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    FAQ/Walkthrough by NeoChozo

    Version: 2.0 | Updated: 12/11/12 | Search Guide | Bookmark Guide

    //version 2.0//						 //updated 12-11-2012//
    		      ============ MEGA MAN 2 ===========
    		      == (ROCKMAN 2: DR. WILY NO NAZO) == 
    		      ========= STRATEGY GUIDE ==========
     		      ======= written by NeoChozo =======
                          ====== www.themmnetwork.com/ ======
        Welcome to the Mega Man Network walkthrough and strategy guide for MEGA
        MAN 2, the second title in CAPCOM's original MEGA MAN series. This text 
        document covers all of the stage guides and other pertinent information 
        for completing this title. Use the index below as a reference guide,
        and visit Mega Man Network's MEGA MAN games section for more informat-
        ion on this game as well as information and walkthroughs for the other
        games in the series.
       == CONTENTS ==
       1. Introduction
       2. About This Game
       3. The Story So Far
       4. Recommended Order
       5. Weapons and Items
       6. Walkthrough
          A. Metal Man's Stage
          B. Flash Man's Stage
          C. Quick Man's Stage
          D. Wood Man's Stage
          E. Air Man's Stage
          F. Crash Man's Stage
          G. Bubble Man's Stage
          H. Heat Man's Stage
          I. Skull Castle-2, Stage 1
          J. Skull Castle-2, Stage 2
          K. Skull Castle-2, Stage 3
          L. Skull Castle-2, Stage 4
          M. Skull Castle-2, Stage 5
          N. Skull Castle-2, Stage 6
       7. Secrets and Tips
       8. Legal
    MEGA MAN 2 was released for the Nintendo Entertainment System (NES), though the
    title has been ported to numerous other platforms over the years, including the
    MegaDrive (SMD), PlayStation (PSX), PlayStation 2 (PS2), PlayStation Store 
    (PSS), the Xbox (MXB), the GameCube (GCN), i-Mode Mobile Platforms (IM), the 
    Wii Virtual Console (WVC), and more recently, Apple (iOS). Refer to the setup 
    manual for more detailed information on your individual platform.
    == 2. ABOUT THIS GAME:
    MEGA MAN 2 pretty much continues the trend set with the first MEGA MAN, al-
    though there are quite a few new features that this title brings to the table. 
    The same engine, graphics, and sound style are in play, but the mechanics of 
    play have altered somewhat. For starters, there are now eight Robot Masters in-
    stead of six. A password feature has been added, allowing you to at least save
    what Robot Masters you've defeated instead of playing the whole game at one 
    time. Mega Man can now carry 4 reserves of LE, called Energy Tanks, so you 
    needn't worry about running out of LE in a critical moment. Continuing the 
    trend of the Magnet Beam from the first game, new support items have been added
    to assist you in making your way through the stages: Items 1, 2, and 3 will be 
    acquired by defeating some of the Robot Masters. There is also no longer a 
    score system where you accumulate points by defeating enemies and bosses or by 
    picking up score balls in the stages. The last thing that is worth mentioning 
    is the Difficulty Mode. The North American version features a Normal Mode or a 
    Difficult Mode. Difficult Mode makes enemies somewhat stronger and the game 
    overall a bit harder. It should be noted for form's sake, that the Japanese 
    version, ROCKMAN 2, has no such setting - its only gameplay mode is the North
    American version's Difficult Mode - the designers worried that its difficulty 
    might turn off some American players, and thus added what amounted to an easier
    game (considering the difficulty of the first game, this isn't surprising).
    These new additions to the franchise make this game much more enjoyable as a 
    whole, and helped set the standard for almost every Mega Man game that has 
    followed it.
    == 3. THE STORY SO FAR:
    It is the year 200X... Dr. Wily, former partner to Dr. Light, went mad and 
    stole the six "Robot Masters" he and Light designed, and reprogrammed them to 
    take over the world. After Dr. Light's household robot, Rock, volunteered to be
    converted into a fighting robot, he single-handedly eliminated the Robot Mas-
    ters and put an end to Dr. Wily's plot for world domination.
    But Dr. Wily has come back for revenge...
    This is the first game that gives you eight Robot Masters to fight. Whereas the
    first game followed a loop pattern where one Robot Master was weak to another's
    weapon, in this game there are three different loops within the loop, so to 
    speak. It's difficult to explain in words, but you will see in the list below. 
    Of course, some bosses are weak to multiple weapons (particularly the Metal 
    Blade - to quote a former colleague, "it destroys everything that's nailed 
    down, and pretty much everything that isn't, too". You can tackle these eight 
    Robot Masters in any order, but this one listed is easiest to follow.
        ====		  ========			===============
        Metal Man		 Arm Cannon/Quick Boomerang 	Metal Blade
        Flash Man		 Metal Blade			Time Stopper
        Quick Man		 Time Stopper/Crash Bomb	Quick Boomerang
        Wood Man		 Metal Blade/Atomic Fire	Leaf Shield
        Air Man	 	 Leaf Shield/Crash Bomb		Air Shooter
        Crash Man		 Air Shooter			Crash Bomb
        Bubble Man		 Metal Blade			Bubble Lead
        Heat Man		 Bubble Lead			Atomic Fire
    So as you can see, there is no defined "order", but at least with this reco-
    mmended setup, you'll always at least have one of the weapons used to defeat a
    NOTE: Like the previous MEGA MAN game, some of the names differ in translation
    (though the weapon names remain the same, with the exception of the Crash Bomb/
    Clash Bomb). If you are using this walkthrough for the Japanese version, ROCK-
    MAN 2, the name differences are as follows:
                           Crash Man   -     Clashman
                           Dr. Light   -     Dr. Right
    The Robot Master names mostly remain the same, except for the "man" convention;
    i.e. Metal Man is Metalman, Flash Man is Flashman, and so on. Additionally, the
    Japanese version has a subtitle, "The Mystery Of Dr. Wily", that isn't found in
    the North American version. 
    Each defeated Robot Master yields another weapon to your arsenal. These weapons
    are useful for more than just defeating more bosses, so experiment with the 
    weapons a bit and you might have an easier time.
      1. ARM CANNON
         Mega Man's standard weapon can fire up to three shots at a time. These are
         small energy bullets and don't do a lot of damage on their own.
      2. METAL BLADE
         Gained from Metal Man, this is probably the most useful weapon ever. It 
         allows you to fire a sawblade in any of eight directions, and you get 60+ 
         uses off of one WE meter.
         Gained from Flash Man, this weapon allows you to freeze time for as long
         as WE energy remains. You can run or jump, but can't fire your Arm Cannon.
         Gained from Quick Man, this weapon allows you to rapid-fire small boomer-
         angs that arc out a short distance and then return to you.
      5. LEAF SHIELD
         Gained from Wood Man, this weapon allows you to create energized leaf 
         apparitions that rotate around you. Moving causes the shield to fly off as
         a projectile.
      6. AIR SHOOTER
         Gained from Air Man, this weapon allows to create three small tornadoes 
         that fly in an upwards arc.
      7. CRASH BOMB
         Gained from Crash Man, this weapon allows you to fire a time-delayed bomb 
         forward. If it strikes a wall or enemy robot, you can detonate it on them.
      8. BUBBLE LEAD
         Gained from Bubble Man, this weapon allows you to create a large bubble 
         that moves forward along the ground.
      9. ATOMIC FIRE
         Gained from Heat Man, this weapon allows you to fire up to three small 
         fireballs. You can also charge it up for a much larger effect.
         These are portable LE storage units that will refill your LE meter in a 
         pinch. You can carry up to four of these items, and you will find them 
         scattered throughout stages.
      1. ITEM-1
         You will get this by defeating HEAT MAN. This allows you to create up to 
         three platforms that you can use to reach high areas.
      2. ITEM-2
         You will get this by defeating Air Man. This allows you to create a small 
         jetsled that rapidly travels forward until it hits an object.
      3. ITEM-3
         You will get this by defeating Flash Man. This allows you to create a 
         small platform that moves up and down walls so you can reach higher areas.
    == 6. WALKTHROUGH:
    The game walkthrough itself is broken into segments that comprise the "stages" 
    of the game. Each stage walkthrough will take you through that stage, past the 
    Robot Master, and go over any extra information you need to know. There is no 
    backtracking in this game as you are not allowed to revisit completed stages, 
    though. The walkthrough will begin at the first recommended stage.
      This stage is full of conveyor belts, so watch your step. Start off by head-
      ing to the right, and grab the ENERGY TANK near the beginning here. After a 
      while, get back on solid ground, and take care to avoid the giant spike plat-
      forms on chains that take a chunk of your LE. After you cross this section, 
      make a leap out into space to land on another platform. Slowly progress 
      through this section, shooting the cornscrews that pop out of the floor and 
      ceiling. Stay in one place and fire constantly to gain lots of power-ups. 
      After here, you'll head across another conveyor and head into a short pit. 
      Head through this part to reach another conveyor and you'll start dealing 
      with some new enemies that roll on wheels. Defeat the wheels first and then 
      take out the riders, and head across this large conveyor platform section. At
      the end, you'll head up a series of platforms with stacked robots on them. 
      Shoot their eyes to make them blow up. Next, you'll see an ENERGY TANK below 
      you, but you can't get this unless you have ITEM-2; trying here is a suicide 
      move. Though you can get it if you can spare the extra life, just remember 
      that if you lose all your lives, you also lose any accumulated Energy Tanks. 
      Once you make it to the next ledge, just make your way across the floors 
      while avoiding the sliding robots, and you'll reach the boss gate.
        Metal Man is fairly easy, and oddly enough, he won't attack you unless you 
        make the first move. Once you do, though, he'll attack with a frenzy. Study
        his attacks and how to avoid them to make this fight easier.
        1. JUMPING: He will jump a lot, which makes it harder for you to hit him.
        2. METAL BLADE: He will fire these off seemingly at random, but there is a 
           pattern to them. Run away from the short ones, run towards the high 
           ones, and try to jump over any that come directly at you.
        3. DIRECTION SWITCH: After taking a bit of damage, Metal Man will switch 
           the direction of his conveyor belts.
        If this is the rematch, end him with a single Metal Blade or the Quick 
        Boomerang. Since this is the first fight, you're stuck pounding away with 
        your trusty Arm Cannon. Jump up and down and move left or right to avoid 
        his hail of Metal Blades while constantly firing at him. This battle is 
        very frenetic, but you can exploit his patterns to defeat him quickly.
      Defeating Metal Man rewards you with his super-useful Metal Blade. Now return
      to the Stage Select and select Flash Man's stage next.
      This stage is rather unique in that it can both hurt your eyes and be hazard-
      ous at the same time. The problem is that the screen is flashing, and the 
      terrain has an icy feel to it, meaning you slip and slide everywhere. Halt 
      your forward momentum by jumping. Head through the complicated maze of the 
      first part, taking out the pink shooters as you come across them, and work 
      your way to the first tunnel. Jump down and take out the Sniper Joe in his 
      walker. After he's gone. proceed to the right and fall down the tunnel while 
      holding Right so you drop into the small alcove. Make your way through the 
      downwards maze here, taking out the boomerang thrower robots. Wind your way 
      around until you fall down another tunnel where you'll face another Sniper 
      Joe. Stay in the safe spot at the far right. Defeat him from this spot and 
      head down again. Now carefully make your way across the top section of one-
      block platforms until you reach a ledge with an ENERGY TANK on it. Grab it 
      and head back to your left. Drop down and start heading right again; destroy 
      the last Sniper Joe you find and jump across the last two ledges to get to 
      the boss gate.
        Flash Man's lair is full of staggered ledges, so this will slow him down a
        bit. He only has two attacks, so get to know them and you'll have an easier
        1. ARM CANNON: He fires his Arm Cannon a lot in your general direction.
        2. TIME STOPPER: He'll freeze you in the air or wherever you are and pro-
           ceed to either crash into you or take pot shots at you.
        Use the Metal Blade against him, and its multi-directional capability to 
        hit him on whatever ledge he's occupying in his room. If you fire quickly 
        enough, you might defeat him before he even finishes crossing to your side 
        of the room.
      Defeating Flash Man earns you the Time Stopper attack and the ITEM-3. Return 
      to the Stage Select and head for Quick Man's stage.
      This stage is a bit on the difficult side, and it's near impossible to clear 
      without the Time Stopper. From the start, drop down the first tunnel and take
      out the boomerang shooters. Drop down the next tunnel and you'll face your 
      first bout with the powerful Force Beams. These fly out from the walls and 
      will kill you instantly, so move quickly in order to bypass them. The Time 
      Stopper will freeze them, but don't use it yet as there are many, many more 
      Force Beams later in this stage. After you get past this section, you'll drop
      down and land. The lights will go out, so move cautiously and memorize the 
      terrain when it comes back on. Destroy the flame throwers and keep moving. 
      After a while, you'll reach the end of this section, and you'll have to get 
      past a second, much harder Force Beam section. Definitely use the Time Stopp-
      er here, but try to wait until you're at least on the third screen before 
      activating it, so as to ensure you'll have enough WE to make it to the bottom
      of the tunnel. Move as fast as you can while the beams are frozen, and make 
      sure that you grab every WE refill that you comes across. Once you make it 
      through, you'll face a couple of Sniper Joes; keep defeating them so you can 
      refill your Time Stopper WE, and head on to the boss gate.
        As his name suggests, he is extremely fast. Even with the speed advantage, 
        though, he still isn't too hard. His lair is staggered as well, giving you 
        a bit of an advantage. Look at his basic attack pattern and you'll have an
        easier time.
        1. HIGH JUMP: He will leap high in the room and rocket down towards you.
        2. CHARGE: He'll run either in place or directly at you and knock you down.
        3. QUICK BOOMERANG: He uses these after a jump; he'll throw three small 
           boomerangs down at the last place he saw you. They stick on the ground 
           for a bit, so don't run over them again.
        If you refilled your Time Stopper WE, activate this as soon as the battle 
        starts to drain 50% of his LE. For the second half, the Crash Bomb works 
        exceedingly well, but you don't have this weapon yet. Instead, hammer away 
        with the Arm Cannon or the Metal Blade whenever he's on the ground, and 
        stay on the move so he doesn't try to charge at you. You may need an Energy
        Tank for this fight.
      Surviving the encounter with Quick Man gives you the Quick Boomerang. Return
      to the Stage Select and head for Wood Man's stage next.
      This stage is one of the toughest because of the large variety of enemies. 
      Head through the first section while destroying the Bubble Bats when they 
      come after you. Equip the Metal Blade for best results and take out both the
      bats and rabbits as they come charging at you. At the end, you'll find a 
      ladder - go down it and take out the next three bats. Head down the next 
      ladder and take on the first of two Hot Dogs. Jump over the fire arcs while 
      shooting to beat him. After he's gone, head to the right and you'll encounter
      another Hot Dog. Take him out too and go up the ladder to the right, then 
      head outside. Stand close to the swinging monkeys to trigger them to jump. 
      Defeat them and watch out for some Bomb Birds as you cross the platform sect-
      ion. After you're done here, head inside once more and go down the ladder. 
      Take out the rabbit enemies in the next two sections as you head down. You'll
      find one more ladder to climb down, and you'll end up back outside. Equip the
      Metal Blade once again to take out the roosters that charge at you. Sometimes
      you can time it right so they simply jump over you, but you're better off 
      defeating them. Make it through here and you'll reach the next boss gate.
        There are a few different methods to taking out this particular Robot Mast-
        er, but none of them really apply yet since you'll only have the Metal 
        Blade right now. Pay attention to his damaging attacks and you'll have an
        easier time with this fight.
        1. LEAF SHIELD: He surrounds himself with rotating leaves which he will 
           then fire off at you.
        2. LEAF DROP: At the same time, four leaves will float down from the ceil-
           ing and hit you if you're in the way.
        3. JUMPING: After each cycle, he'll jump a little bit across the room, re-
           stricting your area to maneuver.
        Now... if you have the Atomic Fire, you could charge it up all the way and
        destroy him in a single hit when he's unshielded. Or you could fire Crash
        Bombs to destroy his Leaf Shield and let the resulting explosion hurt him 
        a bit. For now, the best strategy to use is waiting him out. Jump over his 
        Leaf Shield and make sure you won't get hit by the falling leaves, and 
        rapidly fire the Metal Blade to cause as much damage as you can before the 
        shield goes back up. Repeat as necessary until you've taken him out.
      Wood Man's defeat gives you the Leaf Shield. Return to the Stage Select and 
      head next for Air Man's stage.
      This stage takes place in the clouds, so your main hazard here is falling. 
      Start off by moving from Air Tiki to Air Tiki while avoiding or taking out 
      the mini-Tikis that pop out from the sides. Wait for each giant Tiki's horns
      to retract before proceeding to the next one, and repeat for each Tiki you 
      come across. Eventually you'll reach some Thunder Gods - shoot them and then 
      take their clouds they were riding on. Use this method of transporation to 
      cross the large expanse, until you reach solid ground once more. Here, deal 
      with some annoying Bomb Birds and keep heading to your right. At the end, 
      you'll fall off the edge and land on a platform obscured by some clouds. 
      Equip the Metal Blade and take out the boomerang shooters that you encounter,
      then head to the far left to fall down to another obscured platform. Head 
      right and you'll find some more Air Tikis. Make your way across these the 
      same way you did at the beginning. At the end, you'll reach some more of the 
      Bomb Birds and then deal with some robots equipped with fans. Try to keep 
      them on the very edge of the screen so you don't trigger them. Jump from 
      platform to platform, taking out these enemies and you will eventually reach 
      the boss gate.
        Air Man has a very repetitive pattern that is easy to distinguish, but he 
        can cause a lot of damage with his opening salvo. Come here with full LE 
        and watch his attacks to make this battle easier.
        1. AIR SHOOTER: He will fill the screen with spread out tornadoes that push
           you back to the wall. You have to jump over the low ones.
        2. JUMPING: He'll leap across his lair and start using Air Shooters again.
        Hitting him with the Arm Cannon is simple during the Air Shooter attack, 
        but if you are trying to wipe him out easily, his tornadoes will easily 
        repel your Leaf Shield. Wait until he has jumped across the room and is 
        relatively unprotected, then unleash the Leaf Shield and fire it at him. 
        Two or three hits should be enough to end this fight.
      After Air Man's defeat, you'll gain the Air Shooter and the ITEM-2. Now re-
      turn to the Stage Select and head next for Crash Man's stage.
      This stage is a mixture of horizontal and vertical, though the second half is
      definitely more vertical. From the start, you should get around the pipe 
      sections and climb the ladders you come across very quickly, as the pipes 
      will steadily spawn Tellies. Make it through this initial part and you'll get
      to a new section that is similar in nature. Destroy the Tellies, head up the 
      ladder, and equip the Leaf Shield. This way you can ride the platforms and
      defeat the Tellies as long as you don't move. Jump to the ladder and repeat 
      this strategy for the next two rooms until you reach the top of the area. 
      Once there, you'll find some more of the moving tower robots that you have to
      shoot in the eye to destroy. Take them out, and climb up the next ladder. 
      Keep climbing until you start seeing more enemies. Defeat the Mettool and 
      climb up his ladder. Climb some more until you have a choice of ladders. Take
      the left one, and get up to where you can choose from three more ladders. 
      Here, take the middle one and ascend it while taking out the Bomb Birds fly-
      ing from the sides of the screen. Once you finally reach the top, you'll see
      an ENERGY TANK to your left. Drop off to get it, then use Item-2 as a small 
      stepping stone to get back up to where you were. Head across this last sec-
      tion destroying some Green Helis and you'll reach the boss gate. 
        Crash Man can be difficult to hit because of his speed and his high jumps. 
        Study his attacks so you'll have an easier time with this battle.
        1. HIGH JUMP: He does this a lot, leaping high in the air over and over 
        2. CRASH BOMB: Either in the air or on the ground, he'll fire these explos-
           ives at you and detonate them to hurt you.
        3. RUNNING: If he's not in the air, he runs back and forth in a frenzy, 
           firing his Crash Bombs at you.
        What you should try to do immediately is run towards him. This will cause 
        him to jump in the air. Jump with him and fire the Air Shooter so your 
        tornadoes arc upwards at a sharp angle. If you do this absolutely right, 
        you can score a one-shot kill. At the worst, it will only drain over half 
        of his LE, so just do this again to finish the job. The key here is taking 
        him down quickly, before he has a chance to start manhandling you with his
        Crash Bombs.
      Crash Man's destruction gives you the Crash Bomb. Return to the Stage Select 
      and head to Bubble Man's stage.
      This stage is straightforward enough, but there are some tricky parts you'll
      have to watch out for. Start off moving across the suspended platforms and 
      take out the frog robots. After you beat them, you'll come to some small 
      platforms. Make your way across these quickly since they drop out from under 
      you. At the end, you'll have to head down a small passage while taking out 
      some crab enemies. At the very end of this, you'll find yourself submerged 
      underwater. This is where you have to be cautious - your aquatic buoyancy 
      will take you almost to the ceiling when you jump, so watch your step. You'll
      start encountering some giant red fish that send shrimp robots after you; hit
      the gem on the head to defeat these, and move on. In this next section you 
      have to maneuver around a somewhat complicated spike section while avoiding 
      spiked jellyfish that float down from the top and follow you around. The best
      thing to do is shoot them with your Arm Cannon before they can home in on 
      you. At the end, carefully float down the spike-lined short pit and head to 
      your right. Take out the next giant red fish, deal with some more frog enem-
      ies, and you'll end up back outside. Here, jump from ledge to ledge, avoiding
      and/or destroying the crabs that fall from the sky. At the end, you'll reach 
      the boss gate.
        Bubble Man is probably the easiest boss in the entire game. His pattern is
        very easy to defend against, and he doesn't have that many attacks. Still, 
        read the list for him and this battle will go faster.
        1. BUBBLE LEAD: He will fire these in multiple directions as he floats 
        2. FLOATING: He stays high in the water most of the time.
        This is incredibly easy. Stay where you are and fire Metal Blades either 
        diagonally at him or let him settle above you and fire vertically. Don't 
        even stop to worry about being hit with his Bubble Lead since it barely 
        does any damage, and you can end this battle without him even touching the 
        ground again.
      Defeating Bubble Man will give you his Bubble Lead. Afterwards, return to the
      Stage Select and head to the final Robot Master, Heat Man.
      You get a slight respite from the difficult stages with Heat Man's lair. If 
      you have the Item-2, your job is made a whole lot easier. Start off destroy-
      ing the Green Helis and keep making your way to the right while jumping over
      the lava pits. Eventually you'll reach a section where floating Tellies come 
      out of wall pits and come after you. Use the chances you have to fill up any 
      weapons or life you may need and keep crossing over the ledges. After you're 
      done with that part, head across the solid ground while avoiding the sliding 
      blue robots. Get to the ladder and head down. Deal with an easy pattern of 
      vanishing blocks and get to the next ladder. Head down to get to another sec-
      tion of tower hopping, except you have to maneuver around some vanishing 
      blocks that are there to help you ascend the towers. On top of that, you have
      to do this while avoiding more Tellies and lava pits. Use the Metal Blade to 
      take care of the Tellies, and keep heading to your right. After this part, 
      you'll start seeing numerous vanishing blocks start appearing over your head.
      Make it easier on you and use the Item-2 jetsled to simply fly across the
      expansive lava pit. At the end, head down the ladder, and take out the Sniper
      Joe with the walker and you'll be able to reach the boss gate.
        Heat Man can be difficult if you're not using the Bubble Lead. His attacks 
        can also inflict a great deal of damage. Study him so you know what you're 
        up against so you can make this battle easier.
        1. ATOMIC FIRE: He will fire three arcing fireballs that land in different 
           locations depending on where you are. You can only run from these and 
           try to find safe spots.
        2. FLAME TORPEDO: Once damaged, he will turn into a large fireball and fly
           across the screen at you.
        Using the Bubble Lead greatly simplifies this fight. Fire one at him, let 
        it hit, and count to three (or wait to see his animation change) before 
        leaping out of the way of his Flame Torpedo. Turn and repeat with the Bubb-
        le Lead, and jump over him again. Keep doing this and he won't use his 
        Atomic Fire again, so you can beat him easily.
      Conquering Heat Man rewards you with the Atomic Fire and the ITEM-1. After 
      this, you will locate Dr. Wily's newest hideout, Skull Castle-2. Get ready.
      The first stage of Skull Castle is somewhat lengthy. From the start, head to
      the right and try to destroy the eggs that the Bomb Birds drop before they 
      crack open. You'll have to use Item-3 to ascend a high wall, and then deal 
      with a group of boomerang tossers on your way to the perimeter wall of the 
      castle itself. Once you reach the wall, use Item-3 again to reach the ladder,
      and head upwards while collecting LE or WE refills and taking down the ass-
      orted Sniper Joes. Climb the last ladder and hang onto it in the next screen
      to let the slider pass you, then go to the right and ascend the really long 
      ladder. At the top-most section, hang a little bit from the bottom of the 
      screen, and use Item-1 to deploy a platform to your left. Hop on it and de-
      ploy two more in the general direction of the ladder at the upper left. After
      the first platform vanishes, set a fourth and leap to the ladder and climb up
      to the next level. Keep climbing up past the Tellies to reach the top. Once 
      you are there, equip the Quick Boomerang and enter the large hangar. Keep 
      running to the right until you reach the end and you have to start jumping 
      from block to block.
        This boss fight takes place in this large hangar, and can be precarious 
        since there's no floor under you. Keep jumping to the right across the 
        blocks until you reach the three stacked blocks and the boss' LE meter 
        fills. Now, stand on the uppermost block as far left as you can, and start 
        hurling Quick Boomerangs at the Mecha Dragon's head. The Mecha Dragon will
        shoot fireballs at very regular intervals, and the impacts will knock you
        back. Standing far to the left will ensure that when you get knocked back, 
        you'll land on the block below you to your right, if you fall at all. Keep
        rapid-firing the Quick Boomerangs to make quick work of this large boss.
      Surviving this battle advances you to the next area of Skull Castle. There 
      are very few Energy Tanks scattered during these stages, but try to conserve 
      them as much as possible for the final stages.
      This stage is fairly short, but has plenty of hazardous terrain. From the 
      start, refill your Item-1 with the large WE refills, and take out the Green 
      Helis to your right with the Arm Cannon to get any more refills you need 
      (they continue respawning in place). At the end, use Item-2 to fly across 
      this gigantic expanse of spikes, and leap to the very last ladder and climb 
      up to reach an ENERGY TANK. Take the ladder down and destroy the walls if you
      need more WE refills, along with another ENERGY TANK. Keep going down and you
      will reach another long hallway filled with Screws coming from the floor and 
      the ceiling. Take this opportunity to refill any and all WE meters. At the 
      end, use Item-3 to climb a wall, and carefully proceed past the dropping 
      chain platforms. Once you get past them, you'll reach a tunnel leading down. 
      Drop down and grab the large LE refill from the second room if you need it, 
      and drop down more to reach the boss area.
        The premise behind this boss is very simple - destroy the sets of blocks as
        they detach from the walls and fly at you. This is easier said than done, 
        however. There is, however, a definite pattern to the blocks - where they 
        detach from and so forth. If you get the hang of this, you'll always know 
        where not to be. Use the Bubble Lead during this fight and try to jump and 
        hit the blocks before they come down to your level. As you inflict damage, 
        the blocks will separate and fly at you with increasing speed. Try to stay 
        mostly center, since most blocks come from the walls. This may take an 
        Energy Tank if you get hit too much (the impacts cause a lot of damage to
        you), but just keep up your assault to finish this machine off.
      Surviving this battle advances you to the third area of Skull Castle. There 
      are very few Energy Tanks scattered during these stages, but try to conserve 
      them as much as possible for the final stages.
      Like the last stage, this is short but hazardous. Jump to the left or the 
      right from your start point and use the Crash Bombs to grab some refills if 
      they are needed. Destroy the enemies you encounter on your way down and 
      you'll reach a watery section. This section can be dangerous as it's lined 
      with spikes, but you have a lot of buoyancy so it shouldn't be too much of a 
      problem. Watch out for the giant fish that come soaring out of the two wide 
      pits in the floor, though, and make your way back to solid ground. The only
      thing you really need to watch for is the spiked ceilings when jumping. Once
      you get past this part, you have to go to the right, jump, and thread your 
      way down a long corridor lined with spikes. Hold to the right after the chasm
      widens to safely land away from a craftily-placed spike trap. Maneuver on 
      through the next section while destroying any small enemies that get in your
      way, and you'll reach the boss gate.
        When you first start this battle, you can't harm this gigantic machine. 
        Wait until it has scrolled fully onto the screen, then jump up onto the 
        front part of the platform and jump while hurling Quick Boomerang at the 
        Guts Man Head. You'll probably take a few hits here and there from the en-
        ergy bullets this machine shoots, but you'll be inflicting much more damage
        than you're taking. Keep up the attack with the Quick Boomerangs and you'll
        take this thing out easily.
      Surviving this battle advances you to the fourth area of Skull Castle. There
      are very few Energy Tanks scattered during these stages, but try to conserve 
      them as much as possible for the final stages. 
      This stage can be downright frustrating. From the start, grab the large WE 
      refills next to you, and head up the ladder. Take out this first Mettool, 
      then climb the next ladder. Ignore the next Mettool you come across, and head
      up the right-hand ladder (the one to the left leads to a false floor that 
      drops you right in the aforementioned Mettool's general line of fire). At the
      top, head left and fall through a floor while holding Left. Now work your way
      back around so you can grab the extra life while you're re-ascending. Fall 
      down that same hole from before, but hold Right this time. Go back up the 
      ladder and head right to the next ladder. You can try and experiment where 
      the false floors are here, I personally can't give exact locations other than
      that one is slightly to your left, and the next one a little bit after that. 
      The first set isn't too hard, since you don't get dropped on anything danger-
      ous, but the last one is over a spike pit, so just use Item-2 to cross to it.
      Climb up and there will be three Mettools. If you want the ENERGY TANK, take
      out the bottom Mettool and use Item-3 to ride up the right-hand wall (the 
      next two ledges are fake). Grab it and head up the ladder to reach a breather
      area with no enemies. Proceed all the way to the right and CLIMB down (don't
      drop off of it) the ladder to reach the first platform track section. There 
      are four of these total - two have respawning Tellies and the other two 
      don't. For the first one, drop onto the platform and use the Arm Cannon to 
      take out the Tellies. At the bottom-left, stand on the edge while shooting 
      the two Tellies that come out of the walls to get LE or WE refills. Drop down
      and you'll reach a second section that just requires you to maneuver around 
      some obstacles. The third one has more Tellies and is a bit tougher, and the 
      fourth one requires you to drop down and use Item-2 to cross to the ladder. 
      Climb down out of this section and use the Air Shooter to quickly eliminate 
      the Sniper Joes' large mechas, and take all of them out with the Arm Cannon. 
      Keep going to the right and you'll reach the boss gate.
        This battle is downright irritating. For starters, you will actually fight 
        this battle twice, since the only weapon you have that can both break barr-
        iers AND damage the wall-mounted cannons is the Crash Bomb, and you don't
        have enough WE in order to do both. The first time you come here, focus 
        only on destroying the walls, and then let the cannons do their work and 
        kill you. The platform in the middle is a little tough to scale, but you 
        can either use Item-3 or just stand on the edge and leap out and curve back
        to land on the upper ledge.
        After you are killed, you will respawn at the middle point of the stage. 
        Drop down to the first area where the Tellies spawn out of the wall and you
        still have some room to stand. Shoot these down repeatedly until you have 
        collected enough WE refills to recharge the Crash Bomb. Make your way back 
        to the boss gate.
        This time, repeat the same maneuver used to get to the upper area the first
        time, and start attaching Crash Bombs to the wall cannons to destroy them. 
        The cannons all fire at once, and the red lights flash quicker before they 
        fire, so as they start their firing sequence, begin hitting Start rapidly 
        to keep half-teleporting. This can sometimes cause the laser fire to simply
        pass through you. Attach Crash Bombs to each of the wall cannons and you'll
        defeat this boss.
      Surviving this battle advances you to the fifth area of Skull Castle. There 
      are very few Energy Tanks scattered during these stages, but try to conserve 
      them as much as possible for the final two stages.
      This stage is something of a new feature. Whereas in the last game, you did
      re-fight the Robot Masters, you encountered some of them in one stage, and
      fought the others at the end via a set of portals. These portals return,
      but they are all centered in a single room. You will face all eight Robot
      Masters, one after another, before continuing on. The approximate layout is
      below. All portals are marked, and the [] icons represent ledges.
      			 |		           |
    			 |	                   |
    	   		 |HEAT	     WILY     FLASH|
    		 	 |____ 	     ____      ____|
    			 |	     	           |
    		 	 |AIR   []        []  METAL|
    		 	 |____	               ____|
    			 |    []	     []    |
    		         |____	____   ____    ____|
      After every rematch with a Robot Master, you'll receive a large LE refill. 
      During these fights, make sure to use the Metal Blade on Wood Man, as you 
      need the Atomic Fire for the fight against Dr. Wily. Once you have beaten all
      of them, the portal leading to Dr. Wily will appear.
        Dr. Wily will attack you in the same machine he used in the first game. 
        This time, however, avoid the arcing energy bullets he fires and charge up
        the Atomic Fire. Let loose your fully charged blast at the red shield to 
        destroy it, exposing Wily himself. Once you do this, his attacks will come 
        a bit faster. Switch to the Metal Blade and follow him back and forth, 
        chucking them diagonally as fast as you can at his cockpit to bring him 
        down quickly.
      Surviving this battle advances you to the final area of Skull Castle. The 
      final battle with Dr. Wily is ahead, so make sure you have full Bubble Lead
      WE and a couple of Energy Tanks on hand.
      This final stage takes place in the underground caverns of Wily's Skull Cas-
      tle. There are no enemies in this short cavern, but the acid dripping from 
      the ceiling can cause you major pain. Drop down and head to the right, care-
      fully maneuvering between the safe areas in the acid-lined corridor. Once you
      safely make it through, you'll reach the gate to the final battle with Wily.
        Upon entering the room, you'll see Dr. Wily transform into his true form - 
        a large, green alien! Well, not really. Wily's actually hidden in a corner
        using a holo-emitter to generate this Alien Mirage. This boss will move in
        a figure-8 pattern around the room firing energy bullets at regular inter-
        vals. Keep moving to avoid its shots, and whenever it dips low in its pat-
        tern, hit it with the Bubble Lead. Have at least one Energy Tank on hand 
        just in case you get hit a few times.
      Depleting its energy will cause the Mirage Machine to break down, and Dr. 
      Wily will jump from behind his console and start to beg for mercy once again.
      We can only assume that Mega Man captures him, since he isn't shown escaping.
      As Mega Man heads home on what seems to be another very long walk (he goes 
      through a lot of weather changes (shown on the screen in the form of little 
      Atomic Fires, Quick Boomerangs, Bubble Leads and Air Shooters), Mega Man con-
      templates his latest battle. When he reaches his home, he looks over his 
      shoulder... and in a rush for some home-brewed coffee, leaves his helmet on
      the hilltop.
    MEGA MAN 2 has a few things here and there that count as extras in the game. 
    There aren't a lot, but they're worth checking out.
         Press Start at any point in the game to bring up the subscreen, then exit.
         Mega Man will do his half-teleport move, during which you can't take dam-
         age. Keep doing this rapidly and you'll be able to keep some objects from
         hitting you.
         There are three bosses in this game that will fall to a single hit from 
         particular weapons:
         - Use Metal Man's own weapon on him for a one-shot kill.
         - Charge up the Atomic Fire and use it on Wood Man when he isn't using his
           Leaf Shield to obliterate him.
         - This one's trickier. Use a single batch of Air Shooters on Crash Man 
           when he jumps in such a way that the three tornadoes line up on his 
           position. The three successive impacts will instantly kill him.
         The game's password system stores defeated bosses, weapons, and all ac-
         quired items, to include Energy Tanks. Input the following password to go 
         to Dr. Wily's Castle with all weapons, items, and 4 Energy Tanks: 
         A5 / B2 / B4 / C1 / C3 / C5 / D4 / D5 / E2
    == 8. LEGAL:
    This walkthrough must always be shown in full form, unaltered, with credit giv-
    en to the author, and a link to Mega Man Network (http://www.themmnetwork.com/)
    must be provided. You are free to use this for personal use, but if you wish
    to host it on another website, you must e-mail me first with a request for per-
    mission. Copyright (C) 2012 Timothy Jones (NeoChozo). Some rights reserved.
    All rights, including the copyrights of game, scenario, music and program are 
    Copyright (C) Capcom Co., Ltd.

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