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    FAQ/Walkthrough by CMoriarty

    Version: Final | Updated: 08/14/02 | Search Guide | Bookmark Guide

                                M E G A   M A N   I I
       A Comprehensive FAQ/Walkthrough for the Game Boy Version of Mega Man II
                                                  | By Colin Moriarty (CMoriarty)
                                                  | E-Mail:   cmoriarty311@cs.com
                                                  | Date:         August 14, 2002
                                                  | Version:                FINAL
    This FAQ, and all 26 other of my FAQ/Walkthroughs, are now dedicated to the 
    over 6,000 innocent people killed in the World Trade Center and Pentagon 
    terrorist attacks in New York City, New York, and Washington, D.C., on 
    September 11, 2001. To all of the innocent working people, and FDNY Firemen, 
    as well as other emergency workers, you will always be remembered. We won't 
    stop until we bring these criminals to justice, your deaths were NOT IN VAIN! 
    God Bless America, death to all terrorists of all races everywhere.
            -> http://www.gamefaqs.com/features/recognition/4280.html <-
    PLEASE NOTE: This document was created using Microsoft Word with a 6.5" 
    width, and is best viewed using either your browser (preferably MSIE 5.0 or 
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    jumbled up and not quite right looking, it's not the guide, but your screen 
    and computer settings. If you do experience this problem, you probably have 
    your screen settings on 640x480 pixels or less, which is rare but hey, it 
    could be you. Sorry about whatever problems this may cause.
    IGN.com is now allowed to host all of my FAQs. Although the disclaimer says only 
    GameFAQs can use my FAQs, IGN.com is now a legal host of all of my work.
    *****For easy navigation, press CTRL + F and type in your search string.*****
    T A B L E     O F     C O N T E N T S...
    ---------     ---     ---------------
    I.)........... | Legal Disclaimer
    II.).......... | Versions of the Guide
    III.)......... | Introduction
    IV.).......... | Storyline/Plot
    V.)........... | Characters
    VI.).......... | Robot Masters
    VII.)......... | Controls
    VIII.)........ | WALKTHROUGH
    IX.).......... | Game Ending (SPOILERS!)
    X.)........... | Weapons
    XI.).......... | Items
    XII.)......... | Rush Adaptors
    XIII.)........ | In Closing
    XIV.)......... | About the Author
    ----------------S E C T I O N   O N E   -   D I S C L A I M E R--------------
    This guide/FAQ/walkthrough is copyrighted (c) 2002 to Colin Moriarty, and is 
    the intellectual property of Colin Moriarty. This guide/FAQ/walkthrough is 
    only to be found on GameFAQs (http://www.gamefaqs.com). If you are reading 
    and/or found this file ANYWHERE else but GameFAQs, please contact the author, 
    Colin Moriarty, immediately, at cmoriarty311@cs.com. This 
    guide/FAQ/walkthrough is protected under International Copyright Laws, and it 
    is prohibited to take any piece of this document and reproduce it in anyway 
    without the written consent of the author, Colin Moriarty. Any website or 
    other medium found to have this document without permission will be dealt 
    with to the fullest extent of the law.
    Please don't e-mail me and ask to have this document on your webpage. It's 
    toofrustrating for me to keep track of all of the webpages that have my 
    document(s) on their page, especially the smaller, domain-less fan sites. 
    GameFAQs (www.gamefaqs.com) is the only, and I repeat, THE ONLY webpage 
    allowed to have this document on his website, GameFAQs.com. CJayC, owner and 
    operator of GameFAQs is the only person allowed to use this document on a 
    webpage, so please, I repeat once more, no e-mails regarding using this 
    document on your webpage. If you do e-mail me about it, your e-mail will be 
    promptly erased and ignored.
    You ARE allowed to download this off of GameFAQs and keep it on your 
    computer's harddrive for personal use, as long as the document is not edited 
    or otherwise distributed except for personal use. You can even print out the 
    entire FAQ or portions therein to share with a friend who also needs help in 
    the game. Just please don't distribute it as your own, sell it for profit, et 
    cetera. Well, you guys get the idea.
    ------------------S E C T I O N   T W O   -   V E R S I O N S----------------
    This version of the guide currently the first, last and final version of this 
    FAQ, aptly named VERSION FINAL, even if it's the only version. =)
    Version Information:
    Version: FINAL
    Date: August 14, 2002
    Percent Complete: 100%
    Version Entails: Everything is complete. Hence, I've made this the FINAL 
    version of this FAQ!
    NONE! The current version is the first, last, and only version of this FAQ.
    ------------S E C T I O N   T H R E E   -   I N T R O D U C T I O N----------
    The Mega Man series is one of the most popular video game series on the 
    planet. With six games on the Nintendo Entertainment System (NES) and one on 
    the Super Nintendo and Playstation, the Mega Man series is world-renowned for 
    greatness. (and if you e-mail me about how I missed the X games here, you 
    know nothing about Mega Man - they aren't even the same series).
    However, some people don't know that the Mega Man series also graced 
    Nintendo's little handheld that started the entire handheld phenomenon. Five 
    (!) Mega Man games graced the Game Boy, and this FAQ/Walkthrough is for one 
    of them - Mega Man II.
    The interesting thing about the Game Boy Mega Man games is that they 
    basically mix and match Robot Masters into and out of the game. For instance, 
    in the original Game Boy Mega Man (called Mega Man in Dr. Wily's Revenge), 
    eight Robot Masters appeared in the game. Elec Man, Fire Man, Ice Man and Cut 
    Man were in it from the original NES Mega Man, as well as Flash Man, Quick 
    Man, Heat Man, and Bubble Man from Mega Man 2. This basically excludes both 
    Bomb Man and Guts Man from the original Mega Man from any Game Boy Mega Man 
    game made. So when Mega Man II rolled around for the Game Boy in 1992, people 
    were curious which Robot Masters they'd use. "They already used four of the 
    eight original Mega Man 2 Robot Masters!" they exclaimed. Worry not, my 
    friends. The people at Capcom know what they're doing, indeed. 
    Mega Man II has four Robot Masters from the NES Mega Man 2, and four from the 
    NES Mega Man 3 (and the trend continues until the Game Boy's Mega Man V, 
    which they ditched Robot Masters completely in favor of Star Droids). In Mega 
    Man II, you'll find Air Man, Metal Man, Wood Man and Crash Man from Mega Man 
    2, and Needle Man, Magnet Man, Hard Man and Top Man from Mega Man 3. See, it 
    all works out in the end. But, you fight them in droves... you'll fight the 
    four Mega Man 2 Robot Masters first, and then the four Mega Man 3 Robot 
    Masters afterwards. Pretty neat, eh? Okay, so it's not that neat, but you 
    understand. =)
    Enjoy my FAQ/Walkthrough, and I hope it helps!
    -Colin Moriarty (cmoriarty311@cs.com)
    (P.S. - This guide is semi-barebones, so there is no password section here.  
    If you need passwords or other information this guide doesn't contain, Mandi 
    Paugh runs a fine Mega Man webpage, probably the best on the Internet, called 
    the Mega Man Home Page. Go there via the URL: http://www.mmhp.net. 
    -----------S E C T I O N   F O U R   -   S T O R Y L I N E / P L O T---------
    This short part of the FAQ/Walkthrough is the storyline of the FAQ. I 
    explained quite a bit of it in the introduction, so I've simply dedicated 
    this section of the FAQ to the storyline as seen in the instruction manual 
    that came with the game. So the following "storyline" is copyrighted (c) 1992 
    to Capcom, all rights reserved. These are their words, NOT MINE! (thanks to 
    World of Nintendo (www.world-of-nintendo.com) for a text copy of this 
    instruction manual so that I could just copy and paste the storyline instead 
    of having to copy it from my own instruction manual.)
    --Begin Story--
    "Light to Mega Man! Light to Mega Man! Come in Mega Man!!!!
    "Dr. Wily has broken into the Chronos Institute and stolen the experimental 
    Time Skimmer. We tried tracking him on radar, but he simply vanished. My 
    calculations show that he jumped approximately 37.426 years into the future. 
    I have no idea what he plans to do, but your can be sure that he'll be back!
    "In the meantime, Rush has sniffed out a few of Wily's robots guarding a 
    subterranean passage. Get over there and check it out. And remember, let's be 
    careful down there!
    "Light out!"
    --End Story--
    Again, the "storyline" above is NOT MINE, nor is it IN MY WORDS! It's 
    directly from the instruction manual that came with Mega Man II, and is 
    copyrighted (c) 1992 to Konami.
    ---------------S E C T I O N   F I V E   -   C H A R A C T E R S-------------
    Mega Man II doesn't exactly have an extensive amount of chracters in the 
    game. In fact, there are really only three non-Robot Master enemies in the 
    game worth mentioning. So here they are, a short little paragraph on each of 
    these characters for your reading enjoyment.
    >>>MEGA MAN<<<
    Well you're playing a Mega Man game, are you not? So naturally, Mega Man will 
    be in the game. Heh heh. Anyway, Mega Man is the character you play as in 
    this game. Many times Mega Man has faced off against his arch enemy, Dr. 
    Wily, and this game is no exception. With Dr. Wily traveling through time, 
    however, he is more dangerous than he ever was before, and hence makes Mega 
    Man's quest that much more necessary. But no worries - this "super fighting 
    robot" is just the man for the job.
    >>>DR. WILY<<<
    This evil madman was once Dr. Light's lab assistant. After creating Mega Man, 
    Proto Man, and six other Robot Masters, Dr. Light defected and attempted to 
    take over the world. Since then, he's changed sides many times, and has even 
    been thrown in jail. However, this time around, Dr. Wily is considered to be 
    at his most dangerous. Stealing the Time Skimmer from a world-famous 
    institute, Dr. Wily has traveled over three and a half decades in the future. 
    What could he possibly be planning? Well... whatever it is, I'm sure it isn't 
    something good. =)
    >>>DR. LIGHT<<<
    Dr. Light is the ultimate creator of Mega Man, the world's ultimate fighting 
    robot. In addition, he and Dr. Wily were once partners in the same scienfitic 
    venture to create robots that could help humans in everyday jobs, hence 
    making their lives easier, safer, and more enjoyable. After creating Proto 
    Man, Mega Man, Bomb Man, Guts Man, Cut Man, Elec Man, Ice Man and Fire Man 
    together with Dr. Wily, Wily left with six of the eight robot masters and 
    tried to take over the world. While Proto Man escaped and Mega Man resisted 
    re-programming, Dr. Wily's betrayal forever pitted Mega Man and Wily against 
    each other (even when Wily and Light once again joined forces in the 
    storyline for the NES' Mega Man 3).
    -----------S E C T I O N   S I X   -   R O B O T   M A S T E R S-------------
    Many people are drawn to Mega Man games because of the cool bad guys in them. 
    I know that as a child, I certainly was, and this made me uber-addicted to 
    Mega Man ever since. The boss bad guys are called Robot Masters, each of 
    which has special weapons, attacks, and weaknesses. Why Dr. Wily creates his 
    Robot Masters so that they're weak to other Robot Masters' weapons is beyond 
    me, but alas, he does. 
    This section is dedicated to the Robot Masters. There are eight of them, and 
    each have their own little description. They act differently than their NES 
    counterparts, so if you think you know about these Robot Masters and their 
    styles and weaknesses, think again. You know nothing! =D
    |  How to read the Character Profiles...                                       
    |  Name: The Robots' Name                                                     
    |  Number: His Number of Creation                                             
    |  Weapon: His Primary Weapon                                                 
    |  Height: The Robots' Height                                                 
    |  Strength: How Strong the Robot Is                                          
    |  Dexterity: How Well the Robot Uses His Weapon/Ability                      
    |  Intelligence: How Intelligent the Robot Is/How Smartly He Attacks          
    |  Agility: How Quick the Robot Is                                            
    |  Stamina: How Able-Bodied the Robot Is                                      
    |  Difficulty: How Difficult the Robot Is to Defeat In Battle                 
    |  Overall: Strength + Dexterity + Intelligence + Agility + Stamina +         
    |  Difficulty = The Total Number [divided by] 6                               
    |  Scoring:              |
    |                        |
    |  99-90 = Excellent     |
    |  89-80 = Very Good     |
    |  79-70 = Above Average |
    |  69-60 = Average       |
    |  59-50 = Below Average |
    |  49-40 = Bad           |
    |  39-30 = Very Bad      |
    |  29-00 = Terrible      |
    How I get these numbers that are on the Robot Master/Character profiles:
    For the Robot Masters, mainly, there are some simple AND some complicated
    calculations I perform to see how strong an enemy is. Because of the fact 
    that these are original, I would rather -not- share them with the public, 
    because they took me a long time to figure out and they are my own 
    calculation methods. If you're that interested in it, e-mail me. Just be 
    aware that these are as accurate as they get, 'kay? =)
    (these are in the order of their creation number)
    Name: Metal Man
    Number: #009
    Weapon: Metal Blade
    Height: 4'6"
    Strength: 50
    Dexterity: 60
    Intelligence: 100
    Agility: 63
    Stamina: 92
    Difficulty: 41
    Overall: 68 (average)
    Metal Man is a menace of sorts. He is quite agile and swift, but he won't
    attack you unless you attack him first! He'll jump around a bit, throw a 
    Metal Blade or two at you, but unless you move towards him or fire at him, 
    he'll stay stationary on the other side of his lair! Since he always fights 
    on a constantly moving conveyor belt, this gives him another advantage over 
    you, but that still doesn't make him that hard.
    Name: Air Man
    Number: #010
    Weapon: Air Shooter
    Height: 5'0"
    Strength: 81
    Dexterity: 60
    Intelligence: 90
    Agility: 35
    Stamina: 102
    Difficulty: 70
    Overall: 73(above average)
    Air Man is a large robot with a fan built into his body. This fan pushes 
    against Mega Man, keeping him away, while the shooter on his arm fires 
    tornados all over the place, which are extremely hard to avoid. Equip Wood 
    Man's Leaf Shield to get around this guy, and keep hitting/throwing Leaf 
    Shields at him to destroy him in no time.
    Name: Crash Man
    Number: #013
    Weapon: Crash Bombs
    Height: 4'8"
    Strength: 85
    Dexterity: 60
    Intelligence: 63
    Agility: 79
    Stamina: 67
    Difficulty: 50
    Overall: 67 (average)
    Crash Man (also known as Clash Man to some) is a fearsome robot and is 
    probably the most difficult robot master to defeat in the game, without the 
    aid of Air Man's weapon, the Air Shooter. Crash Man jumps around his lair 
    like a mad man and tosses his explosive Crash Bombs everywhere he goes. They 
    do damage even if they just hit you and don't explode. If they land on a 
    wall, run away! (as to not get hit by the explosion). Just fire the Air 
    Shooter at this guy until he's toast.
    Name: Wood Man
    Number: #016
    Weapon: Leaf Shield
    Height: 4'10"
    Strength: 74
    Dexterity: 80
    Intelligence: 79
    Agility: 33
    Stamina: 79
    Difficulty: 70
    Overall: 69 (average)
    Wood Man is a cinch with Metal Man's Metal Blades equipped. Wood Man has a
    shield of leaves that protect him as he hops closer and closer to your end of
    the lair. When he is done with that shield, he then chucks it at you and
    launches four leaves into the air that come down at Mega Man and are hard to
    avoid. Take out Wood Man best you can with the Metal Blades, just keep firing
    at him!
    Name: Magnet Man
    Number: #018
    Weapon: Magnet Missile
    Height: 4'8"
    Strength: 66
    Dexterity: 80
    Intelligence: 88
    Agility: 78
    Stamina: 81
    Difficulty: 65
    Overall: 76 (above average)
    Magnet Man has battle tactics that are quite effective. His primary weapon, 
    the homing Magnet Missile, is good against any robotic enemy, including Mega 
    Man. He also has a magnetic pull infrastructure that pulls metal object 
    towards him when he goes into magnetic mode. You'll wanna short Magnet Man's 
    circuits with the Needle Cannon.
    Name: Hard Man
    Number: #020
    Weapon: Hard Knuckles
    Height: 4'10"
    Strength: 95
    Dexterity: 80
    Intelligence: 65
    Agility: 41
    Stamina: 82
    Difficulty: 75
    Overall: 73 (above average)
    Hard Man is a huge Robot Master with a mission. Although he has a set and
    predictable battle pattern, he is still a formidable opponent. First, he
    shoots out his weapon, the Hard Knuckles, which semi-home in on his enemy.
    Then, he flies in the air, and comes crashing down to the ground head first.
    His special headgear let him avoid any injury from this. His attacks are
    devastating if he connects, so take him out with the Magnet Missiles you 
    obtain from Magnet Man.
    Name: Top Man
    Number: #021
    Weapon: Top Spin
    Height: 4'5"
    Strength: 35
    Dexterity: 80
    Intelligence: 50
    Agility: 71
    Stamina: 63
    Difficulty: 25
    Overall: 54 (below average)
    Top Man is one of the weaker Robot Masters in Wily's fleet, as his battle
    pattern is both weak and predictable. His pattern is like this: First, he 
    sends up three Tops in the air, and they shoot down at you. Then he goes into 
    a spinning top mode and shoots across the room... and he just repeats this! 
    The Mega Buster works fine on Top Man, although the Hard Knuckles have been 
    known to work as well.
    Name: Needle Man
    Number: #017
    Weapon: Needle Cannon
    Height: 4'7"
    Strength: 85
    Dexterity: 80
    Intelligence: 84
    Agility: 69
    Stamina: 77
    Difficulty: 84
    Overall: 80 (very good)
    Needle Man is looked at as a leader. His supreme strength and battle makes 
    him a virtue amongst the leagues of Robot Masters. Needle Man has no hands; 
    he instead has arm cannons built into both hand slots at his request, which 
    allows him to shoot twice as many Needle Cannon shots in battle. His head 
    also springs off at his enemy, the sharp needles on top of it piercing enemy 
    skin and armor. Use the Gemini Laser to calm him to his misery.
    ---------------S E C T I O N   S E V E N   -   C O N T R O L S---------------
    While playing any videogame, knowledge on how the controllers work is, of 
    course, quite vital. This section is dedicated to the control functions of 
    Mega Man 2...
    *D-Pad - The D-Pad (or directional pad if you're not into the whole brevity 
    thing) is that cross on the left side of your Game Boy/Game Boy Pocket/Game 
    Boy Color/Game Boy Advance. Press it left or right to make Mega Man walk left 
    or right. While climbing a ladder, pressing up or down will let you climb 
    either way. And, of course, while jumping, press on the d-pad which direction 
    you want to go simultaneously... this will let you jump effectively.
    *Select - The Select Button has no real function in Mega Man II.
    *Start - Press the Start button to select different things in the game, and 
    during the game, press it to access the main menu, where you can select 
    various weapons and items. Coming to this menu via the start button also is 
    the "pause" screen... so press the start button to pause as well.
    B Button - The B button allows you to shoot your arm cannon. If you select 
    another weapon on the main menu, you shoot that particular weapon (whichever 
    is equipped). That's the B button's function.
    A Button - Press the A button to jump. Pressing the A button in unison with a 
    direction on the D-Pad allows you to jump in a certain direction. Pressing 
    down/over and A will let Mega Man slide, as well.
    ------------S E C T I O N   E I G H T   -   W A L K T H R O U G H------------
    This section of the FAQ is the walkthrough. This section isn't written like 
    an RPG walkthrough. Instead, I give you "tips and tricks" for each stage in 
    the game, which is more effective and useful than giving you a walkthrough 
    for each stage. The game isn't hard my friends... so it'd be useless. 
    Instead, the tips and tricks will suffice for you just fine. At the end of 
    each stage walkthrough, a boss strategy will be there waiting for you, which 
    will, of course, be quite useful indeed.
    If you don't need tips and tricks, and simply just need an order to beat the 
    Robot Masters in (being that you can pick the order in which you fight them), 
    here's a little list for you:
    Metal Man (use arm cannon) -> Get Metal Blade
    Wood Man (use Metal Blade) -> Get Leaf Shield
    Air Man (use Leaf Shield) -> Get Air Shooter
    Crash Man (use Air Shooter) -> Get Crash Bombs
    Needle Man (use Air Shooter) -> Get Needle Cannon
    Magnet Man (use Needle Cannon) -> Get Magnet Missile
    Hard Man (use Magnet Missile) -> Get Hard Knuckle
    Top Man (use Hard Knuckle) -> Get Top Spin
    AND NOW... the walkthrough. BUT! This is the order I suggest going in. You 
    can go in any order you want, but this is MY order. No, I don't care about 
    your order, so don't e-mail me with it.
    *Much of Metal Man's stage is covered in conveyor belts. These belts can be 
    quite pesky, so be careful, as they'll automatically take you in whichever 
    direction they are traveling. You can see which way they are traveling by 
    observing the arrows at the beginning and end of each conveyor belt, which 
    will be pointing either left or right. If it's pointing left, the conveyor 
    belt will naturally be traveling left, and the same for the right.
    *More on the conveyor belt - running in the direction that a conveyor belt is 
    traveling will make you run QUICKER (as you're running along a conveyor belt 
    that is already traveling that way, combining the speed of both moving 
    entities). However, running against the current of the conveyor belt will 
    slow you down (and slowly move you backwards), but can save you from falling 
    off of the side of a conveyor belt or into an enemy. It's best to jump along 
    conveyor belts to travel, as long as you are able to (the ceilings aren't too 
    low, or there aren't spikes at the top, et cetera). It's the most efficient 
    way to traverse the conveyor belt system.
    *In the beginning sections of the stage, you will have to drop a few screens. 
    Each of the screens you'll be dropping on to are covered in spikes, and there 
    are only certain safe areas that you can land, so that you can move on. As in 
    all Mega Man games, these super harmful spikes will kill you in one hit, so 
    it'd absolutely be in lue of you to avoid them best you can. As you drop from 
    screen to screen, keep an eye out for the spikes below and move accordingly. 
    This section can be annoying, so be tenacious and patient.
    *Littering Metal Man's stage are these roving enemies that travel along many 
    platforms. You can't destroy them with your arm cannon, and they travel low 
    and fast. These small enemies will chase you if you jump on their platforms, 
    so when you do jump on their platforms, make sure to make haste to get off of 
    them as quickly as you can. If they hit into you, they suddenly stop moving 
    and spring in place, trying to do more damage. Make sure to avoid them best 
    you can.
    *Quite often, on this stage, you will encounter these clown enemies that are 
    running on tires. As soon as you see them, count down three seconds and then 
    they will fall from the sky and go after you. Aim your shots at the tire to 
    destroy both enemies simultaneously. If you kill only the clown, the tire 
    will still come at you and need to be killed as well, or you will be damaged 
    by it.
    *A few times in the stage you will encounter these spiked mechanisms that 
    slam down from above, and then go back to the ceiling, repeating this process 
    many times over. They do a lot of damage if you hit into them or if they slam 
    on you, so be very careful with them. They are sometimes concealed, and are 
    usually above conveyor belts, so keep an eye out for them. To safely travel 
    underneath them, wait until they are going back up to reset, then quickly run 
    (or better yet, slide) underneath them, to safety.
    *Along the conveyor belts about midway through the stage, these "corn cob" 
    looking mechanisms will start traveling from both sides of the conveyor belts 
    (out of the floor and ceiling) at you. They can damage you quite a bit and be 
    quite a nuisance. If you are following my walkthrough, you will have no 
    special weaponry yet, so use your arm cannon to destroy these pesky enemies 
    as you go, sniping them wherever they appear. They often drop energy pellets, 
    so if you get damaged, don't worry too much about it. You'll most likely find 
    something to heal your ailments within these enemies once you destroy them.
     ***** *** ********
    Metal Man isn't too hard of an enemy to beat. Being that this is the first 
    Robot Master you'll be fighting (if you're following my walkthrough), you'll 
    have no choice but to fight Metal Man with your regular old arm cannon, but 
    that shouldn't give you too much trouble. The thing about Metal Man is that 
    he won't attack you unless you attack him first (or jump at him). If you stay 
    still, so will he. If you shoot at him once, he'll do the same, then stand 
    still again. Very interesting indeed. In anycase, Metal Man's only attack is 
    chucking endless amounts of Metal Blades at you, while he jumps up and down 
    (but in place). Stop attacking, so will he. However, if you get too close to 
    him, he'll jump to the other side of the screen and continue attacking you 
    from there. Like his NES version, Metal Man's lair's floor is covered in a 
    conveyor belt, but unlike the NES version, it always pushes you to the left. 
    Metal Man could switch which direction the conveyor belt was (almost always 
    pulling you towards him), but they left that out in the Game Boy version. 
    Trust me, that's a good thing. It makes Metal Man much easier in this version 
    of the game (although he's quite easy in both versions, in all honesty).
    *When you defeat Metal Man, you'll get the Metal Blades and the Rush Marine.
    *All throughout Wood Man's stage, you'll see these black balls (heh heh) 
    hanging from trees, walls and ceilings. When you stand near them or pass 
    them, they'll turn into Robotic Bats. These bats are pesky and not quite as 
    easy to defeat as they were in Mega Man 2 on the NES, for they don't take one 
    hit to kill, they take two hits. However, their tendency to shoot plasma 
    shots once airborne has all but disappeared in the Game Boy Mega Man II. 
    That's a good thing... but I'd exchange that for a one hit kill on these 
    pesky bats!
    *The robotic rabbits you come across throughout the stage are quite the 
    nuisance indeed. They hop around, and then stop jumping. When they do that, 
    you better keep an eye out, because soon thereafter, they'll shoot carrots at 
    you! Carrot after carrot will shoot at you until you defeat the rabbit, or 
    get far away from it where you're out of range from it. Either way, keep in 
    mind that they shoot these carrots with great skill and accuracy, so there's 
    no avoiding them shot after shot by standing in one area. You have to keep 
    moving, because they shoot the carrots with such great accuracy. When you see 
    these enemies, dispose of them as soon as you possibly can. Otherwise, they 
    can prove to be quite the annoyance.
    *Unlike the NES version of Wood Man's stage, you'll only encounter one fire-
    breathing dog in the Game Boy version, but this fire breathing dog is just as 
    annoying as he was in the NES version. Make sure to stand on the platform 
    before the floor, and as far to the right of it as you can. If you're far 
    enough to the right on this platform, no fire will hit you as it arcs up 
    behind you. If you're not far enough to the right, the fire will hit you. If 
    this is the case, it's quite simple to avoid. Time your jumps so that you 
    continuously jump underneath the fire, but keep in mind that the length of 
    these fire chains he shoots at you varies randomly. Some of them could be 
    short, some of them long. You'll have to evade them accordingly. But if 
    you're in a safe area, all you have to do is fire away at the dog, not 
    worrying about parrying these pesky fireballs. This is why it's all too vital 
    to find this safe area I described above, to make battling the dog easier.
    *In the water area of the stage (which just about marks the midway point of 
    the stage), you can avoid the entire area with the Rush Marine (baring in 
    mind that you're following my walkthrough and have gotten the Rush Marine 
    from defeating Metal Man), but it's really not worth it. The area isn't too 
    hard, you just can't traverse the water without the Rush Marine (as there is 
    no bottom to the water.)
    *In that water area, there are two things you should concern yourself with. 
    There are needles (straight out of Needle Man's stage... you'll see) that go 
    in and out of the ceiling. Make sure to time your movements well so that you 
    avoid hitting into them, and that they don't pierce and stab you from above. 
    They do a lot of damage, so make sure to take the time to dodge them and 
    avoid them at all costs! They aren't in any abundance here like they are in 
    Needle Man's stage, and other stages, so they're nothing to really worry 
    about at this point, but it's still something you should prepare yourself 
    for. Additionally, there are these gun enemies that aren't vulnerable to 
    attack by the arm cannon unless you get close enough to them. When you get 
    close enough, they'll open up and start shooting at you. At this point, fire 
    away at them. If you're fast enough doing so, you'll kill them before they're 
    able to fire back at you. This is all you have to worry about in this water 
    *In the last part of the stage, you'll be running right while these running 
    Roosters will be running at you from the left. Every once in a while, they'll 
    jump. Take the time to slide under them when they jump. If they're running at 
    you, run away from them until they jump, then quickly turn around and slide 
    under them while they're airborne. If you don't want to do that, run at them 
    while they're running at you, and at the last second, before you collide, 
    jump over it and keep running right. If you wait long enough, you should get 
    enough air to clear the Rooster without getting damaged. These Roosters are a 
    real pain, so, as always, be tenacious and patient with this area. Once you 
    get past it, you'll be at Wood Man's lair. So it's all worth it.
     **** *** ********
    Wood Man is quite simple to defeat, especially with the Metal Blades. In 
    fact, Wood Man is a cinch to defeat if you have the Metal Blades in your 
    arsenal. Wood Man fights in a pattern. That is to say, he'll summon up his 
    Leaf Shield, and shoot Leaves into the air. The Leaf Shield is four rock-hard 
    leaves that orbit Wood Man's body. This shield deflects all attacks on Wood 
    Man, making him temporarily invulnerable to anything you can throw at him. 
    When he throws the leaves in the air, they float down (kind of slowly). They 
    sway back and forth, so make sure to stand in a place where they won't hit 
    you when they come down. However, don't worry too much about being damaged. 
    Equip those Metal Blades on Mega Man and, when Wood Man chucks his shield at 
    you, jump over it (or just let it hit you). Look, nothing is guarding the 
    now-vulnerable Wood Man! He will now meet his doom. Chuck barrages of Metal 
    Blades at him and he'll fall almost instantly. Four or five Metal Blades will 
    dispatch him. And since you can shoot the Metal Blades so quickly, and since 
    they travel so quickly, killing him once you start attacking him will take 
    all of three seconds. And then, Wood Man is no more.
    *When you defeat Wood Man, you'll get the Leaf Shield.
    *Air Man's stage is a lot of jumping. What are you jumping from? Well, you're 
    jumping from platforms to Air Tikes, and back to platforms. Air Tikes are 
    those things that suddenly appear over vast chasms. These horned enemies 
    should be jumped upon to proceed, but be weary of their horns that pop up and 
    down out of either hole on the left and right of these enemies. Additionally, 
    as long as you're standing atop them, little Air Tikis (smaller versions of 
    Air Tikes) will pop out of either side of them and come after you. They are 
    one shot kills, however, so nothing to worry about, really. Just kill them as 
    they come out, or they'll grow in numbers and gang up on you, which is quite 
    the pain in the ass indeed. If, to the right of an Air Tike, there is a hole, 
    jump towards the hole, and another Air Tike will appear, so that you continue 
    on your journey through Air Man's stage. They are literally all over this 
    stage, so just be patient and and prepared to meet a lot of them on your 
    journey throughout the stage. If you're not, you'll never meet up with Air 
    Man at the end of the stage!
    *All over this stage, you'll find birds flying around. These birds carry 
    eggs. If they drop the eggs and they hit a hard surface (like you or a 
    platform), the egg breaks and little birds come out of it, flying all over 
    the place. When you see one of these birds, make sure to kill them right 
    away, before they have a chance to drop these eggs and unleash havoc all over 
    the place. Be weary that with clouds all over the stage, these birds can 
    often be masked, camouflaged and hidden behind these clouds, but their 
    attacks are still the same. So be prepared! To make them easier to kill, try 
    equipping the Metal Blades on Mega Man and chucking them at the birds. The 
    effect here is twofold. It kills the birds quickly and efficiently, and the 
    egg along with it. However, if the bird manages to drop the egg, the Metal 
    Blade rips through these birds easily and quickly, being that it takes up a 
    lot more attack space then a regular old arm cannon blast does. All in all, 
    the birds are a pain in the ass, I know.
    *The large enemies that have fans in their stomachs are not copies of Air 
    Man, but they can do a lot of the same things he does. These enemies have 
    huge fans mounted on their stomachs, and these fans push or pull you from or 
    away from the enemy. While he has no projectile attacks, the enemy can still 
    wreak havoc on Mega Man by pulling and pushing him. Make sure to kill him 
    from a distance before jumping or running or whatever in his direction. If 
    you don't, it can mean certain doom for you, because even if you're jumping 
    or sliding, the enemy can still push or pull you, veering you completely off 
    of your projected path. Just be careful of these foes.
    *A few times throughout the stage, you'll find these low, stationary enemies 
    that shoot out boomerang-looking things that then bounce around whatever 
    platform they're on a bit. Your arm cannon can damage these enemies, but 
    being that they're so low to the ground, it's nearly impossible to hit them 
    with the arm cannon. So what do you do? It's elementary, really. Equip the 
    Metal Blade on Mega Man and fire it at these contraptions to kill them off 
    quickly. The Metal Blades are also quite effective against the boomerang-like 
    things that shoot out of these contraptions - one hit with the Metal Blade 
    will kill them too.
    *Finally, you'll meet these enemies that are built into floating platforms. 
    These enemies throw lightning bolts at you often, and are quite difficult to 
    kill. You have to shoot at them to kill them (by hitting them with that arm 
    cannon of yours a few times) and then jump on their platform (now vacant) and 
    kill the next one, and so on. But you want to know an easy way to kill these 
    enemies? Of course you do. It's simple. Equip the Leaf Shield on Mega Man and 
    fire it up. It'll orbit you now. Simply press the B button again to fire it 
    at these floating enemies, which'll destroy them in one hit. If you want to 
    be daring, equip and activate the Leaf Shield and then jump into the enemy. 
    You'll kill him and land on the platform he used to occupy all in one action, 
    killing two birds with one stone. Pretty nifty, eh? You shouldn't need to 
    kill these enemies with the Leaf Shield always, however. In fact, you 
    shouldn't. You'll not only need the Leaf Shield to kill Air Man (easily, 
    anyway), but most of these guys can be killed with a few simple shots of the 
    arm cannon. Try doing that first... and if you can't, then, and only then 
    resort to using the Leaf Shield. Otherwise, preserve it.
     *** *** ********
    Air Man is quite simple indeed. He seems hard, but he's not. Especially not 
    so when you have the Leaf Shield at your beckon call. But you won't be using 
    the Leaf Shield defensively! No, friend, quite the opposite - you'll be using 
    the Leaf Shield in a purely offensive manner. When the battle begins, Air Man 
    will make a bunch of Air Tornadoes and shoot them at you using his Air 
    Shooter. They will remain in the air, and then shoot your way. Avoid them by 
    jumping or sliding (either way, you'll probably not be successful in avoiding 
    them, because the air that's pushing the tornadoes towards you is also 
    pushing you back as well, so bare that in mind). It doesn't matter though. 
    After those tornadoes pass, you have a split second to attack Air Man. Why is 
    that? Because if you throw the Leaf Shield at Air Man while the tornadoes are 
    in the air, the tornadoes will deflect the weapon, as well as the arm cannon 
    or any other weapon you chuck at it. So after the tornadoes pass you, bring 
    up the Leaf Shield and press B again to chuck it at Air Man. If you're quick, 
    you can get in two hits before he brings his tornadoes up again, which will 
    block your attacks. After he does another attack, shoot him again. After a 
    few sets of attacks (if he's not dead already), he'll jump sides (in a few 
    leaps) and attack from the other side. When he does this, he's vulnerable to 
    more attacks, so get some in there when he jumps! Air Man should be defeated 
    in no time, if you follow my strategy...
    *When you defeat Air Man, you'll get the Air Shooter.
    PLEASE NOTE: The game calls him Clash Man. That is a mistake, a 
    mistranslation. His name is Crash Man, his weapon is the Crash Bomb. That's 
    what I call them, regardless of what the game calls him and his weapon. Don't 
    e-mail me about it, I don't care what you think.
    *Throughout the stage, you'll see pipes with pipe openings all around. These 
    openings are where little floating robots escape into the air, and when they 
    do, their first, last, and only objective is to chase after you. And while 
    they do so slowly, they are quite into their quest, for they'll follow you 
    around endlessly until you kill them or leave the screen. But beware. Once 
    one is killed, another comes out of the pipe the previous one came out of to 
    replace him. It truly never ends, so try not to waste too much time killing 
    them. It's all together useless.
    *A few times in this stage, you'll meet these enemies which break apart when 
    you defeat them. These enemies look like a few paint cans on top of one 
    another. The second to top "paint can" has a face on it, and is the only 
    vulnerable segment of this enemy's body. So jump up and shoot it once in the 
    face, and the paint cans will shoot out and break apart. However, the face 
    remains and new segments appear. Shoot these enemies in the face again and 
    they'll die... permanently. I mention these foes because you'll want to avoid 
    the shooting segments as you shoot these enemies. You'll want to do this 
    because they have the capacity to do quite a bit of damage to you when they 
    shoot out. Alas, they are quite hard to avoid, so it's all about the luck of 
    the draw.
    *A few times on this stage you'll encounter some platforms that move around 
    on pre-set courses. While you need to ride most of these to go on, you also 
    need to avoid the pesky floating enemies that I mentioned in the beginning of 
    the game. Or you could just kill them. They are all over the place when 
    you're on these moving platforms, so you'll have no real choice but to kill 
    most of them or all of them. Equip the Metal Blade on Mega Man while on these 
    moving platforms to make your life easier while killing these enemies. The 
    Metal Blades not only take up more space when shot (hence making your hit 
    ratio greater than using your arm cannon), but the Metal Blade can also be 
    shot down, up, left or right (instead of just left or right), opening up new 
    and exciting ways to attack these enemies, which is just another way to make 
    your otherwise miserable life easier.
    *When the path first splits on the stage, all I can really tell you is that 
    either path is good to take. One path leads you down a straight ditch, where 
    you'll have to fight one enemy to proceed, where the other leads you to one 
    enemy and then the same one the other path eventually leads you to. But it's 
    not enough of a difference for me to really lead you to one place or another. 
    Take whichever path you choose.
    *Quick note - when you see an E-Tank out of the way, use the Rush Jet to go 
    up and get it. This happens often for now on in the game, so I won't be 
    mentioning these little asides anymore, unless I feel I really need to. 
    *You'll find more of those pesky mechanical birds on this stage. If you need 
    more information on those, check out the stage tips for Air Man's stage.
    *You'll find sets of huge jumps on this stage. You can obviously make them 
    with your regular jump, by running to the left edge of the pit and jumping at 
    the very last millisecond. Of course, if you want to make your life easier 
    over these huge chasms, equip the Rush Jet and use it to get over these pits 
    with ease and safety.
    *When you're climbing upwards at the end of the stage, you'll have a choice 
    of three ladders. While the lefthand one is the one you'll ultimately have to 
    take to get to the end of the stage, and hence to Crash Man's lair, climb the 
    righthand one first to get an E-Tank, and then climb the middle one to get a 
    free energy pellet. Finally, take the lefthand one up and have some fun with 
    Crash Man.
     ***** *** ********
    Crash Man was a real pain in the ass in the NES Mega Man 2, and he's 
    basically the same exact thing in the Game Boy Mega Man II. However, there 
    was one catch with Crash Man in the NES Mega Man 2, as there is in the Game 
    Boy Mega Man II, also relating to Crash Man. In both games, if you have the 
    right weapon, Crash Man goes from being the most difficult Robot Master in 
    the game to being the easiest Robot Master in the game. What weapon do you 
    need to make this happen, you ask? Well, my friends... if you're following my 
    walkthrough word for word, as you should be, you'll have this weapon. This 
    weapon I speak of, of course, is Air Man's Air Shooter. With the Air Shooter, 
    Crash Man fell in three small hits in the NES version. He's a little harder 
    in this version, however. That doesn't mean he's VERY hard however. Seven or 
    eight hits with the Air Shooter will do him in quickly. And being that Crash 
    Man jumps around the lair shooting Crash Bombs all over the place, it makes 
    the upward arcing Air Shooter quite the useful and appropriate weapon for 
    using on Crash Man. The only thing you need to worry about with Crash Man is 
    the explosions of his Crash Bombs. Stay away from them when he shoots them to 
    avoid their explosion radius. And hey, you should have found two E-Tanks on 
    his stage... so don't be afraid to use them if you need to. Or one of them, 
    anyway. There should be no reason to use both. =D
    *When you defeat Crash Man, you'll get the Crash Bombs and Rush Coil.
    *After you've defeated the first four Robot Masters, you'll be taken to Dr. 
    Wily's hideout. Simply traverse it a bit, and you'll come across Dr. Wily. 
    However, he'll escape, and you'll be brought to a teleport hatch room. While 
    normally in Mega Man games, teleport hatch would lead you to boss lairs where 
    you'll fight bosses you've fought earlier in the game, each of these unmarked 
    hatches lead to an entirely new stage, where you'll fight one of four new 
    Robot Masters at the end. Since these hatches are unmarked, here's a little 
    diagram for you... that way you can properly follow the rest of my 
    *ANOTHER NOTE! - In the first four stages, when you defeated an enemy your 
    weapon energy would be refilled for the next stage. In the second set of four 
    stages, this isn't the case. It's nothing to really worry about (as there's 
    little need for special weapons... Quint and Dr. Wily both command the use of 
    the arm cannon), but just make sure not to go crazy with your special 
    weapons. The only way to refill them is to lose all of your lives and start 
    *The most prevelant enemy you'll find while traversing Needle Man's stage are 
    most certainly porcupines. These enemies literally pulsate, and when they do, 
    they shoot off endless streams of needles. After they are done doing that, 
    they crawl up into a ball and roll at you, and roll around for a bit. They 
    they turn back into a porcupine and shoot more needles, and repeat this 
    process until you destroy them or leave the screen. If you have a quick 
    trigger finger, you should be able to kill these enemies before they turn 
    into a ball, because when they turn into a ball, they are both hard to avoid 
    and impossible to damage! So avoid their needles the best you can and fire 
    away with your arm cannon at these enemies. When you've pounded them enough, 
    you'll destroy them and be able to move on. But you'll be fighting them 
    literally all over the stage, so your work with them is never done, until you 
    defeat Needle Man and move on.
    *When you see a ladder that goes back down to the previous screen (you'll see 
    what I mean when you get there), don't bother going back down. The ladder 
    leads to a little alcove in the previous screen, and all it has is a weapon 
    energy pellet. It's a waste of time, and not needed at this point in the 
    *The Rush Coil (now that we got it from defeating Crash Man) can be used (and 
    has to be used, unless you want to use the Rush Jet to get over, which is a 
    waste)... you must use it to get over a certain box in your way in the stage. 
    So when you realize you can't just jump over it, you'll know what to do. Two 
    of the three Rush adaptors can be used perfectly to get over this obstruction 
    so you can continue on through the stage.
    *Dragon Flies are enemies you will encounter only on Needle Man's stage. 
    These enemies fly from the right side of the screen, going left. They are 
    usually high up in the air so that you can't hit them when they make their 
    first flyby. However, they'll stop when they get to the left end of the 
    screen, lower their altitude, and then fly at you from the left side of the 
    screen heading right! When they do this, turn around and shoot them out of 
    the air, or avoid them all together! If you happen to kill them on their fly 
    by, great. If you avoid them, however, that's an ample way to do away with 
    them as well. For if they miss you (or even if they hit you) on their fly by, 
    they'll fly off of the screen, never to return. That doesn't really matter, 
    however... there's quite a few of them you still have to deal with.
    *We came across some needles on Wood Man's stage earlier in the game, and I 
    told you that this isn't the last time we'd see the needles. On the contrary, 
    I informed you that the needles would again be found on Needle Man's stage, 
    and they'd be more prevalent and harder to avoid/harder to see. And my 
    friends, I wasn't lying. The needles on this stage are all over the second 
    leg of the stage, and they are next to impossible to see (except for maybe 
    little alcoves on the ceilings where they are located). They are easy to 
    avoid however, because you'll always find them where you're sliding (or 
    almost always)... this makes it advantageous because sliding makes you 
    quicker, and you'll be able to quickly slide under these annoying things 
    rapidly, and able to continue on your quest. But because they are well 
    concealed, make sure to observe the screen ahead of you before going, or 
    you'll run into them before it's too late to make a last ditch effort to 
    avoid them!
    *All throughout your needle-avoiding adventure at the end of Needle Man's 
    stage, ball shooting enemies will make a dangerous duo with the needles. 
    These enemies will open up and shoot a ball at you, then close back up. Only 
    when they open up are they vulnerable to attacks, so bare that in mind. Of 
    course, this means that you'll have to attack while they attack, so unless 
    your quick with your d-pad and arm cannon, you'll be exchanging blows with 
    these enemies. Naturally, you have far more hit capacity than these enemies, 
    so unless you're retarded, you should come out on top of these battles.
    *Right before Needle Man's lair entrance (and I mean right before), you'll 
    come across a massive enemy. These enemies bounce around and try to land on 
    you. Fire away at it... there's not much else I can say except you'll want to 
    kill these enemies quickly before they land on you... 'cause when they land 
    on you, they do massive, massive damage. If you want, you can avoid them all 
    together. When this enemy jumps at you, quickly run towards it and then slide 
    under it before it lands on the ground. If you're quick enough and time 
    yourself correctly, you should be able to get under it before it gets down 
    low enough to damage you.
     ****** *** ********
    Needle Man is one of the first Robot Masters in the Mega Man series to not 
    only have two separate useful attacks, but also, one of the first Robot 
    Masters to have duel arm cannons in which to attack twice as much. It's 
    nothing to really worry about, however, for Needle Man still isn't too hard. 
    Needle Man can attack with his duel arm cannons by shooting his Needle Cannon 
    at you. These needles he shoots are basically needle-shaped plasma shots, but 
    they do quite a bit of damage, and he can fire them at a decent clip. 
    Additionally, his head piece comes off (as it's attached to a spring which is 
    attached to his body's internal area) that comes off and tries to strike his 
    enemy. Through this, Needle Man's head become a potent weapon, with the three 
    spikes atop his head becoming huge, armor piercing sword-like weapons. That 
    particular attack is easier to avoid then his Needle Cannons however, as it's 
    a short-range weapon. To kill Needle Man easily, equip the Air Shooter on 
    Mega Man. Get close to Needle Man so that the Air Shooter doesn't arc over 
    him and miss him completely, and fire away at the foe. If he's in the air (as 
    he does jump rather often), use the upward arc of the Air Shooter to your 
    advantage, allowing it to hit Needle Man while he's in an airborne jump. It 
    takes quite a few hits with this weapon, but it's all you got that damages 
    him more than your arm cannon does at this point in the game. Sorry, but 
    that's the way it goes. It doesn't matter, though... Needle Man is still easy 
    as hell to defeat. And it for some reason you need to use an E-Tank to stay 
    alive, feel free to do so. There's no reason not to.
    *When you defeat Needle Man, you'll get the Needle Cannon.
    *Magnet Man's stage remains surprisingly loyal to the NES version of his 
    stage, right down to the beginning, where you'll have to fight off some 
    floating Magnets. These magnets have no attacks, but their upward pull when 
    they hover and pass over you can't be avoided or ignored. Just avoid them 
    (most of them, if not all of them, fly too low for you to attack them 
    anyway), and move on without worrying about them. If you're feeling daring, 
    you can even use them to jump over pits (even though you can jump over pits 
    without them). What do I mean? Well, it's quite easy. Jump over a pit and a 
    passing magnet will lift you up even further with its magnetic pull, lifting 
    you higher and farther over the pit you're jumping. This works both ways, 
    however, as using this method can also pull you up, but back as well, 
    dropping you into the hole you were attempting to jump over. Be careful, and 
    avoid that little trick unless you really know what you're doing. It could 
    very well lead to an untimely death.
    *Multi-Shooters are enemies you'll find on a couple of other stages, but if 
    you're following my walkthrough and my order to defeat the enemies here, 
    this'll be the first time you encounter said foe. These enemies have a 
    rotating rim on their heads that rotates the gun barrels up there. What does 
    this mean, exactly? Simple. This means that they shoot at you rapidly, and 
    from all directions. Additionally, these enemies have an cannon coming out of 
    the top of their heads, which occasionally arcs plasma shots down on Mega 
    Man. Not only are these attacks hard to avoid, but they are also quite pesky 
    when you're trying to climb up or down ladders, because the hit will knock 
    you off of the ladder, with the potential to knock you down to the previous 
    screen, or worse yet, into a bed of spikes, which will kill you in one hit. 
    Treat these enemies with respect when you fight them, not being fooled by 
    their small size. They are still quite potent enemies.
    *Throughout the stage, you'll encounter these large, circular enemies that 
    rove along the ground. These enemies have huge eyes, and a hole at the top of 
    its structure. These holes unleash small missiles (shaped like fists, 
    almost... small fists). These missiles pass by the shooter and heat-sink onto 
    Mega Man, in a neverending quest to hit into Mega Man and damage him. This is 
    quite pesky indeed. They are able to withstand no damage, as you can't shoot 
    them out of the air (they are too small to really hit anyway). To defeat 
    these missile launching enemies, pound them full of arm cannon shots. If 
    you're quick enough in defeating them, they won't even get the opportunity to 
    fire these pesky missiles at you. But be weary! These enemies can take quite 
    a bit of damage before being dispatched. And not only that. If you get too 
    close to them or touch them, they turn into a huge spring, springing back and 
    forth, attempting to do even more damage. A double threat indeed! Just be 
    *Eyeball enemies are indeed something to contend with. These eyeballs walk 
    around on rotating legs, and they move quite quickly, making them nearly 
    impossible to avoid unless you have a very quick trigger finger. Since they 
    often come in droves, fire at them quickly before they get to you. There's 
    not much to say about these quick moving enemies other than that... they 
    don't have any attacks. They'll just try to run into you and damage you, and 
    unless you're quite quick, they'll be successful.
    *If you feel yourself being pulled or pushed randomly throughout the stage, 
    look at your surroundings - it's the work of a wall magnet. These wall 
    magnets have a strong magnetic pull, and they'll try to push and pull you 
    into holes and enemies; whatever's surrounding them. They are often 
    strategically placed, so you'll want to keep your eyes open for them. While 
    you may not always get pulled pr pushed into holes, if you're not careful 
    you'll almost always receive some damage from these pesky magnets, as they 
    work in ultimate unison with their surroundings, and this can be quite pesky.
    *Throughout the stage, "disappearing platforms" will be your only mode of 
    getting from one place to another - up platforms, over spikes, and across 
    chasms, disappearing platforms will be there to assist you. Don't even waste 
    your time with them, however. It's not even worth it. You'll be sitting there 
    trying to figure out the pattern in which these tricky platforms appear and 
    disappear, when all you really need to do is equip that useful Rush Jet 
    Adaptor on Mega Man, and use it to go over, up, and around the various 
    obstructions that the disappearing platforms are trying to help you up, over 
    and across. It usually escapes the players of this game that the Rush Jet is 
    far easier and safer to use than these pain-in-the-ass disappearing 
    platforms... so remember... when you can use the disappearing platforms, use 
    the Rush Jet instead!
     ****** *** ********
    Magnet Man fights in a semi-pattern, making him rather easy to figure out, 
    believe it or not. As the battle begins, Magnet Man will jump into the air, 
    and temporarily suspend himself there. When he does this, he'll shoot three 
    Magnet Missiles out, which will shoot out, and then down, in a semi-heat 
    sinking sort of way. They'll shoot down where you are, so slide around when 
    he shoots these to avoid being damaged by them. After this, he'll come back 
    down to the ground, and jump over to the other side of his lair, where he'll 
    repeat this process. He'll do this a few times, and then come back down to 
    the ground, where he'll go into what I lovingly call "constipation mode." Why 
    do I call it this? Well it's quite simple, and even more obvious. Magnet Man 
    will clench his fists and look like he's trying to let one loose. When he 
    does this, you'll be drawn towards his magnetic attraction. When this 
    happens, run or slide away from him, because he's trying to get you to 
    collide with him and damage you. Other than this, his attacks are no more, so 
    equip your Needle Cannon. When Magnet Man is on the ground, pound him full of 
    Needle shots with your Needle Cannon, and then let him attack again, where 
    you can avoid his attacks and repeat this process. The predictive nature of 
    this battle makes Magnet Man quite easy to defeat, but if for some reason you 
    are in need of an E-Tank to heal your wounds, feel free to use it, although 
    you should probably save it for harder, more important battles.
    *When you defeat Magnet Man, you'll get the Magnet Missile.
    *A few times throughout Hard Man's stage, you'll come across large Bees that 
    fly onto the screen holding these honeycombs underneath them. When they get 
    about midway across the screen, they'll freeze and drop this honeycomb 
    they're flying with. When the honeycomb hits the ground below, it'll break 
    apart, releasing five small bees from within it, which will follow you 
    endlessly, running into you and damaging you every chance it gets. Fire at 
    all five of them with your arm cannon to do away with them quickly. 
    Otherwise, you'll have them endlessly follow you around, and being that 
    they're incredibly fast moving, they are endlessly hard to shake... trust me 
    on that one.
    *Scattered throughout Hard Man's stage are things I like to call "Floor 
    Traps"... if you aren't very observant, you probably won't even realize that 
    they exist. However, you'll know after they damage you badly. You'll know 
    that these traps exist because where they are, normal looking floors aren't. 
    When you walk over these weird contraptions, another contraption will pop out 
    of them and hit you from below, damaging you in the process. How do you avoid 
    them? It's simple - don't stand still on them. Walk or slide or jump over 
    these floor traps, and you'll have no problem. The contraption will come out 
    of the bottom of these traps if you touch them in any way, but if you keep 
    moving, and you're quick enough, they'll miss you quickly, and you'll go 
    without any damage being dealt to you. Just keep an eye out and you'll be 
    *You'll have your first run in on Hard Man's stage with the world-famous Mega 
    Man bad guys, called Hammer Joes. Why exactly they are called Hammer Joes is 
    beyond me, but trust me, that's their official name. ^_^ Why don't I know 
    that their name is Hammer Joe? Simple - they don't throw, hold, or even own 
    hammers. Instead, these large enemies swing around and throw balls attached 
    to ropes. I'm not sure of exactly what to call them, so I'll simply call them 
    balls attached to ropes. In anycase, these enemies whip these things at you 
    every so often. They aren't vulnerable to any attacks when they're swinging 
    these rope balls around, but as soon as they chuck them, feel free to fire 
    away at them, as that's the only time they're vulnerable. Since they can take 
    quite a bit of damage, and the window in which you can damage them in at one 
    time is small, you'll need to be patient when fighting these foes. It'll take 
    a few "cycles" of them attacking and then you attacking before you dispatch 
    these pesky foes. Patience is a virtue here, obviously. Bare that in mind.
    *Another interesting enemy you'll find on Hard Man's stage is the Metool 
    Dozer, which is basically your run-of-the-mill Metool (the hard hat enemy you 
    find all over the place) piloting a rather large bulldozer... hence the name 
    that so aptly describes them. These enemies aren't hard, you just can't 
    damage the body of the bulldozer itself. To kill off these enemies, you need 
    to jump and shoot at the Metool piloting the piece of machinery and take him 
    out. Taking the pilot out will automatically take out the entire piece of 
    machinery, making life, once again, easy as pie. Don't let the large size of 
    these enemies frighten you or intimidate you... they are really quite easy. 
    Just a cool looking novelty enemy more than anything.
     **** *** ********
    Hard Man isn't too much of a challenge. However, he is a huge Robot Master, 
    and can deal you more damage then any other enemy in the game, accordingly. 
    Hard Man fights you in a pattern, so if you're able to memorize the pattern, 
    Hard Man becomes quite simple to defeat, indeed. Alas, to defeat Hard Man 
    simply, quickly, and safely, you'll need to have the Magnet Missiles you 
    acquire when you defeat Magnet Man. And if you're following the order in 
    which I beat the Robot Masters, and my walkthrough, then you'll have gotten 
    the Magnet Missiles in the last stage we visited. Lucky you! Hard Man begins 
    the battle by shooting two Hard Knuckles at you. Avoid them best you can, 
    then get ready for the hard part. Hard Man then jumps into the air and turns 
    himself upside down. When he does this, a split second later he'll slam his 
    head into the ground. If he lands on top of you, expect to sustain a lot of 
    damage. In anycase, when he turns himself upside down, you'll know where he's 
    going to land, so get out of the way if you need to, and then jump into the 
    air as he lands on the ground. When he lands and shakes the ground, this will 
    knock Mega Man over, which won't damage you, but won't allow you to attack 
    him either. This gives him a heads up as he resets and shoots two more Hard 
    Knuckles at you, beginning the cycle all over again. Jumping allows you to 
    avoid the small earthquake which occurs after he slams into the ground, which 
    is indeed very useful. So analyzing his short and easy to memorize battle 
    cycle will be most useful if you want to be successful against Hard Man. Now, 
    as far as attacking him goes, he's vulnerable to attack throughout the 
    battle, but don't fire at him when he fires the Hard Knuckles at you. The 
    Magnet Missiles will knock into the Hard Knuckles and be nullified, falling 
    to the ground. Instead, wait until he goes airborne, and fire. Let the heat-
    sinking quality of the Magnet Missiles to lock onto the body of Hard Man on 
    their own, and watch the damage-fest begin. When he slams into the ground, 
    jump to avoid the earthquake, and fire at his vulnerable backside, sticking 
    out from his lair's rocky ground. Then, repeat this process all over again. 
    Before you know it, Hard Man will be no more.
    *When you defeat Hard Man, you get the Hard Knuckles.
    *Top Man's stage is full of new enemies that we've yet to encounter. These 
    enemies are long, but low to the ground. With long, slender legs, they are 
    able to jump and bounce around with ease. They are hard to hit, and 
    impossible to kill with the arm cannon when they are on the ground, being 
    that they are so low to the ground. Fire at them (missing them) when they are 
    on the ground, so that when they jump, they'll jump directly into the barrage 
    of plasma shots shooting over them from your arm cannon, and be killed 
    instantly, before they have the chance to do any real damage. Other than 
    that, these enemies are nothing... they just aimlessly jump around, and are 
    all around annoying as hell. That's why you'll want to take them out as soon 
    as you possibly can, before they have the chance to wreak havoc on your 
    energy meter.
    *About midway through the stage, you'll meet a huge robotic cat that's in 
    your way. This cat seems like it would be hard, but he's really nothing at 
    all to contend with - he just takes a whole lot of punishment and damage 
    before he is killed. You can hit him anywhere to damage him, so just jump up 
    and hammer the stationary enemy with plasma shots from your arm cannon, while 
    avoiding his attacks. The cat will shoot out a yarn ball at you, which will 
    go back and forth, making your attacks on the cat harder, as you have to 
    concentrate more on avoiding the roving yarnball as it goes all over the 
    place. So do that, and keep on attacking the cat to dispatch him. You can't 
    proceed without killing the cat, so keep on attacking it, so you can move on! 
    At the point where you get to the cat, you're almost to Top Man! Keep going, 
    my friends!
    *Much like the Air Man-like enemies in Air Man's stage, Top Man has Top Man-
    like enemies on his stage. They don't look anything like Top Man (just like 
    Air Man enemies didn't look like Air Man), but they shoot out Tops, just like 
    the Air Man enemies shoot out tornadoes, just like their master. The Top Man 
    enemies are significantly easier to defeat, however, as the Tops aren't as 
    severe an attack as the blowing and pulling force of the aforementioned 
    enemies. With that in mind, just attack the Top enemies while avoiding the 
    feeble and weak tops they shoot along the ground at you. They can't take that 
    much damage, so it shouldn't be incredibly hard for you to kill these enemies 
    and then forget about them. They seriously don't pose that much of a threat, 
    I just thought it'd be fit to mention them here, as I don't have too much 
    else to mention for Top Man's stage.
    *At the end of the stage, right before the entrance to Top Man's lair, you'll 
    have to jump from floating (and moving) spinning top to another floating (and 
    moving) spinning top. It doesn't sound incredibly hard, and it's not, but be 
    weary that these tops "move" as they go up and down, and seem to wobble. This 
    can't completely throw off your jump timing, so bare that in mind as you jump 
    from one top to another. If you aren't careful, you'll miss your mark when 
    you jump and plummet to your death. And that, of course, wouldn't be a very 
    good thing, now would it.
     **** *** ********
    Top Man is the easiest Robot Master in the game to defeat, hands down. In 
    that case, I've saved the easiest for last. Aren't I just the man? Of course. 
    In anycase, Top Man, just like Hard Man, fights in an utterly disgusting and 
    predictable pattern that makes fighting him laughable, at best. Top Man 
    starts each battle by shooting three Tops into the air above the lair, which 
    float there for a second, then, he commands them down on his foe. When this 
    happens, slide out of the way of the tops (if you don't slide soon enough, 
    you'll get hit by the tops, but if you slide too early... you'll again get 
    hit by the tops. You need to find some middle ground there, just the right 
    time to slide...) In anycase, after his top attack, Top Man will literally 
    spin like a top and zoom across the room. When he travels across the room, 
    jump over him, turn around, and then the process repeats. Top Man can be 
    attacked at all times in the battle, except when he's spinning. In his 
    spinning mode, he is invulnerable to all of your attacks, so save your 
    energy. However, when he's not spinning, you can attack him and damage him 
    nicely. To do the most damage, equip the Hard Knuckles and Mega Man and fire 
    away at Top Man, and watch as his damage diminishes at a laughable rate. If 
    you're efficient with your dodging and parrying technique, and use the Hard 
    Knuckles with even the slightest bit of skill, Top Man won't last very long 
    at all. That's fairly comforting to know, is it not?
    *When you defeat Top Man, you get the Top Spin.
    *After you've defeated all four of the second wave of Robot Masters, you'll 
    be brought back to the teleport hatch room. With all four teleports defeated, 
    a hole will be in the ground of the room. Drop into the hole and prepare to 
    fight the mysterious Quint.
     ***** ********
    Quint isn't a robot master. It's entirely unclear just WHAT Quint is, or the 
    significance he plays to the storyline. It appears that Dr. Wily encountered 
    Quint in his travels through time, and swayed him to fight you. You'll notice 
    that Quint looks mysteriously like Quick Man, but don't fear him, he isn't 
    nearly as difficult as Quick Man was. Quite the contrary, Quint is rather 
    simple to defeat. Quint's weapon is actually something he rides. Reminiscent 
    of a jack-hammer, Quint rides his Sakugarne. The Sakugarne doesn't only serve 
    as Quint's weapon, but it also serves as Quint's body armor, because it 
    protects nearly his entire body from being damaged by any weapon in your 
    arsenal. To damage Quint, you have to jump and fire at his head. The best 
    weapon for the job, believe it or not, is the regular old arm cannon. Since 
    Quint doesn't have an energy meter when you fight him, you'll not know how 
    much damage you're inflicting on him, but you'll know you're hitting him by 
    the noises you hear and the flashing that occurs when you hit Quint (as do 
    all enemies flash when struck by Mega Man). Quint doesn't use his weapon very 
    well, however. If you stay away from Quint, there's no chance he can hit you. 
    The Sakugarne simply digs up the ground around Quint, and throws some rocks 
    around a short distance, before harmlessly falling back to the ground. Alas, 
    Quint won't last very long, for he soon surrenders the battle and gives Mega 
    Man the Sakugarne for his own use. It's all together useless to use, however, 
    so don't even bother using it (although you can try it out, I don't care). In 
    this battle, try not to use an E-Tank... it shouldn't be necessary. Quint is 
    not only not hard, but you'll need all four E-Tanks for your upcoming battle 
    with Dr. Wily.
    *When you defeat Quint, you'll get the Sakugarne.
    *Wily's castle is one stage, and it's short and easy, so I won't bore you 
    with a walkthrough. Everything you encounter in this castle you've 
    encountered before, so it should seriously give you no trouble what-so-ever. 
    It's a cool travel through "time" however (check out the neat backgrounds), 
    so it's rather fitting to the game's [weak] storyline, from a certain point 
    of view. But then, there's Dr. Wily...
     **  **** ********
    Dr. Wily has three different forms, but all are fairly easy, and I'll make it 
    clear right now... the best weapon to use on ALL THREE FORMS is the regular 
    old arm cannon. Nothing is easier to hit him with than the arm cannon, 
    believe me. The Sakugarne does more damage than the arm cannon does, but the 
    Sakugarne is hard to control, and you won't be able to do much to Wily with 
    it unless you're quite skilled with it. For that, stick with the arm cannon. 
    The first battle with Wily will be with him atop a two-legged machine. This 
    machine is able to jump clear across the room. It can shoot both small beams 
    from it's shins, and large bouncy bomb-like shots from its body. To damage 
    Wily, jump up and shoot the cockpit. It's the only way to damage him in this 
    state. If you're observant, however, you'll notice that Wily fights in a 
    pattern in this state. He'll shoot one of those large shots, then a shin 
    shot, then jump across the screen. When he jumps, slide underneath him and 
    he'll repeat this process. Knowing this simple platform will make your life 
    easier while fighting this form. When you take away half of his damage, the 
    cockpit will dispatch from the blown up legs, and Wily'll fly to his right, 
    where he'll have a new body for his UFO-like craft. This craft is a tank. 
    This tank shoots the same large shots that the previous, legged craft did, 
    but this one shoots fireballs as well, that are nearly impossible to avoid. 
    Kill this second form of Wily the same way you killed the first - jump up and 
    shoot the cockpit with your arm cannon. Again, when you take away half of his 
    energy meter, he'll again dispatch from the craft, and fly to your right 
    again. He'll land in a mechanical dragon now, and the final fight'll begin. 
    This is actually the easiest of the Wily fights in the game. The Dragon'll 
    shoot a missile at you (which you can simply slide under) and then shoot four 
    bombs into the air (which'll hit you, but it's no biggy). While this is 
    happening, keep jumping and shooting at the cockpit... just keep firing away, 
    and Wily'll be defeated. And remember, throughout the cockpit, use E-Tanks if 
    you need to! You have no reason to save them anymore, this is it!
    Congratulations! You've beaten Mega Man II!
    ------------------S E C T I O N   N I N E   -   E N D I N G------------------
    Okay, enough of the Caps Lock key for now.
    The ending of Mega Man II is quite simple to explain. After you defeat Dr. 
    Wily's final form, he (inside his spacecraft) escapes out of his Time 
    Fortress and into space. Mega Man (in his Rush Space Adaptor?) is in hot 
    pursuit, however. Mega Man has Rush shoot a missile at Wily's craft, which 
    destroys it and makes the wreckage fall back down to Earth. After this, 
    you'll see the names of each enemy in the game (an interesting twist, as we 
    usually only see the bosses in the endings of Mega Man games), and then the 
    game ends. Yes. It's that short, sweet and simple.
    ------------------S E C T I O N   T E N   -   W E A P O N S------------------
    This section of the FAQ is the weapons section, where you'll find information 
    on all nine weapons you can use in the game. A pretty useful section of the 
    guide for those who are new to the weaponry of the Robot Masters in the game, 
    or who are new to the game in general...
    Metal Blade - Obtained from defeating Metal Man. The most useful and 
    versatile weapon in the game. Very effective on Wood Man.
    Leaf Shield - Obtained from defeating Wood Man. A shield made of leafs that
    protects Mega Man from harm. Not a very good weapon (except against Air Man),
    but used more as a protection device. Very effective on Air Man.
    Air Shooter - Obtained from defeating Air Man. A difficult weapon to use
    because of it's tendency to float upwards. Very effective on Crash Man.
    Crash Bombs - Obtained from defeating Crash Man. These bombs stick to walls 
    and other surfaces and explode soon thereafter, destroying and damaging 
    everything in its blast radius. Very effective on Metal Man.
    Needle Cannon - Obtained from defeating Needle Man. A Mega Buster-type weapon
    that shoots out barrages of deadly needles at the enemy. Very effective on
    Magnet Man.
    Magnet Missile - Obtained from defeating Magnet Man. A homing weapon that
    pursues it's target if shot in the target's direction. Very effective on Hard
    Hard Knuckle - Obtained from defeating Hard Man. A robotic fist, this weapon 
    is like a large boxing glove. Primarily used to knock down barriers, similar 
    to Crash Man's Crash Bombs in Mega Man 2. Very effective on Top Man.
    Top Spin - Obtained from defeating Top Man. Another hard to use, and even 
    hard to understand weapon. The first weapon that doesn't shoot some sot of
    projectile, or use a time stopper, this weapon is more of a specialty item. 
    Run into an enemy with it equipped and press B. Your body becomes a lethal 
    spinning top! Extremely useful on Needle Man.
    AND NOW... the damage chart...
    Before we go onto the damage charts, there are two things I must explain. 
    First of all, I'll explain how I got these figures, and then I'll explain how 
    to read the chart.
    How these figures were obtained:
    These numbers and whatnot on the chart were obtained via careful calculation. 
    I simply fought every Robot Master with every weapon, including him own. I 
    then saw how many hits with each weapon it took to kill that Robot Master, 
    and put the figures on the chart. A -- symbolizes that the Robot Master is 
    immune to that weapon and that it doesn't effect him in any way.
    To read the chart:
    Simply line up the name of the robot master on the left side with the robot
    master weapon you want to beat him with on the top. There is a key below to
    read the symbols.
    Key to the Charts:
    MM = Mega Man
    MM2 = Metal Man
    CM = Crash Man
    AM = Air Man
    WM = Wood Man
    NM = Needle Man
    MM3 = Magnet Man
    HM = Hard Man
    TM = Top Man
    Robot Master  MM  MM2 CM  AM  WM  NM  MM3 HM  TM
    Metal Man     25  --  05  --  --  --  --  --  -- 
    Crash Man     25  --  --  14  --  --  --  --  --
    Air Man       25  --  --  --  04  --  --  --  --
    Wood Man      25  05  14  --  --  --  --  --  --
    Needle Man    25  --  25  08  --  --  05  --  25
    Magnet Man    25  14  25  --  --  08  --  14  25
    Hard Man      25  25  25  --  --  --  08  --  --
    Top Man       25  --  --  25  --  14  25  07  --
    Thank you goes out to Mandi Paugh's Mega Man Homepage (www.mmhp.net) for 
    information to compare my numbers to. Visit her webpage, it's awesome.
    -----------------S E C T I O N   E L E V E N   -   I T E M S-----------------
    This section of the FAQ explains what the different items in the game you'll 
    find are, what they do, et cetera. Useful if you're puzzled on what those 
    white balls are that some enemies drop, or what those containers with the "E" 
    on them are. =)
    - Energy Pellet (circle): Restores energy to Mega Man's health meter. Big 
    ones restore a lot of energy, little ones restore a little bit of energy.
    - Energy Pellet (oval): Restores energy to Mega Man's weapons. Big ones 
    restore a lot of energy, little ones restore a little bit of energy.
    - E-Tank: You can carry as many as four of these in your inventory. These 
    paintcan-looking items can be stored and used to re-fill your energy meter to 
    maximum at any time during the game. Especially useful your three battles 
    with Dr. Wily, not to mention Robot Master battles.
    - Extra Life: Shaped like Mega Man's head. Pick it up to receive and extra 
    ---------S E C T I O N   T W E L V E   -   R U S H   A D A P T O R S---------
    This section of the FAQ is dedicated to the three different Rush Adaptors 
    available to you to use in the game. For all three of the Rush Adaptors, 
    you'll find a short description for each.
    The Rush Coil is the basic Rush Adaptor. When you command Rush with the Rush 
    Coil equipped, he appears and stays still, with a spring (or coil) coming out 
    of his back. Jump atop him in this state and Mega Man'll bounce up, jumping 
    far higher than he'd normally be able to. Quite the useful little tool 
    indeed, to get to those out of the way alcoves and platforms that are holding 
    Extra Lives and E-Tanks.
    The Rush Jet is the most useful of the Rush Adaptors, by far. When you deploy 
    Rush in the Rush Jet Adaptor mode, he turns into a little jetboard. Jump atop 
    him and then push the d-pad in any direction to literally fly around with the 
    use of Rush Jet. Unlike in other Mega Man games, the Rush Jet doesn't 
    automatically move in the direction it's facing when deployed, so you have a 
    great advantage with the Rush Jet. You'll find yourself using it quite often.
    The Rush Marine is more of a novelty Rush Adaptor, and you won't find 
    yourself using it all that often - maybe twice or three times throughout the 
    entire game. When you deploy Rush in this state, he'll appear to look like a 
    submarine. Jump inside of him to float and traverse the water freely and 
    easily. Press B while in him to fire the cannon at the front of the submarine 
    to kill any enemies in your way.
    ----------S E C T I O N   T H I R T E E N   -   I N   C L O S I N G----------
    Well my friends, it's time to close this guide out! =) I hope you found it 
    very helpful... I very much enjoyed writing it. It was fun, as is the game, 
    and I'm sure that it was/is/will be enjoyable for you as well. And hey, if 
    you have game related questions, comments, suggestions - whatever, e-mail 
    them my way, cmoriarty311@cs.com. And make sure to put Mega Man II GB (or  
    whatever game you're writing in on, I have twenty-six other guides), in the  
    header as the topic, so I know what the hell you're talking about. =) Take it  
    I'd like to take this chance to thank a friend of mine, Devin Morgan, a 
    fellow FAQ writer on GameFAQs, for just being a good guy, a good friend, and 
    someone I can talk to about everything. Thanks Dev. Thanks should also go out 
    to other fellow FAQers, including Nemesis, Astro Blue, flowerpot, MetroidMoo, 
    AdrenalineSL, Psycho Penguin, Meowthnum1, et cetera.
    ----S E C T I O N   F O U R T E E N   -   A B O U T   T H E   A U T H O R----
    [accurate as of August 14, 2002]
    I'm a 17 year old, and graduated from high school in June of 2002. I live on  
    Long Island, in New York, about half an hour from New York City. I play ice  
    hockey, I worked at a deli, until recently, when I quit (^_^) and I love  
    videogames, especially RPGs. My favorite series for videogames include the  
    Final Fantasy series (excluding VIII), the Dragon Warrior/Quest series, the  
    Mega Man series, and the Tales series. I aspire to go to Northeastern  
    University in the fall of 2002 to study History and Law.
    This walkthrough is copyright (c) 2002 to Colin Moriarty (CMoriarty), e-mail 
    cmoriarty311@cs.com. All rights reserved. Completely unofficial - Mega Man  
    and all related items copyrighted 1992 to Capcom Japan/US, all rights 

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