Mega Man 9 general guide
By Master ZED <http://masterzed.cavesofnarshe.com/>

TOC

NOTES: When using quick find codes, ignore spaces; commas separate two codes for
one subsection (for the walkthrough, stage first (WT), boss second (BS)).  For
Challenges, only a few of the toughest have individual codes, but all are
listed in the order they appear on the Wii and PS3 lists.

0. Version history                 : VS HS
1. Intro                           : IN RO
   - Ctrl+F (or /) is your friend! : CT RF
2. General info
   - Game modes and options        : GI MO
   - Controls
      - Wii controls               : GI CN
      - XBox 360 controls          : GI CX
      - PlayStation 3 controls     : GI CP
   - Weapons                       : GI WP
   - Items                         : GI IT
   - Miscellaneous tips and tricks : GI MT
   - Robot master weaknesses       : GI WK
   - Guide format for all modes    : GI FM
3. Walkthrough
   - Splash Woman                  : WT SW, SW BS
   - Concrete Man                  : WT CM, CM BS
   - Galaxy Man                    : WT GM, GM BS
   - Jewel Man                     : WT JM, JM BS
   - Plug Man                      : WT PM, PM BS
   - Tornado Man                   : WT TM, TM BS
   - Magma Man                     : WT MM, MM BS
   - Hornet Man                    : WT HM, HM BS
   - Wily Castle 1                 : WT W1, W1 BS
   - Wily Castle 2                 : WT W2, W2 BS
   - Wily Castle 3                 : WT W3, W3 BS
   - Wily Castle 4                 : WT W4, W4 BS
4. Proto Man mode tips
   - Important note                : PM IN
   - Differences from Mega Man     : GI PM
   - General tips                  : PM GT
5. Hero mode walkthrough
   - Splash Woman                  : HW SW
   - Concrete Man                  : HW CM
   - Galaxy Man                    : HW GM
   - Jewel Man                     : HW JM
   - Plug Man                      : HW PM
   - Tornado Man                   : HW TM
   - Magma Man                     : HW MM
   - Hornet Man                    : HW HM
   - Wily Castle 1                 : HW W1
   - Wily Castle 2                 : HW W2
   - Wily Castle 3                 : HW W3
   - Wily Castle 4                 : HW W4
6. Superhero mode walkthrough
   - Splash Woman                  : SH SW
   - Concrete Man                  : SH CM
   - Galaxy Man                    : SH GM
   - Jewel Man                     : SH JM
   - Plug Man                      : SH PM
   - Tornado Man                   : SH TM
   - Magma Man                     : SH MM
   - Hornet Man                    : SH HM
   - Wily Castle 1                 : SH W1
   - Wily Castle 2                 : SH W2
   - Wily Castle 3                 : SH W3
   - Wily Castle 4                 : SH W4
7. Endless Attack guide
   - General info                  : EA GI
   - Bosses                        : EA BS
   - Underwater                    : EA UW
   - Ice                           : EA IC
   - Grabber                       : EA GR
   - Laser Fence                   : EA LF
   - Huge pit(s)                   : EA HP
   - Normal                        : EA NO
8. Challenge and achievement tips  : CH TP
   - Headbanging                   : CH HB
   - Mr. Perfect                   : CH MP
   - Mega Diet                     : CH MD
   - Conservationist               : CH CV
   - World Warrior                 : CH WW
   - Last Man Standing             : CH LM
9. Miscellaneous
   - Special Stage walkthrough     : WT SS, FM BS
   - Glitches and bugs             : GL BG
10. Credits                        : CR TS
   - Links                         : CR LK
   - Speed run links               : SR LK
Non-numbered. Legal bull

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0. Version history (VSHS)
-----------------------------------------------------------------------------

--------------------
v1.0 (11:33 AM 1/10/2009)

Initial release.
--------------------

-----------------------------------------------------------------------------
1. Intro (INRO)
-----------------------------------------------------------------------------

This is really an experiment on my part to see if I can write a good guide for
an action-based game.  I've never tried it before... can't hurt, eh?  Besides,
I don't think anyone has covered Hero or Superhero mode yet.  Kinda silly given
how long they've been out so far.

While this is meant primarily for the Wii, I have noted all PS3 and 360-specific
info that I know of in the appropriate sections.  I hope to gather all of the
information I need on the menus and options for those systems to make this
officially an all-inclusive guide for the three systems.  If there is something
missing from those two that is relevant (say, where Mega Man 9's game and DLC
are located in the PlayStation Store for example, or whether the PS3 really does
allow the analog stick for movement), contact me.

-----
Ctrl+F (or /) is your friend! (CTRF)
-----

First and foremost, LEARN CTRL+F!!!  This is usually the shortcut for the
Search function on your browser, which is also usually found under Edit.  You
can use this to look up certain words, sentences, etc., and is much easier than
scrolling through the entire guide.

In Firefox and probably other browsers, there are certain quick find buttons
such as / that only search for the first match.  This is why I put spaces in the
quick lookup codes in the table of contents, to ensure that each code had only
one real instance anywhere in this text.

-----------------------------------------------------------------------------
2. General info
-----------------------------------------------------------------------------

-----
Game modes and options (GIMO)
-----

NOTE: System-specific menus like the Wii's Home button menu aren't covered by
this guide, though if a menu differs between systems, the differences are noted
here.

=====
Game Menu options
=====

Game Start - Presents all available gameplay options including access to save
files (Load).

----------

Achievements (360) - Presents the list of completed and incomplete achievements
on the XBox 360 version.  For reference, the achievements are as follows:

Achievement name   | GP | Description*
-------------------+----+----------------------------------------------------
Gamer's Day        | 20 | Clear the game 5 times in 1 day.
Peacekeeper        | 20 | Clear the game by defeating the fewest number of
                   |    | enemies possible.
Conservationist    | 20 | Clear the game by using the least amount of weapon
                   |    | energy possible.
No Coffee Break    | 10 | Clear the game without using any Energy or Mystery
                   |    | Tanks.
World Warrior      |  5 | Defeat every type of enemy.
Invincible         | 30 | Clear the game without dying.
Almost Invincible  | 20 | Clear the game without continuing.
Jitterbug          | 20 | Clear the game in 60 minutes or less.
Blue Bomber        | 10 | Defeat a boss without getting damaged.
Trusty Sidearm     | 20 | Defeat the 8 bosses with the Mega Buster.
Whomp Wily!        |  5 | Clear the game once.
Destroyer          | 20 | Defeat your 1000th enemy.

* - These are the game's descriptions, which lack accuracy in certain areas.

Gamer Points have also been listed by their appropriate achievements in the
Challenge and achievement tips section, quick find code CH TP.  That section is
sorted by the original Challenges list.

----------

Challenges list - Gives you a list of all of the game's available challenges,
placing crowns in the text of those challenges that have been completed thus
far.  Note that you do not have to save manually to keep challenges earned; a
proprietary auto-save system is used to keep track of your progress on the list.
There are 50 Challenges in all, 38 on the 360 (the missing 12 were made into
Achievements).  When you earn a challenge, you will be notified during the game
or after the credits depending on what exactly you've earned.

----------

Rankings/Leaderboards (360) - This option gives you the ability to see the
fastest times for each stage and the entire game, as well as the highest number
of screens cleared in Endless Attack.  Note that you can only view Time Attack
finishes and Endless Attack screen counts for that which is available to you; if
a stage isn't available in Time Attack, or if you haven't purchased Endless
Attack, then you won't be able to see those scores.

Also, each system has its own rankings.  The Wii and PS3 only track the top 10
times and screen counts overall, while the 360 leaderboards keep tabs on
everyone who completes a given ranked mode of play, and can be sorted by top 10,
friends, and your own rank.  If you're looking for the best overall competition,
the Wii has the best scores on average, though many of *the* best times can be
found on the 360 boards at the time of this guide's release because of one
extremely dedicated player.  The PS3 is currently the least competitive version
of the three systems, though this is just speculation since there seems to be
little to no talk of its stats.

----------

Options (Wii and PS3, Help & Options on 360) -

Control Type: Changes which button(s) fire weapons or jump.  For those using the
Classic Controller, consider B and X the same button, and A and Y as the other.
Type 1 is good for the Wiimote and those quite used to the Classic Controller's
handling on Virtual Console games, while Type 2 creates a SNES-like feel for CC
users.

Legacy Mode: This controls whether the artificial sprite flicker effect is on or
off.  This flicker is meant to emulate what would happen on-screen when the NES
had too many objects on the screen at once, or rather, when it had too many
objects in the same place on the Y axis (if a lot of objects were on the ground
at once for example), causing some of them to disappear partially or entirely
from the view of anyone looking at the screen.  This has no other use than to
create a better sense of nostalgia for players that remember the 8-bit era, and
the effect seems to be lost in what would be considered extreme situations for
the sake of the game's playability.

Player Name (Wii): When you start the game for the very first time, you will be
prompted for a name on the Wii version (not sure about the PS3; the 360 will
just use your gamertag).  This name can be up to 10 letters, numbers, and
whatever punctuation long and is used only for the Challenges list and rankings.
The name you enter can be changed at any time here.

NOTE: I have no idea what else is on this menu in the 360 version or what the
PS3 has here.  That information would be greatly appreciated.

----------

Downloadable Content - After confirmation, this special screen will display the
DLC available for purchase using Wii points or whatever your system's equivalent
is.  Note that while the PS3 doesn't have this menu (DLC must be bought through
the PlayStation Store), the prices are listed here anyway.  Items and their
price tags are as follows:

Proto Man Mode: Play as Proto Man in the normal game.  Proto Man has benefits
over his brother such as sliding, a chargable Proto Buster, the use of his
shield in midair, and immediate use of the Proto Jet.  However, this is not a
cakewalk by any means; Proto Man has to deal with 2X damage and 2X knockback, as
well as not having a shop to buy his way out of tight spots with.  If you miss
Mega Man's abilities from 4 and 5, Proto Man will be more than happy to give you
what you want, but for a high price... in the game, that is.

Proto Man cannot be used for anything else unfortunately, which makes the $2 US
a ripoff to many players.  It's still fun for what it is.  More info on Proto
Man's abilities can be found in his own section (GI PM for a specific quick find
code).  This mode doesn't count toward challenges or ranking boards.
Wii points - 200
MSP        - 160
PS3 price  - $2 USD

Hero Mode: A harder difficulty that changes enemy placement, along with certain
objects such as teleporters and disappearing blocks.  Nothing else is changed;
bosses remain the same, Mega Man still takes and gives the same amount of
damage, and the shop is still open.  This mode doesn't count toward challenges
or ranking boards.
Wii points - 100
MSP        - 80
PS3 price  - $1 USD

Superhero Mode: The same types of changes made in Hero Mode are taken to an
extreme.  Stages like Plug Man and Galaxy Man acquire very difficult new
puzzles, and stages like Concrete Man may feel more like Contra than Mega Man.
A true test for the self-proclaimed MM9 master, and a nice change of pace for an
actual master.  This mode doesn't count toward challenges or ranking boards.
Wii points - 100
MSP        - 80
PS3 price  - $1 USD

Endless Attack Mode: Play through a stage that never ends, trying to last as
long as you can.  This mode may feel like its own game at times, with a focus on
screens cleared serving as a score.  More info can be found in section 7 (EA
TP).  This mode has its own ranking board, though challenges can't be done here.
Wii points - 300
MSP        - 240
PS3 price  - $3 USD

Special Stage: A Time Attack challenge with enemies galore, including minibosses
and bosses from the main game leading up to a fight with a unique robot master.
Just like the other TA stages, this stage does have a ranking board, but
challenges cannot be cleared here.
Wii points - 100
MSP        - 80
PS3 price  - $1 USD

=====
Game Start options
=====

New Game - Starts a new game of Mega Man 9's normal mode.  This is the only mode
in which you can clear challenges on the Challenge list or rank on the All Clear
rankings board.

----------

Load - Load a previously saved game.  You only have eight save slots, which
could easily be filled up between normal, Proto Man, Hero, and Superhero modes.

----------

Time Attack - Attack specific stages cleared in the normal game or purchased via
DLC for the fastest time.  You can also view individual stage rankings without
having to back out to the Game Menu, and review the unique rules of Time Attack:

1. The game ends if you die.
2. All of your special weapons can be used in this mode.

Inaccessible stages appear as question marks.

----------

Endless Attack - Start an Endless Attack game, view the rankings, or review the
special rules.  However, some rules aren't stated; here is the complete list.

1. The main objective is to get from the red teleporter to the blue teleporter.
2. The game ends when you die.
3. There are no 1-Ups or shop, so no screws either.
4. You will fight one of the eight robot masters when you reach the next blue
teleporter after five areas have been cleared (so every 30 screens not counting
the boss areas themselves).  The RM's will come in a random order, but the game
will not choose an already-defeated RM until you have gone through them all.
5. Each time you defeat all eight robot masters, the damage Mega Man receives
from every attack by an enemy will increase by one.  Eventually, even a Met will
be able to OHKO Mega Man.
6. All of your special weapons are available in this mode.

If you haven't purchased this mode, it will appear only as question marks.

----------

Special Games - Gives you the option to start a new Proto Man, Hero, or
Superhero Mode game if you have them.  Anything unavailable appears as a bunch
of question marks.

=====
Post-stage options
=====

NOTE: This screen will not appear after the final stages unless you lose all of
your lives.

Continue - If you lost all of your lives on a particular stage, you can start
that stage over with full weapon energy and two lives.

Stage Select - Takes you back to the Stage Select screen.

Save - Allows you to save the game to one or more of eight slots.

Title - After confirming, takes you back to the title screen.

-----
Controls
-----

=====
Wii controls (GICN)
=====

Note that these controls are type 1 only; flip jump and fire weapon if you're
using type 2.  I'll assume you know how to navigate menus (fire weapon is
confirm, jump is cancel).

Wiimote

Control pad: Controls Mega Man.
1          : Fire weapon
2          : Jump
-          : Access Challenge List
+          : Access weapon select subscreen

Classic Controller

Control pad: Controls Mega Man.
B/X        : Fire weapon
A/Y        : Jump
-          : Access Challenge List
+          : Access weapon select subscreen

Subscreen

NOTE: Accessing the subscreen will "cancel" anything Mega Man might be using
from the current field, whether that be Mega Buster shots flying through the air
or, say, Rush Jet.

Control pad: Change selected weapon or item.
1/B/X/+    : Confirm selection (exits subscreen on a weapon, Eddie, or 1/2 item)
2/A/Y      : Leave subscreen*

* - If this is used to exit the subscreen, you will return to the game with
whatever weapon you were using before regardless of what was highlighted.

=====
XBox 360 controls (GICX)
=====

Note that these controls are type 1 only; flip jump and fire weapon if you're
using type 2.  I'll assume you know how to navigate menus (fire weapon is
confirm, jump is cancel).

D-Pad/L. Stick : Controls Mega Man.
A/Y            : Fire weapon
B/X            : Jump
Start          : Access Challenge List
Back           : Access weapon select subscreen

Subscreen

NOTE: Accessing the subscreen will "cancel" anything Mega Man might be using
from the current field, whether that be Mega Buster shots flying through the air
or, say, Rush Jet.

D-Pad/L. Stick : Change selected weapon or item.
A/Y/Back       : Confirm selection (exits subscreen on a weapon, Eddie, or 1/2
                 item)
B/X            : Leave subscreen*

* - If this is used to exit the subscreen, you will return to the game with
whatever weapon you were using before regardless of what was highlighted.

=====
PlayStation 3 controls (GICP)
=====

Note that these controls are type 1 only; flip jump and fire weapon if you're
using type 2.  I'll assume you know how to navigate menus (fire weapon is
confirm, jump is cancel).

D-Pad          : Controls Mega Man.
X/Triangle     : Fire weapon
O/Square       : Jump
Select         : Access Challenge List
Start          : Access weapon select subscreen

Subscreen

NOTE: Accessing the subscreen will "cancel" anything Mega Man might be using
from the current field, whether that be Mega Buster shots flying through the air
or, say, Rush Jet.

D-Pad/L. Stick   : Change selected weapon or item.
X/Triangle/Start : Confirm selection (exits subscreen on a weapon, Eddie, or 1/2
                   item)
O/Square         : Leave subscreen*

* - If this is used to exit the subscreen, you will return to the game with
whatever weapon you were using before regardless of what was highlighted.

-----
Weapons (GIWP)
-----

This is a list of Mega Man's available weapons and what they can do.  Note that
all weapons have a maximum of 28 points of energy, just like Mega Man's life
meter and every robot master/Wily Castle boss as well.  While the names are
fully spelled out here, in the game, the first word is used as an initial and
the last word is fully displayed.

Mega Buster - Your normal weapon.  Can have up to three shots on screen.  Some
select bosses are weak this weapon, receiving two damage per shot instead of
one.  Though this has an energy meter in the subscreen, its energy is infinite.

Rush Coil - Summons Rush to use as a springboard for a high jump.  He will only
use energy when this function is actually used, but as long as you have energy,
he can be summoned an infinite amount of times for free.  A buster weapon is
available while Rush is on screen or when Rush is out of energy.  Costs 2 points
to use.

Rush Jet (received after defeating five robot masters) -
Summons Rush to use as a jet-like moving platform to sail over wide pits and
difficult jumps.  He will only use energy when this function is actually used,
but as long as you have energy, he can be summoned an infinite amount of times
for free.  A buster weapon is available while Rush is on screen, and he'll leave
when he runs out of energy or crashes.  Like Rush Coil, however, the buster is
still available in the event that Rush's energy is completely drained.  Costs
1-2 points per second so long as Rush is in motion.

Magma Bazooka (Magma Man) -
A spreadshot weapon that fires straightforward, diagonally down, and diagonally
up.  This weapon can not only be charged to do additional damage to normal
enemies and robot masters/bosses that are weak to it, it can also hit an
opponent multiple times as long as the hits connect separately and are from
the same blast.  A great weakness replacement in a pinch as it can do one, two,
or three points of damage against any boss, but be careful as only one Bazooka
volley can be on-screen.  If even one shot misses, you'll have to wait for it to
leave the screen or pause cancel before firing again.  Costs 1 point every two
normal shots, or three points every charged shot.  There are many bosses that do
NOT receive additional damage from charged shots, so take note not to waste what
could amount to a lot of ammo.

Hornet Chaser (Hornet Man) -
A homing weapon that seeks and destroys its target.  It will only chase down
one, and if it gets the kill, the hornet will continue on its current path off
screen, damaging whatever else it comes across.  It will be destroyed when it
doesn't kill the enemy.  Multiple hornets will tend to seek out multiple targets
and usually only gang up on lone enemies.  If there are no enemies, the hornets
will instead seek out powerups and bring them to Mega Man.  While slow and
merely as powerful as the Mega Buster against most enemies, the Hornet Chaser
does have unique uses and is the only means by which you can get many of the
otherwise sealed off freebie powerups scattered about the game.  Costs one point
per shot.

Black Hole Bomb (Galaxy Man) -
One of the game's most devastating weapons, this weapon, once fired, can be
steered up and down and only detonates when you press fire again.  Its forward
movement is slow, but the power it packs to suck up every small enemy and even
projectiles in its path, and moderately damage larger foes at that, makes it a
highly-coveted WMD.  Especially good for annoying flying jewels, Uzi Joes, Mets,
underwater mines and other such garbage.  Costs 4 points per bomb.

Tornado Blow (Tornado Man) -
A screen-clearing weapon that creates an upward draft of gale-force wind going
from the bottom of the screen to the top, doing heavy damage to large foes and
carrying away smallfries.  It also gives Mega Man a higher jump so long as he's
in the weapon's path.  A VERY useful weapon that costs 7 points per shot, so use
it sparingly.

Jewel Satellite (Jewel Man) -
An immensely powerful shield that eats anything that can be destroyed within two
Mega Buster blasts, this weapon can not only deflect many projectiles, it can
also reflect particular weapons such as the Met's spread shot and the Uzi Joe's
machine gun to do damage to the users and even other foes.  This weapon can be
launched as its own projectile at the user's will by hitting fire again, and as
long as it doesn't encounter opposition that's too strong to OHKO or gets
launched, and as long as Mega Man doesn't change screens, the weapon's duration
is infinite.  One of, if not the best shield weapon among the 8-bit (style)
games.  Costs four points per shield activation, and nothing to launch.

Laser Trident (Splash Woman) -
A straight shot weapon similar to the Mega Buster, but does two points of damage
to normal enemies, is larger in size, and is an unstoppable weapon, piercing the
shields of Uzi Joes and the body of any foe it encounters, allowing it to take
out many enemies at once.  It cannot, however, damage enemies with no hit
detection such as the Mets or flying jewels when they're in hiding (only a Black
Hole Bomb or Tornado Blow can take those out).  At a cost of one point every two
Tridents, this is a powerful replacement to the Mega Buster that is a godsend in
Superhero mode, but be careful that the unstoppability of the Tridents doesn't
hinder your ability to rapid fire the weapon.  There will be situations where
the Trident's invincibility proves to be more annoying than helpful.

Plug Ball (Plug Man) -
A speedy electric ball as powerful as the Laser Trident in terms of damage, but
instead of piercing foes, it is a ground weapon that rides along ledges, walls,
and unlike its predecessors, the ceiling.  It's excellent for taking out enemies
in spots you're trying to get to but can't yet spare a Black Hole Bomb or
Tornado Blow to reach, or even as a delayed projectile weapon when you know a
powerful enemy is coming and circumstances for firing on it are about to turn
ugly.  Costs one point every two balls.

Concrete Shot (Concrete Man) -
A powerful weapon that fires downward at a sloping angle.  The main attraction
of this weapon isn't really as a weapon due to the difficulty of its use in that
regard, but as a platform creator.  When it OHKO's an appropriate enemy or hits
a solid surface, a block is created within a third of a second that Mega Man can
stand on for a short period.  Don't be fooled by the block's longevity when he
isn't standing on it, as once he touches the top of the block, the duration of
the weapon is cut by at least one half.  All the same, for the quick, the
ability to have up to three blocks out at once makes this an awesome
speed running ability, allowing the crossing of spike pits, skipping short
ladders and otherwise required longer trips or Rush Coils, etc.  Costs two
points per block.

-----
Items (GIIT)
-----

Small/Large energy - These yellow/white items restore Mega Man's energy by 2 and
10 points respectively.  Both can be dropped by enemies or found.

Small/Large weapon energy - Blue items that do the same for Mega Man's special
weapons, but only for the one currently equipped.  The Energy Balancer item can
distribute this energy automatically under the appropriate conditions.  Both
items heal for 2 and 10 points respectively and are either dropped by enemies
or found.

Screws - Gather and use these at the shop to buy other items.  Small screws can
be randomly dropped or found and are worth two each, while large screws found
are worth 20, but are never randomly dropped.  While small screws can still be
dropped by enemies in Wily's Castle, you'll never find large screws there.

1-Up - Allows you to continue the stage from the last checkpoint should you die.
You start the game with two and can have up to 9.  This is used automatically
 and can be seen under Life in the subscreen.  It is the rarest drop from
enemies.
Screw cost: 20

Energy Tank - Restores all of Mega Man's energy when used.  Up to 9 can be
collected.  These can still be found while exploring the game on rare occasion,
but are most often bought at the shop.
Screw cost: 30

Mystery Tank - Restores all of Mega Man's energy and weapon energy when used.
However, if Mega Man has full energy for everything, using the tank will instead
turn all normal enemies in Mega Man's sights into 1-Ups.  This ability doesn't
work against bosses or minibosses.  Only one can be stored at a time.  As
finding these is VERY rare while playing the game, it is worth considering.
Screw cost: 50

Eddie call - Otherwise known as Fliptop, this robot can be called upon once per
stage or once in Wily's Castle to drop random items that can be found in the
field.  Items include energy, weapon energy, and even screws, which makes little
sense since Eddie calls can only be purchased.  Eddie cannot be pause canceled,
allowing for the refueling of multiple weapons without the Energy Balancer.
Screw cost: 50

Beat call - Beat calls are used automatically when you fall into a pit, at which
point Beat picks you up out of it and you have a few seconds to direct him to
where you wish to be dropped off.  As long as Beat has you, you are invincible,
which can be used at opportune times to skip fiendish pit guardians.  Three
calls can be stored at once, and they can only be collected from the shop.
Useful in the Mr. Perfect challenge since energy isn't lost when Beat is used.
Screw cost: 50

Energy Balancer - This item takes weapon energy collected and gives it to the
weapon whose energy supply is the most deficient, but only if the current
weapon's energy meter is full.  This item is hardly required to finish the game,
but is useful for the purpose of being lazy.  It is a shop-only item and you can
only have one, but one is all you need, as you can't lose this item in the
current game once purchased (unless you don't save with it anyway).
Screw cost: 100

Guard Power Up - Once activated, you take 1/2 damage for the rest of the current
stage or until you continue.  Dying by itself will not eliminate the item's
effect as long as you have extra lives to spare.  You can only store one, and
they may only be purchased.
Screw cost: 100

Shock Guard - Protects Mega Man from spikes, though he does receive knockback as
if he's taken a hit.  He loses no energy, however, making this useful in the
dreaded Mr. Perfect challenge.  Up to three can be stored at once, and only from
the shop.
Screw cost: 50

Roll's costume - Buying this not only changes Roll's costume in the shop, but
also in the ending cutscenes.  Buying it once changes her to her Mega Man 8
outfit, and a second purchase reverts her to normal.  It's only worthwhile to
her fanatics and those doing the Valued Customer challenge (since for that
challenge, you have to buy one of all items in the shop).  If you thought this
would allow you to play as Roll or allow Rock to crossdress as her, you're
sorely mistaken, though for the price, you'd expect something like that.
Screw cost: 200

Book of Hairstyles - Having this allows Mega Man to fight without his helmet on.
Without his helmet, he takes double damage, so the only uses for this item are
for a different look or for the Headbanging challenge.  You can only have one
and it's lost if you die.  It doesn't change the ending cutscene if you finish
the game with it either.
Screw cost: 20

Mega Man's helmet - You can either expend a life to get his helmet back or cough
up a few screws.  This is required for the Valued Costumer challenge, or if you
decide to do Headbanging and Invincible in one playthrough yet don't have the
confidence to make it through the castle with such a handicap.
Screw cost: 20

-----
Miscellaneous tips and tricks (GIMT)
-----

These are important things that didn't fit in the above.

Pause canceling - When you pause going to the Weapons Energy subscreen, you
cancel out Rush and/or whatever weapon you may have had out on-screen at the
time.  This allows you to do things like rapid fire special weapons that would
otherwise only be fired one at a time.  Just be careful that you don't cancel
out the weapon before it hits, or go to the subscreen when riding Rush Jet over
certain death....  Should you need to pause and keep the weapon drawn, go to the
Challenges subscreen instead.

Damage invulnerability - The use of getting an enemy to slap you so you can
cross deadly obstacles like spikes and lava unharmed is an old trick that finds
plenty of use in this game.  You only have just less than a couple of seconds to
use it, so be quick.

Edge jumps - Jumping off an edge instead of falling off accelerates your falling
speed when you begin to descend more than usual.  This doesn't sound very useful
until you realize that edge jumping or not may prove to be the difference
between evading an enemy below or getting struck.

Checkpoints - Like Mega Man games of the past, there are two checkpoints in each
stage: around the middle of the level and the pre-boss corridor.  These games
are hard, but not entirely cruel.  You'll go back to the last checkpoint each
time you die until all of your lives have been spent.

Continuing - This option is rather worthless until you get past the first of the
final stages in the game.  When you do that, hitting Continue after losing all
of your lives will start you off with 2 lives and full weapon energy, the latter
whether you entered the stage with full energy or not.

-----
Robot master weaknesses (GIWK)
-----

Weakness order:
Splash > Concrete > Galaxy > Jewel > Plug > Tornado > Magma > Hornet > Splash...

Damage chart legend

MB = Mega Buster     | LT  = Laser Trident
CS = Concrete Shot   | BHB = Black Hole Bomb
JS = Jewel Satellite | PB  = Plug Ball
TB = Tornado Blow    | MB  = Magma Bazooka
HC = Hornet Chaser   | CPB = Charged Proto Buster

Damage chart       | MB | LT | CS |BHB | JS | PB | TB | MB* | HC |CPB 
-------------------+----+----+----+----+----+----+----+-----+----+----
Splash Woman       |  2 |  1 |  1 |  1 |  1 |  1 |  1 | 1/1 |  4 |  3
Concrete Man       |  1 |  3 |  1 |  1 |  1 |  1 |  1 | 1/1 |  1 |  3
Galaxy Man         |  1 |  1 |  4 |  1 |  1 |  1 |  1 | 1/1 |  1 |  3
Jewel Man          |  1 |  1 |  1 |  5 |  1 |  1 |  1 | 1/1 |  1 |  3
Plug Man           |  1 |  1 |  1 |  1 |  4 |  1 |  1 | 1/1 |  1 |  3
Tornado Man        |  1 |  1 |  1 |  1 |  1 |  3 |  1 | 1/1 |  1 |  3
Magma Man          |  1 |  1 |  1 |  1 |  1 |  1 |  6 | 1/1 |  1 |  3
Hornet Man         |  1 |  1 |  1 |  1 |  1 |  1 |  1 | 2/4 |  1 |  3
Spike Shooters**   |  X |  X |  X |  X |  X |  X |  X |  X  |  X |  X
Shark Sub (Tail)   |  2 |  4 |  2 |  2 |  2 |  2 |  4 | 2/4 |  2 |  4
Shark Sub (Middle) |  2 |  4 |  2 |  2 |  2 |  2 |  4 | 2/4 |  2 |  4
Shark Sub (Face)   |  2 |  4 |  2 |  2 |  2 |  2 |  2 | 2/4 |  2 |  4
Twin Devil         |  2 |  1 |  1 |  6 |  1 |  1 |  1 | 1/1 |  1 |  4
Wily 1**           |  X |  X |  X |  X |  X |  X |  X |  X  |  X |  X
Wily 2             |  1 |  1 |  4 |  1 |  1 |  1 |  1 | 1/1 |  1 |  3
Wily Capsule       |  1 |  1 |  1 |  1 |  1 |  3 |  1 | 1/1 |  1 |  3
Fake Man           |  1 |  1 |  1 |  1 |  3 |  1 |  1 | 1/1 |  1 | N/A

* - Magma Bazooka can multiply its damage by hitting multiple times on the same
attack with separate hits.  The damage seen here likely won't be accurate in
actual combat.

** - Indirect damage only; see their respective sections (W1 BS and W4 BS) for
more information.

N/A - Proto Man can't fight Fake Man since he doesn't appear in the normal game.

NOTES: The Rush and Proto item Busters are absolutely identical to the Mega
Buster, though they do count as special weapons.  Fake Man is the Special Stage
boss and doesn't appear in the normal game, which is why he comes up at the tail
end of the list after the capsule.

-----
Guide format for all modes (GIFM)
-----

Each stage is divided into "rooms" depending on where the game shifts the
screen, such as when climbing a ladder up into another part of the area.  These
"rooms" are described in enough detail so that one who has seen the area can
recognize it if a mere quick lookup is needed.  Some areas may not be adequate,
but where that's the case, there's no real need for a walkthrough anyway.  Say I
detailed everything about the checkpoint room in Concrete Man's level.  There's
a ladder to the right, a block underneath, and a pit to the left.  Do you need
that much?  No.  Why?  Because there's nothing there to care about!

It is assumed that the player is going in order of boss weapon weakness, though
because personal preferences may diverge from this path (many people like to
start with Galaxy Man... I like doing Hornet Man's stage fourth... etc.),
alternative strategies may be listed with weapons you don't likely have.  These
strategies, especially where Rush Jet is mentioned, are also applicable to Proto
Man in most cases, and are also usually applicable to Time Attacks, though
nothing mind-bogglingly advanced is covered like the uses of Tornado Blow in the
last parts of the bubble puzzle and wall platform areas of Splash Woman's
stages.  Those tricks are too crazy for a general walkthrough.  If you want
that, see the Speed run links (quick find code SR LK).

For the Hero Mode walkthrough, it is assumed you know what you're doing to some
small extent.  For Superhero, a lot of smaller details and explanations are left
out as anyone who would challenge the hardest difficulty is likely familiar
enough with the game that they don't need to be told once again how Galaxy Man's
teleporters work.  With Hero Mode, I can't say for sure what the case actually
is.

-----------------------------------------------------------------------------
3. Walkthrough
-----------------------------------------------------------------------------

-----
Splash Woman (WTSW)
-----

NOTE: This area contains LOTS of underwater areas.  While underwater, Mega Man's
jump is much greater than usual, and his falling acceleration is also hindered.

Room 1 - The safe way would be to provoke the first mine, then leap over it, and
then the second into the hole.  For speed, you can just run under the first
mine.

Room 2 - These octopus-like enemies are invincible on the lower half, but are
provoked by either said half taking a hit or when Mega Man comes too close.  Use
this to make its head pop out and blast it three times to kill it.  The ink blob
can be destroyed, though if it hits Mega Man, it will turn him, his special
weapon projectiles, Rush, and his weapon energy meter black until you access the
subscreen.  This has no detrimental effect.  Make sure to pick up the large
screw on the other side of the hole first; you'll have to provoke the octopus
from afar for a safe kill.  Fall down the hole either left or right, NOT the
center!  The left is recommended, and don't stop holding whatever direction you
choose.

Room 3 - The middle of the room has four spikes, two low on the right and two
higher on the left.  If you followed directions, you won't die here.

Room 4

- On the right side, there's no reward, but total safety and a short
walk.  On the left, there's a 1-Up on the other side of a one-block wide gap.
Once collected, fall down the gap without moving left or right to avoid the
spikes.

- As you walk down the main hall, a drillfish will attack from behind.  Blast it
once.

- Just keep moving to avoid the mines and moving turret.  Make sure to jump down
the hole, either from a big jump from the raised portion of the ground or from
a very small jump at the hole's edge.

Room 5 - The left looks safe, but is extremely dangerous.  Walk off into the
right hole, holding right to go between the spiked walls.

Room 6 - There's a large energy to the left if you fell down the right side.
You'll have to be quick about taking it.  Otherwise, beware the tightening of
the walls on both sides.

Room 7 - Fall between the sets of two spikes into the middle.  On the left, move
a little away from the right wall.

Room 8

- If you fell in from the left, press against the right wall, holding right
walking into it, and continue holding right as you jump.  The game prefers solid
surfaces to spikes, and will register that you hit your head on the solid
ceiling to the right of the spike you were supposed to hit.

- The turret you see as the screen first shifts right can be destroyed from the
your current side of the wall if you wish, though it will do no good.  Weakening
it will, however; hit it once or twice, then finish it as you come around.

- You can ignore the octopus enemy, he shouldn't be able to attack fast enough.

- A drillfish will attack low from behind as you go under the next wall.  Either
outrun and jump it or turn around and kill it.

- Just walk off and continue right, ignoring the mine.

Room 9 - If you recognize this as the Wave Man bubble puzzle from 5, you are
correct.  Skip to room 12 if you know how to do it, or just past it to read
about two different methods of shortening the puzzle if you've done it before
and know how long the small bubbles last once you've stood on them.

Otherwise, there are three jets shooting small bubbles and two shooting large
bubbles.  The leftmost and the second from the right shoot large bubbles.  Board
the latter.  The positions at which these bubbles appear remain the same for the
next three rooms.

Room 10 - When the middle small bubble climbs up a bit, use it to leap onto the
ledge above.  Beware the drillfish coming from the left.  When you see the large
bubble on the left appear, jump to it.

Room 11 - Jump up to provoke the drillfish in this room, then jump to the next
large bubble when it appears.

Room 12 - When the drillfish appears on the left, jump up to the right side.
The large screw on the other side can be retrieved easily if you have Rush/Proto
Jet or Hornet Chaser, but if not, wait for the second large bubble on the right
to appear, then as the small bubble left of the middle rises, jump onto the
middle small bubble and cross the two to the other side.  To get back, you'll
have to fall onto the left ledge in room 10 and start over from there.

=====
Speed run method

Room 9 - When you enter the room, run all the way to the last jet.  When you get
to it, a small bubble will be above you.  Jump above it and land when it's
at the top of the screen.

Room 10 - As the bubble pops, jump up near the spikes, clearing out the Tropish
coming from the left and landing on a small bubble coming from below the screen
center.  When it is about to pop, make a full jump up and land on the large
bubble on the left side, ignoring the small bubble between you and it.  When you
land, wait a fraction of a second, then leap up to the small bubble to exit.

Room 11 - Jump to the right to land on the small bubble coming up on that side
of the screen, ignoring the drillfish.  A large bubble will appear afterward
just to its left.  Land on this and continue as normal.
=====

=====
Rush Jet bubble puzzle method

Room 9 - When you enter the room, run all the way to the last jet.  When you get
to it, a small bubble will be above you.  Jump above it and land when it's
at the top of the screen.

Room 10 - Summon and jump on the Rush Jet as the bubble pops, then jump up onto
the ledge with the spikes under it.  When the middle small bubble is very close
to the top of the screen, jump on it.

Room 11 - When you reach the next room, summon the Rush Jet facing right and
make a full jump upward.  Land on the Jet, and as it's leaving the room, jump on
the small righthand bubble as it's leaving the room, or if you can't make an
exact jump under pressure, end this method now by leaping onto the large right-
hand bubble, staying airborne as long as you can to ensure that it appears
before you fall out of the room.

Room 12 - Summon the Jet immediately, and jump just as the bubble's life ends.
This must be very carefully done to get close to the spikes and fall onto the
Jet while minding the drillfish from the left.
=====

Room 13 - Jump off the middle step and fire three shots right as you bump your
head on the ceiling to kill a turret on the other side of the wall.  After you
pick up the large weapon energy, quickly summon Rush Coil and jump up the ladder
from just right of where the energy was.

Room 14 - You can ignore the turret.  This is the first of three flying platform
rooms, where the platforms come out of the wall and last a set amount of time,
flying at their own speeds.

The first platform comes out of the right wall.  The second comes from the left,
and once you hop on here, you must climb platforms three and four like steps
quickly.  The fourth will take you to the ladder.

Room 15 - No enemies, but spikes.

The first and second platforms will come from the right.  When the first is
coming into range, you'll have to hop across both quickly to the ledge.  Here,
the third platform will fly out across the ledge attempting to shove you into
the spikes.  Hop on to meet the fourth platform, coming from the right, which
will take you to the ladder.

Room 16 - Spiked ceiling and a couple spikes in the middle of the air.

The first and second platforms will come from the left.  Hop on them, using the
second to board the third and then the fourth, the latter two coming from the
right.  This will take you to the ladder, but a fifth platform will come out of
the right wall at your height to interfere with the jump.  You can either hop
aboard it, then to the ladder, or just ignore it.

Room 17 - Go under, then above the two mines here.  Mind the second drillfish,
coming in from the right at face level if you were standing at the hole's edge.
If you just keep running, you can ignore the first drillfish, charging you as
you evade the mines.  Fall down the hole.

Room 18 - Ignore the turret and run for the boss door.

=====
Splash Woman (SWBS)
=====

Damage chart       | MB | LT | CS |BHB | JS | PB | TB | MB  | HC |CPB 
-------------------+----+----+----+----+----+----+----+-----+----+----
Splash Woman       |  2 |  1 |  1 |  1 |  1 |  1 |  1 | 1/1 |  4 |  3

This is the only robot master that takes two damage from the Mega Buster, which
is why she should be first in weakness order.  Her pattern is a bit rigid; first
she'll summon three waves of three fish, each brigade coming from the opposite
side of the direction she's swimming in.  She'll change direction as she nears
the wall.  When she reaches the top of the screen, she'll take out her trident
and fire off six Laser Trident down at you, trying to hover over your head.
These tridents are the most dangerous of all boss attacks in the game (6
damage), so be careful.  After launching the sixth trident, she'll dive down
with the actual trident and after a brief pause, repeat the pattern.

For the purposes of just finishing the fight, remember that the fish brigades
charge in from Splash Woman's current height, and as long as you can dodge her
when she's close to the ground, dodge and destroy the fish near the ground, and
avoid her trident, you can end the fight relatively quick by blasting her
whenever she visits you back on earth.

If you have Hornet Chaser, use it instead.  Try to use it close-up as well
during her song since the fish tend to lure the hornets away.

-----
Concrete Man (WTCM)
-----

Room 1 - Equip Laser Trident or Jewel Satellite if you have them.  The birds
that come in from the direction Mega Man is facing drop boulders that split into
two pieces when they hit the ground; destroy or avoid them with caution.  Also,
beware the pits in this room as flying enemies with twin cannons (one on each
side) spring forth from them.  For safety's sake, unless you have the Satellite
(in which case you can run right through them), get close to the pit, destroy
the first enemy, then if the birds and boulders aren't in the way, move on.  You
can destroy the turret and even its shots before the ladder easily enough.

Room 2 - Use Rush Coil to skip the spines, though if you don't want to, you can
stun them with any weapon from the ground below.  On their level, Laser Trident
is the best stun weapon, while Black Hole Bomb and Tornado Blow are your only
means of destroying them your first time here.  Note that Tornado Blow's jump
improvement isn't enough to make it to the ladder's platform by itself, but
quick jumps will allow you to skip a ledge.

Room 3 - Rush Coil would make the safest means of getting the 1-Up, but if not,
hit the ground runner to freeze it in place.  Again (because you likely skipped
reading all of room 2's paragraph), Mega Buster only stuns the spine from below,
so a special weapon providing better targeting such as the Trident or Plug Ball
is better if you're not a good buster shot.

NOTE: Before each of the next three rooms, it may be wise to jump into them and
fire three buster shots nearing the peak of your jump after entering as a
preemptive attack versus the Ball Elephant minibosses.  The Laser Trident
doesn't work well against them, but if you have Magma Bazooka, charged and small
shots alike work wonders at close range.

Room 4 - Red Ball Elephants roll their balls along the ground, then suck them
(and you) back in with their snouts and repeat.  If you have some good thumbs
for rapid fire, you can jump the ball, fire three more shots, start in the
middle of the screen and roast it with just the buster.  If not, get on the
ladder and aim for the head; it can't touch you from there.

Room 5 - Green Ball Elephants bounce their balls on the ground, making jumping
to dodge somewhat dangerous.  Run to the middle of the screen before it throws
the ball to have it sail above your head.  The suction part is no different from
the first elephant.

Room 6 - A red Ball Elephant, this time with two small pits protecting it.  If
you were able to do the six shot, then rapid fire method for the first one, it
can still work here with a jump over the second pit toward the elephant, but
most players should stay in the middle and attack when the suction isn't active.

Room 7

-  Deispiders work by falling into your path in front of you, crashing into
unsuspecting players, then jumping around a lot with some stalls here and there.
They're not very difficult, but it's better to kill this one by jumping up to
dispatch it first before going to the ladder.

- Note the odd block in the middle of the bridge; when this type of block has
the four dots protruding from it instead of being pushed in, you'll fall right
through it.

- The only means of retrieving the large energy here is by grabbing it with the
Hornet Chaser.  If you're going in weakness order starting with Splash, there's
no way you'll have it.

Room 8 - Hug the right wall as you go down the hole if you want the large screw
without the use of Rush Coil.  Otherwise, this is only noteworthy as the level's
checkpoint.

Room 9

- Take out the cannon on the ground as you see fit.  There is a ground runner on
the bridge over spikes on the other side of a hollow block (the same I was
talking about in room 7).  This spine will need a special weapon like (again)
Laser Trident, otherwise you just have to take care that it won't knock you
through the hollow block as you cross.  If you have doubts, staying out of their
line of sight, which is purely horizontal in nature, keeps them moving slow.

- The first waterfall hides a square block two tiles high that you can hide
behind to annihilate the last cannon in this room.  The second falls' ground is
at the same level you see on its right side.

Room 10 - The cannon is nothing to be concerned with, just climb up the ladder,
take out the spider, note the hollow blocks and move on.  Rush Coil can take you
into the first hollow block (above the entry ladder) easily enough if you press
against the lefthand square for guidance for a speed trick.

Room 11

- If you just keep running, the trees above dropping projectiles on either side
of their bodies can't hit you.  There are two small energy and two small screws
up there however (energy on the middle path and screws on the top), so aside
from the spine and the inconveniently placed tree guarding the top at the
beginning of the path, there's no problem with going up for some quick pickups.
Go for the small energy first, noting the tree above those pickups, then where
you see the two hollow blocks lined up before the screws, place Rush Coil below
the first block, fall onto it, and the jump will take you up to the top.

- The large weapon energy can be picked up either by Rush Coil or by the Up
block to its right.

- Up and down blocks go in their indicated direction until they go so far
off-screen that they disappear.  They take off after a rather short amount of
time (probably 1/3 of a second), so you must be quick to get off down blocks.
Up blocks are safe to use for height gains, as long as you get off before they
disappear in the skies above.  The puzzle guarding the boss door isn't all that
difficult with those in mind, it's really just asking you for some speed and
then some patience with the last up and down blocks.

=====
Concrete Man (CMBS)
=====

Damage chart       | MB | LT | CS |BHB | JS | PB | TB | MB  | HC |CPB 
-------------------+----+----+----+----+----+----+----+-----+----+----
Concrete Man       |  1 |  3 |  1 |  1 |  1 |  1 |  1 | 1/1 |  1 |  3

- While this boss does have a pattern, he actually has multiple patterns to
choose at the start and can lead off with any of the attacks in his arsenal.
These include:

Stomp - Concrete Man jumps into the air, out of range, and tries to crash on
Mega Man.  Whether or not he succeeds, the ground will quake and stun you if
you don't jump to avoid the vibrations.

Ram - The robot master uses a shoulder ram, not stopping until he bounces off
the wall.  The bounce sends him on a short leap up without gaining much distance
from the wall he hit.  This leap is a period of vulnerability.

Concrete Shot - Launches one shot that will create a block to stand on if it
hits the ground, or freeze Mega Man and damage him if it connects.  However, he
never leads off with a short shot, but...

Concrete Shot (far) - If Mega Man is out of range of a normal C. Shot, Concrete
Man will launch three at once in a net-like pattern.  The farthest will slightly
overshoot Mega Man, the nearest to Concrete Man will undershoot, and the middle
and highest of all is intended to make the connection.

To get out of a concrete freeze, just smash buttons that aren't the Challenge or
Weapon select subscreens.

- Dodging is relatively easy if you don't allow yourself to be cornered.  When
the stomp is used, the boss hangs in the air for a second prior to dropping,
making timing the quake dodge easy.  Charges are also just plain jumped over.
Concrete Shots are the hardest, but the small shot can be preemptively evaded if
you jump before he attacks, and if he begins with a far shot, you can jump
toward the wall to dodge and land on the blocks.  These blocks also allow you to
evade the stomp quake since they don't shake with the ground, but jump anyway if
the blocks are crumbling.  If you think he's about to fire, you can use Laser
Trident, his weakness, at his head to cut off the shots if you time it right
since the tridents destroy solidified Concrete Shot.

-----
Galaxy Man (WTGM)
-----

Room 1 - Just walk on by the UFO's.  After getting the small screw pickup to the
right of the main path before the first spike set, jump down to the ground
between the Met's shots and be ready to kill it immediately.  Either board the
ladder or destroy the two ground UFO's.  You can jump off the ladder to get to
the next platform, or you can use Concrete Shot on the spikes to create a short-
lived block with which to cross over.  The second ladder is merely there if you
don't want to cross over the four-spike pit with a single jump.  The exit is
guarded by two sets of one Met and twin discs following behind it, one on the
ground and one on the floating block prior to the final ladder.  If this is your
first MM game, Mets are invulnerable to most weapons when hiding under their
hard hats, but can be killed by anything when they peek and attack.  Defeat the
first set and use Rush Coil to reach the ladder instead, as the high Met is an
unnecessary pain to deal with when the coil is always available.

Room 2 - These two pink contraptions are teleporters that warp Mega Man to
another such device, which then ejects him straight up into the air.  These
blocks aren't exactly solid; they can be entered from any angle, and they will
always take you to the linked teleporter.  This room is merely to demonstrate
these devices before you have to use them in actual puzzles, which this game
likes to do a lot.

Room 3

- This will be your first encounter with the grabber robots.  They appear from
the ceiling when their airspace is approached to grab Mega Man and drag him away
speedily in whatever direction they are facing.  The first one awaits on the
right side of the ladder and drops the moment you even inch in that direction.
You cannot climb ladders when grabbed, and once they're on, only Jewel
Satellite, Tornado Blow or a similar weapon can dispatch them before they fly
away on their own, which may not always be in the most convenient spot.  After
the first one, or with if you jump into it with Rush Coil, you'll have to jump
some spike pits.  These don't require the grabbers at all, but remember their
little habit of letting go at the wrong moment and hold right at all times.

- The large energy is easy enough to get.  If you wander too far to the right
first, the grabber may appear again, but since these Bunby Catchers appear as
you approach, not necessarily when you're in range of their pincers, tricking
them just takes a little caution, if that.

Room 4 - The Met at the top of the room is easy enough to destroy, though Rush
Coil is recommended instead of the ladder for speed.  Hug the right wall if you
want to get into the nook with the large weapon energy.

Room 5

- Hug right again to avoid the spike pit, and dispatch the UFO's coming at you
head-on.  The ones that appear above can be ignored.

- When you get to the middle of the room, you'll have cleared the stage's
checkpoint.

- There are two sets of teleporters.  The first two are linked to each other,
while the third (lowest) leads to one acting as a ceiling above the exit ledge.
It's actually kind of easy to ignore the first two and jump straight to the
third.  The fourth also serves as an obstacle to getting to the ledge, since if
you being to approach it too early in your fall, the teleporter will catch you.
As you ascend and begin falling, line up Mega Man to the clear side of the
pink tube, then begin approaching the ledge as you fall past the teleporter.

Room 6 - These Green Petit Devils floating from side to side launch three Mini
Devils that hover in place after death.  You could destroy everything one at a
time, or you could place a Concrete Shot/Rush Coil on the ground and use that to
jump to the left ladder.  Doing so allows you to skip two of the three enemies.
Petit Devils can be destroyed without fear of reprisal with Concrete Shot,
Tornado Blow, or the weapon you'll earn after this stage is over.  If you take
out the top one by other means including the Buster, the Mini Devil launched
into the ceiling should disappear, allowing you to jump over the other two when
they're not hovering high.

Room 7 - Yellow eyes launch four such miniature blobs, but these are very easy
to skip without killing if you just wait for the first one to go low, then the
other to get away from the ladder.  The second one launches the Mini Devils up
and away from the ladder anyway, so destroying it is certainly faster.  The
1-Up is an easy task for Rush Coil, or if you destroy the eyes first, Hornet
Chaser, should you happen to have it.

Room 8 - The Shield Attackers can be leapt and attacked from behind, as they are
invulnerable to a number of attacks from the front, or attacked head-on with
Laser Trident or Tornado Blow.  The yellow eyes can also be easily attacked from
a distance.

Room 9 - The grabber that appears when crossing beyond the right side of the
ladder between the middle and high sections of the stage is far more of an
inconvenience than helpful; on the lower section, it won't stop in time for you
to turn around and attack the Met guarding the middle section before it gets to
attack unless you turned before the grabber took hold.  In the middle section,
if it succeeds, it will try to ram you into the short spike wall at the path's
start, which you'll have to jump over, which leads to dealing with the guardian
Met yet again.  Try to avoid it at least in the second instance when approaching
the ladder.  The hard hats are dealt with easily enough.

Room 10 - UFO's from both sides, one high and low to the right and in the middle
from the left, are the only obstacles here; a small screw also rests beside both
walls.  A nice speed trick here is to place Rush Coil to the right of the
ladder, climb up to avoid the lowest disc, then fall onto the coil and leap up
to the exit ladder.

Room 11

- Destroy the approaching UFO's from the right.  The powerups near the spikes
are guarded by a grabber that will take you right; if you don't go up to the
high path, it will smash you into another spike wall in that direction.

- You can jump around the first teleporter in a similar fashion to the first
teleporter puzzle to get the large screw, then begin the puzzle by jumping into
the pink tube.

- The teleporters are linked as such:

|               exit
|1     3       |
              4|
_   1 2 4 2 3  |

A little inaccurate, but close enough.  The easiest path is 1-1, 2-2, 4-4.  The
UFO's you encounter at the end of this won't hit you using this route.

=====
Galaxy Man (GMBS)
=====

Damage chart       | MB | LT | CS |BHB | JS | PB | TB | MB  | HC |CPB 
-------------------+----+----+----+----+----+----+----+-----+----+----
Galaxy Man         |  1 |  1 |  4 |  1 |  1 |  1 |  1 | 1/1 |  1 |  3

This guy usually likes long battles.  He only has two attacks: a Black Hole
Bomb, which he fires from above and tries to zero in on Mega Man's position as
he's flying around, detonating it out of range above his head to suck him into
the same space as Galaxy Man himself when he teleports below the bomb's impact
point to the ground, and two, a simple ram that takes him further off the ground
until he reaches the wall, at which point he drops, turns around, and then goes
into his next attack.  For the bomb, trick it by running one way, then change
direction seconds before it reaches the ground.  The bomb is slow to turn,
making it easy to manipulate.  The further you are from the impact point, the
more chances you have to turn around and fire on Galaxy Man before resuming
running away from the suction.  For the rams, simply fire on him and jump to
avoid as necessary.

His weakness is Concrete Shot, something best left for when he's near the
ground.  It can also destroy his BHB, leaving him helpless for the duration of
that attack since Galaxy Man will still stand below where the bomb was
eliminated for the same period of time.  Galaxy Man never breaks his pattern
even when it will kill him, and his attacks are very simple to avoid, making him
the easiest of the eight robot masters.

If you want to speed things up, however, and happen to be a good (C.) Shot, the
use of Rush Coil to chase down Galaxy Man isn't exactly out of the question.
When Galaxy Man goes airborne and launches the bomb, begin as normal, but summon
Rush Coil about a second into the attack.  Jump around and strike the BHB with a
Concrete Shot, then Galaxy Man himself, landing beside where the BHB was
destroyed to ambush a defenseless G-Man.

Without experience with the timing of his attack pattern (when he teleports),
you will likely take a hit doing this.  Also, attacking too early will result in
attacking while Galaxy Man's flight pattern is taking him upward, over the
Concrete Shot's range.

Finally, it is possible to launch your attack against him after the BHB's
detonation early if you know when he'll appear.  The moment he begins to appear
is the moment he becomes vulnerable, and it's only soon into his disappearance
that his collision detection goes offline until he reappears in the sky.  In
other words, his hit detection comes online as early as possible and disappears
a little late.  With enough speed and good timing to avoid his damage
invulnerability period, you can get in five hits with whatever weapon you have
available with only moderate difficulty at worst.

-----
Jewel Man (WTJM)
-----

Room 2

- The hard hats are easy pickings.

- The leaf-like enemies should be taken out by Laser Trident or the Mega Buster,
the latter before they hit the ground.

- The mine carts counter with a bouncing projectile when hit, and throw four
explosive balls at death.  Use Concrete Shot or Black Hole Bomb for a safe close
kill, or take it out at a distance.  The former is recommended due to it being
much less important to this stage and more plentiful, as you'll need BHB for the
boss and it only has half the ammo of C. Shot.

- The cannon is likely best taken out with Black Hole Bomb (in near-complete
contradiction to the above, yes, but five is optimal for the end and you have
seven), as that will destroy the leaf enemy as well.  The Mega Buster can be
almost as good, however, as long as you can catch the leaf.

- You can ignore the Met after the cannon.  Just keep moving, and jump at the
end of the ledge to destroy the next spinning leaf.  Ignore the next if you have
Concrete Shot for the mine carts ahead.  Take out the cannon however you want
and move on, Laser Trident ready for the next room.

Room 3

- As soon as you are able, try to fire a Laser Trident to the left to
take out the two spiders on the ceiling.  Very likely, you won't be able to do
this, as the timing needs to be very accurate.  If you fail, just lure them down
and crush them like in Concrete Man's stage.  Rush Coil+Trident is a safe
alternative.

- The bottom one can be problematic.  The safest way to handle this would be to
lure it to the right before dropping down, the absolute safest being to lure it
into the hole.  It won't be waiting at the other end if you do this.

- You could use Hornet Chaser to take them all out if you followed the speed
run's order.

- If you feel confident with the Trident entry strategy for this room, you can
use it again for the next.

Room 4 - If you don't have Hornet Chaser, take out the spider on the left from
where you dropped down, then do the same as the previous room for the bottom
enemy, only without the hole to help out.

Room 5 - Ignore the spine and keep moving to the swinging platform.  These
platforms move when Mega Man lands on them in the direction he's walking, and
with some momentum and turns, can be swayed further in either direction.  For
this puzzle, use the first two as normal platforms, letting your initial landing
momentum do the work, and when you get to the third, walk to the right, then
back left, then right again to get it high enough to board the fourth.  When you
do get on the fouth, treat it like the first two, but use a very short hop to
disembark just before reaching the edge, constantly holding right.  You can also
treat it like the end of the first teleporter puzzle in Galaxy Man's stage.
Don't let the spike wall psych you out if you treat this in the latter manner;
it's actually easier than the teleporter puzzle, you just don't get a second
chance without expending a life.

Room 6 - The boulder miniboss.  If you have Hornet Chaser, launch three
immediately; they'll seek out and knock the boulder down from the sky, after
which you can use Concrete Shot or whatever for the finish provided you jump to
avoid the quake.  Otherwise, avoid the boulders as best you can, but keep an eye
on the row above; the boulder will open his eyes before dropping.  When he
lands, the ground will shake as with Concrete Man's stomps, so jump to avoid
this.  Do as much damage as you can before it rolls its way back to the ceiling.
Five Concrete Shot can dispatch it.

Room 7 - Checkpoint.

Room 8 - Three jewel enemies will appear here.  If you have Black Hole Bomb to
spare, run through this room and use two to get through here; the first must be
pause canceled.  If not, you may have to take them out one or two at a time
until you can manage the numbers.

Room 9

- You should have at least two Concrete Shot with which to deal with the carts,
otherwise kill the first cart from the wall when it's as close to the pit as
possible, and destroy the second from the same position.  These first two pits
contain flying shooter enemies as seen in Concrete Man's stage.  Handle at least
the first one with caution (making it appear so you can destroy it before
jumping), and the same with the second unless you're good at jumping off the
edge without stopping.

- Jump onto the swinging platform, waiting a little bit longer than normal if
you've been jumping early as a habit, and walk across to the other side, using a
short hop to get through the spike obstacles.

- Jump and kill the jewel (it will open when you're in line for the shot), then
hop down to the bottom, kill the spine with Concrete Shot if you can, pause
cancel the block and move on as fast as you can.  You can leap completely over
the ground runner's area instead, though it can be a little difficult if you
can't make four-block jumps.

Room 10 - The easiest way to get past this platform is to fall onto it going
left, walk on it for a split second, then jump off to the right and fall left
into the pit, hugging the platform's right side.  It can be rather difficult to
do this any other way, but if you want it far away from the hole before going
in, just don't walk too far in either direction the last time you sway it and
jump a little early.  One or two Shock Guards will let you skip doing this if
you're a Seto Kaiba-wannabe in the scrap metal market.

Room 11 - Take this room slowly, killing everything in sight.  Use Concrete Shot
or the Mega Buster if you don't have enough of the former (you'll need four) for
the big stomper.

=====
Jewel Man (JMBS)
=====

Damage chart       | MB | LT | CS |BHB | JS | PB | TB | MB  | HC |CPB 
-------------------+----+----+----+----+----+----+----+-----+----+----
Jewel Man          |  1 |  1 |  1 |  5 |  1 |  1 |  1 | 1/1 |  1 |  3

If you have two Black Hole Bomb, this is easy.  Walk toward Jewel Man and
detonate when he comes into the bomb's range, making a short hop so that he
jumps (Jewel Man will always jump when Mega Man does while walking).  This will
hit him twice with the same bomb and suck up the Satellite.  Instead of
canceling, let him hit the wall, turn around, and when he smacks into the bomb a
third time, hop so he'll get hit a fourth time when he lands.  Pause cancel and
repeat to kill him on the sixth hit.

With five Black Hole Bomb, this is fast.  Do the same as the two bomb kill on
the first two hits, then rapid fire Black Hole Bombs with fast pause canceling,
minding the invulnerability period, for a quick win.

Without Black Hole Bomb, this fight gets a little ugly.  Jewel Man only walks
back and forth, jumping when Mega Man does, and then after awhile he fires his
Satellite shield in individual pieces.  Afterward, he's vulnerable until he
touches the wall, summoning the Satellite again.  If you hit any of the jewels
on the satellite, it will fragment, the jewel you hit flying in the direction of
the shot.  Unlike Mega Man's Jewel Satellite, this shield really is only in four
pieces, and only the jewels themselves offer any protection, but with the
fragmenting feature, you must be careful or risk letting the fight go from good
to suck rather quickly.  Try to get rid of the shield as fast as possible,
jumping up and firing while descending so that a leaping Jewel Man's shield gets
wasted by your shots, also firing when on the ground when holes become present.
When he's vulnerable, due to the flat level of the battlefield, he's just as
weak as Hornet Man, but the deflective property of the jewels and the toughness
of avoiding them if he's allowed to launch them on his own makes this a more
awkward battle than with the botanist.  There's no shortcut other than Black
Hole Bomb or Tornado Blow to destroying the jewels, though Laser Trident may be
able to trigger multiple jewels if it hits just right.  Only practice will make
perfect without the former powerful weapons.

-----
Plug Man (WTPM)
-----

NOTE: If you have Jewel Satellite, the pipe enemies in some rooms make for
excellent screw farming.  Activate the Satellite underneath a pipe and leave
Rock be for awhile.

Room 1

- Ignore the first pipe enemies.  As long as you keep walking you can avoid the
spark on the first platform by jumping clean over it, otherwise wait it out.  A
short jump can get by the next pipe enemy if you keep moving, but you should
likely wait and take it out.  A Telly (not a television!) will appear out of the
right pipe from under the column, so fall against the right side to take it out
safely.  Time your jump to the next platform to avoid the spark when first
hopping on and leap over the Tellys in the bottom pipe on the way out.

- Only Hornet Chaser can retrieve the large screw between the pipes here.  Lower
the Telly count to at most one, then launch a barrage of three to ensure one
catches the screw.  Have the hornet bring you the prize at the ladder.

Room 2 - Make a short jump onto the ledge, then immediately make a long jump
onto the next ledge to avoid the sparks.  Otherwise, just wait and leap over the
fast one when it gets to you and wait out the slow one going forward.

Room 3

- Jump from the ladder onto the ledge and over the Met.  Take the second one out
and then eliminate the cannon however you wish.

- The first disappearing blocks are easy.  Simply wait for the next one to
appear, jump to it, repeat.  On the last one before solid ground, hit fire then
jump quickly to proceed and kill the Met so he doesn't interfere (roll your
thumb over them like a wheel).  A Concrete Shot just after jumping also works.
If you feel comfortable enough with C. Shot, you can use it on the spikes to
jump directly to the last block when it appears, but mind the short lifespan of
the concrete blocks.

- Handle this puzzle at first the same as before.  When you reach the fourth
block, you'll see that one has appeared on the other side and that you can jump
to the top of the wall in your path to reach it.  If you don't do this fast,
however (you have to know it's there first), the fifth block appearance, in
addition to creating one under the fourth block, will spawn one at the ceiling
in the top wall space, potentially killing you.  If you're taking this puzzle
slowly, ignore this lure and take the bottom path.

- The block puzzle to where the 1-Up and large screw are isn't very difficult,
but you must wait for the second block to disappear before the third will come
out.  Rush Coiling to the third block instead is a little easier.

- If you take the bottom path, jump the first spark before the spikes and keep
walking to avoid the second (it will cross under you as you fall).

There are three ways to acquire the 1-Up from here instead of doing the puzzle
over the spikes:

1. Hornet Chaser.

2. Concrete Shot.  Go to the very edge of the exit drop, fire at the right wall
and jump on the block, using it to get to the item.

3. Rush Coil.  Place it at the edge and jump out of the passage, hugging the
left wall afterward to land on the coil and get to the 1-Up.

This is a difficult jump with the latter two methods, so take your time.

Room 4 - Move without stopping to avoid the shadow clones.  Checkpoint.

Room 5

- With Rush Jet, you must sail carefully, going down to the level of each of the
two solid platforms in this section one at a time, to avoid the disappearing
blocks.  These blocks appear depending on when you arrive to this area according
to the stage's individual timer, and since you can't see that outside of Time
Attack, there's no way to be absolutely sure how the blocks will appear until
you go in.  There's also the wall at the end that you have to go underneath that
prevents first-timers from using the Jet without knowing the puzzle's layout;
you can't just sail over the entire thing like in past Rockman games and simply
expect it to work.

- If you don't have Rush Jet, study the first puzzle carefully; you'll have to
time one jumps (depending on Rush Coil use) just as your block disappears and
the next comes into existance.  Good timing will get you through here easy.

- Leap the sparks as best you can or use Black Hole Bomb.  The second part of
the puzzle holds no real surprises, but a couple of the jumps may be hard due to
low ceilings.  Simply time your jumps carefully for the next block and don't get
jumpy.  The third part takes you up and leaves you there until a pair of blocks
appear below after yours is gone.  You should wait for these blocks to appear
before moving on.  You don't have to jump that small gap, but when the block
that fills it does appear, you'll have to be quick to jump to the final block
and get to solid ground.

- The screws and Energy Tank above the end of the puzzle are better retrieved
via Rush Coil than through the accompanying extra block puzzle, but beware; a
shadow clone will appear from the first static column.  BHB or turning to fire
on it when it starts approaching you will finish it, as it will the clones on
the ground.

- If you want to use Jewel Satellite, do so before picking up the free large
weapon energy.

- The last shadow clone will appear before a pipe ledge contraption.  From this,
the Tellies will spawn from random pipes.  Taking Rush to the top of the
structure is a good idea if you have a weapon that can attack downward (BHB,
Hornet Chaser...) to clear the righthand pipe without trouble.  The top is a
good idea anyway for the free large screw that can be retrieved by approaching
from either side.

Room 6 - Study the block puzzle here; the first two blocks appear as normal, but
then a barricade of three appear above after the first has vanished.  If you
time this wrong, there's no recourse.  An easier way to do this rather than just
doing the puzzle normally would be to fire Concrete Shot on the wall just above
where the second block will appear, and use that to jump straight to the ladder.
You can use the barrier to cross over to the 1-Up.  The Tellys can be an
annoyance while waiting to do the puzzle if you don't have BHB or Jewel
Satellite to spare, but whatever the case may be, don't let them persist in
their existence while you wait.

Room 7 - Three sparks are coming to greet you.  If you have no BHB left, wait at
the edge of the first ledge for the three groundlings to meet each other and
leap the whole lot of them, ignoring the ceiling spark.  With Tornado Blow, you
can just kill them outright.  The stomper before the boss door can be jumped
with a well-placed Concrete Shot within the column between the meters in the
background, but first-timers would be better off killing it.

=====
Plug Man (PMBS)
=====

Damage chart       | MB | LT | CS |BHB | JS | PB | TB | MB  | HC |CPB 
-------------------+----+----+----+----+----+----+----+-----+----+----
Plug Man           |  1 |  1 |  1 |  1 |  4 |  1 |  1 | 1/1 |  1 |  3

Plug Man only has himself and his Plug Balls as means of damaging Mega Man, but
all the same, with the twin T-blocks sitting aside from the middle of the room,
his ability to use either short hops, high jumps, and even long and high jumps
to get around the room, combined with his Plug Balls' ability to drop from the
ceiling at you, this fight can prove difficult.

With Jewel Satellite as a weakness, Plug Man is even more of a jerk and the most
difficult of the eight.  The Satellite deflects the Plug Balls, so if you play a
sort of hit and hide game with Plug Man, avoiding his attempts to crash into you
with his jumps, things should go well.  It will take seven Satellites to destroy
him, and you only have seven maximum, so unless you have a Mystery Tank to
spare, don't miss.  Speed and safety don't often mix, but with good timing to
avoid hitting with JS while Plug Man has damage-induced invulnerability, you can
just get right next to him and spam the Satellites in his face.  At or near full
energy, he can't possibly kill you before you get him.

Without it, Black Hole Bomb and Tornado Blow can destroy the sparks, but they'll
run out before the battle ends most likely.  If you don't have Magma Bazooka
(which isn't likely if you feel like you need to do the bosses in order most of
the time), get the Mega Buster and do your best to stay away from Plug Man
while evading his Plug Balls.  The balls crawl along the ground, walls, and
ceiling, ending their journey dropping on Mega Man from the third option.  As
you'll usually have to deal with this and a ground ball at once, do your best
not to get cornered.  If Plug Man is jumping toward you and you're in a corner,
get out while you can, and take advantage of the fact that he has to charge up
all of his attacks.  Plug Man is overall the hardest boss to deal with using
only the Mega Buster, but it's far from impossible.  Those who frequently have
trouble with challenges in difficult games may wish to bring loads of energy
tanks if Jewel Satellite isn't an option, or if it is, a Mystery Tank.  That
easy Energy Tank at the end of the dark room disappearing block puzzle was put
there for good reason.

-----
Tornado Man (WTTM)
-----

Room 2 - The Balloon can only fire diagonally downward at the peak or bottom of
its float, but the real danger comes if you hit the balloon before the enemy is
destroyed.  It will fly around randomly as the balloon deflates and often leaves
through the side of the screen before losing all of its air and dropping off the
bottom like a rock.  Avoid this with precision shooting as much as possible.

Room 3 - You could Rush Coil straight to the ladder, or after the Mets, you can
cross to the ladder via the magnet.  The rotating magnet flips Mega Man up and
down as it moves, and if Mega Man attempts to jump while beneath it, he'll just
fall off.  You can stay on top with constant jumps, however.

Room 4

- Ignore the balloonboo.  The magnets are awkward to use, but remember that
there aren't any enemies here and there's very little (usually no) risk of
running into the spikes while you're on a magnet.  Just calm down, take your
time to line up your jumps, and this shouldn't pose much of a threat.  With no
enemies, there's no time pressure, so take all you need.

Of course, Rush Jet is the best path.  Take it through the bottom, but avoid the
third set of spikes as they appear very close to the darkness.  The first set is
in sight when you take off, and the second is along the same airspace but
vertically aligned.  These first two sets are in the middle of the screen;
ignore the ones higher up.

- You can ignore this first balloon enemy after the puzzle as well, but you're
much better off killing the second one guarding the exit hole.  Be sure to grab
the large weapon energy on the right for Rush Jet if you used it for this magnet
puzzle.

NOTE: The next five rooms have ice floors.  They're tough to accelerate on and
tough to stop on unless you jump.  A short hop to start, and a short hop to stop
will work fine, as will full-on jumps.

Room 5 - The Shield Attacker is easily dealt with either by jumping over it or
Laser Trident.  Pressing right after descending below the top ledge's level is
all it takes to avoid the spikes.

Room 6 - More shield attackers.  You can kill the top one now with Plug Balls,
then the bottom however you wish; Black Hole Bomb can take both out.  With just
the Mega Buster, stay on the first lower ice block to kill off the two as the
bottom one won't cross over the block and the higher one will just sail
overhead.

Room 7 - Checkpoint.  Go ahead and collect the large energy unless you're doing
the Mega Diet challenge.  When you die, you'll come back here at full energy
anyway.

Room 8 - Kill the Uzi Joe with Laser Trident from afar or Black Hole Bomb up
close.  Otherwise, go into the lower path to hide from its initial assault.  Uzi
Joes, or Machine Gun Joes, fire eight bullets in a row that are impossible to
simply jump over without going to a higher ledge, ladder, or over the Joe itself
should it be allowed to unleash the full barrage.  It can also jump, but usually
only does this once every two assaults, or more if you're above it, trying to
knock you out of the air if you attempt to leap over it between attacks.  With
the Mega Buster, you can assault it as it draws its weapon, or if you get in its
face (go up to it from below, jump up and tap right once) when its shield is up,
you can attack right through its defense.

Room 9 - Jump up to the Met and kill it without reaching its ledge, then jump
and kill the Uzi Joe as openings allow.  You could use a BHB to take both out as
well.  The large screw should be easy enough to Rush Coil to or Hornet Chase.

Room 10

- If you wait for the umbrella to drop, you can Rush Coil from the higher ground
behind the clouds to the left to get an Energy Tank.

- Get used to the slower right jump speed caused by the wind before moving on.
If you've played Mega Man 4, this is just like Toad Man's stage.

- The grey clouds below the platforms here also contain platforms.

- With Rush Jet, assuming you used it on the first magnet stretch, you can also
skip this one (starting from the second-to-last wide platform).  If not, it's no
more difficult than the last time save the wind (which isn't hard to account
for), and it isn't even very long.  Take your time, this isn't (or doesn't have
to be) a race.

Room 11

- The rain now pushes in the opposite direction.  Don't bother jumping to the
platform with spikes on its bottom, just fall between it and the first ledge
to the ground below, not falling in the pit to the right.

- On the two high platforms above, a 1-Up awaits, but the second is guarded by
umbrellas.  As Jewel Satellite is recommended for this last stretch before
Tornado Man, if you want the 1-Up, Rush Coil to the first platform, then
activate JS.  Should you not have the weapon, wait for the first Nombreallan to
fall in front of the 1-Up, then jump to it.

- Practice the faster speed of your jumps first before taking on the last
section if you haven't played through this in normal mode.

- With the wind speed in your favor, you'll have to handle a series of jumps on
single blocks to get to the boss door.  Wtih Jewel Satellite, you can take your
time, but this isn't so wise without it.  Jump quickly, but carefully.

- The large screw is easy to get, but not so easy to leave with.  Either treat
this as a four-block wide jump (jump when Mega Man is halfway off the platform)
or use Concrete Shot against the side of the next block.  You could also use
Rush Coil to go back up if you jump into the wind and summon Rush onto your
block, but that's slightly tricky.

=====
Tornado Man (TMBS)
=====

Damage chart       | MB | LT | CS |BHB | JS | PB | TB | MB  | HC |CPB 
-------------------+----+----+----+----+----+----+----+-----+----+----
Tornado Man        |  1 |  1 |  1 |  1 |  1 |  3 |  1 | 1/1 |  1 |  3

This master has one weapon, an annoying ability to jump, hover, and crash into
you from long distances, and spikes on the ceiling.  The spikes only matter, of
course, because his weapon alters physics to be like water taken to an extreme.
It fires four small tornadoes pseudo-randomly from the ground, and the upward
draft it produces causes Mega Man to jump really high but fall really slowly.
Combine this with Tornado Man's ability to launch his weapon in midair and stay
there the whole time, along with his weakness being Plug Ball, and he can become
a real headache.

The first weakness of Tornado Man is his psuedo-random tornado spawning.  He can
only launch four, each side by side with small gaps between each to create a
continuous group of four, but they don't necessarily have to come out 1 2 3 4;
1 3 4 2 or other methods are just as likely depending on your position.  Usually
if Mega Man continues moving in one direction, the tornadoes will spawn behind
him when TM attacks, the farthest behind being first and the one that should
have cut Mega Man off being last (and a horrible failure to boot).  The fight
should always start the same way as a result, walking and blasting toward
Tornado Man.  If he attacks immediately, all you have to do is continue to be
aggressive and his first attack will never connect.

In all other situations, the tornadoes have good and bad sides.  The bad side is
their change in physics if Tornado Man is airborne, since this makes him much
harder to attack with Plug Balls and drags the fight out by keeping Mega Man
from jumping again usually until after the tornadoes subside.  You also have to
watch your jumps and almost never follow Tornado Man to the ceiling without
looking up first because of the spikes.  On the other hand, the tornadoes can be
destroyed by Plug Ball, and the change in physics gives you a little more time
to position yourself and counter.  If you can't, because of the orderliness and
space requirements, there is always a hole somewhere to slip through, so the
attack can always be dodged. The order they come out of the ground in will
determine the ease of this.  There's even plenty of space on the ceiling that
isn't covered in spikes if you have to go up.

Finally, Tornado Man's jump, as mentioned, always goes straight up to whatever
height Tornado Man desires, where he'll stop, maybe attack once, then charge
after Mega Man.  This means that he could stop in midair, but he could also stop
at the ceiling and attack, the latter a sort of compromise since the Plug Balls
can travel along the ceiling.  The drop is easily predicted; the moment he drops
is ALWAYS to what Mega Man's position was at the moment he initiates descent.
If you just keep walking, Tornado Man will have a very hard time crashing into
you.

So what's the best way to fight him?  Charge him with Plug Balls.  If he goes
airborne, fire one or two after him if he goes to the ceiling, keeping an eye on
whether he uses his Tornado Blow (if he does, dodge accordingly).  If he stays
in midair, pause cancel and jump after him, hitting once or twice.  When he
decides to land, get out of the way, turn around, and fire on him.  It takes him
almost a second to start a new action, and any time he attacks on the ground, he
becomes extremely vulnerable to the Plug Ball weapon, as this projectile will
crash through tornadoes and continue until it hits their creator.  This only
looks like a hard fight when you see it in the game, but because Tornado Man is
limited in direct attack methods, one of which is highly manipulable, he can
become one of the lesser bosses of the game rather quickly.  He also has a high
tendency to attack twice immediately at the battle's beginning, one T. Blow
after another.  If he does this, an aggressive player can potentially murder him
in less than five seconds given that the second Tornado Blow is evaded/destroyed
properly.  Just get in his face, and the tornado coming up under you from the
second attack can be dispatched while dropping death from above; hop backwards
and quickly turn back around for the right position in which to do this.

-----
Magma Man (WTMM)
-----

Room 1

- The flamethrowers' masks are shields, so either use Laser Trident or quickly
jump over them as they come in to avoid damage.

- The third flamethrower will attack underneath the midair platform after the
columns, while the fourth 'thrower will stop and fire before its flames can
reach the top of the platform.  You'll first meet the Jump Rollers in their
natural habit across the next three lava pools; while in lava, they have the
ability to shoot short range fireballs upward instead of just being a
ground-based annoyance where they otherwise like to go up to and jump on you
like a puppy... if it were a cyclops on rollerskates that belched flames from
its brain, anyway.

- The last jump can be rather difficult, as you have to catch the ladder after
making a four-block jump with no ground to save you.  If you have Rush Jet or
Concrete Shot, you can use those instead.  Try not to use Tornado Blow.

Room 2 - Two fire totems await here.  Only their heads are vulnerable to attack
and only when they are standing, shooting lava balls in random directions almost
constantly.  Obviously to avoid having to wait for vulnerability, Black Hole
Bomb is the best weapon.

Room 3

- Quickly climb up and either jump over the flamethrower or use Laser Trident.
If you can't do either, you'll have to wait it out on the ladder.

- Another flamethrower awaits before the first Magma beam; you can kill it on
the initial ascent of a jump.

- Magma beams must be waited out unless you have damage invulnerability or both
Concrete Shot and Laser Trident, as they're instant death to Mega Man.  With the
latter two abilities, you can freeze (Shot), then destroy (Trident) the beams.
The beams are safe to touch once frozen.

- A flamethrower awaits after you get up the ladder.  You can jump over it
between it and the last beam in this room to dodge, use the Trident, or dodge
it, face left and smack into it from behind, and use the damage invulnerability
to get to the other side of the beam.  You could also fall on its right side
facing left.

- The large weapon energy is best used for Concrete Shot, but if you used
Tornado Blow at all up to this point, refill it instead.  Beware the final two
flamethrowers afterward; the first attacks in the air, but the second attacks
on the middle step of the descent at its ground level, trying to ram you and/or
roast your feet.  If you don't have the Trident, go under the first and when you
hit the middle step, quickly jump right to avoid the second.

Room 4 - While the lava totem is a nuisance, killing it is optional.  The large
screw may still be valuable assuming you didn't farm any elsewhere.

Room 5 - Changkey Dragon.  Concrete Shots or Black Hole Bomb can take this thing
out quick, but it takes four of the latter to do the job, so use pause
canceling.  You can Rush Coil up to the head at the start and lob five Concrete
Shot at it for a viciously quick kill if you have the skills and the ammo, but
as there's no free large weapon energy this time around, it may not be the
wisest decision you could make.  If you can't use special weapons, beware that
each shot to the ground the dragon makes also produces a large Changkey flame
that runs toward your initial direction on the ground that can be tricky to
dodge if the dragon is flying at you.  Avoid these flames and blast his head as
he comes close to the ground.

Room 6

- Checkpoint.

- If you don't have Jewel Satellite and at least one Black Hole Bomb remaining,
take the top path and destroy the lava totems to avoid a rain of fire on your
head, while making sure the jump rollers from behind and coming at you from the
step up to the high path don't cause problems.  You should take the high path if
you're short on lives as well, as a 1-Up awaits above the final jump.

- The last jump is a dreadful four-block jump.  Jump when Mega Man is halfway
off the edge.  Your other options are either to take damage from the roller on
the lava, use Concrete Shot or use Rush Jet.

Room 7 - Nothing to speak of, really.  The Magma beam is easily evaded; Concrete
Shot should be avoided even if you end up waiting on it if you don't have at
least seven ammo, as you need it for the final stretch ahead.

Room 8 - Use Concrete Shot + Laser Trident one at a time on each of the five
beams.  Without it, you'll have to play the waiting game between beams to avoid
instant death.  Ignore the large energy in the nook below the final beam unless
you absolutely need it since getting back out will be a mess (though Hornet
Chaser can grab it without a problem).  This jump under the beam and another
ahead are both four-block jumps; the first is easier because you're high above
the target ground, but like the one in room 6, the second jump is to an even
plane.  Both this and a lava pit between the two mentioned have jump rollers,
making it possible once again to avoid the more difficult jump using damage.
Unlike before, however, the second jump can also be avoided with Rush Coil
placed in the pit itself if you don't have Rush Jet or C. Shot to spare.  The
boss door is guarded by one last roller that should prove an easy kill.

=====
Magma Man (MMBS)
=====

Damage chart       | MB | LT | CS |BHB | JS | PB | TB | MB  | HC |CPB 
-------------------+----+----+----+----+----+----+----+-----+----+----
Magma Man          |  1 |  1 |  1 |  1 |  1 |  1 |  6 | 1/1 |  1 |  3

A very simple boss in theory, but can be rather difficult in practice for new
players.  All Magma Man does is jump one or two spaces in length with a tall
jump whose height depends on where he's going, launching one shot of the Magma
Bazooka in the midst of his ascent.  He always goes toward Mega Man and he is
always charged up unless he gets hit with Tornado Blow, in which case he fires
three more times along the same pattern then stops to rebuild his flame.  He's
less complicated than Jewel Man, but much less controllable.  Remember, however,
that Magma Bazooka is a spreadshot weapon firing three blasts, one straight and
two at 45 degree angles, which can be tricky to dodge given how prone Magma Man
himself is to crashing into you.

Magma's weakness, Tornado Blow, has four charges maximum, and each shot deals
six damage.  This is the first problem.  If you have a Mystery Tank that you can
use and at least one T. Blow going into the fight, then there's not a real fight
to speak of; hit him five times and this fight is over.  Magma Bazooka gets
blown away in the process and his flame goes out, so if he did hit you some time
after the first shot, it would be for a mere two damage.  Five Tornado Blow
makes Magma Man an overgrown Met with no helmet.  With only four, you will take
away all but four energy barring a double hit (more on that after the next two
paragraphs), which must be destroyed with other weapons.

So let's talk about a no Tornado Blow encounter.  Magma Man can only be
manipulated without his weakness with Mega Man's position on the pit-like field,
where Magma will just follow in suit.  The best use of this is to stay as close
to Magma Man himself as much as possible, blasting away with the Mega Buster
when you have the chance and evading depending on the height of his jump.  It
can't be expected that you can predict him easily in the first few fights,
though you can at least predict when he'll jump as he always telegraphs it by
squatting down first, so an Energy Tank or two is likely in order unless you've
hit him with four Tornado Blow already.  Lure him, scramble to another spot
that's not where he's going if you're not already out of the way, fire on him,
and repeat.  Not much else to say about that, other than starting such a fight
from the middle of the room is preferable and that getting cornered is a very
stupid move.

If you're not going a Mega Buster-only challenge, Black Hole Bomb can be
effective as well.  Think about the Jewel Man fight and how he would hit himself
by jumping through the bomb and then landing on it again, resulting in two hits.
Magma Man can fall victim to the same thing while the bomb also sucks up the
relevant shots of his Bazooka, as if the great width of the blast itself didn't
already make this a good pinch situation weapon.  The Mega Buster is good for
hit quantity, but if nothing else, BHB makes a great and humiliating finisher.
Jewel Satellite is a great runner-up as it deflects the Magma Bazooka, and if
Magma Man is at 1 energy, JS marks the practical end of the fight once his
damage invulnerability has worn out, rendering his offense useless.

One more thing; Tornado Blow can at times hit Magma Man twice.  This comes from
Magma Man being hit on the ground and then jumping back into the weapon's line
of fire.  Recall that Mega Man's Tornado Blow isn't what you see on screen; the
tornadoes you see are meaningless.  Tornado Blow as the Blue Bomber uses it is
an upward draft that amplifies his jumping ability, carries away small-to-medium
enemies (instant death), severely damages larger foes and does the same to a
couple of bosses, while also destroying all enemy projectiles.  Knowing this
explains why Magma Man can receive a second hit, but not how.

The surest way to do this is when Magma Man is standing at the center of the
room.  Magma Man always telegraphs his jump with a squat.  When you see this,
fire Tornado Blow and it should get two hits regardless of the height of his
jump.  Note that it has to be WHEN he telegraphs it, NOT before.  If you fire
prior to the hint, there will be no second strike.  It is very important not to
jump the gun in order to do this.  It can also be done when he is beside the
middle, but the timing is different and currently uncertain.

-----
Hornet Man (WTHM)
-----

Room 1 - Two mine cart enemies await here.  Keep your distance or use BHB or
Concrete Shot to avoid their counters.  The flower plants launch homing missiles
that can be relatively easy to dispatch as they only move in the eight cardinal
directions, always starting out going up.  You can use Tornado Blow or Rush Coil
to quickly get through this part of the room as either will allow you to leap
straight to the top ledge, but the Rush Coil is most safely done by destroying
the right flower plant.  This is not required, since if you're quick enough in
setting up and using the coil, the missile the plant launches will just miss
your left side by going straight down as you pass, but that's an advanced
technique.

Room 2 - The tape measure platform unfolds when the source is shot and rolls
back up after a few seconds.  You cannot stand on the source, however.  These
platforms are limited to this stage, and if you have Rush Jet, you can fly by
the one and only tape measure puzzle later on.

Room 3

- After picking up the large screw with Rush Coil (just hold left; hug the ledge
if you can) or not, you'll have to cross through a somewhat small corridor with
a ceiling and some pits lined with spikes.  This will also mark the first
encounter with the flying hedgeclipper enemies; these fly in from the direction
Mega Man is going in in two weak parts, then stop to change direction so they
can collide and combine, forming a tougher enemy that takes three buster shots
instead of one to kill.

- The clippers appear twice in the corridor, once at the beginning and once at
the end.  At the beginning, use a full jump to cross the first two spikes and
shoot down the top half of the approaching scissor, ignoring the bottom.  Use a
short jump to cross the second pit, and when you get to the middle of this
plateau, shoot to destroy the bottom of the second clipper.  Keep walking to
avoid the top half and jump the final pit.

Room 4 - Your first introduction to the ball shooters.  These invincible enemies
shoot out red balls not unlike the cannons, but these do less damage, are the
only things capable of destroying the brick floor in your way, and they're only
shot out when the enemy is provoked.  Each time the shooter is set off, it
throws out three balls, one at a time.  Shoot at it, stand on whatever section
of the floor you want destroyed, and when the projectile comes out, get out of
the way and then escape down the hole.  The large screw here is the easiest one
to pick up in the entire game, so don't forget it.

Room 5 - There's nothing special about the righthand path, other than the fact
that it's right above the hole to the room after the next one with nothing
in between when you clear both floors. It's not worth the effort, however, as
there's nothing dangerous in the next room nor any destructible floors in your
path.  If you want the 1-Up in the next room without using Rush Coil, take the
middle or left path and face left.

Room 6 - Shoot quickly as you enter the room to get the shooter's attention in
order to retrieve the 1-Up.  If you don't succeed, Rush Coil will work, but why
go to that effort when you don't have to?

Room 7 - Stand in the center before getting the shooter's attention, and don't
leave it; dodge as necessary.

Room 8 - Clock Flower.  You will hate this thing.  Remember that this must be
quick, because once it takes damage, it will halt for almost a second and then
duck back into the ground to pop up on another platform.  It will not appear
where Mega Man is standing, but if he's in midair when the flower reappears, it
could come up anywhere.

- If you have five Concrete Shot and energy to spare, this is an easy fight.
Stand on the top platform of the eight (where you likely landed), and rapidly
fire five C. Shot if the flower appears on either platform beside yours.  If it
doesn't, go up to it, take some damage, then stand next to it and fire away with
five.

- If you do not or you can't do the damage-taking strategy, either use the Mega
Buster or Magma Bazooka and fire on it when you get the chance, avoiding the
pedals it fires (which can be destroyed) and the clock hand, and definitely not
falling on the spikes.  Charge the Bazooka, otherwise this fight will be dragged
out.

- If you have not used Tornado Blow up to this point, you can waste all four on
the flower to kill it without tracking it down yourself.  Just avoid the clock
hand.

- When you win, the hand will explode starting from the middle, and then the
three leftmost spikes will reveal the passage onward.

Room 9 - Checkpoint.  Nothing more.

Room 10

- When you unwind the second tape measure platform, hedge clippers will appear
in your path (the first set appears below and can't hurt you); a short hop and a
Mega Buster blast will destroy the bottom one.  When you reach the fifth measure
(the one after the two blocks over the spikes with small screws), use a BHB to
unravel the tape and destroy the incoming clippers if you can, otherwise do not
hit the platform until the clipper threat is eliminated.  A final clipper will
appear after the last platform, but you could just ignore it and jump straight
to the pit.

- The tape measures don't stay unwound for long, and you can't stand on the main
roll, so you must be quick.

Room 11 - If you're quick, you can eliminate the mine cart with Concrete Shot
or BHB and then climb the ladder to the drop no problem.  If not, do it anyway,
but take out the before proceeding.  If you have Tornado Blow, this is dirt
easy.

Room 12

- The first part has three flower plants; keep your distance to destroy them and
fire, preferably, with Laser Trident.

- The large energy and large weapon energy in the dead end above has what
appears to be just one flower pot enemy, but when you get to the energy, the
flower pot trio from before will have regenerated since you scrolled their
positions off-screen.  Grab the energy quick and scroll them back off-screen,
destroying their missiles afterward, then continuing with speed to ensure they
can't harm you easily.

- Jump and fire to destroy the flower plant on the other side of the wall before
you go further unless you have Tornado Blow, then you can use it to clear the
wall from the middle ledge instead if you have no interest in the three small
screws in the upper-left corner.

- When you see the two-block high ledge, jump and fire early at the huge stomper
to destroy it.  Going after the 1-Up will resurrect the last flower pots, but
their missiles are easily outrun.

=====
Hornet Man (HMBS)
=====

Damage chart       | MB | LT | CS |BHB | JS | PB | TB | MB  | HC |CPB 
-------------------+----+----+----+----+----+----+----+-----+----+----
Hornet Man         |  1 |  1 |  1 |  1 |  1 |  1 |  1 | 2/4 |  1 |  3

His only attack is jumping up in one of the corners to launch three hornets and
letting them seek you out to attack while he walks across the room.  He's the
second easiest boss in the game, but usually last only because of Splash Woman's
terrible defense.  If you have Magma Bazooka, start by shooting a small shot
right off the bat or by releasing a charged shot just off the ground if you have
one prepared.  Next, line yourself up just past the middle to take out all three
hornets launched at once (or use Black Hole Bomb), then charge and fire at
Hornet Man near or at point blank until either he dies or you have to repeat
from the hornets.  You don't need charged shots to destroy the hornets.

If you must forgo the Magma Bazooka, use BHB if you can for the hornets and
pound on Hornet Man with the Mega Buster.  Laser Trident, theoretically, would
be better because it can one-shot the hornets by itself, but its invincibility
makes it difficult to rapid fire for this task unless you've had practice.  The
Mega Buster, as long as it's making contact with the target before a third
bullet can be seen, can be spammed as fast as you can shoot.  If you can't use
BHB, fire on the bottom two hornets when they come out, then move out of the
path of the third hornet and shoot it before proceeding to Hornet Man himself.
The hornets take two Mega Buster shots, but once you can take them out, Hornet
Man is easier than Galaxy Man simply because he has no way to drag the fight
out, nulling the endurance and tedium aspects present in the latter matchup.

-----
Wily Castle 1 (WTW1)
-----

NOTE: A Mystery Tank is HIGHLY recommended for the Wily stages; this walkthrough
was written with one in mind.

Room 1 - Activate Jewel Satellite to make it through the barrage of rollers,
flying shooters from the pits, and owls without a scratch.  When you see the
shield tank, activate Rush Jet, have it appear at the tank's eye level, and use
it to sail upward over the tank and high enough for you to jump off to the exit
ladder.

Room 2 - These propeller platforms are activated by Tornado Blow, but that's a
waste of energy.  Use Rush Jet or a Concrete Shot on the top of the spike column
to reach the ladder, ignoring the powerups.

Room 3 - If you have less than, say, 8 energy wasted on the previous Rush Jet
trips, you can forget the first large weapon energy (or use it to refuel Tornado
Blow after wasting one to activate the first platform) and just use the second
for Rush Jet.  Use the Jet to at least fly over the spike column, past the T.
Blow platform in the hole afterward, and jump to the 1-Up in the upper passage
before Rush crashes.  Strangely enough, the lower path with no prize is actually
the harder of the two, so don't use it.  After the extra life, fall onto the
last platform and jump from the edge to the ledge leading to the exit ladder.

Room 4

- Rush Coil to the higher ledge with the tank and defeat it with Tridents.  

- With just the Mega Buster, an additional step must be taken with these tanks.
Shoot the shield to wake them up, then if you're not up close to the shield
already, run up to it or let the tank come up to you.  The shield will wobble,
then fall over trying to smash you.  After a few seconds, the tank will spit
projectiles at Mega Man, but it shouldn't be allowed the time in the first
place; once the shield falls, it becomes vulnerable to the buster, so pump it
full of plasma.  The second tank will require that you either jump or fall away
from the ledge when the shield falls (unless you can take the damage).  As this
is a four-block jump between platforms, Rush Coil is probably easier despite the
lack of instant death.

Room 5 - Run through these trees' shots, using Plug Ball to dispatch them before
you cross their paths directly.  You can also just buster kill them at a
distance at the top of each ladder.

Room 6 - Changkey Dragon.  Refer to Magma Man (WT MM) room 5 for info.  If you
know how to use Rush Coil and five Concrete Shot for a quick victory, remember
to adjust your Rush Coil placement from where you would for Magma Man's stage.
You'll have to place it closer to the ladder (or to the left of the middle of
the room).

Room 7 - Checkpoint.  The Hornet Chaser is easily the best method for retrieving
the 1-Up if you want it.  The Tellys appear only from the middle pipes; the
others are reserved for other difficulty modes if you're curious.

Room 8 - The easiest method would be to wait out the Magma beam and Rush Coil to
the exit ladder, but the quickest is usually using Rush Coil to beat the beam
into the air and using Concrete Shot to make it a bridge before landing in fiery
death.

Room 9 - If you're fast, you can Rush Coil up to the first or second ladder
immediately (first from the left).  The second and third both lead to the same
side of the wall, while the first can only take you to an Energy Tank.  You can
also use the first ladder to go up to the next room and jump left onto the third
magma beam emitter in this room for Rush Jet use.  Otherwise, you'll have to use
well-timed Concrete Shots to climb up to the appropriate ladder.

NOTE: If you want the tank, make sure you have a Laser Trident to spare.

Room 10 - Evade the magma beam with speed.  The middle ladder is a dead end.
The right takes you onward while the left leads to and E-Tank; use Rush Jet to
cross to the exit ladder on that side for safety, otherwise treat it as a four-
block jump.

Room 11 - If you went for the tank, you need Laser Trident to break the blocks,
but you can't go on from here; return to room 9.  If you took the middle, return
immediately to room 10 and take the right ladder.

Room 12 - There are two ways through here.  You can use Rush Coil and Concrete
Shot (or Tornado Blow) together to reach the ladder, or you can use the swinging
platform to get to the right teleporter so the left will spit you out with a
jump that can get you to the ladder.

Room 13 - Until you reach the other side, you can't jump into the spikes, but
since the first jump is a four-block, Rush Jet isn't a bad idea (just don't jump
while on it, that will likely land in the spikes).  Use it again to cross to the
exit ladder.

Room 14 - Use Rush Coil from the ledge above you to ignore the trees.

Room 15 - Take out the tank or use Rush Jet to evade it as you see fit.

=====
Spike Shooters (W1BS)
=====

This is a unique boss encounter which works under these rules:

1. No direct damage can be done.  You have to shove the spike balls into them,
destroying them instantly.

2. There are 14 shooters, but only four can be out at a time.

3. If you destroy two shooters in a row on the same level, you will have to kill
another before that level spawns another shooter.

4. Weapons can shove the spike balls at the following amounts:

Small - Mega Buster, Rush Coil/Jet, uncharged Magma Bazooka, Hornet Chaser

Medium - Charged Magma Bazooka, Jewel Satellite, Laser Trident, Plug Ball

Large - Black Hole Bomb, Tornado Blow, Concrete Shot

Small is equivalent to the blue shooters' shots, while large is akin to the
shots of the pink ones.

5. If a shooter gets the ball all the way to Mega Man's side of the room, the
ball will reset to the default position, after which the shooter can launch
arrow-like projectiles right at you.

6. The spike balls are instant death to you.

Defeating them is easy.  Shoot at one ball until it hits the shooter, then go to
another level and repeat.  The best way to do this would be to focus strictly on
the lower two of the four levels until the upper two start shooting at you, then
go up and destroy them before returning to the lower levels if you must.

Defeating them quickly is a different matter.  For that, use Plug Ball on most
of the shooters after two or three have been defeated as Plug Ball has plenty of
ammo, it only requires five balls to defeat a shooter with the spike ball in the
default position (not counting any grief they'll give you if they resist).  The
Plug Ball is highly expendable here because you won't need it again for much, if
anything, until the final stage.

-----
Wily Castle 2 (WTW2)
-----

Room 1 - If you want a 1-Up and to save a single Laser Trident, take the left
ladder.  For speed, go right.

Room 2 - The strange block in the right ladder's path must be destroyed by Laser
Trident.  As long as you take out or can avoid the Mets, this room is simple.
Hornet Chaser, however, won't get the 1-Up unless you kill them all, so you'll
have to go over there yourself and use Rush Coil or Concrete Shot to retrieve
it.

Room 3 - Summon Rush Coil on the first block as you're jumping to it and use
that to reach the exit.  Otherwise, treat each jump as if it were a four-block
jump; this first trio of jumps is a very unforgiving bunch.  It is HIGHLY
recommended you avoid them entirely, the sparks not being part of the reason but
rather persuasive all the same.

Room 4 - You can Rush Jet over the spikes to the other side or use the Trident
to go below, your choice.  Same goes for the next pair of paths, though a single
Concrete Shot can also cross the top path there, and the Uzi Joe on the bottom
makes it more dangerous overall.

Room 5 - Tornado Blow as you reach the first small gap and use that to jump
through while it cleans the room out of enemies.  If you don't have it, BHB the
Uzi Joe quick and get through the first gap while you can still see where it is.
Rush Coil or Concrete Shot your way to the ladder unless the top projector is in
the way, in which case, use Hornet Chaser.

Room 6 - Use Black Hole Bomb on the Uzi Joe from below if you have one to spare,
otherwise, Tridents are fine.  Watch your head below the spikes, those hologram
blocks, like before, aren't solid.

Room 7 - Rush Jet is highly recommended here.  Otherwise, pause the game rapidly
to memorize the layout of the room before the projectors corrupt it, and evade
the eyes accordingly.  The Devils are no concern.

Room 8 - The leap of faith.  Treat this as a four-block jump, or use Rush Jet.

Room 9 - Clock Flower.  Refer to Hornet Man (WT HM), room 8, but ignore the
Tornado Blow advice given how much ammo that eats and that, if you used one in
room 5, you don't have the ammo anyway.

Room 10 - Checkpoint.

Room 11

- Ignore the first octopus.  If you have any Concrete Shot left, you can use it
to run up to and destroy the second octopus.

- The lower path takes you to an E-Tank.  Either use very short jumps to cross
the spikes or Rush Jet, though unless it's full, you probably won't be able to
use it to get back.  Practice your jumps and take the top path to memorize the
layout before you go, and take your time.  If you have a life to spare though,
you could just use Rush Jet to get there, get the tank, and die.

- On the top path, get the first mines attention, leap over it as it goes
downward, jump the second and use a BHB when crossing under the third mine.

Room 12 - The only real threat here is the drillfish from the right when you get
to the top.

Room 13

- Whichever path you take, beware attacking drillfish as you near the powerup
(middle) or when you get there (top), and the fish that come when the paths
intersect around the Trident block.  If you press against the right wall when
ascending into the junction, you should hit the solid ceiling instead of the
spikes.

- The large weapon energy in the bottom tunnel is better off retrieved by Hornet
Chaser.

- After the paths all come together is a wall with a single Trident block
guarding the way out.  The jump from the ledge it was sitting on across the five
spikes is one of the hardest in the game; you must jump from the edge with
timing even more strict than the jumps in Magma Man's stage in order to dodge
the ceiling, otherwise you'll just drift into the spikes below.  You must also
stop ascending before reaching the ceiling spikes.  There are three more ways to
do this:

1. Shock Guard.  If you have one to spare, now is the best time to use it.

2. Rush Jet.  The fact that it takes no energy to summon Rush is a godsend, as
he must rematerialize sitting on the column, which is an excerise in aggravation
worse than the jump itself, but not actually deadly.

3. Concrete Shot.  This must be fired from a very specific height from behind
the wall to be close enough on the spikes to be useful and is NOT recommended
whatsoever.  It is possible if you're tired of farming Tropish for Rush Jet
fuel, that's all.

- For the large energy, don't go into the front entrance that's blocked by a
Trident square.  Instead, jump from the bottom path, waiting until nearly the
last moment to jump (or just inching over the edge as much as possible) just
like with the horrible jump before, and then make a full jump up to the energy.
You'll barely miss the spikes, and you can drop safely back toward the ladder
afterward.  It's not like the other side is any safer; it's actually needlessly
more difficult.

Room 14 - Prepare to fire on the drillfish coming from the opposite side of the
screen as you cross.

Room 15 - Destroy the projectors immediately, and take note that only those
blocks that are directly over the bottom row are real.

Room 16 - Kill the UFO's and move on.

Room 17 - If you want to just blaze through here, activate Jewel Satellite as
you jump to the next ladder quickly.  Ignore the turret unless it fires.

Room 18 - Ignore the incoming bottom UFO from the left first by climbing without
hesitation to the top, then storm the turret and righthand UFO's with Mega
Buster shots or Laser Tridents.  Jewel Satellite is fine too, but since you'll
want to hug the right wall during the drop, destroying the turret is preferable.
The best thing to do if you have the ammo is Black Hole Bomb the turret, letting
the blast absorb the saucers as well.

Room 17 revisited - If you hugged the right wall, you could get into the gap in
the wall, allowing you to go back to room 18 immediately.  If not...

=====
Room 16 revisited - You can ignore the UFO's if you're quick about getting up
the ladder.

Room 17 revisited again - Use Jewel Satellite or caution when going up the
ladder here.  Plug Balls can end the turret's life easier than trying to get in
its face with anything else for the cost involved.
=====

Room 18 revisited - Climb up, destroy the righthand UFOs, then go up the last
ladder and destroy the stomper, avoiding the turret.

Room 19 - Destroy the stomper however you like, though Magma Bazooka is
preferable (charged and uncharged up close).  Although you can't see it, there
is a large energy in the Dr. Wily logo that can be retrieved with Hornet Chaser
should you need the boost.  Go into the boss room with Rush Coil active.

=====
Shark Sub (W2BS)
=====

Damage chart       | MB | LT | CS |BHB | JS | PB | TB | MB  | HC |CPB 
-------------------+----+----+----+----+----+----+----+-----+----+----
Shark Sub (Tail)   |  2 |  4 |  2 |  2 |  2 |  2 |  4 | 2/4 |  2 |  4
Shark Sub (Middle) |  2 |  4 |  2 |  2 |  2 |  2 |  4 | 2/4 |  2 |  4
Shark Sub (Face)   |  2 |  4 |  2 |  2 |  2 |  2 |  2 | 2/4 |  2 |  4

Shark tail - The tail always starts out by going up and firing off three
missiles, which is its only attack as long as you don't go up and try to touch
it.  Hop on Rush, switch to Laser Trident, and fire at the launcher part.  Worry
about the missiles when you land and destroy them from there, giving the tail
time to reach the ground before firing again to fully capitalize on its most
vulnerable period.  The Trident should obliterate this part in short order.

Shark midsection - In addition to contact, the shark emits drones on either side
of the screen from bubble-shaped metallic vents.  This part is the best of the
three by far in which to use Tornado Blow.  Use three on it, then two uncharged
Magma Bazooka blasts, one for each side, to destroy it.  The reason why is
because the Bazooka is fast and has a shot going upward, so you don't need to
jump after it or rely on Hornet Chaser, a weapon easily distracted by boss
minions enough to make you sick.  You could also just walk to one side of the
screen while using T. Blow, then switch to Laser Trident and jump to fire one
shot that will hit both silos, but it's no faster than the Bazooka method and
more dangerous since it puts you in position to smash your head into the shark's
belly.  The drones are worthless since Tornado Blow will annihilate them.

Shark face - The most dangerous part of the shark.  It is only vulnerable via
its mouth, and only when it opens to reveal a cannon that fires four lasers each
time its used.  There's no set pattern to when it attacks, just that it will
fire four times when it does.  Laser Trident while dodging the lasers is the
best strategy, using Black Hole Bomb for defense if you must use it (BHB
destroys all enemy projectiles just like Tornado Blow, including these lasers).
There's a reasonable gap between the lasers that you can jump between, and as
long as you're on the ground, the shark can only hit you when it reaches the
ground, so finding vulnerable points isn't very difficult.  If you want to go
faster, a charged Magma Bazooka can do the same damage as Laser Trident, and it
is possible to hit it twice with each charged burst (for 8 damage).  This is NOT
recommended if you're low on health or going for Mr. Perfect since the chances
of taking a hit while trying this are very high.

-----
Wily Castle 3 (WTW3)
-----

Room 1 - Take out the stompers as necessary.  If you have a lot of Rush Jet fuel
you can activate it from the start of the stage and sail over both stompers
instead, as there's very little potential use for it in this and the next stage.
When you get to the end, depending on whether you know what's ahead and how to
deal with it, you're either better off using Rush to enter as high as you can or
going in at the bottom to get used to another new unique stage gimmick.

Room 2 - The first anti-gravity room.  These have a fixed rate of ascension
(slow) and you can only move around by firing your weapons in the opposite
direction.  Each time you fire in the same direction, your velocity increases
until you hit a wall, and obviously, it decreases firing the other way.

Room 3 - The eyes aren't in any hard-to-avoid spots.  Pause if you have to and
handle accordingly.  Try to enter the next room on the very left side.

Room 4 - Again, the eyes aren't a challenge here if you're against a wall.

Room 5 - Against the left wall, stay there until the green eye wanders away a
second time.  When this begins, fire a shot left and hold up to catch the
ladder.  Against the right, when you reach the ceiling, there's no longer any
threat potential.

Room 6 - Proceed through the room with the Trident drawn, taking care of
immediate threats like the jewel after the shield attacker, which only hits you
in midair.  After ignoring the next Diarn and avoiding the ceiling spikes with a
shortened jump (use Rush Jet if you must, but it isn't a very difficult leap),
use the Trident on the last jewel.  As long as you keep moving, you should be
able to avoid the ceiling jewel without having to kill it.

Room 7 - Keep moving and you can ignore the jewel.  The small energies aren't
really worth it, but if you need weapon energy, the right path down is for you.

Room 8 - Just don't lean left if you went left.  You'll need Rush Coil to reach
the upper compartment if you didn't initially go right for the weapon energies
mentioned before; lean against the left wall before making the jump.  The right
ladder leads to a large weapon energy, the left to a pure dead end.

Room 9

- Use Black Hole Bomb or Laser Trident immediately on landing for the Shield
Attackers, or run to the other side.  Try not to fall there lest you hit the
spikes.  You could also immediately go to the ground and jump between them
without having to fire a shot.

- A Tornado Blow to reach the ladder is preferred since there are two Uzi Joes
in your path and a Mystery Tank is on the way.  If you're absolutely certain you
can get the tank, use the Mystery Tank you bought now.

NOTE: Though there are a few ways to get through the second anti-gravity
chamber, this guide only outlines one that's pretty easy.

Room 10 - Fire left once to stray out of the way of the green eye above, and
right to stop.

Room 11 - Fire to the right so you can position yourself between the first and
second spikes from the left.

Room 12 - Stay where you are until you reach the high Yellow Petit Devil's level
and fire one shot left.

WARNING: You cannot carry more than one M-Tank at once.  If you still have one
in inventory, use it now!

Room 13 - Fire three shots to the left.  When you reach the level of the M-Tank,
rapid fire left to grab it.  Just as you're reaching over the top of the middle
spiked ledge, fire four shots right, then left very quickly under the ladder to
even out before you fly into a grabber's pincers.

Room 14

- Only the 1-Up over your head is real.  The rest in this room are 1-Up Mets,
frauds to trick you into getting shot.  This is both an act of cruelty to
players that had a hard time with the second anti-gravity chamber and a blessing
in the form of a warning of what's to come.  As the 1-Up Mets aren't solid, you
can begin your assault on this room by jumping off the ladder with Jewel
Satellite and bullying your way to the first pit.

- Shoot down each cannon one at a time as it comes into range, avoiding the
spike ceiling when it begins.  After the first Uzi Joe, only a short jump will
avoid the spikes to get to the platform; even Rush Jet won't help.  If you have
a Beat call, that would work as this is the last significant pit (though you do
have a bit to go before you fully cross it), otherwise only a Concrete Shot to
the side of the platform to shorten the jump itself could possibly help.  Defeat
the Met quickly and dive onto the block below when you know the Uzi Joe won't
fire, or with Jewel Satellite.

- The 1-Up at the end is a 1-Up Met.  Ignore it.  Unless you make a very stupid
jump now, the only thing between you and the boss door is a big stomper with the
high ground, and since this isn't Star Wars, this punk is as good as dead.

=====
Twin Devil (W3BS)
=====

Damage chart       | MB | LT | CS |BHB | JS | PB | TB | MB  | HC |CPB 
-------------------+----+----+----+----+----+----+----+-----+----+----
Twin Devil         |  2 |  1 |  1 |  6 |  1 |  1 |  1 | 1/1 |  1 |  4

A double variant of an old enemy, the twin devils are actually one of the
easiest of the devil bosses in the series as their attack pattern is set in
stone.  Both of these blobs attack at once, swapping body parts in an L-pattern.
The fight always starts with the green part on the bottom left and the yellow-
orange part on the top right.

The amoeba at the bottom launches its parts top-to-bottom for the first column,
while the top blob does the same after launching the bottom part, both
proceeding by the tile column closest to the center of the screen.  For the
second, the bottom target launches the first two from the top-down, then goes
bottom-up for the second two, while the top holds the same pattern with the
exception that the second from the bottom launches after the first blob from the
third column is launched.  The third column, aside from the exception, is the
same as the first for the top amoeba, while the bottom devil reverses this order
by launching the top first, then launching the latter three from the bottom-up.

If you didn't get that, don't worry; once you see this attack in practice,
you'll have a much better idea of what the above is explaining.

The bottom attacker launches first, with the top launching just over half a
second later for most of the swap, with a temporary switch in priority after the
sixth pieces are fired off.  Each of the parts launched replace the hole left by
the other in the destination devil's body until the green one is on top and the
orange one is on the bottom, at which point they swap top/bottom arrangement and
repeat the same attack order.  This time the attack will be a mirror image of
the previous.

The only time the twin devil is vulnerable to attack is when the control center,
the eye, leaves its hiding place within the bottom devil.  This is the sixth
piece launched from the bottom devil and coincides with a lull in the attack
where no new pieces will be launched by either side until the eye is on the
other side of the screen, at which point the high devil will recommence with the
piece from the top-middle.  Before this attack, after the devil tries to cleave
you with two pieces at once on the ground, launch and detonate a Black Hole Bomb
over the eye's current position.  You can launch from the middle of the screen
if you wish.  When the eye comes out, you'll hear it take a hit; pause cancel
immediately and attack again in its direction, detonating immediately.  Fire
at it again as it leaves to the other blob via another pause cancel and repeat
when the eye is launched a second time for a two-round kill.

For a one-round kill, start the same, with a BHB detonated over the eye before
it appears, but this time you must start the attack from the middle of the
screen.  When you hear the hit, quickly pause cancel and attack again.  When you
hear the second hit, pause cancel, turn right and attack as you walk in that
direction.  Cancel when you hear the hit, keep walking and attack a fourth time.
Pause cancel, but as you leave the subscreen, hold jump so you'll leap as soon
as control is returned to you.  Attack for the fifth and final time in midair
for the finish.  The one-round kill using this method is far from difficult, but
will require a couple of practice attempts before it's guaranteed to work just
to get used to the timing because of the high amount of pause canceling
involved.

-----
Wily Castle 4 (WTW4)
-----

Room 1 - Grab the weapon energy you want and move on into the hole on the right.
I suggest filling Concrete Shot if it's low.

Room 2 - After taking out the Met, you'll have your first encounter with the
laser fences.  The only way through without taking damage is to land a Concrete
Shot in the laser's path.  The lasers all start from the bottom and shoot to the
ceiling.  Stand two blocks from the laser if you shoot from a standing or
walking position.

Room 3 - Two lasers in a row start this room.  Shoot the first one, then jump
straight up and shoot the second one, then quickly cross over.  You can make the
leap to the small weapon energy in the nook on the left if the second block
landed far enough to the left.  Avoid the shots from and kill the hard hat on
your way out.

Room 4 - While this laser is inconveniently positioned before a three tile long
spike pit, you've already encountered a similar jump before: the jump to the
swinging platform in Jewel Man's stage after the boulder miniboss.  If you can
do that jump, you can make this one.  Otherwise, if nerves are getting to you,
you can do one of two things:

1. Run through the laser, accepting the four damage.  There are two small energy
on the other side to negate the energy loss.

2. Pause cancel the Concrete Shot when you're out of the laser's range, but
still over the end of the laser block.

It's not a hard jump regardless.  In addition to the two small energy, there are
two more small weapon energy on the ledge above.

Room 5 - After the laser, you don't have to leap the hard hat, just walk off the
ledge and keep going right.  The final laser has two methods by which to get by:

1. A Concrete Shot on the wall that you can jump on to get to the higher ground
above.

2. Place Rush Coil in the laser's path, take damage, and springboard through.

The first is obviously recommended.  You can get the 1-Up afterward with Hornet
Chaser if you want.

Room 6 - The beginning of a three room long drop.  While you can make the leap
to the large energy and large weapon energy on the other side (think Magma Man's
stage; wait until Mega Man's body is half over the drop, THEN leap), Rush Jet is
obviously safer, and you don't have a use for it beyond this point anyway.
Concrete Shot will also work if you can spare it, turning a four block gap into
three, but you shouldn't have to do that.

Room 7 and 8 - Part of the drop.

Room 9 - The teleporter room, representing the last stops in the game.  Using
the first letters of each boss, here is the placement of the bosses:

G  W  P
-     -
C     T
-     -
S|J|H|M

The recommended order is to start at Galaxy Man (top left) and go counter-
clockwise, finishing with Plug man (top right) before the teleporter to Dr. Wily
appears on the platform you initially landed on.  You could go from Plug to
Galaxy instead, however, if the toughness of Plug, Tornado, and Magma scares you
and you want to spare an energy tank.  Each boss drops a large energy, and
taking the bosses in a clockwise manner has the best odds of giving most players
full energy before Wily due to the ease of Splash Woman, Concrete Man, and of
course, Galaxy Man.

This walkthrough, however, will tackle them in the recommended order.

Galaxy Man - If you have enough weapon energy and an M-Tank to spare, go ahead
and use Concrete Shot and end him.  If you have full energy but no M-Tank, it
may be better to use the Mega Buster and small Magma Bazooka shots this time
around, as you'll need Concrete Shot later.

Concrete Man - If you conserved enough Laser Trident, just treat this like the
first fight.

Splash Woman - Using Hornet Chaser on her can be a pain because the fish summon
distracts the hornets.  For the damage they do to her, however, the effort is
still worth it.  When the fight begins, walk toward her and fire a hornet when
you get near the lit-up block.  When you cross the block completely, turn and
fire another.  Jump toward her and hit her again, then fall toward her and fire
three hornets.  Optimally, this will result in five hits, but following this,
the least you should get is three.  You can jump after her as she makes her
final pass to the left and fire more, then finish her off with occasional
hornet fire from the ground.

Jewel Man - Go for the two-bomb kill, as you want BHB for later, and unless you
used the M-Tank after the Twin Devil or collected energy for the weapon, that's
all you should have maximum anyway.  The way to do the two-bomb kill, if you
don't remember, is to fire a BHB and detonate as he comes into the bomb's range,
then immediately do a short hop.  This will let the BHB hit him twice, when he
walks into it and when he comes down.  When he turns around after hitting the
wall, hop when he makes contact with the blast again.  Repeat to finish him off
after canceling the current bomb when the fourth hit connects.

Hornet Man - Same as before.  If ammo is a concern, just go small shots.

Magma Man - Same as before, but if you can't get the double hit with the last
Tornado Blow, use Magma Bazooka small shots to finish this.

Tornado Man - Again, same as before.  Just watch the extra spikes on the ceiling
near the middle.

Plug Man - Same as before, but if something goes wrong, use Magma Bazooka, or
even Hornet Chaser in small doses (no more than one hornet on screen at a time)
if you're afraid to attack because of concerns based around your defense.  If
you do run out of Jewel Satellite, don't worry about it in the longer term, as
it's no better than the Mega Buster against Wily anyway and can't provide the
defense you've come to love in that battle.

=====
Dr. Wily (W4BS)
=====

Damage chart       | MB | LT | CS |BHB | JS | PB | TB | MB  | HC |CPB 
-------------------+----+----+----+----+----+----+----+-----+----+----
Wily 2             |  1 |  1 |  4 |  1 |  1 |  1 |  1 | 1/1 |  1 |  3
Wily Capsule       |  1 |  1 |  1 |  1 |  1 |  3 |  1 | 1/1 |  1 |  3

Wily 1 - Nothing but the eggs this form shoots will hurt the skull dinosaur mech
Dr. Wily has constructed for the final battle.  Fortunately, they can be easily
reflected by most of your weapons, including the Mega Buster and Laser Trident.
The egg must be reflected three times, and on the third hit, it must strike the
jaw to do damage with its explosion.  The eggs always start falling to the
ground, then bouncing upward, then down again, while Wily himself moves the mech
back and forth ceaselessly.  Get into a rhythm and this form is cake.  Also
remember that if you place your shots just right, you can reflect an egg
multiple times in short order.  Mess with it and see what you can come up with.
As long as you stay back and don't let the eggs hit you, this form can't hurt
you.

Wily 2 - Blowing off the skull head reveals Wily's pod and the replacement
weapon for the eggs; a flamethrower that acts as if gravity is reversed, first
being shot downward then pouring back up depending on where you were when the
weapon began firing.  This is where the true fight begins.  Wily himself behaves
in two ways prior to each flamethrower blast, either backing up then charging
you, stopping to fire before hitting the wall (leaving a bit of room to dodge),
or ascending to the sky, where he tries to line the mech up right for a
subsequent drop to the ground that causes a short quake, from which he fires the
flamethrower before moving again.  Fortunately, Wily's controls aren't all that
great in the air, so it's easy to make him drop to Mega Man's right simply by
walking in that direction for about two seconds and then turning around to avoid
the mech.  He's also slow to fire, so even if the quake knocks you off-balance,
you're not helpless against the flamethrower.

Concrete Shot is this form's weakness, so you want him to use the aerial drop as
much as possible since it provides the best opportunities to fire on him,
provided you don't allow yourself to be shaken by the landing's impact.  That's
what the quake is supposed to do actually, to cover for Wily 2 while in a
vulnerable state.  Use the shots on the jaw and he should die in seven hits.
Use Magma Bazooka as a last resort, but if he's backing off and you're already
out of range of his charge, Laser Trident can do some damage before he gets back
in your face.  The flamethrower can be a pain, but BHB can suck it up if you
have enough ammo to spare.  This isn't recommended, however, because of the
final boss.

Wily capsule - Two types of attacks and a love for cloaking and "fakeouts" make
this one of the most challenging final bosses in Mega Man's history, though some
would say Mega Man 7's capsule is still worse than this beast.  One of its
attacks is a charge shot that, when fired, produces four shots to the sides and
bottom, the latter at a diagonal angle, which after a brief stall, home in on
Mega Man.  The second is a ripoff of Plug Man's own Plug Balls, but there are
six of them each time the weapon fires, three to the ground and three to the
ceiling, one after another with enough space for Mega Man to stand comfortably
between them if they stood still, and yes, the ceiling ones drop down on Mega
Man.  Wily himself fades in and out of existance at certain points on the
screen, and can "fake out" an appearance once between attacks.  If he fakes you
out, the next time he appears, he's guaranteed to attack.  These are not actual
full-on fakeouts, however, for his hit detection does become active for a couple
of frames.  Only a very quick player can take advantage of this, and a really
unlucky player will smack into it to receive four damage.

When the capsule's energy is charging at the beginning, place Rush Coil beside
it on its left.  When Wily's energy goes above half (14 HP, pixels, whatever),
jump on and switch to Plug Ball as you go up.  Fire on it as you peak your jump
and you may be able to hit him with his weakness; this is a free hit, which is
why, despite its difficulty from the timing involved, this guide is encouraging
you to take it.

Remember, like in other fights, Black Hole Bomb and Tornado Blow can destroy
Wily's projectiles and are your only protection other than the Guard Power Up.
Jewel Satellite will not defend you from any of Wily's attacks.

In the actual fight, the best situation possible is when Wily appears on the
ground, since now you can spam Plug Balls in his face.  You'll still have to
jump to hit him though.  Don't even worry about the damage you'll receive from
whatever attack he uses unless you're below 5 energy, otherwise you have to
either use an Energy Tank, the Mystery Tank, or a BHB/Tornado Blow (whatever you
have to spare) before attacking.

If he appears in midair, you can still jump up and hit him with Plug Balls, but
you obviously won't be able to spam as many as before.  You'll have to target
one of the bluish spikes on the lower corners of the capsule to get Plug Ball to
hit.  You should at least get two hits, optimum three hits and, if you switch to
Magma Bazooka or Hornet Chaser after the third Plug Ball, a fourth small hit.

If he appears high in the air, that will require Rush Coil to use Plug Ball.
This requires knowing how to dodge his attacks to actually work, however.  Place
Rush to the left or right of the capsule, and depending on the attack...

Charge shots: Wait for the shots to launch, then hop on Rush and jump between
the shots and the capsule to attack with Plug Balls.  You should be able to jump
straight through the attack with no fear of reprisal when done correctly, which
isn't all that difficult.

Spark balls: Wait until you see the first ceiling ball, then hop on Rush going
toward the capsule and go up.  When the first ball drops, go away from the
capsule and then back to get around the attack and make your own strike.  This,
admittedly, is a risky move because if you mistime the manipulation of the lead
ceiling ball (it will drop all three in formation when it matches Mega Man's
position), you'll just fly right into it.

If you can't attack with Plug Balls, either use Hornet Chaser or Magma Bazooka
on an airborne capsule, or Magma Bazooka, Laser Trident, or the Mega Buster if
he appeared far away just in the air or on the ground until you can reach him.
Plug Balls do three damage, and everything else does 1 save a close-up Magma
Bazooka which, as always, can do 1, 2, or 3 damage depending on positions.  If
you can't attack directly, use BHB or Tornado Blow to protect yourself, 
otherwise learn to dodge effectively.  This will be difficult at times, but
being under an airborne capsule does help with this, and if Wily appears too far
on one side of the screen and uses a charge shot, two of the blasts will go off-
screen and not come back.  This is the easiest attack to dodge by far when it
happens, but it's not often.

Just remember to protect yourself and use energy tanks as needed, staying above
four energy (two with the Guard Power Up), and you'll be fine.  When this fight
ends, the ending, credits, and whatever challenges left to be counted, along
with your final time will be shown.  You can skip the ending, but not the
credits unfortunately, and they last four minutes.  Yeech.  At least they show
some amusing scenes.

You can save after the game ends.  This creates a brand new file that retains
only the screws you've collected, which can make future playthroughs much
easier with instant access to tanks, the energy balancer, shock guards and what-
not.

-----------------------------------------------------------------------------
4. Proto Man mode tips
-----------------------------------------------------------------------------

-----
Important note (PMIN)
-----

Since Proto Man mode isn't any different stage-wise than Mega Man's normal mode
with the exception of lacking a shop and having Proto Jet from the beginning,
you should use the normal walkthrough, adding sliding where you feel comfortable
with it.  If I did a separate walkthrough for all of the stages just for Proto
Man, I would merely be padding this guide's size.  There's enough c/p'ing for
the Wily Castle 4 sections anyway.

However, because Proto Man does operate differently in many ways, this section
was put in to help out.

-----
Differences from Mega Man (GIPM)
-----

Proto Man's abilities differ as follows:

Proto Buster - Uncharged, it has the same strength as the Mega Buster (one point
per blast versus most enemies, two against bosses weak to it), but only allows
two shots on the screen at a time.  It can be charged to deliver three times the
damage, or against weak bosses, two times.  Be warned that this charge ability
isn't nearly as quick as the Magma Bazooka's.  In situations where rapid fire
may be the best course of action, the Coil, Jet, or a special weapon like the
Plug Ball may be more desirable.

Aiming - Proto Man's attacks are all launched at a lower level than Mega Man's.
While this may mean trouble for enemies that are just in range for Mega Man when
jumping, Proto Man can use any weapon, including the Proto Buster, to target
enemies low to the ground such as the spines in Concrete Man's and Jewel Man's
stages (the ground runners that can only be stunned save for C. Shot/BHB/T. Blow
attacks).

Sliding - Hold down and press jump to slide.  This works just like in the
previous games, where you can fit into one-block-high gaps, change direction in
said gaps or cancel by walking in the other direction or jumping, use it for
faster movement on the ground, and dodge certain enemies and projectiles that
you might not be able to otherwise (due to poor or well-executed planning,
whichever fits).

Proto Man's shield - You can only use this when jumping to protect Proto Man
from the upper front of his body when not attacking, making this awkward to use.
However, it is infinite in use, equivalent to the Jewel Satellite in terms of
blocking or reflecting projectiles, and is available no matter what weapon is
currently in use.

Proto Coil - Just like the Rush Coil, only this is a mere springboard in look,
making determining where to land on it much easier on difficult jumps, and it
explodes after use, allowing faster repeat use (without harm to Proto Man if he
is "caught" in the blast).  Proto Buster shots with the coil cannot be charged,
but three blasts can be on screen at once, giving the player an easy out if
rapid fire is necessary.

Proto Jet - Like the Proto Coil, this allows three Proto Buster shots on screen
at once, explodes when it has been expended or when it crashes (again, no harm
to Proto Man), and otherwise acts just like its Rush counterpart.  The
difference here, however, is that Proto Man starts with the Jet from the very
beginning, giving him access to tricks Mega Man may only see in Time Attacks in
the earliest stages.

Damage and knockback - Like Mega Man without his helmet, Proto Man takes double
damage, but unlike Mega Man, no matter his status, Proto Man also takes double
knockback from every hit.  This can make using Proto Man much more difficult in
certain areas where falling into a pit is already really easy.

No shop - If you can only buy it, you can't have it with Proto Man.  No Guard
Power Up, no Beat, no Shock Guard, no Energy Balancer, etc.  This fits with
Proto Man's independent spirit, but likely not with less experienced or skilled
gamers that just wanted to have fun with a fan favorite.

-----
General tips (PMGT)
-----

Splash Woman - Refer to WT SW for the Rush Jet tips in rooms 9-12 if you want to
do the bubble puzzle faster, otherwise just take greater care in the Splash
Woman fight.  Mega Man can endure the damage to smack her around more, but Proto
Man isn't likely to survive.
Splash Woman boss strategy quick find code: SW BS

Concrete Man - Use the Proto Coil's buster to attack the Ball Elephants from
midrange, otherwise stay with Laser Trident as much as possible.
Concrete Man boss strategy quick find code: CM BS

Galaxy Man - If you use Proto Coil to jump into the first Grabber (after the
first two teleporters), turn around or fire your weapon as they're grabbing you.
If you don't, it may make contact with the shield first and it will pass through
Proto Man as a result.
Galaxy Man boss strategy quick find code: GM BS

Jewel Man - You can fly over everything in the first hall with Proto Jet and, if
you have the fuel, use it to climb up to the fourth swinging platform faster.
Jewel Man boss strategy quick find code: JM BS

Plug Man - No matter what robot master order you use, you'll be able to fly over
the dark room disappearing block puzzle with Proto Jet.  The problem, however,
is that because of the slide ability, you can't jump off the jet while holding
down.  If you're inexperienced with sliding, the dark room puzzle is not the
time to learn how to control a sliding robot master effectively.  It's pretty
likely that a block will appear in front of Proto Man while you're descending,
you'll try to jump while holding down+right, and you'll either slide into the
grave or you'll wonder why you can't make ol' sunglasses jump over a simple
block before the Jet wanders away without you.  If sliding has been a problem in
the past, only frustration awaits here.
Plug Man boss strategy quick find code: PM BS

Tornado Man

- There is an Energy Tank in the clouds to the left at the beginning of the
first rainy section.  Wait for the first umbrella to come down and use Proto
Coil from the raised section of ground to reach the hidden platform, or use that
and Jewel Satellite afterward to guarantee safe passage through the Nombrellan.

- Jewel Satellite is high recommended throughout the second rainy section.  Mega
Man may survive a collision with the umbrellas here; Proto Man WILL die if it
happens in all but maybe one case out on the single-block path.

- Tornado Man boss strategy quick find code: TM BS

Magma Man - A good combination of sliding and jumping will make four-block jumps
a bit easier, but only if you practice this technique in the first place.  The
reason is because Proto Man's collision detection is wider during a slide.
Magma Man boss strategy quick find code: MM BS

Hornet Man - Proto Man can still force the one-round clock flower kill, but his
disadvantages will create tougher conditions under which to do this.  It is
recommended that you Time Attack this stage until you can go through with very
minimal damage before attempting such a feat.
Hornet Man boss strategy quick find code: HM BS

Prior to the castle - If this is your first time in Proto Man Mode, and you
didn't do too hot or have yet to do Headbanging, it is very likely that you'll
have energy problems in the castle.  Between Plug and Tornado Man's stages, the
least stressful to farm from is probably Tornado Man because of the large easy
Proto Jet stretches, the nullification of the Nombrellan threat at the final
stretch by Jewel Satellite, and the overall lack of noteworthy enemies in
general.

Wily Castle in general - Be conservative with weapon energy!  Without that shop
M-Tank, Proto Man is under much stricter conditions than Mega Man in regards to
spamming special weapons.  In particular, save your Black Hole Bombs for the
Twin Devil at the end of Wily Castle 3, and try to use the Proto Buster in
situations you may have called upon the Laser Trident such as against the shield
tanks in WC1.

Wily Castle 1 - Don't skip the weapon energies in the final T. Blow platform
hall.  You very likely used more than just Proto Jet.  If you didn't by flying
over the pits in the first area from the start (turning around after boarding to
trick the owls into approaching from behind), then definitely grab both for the
Jet.  Avoid special weapons against the Spike Shooters at the end, but instead
of the Proto Buster, use a Proto item's buster instead to bypass the two shot
on-screen limit.
Wily Castle 1 boss strategy quick find code: W1 BS

Wily Castle 2 - Learn how to jump out of a slide.  While sliding, Proto Man has
a wider area of collision detection, meaning he can stick out further from an
edge than while sliding than standing.  Although the jump timing may be a little
more crucial because of the speed involved, once you've mastered this trick, the
leaps of faith become a bit less daunting than before.
Wily Castle 2 boss strategy quick find code: W2 BS

Wily Castle 3 - Make absolutely sure you have one Jewel Satellite available for
the big pit at the end.  With double knockback and no Beat to rely on, one hit
is almost guaranteed to kill you with the Met, and it will kill you against the
Uzi Joe.
Wily Castle 3 boss strategy quick find code: W3 BS

Wily Castle 4

- The weapon energy in this stage is only vital if you don't have enough
Concrete Shot for Galaxy Man, and even then, if speed is not of the essence, the
Proto Buster and Magma Bazooka can handle him.

- If you don't have the weapon energy to finish this stage, try anyway.  You can
always Continue, and with full weapon energy, you can finish this stage, even
with 0 Energy Tanks... though admittedly that will be VERY difficult on most
players.

- Wily Castle 4 boss strategy quick find code: W4 BS

- You can save after the game ends, but there's no good point to this.
Post-game saves only retain the number of screws you had in inventory after
defeating Dr. Wily, but there aren't any screws in Proto Man Mode because
there's no shop to use them at.  If you want to take the opportunity to
practically "delete"* other saves though, by all means, do so.  It's the only
thing this is useful for.

* - Overwrite is a better word, but you know what I'm getting at.

-----------------------------------------------------------------------------
5. Hero mode walkthrough
-----------------------------------------------------------------------------

-----
Splash Woman (HWSW)
-----

Room 1 - The safe way would be to provoke the first mine, then leap over it, and
then leap over the second and walk under the third.

Room 2 - These octopus-like enemies are invincible on the lower half, but are
provoked by either said half taking a hit or when Mega Man comes too close.  Use
this to make its head pop out and blast it three times to kill it.  Provoke the
mine and run to the exit of the previous tunnel, jump it, wait at the edge of
the hole and jump it again as it explodes.  Kill the octopus across the pit to
get to the large screw, then jump down the hole so that you're hugging the left
wall.  Hold this direction throughout the next room.

Room 4

- Unlike normal and Superhero, there is no reward on the left side, only a 1-Up
Met enemy.  You can fall down the hole and ignore it or blast it first, it
doesn't matter.  The right side is rigged to attack with a drillfish when you
land on the ground there that you must attack to avoid damage.

- As you walk down the main hall, a drillfish will attack from behind.  Blast it
once.

- Just keep moving to avoid the mines and moving turret.  Make sure to jump down
the hole, either from a big jump from the raised portion of the ground or from
a very small jump at the hole's edge.

Room 5 - The left looks safe, but is extremely dangerous.  Walk off into the
right hole, holding right to go between the spiked walls.  Kill the turret first
if you feel like, but if you do, beware the drillfish coming from the left.

Room 6 - There's a small energy to the left if you fell down the right side.
You'll have to be quick about taking it.  Otherwise, beware the tightening of
the walls on both sides.

Room 7 - Fall between the sets of two spikes into the middle.  On the left, move
a little away from the right wall.

Room 8

- If you fell in from the left, press against the right wall, holding right
walking into it, and continue holding right as you jump.  The game prefers solid
surfaces to spikes, and will register that you hit your head on the solid
ceiling to the right of the spike you were supposed to hit.

- The turret you see as the screen first shifts right can be destroyed from the
your current side of the wall if you wish, though it will do no good.  Weakening
it will, however; hit it once or twice, then finish it as you come around.
Beware the drillfish from behind, and beware the turret's shots as it is rigged
to fire at times where Mega Man will be in its line of fire if you don't stop.

- You can ignore the octopus enemy, he shouldn't be able to attack fast enough.
However, because of the change in position, it would be safer to kill it this
time around.

- A drillfish will attack just above arm cannon range as you near the next wall
leading down, and another from behind when you get to the bottom of the U.
Blast the first and keep moving to avoid the second if you can.  

- Just walk off and continue right, ignoring the mine.

Room 9

- If you recognize this as the Wave Man bubble puzzle from 5, you are correct.
Skip to room 12 if you know how to do it, or read about alternate faster methods
in the normal walkthrough (quick find code WT SW).

- There are three jets shooting small bubbles and two shooting large bubbles.
The leftmost and the second from the right shoot large bubbles.  Board the
latter.  The positions at which these bubbles appear remain the same for the
next three rooms.  If you want the small energy, you can grab it safely.

- This is the stage's checkpoint room.

Room 10 - When the middle small bubble climbs up a bit, use it to leap onto the
ledge above.  Beware the drillfish coming from the left.  When you see the large
bubble on the left appear, jump to it.  The 1-Up is most safely retrieved by
falling from the room above.

Room 11 - Jump up to provoke the drillfish in this room, then jump to the next
large bubble when it appears.

Room 12 - When the drillfish appears on the left, jump up to the right side.
The large screw on the other side can be retrieved easily if you have Rush/Proto
Jet or Hornet Chaser, but if not, wait for the second large bubble on the right
to appear, then as the small bubble left of the middle rises, jump onto the
middle small bubble and cross the two to the other side.  To get back, you'll
have to fall onto the left ledge in room 10 and start over from there.

Room 13 - Jump off the middle step and fire three shots right as you bump your
head on the ceiling to kill a turret on the other side of the wall after killing
the first met.  You can ignore the second.  After you pick up the large weapon
energy, quickly summon Rush Coil and jump up the ladder from just right of where
the energy was for speed, or just destroy the turret and move on.

Room 14 - You can ignore the turret.  This is the first of three flying platform
rooms, where the platforms come out of the wall and last a set amount of time,
flying at their own speeds.

The first platform comes out of the right wall.  The second comes from the left,
and once you hop on here, you must climb platforms three and four like steps
quickly.  The fourth will take you to the ladder.

Room 15 - No enemies, but spikes.

The first and second platforms will come from the right.  When the first is
coming into range, you'll have to hop across both quickly to the ledge.  Here,
the third platform will fly out across the ledge attempting to shove you into
the spikes.  Hop on to meet the fourth platform, coming from the right, which
will take you to the ladder.

Room 16 - Spiked ceiling and a couple spikes in the middle of the air.

The first and second platforms will come from the left.  Hop on them, using the
second to board the third and then the fourth, the latter two coming from the
right.  This will take you to the ladder, but a fifth platform will come out of
the right wall at your height to interfere with the jump.  You can either hop
aboard it, then to the ladder, or just ignore it.

Room 17 - While the normal game strategy works, it would be better to provoke
the first mine, get it to explode without scrolling its original position off-
screen, then leap over the second so that it doesn't wake up and attack the
octopus and incoming drillfish from the right as normal.

Room 18 - Try to kill the turret in front of you before moving on.  Ignore the
last turret and run for the boss door.

Splash Woman boss strategy quick find code: SW BS

-----
Concrete Man (HWCM)
-----

Room 1 - Equip Laser Trident or Jewel Satellite if you have them.  The birds
that come in from the direction Mega Man is facing drop boulders that split into
two pieces when they hit the ground; destroy or avoid them with caution.  Also,
beware the pits in this room as flying enemies with twin cannons (one on each
side) spring forth from them.  For safety's sake, unless you have the Satellite
(in which case you can run right through them), get close to the pit, destroy
the first enemy, then if the birds and boulders aren't in the way, move on.  You
can destroy the turret and even its shots before the ladder easily enough.

Room 2 - Let the spiders crawl toward your position and fire on them as they
drop, except the first one since you can jump and fire at it.  Laser Trident is
recommended if you have it since it can one-shot them instead of taking two.
You can ignore the spider in the middle if you use Rush Coil to reach the high
ledge after destroying the ceiling enemy.

Room 3 - Rush Coil would make the safest means of getting the large screw, but
if not, hit the ground runners to freeze them in place.  Laser Trident's wider
area of effect is more helpful, but the Mega Buster will work if you attack
before reaching that particular enemy's platform.

NOTE: Before each of the next three rooms, it may be wise to jump into them and
fire three buster shots nearing the peak of your jump as a preemptive attack
versus the Ball Elephant minibosses.  The Laser Trident doesn't work well
against them, but if you have Magma Bazooka, charged and small shots alike work
wonders at close range.

Room 4 - Unlike normal mode, you can't use the ladder for the first elephant all
that well because the green ball can hit you.  However, you can still play it
safe by getting atop the ladder to avoid the ball, then climb down to firing
range as the elephant retrieves it.  You can also run to the middle of the
screen to avoid the first bounce, fire rapidly, and then leap the ball's return,
fighting off the elephant's suction, and repeat as necessary just like room 5 of
normal mode.

Room 5 - A mix of birds, boulders and a red Ball Elephant.  Leap the ball as it
comes toward you and fire rapidly, avoiding the subsequent suction and return if
you must, while tending to the boulders as they drop.  Ignore the birds
themselves, you'll have your hands full as it is and they're out of most of your
weapons' ranges anyway.

Room 6 - Birds, boulders, red Ball Elephant and two one-block pits.  Ugh.  Treat
this like the previous room, but avoid the pits.  This may take a more
conservative approach.

Room 7

 - Lure the first ceiling spider down to destroy it by getting close to
where it is (assuming it were on the ground), then either lure down the second
spider or use Laser Trident to kill it.  Avoid standing on the middle block on
the ledge, but take note of the different design; it's a block that's not solid,
allowing you to pass through it like air.  If you're paranoid, wait until the
ground runner is going left before going to the ladder, or use Laser Trident
from the side you came in on to temporarily freeze it.

- The 1-Up can only be retrieved through a combination of Black Hole Bomb to
destroy the ground runner and Hornet Chaser to get the item out of its nook.  If
you're going in weakness order starting with Splash, there's no way you'll have
either.  If you used the same order but started with Galaxy, then this should be
cake.

Room 8 - Hug the right wall as you go down the hole if you want two small energy
without the use of Rush Coil.  Otherwise, this is only noteworthy as the level's
checkpoint.

Room 9

- Take out the turret on the ground as you see fit.  There are two ground
runners on the bridge over spikes, one on each side of a hollow block (the same
I was talking about in room 7).  The Mega Buster alone can subdue the first for
a bit, but the second will need a special weapon like (again) Laser Trident,
otherwise you just have to take care that it won't knock you through the hollow
block as you cross.  If you have doubts, staying out of their line of sight,
which is purely horizontal in nature, keeps them moving slow.

- The runner just after the bridge starts in such a way that you can jump it,
but you'll have to be quick to jump to the two-tile high block hidden by the
waterfall to avoid damage.  It would be better to stay in the air until it's on
the right, hop down, then jump it to get to the block.

- Stay on the runner's side to avoid the tree's projectiles on the right.  While
the tree takes a bit to jump and fire again, you can kill it from the block if
you like, or use a weapon to stun/kill the runner and destroy the tree from
behind the block with a special weapon.  You will have to lure the tree into
jumping more than once if you use the latter method.

- Fire on the last runner when it's directly under the exit ladder, then jump
onto the ladder to avoid damage.

Room 10 - Lure the right tree into firing and avoid the balls coming down from
either side of it, then quickly climb the ladder to kill both trees and move
on.  Avoid the hollow blocks between the trees and the ladder.  If you're 
decently quick, you should be able to ignore the turret entirely, and perhaps
even the tree if you're actually fast (you can throw caution to the wind if
you're quick, yet new to Mega Man).

Room 11

- The safest way to get the goodies on the upper ledges is to head to the right
side.  Use the hollow block at the end of the middle platform to jump up to it
and stun the runner to get the two small screws, falling back down the block to
their left.  You can use Rush Coil to get to the 1-Up and large energy by
summoning Rush to under the hollow block and falling on him from the middle.

- Stop to avoid the tree's balls as you move under it, and avoid the down block.

- The up/down block puzzle is largely the same as before, but an annoying bird
will begin an attack as you cross the top down block.  Assault it with Mega
Buster blasts preemptively nearing the peak of your jump off of this block.  If
you have the Laser Trident to spare, use that instead.

Concrete Man boss strategy quick find code: CM BS

-----
Galaxy Man (HWGM)
-----

Room 1 - Just walk on by the UFO's.  The first floating eye can be handled by
Concrete Shot if you have it, otherwise stay back to avoid the three smaller
enemies that will appear after its demise.  The same goes for the second if you
can't jump or walk by it.  If you use the second ladder over the spike pit, you
can wait until the third eye is low or destroy it, but if you want to jump the
rest, you'll have to score the kill.  You'll want to jump to the block to
destroy the last eye before the exit.

Room 2 - Use Rush Coil to enter the teleporter above you to reach the ladder.
If you don't want to use the coil, just don't stop moving and get to the left
teleporter as quick as you can.  The eye will be out of your way if you do so.

Room 3 - An unfriendly grabber will come down on the right side of the window
after the ladder.  Avoid it to move forward.  A friendly grabber awaits after
the first spike pit; jumping the pits and UFO's on the way should be simple
enough (just leap before the lead disc makes contact).  It will drop you off on
the right side of a pit as three more UFO's charge; take them out first.  An
unfriendly grabber awaits on the left side of the window prior to the exit
ladder, as well as three UFO.  Beware the grabber and destroy the flying alien
contraptions.

Room 4 - Two shield attackers, one high and one low, await.  The bottom one will
ram you as it won't stop until it reaches a wall or ladder, while the top one
stops for the entry ladder and as it reaches the exit drop.  Stay on the ladder
until it's safe to drop if you don't think you can kill the bottom attacker upon
a quick landing then either use Laser Trident or leap it.  Do the same with the
top attacker, waiting for it to move to the right before dodging.  Hug the right
wall if you want to get into the nook with the large weapon energy.

Room 5

- Hug right again to avoid the spike pit, and either use caution or
Concrete Shot to eat the yellow eyes.  Quickness will let you take out the
shield attacker at the top with the Mega Buster, otherwise use Laser Trident.

- When you get to the middle of the room (between the shield attacker and the
first teleporter), you'll have cleared the stage's checkpoint.

- When you enter the teleporter, you'll come out in a group of five.  Here is a
short depiction of where they lead:

          |
       1 2|
       3  |
        3 |
          exit
1      2  |

Slightly inaccurate, but close enough.  The matching numbers are the teleporters
connected to each other.  The best exit is to come out of 1, move a little so
you're between the top two, then move between the top right and middle bottom
teleporters.  If you can't do that, go into 2, and when you come out of the
middle 3, do the same thing, only now you'll have Mega Man in your sight the
entire time.  Practice makes perfect, and there's nothing that can really kill
you here unless you accidentally wander into the big pit below, but if you're
absolutely frustrated, come back when you've eliminated your fifth robot master,
as then you'll have Rush Jet.  Depending on your skillset though, that could
prove harder than the puzzle itself.

Room 6 - You could destroy everything one at a time, or you could place a
Concrete Shot on the ground quickly and use that to jump to the left ladder.  As
long as you don't suck, even the two UFO's should pose no threat.

Room 7 - Climb out of the path of the two pink UFO's and proceed with caution.
If you don't eliminate the first eye with Concrete Shot, but wait for it to fall
back, jump before the top UFO hits you.  Use Laser Trident if you have it to
make shorter work of both eyes.  Use Rush Coil to reach the large energy if you
need it, or if you for whatever reason have Hornet Chaser, destroy all of the
small eyes, then use a hornet.

Room 8 - One or two Tridents will kill the wave of six UFO's, or just a Mega
Buster assault will do.  Handle the eyes as you see fit, but if you don't use
Concrete Shot, keep your distance from the large ones.

Room 9 - Laser Trident is ideal for defeating the shield attackers here,
otherwise you'll have to run and wait for them to turn around for the Mega
Buster and other weapons to work.  Avoid the grabber as you close in on the
ladder, he'll come in from above the second window on the right of it.

Room 10 - Wait for the first eye to go up, then leap to the second ladder.

Room 11 - The 1-Up you see above is real and easy to get; there's nothing
guarding it aside from the UFO's you encounter at the start.  Avoid the
unfriendly grabber awaiting above the first teleporter.  You can jump around it
to get the weapon energy, but you'll also need Rush to get to a teleporter or
the boss door.

The teleporters are arranged as such:

           4|
1   1  3 3   exit
        4   |
    2  2 5 5|

1-1, 2-2, 4-4, then hug the right wall to reach the exit.  Using this method
will allow you to ignore the yellow eyes.

Galaxy Man boss strategy quick find code: GM BS

-----
Jewel Man (HWJM)
-----

Room 2

- The hard hats and spine are easy pickings.

- The leaf-like enemies should be taken out by Laser Trident or the Mega Buster,
the latter before they hit the ground.

- The mine carts counter with a bouncing projectile when hit, and throw four
explosive balls at death.  Use Concrete Shot or Black Hole Bomb for a safe close
kill, or take it out at a distance.  The former is recommended as long as you
have ammo.

- Stun the next spine you see as soon as possible; a turret comes up right after
it, and you do not want to be stuck in its sights if you can help it.  Destroy
the Spine with Concrete Shot or Black Hole Bomb if you think you can replenish
before the boss or if you can go without.

- You can ignore the Met after the turret.  Just keep moving, and jump at the
end of the ledge to destroy the next spinning leaf.  Ignore the next if you have
Concrete Shot for the mine carts ahead.  Take out the turret however you want
and move on.

- Ready Laser Trident.

Room 3

- As soon as you are able, try to fire a Laser Trident to the left to
take out the two spiders.  Very likely, you won't be able to do this, as the
timing needs to be very accurate.  If you fail, just lure them down and crush
them like in Concrete Man's stage.

- The bottom one can be problematic.  The safest way to handle this would be to
lure it to the right before dropping down, the absolute safest being to lure it
into the hole.  It won't be waiting at the other end if you do this.

- You could use Hornet Chaser to take them all out if you followed the speed
run's order.

Room 4 - If you don't have Hornet Chaser, take out the spider on the left from
where you dropped down, then do the same as the previous room for the bottom
enemy.

Room 5 - Ignore the jewel enemies and spine and keep moving to the second
swinging platform.  Jump toward the jewel enemy and destroy it when it opens (do
NOT hesitate or you'll fall).  Very quickly swing the third platform back and
forth to reach the fourth platform and avoid the last jewel enemy's attack.
Make a short hop off the platform toward the wall, but avoid the spikes and land
on the floor like in Galaxy Man's stage with the second teleporter set.

Room 6 - The boulder miniboss.  If you have Hornet Chaser, launch three
immediately; they'll seek out and knock the boulder down from the sky, after
which you can use Concrete Shot or whatever for the finish provided you jump to
avoid the quake.  Otherwise, avoid the boulders as best you can, but keep an eye
on the row above; the boulder will open his eyes before dropping.  When he
lands, the ground will shake as with Concrete Man's stomps, so jump to avoid
this.  Do as much damage as you can before it rolls its way back to the ceiling.
Five Concrete Shot can dispatch it.

Room 7 - Checkpoint.

Room 8 - Four jewel enemies will appear here.  If you have Black Hole Bomb to
spare, run through this room and use two to get through here; the first must be
pause canceled.  If not, you may have to take them out one or two at a time
until you can manage the numbers.

Room 9

- Take out the stomper at the other side before crossing the pits with the
flying shooters (Laser Trident is recommended).  You can use BHB over the pits
to avoid having to wait, but this is not recommended.  Each of the first three
pits has these shooters, and only the second can be hopped over without killing
the enemy first (if you treat it like a four-block pit and jump as half of Mega
Man's body walks over the edge).

- Jump onto the swinging platform, waiting a little bit longer than normal if
you've been jumping early as a habit, and walk across to the other side, using a
short hop to get through the spike obstacles.

- Jump and kill the jewel (it will open when you're in line for the shot), then
hop down to the bottom, kill the spine with Concrete Shot, pause cancel the
block and move on as fast as you can.

Room 10 - Take out the spiders first; one Trident or four Mega Buster shots will
do.  The easiest way to get past this platform is to fall onto it going left,
walk on it for a split second, then jump off to the right and fall left into the
pit, hugging the platform's right side.

Room 11 - Take this room slowly, killing everything in sight and stunning the
spine at the right moment to get over it.  Use Concrete Shot or the Mega Buster
if you don't have enough of the former (you'll need four) for the big stomper.

Jewel Man boss strategy quick find code: JM BS

-----
Plug Man (HWPM)
-----

NOTE: If you have Jewel Satellite, the pipe enemies in some rooms make for
excellent screw farming.  Activate the Satellite underneath a pipe and leave
Rock be for awhile.

Room 1

- Ignore the first pipe enemies.  As long as you keep walking you can avoid the
spark on the first platform by jumping clean over it, otherwise wait it out.  A
short jump can get by the next pipe enemy if you keep moving, but you should
likely wait and take it out.  A fast spark is waiting on the block sitting on a
pipe; either wait it out or use BHB immediately as you land.  Same with the
platform afterward.  Keep moving and you can jump over the last spark as well,
though honestly, another BHB is probably called for.

- Due to the respawning nature of the pipe enemies, the powerups stuck between
the pipes should be avoided if you have Hornet Chaser.

Room 2 - Make a short jump onto the ledge, then immediately make a long jump
onto the next ledge to avoid the sparks.  Otherwise, just wait and leap over the
fast ones when they get to you and wait out the slow one going forward.

Room 3

- Jump from the ladder onto the ledge and over the Met.  Take the second one out
and then eliminate the turret however you wish.

- The first disappearing blocks are no different than before.  Simply wait for
the next one to appear, jump to it, repeat.  On the last one before solid
ground, hit fire then jump quickly to proceed and kill the Met so he doesn't
interfere (roll your thumb over them like a wheel).

- This puzzle has minor changes, but deadly ones.  The first three blocks
appear at once, and there's a spark enemy on the wall obstacle designed to hit
you if you cross over the top.  Study the pattern, then quickly move over the
puzzle, using a BHB to kill the spark.  Don't jump from the wall immediately;
wait for a block to appear between you and the next ledge before crossing.

- The block puzzle to where the 1-Up and large screw were has changed as well,
and the E-Tank is here instead.  The first part is very easy, just be sure to
jump over the fifth block since it will disappear on you.  The second part looks
difficult, but isn't really; wait over the right edge of the first block so
you'll fall onto the next two, then jump to the energy tank.

- If you take the bottom path, jump the first spark before the spikes and keep
walking to avoid the second (it will cross under you as you fall).

Room 4 - Same as ever.  Move without stopping to avoid the shadow clones.
Checkpoint.

Room 5

- If you don't have Rush Jet, study the first puzzle carefully; you'll have to
time one or two jumps (depending on Rush Coil use) just as your block disappears
and the next comes into existance.  Only good timing will get you through here.

- Leap the sparks as best you can or use Black Hole Bomb.  The rest of the
puzzle is the same as before.  Simply time your jumps carefully for the next
block and don't get jumpy.  The worst part will be the twin slow sparks before
the last puzzle.  Either eat the damage, use some keen jumping to evade them, or
spare a Black Hole Bomb.  Use a Jewel Satellite only if you must.

- The screws above the end of the puzzle are better retrieved via Rush Coil than
through the accompanying extra block puzzle, but beware; a shadow clone
will appear from the first static column.  BHB or turning to fire on it when it
starts approaching you will finish it, as it will the clones on the ground.

- If you want to use Jewel Satellite, do so before picking up the free large
weapon energy.

- The last shadow clone will appear before a pipe ledge contraption.  From this,
the pipe enemies will only appear from the rightmost pipe, sticking out of the
wall; the large block itself only has two sparks.  Rush Coil up onto the left
side and cross when you're safe from the sparks.

Room 6 - Study the block puzzle here; it's the same as before, only the top
three blocks have been shortened to one.  This only makes the 1-Up harder to
get, but getting to the next room much easier.  Use a BHB on the pipe enemies if
you can and let the bomb persist to instantly destroy further resistence.

Room 7 - Four sparks (one on the ceiling) are coming to greet you.  If you have
no BHB left, wait at the edge of the first ledge for the three groundlings to
meet each other and leap the whole lot of them, ignoring the ceiling spark.  The
stomper before the boss door can be jumped with a well-placed Concrete Shot
within the column between the meters in the background, but first-timers would
be better off killing it.

Plug Man boss strategy quick find code: PM BS

-----
Tornado Man (HWTM)
-----

Room 2 - Destroy the Met while dodging the balloon's shot.  The Balloon can only
fire diagonally downward at the peak or bottom of its float, but the real danger
comes if you hit the balloon before the enemy is destroyed.  It will fly around
randomly as the balloon deflates and often leaves through the side of the screen
before losing all of its air and dropping off the bottom like a rock.  Avoid
this with precision shooting as much as possible.

Room 3 - You could Rush Coil straight to the ladder after the balloon shoots,
or after the Mets, you can cross to the ladder via the magnet.  The rotating
magnet flips Mega Man up and down as it moves, and if Mega Man attempts to jump
while beneath it, he'll just fall off.  You can stay on top with constant jumps,
however.  You don't have to wait for the balloon to shoot to use Rush Coil,
however, if you have Jewel Satellite.

Room 4

- Wait for the shield attacker to go back right and then destroy it, or use
Laser Trident/Black Hole Bomb when you reach the top of the ladder.  The magnets
are awkward to use, but remember that there aren't any enemies here and there's
very little (usually no) risk of running into the spikes while you're on a
magnet.  Just calm down, take your time to line up your jumps, and this
shouldn't pose much of a threat.  With no enemies, there's no time pressure, so
take all you need.

Of course, Rush Jet is the best path.  Take it through the bottom, but avoid the
third set of spikes as they appear very close to the darkness.  The first set is
in sight when you take off, and the second is along the same airspace but
vertically aligned.

- You can ignore the two balloon enemies if your second jump is short or you run
into the wall first.  Watch out for the shield attacker near the exit; it'll try
to ram your head as you get to the exit.  Either run back or use Laser Trident.

NOTE: The next five rooms have ice floors.  They're tough to accelerate on and
tough to stop on unless you jump.  A short hop to start, and a short hop to stop
will work fine, as will full-on jumps.

Room 5 - If you're quick, you can either use Laser Trident or jump in between
to get through the shield attackers.  Otherwise, wait up above, jump down when
they turn around, and kill the bottom attacker quickly.

Room 6 - More shield attackers.  You can kill the top one now with the Mega
Buster if you don't have anything else to spare.

Room 7 - Checkpoint.  Give the weapon energy to Rush Jet.

Room 8 - Kill the shield attacker with Laser Trident or Black Hole Bomb if you
have it, otherwise wait at the entrance for it to turn around.  If you aim the
bomb right, you can kill both it and the Uzi Joe at once, but if you can't,
remember that Laser Trident pierces shields.  Take it out from afar if you can't
use those weapons, as jumping the full blast of their machine guns, unless it's
over the joe itself or to a higher ledge, is impossible.

Room 9 - Jump up to the Met and kill it without reaching its ledge, then jump
and kill the Uzi Joe as openings allow.  You could use a BHB to take both out as
well.  The large screw should be easy enough to Rush Coil to or Hornet Chase.

Room 10

- If you wait for the umbrella to drop, you can Rush Coil from the higher ground
behind the clouds to the left to get a 1-Up.

- Get used to the slower right jump speed caused by the wind before moving on.
If you've played Mega Man 4, this is just like Toad Man's stage.

- Take out the Mets you encounter before trying to jump to their platforms.

- With Rush Jet, assuming you used it on the first magnet stretch, you can also
skip this one (starting from the second-to-last wide platform).  If not, it's no
more difficult than the last time save the wind (which isn't hard to account
for), and it isn't even very long.  Take your time, this isn't (or doesn't have
to be) a race.

Room 11

- If you have Jewel Satellite, activate it and drop on the first Met
immediately.  If not, do your best to jump to the next platform, and if you
don't make it, don't persist and hit the spikes beneath it.  Remove the Mets
carefully, and if you do have the Satellite, wait for the second Met to close
for a bit, then attack it if it opens on its own or you've waited long enough
for that to happen.

- Practice the faster speed of your jumps first before taking on the last
section if you haven't played through this in normal mode.

- With the wind speed in your favor, you'll have to handle a series of jumps on
single blocks to get to the boss door.  Wtih Jewel Satellite, you can take your
time, but this isn't so wise without it.  Jump quickly, but carefully.

- The large screw is easy to get, but not so easy to leave with.  Either treat
this as a four-block wide jump (jump when Mega Man is halfway off the platform)
or use Concrete Shot against the side of the next block.  You could also use
Rush Coil to go back up if you jump into the wind and summon Rush onto your
block, but that's slightly tricky.

Tornado Man boss strategy quick find code: TM BS

-----
Magma Man (HWMM)
-----

Room 1

- The flamethrowers' masks are shields, so either use Laser Trident or quickly
jump over them as they come in to avoid damage.  The third one stops above where
your head will be, so wait that one out if you can't use the Trident or
something else.

- The fourth flamethrower will stop and fire before its flames can reach the top
platform while a rolling enemy will jump around underneath.  The latter is fully
vulnerable to all weapons, so go underneath and behind the flamethrower.

- Using Rush Jet to cross the next section (where the rollers reveal they can
spew flames using the lava for ammo) isn't wise until you reach the final column
before the ladder, as two flamethrowers will swoop in, one up high where most
will be flying.  Instead, make the easy jumps until you get to the jump to the
ladder, then use the Jet if you want.  The jump is a four-block jump to the
ladder but can be rather difficult (again, jump when Mega Man is halfway off),
but as with all eight of the first stages, everything is possible with just the
Mega Buster alone.

Room 2 - Two lava totems await here.  Only their heads are vulnerable to attack
and only when they are standing, shooting lava balls in random directions almost
constantly.  Obviously to avoid having to wait for vulnerability, Black Hole
Bomb is the best weapon.

Room 3

- Quickly climb up and either jump over the flamethrower or use Laser Trident.
If you can't do either, you'll have to wait it out on the ladder.

- Another flamethrower awaits before the first Magma beam, but it will stay
along the ground, so drop down immediately with a Trident to defeat it.

- Magma beams must be waited out unless you have damage invulnerability or both
Concrete Shot and Laser Trident, as they're instant death to Mega Man.  With the
latter two abilities, you can freeze, then destroy the beams.

- There are two flamethrowers after the ladder.  Destroy the one on top with a
Trident, then destroy the beam to proceed before the bottom one flies upward.
The lava totem should be eliminated with Black Hole Bomb, and then Trident again
for the last two flamethrowers.

Room 4 - No prizes in this mode.  Take out the lava totem and move on.

Room 5 - Changkey Dragon.  Concrete Shots or Black Hole Bomb can take this thing
out quick, but it takes four of the latter to do the job, so use pause
canceling.  You can Rush Coil up to the head at the start and lob five Concrete
Shot at it for a viciously quick kill if you have the skills and the ammo, but
as there's no free large weapon energy this time around, it may not be the
wisest decision you could make.  If you can't use special weapons, beware that
each shot to the ground the dragon makes also produces a large Changkey flame
that runs toward your initial direction on the ground that can be tricky to
dodge if the dragon is flying at you.  Avoid these flames and blast his head as
he comes close to the ground.

Room 6 - If you don't have Jewel Satellite and at least one Black Hole Bomb
remaining, take the top path and destroy the lava totems to avoid a rain of fire
on your head.  The last jump is a dreadful four-block jump.  Again, and not for
the last time, jump when Mega Man is halfway off the edge.  Your other options
are either to take damage from the roller on the lava, use Concrete Shot or use
Rush Jet.

By the way, this room is the checkpoint.

Room 7 - The lava totems aren't hard to take out, their position is just a
little scary is all.  You can lure them into attacking from your side by
standing near the beam or use BHB as you cross over.

Room 8

- Handle the enemies between the magma beams one at a time, using Concrete Shot
+ Laser Trident to destroy said beams if you have it.  There are two four-block
jumps afterward, one from a high ledge to a low one with a magma beam overhead
and a turret behind you (if you don't destroy it from behind).  Handle the
enemies as they come and the jumps exactly like the end of room 6.  The lava
totem and a roller are the last guardians of the boss door.

Magma Man boss strategy quick find code: MM BS

-----
Hornet Man (HWHM)
-----

Room 1 - Three mine cart enemies await here.  Keep your distance or use BHB or
Concrete Shot to avoid their counters.  The flower plants launch homing missiles
that can be relatively easy to dispatch as they only move in the eight cardinal
directions, always starting out going up.  You can use Tornado Blow or Rush Coil
to quickly get through this part of the room as either will allow you to leap
straight to the top ledge, but the Rush Coil is most safely done by destroying
the right flower plant.  This is not required, since if you're quick enough in
setting up and using the coil, the missile the plant launches will just miss
your left side by going straight down as you pass, but that's an advanced
technique.

Room 2 - Destroy the flower plants quickly, preferably with Laser Trident.
Afterward, either use Rush Coil or hit the tape measure platform to unfold it
and proceed to the exit ladder.

Room 3 - While the scissors appear in the same places as before, there are also
flower pots in the way.  Use short jumps to get between the spikes in the small
corridor while constantly moving right and firing on the pots themselves.  Speed
will allow you to ignore the missiles as easily as you should ignore the plant
on the ledge at the start.

Room 4 - The T-block type formation will likely require multiple ball shooter
balls to destroy and get through while the flower pot on the block below fires
away freely at you.  Get the ball shooter's attention, then use BHB or Jewel
Satellite to destroy the missiles, or just use Tornado Blow when you first enter
the room to kill and anger two birds with one stone.

Room 5 - Mostly the same as before.  It's a question of time or damage; the
right is the safest if you can avoid the balls in this room, but the middle
leads to having to deal with the same situation as room 4 (with a single brick
layer this time).  The left will land you on a flower plant's missile even if
you hug the right wall to avoid it, so use Jewel Satellite when you reach the
next room to avoid damage if you have it.  Otherwise, don't take this path if
you don't have the energy to survive.

Room 6 - If you went down the middle, you'll have to deal with the ball shooter
and the flower plant in the hole to the left.  Get the shooter's attention and
use a BHB to cancel the missile, pause canceling the bomb out so the next ball
lands.  Otherwise, the strategy for the left hole is stated above and the right
side is pretty obvious.

Room 7 - Stand in the center before getting the shooter's attention, and don't
leave it; dodge as necessary.

Room 8 - Clock Flower.  You will hate this thing.  Remember that this must be
quick, because once it takes damage, it will halt for almost a second and then
duck back into the ground to pop up on another platform.  It will not appear
where Mega Man is standing, but if he's in midair when the flower reappears, it
could come up anywhere.

- If you have five Concrete Shot and energy to spare, this is an easy fight.
Stand on the top platform of the eight (where you likely landed), and rapidly
fire five C. Shot if the flower appears on either platform beside yours.  If it
doesn't, go up to it, take some damage, then stand next to it and fire away with
five.

- If you do not or you can't do the damage-taking strategy, either use the Mega
Buster or Magma Bazooka and fire on it when you get the chance, avoiding the
pedals it fires (which can be destroyed) and the clock hand, and definitely not
falling on the spikes.  Charge the Bazooka, otherwise this fight will be dragged
out.

- If you have not used Tornado Blow up to this point, you can waste all four on
the flower to kill it without tracking it down yourself.  Just avoid the clock
hand.

- When you win, the hand will explode starting from the middle, and then the
three leftmost spikes will reveal the passage onward.

Room 9 - Checkpoint.  Nothing more.

Room 10

- Be quick to avoid the flower plant on the ground.  When you unwind the
second tape measure platform, the hedge clippers from the spike corridor will
appear; a short hop and a Mega Buster blast will destroy the bottom one and
assure the top one can't connect.  When you reach the fifth measure (the one
after the two blocks over the spikes, one with a flower pot), use a BHB to
unravel the tape and destroy the incoming clippers.  Finally, use Jewel
Satellite or caution in dealing with the flower plant before the exit drop after
killing the top of the last incoming clipper.

- The tape measures don't stay unwound for long, and you can't stand
on the main roll, so you must be quick.

Room 11 - If you're quick, you can eliminate the mine cart with Concrete Shot
or BHB and then climb the ladder to the drop no problem.  If not, do it anyway,
but take out the first pot, run away, then do the same for the second before
proceeding.  If you have Tornado Blow, this is dirt easy.

Room 12

- The first part with the three flower plants is the same as normal mode; keep
your distance to destroy them and fire, preferably, with Laser Trident.

- The carts don't have to be destroyed by special weapons given how much
distance you can put between yourself and them, but if the Mega Buster is
employed for the task, kill all of the pots first, especially if you want the
large energy/weapon energy above.

- Jump and fire to destroy the flower plant on the other side of the wall before
you go further unless you have Tornado Blow.  Without it, the plant at the top
becomes a problem.  Either use BHB to clear it or fire at it from the ladder,
ducking to the base of said climbing device to avoid the missiles.

- When you see the two-block high ledge, jump and fire early at the huge stomper
to destroy it.  The flower pots above are only a danger if you want the 1-Up
they guard, and caution can eliminate those if you have no weapons to spare.

Hornet Man boss strategy quick find code: HM BS

-----
Wily Castle 1 (HWW1)
-----

NOTE: A Mystery Tank is HIGHLY recommended for the Wily stages; this walkthrough
was written with one in mind.

Room 1 - Destroy the enemies up to the first gap, then defeat the shield tank
with the Laser Trident.  Activate Jewel Satellite to cross the gaps until you're
across from the tree.  Destroy it and cross the last two gaps without the
Satellite, watching overhead for the birds.  The second shield tank can be
handled with the Mega Buster easily, first by provoking it into trying to drop
its shield on you (just stand in its path until the shield wobbles, and jump
away), then blasting it before it can fire projectiles from its mouth.  The last
platform can be activated with Tornado Blow, but Rush Jet from the tank's former
position would conserve fuel if you can deal with the boulder birds.  Climbing
the wall with Concrete Shot is also a viable alternative.

Room 2 - Kill the tank with Laser Trident and ignore the powerups (only Tornado
Blow can reach them).  The wind-driven platforms are a waste of energy; use Rush
Jet or a Concrete Shot on the top of the two spikes sticking out of the floor to
reach the ladder.

Room 3 - After destroying the tree, you can use Rush Jet to cross the room,
Tornado Blow only if you feel the birds make things too dangerous otherwise.
There are two large energies in the path, so it may be safer after all to
combine the efforts of Tornado Blow and Rush Jet.  Whatever you do, don't take
the bottom path or use Tornado Blow on the last platforms, it's actually more
dangerous.

Room 4 - Rush Coil to the higher ledge with the tank and defeat it with
Tridents.  With just the Mega Buster, get the first tank away from the tree
above first, then carefully get next to the tree afterward to defeat it.  When
you get to the second tank, time your jump carefully to avoid the falling
shield before destroying it, or just provoke the tank and jump near it if you
don't feel you can make the jump to its ledge, then go back up and defeat it
while avoiding its shots.

Room 5 - Run through these trees' shots and get in the leftmost tree's face to
destroy it, and the tree across from it.  Run through the last tree and kill it
from afar.

Room 6 - Changkey Dragon.  Refer to Magma Man (HW MM) room 5 for info.  If you
know how to use Rush Coil and five Concrete Shot for a quick victory, remember
to adjust your Rush Coil placement from where you would for Magma Man's stage.
You'll have to place it closer to the ladder (or to the left of the middle of
the room).

Room 7 - Checkpoint.  The Hornet Chaser is easily the best method for retrieving
the 1-Up if you want it.  The pipe enemies only differ in that they come out of
the top pipes this time.

Room 8 - The easiest method would be to wait out the Magma beam and Rush Coil to
the exit ladder, but the quickest is usually using Rush Coil to beat the beam
into the air and using Concrete Shot to make it a bridge before landing in fiery
death.

Room 9 - If you're fast, you can Rush Coil up to the first or second ladder
immediately (first from the left).  The second and third both lead to the same
side of the wall, while the first can only take you to an Energy Tank.  You can
also use the first ladder to go up to the next room and jump left onto the third
magma beam emitter in this room for Rush Jet use.  Otherwise, you'll have to use
well-timed Concrete Shots to climb up to the appropriate ladder.

NOTE: If you want the tank, make sure you have a Laser Trident to spare.

Room 10 - Evade the magma beam with speed.  The middle ladder is a dead end.
The right takes you onward while the left leads to and E-Tank; use Rush Jet to
cross to the exit ladder on that side for safety, otherwise treat it as a four-
block jump.

Room 11 - If you went for the tank, you need Laser Trident to break the blocks,
but you can't go on from here; return to room 9.  If you took the middle, return
immediately to room 10 and take the right ladder.  Slaughter the tree and
proceed.

Room 12 - There are two ways through here.  You can use Rush Coil and Concrete
Shot (or Tornado Blow) together to reach the ladder, or you can use the swinging
platform to get to the right teleporter so the left will spit you out with a
jump that can get you to the ladder.

Room 13 - Take out the tree first.  Until you reach the other side, you can't
jump into the spikes, but since the first jump is a four-block, Rush Jet isn't
a bad idea (just don't jump while on it, that will likely land in the spikes).
Use it again to cross to the exit ladder.

Room 14 - Summon Rush Coil under the ladder and wait for the projectiles from
the trees to pass, then immediately jump.

Room 15 - Take out the tank or use Rush Jet to evade it as you see fit.

Wily Castle 1 boss strategy quick find code: W1 BS

-----
Wily Castle 2 (HWW2)
-----

Room 1 - If you want a 1-Up and to save a single Laser Trident, take the left
ladder.  For speed, go right.

Room 2 - The strange block in the right ladder's path must be destroyed by Laser
Trident.  As long as you take out or can avoid the Mets, this room is simple.
Hornet Chaser, however, won't get the 1-Up unless you kill them all, so you'll
have to go over there yourself and use Rush Coil or Concrete Shot to retrieve
it.

Room 3 - Summon Rush Coil on the first block as you're jumping to it and use
that to reach the exit.  Otherwise, treat each jump as if it were a four-block
jump; this first trio of jumps is a very unforgiving bunch.  It is HIGHLY
recommended you avoid them.

Room 4 - You can Rush Jet over the spikes to the other side or use the Trident
to go below, your choice.  Same goes for the next pair of paths, though a single
Concrete Shot can also cross the top path there, and the Uzi Joe on the bottom
makes it more dangerous overall.

Room 5 - Tornado Blow as you reach the first small gap and use that to jump
through while it cleans the room out of enemies.  If you don't have it, BHB the
Uzi Joe quick and get through the first gap while you can still see where it is.
Rush Coil or Concrete Shot your way to the ladder unless the top projector is in
the way, in which case, use Hornet Chaser.

Room 6 - Use Black Hole Bomb on the Uzi Joe from below and destroy the Met.
Watch your head below the spikes, those hologram blocks aren't solid.

Room 7 - Rush Jet is highly recommended here.  Otherwise, pause the game rapidly
to memorize the layout of the room before the projectors corrupt it, and evade
the eyes accordingly.

Room 8 - The leap of faith.  Treat this as a four-block jump and ignore the eye.

Room 9 - Clock Flower.  Refer to Hornet Man (HW HM), room 8, but ignore the
Tornado Blow advice given how much ammo that eats and that, if you used one in
room 5, you don't have the ammo anyway.

Room 10 - Checkpoint.

Room 11

- Ignore the first octopus.  When you cross to the dead second octopus's
platform, ignore the drillfish behind you until you land, THEN attack.  You have
a very short window in which to do this.  Otherwise, use BHB on the first mine
you encounter and evade the other two.

- The lower path takes you to an E-Tank.  Either use very short jumps to cross
the spikes or Rush Jet, though unless it's full, you probably won't be able to
use it to get back.  Practice your jumps and take the top path to memorize the
layout before you go, and take your time.  If you have a life to spare though,
you could just use Rush Jet to get there, get the tank, and die.

- On the top path, an octopus and three mines await.  After the ink spewing
annoyance, poke the first mine with a weapon, jump over it as it comes toward
you along the ground and run away to the next mine.  Run under it.  For the last
mine, jump over it, then jump up to the top of the ladder so that getting on
takes you to the next room immediately.

Room 12 - Provoke the mine first, then shoot the drillfish that come in from the
right once you've gone around.

Room 13

- Whichever path you take, beware attacking drillfish as you near the powerup
(middle) or when you get there (top), and the fish that comes when the paths
intersect after the destroyable block.  If you press against the right wall when
ascending into the junction, you should hit the solid ceiling instead of the
spikes.  At the horrible jump after, you can either jump in-between the mines if
you know how to do the jump, or simply drift into the bottom mine and use the
damage invulnerability to cross.  Either way, they'll be chasing you into the
tunnel, so be quick about destroying the final Trident block and crossing the
last set of spikes.

- For the large energy, don't go into the front entrance that's blocked by a
Trident square.  Instead, jump from the bottom path, waiting until nearly the
last moment to jump (or just inching over the edge as much as possible), and
then make a full jump up to the energy.  You'll barely miss the spikes, and you
can drop safely back toward the ladder afterward.  It's not like the other side
is any safer; it's actually needlessly more difficult.

Room 14 - Provoke the mines first, then leap over them and cross the spikes to
the ladder.  Prepare to fire on the drillfish coming from the left as you cross
near the water's top.

Room 15 - Destroy the projectors immediately, and take note that only those
blocks that are directly over the bottom row are real.  Try not to go down to
the sparks.

Room 16 - Kill the UFO's and move on.

Room 17 - Don't move, or move up and shoot left immediately to avoid a UFO.  You
can use Jewel Satellite or wait until the UFO's are gone to move on.  Ignore the
turret.

Room 18 - Shoot the incoming bottom UFO from the left first, then get to the top
of the ladder and storm the turret and righthand UFO's with Mega Buster shots or
Laser Tridents.  Jewel Satellite is fine too, but since you'll want to hug the
right wall during the drop, destroying the turret is preferable.

Room 17 revisited - If you hugged the right wall, you could get into the gap in
the wall, allowing you to go back to room 18 immediately.  If not...

=====
Room 16 revisited - Destroy the eye from a distance while handling the UFO's
that are behind you before moving on.

Room 17 revisited again - Use Jewel Satellite or caution when going up the
ladder here.  Plug Balls can end the turret's life easier than trying to get in
its face with anything else for the cost involved.
=====

Room 18 revisited - Climb up, destroy the bottom right UFO, then go up the last
ladder and destroy the stomper, avoiding the turret and the UFO from the left
that's about to clip your feet.

Room 19 - Ignore the turret and destroy the stomper, preferably with Magma
Bazooka (charged and uncharged up close).  If you want the large energy in the
Dr. Wily sign, you'll have to destroy the turret first (again, Plug Balls are
cost-effective) and use Hornet Chaser to retrieve the prize.  Go into the boss
room with Rush Coil active.

Wily Castle 2 boss strategy quick find code: W2 BS

-----
Wily Castle 3 (HWW3)
-----

Room 1 - Take out the stompers and jewels as necessary.  If you use Rush Jet,
don't get too close to the ceiling until after the second jewel has passed.  Use
Rush Coil at the end to get as high into the next room as you can.

Room 2

- The first anti-gravity room.  These have a fixed rate of ascension (slow) and
you can only move around by firing your weapons in the opposite direction.  Each
time you fire in the same direction, your velocity increases until you hit a
wall.

- This time around, a grabber is at the beginning to take you right.  If you
used Rush, there's little to worry about, but if you started on the ground,
quickly dispatch the eye to the right or use Jewel Satellite to escape/defend
yourself.

Room 3 - The eyes aren't in any hard-to-avoid spots.  Pause if you have to and
handle accordingly.  Try to enter the next room on the very right side.

Room 4 - There's a grabber on the left, so hopefully you took the previous
advice.

Room 5 - Beware as you approach the ladder that a grabber will appear above it.
You'll have to fake it out or destroy it to reach the exit.  The eyes aren't in
any very troublesome positions, but if you stay on the far right, you can
destroy the top eye and then proceed to the ladder with few problems (just watch
your head as a small eye may wander down into your hit detection range.).

Room 6 - Destroy the turret, then proceed through the room with the Trident
drawn.  After avoiding the ceiling spikes with a shortened jump (use Rush Jet if
you must, but it isn't a very difficult leap), use the Tridents on the waiting
shield attacker.  As long as you keep moving, you should be able to avoid most
of the jewels without killing them.

Room 7 - Keep moving and you can ignore both the turret and the jewel.  Whether
the four small weapon energies on the right drop are worth it is up to you.

Room 8 - Just don't lean left.  You'll need Rush Coil to reach the upper
compartment if you didn't initially go right for the energies mentioned before;
lean against the left wall before making the jump.  Both ladders lead to small
weapon energy.

Room 9 - Use Black Hole Bomb or Laser Trident immediately on landing, or run to
the other side.  Try not to fall there lest you hit the spikes.  A Tornado Blow
to reach the ladder is preferred since there are two Uzi Joes in your path and
a Mystery Tank is on the way.  If you're absolutely certain you can get the
tank, use the Mystery Tank you bought now.

Room 10 - Fire left to stray out of the way of the green eye above, and right to
stop.  If you used the Mystery Tank, the large energy is worthless.  Go back
left, but not all the way.

Room 11 - Fire to the right over the top spike.

Room 12 - If a grabber doesn't appear instantly (in which case fire immediately
to get away from it by going right), stay between the second and third column of
spikes, then go back left a bit as you reach the top of the second column.  If
it does appear, go right, then back into position if you have the time/skill.

Room 13 - Fire three shots to the left and you should hit the right wall without
incident and avoid the grabber if it appears.  As Mega Man's upper body reaches
over the spikes that the tank is sitting on, fire four shots a little quickly to
reach the tank.  Stop yourself before reaching the left wall if you weren't
initially close enough to trigger the grabber.

Room 14

- Kill the middle Met, then hop down to the grounded Met and fire on it as it
shoots, and finally scurry back to the middle block to dodge.  Kill the next two
Mets and get Laser Trident out.

- Shoot down each turret one at a time as it comes into range, avoiding the
spike ceiling when it begins.  After the first Uzi Joe, only a short jump will
avoid the spikes to get to the platform; even Rush Jet won't help.  If you have
a Beat call, that would work, otherwise only a Concrete Shot to the side of the
platform to shorten the jump itself could possibly help.  Defeat the Met quickly
and dive onto the block below when you know the Uzi Joe won't fire, or after you
activate Jewel Satellite.

- The large weapon energy is real, unlike the 1-Up Met in the normal game, but
use Hornet Chaser to grab it afterward all the same.  After you defeat the
stomper enemy, an unfriendly grabber will appear over the drop to the boss door.
If you get caught, just relax; you can use Jewel Satellite or just wait it out,
since the worst it can do on its own is push you against a wall unless you left
the stomper to live.

Wily Castle 3 boss strategy quick find code: W3 BS

-----
Wily Castle 4 (HWW4)
-----

Room 1 - Grab the weapon energy you want and move on into the hole on the right.
I suggest filling Concrete Shot if it's low.

Room 2 - After taking out the Met, you'll have your first encounter with the
laser fences.  The only way through without taking damage is to land a Concrete
Shot in the laser's path.  The lasers all start from the bottom and shoot to the
ceiling.  Stand two blocks from the laser if you shoot from a standing or
walking position.

Room 3 - Two lasers in a row start this room.  Shoot the first one, then jump
straight up and shoot the second one, then quickly cross over.  You can make the
leap to the small weapon energy in the nook on the left if the second block
landed far enough to the left.  Avoid the shots from and kill the hard hat on
your way out.

Room 4 - While this laser is inconveniently positioned before a three tile long
spike pit, you've already encountered a similar jump before: the jump to the
swinging platform in Jewel Man's stage after the boulder miniboss.  If you can
do that jump, you can make this one.  Otherwise, if nerves are getting to you,
you can do one of two things:

1. Run through the laser, accepting the four damage.

2. Pause cancel the Concrete Shot when you're out of the laser's range, but
still over the end of the laser block.

It's not a hard jump regardless.  There's only a small weapon energy on the
ledge in this mode.

Room 5 - After the laser, you don't have to leap the hard hat, just walk off the
ledge and keep going right.  The final laser has two methods by which to get by:

1. A Concrete Shot on the wall that you can jump on to get to the higher ground
above.

2. Place Rush Coil in the laser's path, take damage, and springboard through.

The first is obviously recommended.  The 1-Up here is actually a 1-Up Met; run
by it.

Room 6 - The beginning of a three room long drop.  While you can make the leap
to the large energy and large weapon energy on the other side (think Magma Man's
stage; wait until Mega Man's body is half over the drop, THEN leap), Rush Jet is
obviously safer, and you don't have a use for it beyond this point anyway.
Concrete Shot will also work if you can spare it, turning a four block gap into
three, but you shouldn't have to do that.

Everything else - All that remains after room 6 is exactly the same as in normal
mode.  Refer to the normal walkthrough (WT W4) if you need any further help.

Wily Castle 4 final boss strategy quick find code: W4 BS

You can save after the game ends.  This creates a brand new file that retains
only the screws you've collected, which can make future playthroughs much
easier with instant access to tanks, the energy balancer, shock guards and what-
not.

-----------------------------------------------------------------------------
6. Superhero mode walkthrough
-----------------------------------------------------------------------------

-----
Splash Woman (SHSW)
-----

Room 1 - Walk under the first mine, then either jump between the octopus and the
second mine to exit or, in a safer move, jump over both to the other side, then
drop down.

Room 2 - Hug the side of the ledge as you fall toward the first octopus to avoid
waking the mine.  Killing the octopus may allow you to evade the second mine's
sights, but you can simply outrun it and leap the last octopus.  Jump down the
hole so that you're hugging the left wall.  Hold this direction throughout the
next room.  Do not go after the "1-Up" on the other side; it's a 1-Up Met.  

Room 4

- Unlike normal, there is a large screw reward on the left side, but the hole is
now guarded by a mine.  Hop over it with a short jump (about one block upward)
to lure it high enough to miss before quickly falling down.  The right side also
has a mine guardian that's much easier to dodge.

- Provoke the mine guarding the hall early, jump it and run.  It won't be able
to follow you up the hill this way.

- Taking the room slowly (destroying the octopi) will leave the last mine
undisturbed, but you can evade having to destroy anything by shooting the mine
as you jump over the first octopus or come down from the leap, then jumping over
the second octopus to the hole.  The timing of this can be immediate or stalled
depending on when you caught the mine's attention (early or late respectively).

Room 5 - The left looks safe, but is extremely dangerous.  Walk off into the
right hole, holding right to go between the spiked walls.  Kill the turret first
if you feel like it.

Room 6 - There's a couple small energy to the left if you fell down the right
side.  You'll have to be quick about taking it.  Otherwise, beware the
tightening of the walls on both sides.

Room 7 - Fall between the sets of two spikes into the middle then right to avoid
the mine on the right side of the opening.  On the left, move a little away from
the right wall.

Room 8

- If you fell in from the left, press against the right wall, holding right
walking into it, and continue holding right as you jump after provoking the mine
for an evasion attempt.  The game prefers solid surfaces to spikes, and will
register that you hit your head on the solid ceiling to the right of the spike
you were supposed to hit.  Hug right if you went right to avoid awakening the
mine, and beware a drillfish coming from the left just above ground level.

- Drillfish have replaced all enemies in this section.  In the middle path, the
fish will first come at eye level (left) and then ground level (right).  On the
top, there will be two pairs, one after the other, of fish from the right that
are at ground and just above ground respectively; shoot twice at each of the
first set of fish and keep moving so the next set gets taken out.  Jumping to
the ceiling will provoke fish at that level as well.  In the bottom of the
U-curve, four fish will come from the left, starting just below the middle
ceiling column going down to the floor.  It is possible to outrun them if you
edge jump down and very quickly move on, otherwise you must destroy them to
avoid being hit.  The final fish comes just above the level of the exit ground
from the curve, where the mine was in the other modes.

Room 9

- If you recognize this as the Wave Man bubble puzzle from 5, you are correct.
Skip to room 12 if you know how to do it, or read about alternate faster methods
in the normal walkthrough (quick find code WT SW).

- There are three jets shooting small bubbles and two shooting large bubbles.
The leftmost and the second from the right shoot large bubbles.  Board the
latter.  The positions at which these bubbles appear remain the same for the
next three rooms.  If you want the small energy, you can grab it safely.

- This is the stage's checkpoint room.

Room 10 - When the middle small bubble climbs up a bit, use it to leap onto the
ledge above.  Beware the drillfish coming from the left.  When you see the large
bubble on the left appear, jump to it.  The 1-Up is most safely retrieved by
falling from the room above, but beware if you go after it; when crossing its
line of sight, a drillfish will attack from the opposite side.

Room 11 - Jump up to provoke the multitude of drillfish in this room, then jump
to the next large bubble when it appears.  There is a wall of Tropish here that
you're better off destroying in a normal run.

Room 12 - When the drillfish appears on the left, jump up to the right side.
The large screw on the other side can be retrieved easily if you have Rush/Proto
Jet or Hornet Chaser, but if not, wait for the second large bubble on the right
to appear, then as the small bubble left of the middle rises, jump onto the
middle small bubble and cross the two to the other side.  To get back, you'll
have to fall onto the left ledge in room 10 and start over from there.

Room 13 - Kill the turret in your immediate sight.  After you pick up the large
weapon energy, quickly summon Rush Coil and jump up the ladder from just right
of where the energy was for speed, or just destroy the two turrets and move on.

Room 14 - You can ignore the turret.  This is the first of three flying platform
rooms, where the platforms come out of the wall and last a set amount of time,
flying at their own speeds.

The first platform comes out of the right wall.  The second comes from the left,
and once you hop on here, you must climb platforms three and four like steps
quickly.  The fourth will take you to the ladder.  Stay on its right side for
the turret's second shot (assuming you don't make any blunders).

Room 15 - No enemies, but spikes.

The first and second platforms will come from the right.  When the first is
coming into range, you'll have to hop across both quickly to the ledge.  Here,
the third platform will fly out across the ledge attempting to shove you into
the spikes.  Hop on to meet the fourth platform, coming from the right, which
will take you to the ladder.

Room 16 - Spiked ceiling and a couple spikes in the middle of the air.  Kill the
turret before any platforms show up.

The first and second platforms will come from the left.  Hop on them, using the
second to board the third and then the fourth, the latter two coming from the
right.  This will take you to the ladder, but a fifth platform will come out of
the right wall at your height to interfere with the jump.  You can either hop
aboard it, then to the ladder, or just ignore it.

Room 17 - Destroy the first octopus and jump the second.  Three drillfish will
come in from behind as you reach the ground, but a quick jump can evade them.
As you approach the hole, another trio will attack head-on.

Room 18 - Another wall of drillfish.  The only time drillfish won't be summoned
is when you're beside the ledge.  As you approach the ground, the only fish that
should be destroyed are the two Tropish on and near the ground.

Splash Woman boss strategy quick find code: SW BS

-----
Concrete Man (SHCM)
-----

Room 1

- Equip Laser Trident if you have it.  The birds that come in from the direction
Mega Man is facing will be closer to the ground than ever; destroy or avoid them
with caution.  Jewel Satellite will not work so well this time around until you
pass the three spines near the start.

- The pits in this room have flying shooters as always.  For safety's sake,
unless you have the Satellite (in which case you can run right through them),
get close to the pit, destroy the first enemy, then if the birds and boulders
aren't in the way, move on.  Lure down the spiders on the ceiling and terminate
the cannon before proceeding.

Room 2 - Spines are on all grounds in this room.  A Rush Coil up from the middle
of the room to the last ground runner's left when it's at the edge can work, but
usually results in a hit unless you stun it, but it is the best means of getting
through the room.  Make sure your aim is sharp; switching to Laser Trident
immediately after using the coil is a good idea.

Room 3 - Rush Coil would make the safest means of getting the two small energy,
but if not, hit the ground runners to freeze them in place.  Laser Trident's
wider area of effect is more helpful, but the Mega Buster will work if you
attack before reaching that particular enemy's platform.

NOTE: Before each of the next three rooms, it may be wise to jump into them and
fire three buster shots nearing the peak of your jump as a preemptive attack
versus the Ball Elephant minibosses.  The Laser Trident doesn't work well
against them, but if you have Magma Bazooka, charged and small shots alike work
wonders at close range.

Room 4 - Unlike normal mode, you can't use the ladder for the first elephant all
that well because the green ball can hit you.  However, you can still play it
safe by getting atop the ladder to avoid the ball, then climb down to firing
range as the elephant retrieves it.  You can also run to the middle of the
screen to avoid the first bounce, fire rapidly, and then leap the ball's return,
fighting off the elephant's suction, and repeat as necessary just like room 5 of
normal mode.

Room 5 - A mix of birds, boulders and a green Ball Elephant.  Leap the ball as
it comes toward you and fire rapidly, avoiding the subsequent suction and return
if you must, while tending to the boulders as they drop.  Ignore the birds
themselves, you'll have your hands full as it is and they're out of most of your
weapons' ranges anyway.

Room 6 - Treat this like the first room, but avoid the pits.  This may take a
more conservative approach, as the only way to avoid all damage is to stand on
the left side of the far pit as the ball approaches.

Room 7 - Lure the first ceiling spider down to destroy it by getting close to
where it is (assuming it were on the ground), then either lure down the second
spider or use Laser Trident to kill it.  Avoid standing on the middle block on
the ledge as falling through will just be aggravating, or result in damage
depending on the spine.  Ignore the 1-Up Met.

Room 8 - Hug the right wall as you go down the hole if you want two small energy
without the use of Rush Coil.  Otherwise, this is only noteworthy as the level's
checkpoint.

Room 9

- Take out the turret on the ground as you see fit.  There are two ground
runners on the bridge over spikes, one on each side of a hollow block (the same
I was talking about in room 7).  The Mega Buster alone can subdue the first for
a bit, but the second will need a special weapon like (again) Laser Trident,
otherwise you just have to take care that it won't knock you through the hollow
block as you cross.  If you have doubts, staying out of their line of sight,
which is purely horizontal in nature, keeps them moving slow.

- The tree just after the bridge is a nuisance because it pretty much needs to
be destroyed before proceeding, and unless you did a stage prior that wasn't
Splash Woman, you have no downward weapons.  Destroy it while minding the spine,
and use the same technique sans spine attention for the second tree.

- Fire on the last runner when it's directly under the exit ladder, then jump
onto the ladder to avoid damage.

Room 10 - Lure the right tree into firing and avoid the balls coming down from
either side of it, then quickly climb the ladder to kill both trees and move
on.  Avoid the hollow blocks between the trees and the ladder.  If you're 
decently quick, you should be able to ignore the bottom tree entirely, and
perhaps even the tree above if you're actually fast.

Room 11

- The safest way to get the goodies on the upper ledges is to head to the right
side.  Use the hollow block at the end of the middle platform to jump up to it
and stun the runner to get the two small screws, falling back down the block to
their left.  Ignore yet another 1-Up Met and go for the real thing to the right,
but do not forget to take out the spider following from above.

- This lone pit now launches flying shooters.  Owls will also attack as you
approach.

- Take out the last incoming bird as you board the first down platform (if it
shows up at that time), and move to the right edge of the up platform.  Wait for
it to near the top of the screen and then jump.  Do the same with the next set,
but wait slightly longer.  These two jumps have some rather crucial timing in
comparison to the rest of the level, so wake yourself up before taking them on.

Concrete Man boss strategy quick find code: CM BS

-----
Galaxy Man (SHGM)
-----

Room 1 - You can still just walk by the UFO's, but draw out Laser Trident for
the approaching Shield Attacker as you enter the first S-curve of the level.
The first floating eye can be handled by Concrete Shot if you have it, otherwise
stay back to avoid the four smaller enemies that will appear after its demise.
The same goes for the second if you can't jump or walk by it.  If you use the
second ladder over the spike pit, you can wait until the fourth eye is low or
destroy it, but if you want to jump the rest, you'll have to score the kill.
Two mets and some easy UFO's are all that blocks off the exit ladder.

Room 2 - Use Rush Coil to enter the teleporter above you to reach the ladder.
If you don't want to use the coil, just don't stop moving and get to the left
teleporter as quick as you can.  The eye will be out of your way if you do so.

Room 3 - An unfriendly grabber will come down on the left side of the window
before the drop.  Avoid it to move forward.  A friendly grabber awaits after the
first spike pit; jumping the pits and UFO's on the way should be simple enough
(just leap before the lead disc makes contact).  It will drop you off on the
right side of a pit as three more UFO's charge; take them out first.  A met 
awaits at the other side of the next spike pit and the one after, but the first
is very tough to hit on the go; jump out over and then back to your side to wake
it up for a shot.  The grabber that comes down to the right of the second Met's
position acts friendly, but really isn't.  If it grabs you and you don't have a
special weapon that can break you free, a shield attacker is guaranteed to hit
you in the next room assuming you don't choose to just die instead.  UFO's are
all that remain.

Room 4 - Two shield attackers, one high and one low, await.  The bottom one will
ram you as it won't stop until it reaches a wall or ladder, while the top one
stops for the entry ladder and as it reaches the exit drop.  Stay on the ladder
until it's safe to drop if you don't think you can kill the bottom attacker upon
a quick landing then either use Laser Trident or leap it.  Do the same with the
top attacker, waiting for it to move to the right before dodging.  Hug the right
wall if you want to get into the nook with the large weapon energy.  The 
teleporters in this room only serve to hinder you if the last Bunby Catcher in
the previous area caught you: ignore them.

Room 5

- Hug right again to avoid the spike pit, and either use caution or
Concrete Shot to eat the yellow eyes.

- When you get to the middle of the room (the bottom of the descent), you'll
have cleared the stage's checkpoint.

- Jump immediately to the teleporter below as soon as you touch down on the top
of the incline prior to the pit to avoid the shield attackers.  When you come
out of the fourth and final device, move left, then right when you pass it by
again.  The shield attacker here shouldn't make a difference, it's really just
there to scare you.

Room 6 - Place a Concrete Shot on the ground quickly and use that to jump to the
left ladder unless you really need the items from the Adamski rainbow troop.

Room 7 - Climb to the top of the ladder and hit the first eye with C. Shot if
you have any to spare.  Otherwise, wait for the devil to move back, ignoring the
UFO's, before attacking.

Room 8 - One or two Tridents will kill the wave of UFO's, or just a Mega Buster
assault will do.  Handle the eyes as you see fit, but if you don't use Concrete
Shot, keep your distance from the large ones.

Room 9 - Laser Trident is ideal for defeating the shield attackers here,
otherwise you'll have to run and wait for them to turn around for the Mega
Buster and other weapons to work.  Avoid the grabber as you close in on the
ladder, he'll come in from above the second window on the right of it.

Room 10 - Defeating each attacker one at a time is the obvious choice, but for
speed, defeat the first one with two Laser Trident, place Rush Coil on the right
and climb up, waiting for the attackers to begin turning around.  At that moment
you should fall onto the coil and jump up to the second ladder.  Take care, as
getting hit doing this trick is really easy.

Room 11

- The 1-Up you see above is real, but there's a Bunby Catcher guarding it that
will chunk you into the left wall.

- There are only three known ways across this room's gap at this time:

1. The friendly grabber above the first platform.  When you're grabbed, wait
until it begins to move you, then jump to the next platform without being
pressed against its edge.  Do this again, then jump from the edge of the ledge
and hold right to make it to the teleporter.

2. Tornado Blow.  If you have this weapon, you can ignore the grabber and jump
on the up block at the beginning of the pit.  At the top of the room, use your
T. Blow, THEN make the biggest jump you can off the right edge of the block.
The blast and jump should happen in quick succession, but you can launch Tornado
Blow a little early and still make it work.

3. Rush Jet.

The second method *may* be possible without Tornado Blow's help, but in that
case, you're much better off with the grabber because the timing would be insane
to the average player.  After the teleporters are a pair of down blocks that are
no problem at all to cross.

Galaxy Man boss strategy quick find code: GM BS

-----
Jewel Man (SHJM)
-----

Room 2

- Stun the spines as far to the right as you can if you don't have a weapon to
kill them with.

- The leaf-like enemies should be taken out by Laser Trident or the Mega Buster,
the latter before they hit the ground.  The same goes for the shadow clones in
terms of weapons used.

- Fire totems and have replaced the mine carts; these first two should be
destroyed by Black Hole Bomb for speed and ease, otherwise you'll have to go up
to their position before you can reach their heads.

- You can ignore the Met after the totem.  Just keep moving, and jump at the
end of the ledge to destroy the next spinning leaf.  Jump back and kill the
shadow after descending a block before the fire totem.

- Ready Laser Trident.

Room 3

- As soon as you are able, try to fire a Laser Trident to the left to
take out the two spiders.  Very likely, you won't be able to do this, as the
timing needs to be very accurate.  If you fail, just lure them down and crush
them like in Concrete Man's stage.

- You can kill the spine with Concrete Shot upon landing if you head left
beforehand.

- The bottom one can be problematic.  The safest way to handle this would be to
lure it to the right before dropping down, the absolute safest being to lure it
into the hole.  It won't be waiting at the other end if you do this.

Room 4 - If you don't have Hornet Chaser, take out the spider on the left from
where you dropped down, then do the same as the previous room for the bottom
enemy.

Room 5 - Ignore the jewel enemies and shadow and keep moving to the second
swinging platform.  Jump toward the jewel enemy and destroy it when it opens (do
NOT hesitate or you'll fall) when you near the edge of the platform.  Afterward,
make a short hop off the platform toward the wall, but avoid the spikes and land
on the floor like in Galaxy Man's stage with the second teleporter set, ignoring
the last Diarn.

Room 6 - The boulder miniboss.  If you have Hornet Chaser, launch three
immediately; they'll seek out and knock the boulder down from the sky, after
which you can use Concrete Shot or whatever for the finish provided you jump to
avoid the quake.  Otherwise, avoid the boulders as best you can, but keep an eye
on the row above; the boulder will open his eyes before dropping.  When he
lands, the ground will shake as with Concrete Man's stomps, so jump to avoid
this.  Do as much damage as you can before it rolls its way back to the ceiling.
Five Concrete Shot can dispatch it.

Room 7 - Checkpoint.  A shadow clone will appear very quickly after you leave
the miniboss's lair; destroy it.

Room 8 - Two jewel enemies will appear here, along with a fire totem on the
second platform.  If you have Black Hole Bomb to spare, kill the totem with it
and dodge the bullet of the high Diarn.  If you have a second BHB to spare, you
could use it to absorb the shot; just don't forget about the need for at least
two bombs for Jewel Man.

Room 9

- Jump straight into the air and fire Laser Tridents in an attempt to take out
both big stompers with the same attacks.  You can use BHB over the pits to avoid
having to wait, but this is not recommended.  Each of the first three pits has
these shooters, and only the second can be hopped over without killing the enemy
first (if you treat it like a four-block pit and jump as half of Mega Man's body
walks over the edge).

- Jump onto the swinging platform, waiting a little bit longer than normal if
you've been jumping early as a habit, and walk across to the other side, using a
short hop to get through the spike obstacles.

- Jump and kill the jewel (it will open when you're in line for the shot), then
used either BHB or Concrete Shot to kill the first fire totem.  Without a
special weapon that hits low, however, this becomes a real problem.  You'll have
to jump over the totem while it's not shooting (it halts every four shots for
only a couple of seconds at the most), treating it as a four-block jump.  Handle
the second one as you like.

Room 10 - Take out the spiders first; one Trident or four Mega Buster shots will
do.  The easiest way to get past this platform is to fall onto it going left,
walk on it for a split second, then jump off to the right and fall left into the
pit, hugging the platform's right side.

Room 11 - Take this room slowly, killing everything in sight and stunning the
spines at the right moment to get over them.  You can wait on the first one to
get into a good spot before dropping to the floor.  Two shadow clones appear at
inopportune times, each just before a spider.  Before attacking the spiders,
wait for them to move right, then run after them and jump back to attack the
clones when appropriate.  Use Concrete Shot or the Mega Buster if you don't have
enough of the former (you'll need four) for the huge stomper.

Jewel Man boss strategy quick find code: JM BS

-----
Plug Man (SHPM)
-----

NOTE: If you have Jewel Satellite, the pipe enemies in some rooms make for
excellent screw farming.  Activate the Satellite underneath a pipe and leave
Rock be for awhile.

Room 1

- Ignore the first pipe enemies.  As long as you keep walking you can avoid the
spark on the first platform by jumping clean over it, otherwise wait it out.  A
short jump can get by the next pipe enemy if you keep moving, but you should
likely wait and take it out.  Use BHB on the pipe enemy that comes out to the
right of the hanging column, then destroy the cannon.  Avoiding the last spark
effectively will require a Concrete Shot onto the lower of the last two pipes to
jump over.  Hit the Telly with it, and don't stop moving after the cannon
either.

- Due to the respawning nature of the pipe enemies, the powerups stuck between
the pipes should be avoided if you have Hornet Chaser.

Room 2 - Make a short jump onto the ledge, then immediately make a long jump
onto the next ledge to avoid the sparks.  Otherwise, just wait and leap over
them when they get to you.

Room 3

- Jump from the ladder onto the ledge and over the Met.  Take the second one out
and then eliminate the cannon however you wish.

- The first disappearing blocks are different only in that the first block is
missing, creating a hard jump from the edge to the new first block.  It may be
easier to use Rush Coil, or go to the ground, fire a Concrete Shot onto the
spikes, and use it to get on the last block.  On said cube, hit fire then jump
quickly to proceed and kill the Met so he doesn't interfere (roll your thumb
over them like a wheel).

- This next puzzle has minor changes from the original.  The biggest distraction
now is a 1-Up Met guarding the top path above the wall instead of a disappearing
block.  Use BHB to clear it out.

- The block puzzle to where the 1-Up and large screw were has changed as well,
and now the 1-Up is the only prize.  The first part requires you to jump from
the second step, and starting from the second block, take each one individually
while dealing with a Met.  The second part has the blocks in a 12 3 shape across
the spikes, but 3 only appears when 2 disappears.  The best way to go through
the puzzle is by placing Rush Coil on the spikes in case you can't make the
jump.

- If you take the bottom path, jump the first spark before the spikes and keep
walking to avoid the second (it will cross under you as you fall).

There are three ways to acquire the 1-Up from here instead:

1. Hornet Chaser.  The Met must die first, however.

2. Concrete Shot.  Go to the very edge of the exit drop, fire at the right wall
and jump on the block, using it to get to the item.

3. Rush Coil.  Place it at the edge and jump out of the passage, hugging the
left wall afterward to land on the coil and get to the 1-Up.

Room 4 - Same as ever.  Move without stopping to avoid the shadow clones.
Checkpoint.

Room 5

- The first puzzle is only different in that the last block doesn't appear at
the same time as the fourth (the block that appears over another) and the gaps
between them are generally wider.  Rush Coil is nice for cutting this nuisance
in half, just beware the shadow clone from the static.

- Leap the sparks as best you can or use Black Hole Bomb.  The rest of the
puzzle is the same as before until the end.  Simply time your jumps carefully
for the next block and don't get jumpy.  The worst part will be the twin slow
sparks before the last puzzle.  Either eat the damage, use some keen jumping to
evade them, or spare a Black Hole Bomb.  Use a Jewel Satellite only if you must,
as there's no guaranteed refill in this mode.

- The final part of the puzzle is very similar to the ugly Wily Castle 2
underwater jump; you only have a two-tile opening and no extension outward from
the exit to make a now-difficult jump from under a wall.  You must quickly inch
onto the right edge and jump when or very soon after the next block appears.

- The large screw above the end of the puzzle are better retrieved via Rush Coil
than through the accompanying extra block puzzle, but beware; shadow clones will
appear from any of the static columns you cross here.  BHB or turning to fire on
it when it starts approaching you will finish it, as it will the clones on the
ground.  The 1-Up in the lower tunnel where the freebie powerups were is, of
course, a Camouflametall.

- The last shadow clone will appear before a pipe ledge contraption.  From this,
the pipe enemies will appear from any of the pipes, while two sparks race around
it.  The best thing to do with just the Mega Buster is to lure three Tellys away
from where you want to go first so you only have to pay attention to the sparks.

Room 6 - Study the block puzzle here; it's the same as before, only the top
three blocks have been shortened to one, and the pattern of appearance has
changed to make the lowest block dangerous to cross.  The best strategy to use
is to use a Concrete Shot just above the middle block on the wall to reach the
ladder so you don't have to make a dangerous, carefully timed jump from said
block to the highest cube the moment they both switch on/off states.  Use a BHB
on the pipe enemies if you can and let the bomb persist to instantly destroy
further resistence until you can get into the puzzle.  Whatever you do, don't
attempt to jump on the lowest block the instant it appears.  The top block won't
go away immediately, and committing that mistake will end with death.

Room 7 - The big stomper above requires luck to be destroyed in time by the Mega
Buster.  It's better to use a special weapon that isn't Hornet Chaser or Jewel
Satellite to end it quickly.  The stomper before the boss door can be jumped
with a well-placed Concrete Shot within the column between the meters in the
background, but first-timers would be better off killing it too.

Plug Man boss strategy quick find code: PM BS

-----
Tornado Man (SHTM)
-----

Room 2 - Try to ignore the balloonboo while ending the cannon's attempt at
defending the ladder.  A Black Hole Bomb can destroy both at once easily enough.

Room 3 - You could Rush Coil straight to the ladder after the balloon shoots,
or after the Mets, you can cross to the ladder via the magnet.  You don't have
to wait for the balloon to shoot, however, if you have Jewel Satellite.

Room 4

- Wait for the shield attacker to go back right and then destroy it, or use
Laser Trident/Black Hole Bomb when you reach the top of the ladder.  There are
no changes at all to the magnet puzzle so if you can cross in normal or Hero
Modes, you can get through just fine here.

Of course, Rush Jet is the best path.  Take it through the bottom, but avoid the
third set of spikes as they appear very close to the darkness.  The first set is
in sight when you take off, and the second is along the same airspace but
vertically aligned.

- You can ignore the two balloon enemies if your second jump is short or you run
into the wall first.  Watch out for the shield attacker near the exit; it'll try
to ram your head as you attempt to pass.  Either run back or use Laser Trident.

NOTE: The next five rooms have ice floors.  They're tough to accelerate on and
tough to stop on unless you jump.  A short hop to start, and a short hop to stop
will work fine, as will full-on jumps.

Room 5 - If you're quick, you can either use Laser Trident or jump in between
to get through the shield attackers.  Otherwise, wait up above, jump down when
they turn around, and kill the bottom attacker quickly.

Room 6 - More shield attackers.  You can kill the top one now with the Mega
Buster if you don't have anything else to spare.  The bottom one will stop in
the middle of the first ice block, so if you have a special weapon you can use,
do so.

Room 7 - Checkpoint.  Give the weapon energy to Rush Jet.

Room 8 - Kill the shield attacker with Laser Trident or Black Hole Bomb if you
have it, otherwise wait at the entrance for it to turn around.  If you aim the
bomb right, you can kill both it and the Uzi Joe at once, but if you can't,
remember that Laser Trident pierces shields.  Take it out from afar if you can't
use those weapons, as jumping the full blast of their machine guns, unless it's
over the joe itself or to a higher ledge, is impossible.

Room 9 - Take the Uzi Joe and the Shield Attacker one at a time.  The fastest
way through without Tornado Blow is jump off the ladder, summon and use a Rush
Coil ASAP to get to the ladder's ledge, then switch to and attack with a BHB
when you meet the Attacker.  This trick is a bit difficult because it must be
done with a lot of precision to get past the Joe's barrage and hit the Attacker
before it smashes your face in.

Room 10

- You can Rush Coil from the higher ground to the left behind the clouds to get
a large energy pickup.  Whether you do it before or after the umbrella depends
upon your own quickness.

- Take out the Mets and Joes you encounter before trying to jump to their
platforms.

- With Rush Jet, assuming you used it on the first magnet stretch, you can also
skip this one (starting from the second-to-last wide platform).  If not, it's no
more difficult than the last time save the wind (which isn't hard to account
for), and it isn't even very long.  Take your time, this isn't (or doesn't have
to be) a race.  Use the Jet higher than normal, but not to the top of the
screen; you may need to dodge enemies coming from below (Joes jumping at you)
and above (Nombrellans).

Room 11

- If you have Jewel Satellite, activate it and drop on the first Met
immediately.  If not, do your best to jump to the next platform, and if you
don't make it, don't persist and hit the spikes beneath it.  Remove the Mets
carefully, and if you do have the Satellite, wait for the second Met to close
for a bit, then attack it if it opens on its own or you've waited long enough
for that to happen.

- Practice the faster speed of your jumps first before taking on the last
section if you haven't played through this in normal mode.

- With the wind speed in your favor, you'll have to handle a series of jumps on
single blocks to get to the boss door.  Wtih Jewel Satellite, you can take your
time to an extent, but mind that you jump at every Met when or just before it
attacks.

- With just the Mega Buster, this becomes much more difficult.  At the beginning
you'll have to dodge cannons sitting on the high ledges and quickly destroy Mets
to move on before the umbrellas crash on top of you.  All of the umbrellas are
now a bit more vicious, and you will have to attack the Met before the large
screw as you jump at it (shoot as you're leaving your block).  For the final
Met guarding the boss door, use a rolling motion over fire and jump to attack
before going airborne (move your thumb like a wheel over fire, then jump).
Speed is crucial here; you may have the skill when you have the time, but this
final room won't lend you the latter.  If you're having real problems with it,
you can either Time Attack the normal stage so you can move across the block
puzzle much faster or just wait until you have Jewel Satellite.

- The large screw is still as easy to get and tricky to leave with as ever.
Make a jump from the edge or Concrete Shot the target block to shorten the leap.

Tornado Man boss strategy quick find code: TM BS

-----
Magma Man (SHMM)
-----

Room 1

- The flamethrowers' masks are shields, so either use Laser Trident or quickly
jump over them as they come in to avoid damage.

- A cannon awaits on the third column (or after the first flamethrower) that
intends to waste your time with aiming; Plug Balls can speed over the magma and
take the same amount as Laser Trident does to kill these yellow menaces, only
without any required special timing for rapid fire hits.  In fact, the vast
majority of cannons you encounter here should be destroyed via Plug Ball because
this isn't the only cannon positioned in an inconvenient spot.

- The third flamethrower stops above where your head will be, so wait that one
out if you can't use the Trident or something else.

- The fourth flamethrower will stop and fire before its flames can reach the top
platform while a rolling enemy will jump around underneath.  The latter is fully
vulnerable to all weapons, so go underneath and behind the flamethrower.

- Using Rush Jet to cross the next section (where the rollers reveal they can
spew flames using the lava for ammo) isn't wise until you reach the final column
before the ladder, as two flamethrowers will swoop in, one up high where most
will be flying.  Instead, make the easy jumps until you get to the jump to the
ladder, then use the Jet if you want.  The jump is a four-block jump to the
ladder that can be rather difficult (again, jump when Mega Man is halfway off),
but as with all eight of the first stages, everything is possible with just the
Mega Buster alone.

Room 2 - Two lava totems await here.  Only their heads are vulnerable to attack
and only when they are standing, shooting lava balls in random directions almost
constantly.  Obviously to avoid having to wait for vulnerability, Black Hole
Bomb is the best weapon.

Room 3

- Quickly climb up and either jump over the flamethrower or use Laser Trident.
If you can't do either, you'll have to wait it out on the ladder.

- Another flamethrower awaits before the first Magma beam, but it will stay
along the ground, so drop down immediately with a Trident to defeat it.

- Magma beams must be waited out unless you have damage invulnerability or both
Concrete Shot and Laser Trident, as they're instant death to Mega Man.  With the
latter two abilities, you can freeze, then destroy the beams.

- There are two flamethrowers after the ladder.  Destroy the one on top with a
Trident, then destroy the beam to proceed before the bottom one flies upward.
The lava totem should be eliminated with Black Hole Bomb, and then Trident again
for the last two flamethrowers.

Room 4 - There are two small energy on each side of the fire totem, which is
centered on the middle ledge.  If you can spare a BHB, do so.

Room 5 - Changkey Dragon.  Concrete Shots or Black Hole Bomb can take this thing
out quick, but it takes four of the latter to do the job, so use pause
canceling.  You can Rush Coil up to the head at the start and lob five Concrete
Shot at it for a viciously quick kill if you have the skills and the ammo, but
as there's no free large weapon energy this time around, it may not be the
wisest decision you could make.  If you can't use special weapons, beware that
each shot to the ground the dragon makes also produces a large Changkey flame
that runs toward your initial direction on the ground that can be tricky to
dodge if the dragon is flying at you.  Avoid these flames and blast his head as
he comes close to the ground.

Room 6 - If you don't have Jewel Satellite and at least two Black Hole Bomb
remaining, take the top path and destroy the lava totems to avoid a rain of fire
on your head.  The last jump is a dreadful four-block jump.  Again, and not for
the last time, jump when Mega Man is halfway off the edge.  Your other options
are either to take damage from the roller on the lava, use Concrete Shot or use
Rush Jet.

By the way, this room is the checkpoint.

Room 7 - The lava totems are a nuisance to kill this time, especially the first
one, with just the Mega Buster.  Without BHB for at least the first totem, be
prepared to take some hits in this room.

Room 8

- Handle the enemies between the magma beams one at a time, using Concrete Shot
+ Laser Trident to destroy said beams if you have it.  There are two four-block
jumps afterward, one from a high ledge to a low one with a magma beam overhead
and a turret behind you (if you don't destroy it from behind).  Handle the
enemies as they come and the jumps exactly like the end of room 6, though the
second one can also be bypassed by putting Rush Coil in the lava.  Two fire
totems and a roller are the last guardians of the boss door.

Magma Man boss strategy quick find code: MM BS

-----
Hornet Man (SHHM)
-----

Room 1 - Three mine cart enemies await here.  Keep your distance or use BHB or
Concrete Shot to avoid their counters.  The trees are easy victims, starting
with shooting the bottom tree from the left.  You can use Tornado Blow or Rush
Coil to quickly get through this part of the room as either will allow you to
leap straight to the top ledge.  If you don't destroy the tree guarding the
latter first, however, using the Coil will be very tricky.  Concrete Shot is
pretty much required in a speed run for that to work.

Room 2 - Destroy the flower plants quickly, preferably with Laser Trident.
Afterward, either use Rush Coil or hit the tape measure platform to unfold it
and proceed to the exit ladder.

Room 3

- After dodging the tree above, the first scissor can be taken out the same way
as before.  The second has changed position, however; the top half is in line
with the ceiling spikes, the bottom flying at ground level.  Without BHB or
Jewel Satellite or Magma Bazooka, you should destroy the bottom clipper half and
let the top one pass, standing near the last spike pit.

- If you want the large screw but only have Rush Coil, you'll have to use the
Coil more than once to get to and destroy the tree.  Time the jumps 

Room 4 - The pattern here intends to stall you long enough for either the flower
pot to hit you or scare you into getting smacked by the ball shooter.  For just
getting through the area, head all the way right to get out of the missiles'
range or use a BHB to destroy the pot first.  For speed, just go ahead and take
the hit(s) while the shooter does its job.

Room 5 - Mostly the same as before.  It's a question of time or damage; the
right is the safest if you can avoid the balls in this room, but the middle
and left lead to having to deal with the same situation as room 4 (with a single
brick layer this time).  Do not take the left, as dodging anything will be
extremely difficult in the next room if not impossible.

Room 6 - If you went down the middle or left, you'll have to deal with the ball
shooter and the flower plant.  Get the shooter's attention and use a BHB to
cancel the missile, pause canceling the bomb out so the next ball lands.  If you
can't, in the middle you have the best chance to destroy the missile by
initially falling to the right and jumping up to lure the projectile into going
upward.  The best strategy is to take care of the initial missile first, then
use the ball shooter.  If you go down the hole on the left side, hug the left
wall and continue to do so in the next room until you hit the ground. 

Room 7 - Stand in the center before getting the shooter's attention, and don't
leave it; dodge as necessary unless you have energy to spare.  If you can take a
hit, standing on the center platform and letting the shooter smash you through
the ground provides the otherwise safest path out of this dangerous chamber.

Room 8 - Clock Flower.  You will hate this thing.  Remember that this must be
quick, because once it takes damage, it will halt for almost a second and then
duck back into the ground to pop up on another platform.  It will not appear
where Mega Man is standing, but if he's in midair when the flower reappears, it
could come up anywhere.

- If you have five Concrete Shot and energy to spare, this is an easy fight.
Stand on the top platform of the eight (where you likely landed), and rapidly
fire five C. Shot if the flower appears on either platform beside yours.  If it
doesn't, go up to it, take some damage, then stand next to it and fire away with
five.

- If you do not or you can't do the damage-taking strategy, either use the Mega
Buster or Magma Bazooka and fire on it when you get the chance, avoiding the
pedals it fires (which can be destroyed) and the clock hand, and definitely not
falling on the spikes.  Charge the Bazooka, otherwise this fight will be dragged
out.

- If you have not used Tornado Blow up to this point, you can waste all four on
the flower to kill it without tracking it down yourself.  Just avoid the clock
hand.

- When you win, the hand will explode starting from the middle, and then the
three leftmost spikes will reveal the passage onward.

Room 9 - Checkpoint.  Nothing more.

Room 10

- When you unwind the second tape measure platform, the hedge clippers from the
spike corridor will appear; a short hop and a Mega Buster blast will destroy the
bottom one and assure the top one can't connect.  Two sets of clippers, one
mid-high and one with the bottom at ground level, will appear after the third
measure, so stay on the high path, destroying the top of the top scissor, and if
you want the large energies below, wait out the bottom scissor.  You could also
jump down there before they show up and use a BHB to take the bottom hedge
clipper out.

- When you reach the fifth measure (the one after the two blocks over the
spikes), use a BHB to unravel the tape and destroy the incoming clippers, or
very quickly hop up to destroy the top half and dodge the lower without
unraveling the platform.  For the last one, don't stop running and with both the
unwinding and the exit, jump up to destroy the top half of an incoming clipper.

Room 11 - If you're quick, you can eliminate the mine cart with Concrete Shot
or BHB and then climb the ladder to the drop no problem (Rush Coil helps).  If
not, take out the first cart, run away, then destroy the pot and evade the top
cart.  If you have Tornado Blow, now is a good time to use it.

Room 12

- The first part with the two plants and trees is handled the same as normal
mode; keep your distance to destroy them and fire, preferably, with Laser
Trident.

- When destroying the pots below, mind the trees above as you head for the big
wall.  You can run right past the first tree, but without killing the second or
using Jewel Satellite, you'll need to stop for a split second to avoid a hit.

- Destroy the tree guarding the ladder from the left or you'll be blitzed both
by it and the tree at the top of the tall wall, with the flower pots on the
other side following up.

- When you see the two-block high ledge, jump and fire early at the tree to
destroy it.  The flower pots and tree above are only a danger if you want the
1-Up they guard, and caution can eliminate those if you have no weapons to
spare.  You'll have to run back fast (with a short jump) or use Jewel Satellite
to dodge the missiles that come at you from below from the regenerated flower
pots near the big wall.

Hornet Man boss strategy quick find code: HM BS

-----
Wily Castle 1 (SHW1)
-----

NOTE: A Mystery Tank is HIGHLY recommended for the Wily stages; this walkthrough
was written with one in mind.

Room 1 - Destroy the enemies up to the first gap with Jewel Satellite,
constantly running to catch the hedge clippers before they combine, then defeat
the shield tanks, flying shooters from the pits, and hedge clippers that come
after the second pit with Laser Trident and Jewel Satellite respectively.  You
should only need two Satellites.  The third shield tank can be handled with the
Mega Buster, which is recommended because of how much Laser Trident you'll
likely use over the course of the castle.  Rush Jet from near, but not at, the
right edge of the last pit will suffice in getting you to the ladder without
wasting valuable ammo.

Room 2 - Kill the tank with Laser Trident and ignore the powerups and tree.  Use
Rush Jet or a Concrete Shot on the top of the two spikes sticking out of the
floor to reach the ladder.

Room 3 - After using the large energy to refuel Rush Jet, you could go ahead and
use Tornado Blow while on the first platform, using the weapon itself instead of
waiting on the platform to both reach the small weapon energies and destroy
three enemies, one of which is an owl, in the blast.  Until you reach that first
stable platform, Rush Jet isn't a safe bet because of the guarding owl, though
it is certainly possible to jump up and destroy the boulder while on the Jet.
Once there, fly through to the 1-Up Met, destroying an owl if one appears.  Use
Jewel Satellite to dispatch/walk through the Met.  Fall onto the last T. Blow
platform and ready Laser Trident during or before the fall to destroy the
incoming clippers and the shield tank in front of the exit ladder.

Room 4 - Rush Coil to the higher ledge with the tree and defeat it with Plug
Balls, waiting out its shot first.  With just the Mega Buster, get the tank away
from the tree above it first.  After that, it's a matter of speed as whether you
can destroy the tree above where the tank sat without getting hit.

Room 5 - While luring the tank to the middle before letting it drop its shield
isn't a bad idea, Laser Trident is likely better.  Attack the trees on the way
up with Plug Balls.

Room 6 - Changkey Dragon.  Refer to Magma Man (SH MM) room 5 for info.  If you
know how to use Rush Coil and five Concrete Shot for a quick victory, remember
to adjust your Rush Coil placement from where you would for Magma Man's stage.
You'll have to place it closer to the ladder (or to the left of the middle of
the room).

Room 7 - Checkpoint.  The Hornet Chaser is easily the best method for retrieving
the large weapon energy if you want it.  The pipe enemies come out of the top
and bottom pipes in both sets, though only three can be on-screen at once.
Refuel while you can; I shouldn't have to tell you to use Jewel Satellite if you
have the Energy Balancer.

Room 8 - The easiest method would be to wait out the Magma beam and Rush Coil to
the exit ladder, but the quickest is usually using Rush Coil to beat the beam
into the air and using Concrete Shot to make it a bridge before landing in fiery
death.

Room 9 - If you're fast, you can Rush Coil up to the first or second ladder
immediately (first from the left).  The second and third both lead to the same
side of the wall, while the first can only take you to an Energy Tank.  You can
also use the first ladder to go up to the next room and jump left onto the third
magma beam emitter in this room for Rush Jet use.  Otherwise, you'll have to use
well-timed Concrete Shots to climb up to the appropriate ladder after killing
the 1-Up Met.

NOTE: If you want the tank, make sure you have a Laser Trident to spare.

Room 10 - Evade the magma beam with speed while avoiding the balloon's attacks.
The middle ladder is a dead end.  The right takes you onward while the left
leads to and E-Tank; use Rush Jet to cross to the exit ladder on that side for
safety, otherwise treat it as a four-block jump.

Room 11 - If you went for the tank, you need Laser Trident to break the blocks,
but you can't go on from here; return to room 9.  If you took the middle, return
immediately to room 10 and take the right ladder.  Slaughter the trees and
proceed.

Room 12 - Use three Hornets to kill the balloon safely, then either use Rush
Coil+Concrete Shot or the swinging platform and teleporters as usual.  

Room 13 - Until you reach the other side, you can't jump into the spikes on your
own, but because the teleporters will throw you into an Aichmophobic nightmare,
Rush Jet isn't a bad idea whatsoever.  Use it again to cross to the exit ladder.

Room 14 - Summon Rush Coil under the ladder and wait for the projectiles from
the trees and balloons to pass, then immediately jump.

Room 15 - Take out the tank or use Rush Jet to evade it as you see fit, but
shoot down the Balloonboo if you take the latter or you will collide with it.

Wily Castle 1 boss strategy quick find code: W1 BS

-----
Wily Castle 2 (SHW2)
-----

Room 1 - Simply getting to the ladder immediately only takes a Rush Coil, but
you'll want to wait out the spark first.  For the weapon energy, go after it
from the floor just as the sparks pass by.

Room 2 - As long as you take out or can avoid the Mets, this room is simple.
Once again, the 1-Up is a Met, but that's to be expected at this point.

Room 3 - Summon Rush Coil on the first block as you're jumping to it and use
that to reach the exit.  The first trio of jumps is a very unforgiving bunch
designed to hinder the progress of Conservationist challengers only.  Just watch
for the spark above.

Room 4 - You can Rush Jet over the spikes to the other side or use the Trident
to go below, your choice.  Beware that if you use Rush Jet, the Uzi Joe waiting
on the other side will have enough time to draw his weapon; either climb down
the ladder or carefully rapid fire three Trident to take him out.  Use Rush Jet
or Concrete Shot if you want to go above the spikes.

Room 5 - Tornado Blow as you reach the first small gap and use that to jump
through while it cleans the room out of enemies.  If you don't have it, BHB the
Uzi Joe and, if you can't do things quickly enough, use the sparks as guides to
where the gaps are for Rush Coil or C. Shot jumps.

Room 6 - Noting the holograms, wait until you get to the first ladder and use
Laser Trident to dispatch both Joes in three.  BHB is a waste in this room in
Superhero.

Room 7 - Rush Jet is highly recommended here.  Otherwise, pause the game rapidly
to memorize the layout of the room before the projectors corrupt it, and evade
the eyes accordingly.  Fly above the Joe instead of trying to take it out.

Room 8 - The leap of faith.  Treat this as a four-block jump and ignore the
eyes, or use the middle eye to take a hit and use damage invulnerability to
cross.

Room 9 - Clock Flower.  Refer to Hornet Man (SH HM), room 8, but ignore the
Tornado Blow advice given how much ammo that eats and that, if you used one in
room 5, you don't have the ammo anyway.

Room 10 - Checkpoint.

Room 11

- Ignore the first octopus and 1-Up Met.  There are no drillfish until you reach
the fork in the road; treat the latter octopi as you wish.

- The lower path takes you to a 1-Up.  Either use very short jumps to cross the
spikes or Rush Jet, though unless it's full, you probably won't be able to use
it to get back.  Practice your jumps and take the top path to memorize the
layout before you go, and take your time.  If you have a life to spare though,
you could just use Rush Jet to get there, get the tank, and die.  Beware the
spark and 1-Up Met.

- The top path begins with an octopus and three drillfish.  Laser Trident, at
least for the first shot, or BHB, are highly recommended for those that aren't
good shots.  However, the BHB is best kept for the mines.  Jump the first, run
under the second, and use the bomb on the three mine wall at the end.

Room 12 - Run under the first, jump the second, then quickly leap to the top
and terminate the drillfish in your path.

Room 13

- Whichever path you take, beware attacking drillfish as you near the powerup
(middle) or when you get there (top), and the fish that comes when the paths
intersect after the destroyable block.  There's also a mine on the bottom path
now, so a BHB may once again be necessary.  If you press against the right wall
when ascending into the junction, you should hit the solid ceiling instead of
the spikes.  At the horrible jump after, you can either jump in-between the
mines if you know how to do the jump, or simply drift into a mine and use the
damage invulnerability to cross.  Either way, they'll be chasing you into the
tunnel, and drillfish will come at you from in front, so yet another BHB is
necessary unless you can jump to the two small energy above for cover.

- Speaking of that energy, don't go into the front entrance that's blocked by a
Trident square.  Instead, jump from the bottom path, waiting until nearly the
last moment to jump (or just inching over the edge as much as possible); make a
full jump to reach the energy.  You'll barely miss the spikes, and you can drop
safely back toward the ladder afterward.  It's not like the other side is any
safer; it's actually needlessly more difficult.  If you can make the first
wretched jump without damage invulnerability/shock guard assistance, you can use
this path to easily evade any persuing mines.  Just don't get scared when the
drillfish attack from the left.

Room 14 - Provoke the mines first, then leap over them and cross the spikes to
the ladder.  Prepare to fire on the drillfish coming from the left as you cross
near the water's top.

Room 15 - Destroy the projectors immediately, and take note that only those
blocks that are directly over the bottom row are real.  Try not to go down to
the sparks, though the last one must be dealt with by either precision timing,
Rush Jet or Jewel Satellite.  BHB's work too, but after the underwater section,
that probably isn't a wise move.

Room 16 - Kill the UFO's and move on.  Ignore the Petit Devil in the tunnel
above.

Room 17 - Don't move; the bottom UFO on the left moves in too fast to go up and
attack.  This stalling tactic will make it impossible to outrun the UFO's on the
right, so either buster kill them or use Jewel Satellite to ignore them.

Room 18 - Get to the top of the ladder and use a BHB to clear the turret and
UFO's.  Without it, JS against the UFO's is highly preferable.  Without it, use
whatever else you have to destroy the turret as your top priority before dealing
with the UFO's.  Getting in position to destroy the bottom pair of discs is
likely to get you shot.  Hug the right wall on the way down.

Room 17 revisited - If you hugged the right wall, you could get into the gap in
the wall, allowing you to go back to room 18 immediately.  Destroy at least the
immediate saucer threat or use JS before going further.  If not...

=====
Room 16 revisited - Destroy the eye from a distance to evade the mini devils
that spawn at its death and the discs from behind.

Room 17 revisited again - Same strategy as before.
=====

Room 18 revisited - Destroy the bottom right UFOs, then go up the last ladder
and destroy the stomper, avoiding the turret (or killing it if you wish).

Room 19 - Ignore the turret and destroy the stomper with Magma Bazooka (charged
and uncharged up close).  If you want the large energy in the Dr. Wily sign,
you'll have to destroy the turret first (again, Plug Balls are cost-effective)
and use Hornet Chaser to retrieve the prize.  Go into the boss room with Rush
Coil active.

Wily Castle 2 boss strategy quick find code: W2 BS

-----
Wily Castle 3 (SHW3)
-----

Room 1 - Take out the stompers and jewels as necessary.  Do not use Rush Jet
here; one of those fiendish grabbers awaits where the second stomper is.  Also,
if you're trying to conserve energy, don't Rush Coil to the top of the next
room, as Petit Devils await your arrival there.

Room 2 - Shoot your way over to the right side and stay there, evading the eye
in the corner.  If you did use Rush, navigate there in the next room.

Room 3 - Going through the eyes isn't hard, but staying against the righthand
wall is much easier.

Room 4 - Evade the eye just above and to the left by going left, as it's going
to float into the right wall.  Don't go all the way back to the wall, just
enough to evade the rest of the eye group.

Room 5 - A grabber will descend on you if you're on or close to the right wall,
making it harder to leave without getting damaged.  You can proceed through the
group of four Petit Devil easily be approaching the ladder from its left side,
shooting left when you're in reach to escape.

Room 6 - Destroy the jewel and cannon (or if you have Concrete Shot to spare,
jump twice up to and quickly hit the cannon with it), then proceed through the
room with the Trident drawn.  While avoiding the ceiling spikes with a shortened
jump (use Rush Jet if you must, but it isn't a very difficult leap), use the
Tridents on the waiting shield attacker or a BHB.  As long as you keep moving,
you should be able to avoid most of the jewels without killing them.
Immediately after the last spike pit is another unfriendly grabber; you'll have
to jump left somewhat and fall back onto the platform as it passes to avoid it
without using a special weapon.

Room 7 - Either use the Trident to destroy the bottom Shield Attacker or run
right immediately to dodge it.  There are only two small energy and a 1-Up Met
on the right side this time around, with nothing via the ladders.  Don't bother
unless you really need the energy.

Room 8 - Just don't lean left.  You'll need Rush Coil to reach the upper
compartment if you didn't initially go right for the energies mentioned before;
lean against the left wall before making the jump.  The ladders are dead ends,
and that 1-Up is (SURPRISE!!!!) yet another @#$$%^! Met.

Room 9 - Use Black Hole Bomb or Laser Trident immediately on landing, or get
ready for some quick jump evasion (once to dodge the shield attacker coming in
and again to dodge his exit; the other four won't come into your space).  A
Tornado Blow to reach the ladder is preferred since there are two Uzi Joes in
your path and a Mystery Tank is on the way.  If you're absolutely certain you
can get the tank, use the Mystery Tank you bought now if you've yet to already.

Room 10 - Fire left to stray out of the way of the green eye above, and right to
stop.  The 1-Up is real if you want it, but stay near or above it anyway as the
M-Tank is just above in the next room.  You'll need to fire just as Mega Man's
high foot is above the spikes to get it.  Whatever you do, avoid the right side
of the room as there are two catchers waiting to take you to the spikes.

Room 11 - Stay between the right side of the green eye and the left of the
spike with the M-Tank.  The eye will float out of range of the Mega Buster as
you climb up to the tank's height, so once Mega Man's high foot is over the
spike, fire two shots left to pick up the tank and two to the right to stop.
Try to stop on the left side of the spike.

Room 12 - There's a grabber situated on the left side of the opening between the
rightmost spike columns; quickly wander in and out of that area to get rid of
it.  Stay under the second column from the right to get between the Petit Devils
and shoot left as the green eye moves back.  Stay above the last column a little
left of center.

Room 13 - Using somewhat the same timing as the M-Tank (and definitely the same
as the 1-Up), you can get the large energy.  Don't mind the eye, and remember to
stop before the left wall to avoid the Bunby Catcher.

Room 14

- Kill the middle Met, then hop down to the grounded Met and fire on it as it
shoots, and finally scurry back to the middle block to dodge.  1-Up = Met, so
move on to and terminate the big stomper.

- There's a cannon on the second column that optimally should die by Trident,
though the Buster is perfectly acceptable.  Until the Machine Gun Joe blocking
the entrance to the large pit, the only "enemy" is a grabber over the third
column.  This is actually a friendly Bunby Catcher, but making use of it is
quite difficult.  To make the first jump, you'll have to use a short hop from
the edge to get to the next column, not the one below (so the jump in Galaxy
Man, but smaller to avoid the spikes), then use a short hop to the double-width
column and maybe a hop to the lower one afterward (though the catcher will
likely land you there regardless as long as you don't use a taller jump).
Another hop to cross the final pit before the Joe and you can use Jewel
Satellite to eliminate both by killing the grabber and reflecting the Joe's
shots.  The Grabber can go a little further if you make a full jump from the
last column and crash through the Joe, using damage invulnerability to protect
yourself from the spikes immediately afterward, but this will land you in the
pit if you don't use JS.  Stopping at the Joe's feet gives you a means to stop
without using special weapons.

- A cannon, a Met, and another Machine Gun Joe await over the pit.  The wider
platform lets you safely take down the Met of course, but Jewel Satellite after
the cannon is obviously preferred.

- The large weapon energy is real, unlike the 1-Up Met in the normal game, but
use Hornet Chaser to grab it afterward all the same.  A Bunby Catcher awaits
just after it, then the huge stomper up high, then one last grabber after him
as you finally approach the last ledge befor the passage to the Twin Devil.

Wily Castle 3 boss strategy quick find code: W3 BS

-----
Wily Castle 4 (SHW4)
-----

Room 1 - Nothing but 1-Up Mets await you, until the last two rooms, in place of
all Mets and powerups from normal mode.  Attack these four if you wish or move
on.

Room 2 - After taking out the 1-Up Met, you'll have your first encounter with
the laser fences.  The only way through without taking damage is to land a
Concrete Shot in the laser's path.  The lasers all start from the bottom and
shoot to the ceiling.  Stand two blocks from the laser if you shoot from a
standing or walking position.

Room 3 - Two lasers in a row start this room.  Shoot the first one, then jump
straight up and shoot the second one, then quickly cross over.  Avoid the shots
from and kill the 1-Up Mets on your way out.

Room 4 - While this laser is inconveniently positioned before a three tile long
spike pit, you've already encountered a similar jump before: the jump to the
swinging platform in Jewel Man's stage after the boulder miniboss.  If you can
do that jump, you can make this one.  Otherwise, if nerves are getting to you,
you can do one of two things:

1. Run through the laser, accepting the four damage.  There are two small energy
on the other side to negate the energy loss.

2. Pause cancel the Concrete Shot when you're out of the laser's range, but
still over the end of the laser block.

It's not a hard jump regardless.  Ignore the 1-Up Met unless you're hard-pressed
for energy.

Room 5 - After the laser, you don't have to leap the 1-Up Met, just walk off the
ledge and keep going right.  The final laser has two methods by which to get by:

1. A Concrete Shot on the wall that you can jump on to get to the higher ground
above.

2. Place Rush Coil in the laser's path, take damage, and springboard through.

The first is obviously recommended.  You can get the 1-Up afterward with Hornet
Chaser if you want.

Room 6 - The beginning of a three room long drop.  While you can make the leap
to the large weapon energy on the other side (think Magma Man's stage; wait
until Mega Man's body is half over the drop, THEN leap), Rush Jet is obviously
safer because of the 1-Up Met in the path, and you don't have a use for the Jet
beyond this point anyway.  Concrete Shot will also work if you can spare it,
turning a four block gap into three, but you shouldn't have to do that.

Everything else - All that remains after room 6 is exactly the same as in normal
mode.  Refer to the normal walkthrough (WT W4) if you need any further help.

Wily Castle 4 final boss strategy quick find code: W4 BS

You can save after the game ends.  This creates a brand new file that retains
only the screws you've collected, which can make future playthroughs much
easier with instant access to tanks, the energy balancer, shock guards and what-
not.

-----------------------------------------------------------------------------
7. Endless Attack guide
-----------------------------------------------------------------------------

-----
General info (EAGI)
-----

Endless Attack, a DLC option costing 300 Wii Points/240 MSP/$3, is a
never-ending level in which the focus is shifted away from victory and time to
how far you can go.  Your "score" is measured in the amount of screens you can
progress through in areas somewhat randomly selected, in which the basic
objective is always to get from the red teleporter to the blue teleporter.

Every 30 screens (or five areas), you'll encounter a robot master from the first
eight stages of the main game, also randomly selected.  However, no robot master
is ever selected twice until all eight have been beaten.  When this occurs, the
damage that anything can do to Mega Man is upgraded by 1, and is done every time
all eight have fallen.  This means that every...

33 screens  - has 5 levels and 1 boss
261 screens - The last boss in the current set of 8 WILL appear
264 screens - Damage done to Mega Man is upgraded by 1

so if you have a good memory, you'll know who you're fighting at screen 262 when
you reach screen 228.

For trivia purposes, at...

5280 screens - The huge stompers can insta-kill Mega Man.
5808 screens - Splash Woman's Laser Trident is instant death.
6336 screens - All robot master contact can OHKO Mega Man, as can laser fences.
6864 screens - Everything can kill Mega Man in one hit.

Screen 9999 is the start of a normal new level.  Screen 10000 is highly likely
to be just part of said level, as will screen 100000 as the boss prior is fought
on screen 99988.  Sorry conspiracy theorists!

There are no known difficulty upgrades, if any exist, beyond screen 6864 as the
one person to make it that far, kasaji, isn't talking.

The levels have been divided into subsections, each with a minimalist
walkthrough designed to save as much special weapon ammo and Rush fuel as
possible:

Bosses - Self-explanitory.

Underwater - Any area with an underwater section goes here, including ice areas.
Quick find code: EA UW

Ice - Some areas, snowy or not, have ice floors that can be more difficult to
traverse.  Due to the number that exist, these have their own section.  Any ice
area that is underwater can be found in the underwater section.
Quick find code: EA IC

Grabber - The Grabber levels are the ones in which Grabbers exist, whether their
presence is negligible, rather important, or required to proceed without the aid
of Rush.
Quick find code: EA GR

Laser fence - Areas in which the laser fences from Wily Castle 4 appear.  These
require at least Concrete Shot to get through damage-free.
Quick find code: EA LF

Huge pit(s) - Areas that require traversal of huge bottomless pits or, in the
case of one area in particular, a large stretch of lava as well.
Quick find code: EA HP

Normal - Everything else.
Quick find code: EA NO

(farm) - This tag appears next to areas with very easy farming screens.

#. - Each level sans boss rooms has a number beside it.  These numbers indicate
where they are in N64Mario's Endless Attack compilation videos, 17 levels in
each of the two, as those were the videos used to help write this guide.  You
can see the videos following either of these links:

http://www.youtube.com/watch?v=9kxkSMHGol4
http://www.youtube.com/watch?v=vFSXRbppXsU

Author's NOTE: The reason I'm using someone else's videos in this case is I
haven't made a compilation of my own.  These videos do NOT always employ the
strategies listed here, if ever.  If the need for a visual reference is strong
enough or I feel like it, I'll make my own and link that instead.

-----
Bosses (EABS)
-----

Boss rooms contain a robot master from the main game and are worth three screens
each.  This section lists how to recognize which boss you're about to face, and
strategies on how to deal with the ammo constraint in the early going.  Bosses
are listed in walkthrough order.  If you need more info than is listed here,
refer to the walkthrough itself.

Splash Woman - Water area.  Use the Hornet Chaser sparingly when you know you
can hit, and the Mega Buster anytime you're uncertain.

Concrete Man - Thin blue corridor.  You should always have Laser Trident to
spare, but if you don't, go Mega Buster from afar and just scrap trying to shoot
his Concrete Shots since the buster just get deflected.

Galaxy Man - Two long steps up in a red room.  You should use the Mega Buster at
all times, and if you do have Concrete Shot to spare, only one should be used if
any.  The uses C. Shot has in Endless Attack are few, but irreplaceable, and
definitely more important than wasting a few on this easy target.

Jewel Man - The only use Black Hole Bomb ever really has is this guy, which
means a full meter can kill 3.5 Jewel Men.  As long as you have two in stock at
all times, you can use the two bomb strategy for the incredibly easy kill.

Plug Man - Try to save one Jewel Satellite for an emergency, using the Magma
Bazooka for the finish.  This may be slightly difficult, but for the first three
fights, should be fine.

Tornado Man - Like Concrete Man, you should always have Plug Balls to spare.
While TM may sometimes be called one of the most difficult bosses, he's actually
only moderately hard, and should only be a problem if you've run out of Plug
Balls (in other words, if you become neglectful of your weapon energy concerns).

Magma Man - You should use at least one Tornado Blow every time you fight him.
It's not just about the damage it does to him, but also about the fact that it
puts out his flame, halving the natural strength of his weapon (from 4 to 2
damage) and causing him to recharge after about three or four more shots.  This
process leaves him vulnerable for a short period in which the Magma Bazooka can
drain him of health, unless he recharges at the very bottom.  Since he always
leaps in Mega Man's direction, you could try luring him away from the bottom for
his recharge, but this may prove difficult in practice.

Hornet Man - Small Magma Bazooka shots don't use much energy, so never use a
charged blast unless you're at death's door.  In terms of small shots, you have
as much ammo as Laser Trident or Plug Ball do, making it an especially vicious
weapon against ol' Nazi helmet.

-----
Underwater (EAUW)
-----

1. Blue, looks empty - This room looks harmless, save the octopus just off the
right side of the screen, until you drop down from the teleporter, where three
drillfish attack from the side you're facing (most likely right).  You'll have
to at least shoot the bottom two as you drop down; waiting to jump when you hit
the floor will leave little to no room to kill the middle fish.

After the first octopus, you'll encounter another you'll have to fight from a
thin column between spikes.  Afterward comes some easy jumps until you see the
third octopus; again, jump up to destroy it by striking the head.  The problem
now is that you'll have to watch your head until you reach the other side of the
room, as how the ceiling is lined with spikes as well as the floor.

There are two ways to tackle this problem:

1. Use Rush Jet.  This will eat energy, but will work.

2. Go back under the solid ceiling and practice your jumping skills first.  This
area can be solved without Rush Jet as long as you know when to release jump.
Any time you release jump underwater, Mega Man stops moving upward immediately
and begins his descent a little more slowly than in air.  Take advantage of the
physics here as much as you can.

After you pass by the columns, you'll have to follow a reverse S curve down
through the floor.  Each of the lower two horizontal passages is guarded by
drillfish, so ready the Mega Buster or Laser Trident and blast at the two coming
from the left in the middle tunnel, the one that tries to attack first at the
bottom (the tunnel is three tiles high here, and it comes in the middle), and at
least the bottom two of the final brigade of three before the exit.

The final two rooms are very easy.  The next-to-last room only has three octopus
enemies to deal with.  The final room looks like an evil jump across and under
spikes, but it's not really a jump at all; just walk off and towards the left,
holding in that direction to reach the platform.

----------

4. Blue, spikes everywhere - Hop down or simply fall between the spikes in the
pit.  There's a slight bend to the left on the next screen; when you pass into
the wider areas, move left slightly in both.  This will allow you to ignore the
twist in the path on the third screen, straight down to the fifth if you wish
(or you can fall a little to the left on the fourth for speed).  From here, just
fall, don't jump, and on the final drop on the fifth screen, hug the right-hand
wall to reach the exit.  This level is an infamous drop from Mega Man 2, but
with the tighter controls in 9, it will barely qualify as a challenge to
veterans of that game.

----------

9. Rocky, ice - For trivia purposes, this is a mirror image of room 23.

This area starts with a high ground level that betrays the impending arrival of
spike pits.  On the lowest levels you see at the beginning, two drillfish will
attack.  Destroy the top one from the block next to ground level and jump to the
other side, as the bottom drillfish tends to be a difficult catch.  This attack
will repeat on the other side of the first spike pit, only now you should
destroy both.  A single drillfish will attack from the left at the ceiling, but
it can be ignored.

Each of the next three screens contains mines that may be tricky to maneuver
around.  On the first screen, waking the mine and hiding behind the wall is the
tactic everyone and their mother chooses, but for speed, jump from the block
stuck to the right wall over the column, fall to the left of the mine, and fall
on the small ice cube below it.  Jump straight to the ladder immediately.

The second set is tricky without Black Hole Bomb or Tornado Blow.  Jump between
the mines to the right, falling between the right mine and the lone cube back
down to the first platform.  Walk over and jump up to the ladder.  The fact that
you went to the right of both should give you enough time to make it since the
mines don't always have good U-turn speed.

In the third mine room, short jumps across the cubes should prevent waking up
the higher mine.

The last room has mere drillfish.  The only one to worry about is the one that
comes out at the same level as the teleporter's floor if you just jump straight
up to the highest platform.  It's not a difficult shot.

----------

12. Lava/green BG - The first two major areas are very tricky to navigate for
two different reasons.  The first area sees jump rollers spawning on the lava,
and flamethrowers attacking on the fifth platform and the third-to-last block.
You can jump the first, then wait for the second 'thrower to start blasting
overhead before jumping away, though it would be a better idea to Laser Trident
both.  If you don't plan on the Trident, don't jump too early away from the
second flamethrower or an incoming jump roller from the right will hit you with
fire shots.

For the spike drop in the water, drop towards the right-hand wall until you
begin the change to the third screen, at which point you should hold left to
avoid death.  Once you pass by this drop, all that remain are octopus enemies
prior to the teleporter.  If you can get this far into the level on your own,
this will be a nice cooldown before the next grievous onslaught on your personal
Rockman trail of tears.

----------

16. Dry and wet rocks, spikes - When you fall, fall near the ledge and then turn
slightly right for optimal positioning.  In the main hall, you'll have to deal
with some scary shortened jumps and drillfish; the first fish will attack just
after you pass into the hall from the left, the second when you make the first
noteworthy ascension, the third after you pass the first jump test into a thin
hall from the right, a fourth will pass above when you reach the pit, and the
final pair will attack as you leave the thin tunnel from the right.  The top one
can be ignored as long as you keep moving.

As for the jumps themselves, there's no real shortcut for any of them.  Practice
your underwater jumping first before proceeding, and don't be afraid to tap,
tap, tap your way over that bump in the road in the thin tunnel.  A simple tap
won't be enough of course, but a slightly longer tap will, and you're bound to
make one work.

----------

17. Blue, twin spike pits (farm) - Fall while hugging right to cross the
three-spike pit from above.  Jump up to provoke the mine, head back left to jump
it and head for the right side of the first thin column to evade it.  Wait out
the second mine in the same space.

After the next spike pit is the farming area; put yourself against the wall and
step left to summon an easy drillfish as much as you want.

When you're done and kill the octopus, you'll need full jumps to make it over
the two spike columns.  These jumps should be made using the individual block
before the pit in which the column rests as launching pads.  Short jumps should
be made to kill the first octopus afterward, no jump should be made to cross the
pit prior to the second octopus, and the final pit is a really difficult short
jump due to the low ceiling.  Rush Jet is actually highly recommended given that
this is one of Endless Attack's most dangerous jumps by far, but a short jump
one block in height can cross this pit.

----------

18. Blue, ladder and mines - Jump through the left hole and run to the ladder.
The second room has three mines that must be destroyed individually.  With the
first mine, pass under it when it's low (it always starts going low) to provoke
it while running toward the lower wall.  Jump straight up, not going left any
further as to avoid getting the second mine's attention, then go back over the
incoming first mine back to the top of the ladder.  When it explodes, get the
second mine to attack, and when it follows you to the middle of the room, jump
it and get to the top floor.  Upon the second mine's detonation, shoot at the
third mine and get under the top floor to evade its mindless attack and move on
without a scratch or any wasted Black Hole Bomb/Tornado Blow.  For the last
water room, jump up to the top of the ladder.

All of the difficulty of this level is left with the mines, but if you insist...

The fourth room is the famous Machine Gun Joe prison.  Just get between the
firing ranges of the first two joes until the bullets pass and move on.  The
last room is just an excerise in shield attacker destruction with no surprises
worth speaking of.  If you're that scared, just move with caution.

----------

20. Over half water, under half dry - Start by immediately jumping from the
ground you fall on to the next column to avoid some drillfish.  When you fall
down the other side, ignore the octopus perched up near the water's top and take
out the drillfish just off the ground, also paying no mind to the drillfish
above it.  As you kill the two octopus, don't fall between the columns as a
drillfish will come from the left; staying above guarantees evasion of this
attack.  When you come down after those two columns, another drillfish will
likely attack from the left at ground level.  Take out the Uzi Joe quickly on
the other side of the spike-lined pit before attempting to cross.  In doing so,
when in the area of the spikes, stay near the middle, using the individual block
on the floor as a guide, and moving when out of their area.  Provoke the four
mine on the left side of the exit ladder before moving on.

The next screen gives you a choice of three ladders; take the rightmost and
ignore the drillfish from the left.  On the final screen, climb up to the top of
the ladder and shoot the fish that comes from the far side at the teleporter's
ground level.  You can ignore the one at the ceiling.

----------

21. Twin ladders - Jump up as high as you can and board either ladder, ignoring
the drillfish.  Assuming you took the left, climb up to the top of the water and
either get between the dry dock and the water or shoot the incoming drillfish on
the right.  The fastest way out is to shoot the spine when it's in the ladder's
area, then you can jump over it onto the ladder safely, but with the wide area,
waiting it out is obviously fine.

In the main room, after dodging the first spine, you'll have to jump between dry
and wet areas while also dealing with the occasional obvious drillfish.  The
spines on the higher floors are the real problem.  Assuming you don't jump under
the water to avoid all three spines (which aside from the last one is
recommended), the best method of evasion is to stun them as they're going away
from Mega Man first, board their platform, and then time your jump to go over
the spine as it approaches your feet.  These jumps can be difficult and require
good timing to make work.  If nothing else, you can easily make the underwater
jump to skip the second spine as the target platform is lower than the initial
launching site.  Rush Jet is good for skipping the last spine, or you can kill
it with Concrete Shot, Black Hole Bomb, or Tornado Blow if you can't make either
the jump over the spine or the shortened jump to go between the spikes
underwater.  The latter jump will require you to go a little higher than one
block in order to work.

-----
Ice (EAIC)
-----

NOTE: Just in case you didn't catch it in Endless's General info section, any
ice area with an underwater section is listed in the section above, NOT here.
EA UW if you need the quick find code.

6. Snowy/green BG - Hug left to avoid the spikes.  Take the first Met from the
ground, then if you haven't waited for long after the two hard hats' initial
attack, go up to the other and kill it as soon as it opens.  With the shield
attacker's death, hug the left wall until you hit the ground, tap right and
fire to destroy the bottom turret before proceeding to the top one.  Stay on the
left of the three blue blocks in the ceiling to kill the next turret without
fear.  After the last turret and some not-so-scary spike jumps, go up the ladder
and take this path through the ice cubes, starting from the third:

Top, middle (bottom then middle for safety), top, bottom, teleporter

The last top block might look safer initially, but the jumps are a bit harder
both to it and the teleporter.

----------

11. Rocky/green BG (spikes top and bottom) - The first room is heart attack-
inducing in appearance only.  Simply use short jumps to each individual block
quickly without overstepping to the next one.  In the second room, you'll land
on one of the first two ice blocks when you jump from the ladder.  Only good
positioning or damage invulnerability will get you through the hole in the floor
without dying.  After destroying the first jewel in the third room, stand atop
where the right-hand jewel is to lure it into a better position for the kill.
If you don't and proceed with abandon, that jewel will likely slam right into
you, so don't treat the first part of this room like a speed run.

In the fourth room, while you can drop straight down to the ground, hugging the
third floor's left side to dodge the spikes, this is a rather dangerous method.
It can be done from the ledge immediately above by falling off then hugging the
left side as well however.  When you get to the ladder, fall off and you'll
safely land on the teleporter in the final room.  There's no need to do the
puzzles in the fifth and final rooms, which look rather difficult, but this
author never ever played through those and you shouldn't either in any serious
Endless Attack playthrough.

----------

15. Grey/brown BG - Kill the right met from the left side of its block first.
In the second room, use a rolling motion over the buttons to fire then jump
immediately after to kill the first and last mets.  The main room contains three
dangerous hedge clipper pairs with a few horrible short jumps.  The first pair
will appear on the second ice cube; fire when you land on the cube, then jump up
and destroy the top half as its aiming downward for its descent.  When you get
to the two rows of ice cubes, remain on the top row and fire after hopping off
the first cube without ceasing your run right to avoid the bottom clipper.
After a pair of scary short jumps, ignore the hedge clipper that forms below
until you land on the ice cube.  Do not move right or left while landing; you'll
need to make short jumps to attack the combined clipper coming in from the left
before going to the teleporter.  You could also wait it out on the platform
above.

----------

23. Rocky/purple BG, Uzi Joe greeting - The first room has only two Uzi Joes and
two easy spike pits to deal with.  For the second joe, slide onto the cube edge
prior to the first spike pit for the attack.

The next three rooms all employ exactly one balloonboo enemy.  Destroy the first
one.  In the second room, it is safest to wait until the balloon shoots, then
climb the ice platforms, but it's only moderately difficult to just run the
entire room while ignoring the first and only shot if you have any sort of
speed.  The third room is safest to just kill it from the first cube, but be
careful on all of these that you don't hit the balloon before the robot's
demise.  It's not crucial, but striking one of these enemies while it's losing
air is never the easier choice.

In the final room, killing the Joes before proceeding is simple enough.  You
can, however, speed your way up the first two ice cubes to evade the Joes
instead.  This will require a quick jump off the ladder; time is a little more
crucial here compared to speed tricks in other Endless levels.  Rush Coil should
also work as long as you summon him on the way up the ladder.

----------

25. Snowy/black BG, spike floor - While the jumps themselves never become
fiendish so long as you can handle ice, the shield attackers and cannons will do
their best to put you to rest. (yeah... that was terrible)

First, always aim for the high path.  You can leap over the first attacker by
landing on the left side of the second platform and jumping clear over it to the
third.  Luring it out is safer, of course.  Afterward, when you reach the first
ground rise from the floor, a turret will be there; stand on the left side of
the final platform to kill it, or at least hit it three times before going up to
finish it.  This only works because the cannon is tilted upward.  The same
should be done for the cannon that comes on the first platform immediately
afterward.

The third and final cannon comes into your firing range after this second
platform and is one block above it; shoot while rising and falling to weaken it
for the kill when you get to it.  Upon boarding its platform, a shield attacker
will come in from above.  Stand on the platform and wait for its inevitable
U-turn.  The final attacker comes on the three ice cubes prior to the
teleporter.  Fall down to the second cube from the first to evade, then finish
as you please.

----------

28. Snowy/blue skies (farm) - This is the only Endless Attack stage with the
owls from Concrete Man's level, this time dropping ice boulders.  They're the
only distractions save for in the middle of the level, where flower pots await.
This level mirrors itself, the first three screens reversed on the other side.
However, the mirror has ice floors.  The flower pots in the middle of the stage
can be found on the edge of the starting ledge, the third individual block over,
the first ice cube and at the edge of the ending ledge.  Owls will attack in all
parts of the level that aren't teleporter screens.  The quickest way to the blue
teleporter from the fifth screen is to jump between the first and second ice
cubes, though between the ledge and the first cube is fine too.

----------

30. Pink/blue BG - Jump as you exit the corridor into a flashback of Flash Man's
room in yet another Mega Man 2 reference.  This will give you a clear shot of
the jewel enemy as your jump peaks.  This Uzi Joe is highly susceptible to the
blasting through the shield trick (hop on the edge of his ice block and end his
meaningless life).  Afterward is a boring big stomper, then a not-so-boring
trifecta of spike pit jumps.  Jump into this room so you have no problems
putting yourself against the left wall first, then as you slowly accelerate,
jump from the edge like a four-block jump to spite the low clearance of the
column above.  The other two jumps are easy.

In the final room, kill the Diarns first before even attempting the column
jumps.  They're not hard, but if you fall, remember to hold toward the wall if
you fell on a pit nearest a wall, and toward the middle of the room if you fell
there instead.  You can stop hugging the walls/middle column once you reach them
except in the case of the rightmost column, which you'll have to hug the whole
way down.

-----
Grabber (EAGR)
-----

14. Green/green BG - The first room's turret and spine are cake; just stay on
the left ledge until the turret is dead.  For the main room, hug right to land
on and begin the run around the rectangle with the spark.  Shoot the shield
tank's shield up close, wait for it to wobble before jumping away, then turn it
to mulch.  Jump up close to get atop the short column and then jump from the
right edge across the spikes (or use C. Shot, Rush Jet, damage, whatever else to
cross).

After the umbrella holes comes a spine and a hole from which a grabber will
emerge to take you across the next section.  The grabber is recommended for
this; as long as you don't take too long getting over the next wall, you can use
two short jumps to get over the next two pits and let the grabber do the rest of
the work until it leaves.  It will leave you in a prime position to waltz right
to the final ladder without worry from the spines as long as you don't stop
moving right.  If you don't want to use it (bunby catchers are scary critters,
I know, I know), the problems will start in said spine section, not because of
the spikes on the ceiling above the first spine, but because the timing for the
other two is pretty much ruined by skipping the grabber.  If you use short hops
under the spikes to go toward the second ground runner, you should be able to
salvage this trip, but you'll have to take it one enemy at a time.

----------

24. Pink/blue BG - After taking the first screens easy one-way path to a hole,
dive down it and hug the right wall to avoid spikes at the bottom.  Hop across
the platforms, from the first to second almost as if you were crossing a
four-block wide pit, and walk through the shower of falling balls thrown off
from the trees above.  You can completely ignore them as long as you don't stop
moving right.  The Grabber will appear just before the first spike pit after the
trees.  You'll have to hop across four pits of shrinking width, then allow the
Grabber to take you through to the teleporter without interfering.  It looks
dangerous and you'll want to jump after the one-block pit, but do NOT do so.
The Grabber will stop just short of the back spiked wall, at which point you
just have to walk left to exit.

You can do this room without help of any kind, but the entry into the teleporter
room will require a rather dangerous jump.  Fortunately, the game gives priority
for headsmashing and bodyslamming to solid ceilings and walls over spikes, which
cuts down on the difficulty quite a bit if you treat this jump as a four-block
jump.

----------

27. Gold/blue BG - You'll know this by the first pit, which is a four-block
spike pit.  Afterward, the grabber will take you.  You'll have to jump a few
pits to columns ascending into the air until you have to leap a five-block pit,
after which the grabber lets go.  Afterward, another four-block pit awaits, this
time without the ground on the other side being on a lesser altitude.  The next
grabber will appear over the third column of this plateau, but it will take you
backwards, so don't let it take hold.  The grabber afterward is the friendly
one, and will take you over an five-block spike pit (only Rush can otherwise
cross it), up more ever-climbing columns, and finally over a spike floor and
wall to the teleporter's left.  However, the grabber will cease over the spikes,
so hold right to make the final jump.

-----
Laser fence (EALF)
-----

8. Blue/red BG - The first two screens have a ground runner and a Met.  As the
runner comes toward you, jump over it and down to the exit, ignoring the latter
enemy.  At the third screen will lie a Met on the farthest left, and the path
right has three laser fences one block apart.  To get through here without
taking damage, stand a block away, fire one Concrete Shot, then a short jump to
fire the other at the second fence.  On the left side of the second block, fire
on the third fence's floor as best you can.  If you screw up between fences,
there is no workaround.  You can make it through with minimal damage instead if
you lure the Met on the left to fire, put your back to the first fence and jump
straight up into the bullet, but that won't work forever.  Finally, a Met and
a fourth fence come up, guarding two tunnels.  Take the top tunnel by hitting
that floor/ceiling with a Concrete Shot and crossing into it.  Get out Laser
Trident to kill the shield attacker then run across to the platform above the
spikes.  The teleporter should be an easy jump.

If you take the bottom path, you'll have to make a dangerous jump from a two-
block high tunnel ending.  This will require you to wait until nearly the last
moment to jump, or use Rush Coil for safe passage.

----------

26. Grey/blue sky - A very simple stage with three huge stompers, easily dealt
with.  The third stomper starts on top of the second hill, and you can assault
it early with the Mega Buster by jumping off the edge of the first hill before
the drop to the ground, among other ways.  The blocks in the way at the end can
only be destroyed by Laser Trident, making it impossible to pass this area
without the use of special weapons.  Afterward, there are two laser fences.
Throw Concrete Shots to block them and use the blocks to cross to the
teleporter.

-----
Huge pit(s) (EAHP)
-----

7. Rocky/green and no BG (farm) - If you have Jewel Satellite, this area merely
requires cautious jumps, as there are no enemies that can absorb the Satellite's
damage.

Otherwise, start blasting as you leave the first down platform to destroy an
incoming set of UFO's that will overtake you when you reach the upward block.
When you reach the other side, keep going right; a shadow clone will appear
behind you a few steps in and near the edge of the right side.  Gun down the
first when it starts to move, but run from the second onto the up block.  After
the second up block, fall to the one below to the right; shoot right when you're
falling past the block's original position to nail another UFO.  If you miss,
stand on the left side as you go up, and head right when you pass by or destroy
the enemy.  On the final up block (ground level), a set of three UFO's will
appear from the middle-right.  These do not need to be destroyed so long as you
keep moving.

The farming area is at the shadow clone area, on the top at the left side.
Three UFO's will appear from the left when you go back and are very easily
respawned when you take out all three (or let them leave).

----------

13. Disappearing blocks - There's only one such room in Endless Attack, and it's
Heat Man's infamous puzzle from Mega Man 2.  If you know how to do it, good for
you.  If you plan to just use Rush Jet, why are you reading this you coward?

For the rest of you, pay attention to the first part of the puzzle.  It starts
off with three blocks on the same level, then spawns a fourth block directly
above the third.  If you use full jumps to land on every block, you can jump
just after landing on the third to reach the fourth with ease.  The next three
blocks are the same thing but in three blocks (two on the same level, then the
one above).  Remember the first pattern of four and cross the lava.  There
aren't any tricks at all until you get to the pit, where the first trick happens
to be the presence of a 1-Up Met.  Ignore it.  After the incline ends, the first
four blocks from the start of the puzzle repeat themselves and should be handled
the same way.  The last two blocks are nothing special and aside from the one
Met fishing the sky for idiots, there are no enemies.

If you want to use Rush Jet but don't want to expend a ton of fuel, wait until
the end of the incline, THEN use Rush Jet.  You'll only use five, six, maybe
seven pixels.  You could wait for the repeat of the puzzle's first part and
summon Rush Jet before the overhead block appears instead for an even shorter
expenditure, though this can be almost as tricky as just jumping that final
hurdle.  This isn't exactly cowardly after you've gone through 1000 screens or
so, since the overhead blocks are hard to master with a 100% success rate and
any number of things could spell the end of an awesome run.

-----
Normal (EANO)
-----

2. Grey/green BG - You can jump onto the platform above as soon as the top spark
goes under.  Jump over it again, then jump once more to the other side.  Lure
the two spiders down by moving next to where they would be on the ground and
then back if you have to, shooting them as or when they land.  Mind the turret
for the second spider, and shoot it immediately after one of its shots has
passed you by.  Walk under the next structure and kill the Uzi Joe.  If you want
to shorten the trip with Rush Coil, do it here to be safe, jumping up after the
spark has passed above and then after the turret's next shot has exploded.  Go
to the edge of the ledge and maul the turret to proceed.  The most important
thing to remember here is that the turret should be aiming directly to the left,
with no vertical angle, so its balls get caught in your plasma stream.

If you don't want to use the coil, wait for the fast spark to pass by from the
upper structure before moving away from the turret to the left.  If you have
fast reflexes, land at the edge of the two-block platform without stopping, and
jump immediately to the upper ledge, you don't have to wait for the slow spark.
It's much safer to wait until you've gotten the hang of this if you're going for
a high screen count.  After waiting out these two sparks and getting to the top
floor, wait for the fast spark on the structure prior to the turret to pass, get
on, then wait for the spark to come back and jump it on your way to the top and
to the turret.  Proceed with standing on the edge and blasting it as fast as you
can.

The final room is most simply dealt with by jumping down in front of the Met,
killing it when it opens, and then evading the spine on the way out.  Plug Ball
is likely better both for its quick descent and its cheap cost.  The fastest
method is to jump over the turret and land on the edge beside it, then jump over
the spine and to the ground below to exit.  It's less difficult than it seems.

----------

3. Green/blue BG, spark - Go up to below the first block of the lowest platform
and wait for the spark to pass.  Immediately run to the other side to evade it;
without Rush Coil, Concrete Shot, or some tricky Rush Jet usage, there's no
other safe way through.  The second spark on the highest platform can be jumped
over when it dips into the lowest part, otherwise just wait until its underneath
and outrun it.  Take the left side to get to the top of the spark-filled room.

The next two rooms have a simple ladder puzzle that's solved by hopping down to
the right-side column from the first ladder, going back up the second ladder,
and holding left, then up as you fall towards the fourth ladder from the third,
up when you've cleared the third ladder's space.  Rush Coil easily bypasses the
puzzle entirely with one use, as you can hop the columns with a normal jump from
on top.

The final room's most difficult challenge is the first of three big stompers.
Ascend with caution up the stairs until it joins you somewhere above.  Get next
to it and when it jumps, quickly climb past it.  The second can be easily
eradicated and the third can be lured away from the final hole to the floor if
you stand to its right.

----------

5. Green/blue sky - Take the middle path to encounter the least amount of jump
rollers and avoid the leaf-like discs above.  There are some jumps to be had on
the middle path, so if you think you can take the discs, go up until the screen
stops scrolling right, then drop down the hole before advancing.  The middle
path leads to the safest drop to the teleporter, the bottom the second safest
(hug the left wall to land on safe ground to jump to the teleporter or the right
to land where the teleporter is), while the top path is the hardest by far.  You
will have to jump around the spikes and then head left immediately to avoid
certain death.

----------

10. Green/brown BG (mine cart/spark) - You can walk to the right of the first
platform immediately.  When you get around it and up the first ladder, wait for
the cart to go all the way to the right and then kill it from the ladder.

In the second room, the spark is once again too slow to pose a real threat.  The
same tactics should be used, but jump up after you kill the cart to dodge the
counterattacks.  The hole in the ceiling will give you all the height you need.

The third room without Rush is a nightmare, but can be done.  Use the shortest
jump you can to make it under the first set of spikes, then, damage-induced
invulnerability from the turret optional, jump from the edge out to either side,
to the left to destroy the turret for safety or the right for speed.  If you
destroy the turret or not going left, the first jump back to the right is simple
enough.  To go under the second set of spikes, do not jump, just fall onto the
next column.  You can use the same kind of edge jump as done with the first set
to reach the ladder, but with the greater height of the ceiling, you can just
run to the edge and jump.

The fourth room is simple; go to the ground beside the ladder after the spark
has passed, and for the greatest safety, wait for it to pass a second time
before asecnding.  In the fifth room, take out the turret on the right, then
fall onto the platforms from the top of the ladders.  After the Joes let out
their all of their shots in the final room, run to the ladder, then either kill
or jump the shield attacker to leave this dreadful place.

----------

19. Green/black BG (spike floor) (farm) - In the second room, you can make the
jump to the platform after the spark passes while the balloon is either at the
top of its float or at the bottom, the latter only if it shot right.  Wait to
jump the spark and evade any bullet that may have flown left to proceed.

The next room has the Telly X enemies (the flying pipe enemies from Plug Man's
level) coming from the left.  This is the first of two farming areas in this
level, as these enemies are infinite, but their occurrences are limited only to
this level.  The down platforms make for a simple enough climb, or you can use
Rush Coil.

The room after contains the threats of two sparks and an Uzi Joe; shoot at it
first immediately after coming off the ladder while avoiding the top spark, then
finish it from the left edge of the bottom platform before making the jump to
his side of the area.  Next is another easy up/down platform puzzle, followed by
the final screen of the level, which doubles as the second farming area.  Kill
the Uzi Joe from the ladder immediately, jumping after firing off the second set
of three bullets (which you do have time for, you do not have to wait until his
bullets pass by).  The Tellys are coming from the top-middle of the screen; kill
the lowest of the British throwbacks and make a short jump to the second
platform before heading for the teleporter.

Farming in this area isn't friendly unless you kill the right spark.  Jewel
Satellite is recommended, especially for farming life energy, since you can just
stand on the left edge of the right platform and let the Brits fall in line to
give you cheap items.

----------

22. Gold/blue BG, Met up top - Climb up the ladder and quickly go back left to
avoid the cannonfire.  The lower paths at the beginning are dead ends, do not
take them.  The Uzi Joe can be eliminated by very fast fire before it even
shoots if you don't stop moving.  The spine you encounter as you approach the
last tunnel before the ground can either be stopped with Plug Ball on the left
wall, destroyed by C. Shot/BHB/T. Blow, or scrolled off screen if you stand on
the column prior to the entrance to said tunnel and wait it out.  After the last
Met is destroyed comes THE most dangerous of all Endless Attack jumps; a high
ladder over a four-spike pit.  You MUST treat this as a four-block jump to cross
safely because of the ladder's height, but also because of the latter factor, as
this jump is worse than any encountered even in Magma Man's level (which has a
couple of appropriately devilish jumps), Rush is the best option, period, for
clearing this area.

The next room has two spiders on the ceiling that are easily lured down.  The
last area has a spine on the first ledge, two sparks, and a very difficult jump
from said ledge that requires you to leap from the very edge to get to the ledge
with ladder access.  Obviously, you almost have to stun the spine before trying
to cross.  The sparks move at the same speed in opposite directions, always
colliding at the top and bottom-middle of their platform, making this a rather
easy final jump regardless of perceived difficulty.

----------

29. Blue/purple BG, lava level - After the first jump when going to the high
part of the island, jump on the left edge of the island and then again to evade
a flamethrower.  Leap without stopping across the next two columns, stopping on
the third until the flamethrower that stops above your head moves on (or just
jump from the edge of the column if you think you can make it).  Ignore the
first fire totem, falling down the left shaft, and when you land between the
latter two totems, immediately jump over the left enemy to avoid a fight.  The
final obstacle is a slightly easy four-block jump.  Jump as you reach the edge
as always; don't ignore the potential for disaster just because the landing
block is one tile shorter than the floor on your side of the room.

----------

31. Pink/blue BG, flower plant (farm) - Ignoring the ease of the first room,
take out the plants in the second room one at a time, nailing the missiles only
of the one you're concerned with and waiting out the missile of the next plant
below.  You can actually just dash through this room, jumping on the edges next
to each plant if you're skilled enough, though there's little incentive to do
so.

The main room consists of two pyramids and a few sparks.  For the first set, get
on the edge of a block, wait until the lead spark is up close (descending to
walk into your face), and jump up then over the group of three.  Note the
wording there carefully; if you jump forward immediately, you'll get hit for
sure.  The next group is ascending the same pyramid from the other side and
because of the height you can get over them as a result, are much easier to
dodge.  Take the highest path on the partial pyramid.  A fast spark will come
out of the middle tunnel to climb over the top of this structure.  You can
easily outrun it to the other side of the pyramid or just wait for it to pass.
The final obstacle is an easy leap over a partially covered four-spike pit; the
sparks on the bottom are speeding into the pyramid too fast to be a threat.
Heck, you don't even have to jump the pit, you can just fall past it.

----------

32. Gold/green BG, Ball Elephants (farm) - Two of the Ball Elephant minibosses
from Concrete Man return for the second and third screens here, first red then
green.  The best way to deal with them is to charge them with six shots to the
head, jump the red ball/stand underneath where the green ball will be hurled
over initially, then end its life.  The fourth screen's only danger is a shadow
clone that appears very soon into the walk toward the ladder.  You don't even
have to destroy it if you keep moving and jump on the ladder.

The fifth screen is scary, but actually pretty easy; go to the top of each
ladder, then hit jump while holding left.  Hold up once you clear the current
ladder and are approaching the new one.  Unless your controller has a problem
with going northwest, there's only a very miniscule chance of death here, no
more so than if these were columns sticking up from the floor for you to jump.

The sixth and final screen contains an overhead tree, a flower plant in the
middle of the screen, and a tree to the right in jumping fire range.  Ignore the
tree overhead and kill the one on the right from your current position, minding
the cacti missiles.  Take over the former tree's platform and either farm from
the pot's missiles or proceed accordingly.

----------

33. Pink/green BG, big stomper (farm) - The first and third screens have trivial
huge stomper bots.  The second screen has a slightly bad jump to the exit ladder
that requires a jump from the edge to make.  Rush Coil will also work from below
along with using Concrete Shot to climb back up if you must use one or the
other, though falling back to the start and retrying only hurts that first
stomper again.

In the main hall, you can either jump across the top path or carve a path of
robo-devastation through the gauntlet below.  The top path requires you don't
stop lest the flower pots below knock you down with their missiles, while the
lower path is extremely easy becase the stompers are locked in virtual cages and
the flower pots can be easily annihilated at a distance.  Just take care of your
thumb on extended playthroughs since the stompers require 12 Mega Buster shots
each.

----------

34. Green/blue BG, spine - Or ground runner, whichever.

Whichever hole you take, hug toward the middle of the room on the way down to
dodge the reaper's needles.  If you take the left hole, you can hug the right
wall temporarily, and at the third screen, begin hugging again after you pass
the first opening in said wall.  This can't be done on the right because of a
spike barricade preventing passage.

The first two plateaus have spines on them, and after the entrance, each gap has
spikes at the bottom.  Stun the first spine, then leap the second and make a
four-block jump over a very dangerous pit.  Jump from the edge, with care if you
must, because the destination's level is even with the jumping point.  Take Rush
Jet if your confidence is waning.  The landing plateau has no spine on it, but
the next one, rising higher above the ground and just as thin as this landing
point is, does.  Stun it in the middle before making the final jumps.

You don't have to stun any of the spines to clear the level, but unless you're
showing off, that's not likely a good idea.

-----------------------------------------------------------------------------
8. Challenge and achievement tips (CHTP)
-----------------------------------------------------------------------------

1. Waltz
2. Tango
3. Jitterbug - Finish the game in 120, 90, and/or 60 minutes respectively.
Jitterbug: 20 GP (360)

Minutes meaning by the in-game timer.  The or means that only Jitterbug must be
passed, because if you do so, Waltz and Tango are cleared as well.  The best way
to do this is simply to get better at the game, saving with the best times you
can get only and then replaying Wily's castle until you get under 60.

----------

4. Bust A Move - Clear the game with 100% accuracy for the Mega Buster.

This one is only rather difficult on the first stage, which should be Splash
Woman.  That way you can switch to Laser Trident as your default weapon for the
rest of the game.  A 999 screw file will obviously help a lot with this given
access to one M-Tank for each of the first eight stages, but is far from
required if you don't try to kill everything that moves.

There is, however, a hypothesis about this challenge, that using Rush Coil/Jet
exclusively will permit you to clear Bust a Move because technically, the buster
as used with Rush is NOT the same weapon despite being identical to the Mega
Buster in every way.  The basis for this is that Conservationist, which appears
to count special weapon uses instead of energy, will not permit the use of Rush
in this manner.  The first to give me a test result will be mentioned in the
credits, for however much motivation that gives anyone.

We do know that the Mega Buster MUST be used to clear the challenge, however,
hence the rewrite above.  One shot should do it.

----------

5. Headbanging - Defeat eight bosses without your helmet. (CHHB)

Defeat the eight robot masters while taking half of your usual hit count. :)

The problem with Headbanging isn't just beating all of the robot masters of
course, it's also staying alive up to that point.  If you're a damage glut, this
will be a painful challenge.  The best way to do the challenge in that case is
to use one Guard Power Up and one energy tank per stage (which will require
either a 999 screw file or a lot of farming).  This will eat 980 screws, but
lack two energy tanks.  The stages you don't need to buy tanks for are Plug Man
and Tornado Man, which provide the last two tanks on their own.  Refer to the
walkthrough if you don't know where the Tornado Man tank is.

However, if you're good at avoiding damage, then the best way to do this would
be to ditch the helmet just before the Wily stages and do the challenge at Wily
Castle 4 using a Guard Power Up as insurance.

----------

6. Bunny Hop - Clear any stage jumping 50 times or less.

Note that you have to beat the boss for this to count.

It's so straightforward that a lot of people get this randomly.  However, if you
need help, remember that Rush is your friend, especially when you have Rush Jet.
Concrete Man, Galaxy Man, there are plenty of stages that work for this.

----------

7. Mr. Trigger Happy - Clear the game with more than 500 Mega Buster shots.

If you don't want to get this, play the game as if you were doing Bust a Move.
If you do want it, beat the game.

----------

8. Double Trouble - Complete all stages at least twice and clear the game.

Complete means get to the boss room.  It doesn't matter how many times you
revisit a specific stage, as long as you complete all of them at least twice.

----------

9. Mr. Perfect - Clear the game without getting damaged. (CHMP)

Youtube link: http://www.youtube.com/view_play_list?p=DC4F1328E8330CCE

Mr. Perfect requires skill, luck, and saves between every stage... maybe.  The
first eight aren't that bad, actually.  Just play it cautiously, memorizing the
layout of the stage first, noting how the boss typically operates, and attacking
until everything culminates.  The walkthrough's here, just "perfect" it.  Note
that Beat calls and Shock Guards are valid tools of defense, as their use does
not result in energy loss.

Then comes Wily.  This is where you end up gambling.

This will just touch on the bosses and what weapons to avoid.

- The spike shooters are relatively simple until they start shooting at you.
The plan is to kill each of the four ASAP, avoiding whatever stray shots come
out.

- Tornado Blow is out until the shark sub's midsection.  The strategy outlined
in the guide (at W2 BS) is your best bet; without T. Blow, this becomes a bit
harder than the face fight.  If you do use Tornado Blow too much beforehand,
use Magma Bazooka to hit the silos and the Mega Buster to kill the drones from
the center of the screen.

- The shark sub isn't a problem until the face.  Do NOT try to use Magma Bazooka
to speed this up, it WILL end up with a reset unless it's the guy who wrote this
guide at the helm, and that too is pushing it.  Stay at a distance, use Laser
Trident, and *don't* avoid using BHB if a laser appears iffy.  BHB can suck that
crap up, acting as a shield where Jewel Satellite isn't strong enough.
Refuelling later is a definite possibility.  This is Mr. Perfect after all, not
a speed run.

- In WC3, don't use Tornado Blow except for the specified Uzi Joes.  At that
point, use the M-Tank (since waiting for just before the tank makes no sense
when you don't need special weapons in the anti-gravity sections), then collect
the other on your way up.  From here, you can allow yourself up to three T. Blow
plus whatever weapon energy you pick up gives you unless you feel you need the
weapon for the Wily Capsule, in which case you should use only Laser Trident and
Jewel Satellite for WC3's final hall.  If you need to fill up for whatever
reason after the shark sub, although they're tough to kill in terms of the
damage they take, the stompers are an otherwise easy farming source.

- The twin devils have a VERY obvious pattern.  Study the walkthrough, practice
in Time Attack, and this will only go wrong via player error.  Do NOT miss any
bombs here, you want all you can get for Wily.

- Try to enter the teleportation room of WC4 with at least the following
on-hand:

Concrete Shot   - 7 shots (optional, Galaxy Man is easy)
Laser Trident   - 10+ shots (five lines)
Black Hole Bomb - 2
Tornado Blow    - 1, 4 if you want Tornado Blow for the Wily Capsule
Mystery Tank    - 1

If you can at least get by with that and use the Mystery Tank during the Magma
fight at the earliest, you should be fine.

- Remember that thing about Wily being a gamble?  Wily Castle 4 IS the gamble.
The following factors will illicit screams of frustration when they don't play
nice together:

- Concrete Man not cornering his prey (you).
- Magma Man dying as quick as possible, which means a T. Blow double hit, M-Tank
use, or some good evasion practice.
- Tornado Man staying grounded, or at least not pulling Concrete Man's usual
shenanigans.
- Plug Man not leaping to Mega Man's grave.
- You have enough Black Hole Bomb and Tornado Blow for Wily.

If any of those don't hold true, there will be problems.  Whether or not
"problems" means "reset"....

For Galaxy Man, this isn't a hard fight at all, but whether you use Concrete
Shot sparingly or liberally depends on when you plan to use the WC3 M-Tank.

The two bomb strategy is recommended for Jewel Man.  You want as many bombs for
Wily as you can get your grubby hands on, perhaps the same for Tornado Blow.

All the same, use the four Tornado Blow from the first fill-up on Magma Man; do
not take a chance on that fight.  You can't always predict his movement, and if
he goes the wrong way once, it's over.  If the double hit doesn't pan out, hit
the M-Tank and use a fifth tornado.

Against Plug Man, the best course of action is to fire when you know he isn't
going to fire a Plug Ball before you can hit him, and when there are Balls
present, hide within Jewel Satellite.  If a Satellite does miss, get away from
him and use the Mega Buster to lower his health by 4, if not in one round, then
between Satellites.

Wily 1 is not usually a problem, but should things look bad, Laser Trident's
area of effect can be really, really strong against this boss.

Wily 2 can become a nuisance because of the flamethrower, especially when he
stays along the ground.  Learn to manipulate this in Time Attack or on a save
file before attempting this, but if an error does occur, get the BHB out.  Don't
bet on things not going wrong because the nerve factor is going to be insane
unless you're just dead inside.  Also, don't pause cancel the BHB too quickly.
Just... don't.

The worst part, of course, will be the Wily Capsule.  BHB and Tornado Blow are
godsends here.  First, get the free hit.  There's no real danger here.
Afterward, it's all skill and vacuums and maybe Rush Coil if daredevil is the
word of the day.  What's in the walkthrough applies here, but as has been said
before, "perfect" it.  Beware the randomosity factor by being ready to pause on
a dime and you should be fine, as long as you have an even mix of offense and
defense.

No one can hold your hand through Mr. Perfect, that's why it's the most
unpopular of all the challenges in the game.  It IS as bad as it seems.  The
question is whether YOU are bad enough to claim the title?

----------

10. Invincible
11. Almost Invincible - Clear the game without dying and without continuing
respectively.
Invincible       : 30 GP (360)
Almost Invincible: 20 GP (360)

Save after every stage you don't die on.  Clearing Invincible also clears Almost
Invincible, or you can just clear Mr. Perfect for both of these at once as well.
That's easier said than done, but it's true.

----------

12. No Coffee Break - Clear the game without using Energy or Mystery Tanks.
    10 GP (360)

Since you can use anything BUT those two items, grab a 999 screw file and do so.
Shock Guards, Beat calls, Eddie calls, Guard Power Ups, the Energy Balancer,
whatever.  If you're good at the game, this is cake anyway.  If it isn't cake,
good news!  You can pretty much buy your way out of it.

----------

13. Air Shoes - Clear the game without falling into any bottomless pits.

Just one tip: using a Beat call still invalidates this challenge.  Save or don't
suck.  Your call. :)

If you think a certain hole is too hard otherwise, remember that Rush Jet and
Concrete Shot are available.

----------

14. Mega Diet - Clear the game without picking up any normal energy pellets.
(CHMD)

The game says otherwise, but Hornet Chaser won't touch the eight in Wily Castle
4 required to beat the game (the latter because you can't teleport back to the
boss select room without picking them up), hence the word normal.

There are five key tips for clearing this challenge:

1. Do not run blindly through the corpses of enemies that die in your path.  If
they drop an energy pickup and you don't see it happen, you're gonna waste a lot
of time for nothing.
2. Don't use an Eddie call.  He may give you an energy pickup, which of course
ruins the challenge attempt.
3. Weapon energy pickups are allowed.  Grab as many as you want.
4. Be aware of the large energy in your path in Tornado Man's stage.  Concrete
Shot, Rush Jet, Hornet Chaser, or some very cautious jumping can eliminate this
vile threat.
5. Be aware of the large energy in your path in Wily Castle 3.  When you get to
the two Uzi Joes guarding the second anti-gravity shaft, there will be a large
energy that appears unavoidable.  The only way past it is to use Hornet Chaser
to move it either into a position where you can go over it or put it in the
wall.  The latter is not recommended; put it on the floor in front of Mega Man,
then head for the ladder, avoiding the pickup.  You will have to pause cancel
the hornet to ensure it doesn't bring it all the way back to you.

----------

15. Encore - Clear four stages using the same special weapon.

The best way to clear this is to either use Laser Trident or cheat by using Rush
Coil or Rush Jet, since the latter two allow you to use the Mega Buster all you
want as long as Rush has energy (which he won't lose as long as you don't use
him; summons don't result in energy loss, remember?) and as long as he is
somewhere on-screen.  You have to kill the bosses at the end for this to count.

----------

16. Peacekeeper - Clear the game by defeating only bosses and minibosses.
    20 GP (360)

Yeah, I reworded another one.  Sue me.

This one gets complicated because while you can damage any enemy, you can't kill
them, at least not yourself.  Suicides such as underwater mines exploding don't
count against you.  You WILL have to take damage, but not that much damage, to
clear this challenge.  The best recommendation available is to use a 999 screw
file and abuse Beat and Shock Guards where you can.  It's moderately difficult,
but only if your evasion is good.

As for boss and miniboss minions, no one cares if things turn into GTA: God Mode
Mayhem when they're the targets.  Basically, if Mega Man avoided killing
everything in Mega Man 7 but then put a bullet in Wily's head, he'd still have
earned this challenge.

----------

17. Conservationist - Clear the game by using the least amount of special
weapons possible. (CHCV)
    20 GP (360)

This and Encore cheated with Rush Coil/Jet don't mix, even though the latter
involves no weapon energy.  That's why the wording is different here.
Apparently merely summoning Rush too many times results in disqualification.

All of the first eight stages were designed to be possible with just the Mega
Buster, so use of special weapons until Wily Castle is prohibited.  If you can't
do Farewell to Arms or Trusty Sidearm, you're screwed.  If you just simply
haven't done them, you'll pick them up along the way.

For the Wily stages, this is a basic rundown of how Conservationist can go:

WC1: 2 Tornado Blow in the first two rooms, Rush Jet in room 3, Rush Coil for
the magma beam sections (Concrete Shot can be used in the three beam room), Rush
Jet for the room with the long stretch of spikes two rooms before the boss door.

WC2: Laser Trident for the first two blocks, Rush Coil in the one-block-wide gap
room, two Tridents in the underwater portion for required blocks.

WC3: None.

WC4: Concrete Shot, Rush Coil, or Rush Jet for the final laser.

Variances may work, but save first before running an experimental attempt.
Remember that it's the amount of times you use special weapons that matters, not
the energy required.

----------

18. Farewell to Arms - Clear four stages without using a special weapon and
then clear the game.

The latter is a requirement the game neglects to mention.

All of the first eight stages were designed to be possible with just the Mega
Buster, while the Wily stages mostly aren't.  The best stages to do this on are
Splash Woman, Concrete Man, Galaxy Man, and Hornet Man or Jewel Man.  Hornet
Man's biggest obstacle is the clock flower and the tape measure course
afterward, while Jewel Man himself is arguably just as annoying as both put
together.  Hornet Man isn't much of a threat as long as the hornets can be
dispatched in short order.

----------

19. Gamer's Day - Clear the game five times in one day.
    20 GP (360)

Just load an endgame save and beat the Wily Castle stages five times.  Or mess
with the Wii clock as needed.

----------

20. Daily Dose - Clear the game once a day for three days.

Same as Gamer's Day, only if you want it faster than three days, you'll have to
mess with the Wii clock.  Change the date to tomorrow, beat the game, then the
next day, and beat it again.

----------

21. Whomp Wily!
22. Truly Addicted
23. Truly Hardcore - Clear the game once, 10 times and 30 times respectively.
Whomp Wily!: 5 GP (360)

Same as Gamer's Day and Daily Dose, only now you don't have to mess with the
clock.

----------

24. Conqueror
25. Vanquisher
26. Destroyer - Kill 100, 500, and 1000 enemies respectively.
Destroyer: 20 GP (360)

Play the game.  Or sit under the pipes in Plug Man's stage that spawn enemies
and wait it out with Jewel Satellite.  Wily Castle 1 works too.

----------

27. World Warrior - Defeat every type of enemy in a single playthrough and
clear the game. (CHWW)
    5 GP (360)

Annoying how I keep filling in the blanks, eh?

Kill everything that can be killed outside of bosses and minibosses, including
enemies that change status like the balloon enemies in Tornado Man's stage
(inflated and deflated).  Boss/Miniboss minions don't count, while bosses and
minibosses have to be destroyed to progress anyway.  Note that the ball shooters
in Hornet Man's stage don't count since they're invincible, and that Mega Man
must be responsible for at least one death for each enemy.  Suicides like
exploding underwater mines and shadow clones running into spikes don't count;
World Warrior is a challenge best attempted at the same time as Double Trouble
with that in mind, given that ammo constraints won't be nearly as troublesome as
they will be in the final stages on RM stage revisits.

Here is a chart of each enemy, whether Black Hole Bomb/Tornado Blow is required
to get the kill (though in most cases another specific weapon can also do the
job and is mentioned in the description where applicable), its true name as
listed by the Mega Man Wiki and/or RockmanPM (both are linked in the credits),
and a short description of what they look like/what name the walkthrough might
have given them instead so a subsequent lookup is rendered unnecessary.  Enemies
are sorted by general and by stage.  While the sort may not be entirely
accurate, it will be by the easiest way to find each enemy.  The first column,
X?, is where you should check off enemies if you want to use the chart for that
purpose.

General

 X?|BHB/TB?|Name               |Description
---+-------+-------------------+---------------------------------------------
   |Yes/No |Metall Beta        |Hard hats, AKA Mets
   |  No   |Machine Gun Joe    |AKA Uzi Joe for its weapon, uses a shield
   |  No   |Shield Attacker RX |Red shield with eyes and rocket boosters
   |  No   |Classic Cannon     |Turret that fires exploding balls
   |  No   |Big Stomper        |One-legged large enemy that guards boss doors

Splash Woman

 X?|BHB/TB?|Name               |Description
---+-------+-------------------+---------------------------------------------
   |  Yes* |Okosutobon         |Underwater mine
   |  No   |Octone             |Stationary octopus enemy that shoots ink balls
   |  No   |Tropish            |AKA drillfish, attacks from off-screen
   |  No   |Sakrets            |Moving wall turret

* - While it does push them upwards, they will not die from Tornado Blow.
Ceilings and the water's surface will stop them, and if the latter doesn't
appear to exist in a given underwater area, you'll only push them off-screen.
Black Hole Bomb MUST be used to kill a mine to complete this challenge, but
thankfully you can also find them in Wily Castle 2, so a revisit or starting
with Galaxy Man first isn't really necessary.

Concrete Man

 X?|BHB/TB?|Name               |Description
---+-------+-------------------+---------------------------------------------
   |  No   |Detarnayappa       |Appears from pits to shoot
   |  No   |Hoohoo             |Birds that drop boulders
   |  Yes  |Spine              |Spiky disc also in Jewel Man, can die by C. Shot
   |  No   |Deispider          |Spider enemy that also appears in Jewel Man
   |  No   |Bombomboy          |Tree-like enemy

Galaxy Man

 X?|BHB/TB?|Name               |Description
---+-------+-------------------+---------------------------------------------
   |  No   |Adamski            |UFO-like spinning saucer
   |  No   |Bunby Catcher      |Usually referred to as grabbers
   |  No   |Petit Devil Green  |Floating green eye
   |  No   |Petit Devil Yellow |Floating yellow eye
   |  No   |Mini Devil Green   |Floating miniature green eye
   |  No   |Mini Devil Yellow  |Floating miniature yellow eye

Jewel Man

 X?|BHB/TB?|Name               |Description
---+-------+-------------------+---------------------------------------------
   |  No   |Caricarry          |Mine cart, also in Hornet Man
   |  No   |Spin Cutter        |Leaf-like enemy that moves quickly upon landing
   |Yes/No |Diarn              |Flying jewel; other weapons work only when open

Plug Man

 X?|BHB/TB?|Name               |Description
---+-------+-------------------+---------------------------------------------
   |  No   |Telly X            |Pipe enemies that slowly crash into you
   |  Yes  |Smaplar            |Spark-like fiend, also killed by Jewel Satellite
   |  No   |Shadow (character) |A shadowy replica of your current character/form

Tornado Man

 X?|BHB/TB?|Name               |Description
---+-------+-------------------+---------------------------------------------
   |  No   |Balloonboo         |Floating enemy attached to a hot-air balloon
   |  No   |(flying) Balloonboo|Balloonboo after the balloon has been punctured
   |  No   |Balloon            |Balloonboo's balloon after the robot's defeat
   |  No   |Nombrellan         |Umbrella enemies in the rainy areas

Magma Man

 X?|BHB/TB?|Name               |Description
---+-------+-------------------+---------------------------------------------
   |  No   |Popo Heli          |Flying flamethrower-equipped enemies
   |  No   |Jump Roller        |Rolling enemy that spews fire while on lava
   |  No   |Fire Totem         |Totem pole that springs up to launch fireballs

Hornet Man

 X?|BHB/TB?|Name               |Description
---+-------+-------------------+---------------------------------------------
   |  No   |Flower Presenter T |Flower pot that launches flower-like missiles*
   |  No   |Flower Presenter M |Flower pot that launches flower-like missiles*
   |  No   |Scissascissor half |Half of the flying hedgeclipper enemy
   |  No   |Scissascissor      |Hedgeclipper enemy after combining
 X |  N/A  |Bokazurah          |Ball shooters, cannot be destroyed
   |  No   |Flower Presenter C |Flower pot that launches cactus-like missiles

* - One launches yellow missiles, the other red, but I haven't the slightest
clue which one is which.

Wily Castle 1

 X?|BHB/TB?|Name               |Description
---+-------+-------------------+---------------------------------------------
   |  No   |Kakinba Tank       |Shield tank that always starts off asleep

Wily Castle 2

 X?|BHB/TB?|Name               |Description
---+-------+-------------------+---------------------------------------------
   |  No   |Illusian           |Movie projector-like enemy, makes fake platforms

Wily Castle 3

 X?|BHB/TB?|Name               |Description
---+-------+-------------------+---------------------------------------------
   |Yes/No |Camouflametall     |Met that hides under a fake 1-up

----------

28. Trusty Sidearm - Defeat the eight robot masters with the Mega Buster.
    20 GP (360)

Refer to the walkthrough.  Remember that you can do this purely in Wily Castle 4
if you prefer.

----------

29. Pack Rat - Have 999 screws in inventory.

Plug Man.  Pipes.  Jewel Satellite.  Move along.

----------

30. Valued Customer - Purchase all items.

Get a 999 screw file and buy one of every item in the shop, including Mega Man's
helmet.  This should be awarded immediately.  If not, see a doctor that doesn't
resemble a balding Albert Einstein.

----------

31. Shop A Holic - Purchase 30 items on one playthrough.

Another one that should be awarded immediately.  Put that Pack Rat file to use,
buying hairstyle books and helmets over and over until the game signals the
challenge's completion.

----------

32. Last Man Standing - Finish off all bosses with one pixel of energy left at
least once, including the Wily Castle bosses. (CHLM)

Pay VERY close attention to the way I rephrased that, because it makes this
challenge a LOT easier.

All you have to do is finish every boss with one line of energy remaining one
time.  This is made difficult by the fact that many bosses have this annoying
habit of doing only even numbers of damage, requiring damage from an outside
source prior to the fight.  Here are the damage numbers for each boss:

Splash Woman : 3 (fish), 4 (contact), 6 (Laser Trident)
Concrete Man : 4 (Concrete Shot), 5 (contact)
Galaxy Man   : 4 (BHB and contact)
Jewel Man    : 4 (Jewel Satellite and contact)
Plug Man     : 4 (contact), 5 (Plug Ball)
Tornado Man  : 4 (Tornadoes and contact)
Magma Man    : 2 (uncharged Magma Bazooka), 4 (Magma Bazooka and contact)
Hornet Man   : 4 (Hornets and contact)
Spike Shooter: 3 (shot), instant death (contact with spike balls)
Shark Sub    : 4 (missile and minishark), 5 (contact and laser)
Twin Devil   : 4 (contact)
Wily         : 4 (projectiles and capsule contact), 5 (dragon contact)

Once you do the math (I'll assume you can add and subtract; I mean, you're
attempting this challenge, you clearly have time on your hands), a few problem
bosses pop up, and here are their solutions assuming they're fought in their
respective stage:

Galaxy Man  : The UFO's in the two rooms prior to the boss door do three damage.

Jewel Man   : The light discs that fall from the sky do three damage.

Tornado Man : The Uzi Joe prior to the rain areas does three damage on contact.

Magma Man   : Those rolling, jumping enemies do three damage.  Otherwise, use a
Guard Power Up and Tornado Blow to get Magma Man to do one damage if you have
screws to spare.

Twin Devil  : The next-to-last Uzi Joe can hook you up with three damage on
contact, along with the turrets guarding him if you touch them (their shots do
four, however).  If you don't plan on getting Last Man Standing purely in Wily's
Castle, the 1-Up Met near the end can deal one damage if you use a Guard Power
Up, however bad an idea this may be for most players.

The basic strategy is simple.  Once you know you can reach one pixel, bring the
boss down to where you can easily kill it in one hit.  At that point, allow or
make Mega Man take damage until he reaches one pixel, and finish the fight
before you become vulnerable again.  You only have to finish each boss's final
form, making the Shark Sub and Dr. Wily much easier than they may initially
seem.

You can do this challenge purely in Wily's Castle.  In WC4, start on a boss that
does odd damage, and when the fight is over, you'll rise from one to eleven
energy.  Use a Guard Power Up.  Each boss has some method of dealing four, or in
this case, two damage; take advantage of this to clear the challenge.

If you need to save after every boss, this is possible.  If you save after doing
a Wily Castle boss for the challenge successfully, you can reload the save later
and you won't have to do that particular boss again, for the challenge anyway.
Of course, you'll have to go through all of the stages again if you quit the
castle at any time.

----------

33. Survivor - Defeat a boss with only one pixel of energy left.

See Last Man Standing and apply to one boss.

----------

34. Hard Rock - Reach a boss's room without getting damaged.

See Mr. Perfect and apply to one stage.

----------

35. Heavy Metal - Reach a boss's room without shooting.

You can only do this in stages without minibosses or anti-gravity chambers.
Splash Woman, Galaxy Man, Plug Man, and Tornado Man are the only places in which
you can do this.  Splash Woman is the obvious choice as it requires the least
amount of violence among the four by far.

----------

36. Speed Metal - Reach a boss's room without stopping.

The specifics on this are unknown, but the method of achieving it is very
simple; never let Mega Man stop moving.  Even if that means taking a hit, don't
let him stop moving.  That's it.  Galaxy Man is a great place for this.

----------

37. Fantastic 9 - Have 9 lives in inventory.

180 screws will be (more than) enough to clear this challenge.  Just hit the
shop and buy your way to 9 lives.

----------

38. Fully Unloaded - Hit a boss with all special weapons and then kill it.

This can only be done in Wily's Castle.  Otherwise self-explanitory.  It is not
recommended that you do this with the WC1 boss, spike shooters, as it appears
one of the requirements of the challenge is that all weapons do some sort of
damage.  All damage against this boss must be indirectly caused by the spike
balls in each of the corridors, and while this may not make it impossible as
long as each weapon directly causes a shooter to be destroyed at one time or
another in a single fight, it is still easier to pull this off against the shark
sub's face or in a robot master rematch in Wily Castle 4.

----------

39. Blue Bomber - Defeat a boss without getting damaged.
    10 GP (360)

See Mr. Perfect and apply to one stage, or just go beat Galaxy Man.

----------

40. Eco Fighter - Defeat a boss with only the Mega Buster.

The real challenge would be to NOT earn this challenge.  Rush Coil would have to
be employed somewhere in the first fight.

----------

41. Marathon Fight - Fight a boss for 10 minutes.

The best way to do this challenge is to use Jewel Satellite to deflect a boss's
projectiles and/or minions for 10 minutes.  Hornet Man and the Shark Sub's tail
make excellent targets for this challenge.  A forum post brought to light that
you can't just sit there for 10 minutes, however, so it's recommended you evade
Hornet Man, or maybe just hold right at the Shark Sub.  The game's not that
smart, so the latter should work.

----------

42. Quick Draw G
43. Quick Draw C
44. Quick Draw S
45. Quick Draw H
46. Quick Draw J
47. Quick Draw P
48. Quick Draw T
49. Quick Draw M - Defeat the appropriate robot master in 10 seconds or less.

Follow the strategies in the walkthrough utilizing weakness.  Galaxy Man will be
the biggest headache by far, requiring more luck than skill.  No walkthrough can
help with situations dealing with pure luck.

----------

50. Quick Draw X - Defeat Wily in three minutes or less.

I'd say "final boss," but challenge 21 makes it pretty clear who the "final
boss" really is.  Capcom didn't even try to hide it.

Just be aggressive.  You've got three minutes, and you can freeze the timer
while in the subscreen if you need a breather.

-----------------------------------------------------------------------------
9. Miscellaneous
-----------------------------------------------------------------------------

-----
Special Stage walkthrough (WTSS)
-----

Room 1

- This room starts with two tough stompers, the second up high.  You can use
Rush Jet to go over both or fight it out, but be careful with your jet fuel.
Try to deactivate the jet after clearing the second stomper.

- The carts should be dealt with using Concrete Shot to ensure they don't get in
their final attack.  This is a Time Attack stage, after all.

- The second pit launches the flying shooters, but fortunately, you start out
high enough above the pit that you can just jump it without worrying about this.

- You can ignore the floating enemy preceding the third and fourth pits if you
just run for it.

- As you cross the third pit, the first of three upcoming shield flamethrower
enemies will appear.  Jump to the platform above to dodge the first, then
destroy the next two with Laser Trident.

- The next two pits have met guards, and the two after that launch the flying
shooters.  Well-timed shots can take the mets, while the shooters can eat Plug
Ball, or you can use Rush Jet to sail over the whole mess.  A final blue stomper
guards the ladder; make him eat charged and uncharged Magma Bazooka.

- For speed, Rush Coil to the top of the ladder.

Room 2 - When you reach the ladder's top, use Concrete Shot to block the laser
and then jump across.  For speed, you can jump off the ladder while firing a
shot.  Use Rush Jet to leap over the shield tank.

Room 3

- Dodge the Tornado Blow platform entirely with Rush Jet.  Use it again to evade
the shield tank and sail over the four pits that release flying shooters.
You'll have to deal with shield attackers, and maybe the bullets of the
shooters.  If there are bullets in play, wait until you can evade before
leaving the jet if you have fuel to spare, if not, use Jewel Satellite or a
well-timed BHB to deal with the attack.

- The first shield attacker stays on the ground and is easy to dodge, but the
last two appear one on top of the other; use Laser Trident to get through this.

Room 4 - Clock Flower.  The only difference here is that you start on the right
side instead of the top middle platform.  Scramble to said platform ready to
throw five Concrete Shot out to either side, but if it doesn't appear, go back
to the tactic of taking damage to get in its face for the kill.  The exit will
appear in the lower left area as usual.

Room 5 - Use Rush Jet if you have it, otherwise, have fun with the nauseating
jump and the stupid met guarding the platform.  You'll have to halt forward
momentum in front of the spikes and then restart it as soon as you fall beneath
them.  You should have the Rush Jet fuel to avoid having to make this jump.

Room 6 - Boulder miniboss.  Use Hornet Chaser to drag him out of the ceiling and
Plug Ball to finish him.

Room 7 - Either use Rush Coil to propel yourself up the ladder faster or refuel.
There are eight small weapon energy and one large life energy to be had.  Ready
your Magma Bazooka for the next room.

Room 8 - Ball Elephant (green).  Charge up the Magma Bazooka and get within two
blocks of the ball.  When it's thrown over you, shoot the elephant point blank
three times and move on.

Room 9 - UFOs!  For speed, don a Jewel Satellite and climb the ladder.  For item
gathering, use the Laser Trident or Black Hole Bomb.  Tornado Blow will kill
them all of course, but it won't leave any items.

Room 10 - Changkey Dragon.  Set up Rush Coil on the second individual block
right from the ladder, hop up and blast it in the face five times with Concrete
Shot.

Room 11 - For speed, use Rush Coil and Tornado Blow to reach the powerup and
refuel Tornado Blow.  The T. Blow will have cleared the path to the ladder.
Otherwise, use Jewel Satellite or caution when approaching both the powerup and/
or the ladder.

Room 12 - Use extreme caution with the flying jewels, or jump off the ladder,
turn around, and quickly summon Rush Coil onto the ladder itself.  Do not use
the coil until the jewels' shots have gone overhead.

Room 13 - Head left.  Keep Rush Coil on.

Rooms 14, 15, 16 - Shark Submarine

Play this exactly how you would in Wily Castle 2.  Use Rush Coil to springboard
up and fire Laser Tridents at the missile silos, preferably one at a time and
spaced out so you at least get two hits, if not three.  If a missile is
remaining, finish it off when the tail is coming toward the ground, then destroy
it with Tridents.

For the midsection, three Tornado Blow, then two small Magma Bazooka, one for
each minishark spawn point, will finish it.  The last Tornado is needed for
room 17.

For the face, you can use charged Magma Bazooka for 8 damage if timed right
(fire from the left side of the individual block in front of the mouth), though
if you use it on the first round, you may end up dragging the fight out with bad
timing, so be careful.  Even worse, if the shark opens his mouth too late,
there's no way to use the bazooka correctly.  Use Laser Trident afterward until
the mouth closes, then repeat.  The shark always fires a volley of four lasers,
one after the other with less than a second's worth of time in-between.  Unless
you're looking for speed, stick to the Trident.

Room 17 - If you're quick, you can use one Tornado Blow not only to clear all
the flower plants and jump to the low block just above and to the left of you,
you can also jump to the top middle block.  Whatever happens, Tornado Blow
should clear out this room, and you can climb it without any problems or need
for special weapons.

Room 18 - The 1-Up is really a Met (there aren't any 1-Ups in Time Attack,
remember?).  Use Hornet Chaser to kill it at least before you attempt to grab
the real powerups.  The boss awaits.  If you feel like you need to power up
first (and you're not looking for a fast time of course), you can return to the
previous room to farm from the flower plants.

=====
Fake Man (FMBS)
=====

Damage chart       | MB | LT | CS |BHB | JS | PB | TB | MB  | HC
-------------------+----+----+----+----+----+----+----+-----+----
Fake Man           |  1 |  1 |  1 |  1 |  3 |  1 |  1 | 1/1 |  1

This robot master is very predictable.  When Mega Man isn't attacking, Fake Man
will walk into him.  When he does attack, Fake Man will launch into a pattern.
First he'll jump away from Mega Man, firing two shots as he's coming in for a
landing.  These shots are angled so you have to jump between them to dodge
effectively.  Then he'll jump above you, firing two shots individually directly
at Mega Man, one as he goes up and one as he goes down.  When he lands, he'll
jump up, firing two last shots that are meant to be leapt completely over.  His
final landing ends with him reloading his weapon, meant to be styled after a
six-shot revolver, leaving him vulnerable for just longer than a second.

Once you master this pattern, Fake Man is an easy opponent.  However, all damage
he deals is worth four points, and his weakness, Jewel Satellite, only does
three damage to him.  Reflected shots deal one.  You will need to use Magma
Bazooka in this fight for any sort of speed.  Take advantage of the moments when
he stands still or walks right up to you to launch the Bazooka, while the
Satellite can be thrown if you can time it so that it hits without reflecting
one of Fake Man's own shots back to hit him.  This fight will only be difficult
if you don't have the energy left or the experience to take him with said energy
loss.

-----
Glitches and bugs (GLBG)
-----

Zipping opportunities

NOTE: "Zipping" is the term for going through a solid wall or object that should
be impossible to walk through.

- If you get caught inside a C. Shot block you created and jump diagonally, the
block will force you out to the nearest side.  This can be done with many
enemies such as fire totems (easy) and even Mets (hard), but if a block isn't
created, there's no zip to be had, such as with the huge stompers like at the
end of Hornet Man's stage.

- Use a combination of Rush Coil/Rush Jet to exit the Changkey Dragon room in
Magma Man's stage through the upper-right corner.  This, unfortunately, is a
very minor zip as there's no floor for Mega Man to stand on.

NOTE: The following is a guess, as only two people are known to have done it.

- The infamous Concrete Man instant kill zip.  When he fires three C. Shot at
once, you're supposed to get hit by the front shot, then have the middle shot
land on Mega Man in such a way that it becomes a block instead of just hitting
him.  The falling block may somehow shove him into the ground, where Laser
Trident can end the fight in one hit and Beat will pull you back up above
ground.

Proto Man's shield blocks Grabbers -

If a Grabber attempts to latch onto Proto Man, but makes contact with his shield
first, it will go right through him.  This is most often encountered with the
first Grabber in Galaxy Man's stage when using Proto Coil to catapult into the
enemy, and can be avoided in that instance with constant shooting so Proto Man
puts the shield away.

=====
Undetermined
=====

Saving after defeating Wily in Proto Man Mode has no purpose -

After the game is over in normal, Hero, Superhero, or Proto Man Mode, you have
an opportunity to save the game.  Files saved at this point retain the number of
screws you have, but nothing else.  To that end, it is a mystery why you are
allowed to save after clearing the game with Proto Man since he has no shop or
screws, and therefore nothing to save at the game's end.

=====
Fixed bugs
=====

Freeze-ups when checking downloaded DLC descriptions -

When you go to access DLC descriptions for downloaded content you have already
downloaded, you can see the description, but hitting Back results in a lockup
after the main screen goes black.  This bug disappeared with the October 20th
DLC release.

-----------------------------------------------------------------------------
10. Credits (CRTS)
-----------------------------------------------------------------------------

=====
Challenge tip credits
=====

Due to the fact that I can't back up and erase my save data to do some tests, I
had to rely on others for a few random insights.  A big thanks to all who were
able to help!

Vixy - Provided data on Bust A Move.

SubwoofersIcecream - Clarified whether you could save Last Man Standing progress
for Wily Castle bosses.

=====
General credits
=====

N64Mario - Discovered the DLC freezeup bug.  Credit also goes to those who
commented on the video pointing out that it had been fixed.  I also used his
Endless Attack videos to do the guide for that mode, and the numbers indicate
where the normal areas appeared in said clips.

n00bsaib0t - Provided info on XBox 360 pricing schemes and leaderboards.

Vixy - An unfortunate loss in her 60% single segment Challenge run saved me the
trouble of testing whether the Guard Power Up lasts through death.

Lenophis - General editing help.

-----
Links (CRLK)
-----

http://www.rockmanpm.com/ - Vixy's site.  Friendly community, strange speed runs
(like the 60% single segment Challenge run)... good enough for me to link! :P
It also has the boss damage chart I used to make the individual charts I created
for the bosses (in my own format of course)... for the main game at least.

http://megaman.wikia.com/ - Mega Man Wiki.  If you need something revolving
around the storyline instead, you can either use another guide, or you can use
the wiki instead.

http://www.vgmaps.com/ - Has full-color maps of the eight robot master stages.

-----
Speed run links (SRLK)
-----

Speed Demos Archive - http://speeddemosarchive.com/

Hosts the fastest Time Attacks and All Clears in existence... or it will, at
least.  Right now it just hosts one of the fastest New Game Single Segment runs
ever done.

YouTube channels (that aren't mine):

http://www.youtube.com/user/MegaDestructor9 -

He has not uploaded any level yet where he didn't (eventually) take the world
record.  The path of destruction this guy is on is horrifying, and he's only
been defeated once so far.

http://www.youtube.com/user/agwawaf - TO's runs.  The Special Stage and Tornado
Man levels are still the fastest out there.

http://www.youtube.com/user/TrevorSeguin - Trevor's Plug Man run is a must watch
for anyone who has played this game.  

-----------------------------------------------------------------------------
Copyright 2009 Master ZED
The Unoriginal White Sheet: http://masterzed.cavesofnarshe.com/
ZED's Gaming Demo Feed:     http://www.youtube.com/user/MasterZED
Mega Man 9 2008 Capcom/Inti Creates
I'm not responsible should anything stated in this FAQ/guide do anything.
I'm not responsible should anything stated in this FAQ/guide do nothing.
I'm not responsible for whatever you or anyone else do with this FAQ/guide or
the contents within it.
I'm not responsible for whatever you or anyone else don't do with this FAQ
/guide or the contents within it.
The only places you should find this guide are GameFAQs and ZED's Unoriginal
White Sheet.
All rights reserved.
-----------------------------------------------------------------------------