================================
========Mega Man 4 Guide========
================================
by Tim
: http://megaman.retrofaction.com
: tim@megaman-network.com
======
Index:
======
1. Introduction
2. Boss Weaknesses / Recommended Order
3. Power-Up Uses and Locations
4. Toad Man's stage
5. Bright Man's stage
6. Pharaoh Man's stage
7. Ring Man's stage
8. Dust Man's stage
9. Skull Man's stage
10. Dive Man's stage
11. Drill Man's stage
12. Dr. Cossack's Citadel, Stage 1
13. Dr. Cossack's Citadel, Stage 2
14. Dr. Cossack's Citadel, Stage 3
15. Dr. Cossack's Citadel, Stage 4
16. Dr. Wily's Castle, Stage 1
17. Dr. Wily's Castle, Stage 2
18. Dr. Wily's Castle, Stage 3
19. Final Stage
20. Boss Weapons
21. Secrets and Tips
22. Legal
================
1. Introduction:
================
Welcome to the official Mega Man Network guide for Mega Man 4, the fourth installment
in the Classic Series. Refer to the index above for an easy reference guide, and go to
http://megaman.retrofaction.com/mmc/guides/ to find guides for all of the other games
in the Classic Mega Man series. Happy gaming.
=======================================
2. Boss Weaknesses / Recommended Order:
=======================================
-Toad Man ---------- Mega Buster
-Bright Man -------- Rain Flush
-Pharaoh Man ------- Flash Stopper
-Ring Man ---------- Pharaoh Shot
-Dust Man ---------- Ring Boomerang
-Skull Man --------- Dust Crusher
-Dive Man ---------- Skull Barrier
-Drill Man --------- Dive Missile
===============================
3. Power-Up Uses and Locations:
===============================
Power-Up Use Location
-------------------------------------------
Rush Coil - springboard device - have at start.
Rush Marine - submarine device - defeat Toad Man.
Rush Jet - hovering jetboard device - defeat Drill Man.
Balloon Adapter - creates platforms - found in Pharaoh Man's stage.
Wire Adapter - grappling hook - found in Dive Man's stage.
Energy Tanks - refill your life meter; 9 Max - Found randomly.
====================
4. Toad Man's Stage:
====================
Start off heading to the right. You'll run into a few flying birds, but don't bother
with them right now, just slide under them and try to avoid their little birds that
follow you. Shoot the red umbrella robots to get them out of the way, and proceed to
the pitfall at the end. Fall down into the sewer area and ride the water current, firing
at any enemies clinging to the ceiling or ones that are lurking in the water. After a
bit, you'll have to leap from platform to platform, but this won't be any real problem
to you as long as you keep up with the currents. Drop down two more levels to challenge
the first giant snail. Fire charged Mega Buster shots at its head while jumping to
dodge the eyes and its bomb attacks. Once you've defeated it, move on and drop down
another level where another giant snail battles you. Defeat it and head to the right.
This last section of the level involves some precise jumping over platforms while fish
and other enemies leap out trying to hurt you. Don't let yourself fall onto the spike
traps, and make it across to reach the boss gate.
Toad Man Strategy
=================
Toad Man is the epitome of easy, so long as you keep him under a constant hail of fire.
His attacks include leaping and trying to land on you, and executing the Rain Flush,
which I recommend everyone watch at least once just to see Toad Man shake around like
a hula dancer. Don't bother charging the Mega Buster here, just concentrate on rapid-
firing at Toad Man. Every time you score a hit, Toad Man will leap over you, so slide
under him, turn and repeat. Slide, turn and fire...over and over again until you bring
this Robot Master to his knees.
======================
5. Bright Man's Stage:
======================
This stage will be a bit haphazard due to the lights going off and on, but once you get
the hang of it, it won't be so bad. The first part of the stage requires that you dodge
the red robots (shooting them turns out the lights) or shooting them and then firing on
the green robots (which restore the power) while leaping across some pretty large gaps.
After you clear this first section, you'll ride a grasshopper robot across a huge spike
pit. Be sure to jump off as it leaps off the edge, or you'll go down with it. Climb the
ladder and use your Mega Buster to destroy the giant red robot at the top of the little
staircase. Climb up the next ladder, defeat the green spinning robots and head through
the small passage to a split in the path. Go down and cross the swinging platforms to
an Energy Tank, then use Rush Coil to get back across. Climb back up and head right
some more until you reach the second grasshopper section. This one has new totem pole
enemies in the way, so rapid fire your Arm Cannon to destroy them, and make sure you
watch the hoppers so you know when to switch rides. At the end, climb the ladder and
head up to the top area where you have to ride across some more swinging rail platforms
while dodging the red power robots. Successfully cross this gap to reach the boss gate.
Bright Man Strategy
===================
Bright Man's a bit less predictable. While you can deal massive damage to him with the
Rain Flush, things can get a bit difficult due to the delay between the time you fire
and the time the Flush actually takes effect - time during which Bright Man can freeze
you, shoot you, or otherwise deal some hefty damage to you. Try to watch his pattern of
movement and react accordingly to fire off Rain Flush attacks when he's not busy doing
anything else to defeat him.
=======================
6. Pharaoh Man's Stage:
=======================
This desert-themed stage is a bit difficult for the first part. Start off crossing the
large sandpits while avoiding the green vacuum-like enemies. Leap from stone ledge to
ledge until you reach a hole leading down.
Balloon Adapter
===============
Right before you go down the pit, use Rush Coil to bounce yourself over the gap and
then continue on past more sand and stone platforms. After a while you'll reach the
Balloon Adapter sitting on a ledge. Collecting it will warp you to the inside of the
pyramid as if you'd gone down the hole.
From here, drop down and head right. Deal with some Bubble Bats as you cross the spike
traps. You'll also almost immediately move on to riding platforms across the spike pits,
so watch where you're heading. After this part, you'll find some mummies that emerge
from coffins. Defeat them and move on down to the bottom level. Cross some more of the
spike pits on the balloon platforms until you reach the boss gate.
Pharaoh Man Strategy
====================
Have the Flash Stopper ready and set it off just as Pharaoh Man completes his first
jump. Try to freeze him on the ground so you can just pump away with Arm Cannon fire to
damage him. Keep rapidly tapping the fire button to re-freeze him. Keep him in one place
for a very easy victory. Without the Stopper, Pharaoh Man is much more difficult as he
jumps around and fires rather wildly. Do yourself the favor and come here after Bright
Man's been defeated.
====================
7. Ring Man's Stage:
====================
Ring Man's level is trying at times. First off, it's full of beams that can drop you
if you're too slow in crossing. Second, the enemies just appear in inopportune places.
Now that you know what to expect, let's get started. Start off going up. The rainbow
colored beams will vanish going away from you, depending on which side you're on, they
can go left to right or right to left. Take out the multiple cannons on your way up. Midway through, you'll encounter
some robots that resemble Saturns, so this is what I'll call them. In the next area,
take out some more cannons and go up and over to fight a giant hippo robot. This robot
stays suspended in the air; you can either use Rain Flush to make it easier or just
rapid fire to shoot the platform down to your level where you can fire away. Defeat it
however you like and continue on to the right. This next section has many more of the
rainbow beams and Saturns, so cross them and avoid the accelerator robots lining the
floor. Drop down the pit at the end to face another type of mini-boss, the ring tosser.
This one will protect itself with rings, and can only be hurt when it tosses them out.
Try to get a timing pattern down so you can strike it as it throws the rings out, and
you'll beat it. Drop down to face another hippo, destroy it, and move on. Go up the
ladder using Rush Coil to reach Eddie, go back down and right to face some armored
type robots, and then you'll reach more beams, but these are striped. These will always
disappear right to left, so it's a bit trickier maneuvering on them. Clear this Saturn-
infested area, and go down the ladder. Immediately slide left to avoid getting dropped
into the spikes, and go down the next ladder. Destroy one more Ring Tosser and simply
head to the right to reach the boss gate.
Ring Man Strategy
=================
Ring Man is a bit of a tough boss, actually. Use the Pharaoh Shot and try your best
to charge it up so as to deal max damage. Ring Man's difficulty lies in his Quick
Boomerang-ripoff Ring Boomerangs. He fires them out rapidly, then they circle back just
in time to hit you again if you got hit the first time. The speed at which Ring Man
paces his lair is also disturbing. Do have an Energy Tank or two on hand here, and if
all else fails, rapid fire the Pharaoh Shot at him.
====================
8. Dust Man's Stage:
====================
After the heat of the last stage, Dust Man's level is more of a breather stage. Start
off to the right, but be ready to jump the armored robot that comes flying at you. Hit
him when his back is turned to destroy him. Move along, destroying the next couple of
enemies. Robots will fly out of the pits as you move through, so be wary of these. At
the end, drop down the pit, slide to get the energy refill, and drop down some more.
As you progress to the right here, you'll fight a giant hopper, then as you move forward
a bit more, red blocks will start forming across the expansive spike pit. As you move
across the blocks, you'll be assaulted by copter robots. Destroy them as quickly as you
can since they follow you relentlessly. At the end, climb up the ladder and meet up with
Eddie, then head up some more. This next section is a giant compressor. Destroy the
Mettools in hiding and make your way through the safe sections. You'll soon reach areas
that you have to shoot your way through. Make it easy on yourself and scroll back and
forth so you don't get crushed. This especially comes in handy for the last one, where
you have to do some fancy footwork. Clear the compressor, head right some more, defeat
a giant red pea shooter type robot, and head up some more. The last section is just a
straight path to the boss gate, along the way you'll deal with another red hopper. Defeat
him and go on to challenge Dust Man.
Dust Man Strategy
=================
This Robot Master is quite easy. He has two attacks, the Dust Crusher (which you can
easily jump) and his vaccuum. Slide away from his vacuum and hit him with the Ring
Boomerang when close to him, and the Mega Buster if you're farther away. Like Magnet
Man in the last game, Dust Man is invincible when using his vaccuum attack, so don't
throw any attacks at him. He'll also jump around if you get too close, but still, this
doesn't add to any sort of challenge.
=====================
9. Skull Man's Stage:
=====================
Skull Man's stage is quite fun. Head to the right as you take out the green robots that
toss the red balls (you can slide to dodge the bouncing balls, or just shoot them).
Wind up through the short maze and drop down to fight some more green robots and some
sky spinner ones as well. Head to the ladder at the end and climb up. Take out the Bone
Joe and climb up some more. This next part is just a horizontal stretch filled with
Bubble Bats and some more shielded robots. Eliminate them and climb the ladder at the
end to reach Eddie. Collect whatever he gives you and go up some more. Here, head right
and take the third path to reach an Energy Tank, then go back and continue climbing up
the ladder. You'll run into some more armored robots here, but these are stationary and
shoot bullets in arcs at you. Shoot them down, and take out the green caterpillars that
drop from the ceiling as well. Head along the upper path and drop down at the end. Use
the Balloon Adapter to create a platform so you can head left and reach another Energy
Tank, then go back right and down the ladder. Go down and right to reach an outside
section filled with spinner robots and Bone Joes. Remember that the Joes can only be
destroyed by charged shots, normal ones will only collapse their skeletons (and let them
re-form). Eliminate all of them and grab the energy up top if you need it, then you'll
be at the boss gate.
Skull Man Strategy
==================
Skull Man's rather interesting. For starters, don't do anything at the start of the
battle. Skull Man will just stand there gazing at you. It's not really useful, but it's
sort of funny to see a Mexican standoff with Robot Masters. Anyway, Skull Man will not
attack until you do, and his first attack is usually a leaping one. So wait until he
finishes counterattacking, then start in on him with the Dust Crusher. Skull Man moves
incredibly fast, and is quite good at dodging your attacks, so close-range attacks are
best, though you may trade hits. His other attack to watch for is his trademark Skull
Barrier - he can't be harmed with this up, and he usually tries to ram you if he has it
activated. If you need to, use an Energy Tank you got earlier, and keep hammering away
with the Dust Crusher to bring him down.
=====================
10. Dive Man's Stage:
=====================
Dive Man's stage starts out similar to the last leg of Toad Man's level. Avoid the
jumping fish and the spikes while moving right, and watch out for the new AquaMets. They
have flippers, and are a tad harder to hit. Keep moving right, jumping over the moving
mines and you'll encounter a giant whale. This mini-boss uses depth charges to draw
you in magnetically, and will sock you with a giant missile afterwards. Just pelt it
with the Arm Cannon to take it down, then continue to the right. Head past another
AquaMet and a few more moving mines, then climb the ladder. Head left over the gap to
reach Eddie, then go up some more. Deal with the red jumper robot, then go right and
down. Go down some more to reach another water section, only this time, the water level
goes up and down. Maneuver through the sea of mines while dodging/attacking the sting-
rays and you'll eventually meet up with another whale. Dispatch it like before and head
right, stopping at the gap in the floor.
Wire Adapter
============
Jump down the pit and thread the spike-lined walls to reach the bottom, where the Wire
Adapter sits. Mega Man can use this as a grappling hook of sorts to attach to ceilings
if he needs to.
After getting the adapter, you'll warp back to the point immediately after the midpoint.
So get back to the whale, take it out, and leap over the gap this time. The water level
starts rising and falling again, so deal with the stingrays and the scattered time
bombs through this treacherous area. There are spikes you definitely have to watch out
for, so to make your time easier, get up close to the bombs to set them off so as to
clear them from your path. Thread some more time bombs and stingrays in the next area
to reach the boss gate.
Dive Man Strategy
=================
Now Dive Man is a real pain. For one, his primary attack is to transform into a sub
and dive-ram you, dealing a lot of damage. Second, the weapon to kill him is the Skull
Barrier, which necessitates that you get up close to attack. Try to get him when he's
busy doing something like creating Dive Missiles to fire at you for best results, and
try to leap the spinning ram attack if you can. Bring an Energy Tank to this fight to
be on the safe side. If you run out of Skull Barrier, resort to Arm Cannon fire. Use
the buoyancy of his lair to assist in dodging his attacks, particularly his Missiles,
and you shouldn't have too many troubles.
======================
11. Drill Man's Stage:
======================
After a slew of a few easy levels, Drill Man's world returns to the difficulty areas.
You'll start off being attacked by some Mettools and those ever-so-annoying copter
robots. Eliminate them, climb the ladder to fight a giant red hopper robot, and go up
some more. Head right, defeating more Mettools and copters, then drop down to a few
rooms filled with spikes and Bubble Bats. Maneuver through them, grab the 1-Up if you
wish, and continue heading down. Here, go right through a semi-hazardous spike-filled
section while fighting off a few more copter robots, then climb the ladder at the top.
You'll find a room with three cannon enemies, eliminate them and go up the next ladder.
Use your new Wire Adapter here to grab the Energy Tank high on the left, then head
right to engage some blue rotating armored robots. Kill them and head into the next
area. This next part is filled with spinner robots and chutes that drop rock chunks. The
rocks can hurt you with shrapnel, so try to destroy them before they hit the ground.
The last stretch is a bit trickier, as it's filled with switches you must trigger in
order to make the ground appear. Just make sure you jump when it's clear to, and you
should have no troubles reaching the boss gate.
Drill Man Strategy
==================
As you might expect, Drill Man does quite a bit of, well, drilling. His chief defensive
maneuver is to dive into the ground and pop up at another location. When he does this,
you must move around and really just hope he doesn't pop up underneath you. When he does
emerge, turn the full force of Dive Missiles on him; hopefully you can get in about
three hits before he's able to initiate a counterattack. He likes to jump around, and
the Missiles will home in, so you shouldn't have too many troubles actually hitting him.
Once you start whittling him down, though, he'll get more offensive and start deflecting
your attacks with his Drill Bombs. Jump them, wait him out if he drills, and keep at him
and you'll take him out.
===================================
12. Dr. Cossack's Citadel, Stage 1:
===================================
This stage starts off outside, in the rough Siberian wilderness. Anyway, this stage is
really icy, yet Mega Man seems to have more trouble getting moving than he does slip-
sliding. Meh. Head immediately left for an Energy Tank, then proceed to the right
through the deep snow, defeating the coil-like robots in your path. At the end of this
section, you'll reach a ladder. Climb up it, take out the rotator bots and head to the
next level of the Citadel. More incessant slippery platforming awaits you here, as do
many Bone Joes and robots flying out of pits. Move through here carefully, and use
Rush Jet to cross the rather long gap. Mega Man can make it on his own, but you run
the risk of getting hit by the Bone Joe, so use Rush and fly over him. Start climbing
the ladder. Use Rush Coil (not the Balloon Adapter...not yet) to get up the next two
levels. When you reach the set of four ladders, hang off the bottommost point of the
ladder and start creating Balloons to head to the rightmost ladder. The other ones
contain powerups, but they're too dangerous to attempt climbing. Use the tactic similar
to Mega Man 2 where you used Item-1. Get up the ladder, defeat the red hopper robot,
and head through the boss gate.
Butterfly Mecha Strategy
========================
This battle is somewhat interesting as you more or less have a time limit before the
Mecha destroys the floor. Every time it uses its drill spike, it'll destroy part of the
flooring, so you need to defeat it quick. Use a combination of charged Mega Buster shots
and the Dust Crusher to hit the gem above the spike. Avoid the Mecha as it floats across
the room, and jump/slide to avoid the damaging energy orbs. Keep pounding away quickly,
and you should only have to let the Mecha destroy about two sections of the floor.
===================================
13. Dr. Cossack's Citadel, Stage 2:
===================================
This mostly vertical stage is fairly easy. Go up the righthand ladder and defeat the
two spinners. Refill your Dust Crusher or Rush Jet and head up the ladder. Get the next
weapon capsule and apply it to either of the above, and keep heading right. You can
use the Skull dispenser to refill any other life or weapons, too. When finished, use
Rush Jet to fly across the long spike pit, and grab the refills along the way. At the
end, climb the ladder, and maneuver across the blocks that have spines on two sides.
Wait for their patterns to change to give you a safe ride over them, and climb up the
next ladder. Deal with a Bubble Bat, use Rush Coil to get up to the high ledge, grab
the weapon refill, head right some more, defeating more armored rotator bots and Bubble
Bats. Climb the ladder at the end, grab the available powerups. Do so for the next one
if you can and need them, then keep heading up. Get the 1-Up with Rush Coil if you want,
and head to the boss gate.
Square Machine Strategy
=======================
This one is really interesting. The three sections of the room cycle around the room,
so you must be wary if you want to survive. The three sections move at various speeds;
if they accelerate super fast or medium pace, slide under the bottom section (DO NOT
get pinned against the wall), and if it moves slow, hop onto the bottom section, slide
through the middle one, and the machine will lock into place. Leap atop the moving sets
of ledges and fire the Dust Crusher at the glowing orb. Don't worry about trading hits,
you can probably still get by without an Energy Tank. Hit it about three times, leap
out when the machine separates, and repeat.
===================================
14. Dr. Cossack's Citadel, Stage 3:
===================================
An aspect I find annoying about this stage is the horizontal scrolling, something that
is not fun to play around with. Anyway, the stage scrolls the screen while you have
to clear some pretty tight jumping sections. The area is filled with platform-circling
krawlers and cannons. Grab the weapon refills if you can, and get to the end, where
you must fight another red hopper. Climb the ladder, use the Flash Stopper to freeze
the accelerator robots, then (yes, you will get hit) cross the two short ledges to the
next ladder, and go up. The stage will start scrolling again, but the areas will be
quite a bit tougher. The cannons and krawlies are gone, but Saturns and rising plat-
forms will take their place. Use the Rain Flush to get rid of some of the Saturns as
you leap from gold ledge to ledge. At the end, leap to the last one, and let it ride
all the way down. The screen will just about kill you, so quickly slide to safety. Use
Ring Boomerang to net yourself the Energy Tank if you need it, and head to the boss
gate.
Twin Cockroach Strategy
=======================
This pair walks around the spikes lining the room, but fortunately for you, only one
appears at a time, and they have a really simple pattern. Use the Drill Bomb on both of
them, and fire when they're above you or to your sides. After you kill the first, the
second will appear, with a bit more varied firing attacks. Nevertheless, they go down
really quickly with the Drill Bomb. Try firing it and detonating it just before it hits
to cause additional damage, too.
===================================
15. Dr. Cossack's Citadel, Stage 4:
===================================
This stage is rather short, but somewhat tough. Drop down the hole in the floor and
grab any weapon energy you need. Drop down some more, defeat the cannons and use the
Drill Bomb to claim another Energy Tank. Drop down yet another level and fight the
red hoppper, then continue to the right. Go past the krawlies and go up the ladder.
Take out the Bubble Bats, and you're faced with a path split. I'll go ahead and outline
them here:
---
****Path Branch 1: Left-hand Path****
=====================================
If you head to the left and go up the ladder, you'll head up and around back outside.
The left hand route also contains more enemies, and basically is a giant loop. You'll
emerge as if you'd taken the right-hand path, so let's move on to...
****Path Branch 2: Right-hand Path****
=======================================
Take this one, as it leads to Cossack. Use the Wire Adapter to get up there, then drop
down the tunnel. Use the Drill Bomb to gain access to an Energy Tank, then keep heading
to the right.
---
This is actually where the upper path drops you off, but nevermind that. Head through
some more krawlies, sliding through the channels, and drop down at the end. Continue
heading down, use some Skull dispensers to refill, and you'll end up in front of the
boss gate.
Dr. Cossack Strategy
====================
He's fairly elementary, just don't get caught in his claw, and fire charged Mega Busters
or Dust Crushers at his claw or aim for any part of his Catcher, really. He won't take
long to bring down. Slide around to avoid his bullet spreads and make sure he doesn't
grab you - it chops off a quarter of your life meter! After you beat him, Protoman will
appear and deliver Kalinka...you find out Wily was blackmailing Cossack! Who woulda
guessed...?
===============================
16. Dr. Wily's Castle, Stage 1:
===============================
The first level of Wily's Castle starts vertically. Start climbing up dealing with the
enemies you come across until you reach the top. Here you'll start dealing with tons
upon tons of Mets as you make your way to the right. Be sure to grab the Energy Tank
before you drop down, then fall into a short underwater section lined with spikes.
Carefully maneuver through this section and get to the ladder at the right, then climb
back up into a room with a set of disappearing blocks. Learn the pattern and move onto
the next room, which has a slightly more difficult pattern (or just use Rush Jet if you
have sufficient room) to get to the ladder) and head up to the top. Proceed through this
last section of Met-mania, grabbing the second Energy Tank before heading to the nearby
boss gate.
Momma Metool Strategy
=====================
No kidding, this is its name... This giant Met attacks by stomping the ground, thus
causing an earthquake that summons many little Mets, or by just stampeding across the
screen. If you have the time, try using Rush Jet to get over the Metool if it gets too
close; otherwise wait for it to jump and then slide under it. Keep pummeling it with
charged Mega Buster shots to defeat it.
===============================
17. Dr. Wily's Castle, Stage 2:
===============================
This stage is pretty short, too. Start off sliding through any of the path channels,
then leap over the platforms, over the spikes and climb down the ladder. Eliminate the
copter robots and thread your way between the spikes. Here, land on solid ground, take
out the enemies and use the Balloon Adapter to claim the Energy Tank in the upper right
corner. Drop down through the spikes again and eliminate the caterpillars along this
upper path. Get to the end, and use Rush Jet to fly to the ladder. Eddie waits up here,
so slide to him, then take the right-hand ladder. Thread through the winding maze, and
head up top. Head to the right defeating the mummies, then climb the ladder at the
far end. Destroy the Bubble Bats, then use Rush Coil to reach the right-hand ladder.
Climb all the way up, defeat whatever comes out of the Skull dispensers, then slide to
the ladder. Go up, defeat the red pea shooter robot, and hop along the small ledges.
Do the same for another section, defeat another shooter, and you'll reach the boss gate.
Giant Cannon Strategy
=====================
This thing may look slightly menacing, but it's really not. Climb to the moving platform
closest to its head and fire off Ring Boomerangs at it's forehead gem to cause damage,
and watch out for the meddlesome attacks it uses like fire blasts, bouncing balls, and
energy bullets. A mere six shots to the head will take this thing apart.
===============================
21. Dr. Wily's Castle, Stage 3:
===============================
This is mostly just a vertical drop down to the teleport area, so weave your way down
while taking on the myriad of shielded robots, spinners, and other miscellaneous
enemies, while collecting the powerups, then head right through the door into the first
teleport. Then fall down the tunnel to reach the room where you'll engage in rematches.
The teleport layout goes like this:
Drill Man Pharaoh Man
Bright Man Ring Man
Skull Man Dive Man Toad Man Dust Man
After you've finished that, hop into the top-center capsule to face off against Wily.
Dr. Wily Strategy, Phase 1
==========================
Dr. Wily's first form is a real joke. Charge your Buster and fire away at the mouth of
the skull. His energy blasts come in threes, so slide away, then slide in, jump and fire.
Slide away, slide in, jump and fire. You can take down the first form without even
getting hit this way.
Dr. Wily Strategy, Phase 2
==========================
Wily's second form is tougher. The energy blasts come at a constant rate now, and you
must detonate Drill Bombs on that gem near his head. To do this, stay in the corner,
jump, fire one at the peak, and almost immediately hit B again to detonate it; the
explosion is what damages Wily, not the bomb itself. Keep doing this and use an Energy
Tank if you need to until you beat him.
================
22. Final Stage:
================
Here it is: the final level. It'll help a bit to have all your weapons full, particularly
the Pharaoh Shot, and all nine Energy Tanks is preferable. This stage is really just a
set of hallways, so drop down and use the caterpillars to refill your weapons and life,
particularly your Pharaoh Shot.
Dr. Wily Strategy, Phase 3
==========================
You'll want to use Pharaoh Shot here. Wily uses his disappearing act, but he's a bit
more unpredictable. He'll appear in random locations, but you also have to watch out
for the energy balls he creates that can seriously hurt you. For best results, try
to dodge all the energy blasts, and wait Wily out. Charge up the Pharaoh Shot and try
to strike Wily when you can with the ball atop your head, then press Start to go to
your subscreen, exit out, and you'll charge up all over again, so you never need worry
about running out of Pharaoh Shot (!) Keep hitting him; about five or six shots will
take Wily down.
=================
23. Boss Weapons:
=================
-Rain Flush - Mega Man fires a small orb into the air which then creates a spray of
acid rain. Lasts about five seconds.
-Flash Stopper - Basically a Time Stopper remake, except you can fire your Mega Buster
while time is stopped. Really only useful against Pharaoh Man.
-Pharaoh Shot - Mega Man hurls a ball of fire forward. If you charge it up, Mega Man
will create a larger and more powerful shot. See Secrets and Tips for cool alternate
uses for this weapon.
-Ring Boomerang - Mega Man tosses a ring which goes a short distance and returns to him.
-Dust Crusher - Mega Man fires off a crushed cube of junk. Very useful against many of
the later bosses.
-Skull Barrier - Mega Man surrounds himself with spinning skulls. Merely another vari-
ation of the Leaf Shield weapon, this one can also be fired off at will.
-Dive Missile - These torpedoes (not missiles) fly and sort of home in on metallic
targets. They're rather slow-moving, so be careful when you use them.
-Drill Bomb - A weapon similar to the Crash Bomb, this is a drill-shaped projectile that
Mega Man fires off that can attach to some objects. Mega Man can detonate it early
before impact by pressing the fire button again.
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24. Secrets and Tips:
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1. Cossack Password: A1, A4, B5, E2, F1, F3
2. Pharaoh Shot "bugs": The Pharaoh Shot has a few little things that can be exploited
to make it more useful. Here's a short list:
- You can charge the Pharaoh Shot up before a battle. This isn't the case with the
Mega Buster.
- Charge the weapon up and hit something with it, without letting go of the fire
button. Switch to your subscreen, then return still without letting go. Your shot
will start charging up again, without any energy loss. You can use this technique
to ensure you never run out of energy against the final battle with Wily.
- You can also use it to help you recharge. Find a spot where enemies are plentiful
and respawn without you leaving the room and coming back (like the hippos in Ring
Man's stage, or the Skull dispensers in the Castle stages). Charge up the Pharaoh
Shot and just stand there, letting the missiles or whatever enemies constantly hit
the ball and drop powerups.
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25. Legal:
==========
This guide must always be shown in full form with credit given to the author, and a link
and credit must be given to Mega Man Network (http://megaman.retrofaction.com/). All
associated characters and games are copyright to Capcom.