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    FAQ/Walkthrough by NeoChozo

    Updated: 05/21/03 | Search Guide | Bookmark Guide

    ========Mega Man 6 Guide========
    by Tim
    : http://megaman.retrofaction.com
    : tim@megaman-network.com
     1. Introduction
     2. Boss Weaknesses / Recommended Order 
     3. Power-Up Uses and Locations
     4. Flame Man's stage
     5. Blizzard Man's stage
     6. Plant Man's stage
     7. Tomahawk Man's stage
     8. Yamato Man's stage
     9. Knight Man's stage
     10. Centaur Man's stage
     11. Wind Man's stage
     12. Mr. X's Mansion, Stage 1
     13. Mr. X's Mansion, Stage 2
     14. Mr. X's Mansion, Stage 3
     15. Mr. X's Mansion, 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 6, the sixth 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:
    Despite starting with Flame Man, who is a tad trickier to beat with just the Buster,
    this order will allow you to get the Beat plates and items without backtracking, since
    you get the two Rush adapters before tackling any of the path-split stages.
    -Flame Man ---------- Mega Buster / Wind Storm
    -Blizzard Man ------- Flame Blast
    -Plant Man ---------- Blizzard Attack
    -Tomahawk Man ------- Plant Barrier
    -Yamato Man --------- Silver Tomahawk
    -Knight Man --------- Yamato Spear
    -Centaur Man -------- Knight Crush
    -Wind Man ----------- Centaur Flash
    3. Power-Up Uses and Locations:
    Power-Up               Use                  Location
    Rush Power Suit - armor suit that lets you break blocks - defeat Flame Man.
    Rush Jet Suit - equip a jetpack that allows you to fly - defeat Plant Man.
    Energy Balancer - Automatically refills weapons - found in Tomahawk Man's stage.
    Circuit Plates - Use them to activate Beat - found in the stages of:
    					     Tomahawk Man (B)
    					     Yamato Man   (E)
                                                 Knight Man   (A)
    					     Centaur Man  (T)
    10. Flame Man's Stage:
    This one is pretty fun (gotta love the music, too.) The primary hazard you'll face in
    Flame Man's oilfields is, naturally, the oil. While it merely slows you down, the robots
    that fly around igniting the oil are a threat to watch out for. If you get caught in
    any flaming oil, it's the same as lava. The first few areas are rather easy to get
    through. Just outrun the flame droppers and defeat the Mettools that get in the way,
    and try to stay out of the oil pits if you can. Climb up the ladders at the end, and 
    you'll encounter some robots that shoot pea shots at you. Shoot them to flip them over;
    if they land on solid ground, they explode, but if they land in oil, you can use them
    as platforms in the upcoming area. You'll have to use them as such since the flame
    droppers are too numerous, and they will ignite the oil. Cross this oil field and drop
    down the section at the end to reach some areas with robots that toss stuff at you.
    Destroy them, and cross one last oil field section, filled with platforms and robots
    that shoot pellets at you in arcing paths. Claim the Energy Tank along the way, and
    at the end you'll reach the boss gate.
    Flame Man Strategy
    Flame Man is fairly easy to take down with the Mega Buster. If you have the Wind Storm
    on hand, your battle will be made slightly easier. His only attacks are his Flame Blast,
    which sends towers of fire your way, and shooting short bursts of fire that can both
    be jumped over. Fire charged shots whenever you have a clear shot (the Flame Blast will
    block shots), and slide under him when he leaps across the room. Use every pause to 
    your advantage to eliminate Flame Man quicker. With the Wind Storm, you'll cause greater
    damage, but you'll have to do so at a closer range.
    11. Blizzard Man's Stage:
    As you might expect, Blizzard Man's stage is full of ice. The trick is maneuvering on
    it; as it's very slippery, you can easily plummet to your death. Jump if you find your-
    self sliding too far to stop your momentum. The first few enemies you'll encounter in
    the stage are of the floating variety. Destroy them and move on. Head along the path,
    and drop down at the end, holding left to get the 1-Up if you need it. Continue on 
    down and you'll find a few robots that slide on the ice and accelerate towards you.
    Wait for them to move away before attacking, and you'll be fine. Also along this path
    you'll find some of the shielded flying robots; wait for them to expose their weak
    sides before firing. At the end, climb down the ladder to face a small squid mini-boss
    of sorts. Fire at it while avoiding its missiles and purple cubes and you can move on.
    Climb down the ladder and you'll reach the submarine. It goes up and down with the 
    tide, so you'll have to time your movements so as not to get killed. The lower route
    about midway contains some energy and a E Tank, so grab it with Rush Power, but be
    quick about it. After you get past the sub, hop along the blocks, climb the ladders,
    and face another squid robot. Defeat it and nimbly hop over some narrow ice ledges while
    avoiding the time bombs to reach the boss gate.
    Blizzard Man Strategy
    Blizzard Man will cart around his lair on his pair of skis, trying to crash into Mega 
    Man. It is during this non-lethal phase that you should try to burn him with your Flame 
    Blast weapon. His primary weapon is his Blizzard Attack - this is pretty hard to dodge,
    but doesn't really cause mass amounts of damage, so if you need to, just let yourself be
    hit. His other attacks include rolling into a giant snowball and hurling himself at you
    (This attack will do quite a bit of damage, so it's in your best interest to keep him 
    from doing this), and creating a blizzard storm which slows your movements down, which 
    is an annoyance at best. Toast him with the Flame Blast, and you're all set.
    6. Plant Man's Stage:
    This jungle stage starts off pretty straightforward. Just head to the right while 
    watching out for the little robots that like to hide behind the scenery. Destroy them 
    and keep moving until you get inside. In this area, get to the ladder and charge your 
    Mega Buster up. As you reach the top, wait for the giant robot to fly, then slide as 
    quickly as you can under him and climb the ladder - if you do this quickly enough, the 
    large stomper won't have the chance to fly again and crash into you; but if you must, 
    charged shots will take it out. Once in the next room, take out the miscellaneous flying
    enemies and fall down the shaft to fight a large bulldozer robot. Shoot charged shots at
    its head and jump to avoid the bullets it shoots at you. You must also jump to avoid 
    getting hit by the fist that flies out, too. Defeat it and move on. Keep heading to
    the right to reach a section with some springs. By holding down the Jump button when
    you bounce, you can make Mega Man bounce incredibly high; keep this in mind as you'll
    need to do this to reach the boss gate. Immediately following this section you'll do
    battle with another bulldozer mini-boss, so dispatch it like before. The remainder of
    the stage is short, but rather tough. You must bounce Mega Man from spring to spring
    while (a) grabbing energy refills for the fight ahead, and (b) avoiding the menacing
    robots that fly out of the watery pits. If you stand close enough to the edge, you
    can make the robots fly out early, and then time your jumps around them. Cross this
    somewhat perilous section to reach the boss gate.
    Plant Man Strategy
    Plant Man is pretty pathetic for a Robot Master. He moves similar to Star Man from MM5
    in the way he uses his Plant Barrier, but his greatest fault lies in his repetitious
    pattern. Like all othe shielded bosses, you cannot hurt him while his Barrier is active,
    but you should just wait until he throws it away, then fire off a Blizzard Attack at him.
    The easiest way to beat him is to run towards him, run away, get him to follow you, then
    stay still. Plant Man will charge you, then stop to jump at the wall. Stay still and
    he'll bounce off, back to his original location and fire his Barrier off. Keep baiting
    him into this pattern and you'll eliminate him in no time.
    7. Tomahawk Man's Stage:
    This stage is rather interesting. Start off heading to the right, defeating the Old
    West-style gunslingers as you encounter them. Drop down the short tunnel at the end, 
    defeat the large robot down here and keep going down. Drop down another level and head
    to the right to encounter a giant machine called a Met Dispenser. This thing will cont-
    inuously drop Metools until you destroy it - shoot the lower tube part repeatedly to
    get rid of it. After you do, head right, go up the ladder, and meet Eddie. Collect your
    spiffy power-up and head up some more. As you get up top, you'll notice a ladder leading
    off in the sky. If you have Rush Jet, you can fly up here to claim some goodies and an
    Energy Tank; otherwise the upper and lower paths lead to essentially the same place.
    Head to the right and drop down two levels to reach another Met Dispenser. Eliminate it
    like before and you'll reach the next path split.
    ****Path Branch 1****
    This one requires the Rush Jet as well as leads to the real Tomahawk Man fight. To get
    along this lower path, stand to the edge, and equip the Plant Barrier to hit the flying
    robot in your path. Then use Rush to fly over the short pit and head to the ladder at
    the right. Climb up the next long ladder and navigate the short section with the drop-
    per platform to reach the boss gate. Remember, you will only get the Beat circuit plate
    by fighting Tomahawk Man here.
    ****Path Branch 2****
    Head along the upper path and climb the ladder at the right. Climb up and cling to the
    lowest rung on the next ladder and...
    Energy Balancer
    With Rush Power equipped, punch through the cracked block and drop through the new
    opening to reach a hidden room where your good ol' brother Protoman drops by to hand off
    the quite useful Energy Balancer upgrade! With it, your lowest weapon meter will auto-
    matically be refilled when you pick up weapon capsules.
    Exit out the room and keep climbing up. This last stretch involves a lot of Skullker 
    robots, so be patient and work your way to the boss gate. Just remember that you cannot
    get the Beat circuit plate if you fight on this path.
    Tomahawk Man Strategy
    This indian-themed Robot Master has a pretty predictable pattern. He's also going to be
    the hardest Robot Master you'll face in the game, so be prepared and bring a couple of 
    Energy Tanks with you in case you need them. You'll want to watch out for his Silver 
    Tomahawk attack since it fans out like the feathers on his head and can do quite a bit 
    of damage if you don't avoid it. The feathers fly out fast, but slow down halfway 
    through, making them that much harder to dodge. Equip the Plant Barrier and get in close
    to him so you can deal the most damage by striking him with the Barrier. Remember that 
    you can always resort to charged Mega Buster shots if you run out of PB energy.
    8. Yamato Man's Stage:
    The stage starts off outside. As you make your way inside, you'll encounter a few
    projectile-tossing enemies, so avoid them and continue along yoru way until you reach
    the gap. Cross to the right-hand side, and if you have Rush Power, you can break the
    wall in the lower right and head through a hidden section.
    ****Path Branch 1****
    Use Rush Power to break the wall and drop down. Head right and you'll eventually find
    a frog-like miniboss that shoots various objects at you. Dodge what the guy up top
    tosses and jump the energy beams while pelting it with the Mega Buster. Once you defeat
    the miniboss, head right some more and you'll gain an Energy Tank. Then climb the ladder
    to get to a later part of the stage.
    ****Path Branch 2****
    This is the standard route from the block. Go up the ladder and grab the 1-Up in the 
    next room. Keep hearding up and you'll have to tackle some Yamato spear throwing robots.
    Avoid the spears and pelt them with charged Buster shots to defeat them. Cross a short
    pit section and drop down through a few more rooms to reach the area where the paths
    Head right some more, and you'll see another split in the path. 
    ****Path Branch 3****
    This upper path leads to the real Yamato Man, and naturally requires the Rush Jet 
    adapter. Fly up to the ledge and climb the ladder. Cross the spike trap and go up the
    next ladder, then just head right across the conveyors while avoiding the enemy robots
    to reach the boss gate. Remember, beating Yamato Man here will net you the Beat circuit
    ****Path Branch 4****
    Take the lower path and you'll have to thread some more treacherous terrain. Drop down
    and hold right to avoid falling into a spike trap, then right and up some more until you
    reach a conveyor section. Cross it while watching out for the spikes and you can drop
    down a few more sections and go right to locate the boss gate. Remember, you will not
    gain the Beat circuit plate by defeating Yamato Man here.
    Yamato Man Strategy
    What is a Yamato, you ask? According to a Japanese history professor I know, Yamato is a
    word that represents Japan's history. So I suppose it's somewhat appropriate for a 
    Japanese series to have a Robot Master named after Japan itself... Anyway, Yamato Man is
    very easy to beat, especially after you have the Silver Tomahawk. Basically, Yamato Man
    will hop around his lair, and stop after the third or fourth one to fire off a Yamato 
    Spear at you. Jump over this and nail him once or twice with your Tomahawk weapon, then 
    repeat this same strategy until you have toasted him.
    9. Knight Man's Stage:
    His stage is short but tough. Start out by dropping down to the bottom of the starting
    vertical section, then head to the right. You'll immediately encounter a spiked com-
    pressor, so hide in the short pits to avoid getting smashed (or impaled). At the end,
    slide repeatedly to get out and head to the right, and up the ladder. The next part
    has some spinning conveyor platforms similar to those found in Dark Man's castle back
    in Mega Man 5. Cross them and climb up the next ladder, then head right to reach another
    long spike pit. You can use Rush Jet to cross from ledge to ledge, if you have the
    adapter on hand. Climb up the next ladder to find Eddie, then head up some more. The
    sky changes to nightfall as you head right some more. Leap over the spike traps and drop
    all the way to the bottom of this next part. The last section is full of bouncy springs
    that can give you motion sickness if you're not careful. Once you reach solid ground,
    you'll reach this stage's path split.
    ****Path Branch 1****
    This doesn't really constitute a split, seeing as all you must do is use Rush Power to
    crack the block, then drop down to the boss gate, but oh well... Remember that here you
    can acquire the Beat circuit plate.
    ****Path Branch 2****
    Again, no real "branch" as the boss gate is immediately in front of you. Remember that
    by fighting Knight Man here, you won't get the Beat circuit plate.
    Knight Man Strategy
    This relatively easy Robot Master should give you no problems. His sole attack consists 
    of hurling his mace-like Knight Crush at you, which flies out and then boomerangs back 
    to him. Memorize the pattern of its flight, jump in between it when he shoots it, nail 
    him with the Yamato Spear and you'll show this finalist even he doesn't hold a candle to
    Mega Man.
    10. Centaur Man's Stage:
    This stage is kind of weird in some places. Start off heading to the right. You'll
    soon run into some enemies that drop from the sky and into the water. Wait for the 
    bombs to explode before heading onwards, and drop down the tunnel at the end. As you
    get fully underwater, you'll start dealing with some floating enemies. Eliminate them,
    and keep going until you reach a part where the water is...on the ceiling? Yes, the
    physics are reversed in this area, so you'll have to wait until the water is at its
    lowest point before attempting any long jumps over the spike traps. After you clear 
    this section, make your way upwards to meet up with Eddie. Grab the powerup he gives
    you, and keep climbing the ladders. At the top of the next area, head right, and you'll
    have to deal with some submarine enemies similar to the ones faced at the beginning. 
    Dodge their fire and get to the ladder at the right. Climb it, then use Rush Jet to 
    fly to the ladder on the left. Head up some more and you'll reach another ladder over
    a large pit.
    ****Path Branch 1****
    Simply use Rush Jet to fly over to the boss gate on the right. Fighting Centaur Man
    here will net you the Beat Circuit Plate.
    ****Path Branch 2****
    Fall down to reach the fake boss gate. You won't get the Beat plate if you fight Centaur
    Man here, though.
    Centaur Man Strategy
    Half man, half horse...certainly an interesting design, but he too is quite an easy 
    Robot Master. He will fall to the Knight Crush, but you'll have to deal with a bit of 
    legwork to get there. For one, his primary attack is a mimicry of Flash Man's Time Stop-
    per, where Centaur Man will freeze you, then send out a spread of Arm Cannon shots which
    will break into multiple shots and bounce backwards if they hit a wall, making them a 
    bit difficult to dodge. Use the Knight Crush on him whenever possible, and keep in mind 
    that as Centaur Man's energy meter gets lower and lower, he'll gain a new attack in 
    which he'll teleport around and go for a sneak attack from behind Mega Man.
    11. Wind Man's Stage:
    Here's another relatively short stage. Start out heading right, then up the long tower
    shaft until you reach the top. Back outside, you'll encounter a harrowing menace in
    the form of powerful fans that blow you towards the sky. This wouldn't be so bad if
    parts of the ceiling weren't spike-lined. Traverse this part of the level and get to
    the end where you have to cross to another ledge on two platforms that drop you as you
    land on them. Nimbly hop to each one, and if you can, use Rush Jet to fly to the upper
    ledge and score an Energy Tank. Head to the right, and ride another fan gust up to a
    ladder, and climb up. Climb up the winding section, then head right and drop down. 
    Inside here, you'll have to deal with another, tougher, fan gust & spikes section, but
    once you make it past, you'll arrive at the boss gate.
    Wind Man Strategy
    Here's one of those Robot Masters that can be either insanely easy or horribly difficult,
    depending on how you choose to face him. Take the easy route and lambaste him with the
    Centaur Flash every three seconds and you'll inflict massive damage on him without even 
    having to do anything. Just remember that Wind Man will use attacks similar to the Air 
    Shooter tornadoes, and he can also float around his lair as well.
    12. Mr. X's Mansion, Stage 1:
    We're in outer space? Not really, it's just nighttime. This stage is full of robotic
    enemies that you must dispatch to continue. Head to the right until you reach a ladder.
    As you make a rather long ascent, you can access a really nifty shortcut that cuts the
    level in half. 
    ****Path Branch 1****
    On the way up, you'll notice some of those platforms that collapse under
    your weight. Jump to them and use Rush Power to punch away part of the wall, and head
    on through a hidden area to collect some power-ups and reach a ladder at the far end.
    Climb up to arrive directly in front of the boss gate (!)
    ****Path Branch 2****
    The rest of the level is just more of this vertical ascent. At the top, you'll deal 
    with slightly harsher enemies; keep heading right and grab the Energy Tank along the
    way. At the end, drop down while holding left to avoid a spike trap, then drop down
    another level to reach the boss gate.
    Track Duo Strategy
    These two annoyances travel on two tracks that line the walls of the room. Sure, you 
    could waste your time with using the Flame Blast, Mega Buster, or any other weapon of 
    your choosing, but Rush Power is handy for more than just punching walls - equip Rush
    Power and charge it up, then simply wait for one of the machines to come down to Mega 
    Man's level, then punch it back so it ricochets around the track. Repeat for the other 
    one until you deplete the machine's energy meter. Simple, eh? Not so fast...they get 
    faster and faster as you inflict more and more damage, so you may have to sacrifice a 
    few hit opportunites in lieu of dodging one flying at you. Keep this attack up and 
    you'll advance to the next area in no time.
    13. Mr. X's Mansion, Stage 2:
    As a bit of a warning, this stage is full of false floors, so be especially wary and
    watch your step. Chances are if you see the black and yellow striped parts, it is a
    fake floor, so leap or fly over them when you see them. That said, this level is very 
    straightforward. In fact, it's merely one long Mettool-infested hallway (some other 
    enemies appear too), but as long as you watch your step you'll be fine. At one point,
    you need to slide across a collapsing floor, but the rest is simple platforming. Don't
    plunge to your death and you'll soon reach the boss gate.
    Power Piston Strategy
    Enter the room of this odd boss to find another wall walker variation that will stick 
    solely to the righthand wall. Well, you think you have an advantage given that he can't 
    go much of anywhere...well you do, as a matter of fact. Equip the hardly useful Silver 
    Tomahawk and let loose on this pitiful annoyance. Keep in mind the constant plasma 
    bursts and rocks that fall from the ceiling, and this boss will soon be dust.
    14. Mr. X's Mansion, Stage 3:
    This stage is a bit tougher. Start off climbing the left hand ladders for an Energy
    Tank, then head up the right side to reach the rest of the stage. The primary threat
    in this level lies in the piston blocks that rise and lower when you step on them. You
    need to move the blocks in most places in order to make the necessary leaps from plat-
    form to platform. The enemies flying about doesn't make this a whole lot easier, but
    with patience, it can be done. Try using Rush Jet for the majority of the stage so you
    can try and fly to some locations. Clear the first part of the blocks, and you'll land
    back on solid ground. Head to the right and climb the vertical section filled with 
    ladders to reach another block section. Clear this short one, then use Rush Power to
    break a block to reach another section, and ride the last set of blocks to reach the
    boss gate.
    Mettonger Z Strategy
    A lone Mettool controls this giant armed tank. The tank mostly just moves across the
    room at you, but can be repelled by constant fire. Speed up the battle by firing the
    Blizzard Attack at it, and don't hesitate to use an Energy Tank in a pinch. The Mett-
    onger fires varying arrays of arm cannon fire at you, so watch out and you'll be fine.
    15. Mr. X's Mansion, Stage 4:
    Mr. X's final stage is a bit of a toughie. Think Wind Man's level, and you'll be more
    or less prepared. Climb up two levels, grab the Energy Tank if you need it from the 
    staggered section, and head to the right. You'll have to cross many platforms while
    avoiding the more than annoying enemies that spring up out of the dispensers. Time
    your jumps to clear each section, and climb up the ladder at the end. Climb up the next
    ladder and you'll reach a small path split.
    ****Path Branch 1: Upper Path****
    Use Rush Jet to reach the ladder, and head along the upper path. This path only contains
    a 1-Up, and bypasses another platforming section.
    ****Path Branch 2: Lower Path****
    Simple; just head to the right across the blocks. Don't even know why I bothered to call
    this a path split, really...
    After the paths reconnect, drop down and head right. Ahead lies a final platforming/
    dodging flying enemies section and you'll land in front of the boss gate.
    Mr. X Strategy
    Now this is an odd battle if I've ever seen one...Anyway...Mr. X barely even tries to 
    hide the fact that he's Wily, but I digress. My point is the final boss who's not really
    the final boss should be somewhat spectacular...but he's not. Oh well, you have another 
    easy battle to chalk up this way. Mr. X sits in his giant Clasher and simply swings back
    and forth, back and forth. Anyway, hang to the far left, only venturing out to dodge the
    shots he fires that split into two and then fly along the ground. When the sides of his
    ship are at firing level, let him have it with the Flame Blast. Repeat this until you
    beat him, and you'll see the real mastermind *cue Dr. Wily again*.
    16. Dr. Wily's Castle, Stage 1:
    This is one pain of a stage, let me tell you. Use Rush Power to break all the blocks
    early on to get some powerups, and keep the Rush Jet equipped at all times if you can.
    Start off heading right, defeating the Mettools in your path. After you get past the
    first horizontal stretch, there's a long vertical section broken into various rooms
    that are filled with enemies. About halfway down, you'll start encountering weird
    spike constructions. You'll have to carefully use the Rush Jet to fly over and around
    the spike traps so you don't get killed. After a bit of memorization, it almost comes
    easily. Most of them require leaping out, then activating Rush to help you fly around,
    so keep this in mind while using your thrusters to maneuever. (Note: There is a block
    you can crack further up; it leads to another vertical passage filled with some power-
    ups. You have to time a jump just right to smash the block on your way down, though.)
    At the bottom, head to the right, defeating the various enemies and you'll reach the
    boss gate.
    Mechasaurus Strategy
    This fire-breathing dragon is really a nuisance... Use the platforms that circle out to
    the left and fire Yamato Spears point-blank at the eyes. If you have trouble aiming, 
    Mega Buster shots can work, too. Just avoid the fire attacks and keep pounding away
    to defeat this annoying boss.
    17. Dr. Wily's Castle, Stage 2:
    This whole stage is iced over, so use jumps a lot to slow your momentum if you find
    yourself accelerating towards something deadly. Use the Flame Blast at the start to
    grab the Energy Tank, and keep heading to the right destroying the enemies in your
    general path. At the end, climb the ladder, and you'll reach a room with some disappear-
    ing blocks. If you can reach it, there's a secret tunnel off to the right; melt the
    ice with the Flame Blast, or just use Rush Jet to fly up to the top and into the next
    section. Up top, you'll deal with some mad hatter-type robots that get ticked off if
    you shoot them. Blast them and keep heading to the right. Get the Energy Tank lying
    in your path and drop down. Drop down the next section, and you'll have to cross a bit
    of a precarious platform section with more hatter-robots before reaching the boss gate.
    Remember to jump to stop forward momemetum!
    Tank-CS2 Strategy
    This giant machine just rolls across the screen trying to ram you, or something like
    that. Start off firing the Yamato Spear at it, then use the Wind Storm if you run out
    of energy. There's really no way to avoid being hit, unless you're quick and manage to
    use the Jet Suit to fly over the contraption. However, one needn't worry since this
    battle is over fairly quickly. As a last resort, you can fire charged Mega Buster shots
    at it. Have a few Energy Tanks available.
    18. Dr. Wily's Castle, Stage 3:
    A short stage with Energy Tanks galore; this one somewhat resembles Centaur Man's stage 
    with the weird physics. Your goal is to get to the teleport at the end - but before you 
    can get there, you must cross a few ledges and spike-lined pits. Be especially wary of
    the fans that pull you into the spikes and blow you towards them, so advance with due
    caution, and be sure to get the Energy Tanks that you see on the way. At the end, you'll
    reach a ladder that leads to an empty room. Wait for the disappearing blocks to form a 
    pattern, or use Rush Jet to fly up to the ladder in the upper left corner. Just ahead 
    lies a teleport which will take to you the room where you'll re-fight the eight Robot 
    Masters. The teleport diagram looks like this:
    		Yamato Man                            Blizzard Man
    		Plant Man			      Flame Man
    		Knight Man   Centaur Man   Wind Man   Tomahawk Man
    19. Final Stage:
    This short stage leads to the final battles. Exit the teleport, fall down the shaft and 
    hug left to grab another Energy Tank. At the bottom, just head right until you find 
    another Met Dispenser. Shoot the bottom part of the dispenser to destroy it, and move on
    to the boss gate, where Eddie will appear shortly before to give you one last power-up.
    Onto the battle against Wily!
    Dr. Wily Strategy, Phase 1
    Wily's first form is quite easy (all of them are, but this one particularly). Wily uses
    a large skull-shaped craft with spikes on the bottom. He basically hops around trying
    to catch you underneath him. Keep charging your Mega Buster and let him have it when-
    ever you get the chance. Avoid his spiral-shaped energy bursts by sliding and you'll 
    get through with barely a scratch.
    Dr. Wily Strategy, Phase 2
    Once you destroy the first form, Wily immediately attacks again, with a slightly 
    smaller version of before. His attacks do a bit more damage, but you can defeat it
    easily by using the Knight Crush.
    Dr. Wily Strategy, Phase 3
    For the final phase, Wily attacks in his saucer, repeating his disappearing act. When
    he appears, he'll send out spiraling energy shots. Stick yourself far away from Wily 
    when he does this, and you won't get hit. When he does appear, use the upward arcing
    of the Silver Tomahawk to hit Wily. You can usually hit him twice per appearance. Once
    you've beaten Wily to the ground, the ending will start.
    20. Boss Weapons:
    -Plant Barrier - Another Shield variation, little flowers circle Mega Man. Like the 
     other shield weapons, this one can be fired off early.
    -Silver Tomahawk - Mega Man tosses a tomahawk in an arc.
    -Yamato Spear - Mega Man fires a spear straight forward.
    -Knight Crush - Mega Man sends out a small mace ball which boomerangs back to him. 
    -Centaur Flash - A remake of the Gravity Hold...which was a remake of the Flash Stopper,
     which was a remake of the Time Stopper. You get the idea. It freezes the action and
     does damage to certain objects for about five seconds.
    -Wind Storm - Mega Man fires off a small gray tornado that spirals along the ground. It 
     can carry some enemies away with it.
    -Flame Blast - Mega Man shoots a small burst of flame which will flare up from either 
     the wall or floor, depending on where the initial burst lands.
    -Blizzard Attack - Mega Man fires off a snowflake spread from behind him: two of them 
     fly straight ahead, and the remaining two fly off at diagonal angles, allowing for more
    21. Secrets and Tips:
    1. Mr. X Password: B6, D4, F2, F4, F6.
    2. Use Blizzard Man's stage if you need to refill Energy Tanks.
    3. Ummmm....
    4. Some stages will change color depending on whether or not you found the Beat circuit 
       plate...I don't know how particularly useful this is, but it's a neat effect...
    22. 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.

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