  C) Afterward, another message will appear telling you to get you
     pocketstation ready download. So if you have not done so yet, do it now.
     Again it will ask to press "Circle" to continue.

  D) Yet another message will appear. This message will ask to confirm the
     download, which will go to the pocketstation in memory card slot 1.
     It will also tell you that 13 blocks of space are required.
     You will have two choices on the bottom, "Yes" on the left and "No" on
     the right. Select the one you want and press "Circle".

  E) If you chose yes, it will check for a pocketstation in memory card slot
     1. Then one of two things will happen. If no pocketstation is found or
     you do not have enough free space, a message will appear telling you so
     and you will hear a sound. Then it will ask you to press "Circle" to
     continue which actually takes you back to step D. If a pocketstation
     is found AND you have enough free space you will be able to download
     to the pocketstation. Once that's over, press "Circle" to return to
     the Mode Select screen.

You will then be able to play the mini game on your pocketstation. The mini
game only has Rockman and the 8 main bosses of Rockman 5 where you can level
them up. The mini game is cool but nothing breathtaking so don't be upset if
you are missing out on this feature.


6) -Sound Room-

Look at the Secrets section to see how to get the Sound Room.
When you select this on the Mode Select Screen, a sub-menu opens. The first
line says "Sound Room". The second line says "Sound Number" and has the
number of the song next to it (there are 53 songs in total, 00 also
counts). Use the left and right on the directional pad to scroll through
the songs. The third line says "Return to the Mode Select Screen". And under
that is says "Circle" to play and "X" to stop. Look in section VIII to see
what the names of the songs are.


7) -Mission Mode-

Look in the secrets section to see how to unlock this mode. Mission Mode is a
new option that replaces the Boss Attack mode that was used in the Playstation
version of Rockman 1-3. When you select this option on the Mode Select screen,
you will be taken to a Mission Select screen. The arranged version of the
Stage Select music is played here. Notice the last option here is to return
to the Mode Select screen. There are four missions total. You must clear them
in order, which means you can not go to Mission 2 if you have not cleared
Mission 1. The arranged music will be played on all the missions as well.
Read the Mission Mode section for more details.


====Select Button Menu=======================================================

As I mentioned earlier, you can bring up a new menu by pressing the "Select"
button while playing the game. But all of it is in Japanese, here is a
translation:

   -Return to game-

   -Map-

   -Button Configuration-

   -Screen position-

   -Return to Title Screen-

To the left of all that is the current password for your progress. Passwords
do not take you beyond the first Dark Man stage. Above the Return to game
option is the level of difficulty that you are playing on. Below the Return
to Title Screen option is the total time you have been playing the game.
Below is a full description of the options mentioned above.


   -Return to game-

This is self-explanatory. Just highlight this and press either Select, Start,
or Circle to return to the game.


   -Map-

This shows a simple but helpful map of the stage you are currently on. The
name of the stage you are on is also shown (except for the final stage
which shows three question marks). The squares with an "S" indicate the
starting point of the stage. The "blue" squares are normal parts of the
stage. The "green" squares are the continue points of the stage if you lose
a life. There is usually one about half way through the stage and one right
before the boss room. The "yellow" squares are where Eddie shows up to give
you a power-up. The "Red" squares are the boss room and these are always at
the end. The current room (or square rather) you are in will flash. Also,
any hidden rooms are NOT shown on the map, but they do light up once you are
on one of these screens then disappear when you leave it. Only a few stages
have hidden rooms any way.

   -Button Configuration-

Highlighting this and pressing "Circle" will open the same sub-menu you get
in the Options screen. I described this sub-menu earlier in the Options
screen section.


   -Screen position-

Highlighting this and pressing "Circle" will allow you to adjust the game's
screen position on your TV. Use the directional pad to change the coordinates
of the X and Y axis. Pressing "Square" will restore the default position.
Pressing "Circle" will accept your adjustment to the screen. This is only
useful is there is a part of the game's screen that is cut off on your TV.
You shouldn't have this problem with newer television sets.


   -Return to Title Screen-

Highlighting this and pressing "Circle" will prompt you with a question asking
you if you are sure you want to reset to the Title screen. You will be given
to choices. On the left it says "yes" and on the right it says "no". Pick
either one you want and press "Circle". If you select "Yes", you'll return
to the game Title screen. If you select "No", the windows will close and
another will quickly be displayed asking you if you want to return to the
Mode Select screen and will give you two options. As always, the one on
left it says "yes" and on the right it says "no". Make your choice and press
"Circle". You can also press "Select, Start, L1, and R1" simultaneously to
soft reset the game. Also, if you select to reset to the Title screen while
playing a mission in Mission Mode, you will be returned to the Mission Select
screen.


====How to save or load=======================================================

  -Options screen-

Look at the Translation of Menus section to know which option is to save or
load on this screen. 

 -Load-
To load your settings, highlight Load and press "Circle". A message will
briefly appear telling you that it is checking for the memory card and for you
not to remove it from the memory card slot nor power off your playstation. Now
one of two things can happen:

   1) If it finds a memory card inserted in memory card slot 1 AND it has
      Rockman data on it, you will be asked to confirm the load. You'll have two
      choices, on the left is "yes and on the right is "no". Make your choice
      then press "Circle". If you chose yes, a message will appear telling you
      that the load is complete and to press "Circle" to continue. If you 
      chose no, you'll be back in the Options screen.


     or


   2) If it does not find a memory card inserted in memory card slot 1 OR it
      does find one but it does not have Rockman data on it, a message will
      appear telling you either there's no memory card inserted or there is
      no data to load. A sound will be played as this happens. You will have
      to press "Circle" to continue which will take you back to the previous
      question.

 -Save-
To save your settings, highlight Save and press "Circle". A message will
appear asking you to confirm the Save of the Options setting to memory card
slot 1. It will also tell you that 1 block of free space is required. You'll
have two choices, on the left is "yes" and on the right is "no". Make your
choice then press "Circle". If you chose no, you'll be back in the Options
screen. If you chose yes, a message will briefly appear telling you that it
is checking for the memory card and for you not to remove it from the memory
card slot nor power off your playstation. After that, one of two things can
happen:

  1) If it finds a memory card inserted in memory card slot 1 AND it has free
     space, you will be ask to confirm the save (or if there is saved
     information already, it will ask if you want to overwrite it). You'll
     have two choices, on the left is "yes" and on the right is "no". Make
     your choice then press "Circle". If you chose yes, a message will
     briefly appear telling you that it is saving to the memory card and for
     you not to remove it from the memory card slot nor power off your
     playstation. Another message will follow after that telling you that the
     save is complete and to press "Circle" to continue. If you chose no,
     you will be taken you back to the previous question.


      or


  2) If it does not find a memory card inserted in memory card slot 1 OR it
     does find one but it does not have enough free space, a message will
     appear telling you either there's no memory card inserted or there
     is insufficient space to save. A sound will be played as this happens.
     You will have to press "Circle" to continue which will take you back
     to the previous question.



   -Game Progress-

-Load-
On the "game" title screen you will see a yellow blinking rectangle on
the lower right-hand side. Press the "Select" button and you will be
prompted with a message asking if you wish to load a password game that
is saved in memory card slot 1. You'll have two choices, on the left is
"yes" and on the right is "no". Make your choice then press "Circle". If
you chose no, you will return to the game title screen. If you chose
yes, a message will briefly appear telling you that it is checking for
the memory card and for you not to remove it from the memory card slot
nor power off your playstation. Now one of two things can happen:

  1) If it finds game data, it will tell you the load is complete and to
     press "Circle" to continue. Then another sub-menu will open and from
     here you can select from 8 game data slots which also have the password
     displayed to the left of it. From here you can press "Circle" to load
     the game data or "X" to cancel.


    or


  2) If it doesn't find any game data, you will hear a sound and you
     will have to press "Circle" which will take you back to the previous
     sub-menu. From there you can attempt to load again or not.


-Save-
On the Password screen, after clearing a stage you are given the
option to save you game progress by pressing "Select". Pressing
"Select" will open a sub-menu and will ask you if you wish to save
your password game to memory card inserted to slot 1 (which requires 1
block). The option on the left is "Yes" and on the right is "No". It will
then check for free space on your memory card. Now one of two things can
happen:

  1) If you have available space on your memory card it will open
     another sub-menu from where you will be given 8 game data slots to
     save your game. Press either left or right on the directional pad to
     cycle through the game data slots. Pressing "Circle" will save or
     pressing "X" will cancel. Choose your data slot and press "Circle".
     It will ask if you are sure that you want your data to be saved on
     the memory card that is in slot 1 of your Playstation. The option
     on the left is "Yes" and on the right is "No".


      or


  2) If it does not find a memory card inserted in memory card slot 1 OR
     it does find one but it does not have enough free space, a message
     will appear telling you either there's no memory card inserted or
     there is insufficient space to save. A sound will be played as this
     happens. You will have to press "Circle" to continue which will
     take you back to the previous question. From there you can attempt
     to save again or not.


=====V. Hard Difficulty Walkthrough===========================================

Hard is the same as Normal except that you do not get power-ups. NONE AT ALL!
When you kill off an enemy, it will NOT leave power-ups behind, ever! Also,
any power up that is normally laying around on each stage will not be there.
Meaning you will not get any energy capsules to regain some health if
needed, you will not get any weapon power-ups to recharge a weapon that is
low on energy, there will not be any extra lives to pick up, Eddie never shows
up to help you and you don't even get any Energy or Mega Tanks! There are two
exceptions to this unlike the other Rockman games of the Complete Works series.
You do get the Life Tank on the fourth Dark Man stage. You also get the energy
capsules after defeating each boss on the third Dr. Wily stage. They also
seem to have forgotten to remove the yellow squares on the map that tell you
where Eddie shows up.

All this may sound insane but it only some of it is. You need to make very
careful use of the Rush Coil in the Dark Man and Dr. Wily stages. If you
don't, you will end up no where. The stages are not that difficult (but
some times are annoying) but if you need a walkthrough for one, just let me
know.


=====VI. Mission Mode========================================================

*Look in the Secrets section to see how to unlock this mode.

When you start a mission, you will not have any lives remaining. You can pick
up extra lives that an enemy might drop along the way as long as the
difficulty is not set to Hard. And depending on the mission, you may or may
not start with weapons and items.

Also, near the bottom right side of the screen will be a timer. If you have
not completed the mission within the time limit, you'll explode. The timer does
not stop when you open the weapons menu nor when the screen is scrolling. It
is possible to make the timer go past the limit by either going the weapons
menu or having the screen scroll, but you die as soon as you return to the
game.

Mission 1 is the second half of Wave Man' stage. This is a Water Race on your
Water Bike and you have 2 minutes to clear it, which is enough time. You can
actually dodge every enemy, except October OA (the mini boss) to get to the
end. You don't fight Wave Man though. You also only start with the Rock Buster
and Rush Coil but that doesn't matter since you can't equip other weapons
while on the Water Bike. You do get to collect the "O" Rockman plate for Beat
but you don't need it. Overall it's a very easy mission.


The objective of Mission 2 is to defeat Big Petu (the boss of the first Dr.
Wily stage). You start at the beginning of the stage and have 3 minutes to
clear it, which is JUST enough time. You start with all the weapons and items
here. This is not a difficult mission but you can't afford to waste time.


Mission 3 is the showdown with Dark Man (all four of them). You start in the
rooms that are right before the boss room. You also start with all your
weapons and items here and have 8 minutes to clear it. That's more than
enough time. This mission can be difficult because you must fight all of them
with one energy gauge. You don't get any energy capsules either but you do
get the Life Tank for the last Dark Man (even on Hard). These bosses are
not difficult to defeat but you can easily lose just as you can easily win.
Is it me or is the first Dark Man the most difficult one? I can beat the
other three using the Rock Buster without getting hit. The first one always
manages to hit me at least twice. I would say this is an intermediate mission.


Mission 4's objective is to face the robots of Dr. Wily. You start in the
last room of the third Dr. Wily stage (the one with the teleport system
that takes you to the rematches against the 8 main bosses of the game). You
only start with the Rock Buster (and Rush Coil) and have 8 minutes to
clear the mission. That is plenty of time to beat these guys. You DO get
an energy capsule even on a Hard difficulty setting after defeating each one.
You don't have to fight Wily Press here so either. Be sure to leave the room
after defeating the last boss since the timer will still count down until
you do so. Depending on how you look at it, I consider this the hardest
mission.


Mission Mode really isn't all that difficult, except Mission 2 which can
be a real pain if you are in a rush to set a record. To make things
easier, you are allowed to use the special power-ups from the Dr. Light
Laboratory which might have some veterans complaining. Even if you
couldn't do this, people would have complained anyway as to why it is
not possible. Either way, it's a lose/lose situation.

After you clear a mission, you will be given a Result screen with your total
time, the best time under it and two choices under that. The first choice is
to challenge the mission once more and the choice under that is to return to
the Mode Select screen. Make your choice and press "Circle". Also, while on
this screen, the music played is a remixed version of the song played when
you obtain a weapon from Rockman 3 for the Famicom. This remixed song comes
from the second arcade Rockman game.

Here is a hint, playing missions 3 and 4 in Mission Mode is an easy way to
get the information for the bosses in the Boss Database section of the
Dr. Light Laboratory. Mission 1 is also the fastest way to get the
information for Oktober OA (the mid-boss).


=====VII. Game program code errors (Better knows as "Glitches")===============

The glitches that are present in the original Famicom version are also in the
Playstation version. These may not be all of them, but I know of some glitches
that I have not seen anyone else mention. I will list the ones I know plus
the ones you may already know just for completeness sake.


1) -Ladder glitch-

It is possible to move while shooting on ladders. I have done it several
times but I'm not sure what triggers this. If you know, please share.


2) -Eddie loves you- 

Sometimes Eddie, being the pal that he is, will shows up when he is NOT
supposed to! Notice I said "when" not "where" in the last sentence. I have
no idea what causes this to happen but, when it does, it sure helps. Too bad it
doesn't happen with a Hard difficulty setting.


=====VIII. Secrets and things to unlock======================================

1) Hard Difficulty: Complete the game once in Original Mode with a Normal
difficulty setting. You should then be able to select it in the Options
screen.

2) Mission Mode: Complete the game once in Navi Mode with a Normal difficulty
setting. This mode will appear under Sound Room in the Mode Select screen.

3) Sound Room: Clear the four missions in Mission Mode with either a Normal
or Hard difficulty setting. This mode will appear under Pocketstation in the
Mode Select screen.

4) Rockman Spare Body: Complete the game once in either Original or Navi
Mode with a Hard difficulty setting. Now in the Options screen under the
Memory Card option you will be able to select how many lives you can start
with when you play a game. This does not apply to Mission Mode. You can
start with either 1, 3, 5, or 9 lives.

5) Play with out a helmet: On the Mode Select screen, highlight either
Original, Navi, or Mission Mode and hold "R2". While holding "R2" press the
"Start" or  "Circle" button. When you begin playing, Rockman will not have his
helmet.

6) Unlock the Power-Ups in the Dr. Light Laboratory: Each power-up requires
you to gain a specific amount of Battle Data points while playing the game.
Here are the power-ups and the amount of points needed to obtain them:

      Hyper Jump- 20 Points          Hyper Charged Shot- 320 Points

      Auto Charge- 40 Points         Power Shot- 640 Points

      Energy Saver- 80 Points        Hyper Charger- 1000 Points

      Hyper Shot- 160 Points         Speed Up- 2000 Points


7) Unlock page 71 in the Illustration Data: Complete the game once in Original
Mode with a Easy difficulty setting.

8) Unlock page 72 in the Illustration Data: Complete the game once in Navi
Mode with a Easy difficulty setting.

9) Unlock page 73 in the Illustration Data: Complete the game once in Original
Mode with a Normal difficulty setting.

10) Unlock page 74 in the Illustration Data: Complete the game once in Navi
Mode with a Normal difficulty setting.

11) Unlock page 75 in the Illustration Data: Complete the game once in
Original Mode with a Hard difficulty setting.

12) Unlock page 76 in the Illustration Data: Complete the game once in Navi
Mode with a Hard difficulty setting.

13) Unlock page 77 in the Illustration Data: Clear the four missions in
Mission Mode with either a Normal or Hard difficulty setting.

14) Unlock page 78 in the Illustration Data: 


15) Unlock page 79 in the Illustration Data: Complete the game on Original Mode
and Navi Mode on each difficulty setting!

16) Secret Rooms: There are hidden rooms in some stages and most of them are
not so obvious. Use the Rock Buster to break walls. Some walls you can walk
right through them. I will not list all the hidden rooms but I mention this
so that you can explore for them.

17) Start on the first Dark Man stage with all weapons and items: You can
obtain this password by playing the game. It works with any difficulty
setting. Here is the password:

  Red - C1, D4, F6
  Blue - B4, D6, F1


Here's a hint: Instead of completing the game thrice from beginning to end
on Original Mode and then doing the same for Navi Mode to unlock most of
the secrets do the following.

  1) Play Original Mode on Normal difficulty
  2) Defeat the first 8 bosses or use a password to skip them
  3) Save your game progress

Now any time you need to complete the game on any mode with any difficulty,
all you have to do is go to the Options screen to change the difficulty
and then play either Original or Navi mode. After that, load your saved
game with the first 8 bosses defeated and all you have to do is complete
the 4 Dark Man stages then the 4 Dr. Wily stages to unlock another secret.


=====IX. Sound Room=======================================================

Look at the Secrets section above to see how to get the Sound Room. I got
the names of all the songs from the Capcom Music Generation: Famicom
Albums - Rockman 1-6 in case any one is wondering. That is a three disc
collection contains the entire soundtracks to Rockman 1, 2, 3, 4, 5, and 6.

Sound numbers 1-27 are the arranged tracks, most which are new for the
Playstation version and a few that are taken from Rockman 2 The Power
Fighters (the second arcade Rockman game). I will state which come from
that game. Sound numbers 28-52 are the original soundtrack.


 - Arranged Soundtrack-

Sound Number 00: Mode Select Screen 
  Note: This song is the Player Select music from Rockman 2 The Power
     Fighters. This song is a remix of the game title screen music from
     Rockman 2 for the Famicom.

Sound Number 01: Opening
Sound Number 02: Title
Sound Number 03: Stage Select
Sound Number 04: Stage Start
Sound Number 05: Gravity Man Stage
Sound Number 06: Stone Man Stage
  Note: This song comes from Rockman 2 The Power Fighters.

Sound Number 07: Wave Man Stage
Sound Number 08: Star Man Stage
Sound Number 09: Crystal Man Stage
Sound Number 10: Gyro Man Stage
  Note: This song comes from Rockman 2 The Power Fighters.

Sound Number 11: Charge Man Stage
Sound Number 12: Napalm Man Stage
  Note: This song comes from Rockman 2 The Power Fighters.

Sound Number 13: Boss
Sound Number 14: Stage Clear
  Note: This song comes from Rockman 2 The Power Fighters.

Sound Number 15: Get Weapon
Sound Number 16: Dark Man Stage Map
Sound Number 17: Dark Man Stages
Sound Number 18: Game Over
Sound Number 19: Password - Continue
Sound Number 20: Dr. Wily Stage Map
Sound Number 21: Dr. Wily Stages
Sound Number 22: Final Battle
Sound Number 23: Chase
Sound Number 24: All Clear
Sound Number 25: Staff Roll
Sound Number 26: Playstation Staff Roll
 Note: For the life of me, I can't remember where this songs comes from. I do
       know that have heard it before since I was able to hum to it the first
       time I heard it here. It reminds me of the Legends series but I know
       it doesn't come from those games. If any one knows, please tell me.

Sound Number 27: Mission Mode Result
  Note: This song is the mode select music from Rockman 2 The Power
    Fighters. It is a remix of the from Get Weapon screen of Rockman
    3 for the Famicom.


 -Original Soundtrack-

Sound Number 28: Opening
Sound Number 29: Title
Sound Number 30: Stage Select
Sound Number 31: Stage Start
Sound Number 32: Gravity Man Stage
Sound Number 33: Stone Man Stage
Sound Number 34: Wave Man Stage
Sound Number 35: Star Man Stage
Sound Number 36: Crystal Man Sage
Sound Number 37: Gyro Man Stage
Sound Number 38: Charge Man Stage
Sound Number 39: Napalm Man Stage
Sound Number 40: Boss
Sound Number 41: Stage Clear
Sound Number 42: Get Weapon
Sound Number 43: Dark Man Stage Map
Sound Number 44: Dark Man Stages
Sound Number 45: Game Over
Sound Number 46: Password - Continue
Sound Number 47: Dr. Wily Stage Map
Sound Number 48: Dr. Wily Stages
Sound Number 49: Final Battle
Sound Number 50: Chase
Sound Number 51: All Clear
Sound Number 52: Staff Roll


As a side note, the music played in Dr. Light's Laboratory, which is a remix
of the from Password/Continue screen of Rockman 6 for the Famicom, is not
here. Also, both arcade games had a remix of Blues' whistle but Capcom did
not use it the this version.


=====X. Frequently Asked Questions==========================================

Question 1:
Is it worth getting the Playstation version of this game?

Answer to Question 1:
That depends, if you have never played Rockman/MegaMan 6 and you wish to do
so or you are a MegaMan fanatic like me, the answer is yes. If you have
played or own the NES/Famicom version, you may not want to spend the cash on
this. I feel that Capcom added enough to make it worth purchasing again.


Question 2:
What the heck is a Famicom?

Answer to Question 2:
You didn't read the notes section (Shame on you). Famicom is the Japanese
equivalent of an NES (what many refer to as the 8-bit or regular Nintendo).


Question 3:
Why didn't you include a stage walkthrough in this document?

Answer to Question 3:
Again, you didn't read the notes section. Now be a good boy/girl/it and
read it now. =)


Question 4:
Will this game work on an American Playstation or any non-Japanese
Playstation?

Answer to Question 4:
Normally no, because of the region lock out. You can however get a converter
which allows you to play import games by making your Playstation skip the
region check. The converters can't damage your console so don't worry. Also,
converters do NOT translate the text in the game, many people get the wrong
idea on what a converter is. There is another way besides converters, and
that's with a mod-chip, but please don't ask me about that.


Question 5:
Where can I buy this game or the rest of the Complete Works series?

Answer to Question 5:
Try your local video game store and ask if the sell import Playstation games
(this is assuming you don't reside in Japan). Some stores will allow customers
to place special orders for import games, so be sure to ask. You can also try
shopping online. They appear on eBay auctions every now and then but some
people are asking for too much money. All I can say is do not pay more than
$30 for it (the original price for it is 2,800 yen which is about $29). I've
seen places sell them for $40-65!!! Talk about a rip-off.


Question 6:
Why is there no English version to the Rockman Complete Works Series?

Answer to Question 6:
Because Sony Computer Entertainment of America does not want older classic
titles (unless it's a compilation of them on a single disc) released on the
Playstation (or Playstation 2) which will make the system look outdated. Sony
of America still applies this rule to this very day. I'm not sure why it was
not release in Europe though (if it were to have been released in Europe, it
would have been in English and probably a few other languages as well. That is
why I mentioned Europe.) For this same reason, Rockman X3 was not released in
the USA for the Playstation (it was released in Europe). Capcom did try to
bring the Complete Works to the USA though.


Question 7:
Are you sure you can't save your game progress past the first Dark Man stage?

Answer to Question 7:
Not with a normal password...


Question 8:
How can I save my game progress to the memory card inserted on the second
slot of my Playstation?

Answer to Question 8:
There is no option to do so!!! That is quite strange but it really isn't
that big of a deal unless you are lazy =)


Questions 9:
Is it possible to use the power-ups from Dr. Light's Laboratory in Original
Mode?

Answer to Question 9:
No, at least not normally...


Question 10:
Can you have the arranged music on Original Mode? What about the original
music in Navi and Mission Mode?

Answer to Question 10:
Possibly, but I'm not sure.


Question 11:
Can you unlock the Sound Room before the Mission Mode?

Answer to Question 11:
There does not seem to be a way. It is strange that the seventh option in
the Mode Select menu is unlocked before the sixth.


Question 12:
Can you equip more than two of the special power-ups in the Dr. Light
Laboratory?

Answer to Question 12:
No you can't, at least not normally.... If you could, the challenge of
the game would drop to practically zero.


Question 13:
You mentioned that the game is emulated and is small enough to fit into the
Playstation RAM without needing to load the game much. With the game
being so small, why didn't Capcom put Rockman 1, 2, 3, 4, 5, and 6 on a
single disc?

Answer to Question 13:
It was originally planned to have a compilation of all 6 games on a single
disc. But, the music itself is not emulated, it was recorded into one of the
audio formats the Playstation uses and it streams off the disc. Because of
this, the music takes up a lot of space on the disc (more than a couple
hundred mega bytes, which is very large). Thus, putting all 6 games on a
single disc this way in not possible.


Question 14:
Is the Playstation capable of emulating the game and music?

Answer to Question 14:
Yes, and perfectly I might add.


Question 15:
If your answer to question 14 is true, then why didn't Capcom emulate the
music?

Answer to Question 15:
There answer is simple but long. Making a perfect emulator is time consuming,
even for an old system like the Famicom/NES. The original project was to have
all 6 games emulated perfectly on a single disc (That's where the Rockman
Complete Works tile comes into play). But that project was put on hold many
times (so many, I surprised it came out at all). Video game companies all
prioritized what games are produced first. At the time, this project was not
top priority (which is weird because Rockman is Capcom's mascot) and not only
that, Sony Computer Entertainment of Japan was not too thrilled about
approving this project. All games must be approved by Sony before they are
released for the Playstation, otherwise the developers would be wasting their
time and money producing a game that can not be released legally (and if the
game isn't released there is now way they will make money from it). When
Sony of Japan finally approved the project, Capcom gave the staff of this
project a limited time to get it done. All developers have a deadline to
meet no matter what game project they are working on. If the project does
not meet that specific companies standards by the deadline, either the
project is altered to meet the standards or cancelled completely (the
latter being the case with the Sega Saturn version of the Complete Works).
In the limited amount of time that the programmers was given, they couldn't
emulate the game with music perfectly. The programmers knew this before the
deadline was up. Of course, if they were given enough time they could have
done so. So they did what I mentioned in the answer to question 13 to avoid
having this project cancelled. Not only that, they threw in all the extras
that I mentioned earlier throughout this document (Navi Mode, Database,
and so on). Capcom also granted them a little extra time to work on Rockman
4-6 (mostly for the arranged soundtracks).


Question 16:
What is this you mention about a Sega Saturn version of the Complete works
series?

Answer to Question 16:
Capcom planned to have the "original project" for both Playstation and Sega
Saturn and it was to be produced and released for Playstation first, then
the Saturn. Capcom did this with all the Rockman games that were released
on the Saturn (hell, they did this with a lot of their Saturn titles). The
Saturn versions were done second so that they could be done better than
the Playstation version (and Sony seemed to noticed this when Capcom
released Street Fighter Alpha 2 on both systems). But because Capcom had
to wait so long for the Playstation version approval, by the time they got
it Sega told all their third party developers to cancel all their projects
that they have planned or were currently working on for the Saturn and do
them on the Dreamcast instead. Capcom did just that as they released
Biohazard 2 (Resident Evil 2), Marvel vs Capcom 1, and El Dorados Gate
for the Dreamcast (all of which were Saturn projects at the time).
Unfortunately for us MegaMan fans, the only project that didn't make it
to the Dreamcast was the Complete Works series. Technically it is Sony's
fault for Sega not getting a Saturn or Dreamcast version. But it's a
smart strategy Sony has been using for years which has given them many
exclusive Playstation titles from third party companies.


Question 17:
Instead of emulating these games, why didn't Capcom completely remake
them to take full advantage of the Playstation (and Saturn)?

Answer to Question 17:
Believe me, I wish they had done so (MMMMmmm, 32-bit version of MegaMan 5).
If they were to have done this, they staff would have needed more time,
which is something I that they weren't given much of as I already explained
in the answer to question 15. This is bound to happen some day on a
newer console though. =)


Question 18:
Why are you so technical with your answers?

Answer to Question 18:
If I give you a simple answer, it will leave me open to more questions. :-D


Question 19:
I have a question that is not on this FAQ, can I email you about it?

Answer to Question 19:
As long as it has to do with this game or MegaMan in general, then you may.
Don't expect an answer right away though as I don't check my email every
single day.


Question 20:
How do you play as Blues (Proto Man)?

Answer to Question 20:
While playing on Navi Mode, go to the weapons menu and hold the "L3" and
"R3" buttons. Continue to hold them, then press start. When the game
resumes, Rockman will teleport out. Then you will hear Blues' whistle and
he will teleport in. Actually, I made all that up ^_^  You can't play as
him but I have heard people in game stores spreading rumors that you
could in this version. Talk about false advertisement. He was framed by
Dark Man and Dr. Wily but the real Blues does make two very BRIEF appearances
in this game though. The game wouldn't make sense if you could play as
him because of the story line.


=====XI. Closing statement=================================================

I hope you enjoyed or find this document useful. I am currently working on
similar documents for the recently released MegaMan Anniversary Collection.
It is not fully complete yet, but I will try to finish it on my free time. So
please have patience and check GameFaqs again soon for it.


=====XII. Credits and thanks================================================

1. Thanks goes to Capcom and all of its staff involved with the Rockman
   series, especially Keiji Inafune who is the creator of Rockman.

2. Thanks to GameFaqs and its staff for hosting my document and maintaining
   an excellent website.

3. Myself for taking the time to write this document.

4. You, the reader, for taking the time to read this document.


=====XIII. Copyrights and legal information=================================

This document is Copyright 2004 Henger "DeGamer" Cortorreal. It may not be
reproduced nor retransmitted in any form. It may not be altered, used for
promotional purposes, or used to make a profit of any sort without advance
permission from the author. Violating these terms will result in me taking
legal action. You have been warned.

Any characters, names, or video game consoles mentioned in this document
are copyright of their respective companies. This document and its author
are in no way affiliated with any company involved with this game. All
rights reserved.