FAQ/Walkthrough by Dragonlord

Version: Final | Updated: 11/25/07 | Printable Version

                    ._.   __,  ____, ____   .____
                   _MMb _dMMF _AZ^^`_Qd^^'  _MH8MQ,
                 .gMMMbdMMMM` dMBQQ)JMM(QA,  HM,(MM&
                _MF(MB$\MMM) _ZZ:```3ZZt(ZZ, _ZUUKZZL.
               _mf _P' (MMR  QmQ___,(mmm.mmg. 3#r`(gmm,
              J@+     _@@@% _@@@@@@% 7@@@@@@T  @T  _@@T:

              ____.    .____.  ._____.   ____.    .___.
            .dMMMM]  ._MMMMB` .MMMMMMm, _MMMMMQ,   @MMM,
        .44r  Dxxxw2^_Oxxx2 _6xxdg_aDxxd; 4xxx2, .7e[d8xxxZ,
      _MM:    9T`   (MMMMB dMMMF     MMMMm_MMMMMr      7MMMMMm
      ``            `````` `````     .```````````        ``````

                       XQQf^^^3QQF 7QQZ~ _4QQf
                       _mQ&   aQd`  mQD   _QQ)
                        dQA  .QQl   mQD   _QQ)
                        _Qd, _@d%   mQD   _QQ)
                         SQb dQb    mQD   _QQ)
                         JQd.RQ%    mQD   _QQ)
                          #ddXP     mQD   _QQ)
                          3QQQ]   _XQQX#;Q#QQZG
                          ."""    /"""""'""""""

Mega Man 7                                                             vFinal
=============================  By Dragonlord  ===============================
============================== ambios@look.ca ===============================

This document  was intended to assist and guide one through the course of the
aforementioned  game.  It is  meant  completely for  usage on the  world wide
web, and  any form of rewriting,  retransmitting, reproduction, or otherwise,
is a  violation of this code  and is  subject to fines by law. This  document
is not to be reprinted in magazines, newspapers, books, novels, or otherwise,
without the author's prior  consent. This FAQ was meant for the exclusive use
of GameFAQs (http://www.gamefaqs.com/) in addition to the sites written below
and  is not  to be  copied to  any  site,  whether  personal  or commercial,
under  any  circumstances. Plagiarism is not  acceptable  and  the copying of
any    information    in this  document   will  result in  civil or  criminal

The author of this guide is in no way associated  with the  companies  stated

Sites granted with exclusive permission to use this FAQ:

  GameFAQs - http://www.gamefaqs.com/
  Game Winners (Video Game Strategies) - http://www.gamewinners.com/
Mega Man 7 Copyright  1995 Capcom U.S.A., Inc. All Rights Reserved.

REVISION HISTORY ------------------------------------------------------------

 Version Final, 11/25/07
      -First update in over four years. Guide was reformatted significantly.
      -New section: Rush Search probabilities!
      -Removed the e-mail addresses of all contributors as a way of
      preventing spam.
      -Proofread most of the FAQ and corrected quite a few errors.
      -Removed Dark Forte as an allowed site, as it no longer exists.
      -Most likely the final update this FAQ will receive unless I receive
      feedback. If I missed anything, or you have any corrections,
      please let me know!

 Version 2.2, 07/13/03
      -Another small update mentioning that the Turtle's alternate
      strategy DOES work! 

 Version 2.1, 05/10/03
      -A small update regarding one of the Mechanical Turtle's alternate

 Version 2.0, 04/25/03
      -My ISP decided to give me a real e-mail account, so that is
       the only change in this version. =P 

 Version 1.9, 04/21/03
      -Just updated my e-mail address.

 Version 1.8,  11/29/02
      -Yet another strategy for Dr. Wily's final form.

 Version 1.7,  05/23/02
      -FAQ is now allowed on Dark Forte.

 Version 1.6,  04/11/02
      -Reformatted the entire FAQ.
      -Change some of the descriptions of item locations and boss strategies.

 Version 1.5,  02/28/02
      -Removed my Dr. Wily strategy and replaced it with Gunblade's. His
      seems to work a lot better. I don't see the point in keeping mine. ;)

 Version 1.4,  01/21/02
      -Added another strategy for the Mechanical Turtle, thanks to Gunblade
      once again.

 Version 1.3,  11/03/01
      -I removed Mega Man:RX from the sites that are allowed to have this
      FAQ, since that site no longer exists... ;)

 Version 1.2,  07/11/01
      -I added a lot of different information to the character section. It's
      insane how many different theories there are on how Mega Man/X/etc.
      were created. X_X
      -Thanks to Coda Highland for the information described above.

 Version 1.1,  07/10/01
      -More corrections to the character and story sections of the FAQ,
      thanks to Ryan Rosso and HolyKnight kills Darknight.
      -Another alternate strategy for the flying mask has been added, thanks
      to Coda Highland.

 Version 1.08, 06/16/01
      -Several corrections to the story-related part of this FAQ, thanks to
      Megaman X.

 Version 1.07, 03/12/01
      -An update so small you won't even notice it.
      -Added Mega Man:RX to the sites that this FAQ is allowed on.
      -Last month, I was told that this FAQ contains possibly every piece of
      information in Mega Man 7.  Woo!

 Version 1.06, 12/30/00
      -Added another alternate strategy for Dr. Wily.
      -Another day? More like another two months! ^_^ I have finally added
      the Mega Bolt locations to the maps.
      -Credit given to Ryan for better Dr. Wily strategy.

 Version 1.05, 09/27/00
      -Added THREE more mega bolt locations!
      -Fixed several errors on my maps.
      -I am yet to mark each mega bolt location the map. Give me another
      -Codes section added; Moved BG Music code to codes section
      -Added the fighting mode to the codes section
      -Added a new Rush Search section!
      -At this point, I have a few more things I'd like to fix. Fix up the
      stage maps some more, do slight modifications to the guide here and
      there, etc.

 Version 1.04, 09/23/00
      -Added another huge bolt location.
      -Added the ENERGY BALANCER to the item locations. Thanks a bunch,
      Servbot 20.
      -I killed the E-mail/Letters section because it was pretty much
      -Passwords section modified with a small code to get hidden BG music.
      -Credits modified with thanks to Servbot 20.

 Version 1.03, 09/10/00
      -To those who submitted something and have not seen it added: I
      apologize. I had yet another hard disk crash and lost all my old
      e-mail, including submissions. Please submit anything you have again,
      if you still have it.
      -Minor changes to boss strategies.
      -Credits modified.
      -E-mail section added.
      -Changed my e-mail in the beginning of the doc, as it was set to my
      old one.

 Version 1.02, 07/07/00
      -I've been receiving *TONS* of submissions (strategies, tips, secrets)
      from people. I'm quite surprised by this, beacuse for the longest time
      I didn't receive anything related to my FAQ.
      -Updated Mega Man's profile in the characters.
      -Two new items added! Thanks to Charles Mannella for one of them.
      -Credits modified.
      -I am still in the process of going through my e-mail and adding to the
      FAQ. If you haven't seen your submission in it yet, please be patient!

 Version 1.01, 06/24/00
      -Modified the strategy for the Flying Mask. Thanks to Jonas Ratso for
      an alternative one.
      -Yes, I know I said I'd create another FAQ within two weeks, but I
      can't really find a game that can keep my attention long enough to do
      so. I just got FF8 a couple days ago and I've been doing nothing but
      playing that. ;)
      -Credits modified.

 Version 1, 06/06/00
      -I bet you're saying "Wh- What the hell? Is this a new FAQ or
      something?!" Nah. I have reformatted the entire FAQ. Most of the
      information is the same though.
      -I decided to finish this damn thing off in one update. There will be
      no more revisions unless I find bugs or get e-mails with new
      -I will begin working on my 2 new FAQs ideas sometime in the next two
      -Planned Future Revisions section destroyed.

 Version 0.7, 06/01/00
      -Found a bug in one of my passwords (Wily Stage 1.) It has been fixed.
      -Passwords to Dr. Wily's Fortress stages 2, 3, and 4 have been added.
      -The damage chart is complete. It has been added.
      -Credit given to Colin Moriarty for the damage chart idea.
      -There was a problem with the table of contents & index numbers. Fixed!

 Version 0.65, 05/30/00
      -Sorry about the very long delay. I have been having some really bad
      problems with my PC recently. It seems to be working fine now.
      -Characters section modified with more information.
      -Removed 'Coming in Next Version' section, as it was useless.
      -I have decided on the next game that I will write an FAQ for. I will
      not mention it, as I do not want people to take my idea. =P I plan to
      start on it after I'm done with this FAQ.

 Version 0.6, 05/14/00
      -Story section added.
      -Sorry about the delay, I had some PC problems. Seems to be working
      fine now. It looks like I'm almost finish with this FAQ. Hrm.. I wonder
      what I'll do next...

 Version 0.5, 05/06/00
      -Pro Action Replay codes have been added. I would add Game Genie codes,
      but there are only a few of them and they don't do anything worth
      telling. However, if you so desire to check them out, visit the Game
      Genie Code Creators Club at:


      -Looks like I forgot to update the table of contents again. That's
      fixed up.
      -Future revisions modified once again.
      -Credits modified with thanks to Gunblade
      -Modified strategy for Dr. Wily.

 Version 0.4, 04/28/00
      -Characters section added.
      -Future revisions modified.
      -I modified the lines under the titles because they looked... tacky

 Version 0.3, 04/24/00
      -Passwords section added.
      -I fixed the table of contents. There were some errors.
      -Looks like schedule is going according to plan. At this rate, I'll
      be done in another week. But I may not work on it some days.
      -Future revisions have been modified.
      -Added a small disclaimer at the end of the document.

 Version 0.25, 04/23/00
      -Seems yesterday I forgot to change the V0.15 at the beginning of the
      FAQ, so it was added to GameFAQs as V0.15. Oh well.
      -I fixed up my own mistake of calling Thunder Bolt Electric Shock.
      -I've finished up the strategies for Dr. Wily's Fortress. I have a
      strategy for every boss and mini-boss now.

 Version 0.2, 04/22/00
      -Minor change; Wily's Castle is now Wily's Fortress.
      -Added controls.
      -Changed the ASCII art for the title, it looked tacky before.
      -Added in strategies for the rest of the Robots and some more
      -Modified disclaimer
      -Added in Planned Future Revisions section
      -Still have to do Wily's Fortress strategies.

 Version 0.15, 04/20/00
      -The FAQ goes on Game Winners.
      -Added some of the strategies section, still have to finish it up. 4
      bosses done, 2 mini-bosses.
      -Added in beginning disclaimer.
      -I have decided to NOT create the HTML version of this FAQ, as I find
      it very tedious and I think this FAQ pretty much explains everything
      -There is still a lot to be done; Finish the boss strategies, add
      the characters section, code section, etc.

 Version 0.1, 04/16/00
      -First released version
      -Item locations, stage maps, order of bosses, wily's castle are all
      -I know I'm missing a lot of stuff -- I will be updating constantly

TABLE OF CONTENTS -----------------------------------------------------------

   1. Introduction                [SEC01]		~~~~~~~~~~~~~~~~~~~~~
   2. Story                       [SEC02]		Ctrl+F and use the  
   3. Characters                  [SEC03]		given code for quick
   4. Controls                    [SEC04]		navigation!
   5. Item Locations              [SEC05]               ~~~~~~~~~~~~~~~~~~~~~
     I. Rush Search               [ITM01]
     II. Exit                     [ITM02]
     III. Proto Shield            [ITM03]  
     IV. Auto's Screw             [ITM04]
     V. Super Adapter             [ITM05]
     VI. Rocket Punch             [ITM06]
     VII. Rush Jet                [ITM07]
     VIII. Beat                   [ITM08]
     IX. Mega Life Piece          [ITM09]
     X. Mega Bolts                [ITM10]
     XI. Energy Balancer          [ITM11]

   6. Damage Chart                [SEC06]
   7. Order of Robots             [SEC07]
   8. Stage Maps and Information  [SEC08]
   9. Dr. Wily's Fortress         [SEC09]
   10. Strategies                 [SEC10]
      I. Mini-Bosses              [BOSS1]
      II. Bosses                  [BOSS2]

   11. Rush Search		  [SEC11]
      I. General		  [SRCH1]
      II. Item Find Probabilities [SRCH2]

   12. Codes			  [SEC12]
      I. Hidden Background Music  [CODE1]
      II. Street Fighter Mega Man [CODE2]

   13. Passwords                  [SEC13]
   14. Pro Action Replay Codes    [SEC14]
   15. Credits                    [SEC15]

INTRODUCTION ---------------------------------------------------- [SEC01] ---
To begin with, please don't rip anything off of this FAQ or any other FAQ for
that matter. I put a lot of work into my guides and I wouldn't want someone
stealing anything from them. You probably feel the same about anything you
put a lot of work into.

In this FAQ, I have tried to cover everything in Mega man 7. After beating it
several times, trying to find all the items, seeing which enemy dies by which
weapon, and trying new strategies, I decided to create this walkthrough. I do
hope I've covered everything. If I didn't, e-mail me and explain what I have
missed, since I'd like this guide to be complete. :)

Mega Man 7 is for the Super Nintendo. It is quite different from a lot of the
other Mega Man games but similar in some ways. The way the game goes on is
like the Mega Man gameboy series. You fight 4 robots at a time and the second
set are only accessible after defeating the first. You could say it makes it
a tad easier when trying to find out which weapon works against which robot

There are several new characters introduced in Mega Man 7. Auto, manager of
the shop where you can purchase items by collecting bolts throughout the
levels. You can access this shop by pressing SELECT on the stage-select
screen. Beat, a bird that will help you through the levels by killing
enemies. Roll, Eddie, and Rush also make appearances in Mega Man 7. There are
a whole lot more items and upgrades in MM7.

There are quite a few enemies in MM7 that will seem familiar. For example,
the green robots that have a shield and jump around are from MM3. The metal
bats on Shade Man's stage are from MM2. The red plunger-like robots are from
MM3. Etc. It seems Capcom likes to recycle old enemies... :)

STORY ----------------------------------------------------------- [SEC02] ---
The story of Mega Man 7 is basically the same as every other part in the
series. In a nutshell, Dr. Wily escapes once again and builds eight robots.
If you want to get in-depth, here's directly from the introduction of the

In the year 20XXAD, the world cheered Mega Man when at long last he captured
and imprisoned Dr. Wily.


Dr. Wily always knew his schemes might end in failure and had planned for
just such an occasion. Four robots had been hidden away and after six months
without being contacted from Dr. Wily, they activate and begin searching for
their master...

The four rampage throughout the city, destroying innocent civilians and
laying waste to the once beautiful forests.

The world cried out for Mega Man to help. To repeat the task he has done so
many times before: To destroy wily once and for all.

CHARACTERS ------------------------------------------------------ [SEC03] ---
Mega Man
Created by Dr. Thomas Light. Mega Man was created to be the one who can save
the world whenever an enemy came around, such as Dr. Wily. Technology was
advancing at a fast pace and no one knew what was in store for them.
Mega Man was created to defend against evil. The first robot able to make
his own decisions. This could only mean good for Dr. Light and the world.

Mega Man, being the star of the whole series, appears in every single Mega
Man game. He is known as Rock Man in Japan.

Ronald writes:
  ... "I just wanna argue the point of X not being Mega Man. First of all, X
was tested. Mega Man was not. If X was Mega Man, then why would he be tested
for loyalty and trustworthiness? Second, if you watched the episode of Mega
Man where X went back into the past to save Mega Man and Dr. Light as well as
stop Vile from stealing Titanium, you'd see the big difference between X and
Mega Man. Yes, they have some of the same features, but they were built
almost the same by Dr. Light. What X is that Mega Man is not, is that he is a
robot, but has full capability to think, act, and feel. Mega Man is able to
think like a human, and maybe have feelings, but it's not full. He's not
fully human like X. Notice the ending in Mega Man 7, where he stutters, he is
more than a robot. X would have no problem saying that. But also see how X
feels everytime you beat one of his games except X4. I hope this clears some
things up ok? Keep up the good work."

HolyKnight kills Darkknight writes:
   "Dr.Wily made Zero which destroyed Dr.Light's lab. But Dr.Light was
prepared for this, so he brainwashed, remodeled Mega Man and sealed him in a
capsule. Mega Man X was born. After that, Dr. Cain found X. The other
capsules were hidden in many places which X should find. That's why when you
want to gain a body armor, Dr. light appears. Why did Sigma become evil? It's
because of X(that's why he wants to kill X). X took over finishing the
missions which should be compeleted by Sigma. Cain was so pround of X, whiich
ends up having more time with him. Sigma was left in the dark. Then, he rebels.

   "This is all I know. I don't know much about Zero but he is made by Wily.
Remember what Sigma said in MMX2? He said '...but he was doctor's last
creation.' Doctor=Wily  He=Zero."

Coda Highland writes:
    ... "Mega Man is not human, nor is he a human/machine mix. He is a living
machine. Being alive is what grants him his apparent humanity, not anything
that is physically human. Miranda Paugh's website,
http://www.ibis-research.com/mm/, has information about the history of Mega
Man and his transformation into a living machine. (As well as some great

   "Mega Man may very well be X. He might not be. There's no canonical
evidence for or against it. (Miranda Paugh has written a rather insightful
fanfiction about it; I tend to think she might be right.) However, it IS
specified that Dr. Light was testing X because he had created a new kind of
software that would allow a robot to think and feel, but he feared that the
program might have problems that would cause the robot to turn against humans.
Finally, as for Sigma: Sigma did NOT rebel because X was stealing the
spotlight. Sigma rebelled because he was infected by a computer virus
designed by Dr. Wily. (They don't come right out and SAY it's Dr. Wily, but
if Wily built Zero, then he wrote the Sigma virus.)"

Following the success of Mega Man, Dr. Light decided to create Roll.
Roll was then virtually Mega Man's sister. Unlike the Blue Bomber, Roll was
made purposely to maintain the laboratory. With her primary weapon being the
screwdriver arm, she wasn't really built to battle.

In the games she does appear in, it is only for a very brief time. In Mega
Man 1, she will be at the ending with Dr. Light. In Mega Man 7, she is riding
Auto's car with Mega Man on the starting level. She may appear in Mega Man 8

Coda Highland writes:
    ... "Also... Roll is not a half-human either. She isn't even a living
machine. She's just a robot (although one that was programmed very well).
Also, she was not built because of Mega Man's success; she was built at the
same time as Rock as his sister. Rock was later CONVERTED to Mega Man (see
intro to MM2) to fight Wily."

Auto was created by Dr. Light as well. He was created late in the series
primarily to manage the shop. Mega Man can purchase items at this shop. The
shop can be accessed in Mega Man 7 by pressing SELECT at the enemy select

Auto only appears in Mega Man 7, where he is the shopkeeper. Find the bolt
that is missing on his head and he'll cut the prices in half! He may appear
in Mega Man 8 too.

Another creation by the genius, Dr. Light. Eddie was created to assist Mega
Man in his darkest moments. Eddie comes out of nowhere and helps Mega Man
with a special item.

The short, red flip-top robot appears as early as Mega Man 2. He does not
appear in some of the parts after this, but in MM7 he works along side Auto
in the shop. Eddie also appears in the Mega Man TV series where he feeds Mega
Man energy.

Created primarily to go with Mega Man wherever he went. Rush will help Mega
Man reach the many areas that are unreachable with Mega Man's jumping
capabilities. As Dr. Light's technology advanced, new ways to use Rush were
invented. Such as Rush Adapter and Rush Search.

Rush was created very early in the series. He appears as early as Mega Man 3,
where he can use Rush Jump, Rush Jet, and Rush Marine. In Mega Man 6/7 he can
become one with Mega Man and create a new powerful robot.

Armed with a larger plasma blaster than Mega Man as well. Bass gets an
S. Adapter of his own later on in Mega Man 7.

Bass first appears in Mega Man 7, where he tricks Mega Man into letting him
into Dr. Light's laboratory. Bass also appears in Mega Man 8, where he is
Mega Man's ally.

Proto Man
Dr. Light created Proto Man before Mega Man. Apparently, he is Mega Man's
mysterious brother who appears in almost every part in the Mega Man series.
He has a mysterious whistle, too. In MM7 he'll give you some hints and then
there's a possibility you can get the Proto Shield.

Proto Man appears in almost every part in the series. He is mostly always
hidden in a secret area.

** Note: I have received various e-mails regarding the TRUE Proto Man story.
         One person sent me a link to a site with information about it, which
	 you should check out:


Coda Highland writes:
    ... "Protoman was built BEFORE Rock and Roll. (The end of MM2 has a list
of all the robots Dr. Light built, in the order in which he built them.) He
was the prototype (hence the name) of Dr. Light's humaniform robots."

CONTROLS -------------------------------------------------------- [SEC04] ---
The controls in Mega Man 7 are simple and remain the same throughout the
entire game. You will not have any trouble controlling Mega Man.

** Buttons that do not have a description are useless and do not preform
   any action.
   ________         __________
 /     _           _    _     \
 |   _| |_        (Y)  (X)    |
 |  |_   _|          _    _   |
 |    |_|           (B)  (A)  |
 \        -Start- -Sel-       /
  \         /\        /

  [Y] Shoot; Hold to charge-up
  [B] Jump; Press twice to use the jet pack if equipped with Super Adapter
  [Down + B] Slide; Disabled if using Super Adapter
  [L] Cycle left through weapons
  [R] Cycle right through weapons
  [Start] Status screen

ITEM LOCATIONS -------------------------------------------------- [SEC05] ---
Unlike any of the other Mega Man parts (excluding the X series), Mega Man 7
features a lot more hidden items and weapons to be found. Every item has a
detailed description on how to find it and what it will do.

Rush Search							[ITM01]
Found on: Freeze Man's Stage                         Required: ---

 After the screen with the green, shielded robot, you will come to an area
 where there is a platform that you can jump on. Do so and proceed across
 the other four platforms. You should see it in the vicinity.

 Rush Search is a new device found only in Mega Man 7. Using it, you can
 locate hidden items, paths, or just dig up ordinary items. When Rush does
 not bark, it means there is nothing hidden in the area. Otherwise, he will
 bark. See the Rush Search section for an  extensive, detailed section on
 the item.

Exit								[ITM02]
Found on: Freeze Man's Stage                         Required: Rush Search

 At the very end of the level, just before the first door to Freeze Man,
 take a few steps back and use Rush Search from the edge of the bottom
 platform so that he lands on the edge of the top platform. He will dig
 it up.

 Exit will allow you to leave a level at any location, so long as you have
 defeated the boss of the level before.

Proto Shield							[ITM03]
Found on: Cloud, Turbo, Shade Man Stages	     Required: Rush Coil

 If you want Proto Man to hand over his shield, you will first have to find
 him in both Cloud Man's and Turbo Man's stage.

 In Cloud Man's stage: After the green, shielded robot, you will come to a
 room with a ladder hanging from the ceiling. Use Rush Coil to climb up.

 In Turbo Man's stage: When climbing up the ladder with the two platforms
 on the left with tire robots on them, proceed past the first one and
 continue climbing. As you climb, you will see a long gray object on the
 right wall (pay close attention). Right after the gray object, where
 the chevrons are, the wall is actually a mirage. You can walk directly
 through it by holding right and pressing B.

 Once you've met him in those two levels, head to Shade Man's level. When
 you get to the pumpkin, destroy the inner core. This is very important.
 If you kill the shell, it will not work. I recommend using Thunder Bolt
 on the core. After it explodes, leaving a hole in the floor, take a dive
 in. Kill the green robot and walk into the wall on the right. Yes, it's
 fake. Enter the door and you will fight Proto Man. Defeat him and you
 will receive the ultimate in protection, the Proto Shield !

 The Proto Shield gives Mega Man the ability to deflect bullets. Rather
 than hitting him, they will bounce off the shield.
Auto's Screw							[ITM04]
Found on: Spring Man's Stage     	             Required: ---

 When you come to the room with the jack-in-the-box type of things (the
 ones that change direction upon setting foot on them), make your way to the
 top left corner. S. Adapter really comes in handy here. Once there, make
 the red box point left. It will destroy the blocked wall on the left and
 you will be able to proceed in. The screw is located inside there.

 When you give the bolt to Auto, he will make all the prices half of what
 they were before! Sweet!

Super Adapter							[ITM05]
Found on: Cloud, Freeze, Junk, Burst Man Stages      Required: Rush Coil
							    &  Freeze Cracker
 To get the Super Adapter, you must collect the letters that spell out
 RUSH on the first four levels.

 On Burst Man's Stage: The R can be found very simply in the water section
 of the stage. There is absolutely no way you can miss it.

 On Cloud Man's Stage: After you shoot the floating white robot, it will
 begin to rain. On the next screen, use Freeze Cracker on the same robot
 and the rain will turn to snow. Continue on until you come to the room
 with snow-covered platforms. Go on a little and you wlil come to a
 ladder. Use Rush Coil to reach it and climb up. Jump on the platforms
 to the left to find it.

 On Junk Man's Stage: When you come to the part of the stage with falling
 lava, use Freeze Cracker on it. It will break apart and you will be
 able to slide underneath. Take the ladder down and use Freeze Cracker
 on the flowing lava once again. Go left and grab the letter.

 On Freeze Man's Stage: When you come to a part where there is a ladder that
 can only be reached by the Rush Coil with a falling ice platform underneath
 it, use Rush Coil to climb up. Jump from one ice platform to the next
 very quickly and you will find the letter.

 Once you have all letters, check your inventory.

 The Super Adapter will fuse Mega Man and Rush, giving him great
 enhancements. You can now jetpack while in the air by jumping and pressing
 B. Mega Man also packs a new weapon. When you charge up and release, a
 powerful missile will be shot a short distance and then it will return.

Rocket Punch							[ITM06]
Found on: Turbo Man's Stage     	             Required: Rush Search
							    &  S. Adapter
 Rocket Punch is found near the hidden Proto Man passge. When going up the
 ladder, there are two platforms on the left that have tire robots. Destroy
 the first one and use the S. Adapter to reach the platform with the lights
 on it. Use Rush Search here.

 The Rocket Punch is a nice upgrade for the S. Adapter. It will make the
 missiles fired by the adapter home in on nearby robots. It will also allow
 you to travel further when using the jetpack.

Rush Jet							[ITM07]
Found on: Junk Man's Stage      	             Required: Thunder Bolt
							    &  Rush Coil
 When you get to the room with the annoying round robots that move back
 and forth, moving faster as you approach them, use Thunder Bolt on the gray
 machine with the AC sign above it. The platform will start moving. Take the
 one moving up and make sure you jump off of it and onto the SECOND ladder
 or Mega Man will soon come to his death. Climb up and use Rush Coil to
 jump onto the small ladder above.

 Rush Jet allows you to reach areas up above that you could not before.
 Unlike Mega Man 3, you can only control the vertical movement of the Rush
 Jet. You cannot stop or move it left and right. If you tap the opposite
 direction while on Rush Jet, it will slow down significantly.

Beat								[ITM08]
Found on: Slash Man's Stage      	             Required: Scorch Wheel
							    &  Rush Coil
 If you didn't take the hint from Proto man, the idea was to burn down
 trees. When you get to the screen with the large trees and insects, use
 Scorch Wheel on the very last large tree. A ladder will be revealed. Use
 Rush Coil to reach it. Climb up and shoot a charged P. Buster at the
 chain to free beat.

 When you get him, Beat comes equipped with four Beat Whistles. These are
 automatically used if you fall into a pit. Beat will rush down and pull you
 out of the hole. Be quick to steer Beat towards a paltform or he will
 drop you. You can purchase Beat Whistles at Auto's shop.

Mega Life Piece							[ITM09]
Found on: Spring Man's Stage    	             Required: Rush Search

 In Spring Man's stage, two screens before the large room with the red
 boxes, you will come to a one screen room (non-scrolling) with three
 steps and a ladder going up. Stand on the platform beneath the ladder and
 use Rush Search so that it searches on the second step. Keep trying and
 you will eventually find it here.

 Apparently, it is six times as effective as a normal life capsule.

Mega Bolts							[ITM10]
Found on: Shade, Turbo, Spring, Cloud, Junk Man Stages
						     Required: Rush Search
 On Shade Man's Stage: You have to defeat the inner core of the pumpkin.
 After that, go to the secret room before Proto Man (See the Proto Shield
 part of this section for more information) and search on the second

 On Turbo Man's Stage: Just above the area with the ladder where you got
 Rocket Punch and the secret room with Proto Man, there is a one screen
 (non-scrolling) room with a large blue X on the floor. Use Rush Search

 On Spring Man's Stage: Right above the staircase with the mega life
 capsule. There are some springs in the left corner that you use to bounce
 up to a floating platform in order to reach the next screen. Using Rush
 Search on the floating platform reveals another bolt.

 On Cloud Man's Stage: Generally, in the same area before the ladder to
 Proto Man. There is a section here where there are two ladders you can
 climb. One leads onward and one leads to a dead end with a large life
 pellet. Using Rush Search underneath the latter reveals another bolt.

 On Junk Man's Stage: There's a Mega Bolt in the area past where you got the
 RUSH letter (See Super Adapter part of this section). Get past the area
 where you use the falling trash to jump across the lava pits and use Rush
 Search in front of the first ladder going up.

 Each Mega BOlt is worth 100 Bolts that can be used in Auto's Shop.
 Also referred to as Hyper Bolts, Turbo Bolts, Huge Bolts, etc.

Energy Balancer							[ITM11]
Found on: Shade Man's Stage		             Required: Rush Search

 Defeat the outer shell of the pumpkin and go on until you reach the picture
 of Dr. Wily. Use Rush Search underneath it and he will dig it up.

 The energy balance is extremely useful. Rather than having to select a
 weapon when you find a weapon capsule, just grab the capsule and the
 balancer will refill the energy of the weapon with the lowest amount

DAMAGE CHART ---------------------------------------------------- [SEC06] ---
The damage chart shows what weapon damages which robot and how much it
damages the robot by. It can be a useful guide for times you are out of the
primary needed weapon against the robot. You can refer to it to find out what
other weapons work good against the enemy.

* Thanks to Colin Moriarty for giving me permission to make a damage chart
  in my FAQ. The idea was from his MM1 & MM2 FAQS that can be found on

|LEGEND                                                                    |
| TB = Thunder Bolt                                   FC = Freeze Cracker  |
| DW = Danger Wrap                                    JS = Junk Shield     |
| NC = Noise Crush                                    SC = Slash Claw      |
| WC = Wild Coil                                      SW = Scorch Wheel    |
|                                                                          |
| * Numbers indicate amount of energy bars taken out from weapon.          |
| * ++ Indicates that it helps the enemy                                   |
| * -- Indicates no effect                                                 |
| * All bosses are damaged by the Mega Buster by 01, charged by 02         |
              |              TB  FC  DW  JS  NC  SC  WC  SW  |
              |  Freeze Man  01  ++  01  04  01  01  01  03  |
              |  Slash Man   01  05  --  01  01  01  01  03  |
              |  Junk Man    03  01  01  --  01  01  01  --  |
              |  Cloud Man   02  01  04  --  01  01  01  01  |
              |  Turbo Man   ++  01  01  01  03  01  01  --  |
              |  Spring Man  ++  01  01  01  01  03  --  01  |
              |  Shade Man   01  01  01  01  ++  01  03  01  |
              |  Burst Man   01  03  --  01  01  01  01  04  |

ORDER OF ROBOTS ------------------------------------------------- [SEC07] ---
It is vital that you follow the order of stages. If you do, it will be easier
to defeat future bosses because you will have the weapon that they are
weak against. You will have to fight the first boss with the Plasma Buster

  First Four:  Burst Man                Last Four:  Slash Man
               * Use P. Buster                      * Use Freeze Cracker
               * Get Danger Wrap                    * Get Slash Claw

               Cloud Man                            Spring Man
               * Use Danger Wrap                    * Use Slash Claw
               * Get Thunder Bolt                   * Get Wild Coil

               Junk Man				    Shade Man
               * Use Thunder Bolt                   * Use Wild Coil
               * Get Junk Shield                    * Get Noise Crush

               Freeze Man                           Turbo Man
               * Use Junk Shield                    * Use Noise Crush
               * Get Freeze Cracker                 * Get Scorch Wheel

STAGE MAPS AND INFORMATION -------------------------------------- [SEC08] ---
This section provides you with valuable information on each level. It also
has maps created in ASCII. Use this guide so that you won't miss any hidden
items but not as a walkthrough, as writing a walkthrough for a Mega Man game
isn't something viable, in my opinion. You're too busy blasting through
enemies, jumping from platform to platform, to read a whole bunch of text!
  One square (|_|) represents approximately one whole screen.

  | LEGEND                                                               |
  | X = Extra Life              S = S-Tank           B = Boss/Mini-Boss  |
  | E = E-Tank                  I = Item             H = Hidden Item     |
  | W = W-Tank                  * = Fake Wall        + = Special         |

Burst Man
Weakness: Scorch Wheel                           Receive: Danger Wrap
Item: "R", required for S. Adapter               Mini Boss: Crab
                   _ _ _ _             _ _ _
                  |_|_|_|_|           |_|_|_|      _ _
                        |X|        _ _|_| |_|_ _ _|_|B|
                        |_|_ _    |_|_|_| |_|I|_|_|_|
                        |_|_|X|   |_|
                            |_|_ _|_|

Burst Man's level is not difficult at all. The only part that can get annoy-
ing is the rising and falling water.  You have to be careful not to touch
the bottom or top walls because they are lined with spikes. 

Cloud Man
Weakness: Danger Wrap                            Receive: Thunder Bolt
Items: "U", required for S. Adapter              Mini Boss: ---
       Mega Bolt
Special: Proto Man
                                               _ _ _ _ _ _ _ _
                                         _ _|_|_|_|
                               _ _ _ _ _|I|X|H|
                       _ _ _ _|_|_|_|_|_|_|_|_|
         _ _ _ _ _ _ _|X|_|_|_|_|

Make sure that you hit the first floating white robot with the normal Plasma
Buster and the second with Freeze Cracker so that it starts to snow. This
will enable you to see the platforms in one part of the stage and reach the

Junk Man
Weakness: Thunder Bolt                           Receive: Junk Shield
Items: "S", required for S. Adapter              Mini Boss: ---
       Rush Jet
                     _ _ _         _ _ _ _ _ _ _ _
                    |_|_|_|_      |_|_|_|_|_|_|_|_|_ _
                        |_|_|     |_|    _|_|   |_|_|B|
                          | |     |_|   | |_|
                          | |_ _ _|_|  _|_|

Do not miss the "S". You can get it by using Freeze Cracker on the falling
lava. Rush Jet is also on this level. You can get this by using Thunder Bolt
on a gray machine on the screen with the many robots that go back and forth.

Freeze Man
Weakness: Junk Shield                            Receive: Freeze Cracker
Items: "H", required for S. Adapter              Mini Boss: ---
                           _ _ _ _ _|I|
                       _ _|_|_|_|_|_|_|
                 _ _ _|_|_|_|       |_|          _ _ _ _ _ _
                |_|_|_|_|           |_|_ _ _ _ _|_|_|_|_|H|B|
The letter H is in an obvious position. All you need to do is Rush Coil to
reach the ladder at the top. To get Exit, use Rush Search near the first door
leading to Freeze Man.

Slash Man
Weakness: Freeze Cracker                         Receive: Slash Claw
Item: Beat                                       Mini Boss: ---
                                                  _ _
                                              _ _|_|I|_ _ _ _
                                      _ _ _ _|_|_|_|_|_|_|_|B|
                          _ _ _ _ _ _|_|_|
                _ _ _ _ _|_|

The ladder to Beat can be found by using Scorch Wheel on the last tree in the
screen with the beehives. Beat will be trapped in a cage. You can free him by
blasting the chain with a charged Plasma Buster.

Spring Man
Weakness: Slash Claw                             Receive: Wild Coil
Items: Auto's Screw                              Mini Boss: ---
       Mega Life Piece
       Mega Bolt
                   |_|_ _ _ _                 _ _ _
                   |_|_|_|_|_|          _ _ _|_|_|B|
                           |_|         |I|X|E|_|
                           |X|_ _       _|_|_|_|
                           |_|_|_|_ _ _|H|_|_|_|

To get the screw, make the red box face the left barrier in the top left
corner of the large room. It will bash the barrier open and you will be able
to reach the screw.

Shade Man
Weakness: Wild Coil                              Receive: Noise Crush
Items: Proto Shield                              Mini Boss: Pumpkin
       Energy Balancer
       Mega Bolt
                                          _ _ _
                              _ _ _ _ _ _|_|X|H|_|
                      _ _ _  |_|_|_|_|B|_|_|_ _|_|_
                     |_|_|_| |_|     |_*H|B|_|_|_|B|
                         |_|_|_|     |_|_| |_|
                         |_|_|_|       |_|_|_|

Shade Man has the most confusing level. There are two ways to kill the
pumpkin. You can either kill the inner core, or outer shell. The outer shell
takes longer than the inside, but you can find the Energy Balancer by using
Rush Search underneath the portrait of Wily. If you destroy the inner, you
can find a path leading to Proto Man. Fortunately you can revisit the level
so you can explore both passages.

Turbo Man
Weakness: Noise Crush                            Receive: Scorch Wheel
Item: Mega Bolt                                  Mini Boss: Truck
Special: Proto Man
                                  _ _ _ _
                                 |_|_  |_|
                                 |H*+| |X|
                          _ _ _ _|_|   |_|
                         |_|_|_|_|_|   |E|
                    _ _ _|_|_|_|       |_|_ _ _ _ _ _
                   |_|_|_|_|_|_|       |_|_|_|B|_|_|B|

The symbols here may confuse you. The * is the fake wall that leads to Proto
Man. The + is exactly where Proto Man is located.

DR. WILY'S FORTRESS --------------------------------------------- [SEC09] ---
Dr Wily's fortress consists of four levels. On the last level, you must fight
the eight original robot masters again.

Dr. Wily's Fortress 1
Mini Boss: Bass                                  Boss: Guts Man
                                              _ _ _ _ _
                                  _ _ _ _    |E|B|_|_|B|
                    _ _ _ _ _ _ _|_|_|_|X|   |_|
                   |_|_|_|_|_|_|_|_|   |_|_ _|_|

The first level of Wily's Castle is simple. The only part that can get tricky
is the moving platforms that spin when they get to a certain part of the
"pipes." To add to this, it's also dark so you cannot see unless you jump.
You will soon come to Bass and be forced to fight him. After bass there will
be a short path and you will come to the main boss- the new and
improved Guts Man!

Dr. Wily's Fortress 2
Mini Boss: Bass & Treble                         Boss: Mech Turtle
                                             _ _
                                       _ _|_|

Level two isn't much more difficult than the first one. It has many of those
shielded green robots which are pretty easy to take care of. When
you come to a part with two ladders, take the right one for some extra
energy. You will come to Bass after this, who seems to have an S. Adapter
of his own.

Dr. Wily's Fortress 3
Mini Boss: Crab                                  Boss: Flying Mask

                                    _ _ _ _ / E-tank, S-tank, W-tank
                                _ _|_|  _|_|_ _
                               |X|_|_| |_|_|E|B|
                            _ _|_| |_| |_|
                           |_|_|_| |_| |_|
                           |X|     |_|_| |
                      _ _ _|_|     |X|_|B|

The Super Adapter is extremely useful on this level, as there is a lot of
climbing to be done. In one part, there is the same thing you saw on Cloud
Man's stage: Platforms that you have to be close to to see. Be careful!
Take the ladder on the very left when you come to three of them. There is
gonna be a part where you can go two ways- up the ladder, or down into the
water. If you go up, you'll cross a room of those annoying blocks found in
almost every other Mega Man, but it's well worth it: you'll find a W-tank,
an E-tank, and a S-tank too! If you go down, you'll find only a 1-up and an
E-tank. You're also forced to fight the mid-way boss, crab. Get the hint? ;)

Dr. Wily's Fortress 4
Mini Bosses: All 8 Robot Masters		 Boss: Dr. Wily

 (A)                        (B)                           (C)
    _                          Freeze_    _Slash              _
   |_|                              |+|  |+|                 |_|
   |_| - W-Tank & Extra life     Junk_    _Cloud             |_|
   |+| To (B)                       |+|  |+|                 |_|
                                Turbo_    _Spring            |_|
                                    |+|  |+|                 |B|
                                Shade_    _Burst
                                    |+|  |+|

Look's like Capcom has done it again. To maintain tradition, on this level
you must fight all 8 robots again. Make sure you grab all the items at the
beginning of the level as you fall down. Enter the transporter. Seem
familiar? There are eight transporters, each leading to a robot.

It makes no difference in which order you fight them. After killing them all,
you will be teleported to a room with a few refresh items. When you fall down
you will be brought to the first version of Dr. Wily.

Beat him to win the game and see the ending! Congratulations!

BOSS STRATEGIES ------------------------------------------------- [SEC10] ---
Mini Boss Strategies						  [BOSS1]
Wheel Robot - Intro Level
Suggested Weapon: Plasma Buster

The only weapon you'll be equipped with on the intro level is the Plasma
Buster, so you don't have much of a choice. Your best bet is to charge it up,
wait for an for an open spot while evading, and release.

The Wheel Robot has two attacks. One where he just charges at you, attempting
to make a Mega-pancake. Before this happens, the Wheel Robot will jump,
causing a slight quake that will temporarily disable Mega Man. Jump when it is
about to hit the ground and you'll be safe. After this comes the "spinning
blade" attack,  where the robot will launch the metal piece off of his head
and towards the Blue Bomber. Just jump over this and continue. This enemy is
not difficult to defeat at all.

Crab - Burst Man's Stage
Suggested Weapon: Plasma Buster

There isn't much strategy needed against the crab. Just keep shooting him
with the charged-up P. Buster. S. Adapter with Rocket Punch works just as
well. When it charges at you, slide underneath. To avoid the purple swirls,
jump over the first two and the crab will fire the third diagonally. The
bubbles can be bursted with the P. Buster.

Tyrannosaurus - Slash Man's Stage
Suggested Weapon: Thunder Bolt

Since Thunder Bolt fires fast, it's your best choice. This robot has two
attacks and both are simple to evade. The first one is when it simply
breathes fire. The bot is likely to do this when you're standing on the
middle platform. If you aren't, it will shoot out purple plasma blasts which
can be avoided by staying at the far corner to the right. Between each shot
of his, jump and shoot the lower jaw. When tyrannosaurus starts getting
weaker, it will begin to walk faster.

Pumpkin - Shade Man's Stage
Suggested Weapon: Thunder Bolt

This robot is amazingly easy to defeat. Six waves of Thunder Bolt will
destroy the Inner core. The outside takes about eight. I doubt at all you'll
have any trouble with this boss. It has two simple attacks and both are
almost the same. It shoots out green slime balls that bounce around
aimlessly. It may also spit them at Mega Man, where you'll have to jump over.
Remember to read the stage information to see which way you should kill the

Red Truck - Turbo Man's Stage
Suggested Weapons: Noise Crush
                   Thunder Bolt

You may want to save Noise Crush for Turbo Man himself, which is why Thunder
Bolt is marked down too. The S. Adapter with Rocket Punch also works, except
the punch may home in on missiles instead of the truck's eyes. All you really
have to do here is keep shooting Noise Crush at the eyes. When the missiles
come, either jump over them or shoot them down.

Boss Strategies							[BOSS2]
Burst Man
Suggested Weapon: Scorch Wheel

Your fingers are going to get awfully tired when fighting this enemy. If
you followed the order of stages, then you're most likely fighting Burst Man
as the first enemy. Even if you're not, this can get quite annoying.

First of all, I recommend you get a turbo controller (or if you're the
emulator type, set the turbo setting on) or your fingers are going
to get stiff. When Burst Man shoots out bubbles shoot them with everything
you've got. Do not stop shooting. I've noticed the single plasma blasts work
better than the charged up ones on this enemy. Let's look at the statistics:
It takes around two seconds to fully charge up the Plasma Buster, and only
two single bullets to destroy a bounce (orange/yellow) bubble. Just use
singles when it comes to destroying bubbles. However, the bubbles with bombs
in them can be a little more difficult. They take about 10 single blasts to
pop. I recommend you jump over them as Burst Man shoots them out. If there
are bombs on the ground, avoid them at all costs. They will start to flash
when they're about to explode.

The bubbles that come up from the bottom should not be a problem. Simply walk
off of them if they happen to bring you up. If you have Scorch Wheel use it
ONLY on Burst Man himself. Do not waste it destroying the bubbles. Thunder
Bolt works best on the bubbles if you are willing to switch weapons every
five seconds.

Cloud Man
Suggested Weapon: Danger Wrap

Without Danger Wrap, you only stand a slight chance of defeating Cloud Man.
I did provide a strategy with the P. Buster for those who are up for the

First, the strategy with Danger Wrap. All you gotta do is stand at the edge
of the platform on the left (be sure to not fall off) and use Danger Wrap as
Cloud Man floats up. Don't use it too early or too late. Press the fire
button as soon as Cloud Man gets up from his fall to be sure to hit him.
Keep it up and Cloud Man will fall to his knees in no time.

Using the Plasma Buster, it will be much more difficult. A boss has around 30
energy bars. Cloud Man only loses 1 if you hit him with a single plasma
blast. He loses 2 if you hit him with a charged up plasma blast.
You have to hit him 15 times with the charged up blast to defeat him. Sound
difficult? Indeed!

Cloud Man has three different attacks. The first attack is when he absorbs
lighting and fires it towards the Blue Bomber. The only thing you can do here
is jump over it. Timing is critical. As soon as you see Cloud Man open his
hand, jump and you'll be safe. You don't have to jump in any specific
direction, just jump!

The second attack is much more annoying. Cloud Man will usually combine it
with the first. The second attack has two variations. The rain can either
push you left or right. If it pushes you towards Cloud Man, slide the
opposite direction. Be careful not to slide off the platform. This is a
perfect chance to dish out some pain on Cloud Man. A good strategy is to
charge up while sliding, then quickly turn and release. Be sure to jump over
the lighting bursts on the ground when Cloud Man executes them.

The third is the easiest. Cloud Man follows behind Mega Man, leaving a small
opening for you to slide underneath him. Do just that. This also serves as a
chance to lure Cloud Man to a safer part of the platform.

Junk Man
Suggested Weapon: Thunder Bolt

Using Thunder Bolt, this battle can be won in 30 seconds tops. The strategy
is basically shoot-slide-shoot. Shoot Junk Man, slide under his jump to avoid
the the junk he throws, and repeat. Simple as that.

Are you willing to take the challenge of using Plasma Buster against Junk
Man? When using Plasma Buster the situation with Cloud Man is similar to
this one. Single plasma blast = 1 energy bar lost, charged = 2.
Junk man has three different attacks. These are not in any order.

The first, what I call "The Earthquake," will cause Junk Man to jump up into
the air and slam into the ground, temporarily disabling Mega Man. Junk will
rain down from the roof which is fairly difficult to avoid, especially if you
can't walk. The idea is to jump right when Junk Man is about to touch the
ground and you'll be okay. Then, simply walk away from the junk that falls.

The second is when Junk Man uses a magnetic arm to collect a block of garbage
and throws it at you. This is not very hard to avoid. Simply jump over it.
However, this is only the first part of the attack. The second involves Junk
Man coming from the roof and jumping onto his hunk of junk. This will give
him the Junk Shield, and he'll use it the way Mega Man uses it when he
acquires it- By absorbing damage and shooting it at Mega Man. Only this time,
he'll jump on Mega Man a little after. For what it's worth, the pile of junk
CAN be destroyed but it takes a lot of hits. If you can't destroy it on time,
just jump over the Junk Shield and continue.

The third is when Junk Man hops over Mega Man and flings a small pile of junk
at him. Just slide under him and you'll be fine. Look for any open spots to
charge up that buster and fire away.

Freeze Man
Suggested Weapon: Junk Shield

Freeze Man is much more difficult to beat with the Plasma Buster than the
others. I really recommend you have Junk Shield. Just use it and when Freeze
Man comes towards you he'll get hit. Usually, after this, he'll throw an ice
cube down, so slide and then jump to avoid being stuck to the ground. Icicles
usually come after this. Freeze Man will run towards you. Jump over him and
slide under the icicles. He'll usually throw ice balls at you and then repeat
the process.

With the P. Buster, it's ten times harder. In my opinion, it's next to
impossible to beat Freeze Man with the P. Buster alone. Freeze Man will not
stop dashing towards you because he is never stunned as he would be with the
Junk Shield. At first, he'll run towards you and jump twice. Slide under him
and jump to avoid the ice path. If you shoot, Freeze Man will do a small
jump, so be careful!

Ball Robot - Robot Museum
Suggested Weapon: Danger Wrap

This robot seems to only do one thing: bounce around, trying to land on Mega
Man. When you knock off his head he goes ballistic and bounces even faster.

Since the robot only has one attack, it's really not that difficult to beat
him. You have to wait for an open spot to hit his head. When the robot jumps
and hits the ground, his head will spin. To stop it he'll put his hands on
it. Right when he removes his hands shoot the Danger Wrap and watch his head
go flying. He will now go bouncing towards the head, which can harm you as
well. Be careful. You may need a W-Tank or two if you tend to miss a lot.

Slash Man
Suggested Weapon: Freeze Cracker

Slash Man can be a difficult opponent even with Freeze Cracker. This is
because he can get away from you quick enough to execute an attack once you
freeze him. Slash Man only has two attacks and both are very deadly.

The first usually occurs right after you freeze Slash Man and he breaks out.
He will jump up into the air and throw down capsules of red gunk that can
cause one of two disabilities. If one happens to fall on Mega Man you will be
disabled from jumping and sliding. If you walk into the red goo when it is on
the floor, you will get stuck. Keep watching them fall and be sure to avoid
them. After this, Slash Man will slide down from the side of the screen and
dash towards Mega Man with his claws out. This can be difficult to avoid.
I recommend jumping but sliding may work in some situations as well.

The second attack is when Slash Man jumps towards Mega Man and then quickly
slashes. Either slide away from Slash Man when he jumps over you or jump to
avoid the slash. Shoot him with Freeze Cracker during this time.

Spring Man
Suggested Weapon: Slash Claw

Spring Man is easy once you get down the strategy. Without it, you will be
dead in no time! Spring Man has three different attacks and they are all easy
to take care of.

When you hit Spring Man with the Slash Claw, he will jump into the air and
use his super-spring punches to try and hit you. The easiest way to avoid
getting hit is to jump after he throws a punch. Timing is critical here.
If you have Slash Claw you can last through the whole battle without him
using the other two attacks.

The second attack is more annoying and deadlier than the first. Spring Man
will fire out two spiked springs that bounce like there's no tomorrow. But
do not fear them. They can be taken out with two plasma shots.

While the spiked springs are bouncing amok, Spring Man will be jumping around
as well. If you get to close to him he will grab you and throw you into the
air, which will make you crash straight into the roof. This attack causes
most damage.

Shade Man
Suggested Weapon: Wild Coil

Shade Man is probably the easiest to defeat out of the last four. That is, of
course, if you have Wild Coil. Make sure you charge it up for more damage,
but be careful not to make the springs spring too high to hit Shade Man.

Shade Man has two attacks. The first, and most widely used, is when he dives
down and attempts to grab Mega Man. If he does he, will suck your energy
away. When you see that Shade Man is about to do this (he will stop for a
split second) slide away! Also, this is a good chance to release the
charged up Wild Coil.

The second attack is much more deadlier. Shade Man will slowly land on the
ground and release a ray that will freeze Mega Man stiff. These can easily
be jumped over but after that, Shade Man will shoot out the  Noise Crush.
This is difficult to avoid, unless you use the Wild Coil which will make
him fly back into the air. Take a few E-tanks along.

Turbo Man
Suggested Weapon: Noise Crush

Turbo Man will writhe in pain as you use the powerful Noise Crush on him. If
you don't have Noise Crush, you're literally toast.

Every time you use Noise Crush, Turbo Man will turn into some kind of race
car and come speeding straight into you. The problem with this is that you
can never have correct timing. Turbo Man will always come at you at a
different speed. Be cautious and watch for when it starts to move. You may be
able to avoid getting hit. I've noticed that if you listen to the sound of
it, you'll hear some tire screeching and after that, a sound as if it was
released. As soon as you hear that sound, JUMP to the direction Turbo man
is in.

Bouncing Noise Crush off the walls will help to increase the damage. If Turbo
Man happens to use the scorch wheel on you, you have to be real careful. It
can be very difficult to avoid. Do not attempt to use the P. Buster on Turbo
Man, or he will show you what he's made of!

Bass - Wily's Fortress 1
Suggested Weapons: Thunder Bolt
                   Junk Shield

Bass really isn't that tough. Thunder Bolt seems to work very well against
him. Junk Shield is also pretty decent. Try staying in once place and jumping
to fire shots at him. When he uses his charged shots jump over them or slide
underneath them. I recommend you bring along an E-tank or two, as the battle
will be close. Bass acts much like Flash Man from MM2, except that he doesn't
freeze time. He jumps around the platforms and shoots aimlessly. Be careful!
The proto shield can really help here.

Guts Man - Wily's Fortress 1
Suggested Weapon: Slash Claw

Guts Man is a worthy opponent. He can use two different attacks and on top of
that, the roof is collapsing and Mega Man will be crushed if he doesn't beat
Guts Man quick enough.

Guts Man's first, and mostly used attack, is when the large blocks fall from
the top and Guts Man makes them come against you. Use Slash Claw to deflect
them. If you're close enough they will hit Guts Man. Keep doing this to put
Guts Man out of order once again. You may want to take along some E-tanks.

When Guts Man uses his other attack which is when he comes towards you, grabs
you with his metal pliers and throws you into the roof. Jump towards his head
to avoid getting grabbed. You'll still get hit but you won't lose as much
energy as you would if he had grabbed you. As far as I know, you'll have to
take a bit of damage in this situation.

Bass and Treble - Wily's Fortress 2
Suggested Weapon: Super Adapter

Make sure you have one or two E-tanks. Bass isn't as easy as he was before.
Since Bass is using an S. Adapter, you might as well too. Rocket Punch will
help a lot here. Keep charging it up and firing. If Bass is in the air, jump
and fire Bass has a Rocket Punch of his own and it will harm Mega Man more
than Mega Man's rocket punch against Bass so E-tanks are needed. The gravity
in this room is much lighter, as you can jump higher (as if you were in
water.) If you're really careful you can kill him without losing a single
capsule of energy.

Mechanical Turtle - Wily's Fortress 2
Suggested Weapon: Wild Coil

** Alternate, more effective strategy below this one.

Again, you're going to require an E-tank to replenish your energy unless you
can dodge the flames. When the turtle's head is out, charge up Wild Coil and
give it all you've got. The head will go in sometimes and the turtle will
charge at you. Slide underneath it until the head pops out again. When the
turtle uses the mini-turtle attack, make sure you kill the small turtles or
they will go underground and become pests. I recommend using Thunder Bolt
against them. When the turtle breathes the pink flames, jump over them. It
isn't that difficult. If they do hit you, they will burn you, freezing you
in one spot and draining your life.

Strategy B, submitted by Gunblade
** Note: Yes, this strategy DOES work. In fact, it works very, very well,
         according to readers. Use it! =P

 "Normally, when you use the Danger Wrap on the turtle itself, it does
 laughable damage, and you're probably better off with the Mega Buster.
 However, there is a way to utilize the Danger Wrap to take him out in 4
 hits.  (Maybe 5, not sure.) What you do is basically wait until the small
 turtles pop out.  (I'll call the mini-turtles.)  Danger Wrap the first
 mini-turtle, and the second one will run into it, allowing you to kill two
 with 1 shot.  However, when the 3rd one comes out, wait until it comes
 closer to you, -then- Danger Wrap it.  If done properly, the mechanical
 turtle should drop down and not land on the wrapped mini-turtle.  Guess
 what you do now? =)  That's right, slam the bubble with the mini-turtle in
 it straight into the mechanical turtle's head, and watch it take
 off a huge chunk of damage."

Flying Mask Weapon - Wily's Fortress 3
Suggested Weapon: Noise Crush
  (Alternative, better strategy below this one)

The flying mask is tough! He constantly runs after you shooting missiles,
bombs, and a laser. If the missiles are high, slide. If they're low, jump.
Walk under the first bomb and jump over the second. When it does the laser
slide all the way to the very right. Wait until the mask goes low, jump and
fire at it's nose with Noise Crush. Another disadvantage is that you cannot
reflect the noise off of a wall because there aren't any, so you must use the
small blasts.

Strategy B, submitted by Jonas Ratso
** Note: I recommend you use this strategy. It works a lot better than the

 "I dont know if you noticed, but the mask is far weaker to the slash claw
 than it is to the noise crush. Though it seems hard to hit the mask with the
 slash claw initially, standing on the missiles makes it much easier.  The
 mask goes down a lot faster to the claw, (slash claw does about 5 bars of
 damage to it) and it gives the battle a nicer feel, in my opinion."

Strategy C, submitted by Coda Highland
** Note: I have not verified whether this works as well as the above
         strategies or not. You can try it out for yourself if you want.

 ... "I found, however, that the Junk Shield seems to do a lot of damage, and
 it helps guard you against the missiles and the bombs. Just turn on the
 shield, jump up near the eyes, and the shield will rotate into them. Unlike
 the Slash Claw, this strategy doesn't require you to be quite as high in the
 air, and you don't have to jump off the missiles."

Dr. Wily Bot - Wily's Fortress 4
Suggested Weapon: Thunder Bolt

The main thing to do is to use Thunder Bolt on the eye while avoiding the
steps of the machine. Now and then, the machine will dispatch two
mini-machines which can get annoying. Use the S. Adapter Rocket Punch on them
or just the P. Buster. That should take it out. I hope you're prepared for
the next battle, it will be the last.

Dr. Wily - Wily's Fortress 4
Suggested Weapons: Thunder Bolt
                   Freeze Cracker
		   Wild Coil (Charged)

(Alternate strategies below this one)
Strategy A, submitted by Gunblade

 "When he (Dr. Wily) first appears on the screen, nail him with Freeze
 Cracker, then, depending on where he is, quickly do one of the following:

 "1. If he is low enough to be hit with a Thunder Bolt, quickly nail him
 with one. He won't fire the yellow/red/blue spheres, but just the 2 large
 bolt spheres. Jump over those.

 "2. If he is too high, you have some dodging to do. Luckily, the 4 spheres
 are much easier to dodge when he is that high. You'll notice that the
 spheres have pauses between movements.  When they pause, quickly jump over
 the one that is closest to you, and immediately slide away so that the rest
 of the spheres will miss you when they start moving again. I can't explain
 exactly where you should stand, but it's definitely not in the corner. Try
 to stand just a bit away from Wily so that you can jump over a sphere the
 moment they pause. This shouldn't be too difficult after some practice.
 Of course, don't forget to jump over the large bolt spheres after."

 Gunblade goes on to write that it is quite possible to get a perfect (full
 life remaining) kill against Wily. Give it a shot!

Strategy B

 ... "I was trying every weapon I had and I noticed that the Freeze Cracker
 takes about 2-3 bars of life away. Also, it was easier to hit Dr. Wily with
 the F. Cracker because you can control the movement of it, where as the
 Thunder Bolt can't hit him when he is too high and the Rocket Punch doesn't
 inflict the same amount of damage. I recommend having all four E-Tanks,
 at least one W-Tank, and an S-Tank" ...

Strategy C, submitted by ThunderFist

 "The fact that the wild coil can be powered up helps it do a great deal of
 damage to Wily's machine, and if the machine is too high on the screen for
 any other weapon to hit, the coil can still hit it if you jump near, just
 under and to the left or right of Wily's machine. When the coil runs out of
 power, you've done a great deal of damage to Wily's machine, if you haven't
 fully destroyed it - I've destroyed the machine in only a few hits(I think
 between 7 and 10) with the powered up wild coil. You just have to be careful
 not to waste too many weak shots when powering it back up, or else it will
 run out of power. You know what to do then - either switch weapons or use
 a weapon tank."

RUSH SEARCH ----------------------------------------------------- [SEC11] ---
This section will explain the various items that Rush will dig up when using
Rush Search. Remember: Using Rush Search frequently increases chances of
getting useful items. Though it may be time consuming, it'll earn you some
good items.

1 - General							  [SRCH1]
  Useless Items
  Apple Core                                            Bag of Chips
  Ball & Chain                                          Banana Peel
  Broken Sunglasses                                     Bomb*
  Crushed Soda Can                                      Dead Fish
  Dentures                                              Dog Bone
  Expensive Watch                                       Game Boy
  Girl Dolly                                            Green Toy Robot
  Old Black Boot                                        Open Tuna Can
  Orange Watering Can                                   Tire

  Useful Items (Random)
  Small bolt                                            Large bolt
  Small life pellet                                     Large life pellet
  Small weapon pellet                                   Large weapon pellet
  Extra Life                                            E-Tank
  W-Tank                                                S-Tank

  Useful Items (with locations)
  Energy Balancer                                       Exit Adaptor
  Mega Bolt                                             Mega Life Pellet
  Rocket Punch Adaptor

  * - The bomb will explode shortly after it's dug up.

When as useful item is found, Rush will bark and then dig it up.  He will
also bark when a hidden location is in the vicinity. Rush Search lands
directly in front of Mega Man's boot.  If it's not too far, Rush can land on
a lower or higher platform than the one on which Mega Man is standing. Rush
can stand on spikes or molten acid without damage. Rush can also stand on
fragile ice or floor-light traps (Dr. Wily stages) without triggering
effects. If there's nothing to dig up, Rush will take a nap.  To get rid
of him, pause the game and change weapons. Rush can be hurt by most enemies
or enemy fire.  When he gets hurt, he teleports away to safety, sometimes
before he gets a chance to dig. Be careful when using it near enemies.

2. Item Probabilities						  [SRCH2]

I've created this section as a way of showing the percentage chance of
digging up a certain item when you search in any given area. These 
probabilities are based on 100 random searches in a constant spot on
two different stages. The position of Mega Man was kept constant throughout
the searches.


 Trial 1				Trial 2
 -----------------------------------    -----------------------------------
 Useless Items: 62%			Useless Items: 51%
 Small bolt: 11%			Small weapon pellet: 19%
 Small energy pellet: 10%               Small energy pellet: 9%
 S-Tank/W-Tank/E-tank: 5% (1%/2%/2%)    Small bolt: 9%
 Large energy pellet: 3%                Extra life: 4%
 Small weapon pellet: 3%                Large bolt: 2%
 Large bolt: 3%                         Large energy pellet: 2%
 Extra life: 2%                         Large weapon pellet: 2%
 Large weapon pellet: 1%                S-Tank/W-Tank/E-Tank: 2% (0%/1%/1%)

These results should be fairly typical across the board. It seems that
small bolts and small energy pellets have about equal probabilities,
W-Tanks/E-Tanks are equal with S-Tanks slightly less, large bolts and
extra lives have about the same probabilities. Junk items typically account
for about half of the items you will dig up.

For every Rush Search you perform, here are the estimated probabilities
based on the averages of two hundred random Rush Searches in various stages.
These are ALL approximations.

 Useless Item: 56.5%
 Energy Pellet/Weapon Pellet (Small): 20.5%
 Small Bolt: 10.0%
 Energy Pellet/Weapon Pellet (Large): 4.0%
 Large Bolt: 2.5%
 Extra life: 3%
 S-Tank/W-Tank/E-Tank: 3.5% (0.5%/1.5%/1.5%)

Note that if the game has a 'set' item in the location you are searching,
then the probability of finding that item is 100%. Once dug up, the
probabilities revert to the above.

Generally speaking, if you have enough patience, you can easily obtain a lot
of extra lives and a full stock of Tanks, especially once you get the Exit
item. If you can just exit the level and come back with full Rush Search, you
can Rush Search forever! Well, until you get tired, that is. ;)

CODES ----------------------------------------------------------- [SEC12] ---
Hidden Background Music						  [CODE1]
On the map select screen, press and hold down the B button, then select Shade
Man.  You will enter the level and notice that the music is different!  If it
hasn't, and you hear the normal creepy Shade Man music, then you've done the
code wrong.  The music is from Super Ghouls and Ghosts.  The code will only
work BEFORE Shade Man is defeated!

Street Fighter Mega Man						 [CODE2]
This isn't exactly Street Fighter ^_^  It's a built in mini-game, where you
can choose either Bass or Mega Man and compete against another player!
Each character only has a few moves which can be performed easily.

To access this battle mode, put the password that you see at the end of the
game in. (1415-5585-7823-6251)  Press and hold L and R, then hit Start. If
it worked you'll be at the character select screen.

In my opinion, Bass completely obliterates Mega Man in this mini-game.
His moves (especially the Air Slide) are easier to execute and more likely
to hit Mega Man.

  F -- Forward, the direction you're facing
  B -- Back, the opposite direction
  D -- Down, press down on control pad
  U -- Up, press up on control pad
  [] -- Indicates Button

  Both Characters
  [Y] -- Basic shot -- 1 ENERGY BAR
  HOLD [Y], RELEASE -- Charged shot -- 2 ENERGY BARS
  U, U -- Invincibility

  Mega Man
  F, DF, F, [Y] -- Hadouken (Done like Ryu/Ken's Hadouken) -- 3 ENERGY BARS
  D, D, [B] -- Slide -- 3 ENERGY BARS

  JUMP, F, F, [Y] -- Air Slide -- 3 ENERGY BARS
  F, DF, F, [Y] -- Hyper Kick -- 3 ENERGY BARS

PASSWORDS ------------------------------------------------------- [SEC13] ---
Passed opening level: 8735           Burst Man defeated: 8735
                      2517                               2586
                      4416                               7416
                      8362                               8262

Burst Man/Cloud Man   8375           Burst Man/Cloud Man 8335
defeated:             2586           Junk Man defeated:  2516
                      7412                               1412
                      2262                               8222

Burst Man/Cloud Man   8375           Last four enemies:  8375
Junk Man/Freeze Man   2516                               2586
defeated:             3552                               3542
                      8222                               8222

Slash Man defeated:   8275           Slash Man/Spring    8275
                      2586           Man defeated:       3786
                      2546                               1542
                      2822                               2822

Slash Man/Spring Man  8275           Dr. Wily's Fort:    1275
Shade Man defeated:   3686                               7616
                      2542                               3452
                      2822                               6863

                      1415 (Password given at the last screen
The Ultimate Password 5585 when you beat the game.)

PRO ACTION REPLAY CODES ----------------------------------------- [SEC14] ---
** Note: I've been told (and have verified) that the codes beginning with
         "C1" don't work. I'm unsure of why this is; I've tried using them as
	 Game Genie codes as well. I might be removing them in the future.

Code           | Effect
7E0C2E1C       | Invincibility
C1AF4911       | Always shoot normal shots
C1AF4922       | Always shoot nearly charged shots
C1AF4924       | Always shoot freeze cracker
C1AF4926       | Always shoot scorch wheel
C1AF492E       | Always shoot danger wrap bombs
C1AF4966       | Always shoot noise crush
C1AF497D       | Always shoot fully charged mega buster blasts
               | Charge to mid-level for Freeze Cracker
               | Fully charge for Thunder Bolt.
C1AF499C       | Always shoot Slash Claw
C1AF49B5       | Always shoot Thunder Bolt
C1AF49F3       | Always shoot Wild Coil
C1AF49FF       | Always Shoot Charged Wild coils
C1AFD91F       | Infinite weapon energy
C1AFD9FF       | Shoot a special weapon to drain all of its energy
C1CF39FF       | Shoot to die
C1CF70A5       | Bullets don't come out
C1CF70FF       | Shoot white bullets
C1CF7CFF       | Super fast bullets that go up at about an 30 degree angle
C1CFD9FF       | Orange shots/Special Weapons
C1CFDAFF       | White shots/Special Weapons

CREDITS --------------------------------------------------------- [SEC15] ---
-o- Dragonlord (ambios@look.ca)
    Because I wrote it! =)

-o- The Unofficial World of Nintendo (http://www.world-of-nintendo.com/)
    For letting me use the Pro Action Replay codes

-o- Gunblade 
    For sending a *MUCH* better working strategy against Dr. Wily to me and
    another strategy for the Mechanical Turtle.

-o- Colin Moriarty 
    For letting me use the damage chart idea.

-o- Jonas Ratso 
    For sending me an alternative strategy against the Flying Mask, which
    works a lot better.

-o- Ronald 
    For explaining more about the difference between Mega Man and X to me.

-o- Charles Mannella 
    For sending a lot of e-mail submissions on hidden items.

-o- Rhys Prince 
    Various corrections to my strategies.

-o- Servbot 20 
    A whole lot of information. Item locations, corrections, etc.

-o- Ryan 
    For sending an alternative strategy against Dr. Wily to me.

-o- Megaman X 
    For many corrections to the early sections of this FAQ.

-o- Ryan Rosso
    For corrections to the character section of the FAQ, namely on Proto Man.

-o- Coda Highland 
    For quite a bit of information on the characters section and a strategy.

-o- HolyKnight kills Darkknight 
    For more information regarding Mega Man and X.

-o- ThunderFist 
    Basically, an entire background on the Mega Man series which I learned
    a lot from, as well as a strategy for Dr. Wily.

FAQ Copyright  Anthony Rossi 2007. All Rights Reserved.
Completed on Sunday, April 16th, 2000.
Last Revision on Sunday, November 25th, 2007.