Mega Man 2 FAQ/Walkthrough

Copyright Capcom 1988
Written By Brian P. Sulpher
E-mail: briansulpher@hotmail.com
Version 1.6
Dates Written: June 14th to June 28th, 2003

I dedicate this to my brother Mike, cousin Chris, and to any fans of the
Megaman series.  This is the only one I have ever played enough of to have any
memory of, and I know you guys do too!

Also, for Cougar, Howler, Koonce, and Gracey.  I miss you, and I hope you are
living it up in the afterlife as you did in this world.  You will always be 
in my memories, and you will never be forgotten.

-----------
Version 1.0
-----------

-Submitted guide on June 28th, 2003

-----------
Version 1.5
-----------

-Submitted guide on June 30th, 2004
-Altered format to make it far better than it was, thus better for the 
 reader

-----------
Version 1.6
-----------

-Submitted guide on 14th of October, 2005
-I added in Retronintendo and Honestgamers as sites allowed to use my FAQs
-Altered the format to make it easier on the eyes of the reader
-Added in a new order of Robot Stages (thanks to Michael Vasquez for the
 contribution)

----------------------------------------------------------------------------
-----------------------------Table Of Contents------------------------------
----------------------------------------------------------------------------

1) Introduction
2) Controls
3) Robot Stage Order
4) Air Man
5) Bubble Man
6) Crash Man
7) Flash Man
8) Heat Man
9) Metal Man
10)Quick Man
11)Wood Man
12)Dr. Wily's Fortress
13)Bosses
14)Weakness Chart
15)Items
16)Passwords
17)Final Word

----------------------------------------------------------------------------
----------------------------------Introduction------------------------------
----------------------------------------------------------------------------

1) The following is taken directly from the game and is in no way the work
   of Brian P. Sulpher:


In the year 200X, a super robot named Megaman was created.  Dr. Light 
created Megaman to stop the evil desires of Dr. Wily.  However, after his 
defeat, Dr. Wily created eight of his own robots to counter Megaman.


   A great game with a fun little storyline.  Enjoy and kick some ass!

----------------------------------------------------------------------------
------------------------------------Controls--------------------------------
----------------------------------------------------------------------------

2) This section will look at the controls of the game.


D-Pad----> LEFT and RIGHT will move Megaman in the corresponding directions.
           UP and DOWN will move Megaman on the ladders in the game.  UP and
           DOWN also move the cursor on the menu screen.

SELECT---> Moves the cursor at main menu and at menus after a robot stage.

START----> Brings up the menu screen.  It also is used to confirm your 
           selection on the menu screen.

B Button-> Your weapon will fire with this button.

A Button-> Megaman will leap into the air with this button.

----------------------------------------------------------------------------
-------------------------------Robot Stage Order----------------------------
----------------------------------------------------------------------------

3) This section will list some various Robot Stage orders that are commonly
   used, and the positives and negatives of those paths.  Send me your own
   paths and I may add them if they are unique or useful enough.


                                  o---------o
                                  | Path #1 |
                                  o---------o

___________
Flash Man  |
Quick Man  |
Bubble Man |
Metal Man  |
Wood Man   |
Air Man    |
Crash Man  |
Heat Man   |
___________|

Starting off with Flash Man is not such a bad thing as his stage is rather
easy and Flash man is the easiest Robot Master.  However, you will miss out
on a 1-Up if you do it this way.  

The Time Stopper will help on Quick man or his Laser Beams, and nothing will
be missed.

Doing Bubble man's stage will not prevent Mega Man from collecting anything,
but the Metal Blade is a welcome addition to this level.  The Quick 
Boomerang will knock out Bubble Man.

Metal Man's stage will have a 1-Up and an Energy Tank (unless you sacrifice 
a life) missed.  Quick Boomerang will kill Metal Man.

The rest of the stage's will not have any Items missed due to lack of proper
equipment and a good weapon for each RObot Master will be present.


                                  o---------o
                                  | Path #2 |
                                  o---------o

___________
Flash Man  |
Bubble Man |
Metal Man  |
Wood Man   |
Air Man    |
Heat Man   |
Crash Man  |
Quick Man  |
___________|

Starting off with Flash Man is not such a bad thing as his stage is rather
easy and Flash man is the easiest Robot Master.  However, you will miss out
on a 1-Up if you do it this way.

Doing Bubble man's stage will not prevent Mega Man from collecting anything,
but the Metal Blade is a welcome addition to this level.  

Metal Man's stage will have a 1-Up and an Energy Tank (unless you sacrifice 
a life) missed.  Quick Boomerang will kill Metal Man.

Wood Man will be taken down easily by the Metal Blades and no items will be 
missed.

Air Man will fall to the Leaf Shield and no items exist to be collected.

The rest of the stage's will not have any Items missed due to lack of proper
equipment and a good weapon for each Robot Master will be present.


                                  o---------o
                                  | Path #3 |
                                  o---------o

___________
Metal Man  |
Bubble Man |
Flash Man  |
Crash Man  |
Quick Man  |
Air Man    |
Wood Man   |
Heat Man   |
___________|

Metal Man can be taken down by the Arm Cannon rather easily, but Metal Man's
stage will have a 1-Up and an Energy Tank (unless you sacrifice a life) 
missed.

A fine choice as Metal Blades make this level easy (including Bubble Man).

The missing of a 1-Up will be the problem with this being next, but the 
Metal Blades will beat Flash Man.

A tough selection as missing Item-1 is tough on collecting an Energy Tank 
easily and a 1-Up.  Crash Man is a tough customer wihtout the Air Shooter,

so fight well.

The rest of the stage's will not have any Items missed due to lack of proper
equipment and a good weapon for each RObot Master will be present.


                                  o---------o
                                  | Path #4 |
                                  o---------o

___________
Air Man    |
Metal Man  |
Bubble Man |
Heat Man   |
Flash Man  |
Wood Man   |
Crash Man  |
Quick Man  |
___________|

Air Man is weak enough to the Arm Cannon, so a good starter stage with no 
items to miss.

With Item-2 in hand, both the 1-Up and Energy Tank can be attained without
death.  Metal Man is a little strong to the Arm Cannon, but he is manageable
to fight.

The rest of the stage's will not have any Items missed due to lack of proper
equipment and a good weapon for each Robot Master will be present.


                                  o---------o
                                  | Path #5 |
                                  o---------o

___________
Air Man    |
Crash Man  |
Flash Man  |
Quick Man  |
Metal Man  |
Bubble Man |
Heat Man   |
Wood Man   |
___________|

Air Man is weak enough to the Arm Cannon, so a good starter stage with no 
items to miss.

Difficult to get the Energy Tank and 1-Up without some work (and Item-2), it
is possible.  Crash Man can be taken down easily.

Not having Item-1 rules out the gathering of a 1-Up (unless you are suave
enough to use Item-2 as a stepping stone), but it is not a problem otherwise
as Flash Man is easy to defeat.

The rest of the stage's will not have any Items missed due to lack of proper
equipment and a good weapon for each Robot Master will be present.


                                  o---------o
                                  | Path #6 |
                                  o---------o

___________
Flash Man  |
Air Man    |
Heat Man   |
Metal Man  |
Bubble Man |
Wood Man   |
Crash Man  |
Quick Man  |
___________|

Starting off with Flash Man is not such a bad thing as his stage is rather
easy and Flash man is the easiest Robot Master.  However, you will miss out
on a 1-Up if you do it this way.

Air Man is weak enough to the Arm Cannon, so a good starter stage with no 
items to miss.

With the Item-2, the disappearing bricks can be circumvented easily enough,
but a lack of a good weapon for fighting Heat Man can be a concern.

Metal Man is a little strong to the Arm Cannon, but he is manageable to 
fight.

The rest of the stage's will not have any Items missed due to lack of proper
equipment and a good weapon for each Robot Master will be present.

----------------------------------------------------------------------------
------------------------------------Air Man---------------------------------
----------------------------------------------------------------------------

4) This section will look at Air man's stage, labeling the enemies, 
   pathways through the level, and suggest weaponry for Megaman to Use.


                                  o---------o
                                  | Enemies |
                                  o---------o

Bird Bomber..: Flies in from the right side of the screen to drop it's egg
               payload.  Shoot the Bird Bomber or it's egg to avoid the 
               swarm of mini Bird Bombers that are contained within the 
               egg.

Blow Hard....: a portlier version of Air man, these guys just continually 
               blow air at Megaman, pushing him back.  Shoot them from afar 
               as you charge to remove their threat.

Lightning Boy: He rides a cloud around in the sky while holding a rather
               nasty Lightning Bolt he will throw at Megaman as he draws 
               near.  Land a few shots to remove him from the cloud you will
               need to ride on.

Mini-Head....: These will come out of the Ugly Heads (from one side and then 
               the other in a continuous cycle) for as long as Megaman stands
               on the Ugly Head.  One shot will kill them off.

Wiggler......: These small blue strands will come "wiggling" out of their 
               small compartments to try and hit Megaman.  Although they can 
               be destroyed in a few shots or you can let them disappear in 
               a few seconds, destroying their compartment is the only way to
               stop them from continuing to come.

Ugly Head....: These apparitions cloak themselves till you draw near 
               (probably to spare the world from their ugliness), at which 
               point these stationary uglies will start pushing two spikes 
               out of it's head (one on each side of the head).  Just jump 
               onto and then off of it when the spikes are retracted as it 
               can not be killed and it IS your path through the level to 
               use them.


                            o-------------------o
                            | Stage Walkthrough |
                            o-------------------o

Head right after you teleport into the stage to stop at the edge of the 
platform to make an Ugly Head appear (what? It is ugly!).  After the spikes
retract, jump on top of the Ugly Head to go right (wait if the spikes have 
extended) to jump to the next platform.  Now leap down to the next Ugly Head
(it appeared when you got the platform you stand on now) and go across it to
a small ledge to then repeat the pattern with another three Ugly Heads.  
Keep in mind that the longer it takes to cross these Ugly Heads, the more 
Mini-Heads you will have to battle.

Now you need to jump and shoot the Lightning Boy as he descends toward the 
platform before jumping onto his cloud platform.  Now face right and start 
firing rapidly to kill another Lightning Boy before hopping to his cloud to
face right so Megamn can jump to shoot the Lightning Boy coming down from
above to kill him before he throws the lightning bolt.  After hopping to his
cloud, face left to shoot the Lightning Boy when he reaches Megaman's 
altitude (his lightning bolt will pass overhead), wait for his cloud to 
appear from behind the large cloud, and then jump down to it.  Now kill the
next Lightning Boy to use his cloud to reach the platform on the right.

Head right as you go past the Bird Bomber (shoot the egg before it lands of 
face the small Bird Bombers that swarm out of the egg) to pass through the
side of the screen to enter a new area.  Wigglers will attack here as you go
to the left side of the screen to exit the area.

Head right to the edge of the platform to make an Ugly Head appear, jump 
onto it between spike attacks to walk to the right edge of it to make 
another Ugly head appear, and then jump from one to the other between spike
attacks for both (the whole while you will be fighting Mini-Heads).  After
jumping to the platform below, head right to find a Blow Hard blocking your
way, so shoot it before hopping up the ledges to find the start of Bird 
Bomber attacks!

Continue right across the small ledges while shooting the eggs of the Bird
Bombers (or risk the small Bird Bombers knocking Megaman off the ledge) to
find two Blow Hards along the path.  Continue right past more Bird Bombers 
to find the gateway to Air Man's lair!


                              o------------o
                              | Boss Fight |
                              o------------o

Name......: Air Man
Attacks...: Shoots three sets of air tornadoes before taking two leaps 
            across the screen to start the pattern anew
Weaknesses: Leaf Shield, Quick Boomerang, Atomic Fire, Arm Cannon

Air Man will throw his Air Tornadoes out in big bunches, followed by blowing
them and mega Man towards the far side of the screen.  After three of these
attacks, he will do two leaps across the screen to set up to shoot towards 
the right of the screen.

For his first three attacks, try to run right against his air blowing to 
jump past any air tornadoes blocking your shot path at Air Man (if you get 
into an open lane of fire, let it fly).  When he heaps across the screen, 
shoot him as he does so before he starts his air tornado pattern again.

A sneaky way to win is to fight his first three sets and when he starts to 
leap across the screen, go to the far left of the screen to stand there and
shoot to the right repeatedly to kill him before he sucks Megaman into 
making contact with him.


                                o-----------o
                                | Aftermath |
                                o-----------o

Megamn will gain access to Air Man's weapon, the Air Shooter.  It will send
out three air tornadoes on a 45-74 degree angle that has the air tornadoes
spread out as they rise off the screen.

Megaman will also gain access to Item-2, which is a jet board he can ride 
over large gaps or troublesome areas in Megaman's path.

----------------------------------------------------------------------------
-----------------------------------Bubble Man-------------------------------
----------------------------------------------------------------------------

5) This section will look at Bubble Man's stage, labeling the enemies, 
   pathways through the level, and suggest weaponry for Megaman to Use.


                                  o---------o
                                  | Enemies |
                                  o---------o

Big Whale..: They block the bottom of the sea, endlessly producing Prawns, 
             and they have the one weakness (their antennae).  Shoot them in
             the antennae as you hold the attacking prawns at bay.

Frog Mama..: This mean old mama will sit in place, spitting her babies out 
             in sets of three to attack Megaman.  Every time that ALL three 
             of her babies are killed, she will produce three more to 
             replace them (all three have to be gone for this to happen).

Hermit Crab: They appear from above when Megaman is out of the water, trying
             to hit him into the pits below.  A quick shot will get rid of 
             them.

Jellyfish..: They will swim in from above Megaman, trying to swarm him to 
             death.

Prawn......: These "shrimpy" enemies move quickly and effectively as they
             charge at Megaman.  Take them down with a few shots.

Shell Head.: Walks back and forth slowly, requiring just one shot to put 
             down.  However, Metal Blades will pop their shell off and cause 
             them to speed up for some reason.


                            o-------------------o
                            | Stage Walkthrough |
                            o-------------------o

Please note that for this stage, the Metal Blades are highly recommended for
your ease of play.

Jump across the first gap to go right to find a Frog Mama vomiting her small
children at you.  After killing her, jump to the right to battle another 
Frog Mama.  Jump the next two gaps to find another Frog Mama before hopping 
across the fallaway ledges to the far side of the gap.  Now head down the
hole on the right to find some Shell Heads, followed by falling down three 
screens (the second one having Shell Heads) to end up on the floor of the
body of water.
Being careful now as your jump will increased greatly by the water, head 
right to fight an endless wave of Prawns originating from a Big Whale.  
Shoot the antennae on the Big Whale to pass by and end the Prawn flood to
find a section where deadly spikes line the ceiling as Jellyfish attack from
above (they are not your run of the mill Jellyfish though).

When you reach the end of the corridor, carefully jump/fall down the hole 
between the spikes to go right to battle the Big Whale while dealing with 
it's Prawns.  Continue to the right to pass through the side of the screen to
find a Frog Mama blocking your path, so squish her before continuing right
to beat another Frog Mama up.

Head right to leave the water to find a series of platforms that require 
Megaman to jump across them to reach the far side of the waterfall.  The 
catch is that there are Hermit Crabs falling from above to attack Megaman,
so watch for them as you advance so they can not knock you down the 
waterfall to death.  Once you make it to the right, enter the water once 
more to find the gateway to Bubble Man's lair!


                              o------------o
                              | Boss Fight |
                              o------------o

Name......: Bubble Man
Attacks...: Shoots Bubbles off that bounce across the room as he jumps 
            around shooting regular shots.
Weaknesses: Metal Blades, Quick Boomerangs, Crash Bombs

Bubble Man will shoot both his regular shots and up to three bouncing Bubble
Lead shots as he performs the following pattern:

                                _________
                               |         |
                               | |\   /| |
                               | | \ / | |
                               | |  x  | |
                               | | / \ | |
                               | |/   \| |
                               |_________|

He will always mix his shots up, but he will continually jump around in that
"bow-tie" style.

Dodge his first few attacks as you unleash your weaponry at him, and go 
underneath hi to pick away at him as he floats back to the bottom of the 
room.  Then just repeat this pattern for the rest of the fight to win.

If you have the Metal Blades, simply throw some at the start to get him 
moving, and then just throw on the diagonal as he floats into range to 
massacre him in a really quick fashion.


                                o-----------o
                                | Aftermath |
                                o-----------o

Megaman will gain access to Bubble Man's weapon, the Bubble Lead.  It will
send out up to two Bubble leads at a time, which travel along the ground 
till they make contact with something.

----------------------------------------------------------------------------
-----------------------------------Crash Man--------------------------------
----------------------------------------------------------------------------

6) This section will look at Crash Man's stage, labeling the enemies, 
   pathways through the level, and suggest weaponry for Megaman to Use.


                                  o---------o
                                  | Enemies |
                                  o---------o

Barrel Stack..: A moving stack of barrels that will have one vulnerable 
                spot, which is the barrel with eyes.  It will "barrel" 
                toward you to try and touch you, and on difficult the first 
                shot to the eyes will cause the barrels to scatter and then
                reform to move again.

Bird Bomber...: Flies in from the right side of the screen to drop it's egg
                payload.  Shoot the Bird Bomber or it's egg to avoid the 
                swarm of mini Bird Bombers that are contained within the 
                egg.

Hard Hat......: Invulnerable while hiding under their hats, they will emerge
                to fire a volley of shots and scuttle forward quickly before
                hiding once again.

Pea Shooter...: These small robots can only shoot the direction they are 
                facing, and they will do so in patterns of low long range 
                and high short range shots.

Pull Cords Top: These guys fall from holes in the roof in regular intervals,
                where they will pull their cords to fly through the air 
                fairly badly to plop down again to repeat the pattern.  
                Shoot them as you run towards them as pass by quickly to 
                avoid damage.

Spinning Head.: These guys will appear from small holes in the wall (three at
                a time), and they will slowly float towards Megaman.  Shoot
                them when they draw near, and ignore them if they pose no 
                threat.


                            o-------------------o
                            | Stage Walkthrough |
                            o-------------------o

The Metal Blades or Leaf Shield are highly recommended for this level.

Climb the ladders here as you fight the Spinning Heads to reach the next
section to jump to the ladder on the right and then jump to the ladder on
the left after climbing the first ladder (al the while battling Spinning 
Heads).  Head right to fight three hard hats (one after another) to reach a
ladder leading to the next section.

Here is where the Leaf Shield can come in handy.  Get on the moving platform
and while riding it fight off the Spinning Heads before getting onto the 
ladder to reach the next section.  You will face three sections like this,
each one increasing in difficulty due to tight turns, length, and angle of 
Spinning Head attack.

Head off to the right to take out the Barrel Stack standing between Megaman
and the ladder leading to the next section.  Continuing climbing through 
this section to the next section where a Hard Hat guards a ladder leading
further into the level.  The trick is to leap to the first platform and then
continue with your momentum to leap to the ladder OVER the Hard hat and his
volley of ammunition.

Kill the Hard hat and start up the ladder on the right, but not before 
equipping the Leaf Shield (the preferred method for the next few sections).
Continue climbing up the ladder while dodging/killing the Bird Bomber's 
miniature versions that the real Bird Bomber will continually drop off the
eggs.  Switch to the far right ladder as soon as possible and continue up
through the next two screens to reach the top.

Now you can go after the Energy Tank below, but unless you have Item-1 
(floating platform) or even Item-2 (jet sled), you will have to go start the
climb up again.  The same restrictions for the above will allow Megaman to 
get to the ladder on the left for a 1-Up if he wishes, or just take the 
ladder on the right for the normal way.  Head to the right through this 
section while dealing with the Pull Cord Tops to find the gateway to Crash
Man's lair!


                              o------------o
                              | Boss Fight |
                              o------------o

Name......: Crash Man
Attacks...: He will run around the room, jump into the air when fired at and
            shoot his Crash Bomb
Weaknesses: Air Shooter, Bubble Lead, Quick Boomerang, Arm Cannon

Crash Man will cruise around the room, waiting for Megaman to shoot before
jumping to shoot his Crash Bomb, and then lad to repeat the pattern.  
Please note that he will shoot if Megaman waits too long to shoot.

The Air Shooter is not vital for victory, but it is highly recommended for 
the massive damage it deal to Crash Man.  otherwise you must fight a smart
fight while dodging the Crash Bomb attacks.


                                o-----------o
                                | Aftermath |
                                o-----------o

Megamn will gain access to Crash Man's weapon, the Crash Bombs .  It will
fire out these explosive devices that will lock on to a wall briefly before
exploding.  Certain walls (they will be noticeably different) can be 
destroyed by these Crash Bombs.

----------------------------------------------------------------------------
-----------------------------------Flash Man--------------------------------
----------------------------------------------------------------------------

7) This section will look at Heat Man's stage, labeling the enemies, 
   pathways through the level, and suggest weaponry for Megaman to Use.


                                  o---------o
                                  | Enemies |
                                  o---------o

Barrel Stack: A moving stack of barrels that will have one vulnerable spot,
              which is the barrel with eyes.  It will "barrel" toward you
              to try and touch you, and on difficult the first shot to the 
              eyes will cause the barrels to scatter and then reform to move 
              again.

Pea Shooter.: These small robots can only shoot the direction they are 
              facing, and they will do so in patterns of low long range and 
              high short range shots.

Shock Troop.: These guys will stand there with their shield held in front of
              them to block any attacks, only moving it to shoot at Megaman.
              This is the same time that they are vulnerable, so unleash some
              shots as you dodge his.

Walker......: Operated by Shock Troops, they take a fair amount of shots to 
              remove the hopping and shooting machinery.  The shots do not
              hurt a whole lot, but direct contact will hurt Megaman a fair
              bit.

Wiggler.....: These small blue strands will come "wiggling" out of their 
              small compartments to try and hit Megaman.  Although they can 
              be destroyed in a few shots or you can let them disappear in a 
              few seconds, destroying their compartment is the only way to
              stop them from continuing to come.


                            o-------------------o
                            | Stage Walkthrough |
                            o-------------------o

Note that the ice blocks floor here will cause Megaman to slide with his 
forward momentum.

Head right through the ice passages while fighting the Pea Shooters as you
take the bottom passage to get by the first area.  When you can jump up to 
the next ledge, kill the Pea Shooter and then use the Item-1 to reach the 
high ledge to gain a 1-Up.  Father to the right is another space where 
Item-1 can be used to get on an alternate path from the regular one that the
bottom path is.

The regular path requires the killing of a Pea Shooter before working 
through the corridor to pass to a new screen to fight a Walker.  Following 
that, you can then join the alternate path.  The Alternate path requires 
Crash Bombs to break the weaker walls and allow the passing of the Walker
without a fight.

The path to the left will go to a new screen where a pea Shooter will attack
as Megaman moves down to another screen to fall down yet another two screens
past a Wiggler set on far side of the screen and a Barrel Stack 
respectively.  Going down the right side will allow for a possible Large 
Energy Refill (with aid from Crash Bombs) and the dealing with the Wigglers
instead of the Barrel Stack.  When you land on the next screen, a Walker is
waiting for you, so blast it (and the Shock Troop) before heading down 
through to the next area.

If you went down the hole on the right, Megaman will have the option to jump
across the small ice blocks to the far side for an Energy Tank (use the 
Item-2 for an easy path across).  If you chose the hole on the left, you 
will have to battle a Walker.  Now if you have Crash Bombs, the top path 
will allow you to bypass a Walker fight, but otherwise, you need to kill the
Walker/Shock Troops combo attack on the one ledge to jump to the right to 
find the gateway to Flash Man's lair!


                              o------------o
                              | Boss Fight |
                              o------------o

Name......: Flash Man
Attacks...: Charges back and forth across the screen, freezing Megaman in 
            place briefly to shoot off some shots.
Weaknesses: Metal Blades, Crash Bombs, Bubble Lead

Flash Man has an uneven floor in his lair, which he will use to trap Megaman
as he charges back and forth across the room, occasionally freezing Megaman
with the Flash Stopper.  He will then shoot a volley of shots (usually 
inaccurately) before starting the pattern anew.

Flash Man is really easy to defeat as you just fire away at him, jump him 
when he draws near, and then blast him from the back to really take him 
down.  Easily the wimpiest boss in the game.


                                o-----------o
                                | Aftermath |
                                o-----------o

Megamn will gain access to Flash Man's weapon, the Time Stopper .  It will
allow Megaman to freeze al enemies for as long as the energy on his weapon's
meter has some left.  However, Megaman can not stop the effects of this 
weapon once started, and he can not fire a shot while this weapon is 
equipped.

Megaman will also gain access to Item-3, which is a wall climber that will
attach to any surface and climb until Megaman gets off of it (it will start
going downward), the energy runs out (it disappears), or it reaches the top
of a wall.

----------------------------------------------------------------------------
-----------------------------------Heat Man---------------------------------
----------------------------------------------------------------------------

8) This section will look at Bubble Man's stage, labeling the enemies, 
   pathways through the level, and suggest weaponry for Megaman to Use.


                                  o---------o
                                  | Enemies |
                                  o---------o

Pull Cords Top: These guys fall from holes in the roof in regular intervals,
                where they will pull their cords to fly through the air 
                fairly badly to plop down again to repeat the pattern.  
                Shoot them as you run towards them as pass by quickly to 
                avoid damage.

Shock Troop...: These guys will stand there with their shield held in front 
                of them to block any attacks, only moving it to shoot at 
                Megaman.  This is the same time that they are vulnerable, so 
                unleash some shots as you dodge his.

Spinning Head.: These guys will appear from small holes in the wall (three at
                a time), and they will slowly float towards Megaman.  Shoot
                them when they draw near, and ignore them if they pose no 
                threat.

Sproing.......: A tough old metal enemy who slides along the floor until 
                making contact with Mega Man, causing them to spring up in 
                the air before going back to their patrols.  Only vulnerable
                to the Bubble Lead, so just avoid them unless you can kill 
                them.

Walker........: Operated by Shock Troops, they take a fair amount of shots to 
                remove the hopping and shooting machinery.  The shots do not
                hurt a whole lot, but direct contact will hurt Megaman a fair
                bit.


                            o-------------------o
                            | Stage Walkthrough |
                            o-------------------o

Run to the right to jump a lava pit, deal with a Pull Cords Top before 
jumping the lava pit to fight more Pull Cords Top.  Jump across the lava pit
to fight another Pull Cords Top before jumping one last lava pit to run 
underneath some Spinning Heads to hop across a long lava pit on narrow 
columns.  The Metal Blades (if you got them) are recommended for easy 
dispatching of the Spinning Heads.

Now continue across the black pit by using the small bricks to land on a 
solid ledge to head right to use the platforms to get past the brick wall to
the ladder while dealing with the two Sproings that guard this area (Bubble
Lead shots will clear them away, making it easier for Megaman to pass
through).

Here you will find a Sproing on the floor with some blocks that will 
appear/disappear at regular intervals.  You must use these blocks to climb 
up to the ledge high up on the left to take the ladder down to the next 
section.  You will have the following pattern to it (numbered blocks being 
the order they appear): 


                               _
                              |_||-||
                                 |-||
             _                   |-||
GOAL        |4|          _       |-||
_____            _      |2|      |-||
|-|  |          |3|              |-||
|-|  |                   _       |-||
|-|  |                  |1|      |-||
|-|  |                           |-||
|-|  |                           |-||
|-|  |    _        _        _     _ |
|-|  |   |_|      |_|      |_|   |_||
|-|  |                              |
|-|  |                              |
|-|  |______________________________|
|-|
|-|

The GOAL is the ledge you must reach, so jump onto "1" block, wait a second 
before jumping straight up to land on top of the "2" block that appears.  
Now hop to the "3" block on the left, and then wait for the "4" Block to 
appear so Megaman can hop to the ledge to go down the ladder to the next 
section.

Fight the Spinning Heads as Megaman moves right to use the appear/disappear
block to hop the wall and then the gap to the next set of appear/disappear
blocks to get up the wall.  Jump the gap here to find more Spinning Heads 
nests as Megaman sees a gap to jump to land on a appear/disappear block (if
you go too early or too late, the ledge below will save you) to climb the 
wall.  Note that you can sue Crash Bombs to break the smaller-bricked 
portions of the wall here to pass through easier.

Next is another appear/disappear block set, but this one has two in it with
another Crash Bomb susceptible wall for Megaman to pass through is he 
wishes.  The next wall has one simple appear/disappear block to deal with,
but if you miss your timing on this one, the pit will be your reward.  Use a
Crash Bomb to bust the wall to pass through the section much easier.  Now 
head right to climb the platform that appears (do so before the Sproing hits
you) to find a massive appear/disappear block set to deal with!  The numbers
and then letters (a = 10, b =11, etc.) are the block order you must use to 
pass over this section, but please note that the Item-2 (jet board) to pass 
the whole section.  Please note that at "b" block, lava and then later a dark
pit will be your "safety" net.

                                      _        _                 _
                                     |4|      |5|               |8|


      START         _        _        _                 _        _
 ___________       |1|      |2|      |3|               |6|      |7|
|           |
|___________|

X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-

  _        _        _
 |8|      |9|      |a|
                             _        _        _        _        _
                            |b|      |c|      |d|      |e|      |f|
  _                                                                       
 |7|

X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-

                                      _
                                     |j|
                             _
                            |i|
  _                 _
 |f|               |h|
           _
          |g|
                                               _        _        _
                                              |k|      |l|      |m|

X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-





  _                 _
 |n|               |p|
           _
          |o|
  _       
 |m|
                          GOAL
                         __________
                        |
                        |

X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-

This is the insane pattern you must jump across to reach the far ledge where
Megaman should head right to go down a ladder to the next section.  Jump off
the ladder immediately to start shooting at the Walker to take out the giant
legs to face the Shock Troop riding on board (shoot him when the shield is 
down).  Head left to go down the ladder to continue to the right to find the
gateway to Heat Man's lair!


                              o------------o
                              | Boss Fight |
                              o------------o

Name......: Heat Man
Attacks...: Throws three small flames through the air that will burn on the 
            ground for a few seconds and he will charge across the screen 
            quickly.
Weaknesses: Bubble Lead, Air Shooter, Quick Boomerang

Heat Man will stand in one place throwing his three flames at Megaman and 
they will burn for a few seconds before disappearing.  If Megaman has yet to
attack, Heat Man will repeat this pattern.  When he gets hits with one shot,
Heat Man throws a flame shield up to block further attacks as he burns 
across the screen until he reaches the same area as Megaman to start his 
pattern over once again.

Start off by jumping straight up into the air and then hold RIGHT to pass
through the incoming flames, shoot heat Man, and then run toward him and 
jump his charge.  As Megaman lands, turn and fire to catch heat man before
he can throw his flames, and then jump him as he charges at Megaman.  Repeat
this pattern as needed to take Heat Man Down!


                                o-----------o
                                | Aftermath |
                                o-----------o

Megaman will gain access to Heat Man's weapon, Atomic Fire.  It is an unique
weapon in that can be charged up to three different levels of power.  The 
lowest setting requires a simple tap of the button to fire off a shot on par
with the Arm Cannon.  The medium setting will fire a larger ball of fire 
that is about twice as powerful than the lowest setting, but it requires a 
few seconds of charging to achieve.  The highest setting will unleash a 
massive fireball that is quite damaging to whatever it connects with, but it
requires about twice as much charging as the medium setting.

Megaman will also gain access to Item-1, which is a floating platform 
producer (up to three at one time) for Megaman to reach high and 
inaccessible places.

----------------------------------------------------------------------------
-----------------------------------Metal Man--------------------------------
----------------------------------------------------------------------------

9) This section will look at Metal Man's stage, labeling the enemies, 
   pathways through the level, and suggest weaponry for Megaman to Use.


                                  o---------o
                                  | Enemies |
                                  o---------o

Barrel Stack: A moving stack of barrels that will have one vulnerable spot,
              which is the barrel with eyes.  It will "barrel" toward you
              to try and touch you, and on difficult the first shot to the 
              eyes will cause the barrels to scatter and then reform to move 
              again.

Gear Clown..: These clowns will ride their gears towards Mega Man, so shoot 
              the gear to avoid jamming up the works.

Mincer......: A spike-lined weight that will fall and raise, fall and raise
              whenever Mega Man draws near.

Screw.......: These guys move in large colonies from both the ceiling and 
              floor to find the far part of the hallways.  a Few shots and 
              careful progression will deal with them.

Sproing.....: A tough old metal enemy who slides along the floor until 
              making contact with Mega Man, causing them to spring up in the
              air before going back to their patrols.  Only vulnerable to 
              the Bubble Lead, so just avoid them unless you can kill them.


                            o-------------------o
                            | Stage Walkthrough |
                            o-------------------o

head right down the conveyor belt to jump a gap to continue right under the 
higher conveyor belt to find an Energy Tank.  Now go back to the left to 
jump onto the higher conveyor belt to go right to find five Mincers 
blocking your path.  Carefully work past them by baiting them to fall and
then slip by while they are resetting to the spot by the roof.  If you are
brave (or foolish), you can jump through the chains of these Mincers and 
take no damage if you are accurate in your leaping.

Jump right over the gap to find a hallway that leads to a conveyor belt; all
of which is populated by an entire colony of Screws.  Refill your energy
meter off the power-ups these enemies leave and head right to climb the 
conveyor belt ledges, finding a spot to use Item-2 (the jet board) or Item-1
(floating platform) that can be used to get to the higher conveyor belt to
find a 1-Up!  Now head left to reach the lower conveyor belt, go right to 
fall to the next section, and then fall down on the left to reach yet 
another section.

Head right to find two Gear Clowns before Megaman has to jump a gap to find
another Gear Clown.  head right to fight another Gear Clown before hopping a
gap to fight another gear Clown before climbing the rising ledges to fight
three Barrel Stacks.  Now you will see an Energy Tank down below, which can 
be acquired by dropping down one ledge at a time while holding LEFT to avoid
falling into the pit.  However, if you do not have Item-1 or Item-2, you 
will need to sacrifice a life to do so!

Head right once you cross the gap, to pass a Sproing on the ledge to jump to
the higher ledge to face two more Sproings (use the Bubble lead to kill 
them).  Continue to the right to find the gateway to Metal Man's lair!


                              o------------o
                              | Boss Fight |
                              o------------o

Name......: Metal Man
Attacks...: Throws Metal Blades in sets of as many as three at a time, and
            if Megaman draws too near, Metal Man will jump clear across the 
            room
Weaknesses: Quick Boomerang, Arm Cannon, Atomic Fire

The battle will take place on a conveyor belt floor, which will switch
directions every 10 seconds or so (although the first switch is after 5 
seconds after the battle ensues).  Metal Man will wait for you to shoot 
before firing his own Metal Blades, but he will throw them if you take too
long to fire at him.  He will also jump across the room if you draw near to
him.

To beat Metal Man, your main job is to just dodge his Metal Blades as you 
land your attacks.  If you are using the Quick Boomerang, you must draw 
closer to him to hit him, possibly leading to Metal Man changing sides of
the room a lot.

Use the conveyor belt to your advantage in this fight.  If it moves away 
from Metal Man, just jump and fire according to the Metal Blades winging 
your way.  If it moves towards Metal Man, either fight the momentum and 
continue to fight Metal Man OR charge him and get him to change sides so the
movement will favour Mega Man once more.


                                o-----------o
                                | Aftermath |
                                o-----------o

Megaman will gain access to Metal Man's weapon, the Metal Blades.  It can
send out up to three Metal Blades at a time, and the direction they fly can 
be adjusted to eight different directions.

----------------------------------------------------------------------------
-----------------------------------Quick Man--------------------------------
----------------------------------------------------------------------------

10)This section will look at Quick Man's stage, labeling the enemies, 
   pathways through the level, and suggest weaponry for Megaman to Use.


                                  o---------o
                                  | Enemies |
                                  o---------o

Hot Head...: These fire throwing baddies are set-up in areas where the 
             design of the floors can make it tough to shoot them.  Just 
             shoot from afar to avoid their flying fireballs.

Laser Beam.: Found throughout the level, they will take out Megaman in one 
             hit if he is to slow to get past them.  With now ay to kill 
             them, just be faster than they are as you pass through their 
             area.

Shock Troop: These guys will stand there with their shield held in front of 
             them to block any attacks, only moving it to shoot at Megaman. 
             This is the same time that they are vulnerable, so unleash some
             shots as you dodge his.

Sproing....: A tough old metal enemy who slides along the floor until making
             contact with Mega Man, causing them to spring up in the air 
             before going back to their patrols.  Only vulnerable to the 
             Bubble Lead, so just avoid them unless you can kill them.

Walker.....: Operated by Shock Troops, they take a fair amount of shots to 
             remove the hopping and shooting machinery.  The shots do not
             hurt a whole lot, but direct contact will hurt Megaman a fair
             bit.

Wiggler....: These small blue strands will come "wiggling" out of their 
             small compartments to try and hit Megaman.  Although they can 
             be destroyed in a few shots or you can let them disappear in a 
             few seconds, destroying their compartment is the only way to
             stop them from continuing to come.


                            o-------------------o
                            | Stage Walkthrough |
                            o-------------------o

Start off by using the Item-1 (floating platform) or the Item-3 (wall 
climber) to get the 1-Up before heading down the hole to the next section.
Here you need to kill the Wigglers as you move to the left to go through the
hole to the next section.  Run through this area to fall to the next section
to  dodge the Laser Beams and the Sproing as you fall through to the next 
section.  Hold to the RIGHT as you fall into here to fall through the next 
screen without touching anything to make the section after to run into the 
Sproing and use the temporary invincibility to pass through the hole on the
right to get to the area with the 1-Up, the Energy Tank, and the Large 
Weapon Refill before falling into the next section.

Head right as the screens darkens to find a Hot Head to kill (he will 
illuminate the screen until he dies), and then head right again to kill
another Hot Head in your path.  One more Hothead on the right to block you
before Megaman will find a hole to fall down to the next section.  This will
be the beginning of the rooms with tough Laser Beam set-ups, so have your
Time Stopper ready if you mess up the following directions (note that the 
"x" you see are the Laser Beam paths as they move in from the top of the 
rooms one line at a time and the "o" are platforms):

        Room One
    ________________
   |xxxxxxxxxxxxxxxx|
   |                |
   |xxxxxxxxxxxxxxxx|
   |           ooooo|
   |xxxxxxxxxxxxxxxx|
   |       oo       |
   |xxxxxxxxxxxxxxxx|
   |         ooooooo|
   |ooooooo         |
   |xxxxxxxxxxxxxxxx|
   |xxxxxxxxxxxxxxxx|
   |      oooooo    |
   |                |
   |________________|

This room will have Megaman fall down to the right of the centre platform, 
so quickly jump to the left to walk off the platform and hold RIGHT to go
through the hole to the next section.

        Room Two
    ________________
   |                |
   |                |
   |xxxxxxxxxxxxxxxx|
   |oooooo    oooooo|
   |xxxxxxxxxxxxxxxx|
   |                |
   |xxxxxxooooxxxxxx|
   |                |
   |xxxxxxxxxxxxxxxx|
   |    oooooooo    |
   |xxxxxxxxxxxxxxxx|
   |                |
   |                |
   |________________|

While you fall onto the screen, hold LEFT to fall to the next ledge where
you Megaman needs to switch to RIGHT to pass down through the screen to 
the next section while holding LEFT.

       Room Three
    ________________
   |xxxxxxxxxxxxxxxx|
   |xxxxxxxxxxxxxxxx|
   |                |
   |oooooo    oooooo|
   |                |
   |                |
   |                |
   |                |
   |xxxxxxxxxxxxxxxx|
   |                |
   |                |
   |    oooooooooooo|
   |    oooooooooooo|
   |________________|

Continue to the LEFT to pass through the room easily, remembering to hold
RIGHT when going through the hole to the next section.

       Room Four
    ________________
   |xxxxxxxxxxxxxxxx|
   |                |
   |xxxxxxxxxxxxxxxx|
   |                |
   |oooo            |
   |xxxxxxxxxxxxxxxx|
   |oooooo          |
   |xxxxxxxxxxxxxxxx|
   |oooooooooo      |
   |xxxxxxxxxxxxxxxx|
   |                |
   |        oooooooo|
   |        oooooooo|
   |________________|

Continue to hold RIGHT to run down the steps here and when you reach the 
last step to start to the right ahead of the final Laser Beam to fall 
through the hole to the next section.

       Room Five
    ________________
   |        oooooooo|
   |        oooooooo|
   |        oooooooo|
   |        oooooooo|
   |        oooooooo|
   |xxxxxxxxxxxxxxxx|
   |      oooooooooo|
   |        oooooooo|
   |        oooooooo|
   |        oooooooo|
   |xxxxxxxxxxxxxxxx|
   |      oooooooooo|
   |       ooooooooo|
   |________________|

The two ledges here hold a 1-Up and an Large Energy Refill, so use your Time
Stopper to get the 1-Up if you wish.  Otherwise you need to run off the 
ledge to the LEFT, but switch to RIGHT once you pass the lower ledge.

        Room Six
    ________________
   |                |
   |xxxxxxxxxxxxxxxx|
   |                |
   |xxxxxxxxxxxxxxxx|
   |oooooooo        |
   |ooooooooxxxxxxxx|
   |xxxxxxxxxxxxxxxx|
   |                |
   |       ooooooooo|
   |xxxxxxxooooooooo|
   |                |
   |                |
   |                |
   |________________|

Run to the right to fall off the first ledge, folloed by holding LEFT to 
fall off the next ledge.  Switch to holding RIGHT when falling off the 
screen to the next section.

       Room Seven
    ________________
   |xxxxxxxxxxxxxxxx|
   |xxxxxxxxxxxxxxxx|
   |                |
   |ooooooooo    ooo|
   |ooooooooo    ooo|
   |xxxxxxxxxxxxxxxx|
   |                |
   |ooooooooo    ooo|
   |ooooooooo    ooo|
   |ooxxxxxxxxxxxxxx|
   |oo              |
   |oo  oooooooooooo|
   |oo  oooooooooooo|
   |________________|

Run to the right here to fall down past the second level of platforms to the
bottom level to turn LEFT and fall through the hole to the next section.

Head right to engage a Walker/Shock Troop combo before continuing right to
fight another Walker/Shock Troop combo.  Remember to refill the Time Stopper
(if you used it to pass through the Laser Beams) so you can use it to weaken
Quick Man.  Head to the right to find the gateway to Quick Man's lair!


                              o------------o
                              | Boss Fight |
                              o------------o

Name......: Quick Man
Attacks...: Jump through the air, runs around, and throws Quick Boomerangs in
            sets of three
Weaknesses: Time Stopper (Halves Life), Crash Bombs, Air Shooter

Quick Man will bound around the room, throwing three Quick Boomerangs out,
where they will stop for a second and then fly in reverse.  His speed and 
his weapon being able to hit Megaman multiple times makes him dangerous.

Use any Time Stopper energy the Weapon may have to weaken Quick Man and then
use Crash Bombs or Air Shooter to finish him off.  he is hard to predict
because his patterns are not controlled by your actions and his great speed.


                                o-----------o
                                | Aftermath |
                                o-----------o

Megamn will gain access to Quick Man's weapon, the Quick Boomerang.  It will
allow Megaman to fire the weapon in a small range, but it will loop back if 
it destroys/misses it's target.  Megaman can fire these in a rapid manner.

----------------------------------------------------------------------------
-----------------------------------Wood Man---------------------------------
----------------------------------------------------------------------------

11)This section will look at Wood Man's stage, labeling the enemies, 
   pathways through the level, and suggest weaponry for Megaman to Use.


                                  o---------o
                                  | Enemies |
                                  o---------o

Ball Bat...: They hide in the trees within the safe confines of their 
             impenetrable armor, waiting for Megaman to come by so they can 
             attack by trying to physically hit Megaman.  However, this 
             also makes them vulnerable to attack.

Bird Bomber: Flies in from the right side of the screen to drop it's egg
             payload.  Shoot the Bird Bomber or it's egg to avoid the swarm 
             of mini Bird Bombers that are contained within the egg.

Gorilla....: They like to jump from below to grab a ledge and then swing up.
             Take them out with metal Blades or wait for them to jump to 
             Megaman's level to fight them.

Hot Dog....: Large blue dogs that are stationary and spit a string of 
             fireballs in a timely pattern.  They require multiple shots to
             destroy, so fight conservatively as you avoid the fireballs 
             from these tough customers

Robo Rabbit: These purple rabbits will fire off carrots as they hop forward
             to engage Megaman.  A few shots will get rid of them.

Rooster....: These tough robotic animals require multiple shots, so your 
             best bet is to try and run underneath them when they jump or to
             stand beside a higher ledge and let them run past overhead.


                            o-------------------o
                            | Stage Walkthrough |
                            o-------------------o

Head right to battle the Ball Bats as they open their wings to fly down from
the trees until you have to battle a carrot-spewing Robo Rabbit.  Continue
right to battle past more Ball Bats as well as two Robo Rabbits to take the
ladder down to the next section.  Take out the three Ball Bats before going 
down the hole to the next section.

Here you will fight your first Hot Dog.  Stand on the ledge across from it,
shoot continually, and jump the fireballs until it has been blown apart to
allow Megaman to go by.  The next section has another Hot Dog, this one 
requiring Megaman to come in real close to the Hot Dog to the point where 
the Hot Dog's flames will be at their lowest in their arc, allowing the 
jumping of the attacks (counter-attack during these jumps only).  The next
section has one final Hot Dog to fight (stand and jump just to the left of 
the single block sticking down from the ceiling) before moving on to the
next section.

Go up the ladder to battle two Ball Bats before going up the next ladder to
turn to the right.  Head outside to see Gorillas swing up to your ledge from
below, so either wait for them to pop up to your level to kill them OR use 
Metal Blades to knock them out ahead of time.  You will also have to face
Bird Bombers and their mini Bird Bomber payload from their eggs.  Once you
enter the narrow hallway, head down the ladder to fight a Robo Rabbit.

Once you have gone down the ladder to the next section, another Robo Rabbit
will attack Megaman.  The same occurrence will happen in the next section 
before heading down the ladder to the next section.  Here you will find 
Roosters charging forward (stand still as soon as you see them to have them
jump Megaman harmlessly).  Work your way to the right killing/avoiding the 
Roosters to find the gateway to Wood Man's lair!


                              o------------o
                              | Boss Fight |
                              o------------o

Name......: Wood Man
Attacks...: A leaf Shield will be applied as he throws some leaves into the
            air, which will be followed by the throwing of the shield as the
            leaves start to rain down
Weaknesses: Atomic Fire, Metal Blades, Crash Bombs

Wood Man will erect his shield immediately, followed by throwing some leaves
into the air.  These leaves will begin to fall towards the ground, which is
the point where Wood Man will throw his Leaf Shield across the room.  He 
will then jump to the left and restart the pattern when the leaves have 
fallen right off the screen.

Either use the Metal Blades or Atomic Fire (charge to highest setting for a
one hit kill) and jump over the leaf Shield to shoot at the vulnerable Wood
Man.  However, if you have Crash Bombs, you can shoot them at Wood Man WHILE
his Leaf Shield is up and damage him thanks to the explosive radius of the 
bombs.


                                o-----------o
                                | Aftermath |
                                o-----------o

Megaman will gain access to Wood Man's weapon, the Leaf Shield.  It will
produce a shield around Megaman that lesser enemies can not penetrate, but 
it remain intact ONLY while Megaman stands still.  Whichever direction 
Megaman presses (provided he can move in that direction at the time), will
send the Leaf Shield flying off the screen.

----------------------------------------------------------------------------
------------------------------Dr. Wily's Fortress---------------------------
----------------------------------------------------------------------------

12)This section will look at Wily's Fortress, labeling the enemies, 
   pathways through each area, and suggest weaponry for Megaman to Use.


                               ~~~~~~~~~~~~~~~~
                               ~~~ Area One ~~~
                               ~~~~~~~~~~~~~~~~


                                  o---------o
                                  | Enemies |
                                  o---------o

Bird Bomber..: Flies in from the right side of the screen to drop it's egg
               payload.  Shoot the Bird Bomber or it's egg to avoid the swarm 
               of mini Bird Bombers that are contained within the egg.

Shock Troop..: These guys will stand there with their shield held in front of 
               them to block any attacks, only moving it to shoot at Megaman. 
               This is the same time that they are vulnerable, so unleash 
               some shots as you dodge his.


Spinning Head: These guys will appear from small holes in the wall (three at
               a time), and they will slowly float towards Megaman.  Shoot
               them when they draw near, and ignore them if they pose no 
               threat.

Sproing......: A tough old metal enemy who slides along the floor until 
               making contact with Mega Man, causing them to spring up in the
               air before going back to their patrols.  Only vulnerable to 
               the Bubble Lead, so just avoid them unless you can kill them.

Wiggler......: These small blue strands will come "wiggling" out of their 
               small compartments to try and hit Megaman.  Although they can 
               be destroyed in a few shots or you can let them disappear in 
               a few seconds, destroying their compartment is the only way 
               to stop them from continuing to come.


                            o-------------------o
                            | Stage Walkthrough |
                            o-------------------o

Head to the right as you start your assault on the Wily Fortress, and you
will encounter Bird Bombers (the Leaf Shield will make short work of the
mini Bird Bomber payloads).  Use the Item-3 (wall climber) to get past the
large building to find some Wigglers.  Take them out se you head right to
use Item-3 (wall climber) again to clear the wall to take on another 
Wiggler. Use the Item-3 on the wall on the right to get up to the next ledge
to fight a Wiggler for a 1-Up before jumping up to the ladder on the right
to go to the next section (use Item-3 if needed to get up there).

Climb the ladder here to fight the Shock Troop to get the Large Weapon 
Refill he guards (use on your depleted Item-3) before climbing the ladder on
the right to go up to the next section.  Fight the Shock Troop here from a 
far while using the ladder for cover, and then go up the ladder to the next 
section to dodge the Sproing as you move tot he right to climb the ladder to
the next section.

Here you must use your Item-1 to ride across the gap, so make new ones as 
far out from your first one as you can to reach the high up ladder.  
However, you must be fairly quick or you will hit the roof and fall down to 
the previous section.  Climb the ladder as fast as your blue butt can so the
Spinning Heads can not catch you.  When you arrive at the top, you have 
reached the Bosses's lair!


                              o------------o
                              | Boss Fight |
                              o------------o

Name......: Mechanical Dragon
Attacks...: Chases Mega Man before firing off fireballs to knock Megaman off
            of the blocks he stands upon
Weaknesses: Quick Boomerang, Arm Cannon

Start off by running and jumping to the right to find narrow blocks over the
crevasse below.  As you go right, the Mechanical Dragon will pop up behind
Megaman and give chase.  Concentrate on making your jumps as he can not be
hurt yet, and when you reach a set of three blocks at the end of this path, 
the actual fight can begin!

The Quick Boomerang or Arm Cannon will take him down quick, so head to the
highest block to start the fight.  The highest block is best because IF 
Megaman is hit, he will fall back to the middle block instead of off into 
the abyss below.  Concentrate your firepower on his head to put him down for
the count.


                               ~~~~~~~~~~~~~~~~
                               ~~~ Area Two ~~~
                               ~~~~~~~~~~~~~~~~


                                  o---------o
                                  | Enemies |
                                  o---------o

Mincer........: A spike-lined weight that will fall and raise, fall and 
                raise whenever Mega Man draws near.

Pea Shooter...: These small robots can only shoot the direction they are 
                facing, and they will do so in patterns of low long range 
                and high short range shots.

Pull Cords Top: These guys fall from holes in the roof in regular intervals,
                where they will pull their cords to fly through the air 
                fairly badly to plop down again to repeat the pattern.  
                Shoot them as you run towards them as pass by quickly to 
                avoid damage.

Screw.........: These guys move in large colonies from both the cieling and 
                floor to find the far part of the hallways.  a Few shots and 
                careful progression will deal with them.


                            o-------------------o
                            | Stage Walkthrough |
                            o-------------------o

Head own the stairs as you fight off Pull Cord Tops to find a be of spikes
as far as you can see.  Equip Item-2 (jet sled) and ride it across the 
spikes to jump to a ladder above (hold UP to grab a hold of the ladder).  
However, you will have the choice between the first ladder or the second 
ladder, the difference being the first ladder is easier to hit but has no 
rewards or while the second ladder is harder to hit but has rewards.

If you go the rewards route, you can get two free Energy Tanks and two 1-Ups
while the other route brings a couple Crash Bomb walls and a couple Pea 
Shooters to contend with instead.  When you climb past the room where the 
two Pea Shooters are situated, jump from the ladder to fall to the ledge
below whichever ladder, and then head down the hole to the next section.

Work your way to the right carefully down this hall as the Screws return to 
attack.  Take them out and move forward (making sure to refill Weapon meters
as the opportunity arises) until you arrive at a Mincer to pass underneath.
Climb the vertical wall requiring the Item-3 (wall climber) to move upwards
to pass underneath another Mincer when it is resetting (jump up to go 
underneath it if that is needed).  Next up is a Mincer followed by another
Mincer with only a small space between them for Megaman to stop as he waits
for the second one to rise as the first one resets.

Head right to go down the ladder to fall to the next section to land on a 
block.  Jump down to the right to pass through the hole, being careful of 
the spikes to land on the block high in the air.  Use item-2 (jet sled) to
cross the gap to get a Large Energy Refill before going down the hole 
between the spikes to enter the Bosses's lair!


                              o------------o
                              | Boss Fight |
                              o------------o


Name......: The Living Room
Attacks...: Two blocks at a time will come out fo the wall, form a robot,
            which will then try to hit Megaman
Weaknesses: Bubble Lead, Metal Blades

As stated, the blocks will come together two at a time to form a robot (they
are only vulnerable when they finally form the robot, not before hand), and 
no new blocks will come together till the current robot is defeated.  Now,
the Metal Blades have the advantage of being directed by Megaman in all 
directions but they require two hits to kill a robot.  The Bubble Lead 
requires the enemy to draw quite near to be hit by the weapon, but they 
require only one hit with the Bubble Lead.  Choose the better attack method 
for your style and go to work.

The following is a diagram of the room, complete with the blocks numbered so
you know where the next set of blocks will come from to form the next robot
enemy.  1 through 9 will be used, followed by letters (a = 10, b =11, etc.).

                                 _        _
                                | |      | |
                                |_|      |_|
                     _  _  _  _  _        _  _  _  _  _
                    | ||9||e||4||b|      | ||8||5||c|| |
                    |_||_||_||_||_|      |_||_||_||_||_|
                     _                                _
                    |7|                              |7|
                    |_|                              |_|
                     _                                _
                    | |                              | |
                    |_|                              |_|
                     _                                _
                    |1|                              |1|
                    |_|                              |_|
                     _                                _
                    |6|                              |6|
                    |_|                              |_|
                     _                                _
                    | |                              | |
                    |_|                              |_|
                     _                                _
                    |2|                              |2|
                    |_|                              |_|
                     _                                _
                    |d|                              |d|
                    |_|                              |_|
                     _                                _
                    |a|                              |a|
                    |_|                              |_|
                     _                                _
                    |3|                              |3|
                    |_|                              |_|
                     _  _  _  _  _  _  _  _  _  _  _  _
                    | ||e||9||b||4|| || ||8||5||c|| || |
                    |_||_||_||_||_||_||_||_||_||_||_||_|


                              ~~~~~~~~~~~~~~~~~~
                              ~~~ Area Three ~~~
                              ~~~~~~~~~~~~~~~~~~


                                  o---------o
                                  | Enemies |
                                  o---------o

Lurker Fish: Large, metallic fish that hide in the depths of this stage.
             Jump the holes they hide in to move on past these beasts 
             (although the Quick Boomerang can kill them).

Pea Shooter: These small robots can only shoot the direction they are 
             facing, and they will do so in patterns of low long range and 
             high short range shots.


                            o-------------------o
                            | Stage Walkthrough |
                            o-------------------o

Fall down the hole to the next section by falling off the right to find a
double set of Crash Bomb breakable wall for an Energy Tank before continuing
the downward path to the next section.  Grab the Large Energy Refills here 
and beat the Shell Head before heading down the hole to the left to the next
section.  Here you will enter the oddly coloured water, so take full jumps 
as you head right to make it over the spike beds between the gaps until you
arrive at a spikeless gap.  As you jump across here, a Lurker Fish will 
attack from below!  Continue right to pass another Lurker Fish before 
entering a small corridor lined with spikes on the roof.

When you reach the end of he corridor, you will need to walk off the ledge 
to position yourself between the two walls that are lined with spikes to
fall off the screen.  This section requires Megaman to move left slightly as
the spike lines on the wall shift that direction.  This section requires a
very slight adjustment to the left to pass through unscathed, but it is a
compact area.  The final sections of the water are more sinking through 
wider areas with spikes, so go to the bottom and turn right to hop out of 
the water.

Use Metal Blades on the Pea Shooter before dropping down, and then head 
right to battle two more Pea Shooters to find the gateway to the Bosses's
lair!


                              o------------o
                              | Boss Fight |
                              o------------o

Name......: Gutsdozer
Attacks...: Shoots off shots and releases charging Hard Hats
Weaknesses: Quick Boomerang, Arm Cannon

As the Gutsdozer moves onto the screen, start Megaman towards it and line 
Megaman up with the front of the Gutsdozer, just to the left of the fist.
Now jump up to land on the flat portion there, which is when Megaman should 
jump up to fire at Gutsdozer face.  Now keep shooting his face while 
managing your jump so Megaman doe snot hit the fist in his fighting.  The
Quick Boomerang, if used correctly, will make this fight last about five 
seconds as the weapon can fire so many times in a hurry that Gutsdozer will
take a lethal dose of weaponry in such a short time.


                              ~~~~~~~~~~~~~~~~~
                              ~~~ Area Four ~~~
                              ~~~~~~~~~~~~~~~~~


                                  o---------o
                                  | Enemies |
                                  o---------o

Hard Hat.....: Invulnerable while hiding under their hats, they will emerge 
               to fire a volley of shots and scuttle forward quickly before 
               hiding once again.

Shock Troop..: These guys will stand there with their shield held in front of 
               them to block any attacks, only moving it to shoot at Megaman. 
               This is the same time that they are vulnerable, so unleash 
               some shots as you dodge his.

Spinning Head: These guys will appear from small holes in the wall (three at
               a time), and they will slowly float towards Megaman.  Shoot
               them when they draw near, and ignore them if they pose no 
               threat.

Walker.......: Operated by Shock Troops, they take a fair amount of shots to 
               remove the hopping and shooting machinery.  The shots do not
               hurt a whole lot, but direct contact will hurt Megaman a fair
               bit.


                            o-------------------o
                            | Stage Walkthrough |
                            o-------------------o

Refill off of the Large Weapon Refills here to recover depleted weaponry 
energy, and then climb up the ladder.  Fight the Hard hat as you climb up the
ladder to the right, followed by the next ladder you see.  Now if you want 
to go after a 1-Up, head left to fall through a hole (continue to hold LEFT)
to land one screen down and continue left down the hole to find the 1-Up.

Once you are ready, go right from the highest ladder you climbed to go up a 
small ladder, and then go left across the bridge, jumping at the start of
the movement to clear an invisible hole as well as the fourth square from 
the right to avoid the same problem and climb the ladder to the next 
section.  head left to the ladder to go up to the ledge above the spikes,
and then head left across the ledge to hop once you reach the seventh from
the right block to grab the ladder to head upwards.  Use the Item-1 
(floating platform) to get the free Energy Tank after fighting off the Hard
Hats if you need it before going up to the next section.

Head to the right and go down the ladder to find a moving platform 
positioned over spikes with Spinning Heads attacking.  The Leaf Shield comes
in handy here for keeping the annoying Spinning heads away, but it is not 
necessary to use.  Once you get on the platform here, you can skip most of 
the ride by jumping to the left when the platform moves left from just 
underneath the ladder to land in the bottom right of the room where the 
ladder to the next section awaits.  Here you need to time your drop to the 
moving platform, go under the column, jump to the small ledge on the left, 
and then get back on the moving platform to go right and then down to use
the ladder.

Wait for the platform to arrive, ride it until you have to hop the wall, and
then ride it to the hole in the floor to go to the next room (the Leaf 
Shield is quite handy in this room).  Wait for the platform to come to your 
side, drop down to it, jump to the solid block on th eleft, and then wait 
for the moving platform to start coming back to the right, at which point 
you will jump onto it, followed by immediately jumping to the right again to
reach the ladder to go down to the next section.

Take on the Walker/Shock Troop combo by dropping tot he floor as soon as 
possible here, followed by going right to take on a Shock Troop in the small
corridor (you must take a hit here).  Continue right to fight another 
Walker, followed by going right to take on a Shock Troop before still 
continuing to the right to find the gateway to the Bosses's lair!


                              o------------o
                              | Boss Fight |
                              o------------o

Name......: The Sentient Room
Attacks...: Each vulnerable point shoots off a bullet with the rest of the
            vulnerable points in regular intervals
Weaknesses: Crash Bombs

You have two choices on how to go about doing this level; the two life 
method (easier) and the one life method (harder).  Also note that if you 
wish to avoid the damage from the shots, just pasue/unpause the game rapidly
to cause the bullets to pass through Megaman!  use as necessary,  am just
going to skip it within the instructions below.

The Two Life Method requires Megaman to enter the room, blow up EVERY Crash
Bombable wall in sight and then die.  Use the Walkers and Shock Troops 
outside the Bosses's lair to refill the Crash Bomb energy used, and then 
re-enter to use a Crash Bomb on the vulnerable points of the room.  You can
have a fair bit of Crash Bomb energy left over using this method so it can 
be used later.

The One Life method requires the use to Item-1 (floating platform) 
immediately to get to the high ledge, go right to fall down to the floor 
here, and shoot the wall here with a Crash Bomb before giving the vulnerable
spot the same treatment.  Now use Item-3 (wall climber) to move back up to 
the high ledge, jump right and fall down the hole there to kill the 
vulnerable spot before using item-3 (wall climber) to get out of the hole.
Head left to look at the Crash Bomb wall in front of a vulnerable spot, but 
throw Item-3 onto the bottom of the wall and then jump onto it and then up 
to the higher ledge before it disappears to shoot the vulnerable spot there.
Now drop back down to the middle ledge again, shoot out the wall and then 
get the final vulnerable spot to end the level!  You will have no Crash Bomb
energy left, so you will not have use of it for the rest of the game.


                              ~~~~~~~~~~~~~~~~~
                              ~~~ Area Five ~~~
                              ~~~~~~~~~~~~~~~~~


                            o-------------------o
                            | Stage Walkthrough |
                            o-------------------o

You will see eight transports, each leading to a fight with the following
Robot Masters through these specific transporters:

                             __              __
                            | 1|            | 8|
                            |__|            |__|

                             __              __
                            | 2|            | 7|
                            |__|            |__|

                             __    __  __    __
                            | 3|  | 4|| 5|  | 6|
                            |__|  |__||__|  |__|

1. Heat Man   (use Bubble Lead)
2. Air Man    (use Leaf Shield)
3. Wood Man   (use Atomic Fire)
4. Bubble Man (use Metal Blades)
5. Quick Man  (use Time Stopper, then Arm Cannon)
6. Crash Man  (use Air Shooter)
7. Metal Man  (Metal Blades)
8. Flash Man  (Metal Blades)

A new portal will appear upon beating every boss robot, so enter it to find 
the Bosses's lair!


                              o------------o
                              | Boss Fight |
                              o------------o

Name......: Wily's Attack Ship
Attacks...: Shoots energy balls in an arc in form one, bounces them in form 
            two
Weaknesses: Crash Bombs (form one), Metal Blades (form two)

From one has Megaman jumping the arcing energy balls as they come, having 
him shoo the front of the Attack Ship each time he jumps.  If Megaman has
Crash Bomb energy, they drain this form quicker than the Arm Cannon.  Just 
make sure to not touch the Attack Ship and you will beat this form easily.
Also note that a fully charged shot from the Atomic Fire can finish this 
thing off quickly as well.

This form has Wily sending lots of energy balls at Megaman, but they will 
bounce across the floor, making them near impossible to avoid.  Instead,
Megaman should concentrate on attacking Wily's capsule on the front to the 
ship to take him down.  Metal Blades will work slightly better than the Arm 
Cannon, so use them to knock Wily down (but not out!).


                               ~~~~~~~~~~~~~~~~
                               ~~~ Area Six ~~~
                               ~~~~~~~~~~~~~~~~


                                  o---------o
                                  | Enemies |
                                  o---------o

Lava Drip: These line the ceiling of the long corridor, and they can remove
           a large portion of Megaman's life, so be careful o dodge the 
           droplets and the source of the droplets.


                            o-------------------o
                            | Stage Walkthrough |
                            o-------------------o

You will fall down a deep chasm to land on a floor where the only path leads
right.  Either work your way to the right carefully between the droplets, or
just run at break neck speed to the right past them before they can even 
drip once.  Either way will bring you to find the gateway to the Bosses's
lair!


                              o------------o
                              | Boss Fight |
                              o------------o

Name......: Alien Wily
Attacks...: Flies in a figure eight pattern around the room, firing small
            shots off at Megaman
Weaknesses: Bubble Lead

Wily will come out of his spaceship, transform into a skeletal Alien, and 
then the fight will begin.  Wily will circle in the air doing a figure eight
pattern as he tries to shoot Megaman.  However, the real strength of Alien 
Wily is the massive damage he deals to Megaman with a physical touch (even 
on Normal this drains like 2/3 of Megaman's energy!).  The Bubble Lead is
the only weapon that will even scratch him, so have it at the ready when you
enter the room!

The trick to beating Wily easily is to run at him, jump his shot when he is 
in low flight and throw a couple Bubble leads into him.  After that, keep 
running in the same direction you are to avoid his first shot.  Stop at the 
edge of the screen, wait a second and then jump the next shot and start 
running towards Wily as he dips down again.  Now repeat the pattern (making
sure to not touch him) to be victorious!


   You have done it!  Go enjoy the ending!  You deserve it!

----------------------------------------------------------------------------
-------------------------------------Bosses---------------------------------
----------------------------------------------------------------------------

13)This section will look at strategies for each boss fight as well as their
   weaknesses you can easily exploit.  Behavioural patterns will also be 
   mentioned.


                                  o---------o
                                  | Air Man |
                                  o---------o

Attacks...: Shoots three sets of air tornadoes before taking two leaps 
            across the screen to start the pattern anew
Weaknesses: Leaf Shield, Quick Boomerang, Atomic Fire, Arm Cannon

Air Man will throw his Air Tornadoes out in big bunches, followed by blowing
them and Mega Man towards the far side of the screen.  After three of these
attacks, he will do two leaps across the screen to set up to shoot towards 
the right of the screen.

For his first three attacks, try to run right against his air blowing to 
jump past any air tornadoes blocking your shot path at Air Man (if you get 
into an open lane of fire, let it fly).  When he heaps across the screen, 
shoot him as he does so before he starts his air tornado pattern again.

A sneaky way to win is to fight his first three sets and when he starts to 
leap across the screen, go to the far left of the screen to stand there and
shoot to the right repeatedly to kill him before he sucks Megaman into 
making contact with him.


                                o------------o
                                | Bubble Man |
                                o------------o

Attacks...: Shoots Bubbles off that bounce across the room as he jumps 
            around shooting regular shots.
Weaknesses: Metal Blades, Quick Boomerangs, Crash Bombs

Bubble Man will shoot both his regular shots and up to three bouncing Bubble
Lead shots as he performs the following pattern:

                                _________
                               |         |
                               | |\   /| |
                               | | \ / | |
                               | |  x  | |
                               | | / \ | |
                               | |/   \| |
                               |_________|

He will always mix his shots up, but he will continually jump around in that
"bow-tie" style.

Dodge his first few attacks as you unleash your weaponry at him, and go 
underneath hi to pick away at him as he floats back to the bottom of the 
room.  Then just repeat this pattern for the rest of the fight to win.

If you have the Metal Blades, simply throw some at the start to get him 
moving, and then just throw on the diagonal as he floats into range to 
massacre him in a really quick fashion.


                                o-----------o
                                | Crash Man |
                                o-----------o

Attacks...: He will run around the room, jump into the air when fired at and
            shoot his Crash Bomb
Weaknesses: Air Shooter, Bubble Lead, Quick Boomerang, Arm Cannon

Crash Man will cruise around the room, waiting for Megaman to shoot before
jumping to shoot his Crash Bomb, and then lad to repeat the pattern.  
Please note that he will shoot if Megaman waits too long to shoot.

The Air Shooter is not vital for victory, but it is highly recommended for 
the massive damage it deal to Crash Man.  otherwise you must fight a smart
fight while dodging the Crash Bomb attacks.


                                o-----------o
                                | Flash Man |
                                o-----------o

Attacks...: Charges back and forth across the screen, freezing Megaman in 
            place briefly to shoot off some shots.
Weaknesses: Metal Blades, Crash Bombs, Bubble Lead

Flash Man has an uneven floor in his lair, which he will use to trap Megaman
as he charges back and forth across the room, occasionally freezing Megaman
with the Flash Stopper.  He will then shoot a volley of shots (usually 
inaccurately) before starting the pattern anew.

Flash Man is really easy to defeat as you just fire away at him, jump him 
when he draws near, and then blast him from the back to really take him 

down.  Easily the wimpiest boss in the game.


                                 o----------o
                                 | Heat Man |
                                 o----------o

Attacks...: Throws three small flames through the air that will burn on the 
            ground for a few seconds and he will charge across the screen 
            quickly.
Weaknesses: Bubble Lead, Air Shooter, Quick Boomerang

Heat Man will stand in one place throwing his three flames at Megaman and 
they will burn for a few seconds before disappearing.  If Megaman has yet to
attack, Heat Man will repeat this pattern.  When he gets hits with one shot,
Heat Man throws a flame shield up to block further attacks as he burns 
across the screen until he reaches the same area as Megaman to start his 
pattern over once again.

Start off by jumping straight up into the air and then hold RIGHT to pass
through the incoming flames, shoot heat Man, and then run toward him and 
jump his charge.  As Megaman lands, turn and fire to catch heat man before
he can throw his flames, and then jump him as he charges at Megaman.  Repeat
this pattern as needed to take Heat Man Down!


                                o-----------o
                                | Metal Man |
                                o-----------o

Attacks...: Throws Metal Blades in sets of as many as three at a time, and
            if Megaman draws too near, Metal Man will jump clear across the 
            room
Weaknesses: Quick Boomerang, Arm Cannon, Atomic Fire

The battle will take place on a conveyor belt floor, which will switch
directions every 10 seconds or so (although the first switch is after 5 
seconds after the battle ensues).  Metal Man will wait for you to shoot 
before firing his own Metal Blades, but he will throw them if you take too
long to fire at him.  He will also jump across the room if you draw near to
him.

To beat Metal Man, your main job is to just dodge his Metal Blades as you 
land your attacks.  If you are using the Quick Boomerang, you must draw 
closer to him to hit him, possibly leading to Metal Man changing sides of
the room a lot.

Use the conveyor belt to your advantage in this fight.  If it moves away 
from Metal Man, just jump and fire according to the Metal Blades winging 
your way.  If it moves towards Metal Man, either fight the momentum and 
continue to fight Metal Man OR charge him and get him to change sides so the
movement will favour Mega Man once more.

The second time you fight him (in Wily's Fortress), ONE Metal Blade will 
finish him off, so use this to your advantage!


                                o-----------o
                                | Quick Man |
                                o-----------o

Attacks...: Jump through the air, runs around, and throws Quick Boomerangs in
            sets of three
Weaknesses: Time Stopper (Halves Life), Crash Bombs, Air Shooter

Quick Man will bound around the room, throwing three Quick Boomerangs out,
where they will stop for a second and then fly in reverse.  His speed and 
his weapon being able to hit Megaman multiple times makes him dangerous.

Use any Time Stopper energy the Weapon may have to weaken Quick Man and then
use Crash Bombs or Air Shooter to finish him off.  he is hard to predict
because his patterns are not controlled by your actions and his great speed.


                                 o----------o
                                 | Wood Man |
                                 o----------o

Attacks...: A leaf Shield will be applied as he throws some leaves into the
            air, which will be followed by the throwing of the shield as the
            leaves start to rain down
Weaknesses: Atomic Fire, Metal Blades, Crash Bombs

Wood Man will erect his shield immediately, followed by throwing some leaves
into the air.  These leaves will begin to fall towards the ground, which is
the point where Wood Man will throw his Leaf Shield across the room.  He 
will then jump to the left and restart the pattern when the leaves have 
fallen right off the screen.

Either use the Metal Blades or Atomic Fire (charge to highest setting for a
one hit kill) and jump over the leaf Shield to shoot at the vulnerable Wood
Man.  However, if you have Crash Bombs, you can shoot them at Wood Man WHILE
his Leaf Shield is up and damage him thanks to the explosive radius of the 
bombs.


                            o-------------------o
                            | Mechanical Dragon |
                            o-------------------o

Attacks...: Chases Mega Man before firing off fireballs to knock Megaman off
            of the blocks he stands upon
Weaknesses: Quick Boomerang, Arm Cannon

Start off by running and jumping to the right to find narrow blocks over the
crevasse below.  As you go right, the Mechanical Dragon will pop up behind
Megaman and give chase.  Concentrate on making your jumps as he can not be
hurt yet, and when you reach a set of three blocks at the end of this path, 
the actual fight can begin!

The Quick Boomerang or Arm Cannon will tak him down quick, so head to the
highest block to start the fight.  The highest block is best because IF 
Megaman is hit, he will fall back to the middle block instead of off into 
the abyss below.  Concentrate your firepower on his head to put him down for
the count.


                             o-----------------o
                             | The Living Room |
                             o-----------------o

Attacks...: Two blocks at a time will come out of the wall, form a robot,
            which will then try to hit Megaman
Weaknesses: Bubble Lead, Metal Blades

As stated, the blocks will come together two at a time to form a robot (they
are only vulnerable when they finally form the robot, not before hand), and 
no new blocks will come together till the current robot is defeated.  Now,
the Metal Blades have the advantage of being directed by Megaman in all 
directions but they require two hits to kill a robot.  The Bubble Lead 
requires the enemy to draw quite near to be hit by the weapon, but they 
require only one hit with the Bubble Lead.  Choose the better attack method 
for your style and go to work.

The following is a diagram of the room, complete with the blocks numbered so
you know where the next set of blocks will come from to form the next robot
enemy.  1 through 9 will be used, followed by letters (a = 10, b =11, etc.).

                                 _        _
                                | |      | |
                                |_|      |_|
                     _  _  _  _  _        _  _  _  _  _
                    | ||9||e||4||b|      | ||8||5||c|| |
                    |_||_||_||_||_|      |_||_||_||_||_|
                     _                                _
                    |7|                              |7|
                    |_|                              |_|
                     _                                _
                    | |                              | |
                    |_|                              |_|
                     _                                _
                    |1|                              |1|
                    |_|                              |_|
                     _                                _
                    |6|                              |6|
                    |_|                              |_|
                     _                                _
                    | |                              | |
                    |_|                              |_|
                     _                                _
                    |2|                              |2|
                    |_|                              |_|
                     _                                _
                    |d|                              |d|
                    |_|                              |_|
                     _                                _
                    |a|                              |a|
                    |_|                              |_|
                     _                                _
                    |3|                              |3|
                    |_|                              |_|
                     _  _  _  _  _  _  _  _  _  _  _  _
                    | ||e||9||b||4|| || ||8||5||c|| || |
                    |_||_||_||_||_||_||_||_||_||_||_||_|


                                o-----------o
                                | Gutsdozer |
                                o-----------o

Attacks...: Shoots off shots and releases charging Hard Hats
Weaknesses: Quick Boomerang, Arm Cannon

As the Gutsdozer moves onto the screen, start Megaman towards it and line 
Megaman up with the front of the Gutsdozer, just to the left of the fist.
Now jump up to land on the flat portion there, which is when Megaman should 
jump up to fire at Gutsdozer face.  Now keep shooting his face while 
managing your jump so Megaman doe snot hit the fist in his fighting.  The
Quick Boomerang, if used correctly, will make this fight last about five 
seconds as the weapon can fire so many times in a hurry that Gutsdozer will
take a lethal dose of weaponry in such a short time.


                            o-------------------o
                            | The Sentient Room |
                            o-------------------o

Attacks...: Each vulnerable point shoots off a bullet with the rest of the
            vulnerable points in regular intervals
Weaknesses: Crash Bombs

You have two choices on how to go about doing this level; the two life 
method (easier) and the one life method (harder).  Also note that if you 
wish to avoid the damage from the shots, just pasue/unpause the game rapidly
to cause the bullets to pass through Megaman!  use as necessary,  am just
going to skip it within the instructions below.

The Two Life Method requires Megaman to enter the room, blow up EVERY Crash
Bombable wall in sight and then die.  Use the Walkers and Shock Troops 
outside the Bosses's lair to refill the Crash Bomb energy used, and then 
re-enter to use a Crash Bomb on the vulnerable points of the room.  You can
have a fair bit of Crash Bomb energy left over using this method so it can 
be used later.

The One Life method requires the use to Item-1 (floating platform) 
immediately to get to the high ledge, go right to fall down to the floor 
here, and shoot the wall here with a Crash Bomb before giving the vulnerable
spot the same treatment.  Now use Item-3 (wall climber) to move back up to 
the high ledge, jump right and fall down the hole there to kill the 
vulnerable spot before using item-3 (wall climber) to get out of the hole.
Head left to look at the Crash Bomb wall in front of a vulnerable spot, but 
throw Item-3 onto the bottom of the wall and then jump onto it and then up 
to the higher ledge before it disappears to shoot the vulnerable spot there.
Now drop back down to the middle ledge again, shoot out the wall and then 
get the final vulnerable spot to end the level!  You will have no Crash Bomb
energy left, so you will not have use of it for the rest of the game.


                            o--------------------o
                            | Wily's Attack Ship |
                            o--------------------o

Attacks...: Shoots energy balls in an arc in form one, bounces them in form 
            two
Weaknesses: Crash Bombs (form one), Metal Blades (form two)

From one has Megaman jumping the arcing energy balls as they come, having 
him shoo the front of the Attack Ship each time he jumps.  If Megaman has
Crash Bomb energy, they drain this form quicker than the Arm Cannon.  Just 
make sure to not touch the Attack Ship and you will beat this form easily.
Also note that a fully charged shot from the Atomic Fire can finish this 
thing off quickly as well.

This form has Wily sending lots of energy balls at Megaman, but they will 
bounce across the floor, making them near impossible to avoid.  Instead,
Megaman should concentrate on attacking Wily's capsule on the front to the 
ship to take him down.  Metal Blades will work slightly better than the Arm 
Cannon, so use them to knock Wily down (but not out!).


                                o------------o
                                | Alien Wily |
                                o------------o

Attacks...: Flies in a figure eight pattern around the room, firing small
            shots off at Megaman
Weaknesses: Bubble Lead

Wily will come out of his spaceship, transform into a skeletal Alien, and 
then the fight will begin.  Wily will circle in the air doing a figure eight
pattern as he tries to shoot Megaman.  However, the real strength of Alien 
Wily is the massive damage he deals to Megaman with a physical touch (even 
on Normal this drains like 2/3 of Megaman's energy!).  The Bubble Lead is
the only weapon that will even scratch him, so have it at the ready when you
enter the room!

The trick to beating Wily easily is to run at him, jump his shot when he is 
in low flight and throw a couple Bubble leads into him.  After that, keep 
running in the same direction you are to avoid his first shot.  Stop at the 
edge of the screen, wait a second and then jmup the next shot and start 
running towards Wily as he dips down again.  Now repeat the pattern (making
sure to not touch him) to be victorious!

----------------------------------------------------------------------------
---------------------------------Weakness Chart-----------------------------
----------------------------------------------------------------------------

14)This section will show how well any weapon will work against each Robot
   Master.  Keep in mind this is through my own research, so I will test out
   any inconsistencies you may notice from your observations.

   Keep in mind that the Atomic Fire weapon will show the numbers relevant 
   to the charged power levels, provided that charge level can in fact 
   finish off a Robot Master without any assistance from other weapon types.

   The Air shooter stats are based on the principle that all three 
   whirlwinds connect with the boss once per shooting.

   Please note that the Arm Cannon works decently well on all Robot Masters,
   requiring around 14 shots for each individual.

   The Flash Stopper is listed at Halves Life, but that is only true for a
   fully charged Flash Stopper.


                               o----------------o
                               | Normal Setting |
                               o----------------o

     __________ ______ ______ ______ ______ ______ ______ ______ ______ 
    |\  Robot  |      |      |      |      |      |      |      |      |
    | \ Master | Air  |Bubble| Crash| Flash| Heat | Metal| Quick| Wood |
    |  \_____  |      |      |      |      |      |      |      |      |
    | Weapon \ | Man  | Man  | Man  | Man  | Man  | Man  | Man  | Man  |
    |_________\|______|______|______|______|______|______|______|______|
    |Air       |  No  |  No  |      |  No  |      |  No  |      |      |
    |Shooter   |Damage|Damage|   1  |Damage|   7  |Damage|   7  |   4  |
    |__________|______|______|______|______|______|______|______|______|
    |Bubble    |  No  |  No  |      |      |      |  No  |  No  |  No  |
    |Lead      |Damage|Damage|  14  |   7  |   3  |Damage|Damage|Damage|
    |__________|______|______|______|______|______|______|______|______|
    |Crash     |  No  |      |      |      |  No  |  No  |      |      |
    |Bombs     |Damage|   8  |  14  |   5  |Damage|Damage|   4  |   4  |
    |__________|______|______|______|______|______|______|______|______|
    |Time      |  No  |  No  |  No  |  No  |  No  |  No  |Halves|  No  |
    |Stopper   |Damage|Damage|Damage|Damage|Damage|Damage| Life |Damage|
    |__________|______|______|______|______|______|______|______|______|
    |Atomic    |      |  No  |      |      |  No  |      |      |      |
    |Fire      | 8/5/3|Damage|10/7/3| 7/4/3|Damage|14/7/4| 7/3/2|14/5/1|
    |__________|______|______|______|______|______|______|______|______|
    |Metal     |  No  |      |  No  |      |      |      |  No  |      |
    |Blades    |Damage|   4  |Damage|   4  |  14  |   1  |Damage|   7  |
    |__________|______|______|______|______|______|______|______|______|
    |Quick     |      |      |      |  No  |      |      |  No  |  No  |
    |Boomerang |   7  |   7  |  14  |Damage|   7  |   4  |Damage|Damage|
    |__________|______|______|______|______|______|______|______|______|
    |Leaf      |      |  No  |  No  |  No  |  No  |  No  |  No  |  No  |
    |Shield    |   2  |Damage|Damage|Damage|Damage|Damage|Damage|Damage|
    |__________|______|______|______|______|______|______|______|______|


                                o-------------------o
                                | Difficult Setting |
                                o-------------------o

 __________ _______ _______ _______ _______ _______ _______ _______ _______ 
|\  Robot  |       |       |       |       |       |       |       |       |
| \ Master |  Air  | Bubble| Crash | Flash |  Heat | Metal |  Quick|  Wood |
|  \_____  |       |       |       |       |       |       |       |       |
| Weapon \ |  Man  |  Man  |  Man  |  Man  |  Man  |  Man  |  Man  |  Man  |
|_________\|_______|_______|_______|_______|_______|_______|_______|_______|
|Air       |  No   |  No   |       |  No   |       |  No   |       |       |
|Shooter   | Damage| Damage|   1   | Damage|  14   | Damage|  14   |  14   |
|__________|_______|_______|_______|_______|_______|_______|_______|_______|
|Bubble    |  No   |  No   |       |       |       |  No   |  No   |  No   |
|Lead      | Damage| Damage|  28   |  14   |   5   | Damage| Damage| Damage|
|__________|_______|_______|_______|_______|_______|_______|_______|_______|
|Crash     |  No   |       |       |       |  No   |  No   |       |       |
|Bombs     | Damage|  14   |  28   |   7   | Damage| Damage|   7   |   7   |
|__________|_______|_______|_______|_______|_______|_______|_______|_______|
|Time      |  No   |  No   |  No   |  No   |  No   |  No   | Halves|  No   |
|Stopper   | Damage| Damage| Damage| Damage| Damage| Damage|  Life | Damage|
|__________|_______|_______|_______|_______|_______|_______|_______|_______|
|Atomic    |       |  No   |       |       |  No   |       |       |       |
|Fire      | 14/7/4| Damage| 28/9/5| 14/5/4| Damage| 28/9/7| 14/5/3|28/14/2|
|__________|_______|_______|_______|_______|_______|_______|_______|_______|
|Metal     |  No   |       |  No   |       |       |       |  No   |       |
|Blades    | Damage|   7   | Damage|   7   |  28   |   2   | Damage|  14   |
|__________|_______|_______|_______|_______|_______|_______|_______|_______|
|Quick     |       |       |       |  No   |       |       |  No   |  No   |
|Boomerang |  14   |  14   |  28   | Damage|  14   |   7   | Damage| Damage|
|__________|_______|_______|_______|_______|_______|_______|_______|_______|
|Leaf      |       |  No   |  No   |  No   |  No   |  No   |  No   |  No   |
|Shield    |   4   | Damage| Damage| Damage| Damage| Damage| Damage| Damage|
|__________|_______|_______|_______|_______|_______|_______|_______|_______|

----------------------------------------------------------------------------
--------------------------------------Items---------------------------------
----------------------------------------------------------------------------

15)This section will look at all the Items that can be found in Megaman's
   journeying.

                                    o------o
                                    | 1-Up |
                                    o------o

When collected, the Blue bomber gains another chance to take Dr. Wily down.


                                 o-------------o
                                 | Energy Tank |
                                 o-------------o

Megaman can store up to four of these in his menu, and they will completely 
refill Megaman's Energy Meter when they are used on the menu screen, 
regardless of his energy meter level.


                             o---------------------o
                             | Large Energy Refill |
                             o---------------------o

A large ball, it will refill about one-third of Megaman's energy meter.


                             o---------------------o
                             | Large Weapon Refill |
                             o---------------------o

A large case, it will refill about one-third of any Weapon that Megaman has 
equipped upon picking it up.


                             o---------------------o
                             | Small Energy Refill |
                             o---------------------o

A large ball, it will refill two ticks of Megaman's energy meter.


                             o---------------------o
                             | Small Weapon Refill |
                             o---------------------o

A small case, it will refill two ticks of any Weapon that Megaman has 
equipped upon picking it up.

----------------------------------------------------------------------------
----------------------------------Various Notes-----------------------------
----------------------------------------------------------------------------

16)This section will take the odds and ends of the game and focus them into
   one section.


                                  o----------o
                                  | Settings |
                                  o----------o

Difficult will not only make enemies tougher in this game, but it will also
cause some enemies to behave differently.


                                o--------------o
                                | 1-Up Methods |
                                o--------------o

The Leaf Shield allows for some easy 1-Up collecting on any level where Bird
Bombers attack in a an open area.  The egg will fall short of your shield,
burst open, and then all of the mini Bird Bombers will burst into Items,
sometimes including 1-Ups!

This can also be done at Crash Man's and Heat Man's stage in the sections 
with the Spinning Heads.  Also note that the Screws in Metal Man's stage and
the second area of Dr. Wily's Fortress can also perform this easily.


                               o----------------o
                               | Stars To Birds |
                               o----------------o

While selecting a Robot Stage, Hold the A Button to change the stars in the 
background of the Robot Master into mini Bird Bombers!


                                 o-------------o
                                 | Ladder Rule |
                                 o-------------o

If you pause the game, Megaman will fall off the ladder he is climbing, so
be ready to grab a hold to stop the free fall.


                             o---------------------o
                             | Odd Graphics Glitch |
                             o---------------------o

If you defeat Metal Man in his stage's lair just as the conveyor belt 
switches direction, the background can be changed to a different palette.
This is due to the flashing that occurs with a direction change becoming 
permanent with the demise of the Robot Master.

----------------------------------------------------------------------------
------------------------------------Passwords-------------------------------
----------------------------------------------------------------------------

16)This section will explain how the password system works and how you can 
   use this to design your own passwords!  Many thanks to Chad "BTB" Steele
   for his great work in this section.  You should check his work out 
   (especially his FF VII FAQ, but be warned it can be a little offensive).


The password system is painfully simple at heart, if you manage to figure 
out what goes where.  The problem is that we all seem to have been spoiled 
on Mega Man III, a game whose password system's intricacy was akin to a 
Speak & Spell, so don't feel bad if the password for system for Mega Man II 
gives ya a little trouble.

Here's how it works: you have nine dots to place, and 20 spots on a grid to 
play with.  The first dot is the most important, as it will indicate how 
many Energy Tanks Mega Man begins with.  This is all done in the "A" row of 
the grid.  Placing a dot in the first column of the A grid starts Mega Man 
off with no Energy Tanks.  Placing a dot in the second column will start 
Mega Man off with one Energy Tank.  Those of you familiar with the concept 
of counting should get the point by now.  Those of you who don't, I'm fairly
certain I will be hearing from in my E-mail soon enough (my contact 
information can be found at the end of this section).

Anyways, once you have placed your first dot on the A row, you are left with
8 more dots to place, and 20 spaces with which to place them in (the only 
dot to be placed in the A row is the one to indicate your Energy Tanks; the 
rest of the row will be left blank).  Each of your remaining 8 dots 
represents one of Wily's Robot Masters.  For those of you who have never 
read a video game instruction manual before, these "Robot Masters" of which 
I speak are none other than Air Man, Crash Man, Flash Man, Quick Man, Metal 
Man, Bubble Man, Heat Man, and Wood Man.  Might I add that these are among 
the most suggestive villain names I have ever seen.  I mean, Flash Man, for 
God's sakes?  WOOD MAN!?  Screw Mega Man, we oughta be sending Orgasmo after 
these freaks.

I digress however.  Each Robot Master has two different spots on the grid to 
represent them.  One spot will mark that Robot Master as "still alive", 
while the other marks them as "not so alive anymore" (Also Known As "dead").
You must place each of the eight dots in one of each of the Robot Master's 
coordinates for the password to work.  Obviously, it should have gone 
without saying that, for example, listing Quick Man as both alive and dead 
would cause the universe to collapse upon itself, which would be 
counter-productive to say the least.

Of course, if it were this simple, gamers would have cracked the code in no 
time (Mega Man III comes painfully to mind at the moment).  So, as always, 
there's a catch.  The catch is this: the Robot Masters' coordiantes are 
different depending on how many Energy Tanks you have selected.  Ergo, if 
you have yourself slotted to start off with four Energy Tanks, the robot 
masters would all have entirely different coordiantes than if you had 
started with no Energy Tanks at all.  And if you are looking for a simpler 
explanation than that, I suggest you go ask Big Bird.

Oh, yeah, I suppose it would help if I actually gave you the coordinates.  
Picky, picky.  I suppose next you'll be wanting FOOD and WATER, too!  
ELECTRICITY too!  Well, here ya go, ya damn ingrates:


                      o-----------------------------o
                      | Coordiantes For [0] E-Tanks |
                      o-----------------------------o

                        __________________________
                       | R. Master | Alive | Dead |
                       |___________|_______|______|
                       |Air Man    |  D-2  |  E3  |
                       |___________|_______|______|
                       |Crash Man  |  E-2  |  C5  |
                       |___________|_______|______|
                       |Flash Man  |  E-4  |  C1  |
                       |___________|_______|______|
                       |Quick Man  |  C-4  |  B4  |
                       |___________|_______|______|
                       |Metal Man  |  E-1  |  E5  |
                       |___________|_______|______|
                       |Bubble Man |  C-3  |  D1  |
                       |___________|_______|______|
                       |Heat Man   |  D-5  |  B2  |
                       |___________|_______|______|
                       |Wood Man   |  B-5  |  D3  |
                       |___________|_______|______|


                      o-----------------------------o
                      | Coordiantes For [1] E-Tanks |
                      o-----------------------------o

                        __________________________
                       | R. Master | Alive | Dead |
                       |___________|_______|______|
                       |Air Man    |  D-3  |  E4  |
                       |___________|_______|______|
                       |Crash Man  |  E-3  |  D1  |
                       |___________|_______|______|
                       |Flash Man  |  E-5  |  C2  |
                       |___________|_______|______|
                       |Quick Man  |  C-5  |  B5  |
                       |___________|_______|______|
                       |Metal Man  |  E-2  |  B1  |
                       |___________|_______|______|
                       |Bubble Man |  C-4  |  D2  |
                       |___________|_______|______|
                       |Heat Man   |  E-1  |  B3  |
                       |___________|_______|______|
                       |Wood Man   |  C-1  |  D4  |
                       |___________|_______|______|


                      o-----------------------------o
                      | Coordiantes For [2] E-Tanks |
                      o-----------------------------o

                        __________________________
                       | R. Master | Alive | Dead |
                       |___________|_______|______|
                       |Air Man    |  D-4  |  E5  |
                       |___________|_______|______|
                       |Crash Man  |  E-4  |  D2  |
                       |___________|_______|______|
                       |Flash Man  |  B-1  |  C3  |
                       |___________|_______|______|
                       |Quick Man  |  D-1  |  C1  |
                       |___________|_______|______|
                       |Metal Man  |  E-3  |  B2  |
                       |___________|_______|______|
                       |Bubble Man |  C-5  |  D3  |
                       |___________|_______|______|
                       |Heat Man   |  E-2  |  B4  |
                       |___________|_______|______|
                       |Wood Man   |  C-2  |  D5  |
                       |___________|_______|______|


                      o-----------------------------o
                      | Coordiantes For [3] E-Tanks |
                      o-----------------------------o

                        __________________________
                       | R. Master | Alive | Dead |
                       |___________|_______|______|
                       |Air Man    |  D-5  |  B1  |
                       |___________|_______|______|
                       |Crash Man  |  E-5  |  D3  |
                       |___________|_______|______|
                       |Flash Man  |  B-2  |  C4  |
                       |___________|_______|______|
                       |Quick Man  |  D-2  |  C2  |
                       |___________|_______|______|
                       |Metal Man  |  E-4  |  B3  |
                       |___________|_______|______|
                       |Bubble Man |  D-1  |  D4  |
                       |___________|_______|______|
                       |Heat Man   |  E-3  |  B5  |
                       |___________|_______|______|
                       |Wood Man   |  C-3  |  E1  |
                       |___________|_______|______|


                      o-----------------------------o
                      | Coordiantes For [4] E-Tanks |
                      o-----------------------------o

                        __________________________
                       | R. Master | Alive | Dead |
                       |___________|_______|______|
                       |Air Man    |  E-1  |  B2  |
                       |___________|_______|______|
                       |Crash Man  |  B-1  |  D4  |
                       |___________|_______|______|
                       |Flash Man  |  B-3  |  C5  |
                       |___________|_______|______|
                       |Quick Man  |  D-3  |  C3  |
                       |___________|_______|______|
                       |Metal Man  |  E-5  |  B4  |
                       |___________|_______|______|
                       |Bubble Man |  D-2  |  D5  |
                       |___________|_______|______|
                       |Heat Man   |  E-4  |  C1  |
                       |___________|_______|______|
                       |Wood Man   |  C-4  |  E2  |
                       |___________|_______|______|


You may or may not be picking up on the subtle pattern these coordinates run
in.  Apparently, rather than springing for a whole new set of coordinates, 
the programmers felt that moving the existing coordinates one slot over 
would prove adequate.  Of course, this is the kind of thinking that 
resulted in Police Academy 2-6, so you can draw your own conclusions from 
that one.

Anyways, I hope this helps.  With the above information, you can manipulate 
the game in any way you wish.  For instance, if you're too much of a pussy 
to take on Quick Man's stage, but still want the feeling of beating the game
halfway legitimately.  But, it's not like you did, because you probably went
and gave yourself four energy tanks, anyways.

Ok, that's enough of my bitching.  If you want to bitch to me, drop me a 
line at BTB_Enterprises, or catch me on AIM at Billy T Bum.  I've got a 
website, as well, at www.angelfire.com/comics/btb.  Of course, you probably 
already knew that, seeing as there's a good chance that you found this file 
on said site.  For now, I bid you all farewell, and enjoy the rest of the 
FAQ.  Well, damn, there's not much of the FAQ left, now is there?  Dammmit, 
leave it to Sulpher to bury me in the back of his FAQ.  That bastard...


                              ~~~BTB Has Spoken~~~
                            ~                     ~
                           ~BTB_Enterprises@ev1.net~

----------------------------------------------------------------------------
-----------------------------------Final Word-------------------------------
----------------------------------------------------------------------------

17)As is the usual, this walkthrough is copyright property of Brian P. 
   Sulpher, 2003.  The only website, group, person, etc. to have access to
   post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and 
   www.honestgamers.com.  You must ask for permission before posting this, 
   as doing so without consent is a violation of international copyright 
   law.

   If you liked it, hated it, have anything to add, then please E-mail me at
   briansulpher@hotmail.com.  You can also contact me through MSN messenger
   through the same E-mail address.

   Great game that nearly all have enjoyed.  I know few would need a FAQ for
   this Megaman game, but I could not resist writing it.  Enjoy the FAQ as 
   it was great fun to write, even if it has been added into an absolutely
   sickening amount of other Mega Man 2 FAQs... seriously, take a look
   around and tell me there are not enough of these things!?!  That said,
   I would not have changed a thing about writing this fun, fun FAQ.