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    FAQ/Walkthrough by NeoChozo

    Updated: 05/19/03 | Search Guide | Bookmark Guide

    ========Mega Man 7 Guide========
    by Tim
    : http://megaman.retrofaction.com
    : tim@megaman-network.com
     1. Introduction
     2. Boss Weaknesses / Recommended Order 
     3. Power-Up Uses and Locations 
     4. City stage
     5. Burst Man's stage
     6. Cloud Man's stage
     7. Junk Man's stage
     8. Freeze Man's stage
     9. Robot Museum stage
     10. Slash Man's stage
     11. Spring Man's stage 
     12. Shade Man's stage
     13. Turbo Man's stage
     14. Dr. Wily's Castle, stage 1
     15. Dr. Wily's Castle, stage 2
     16. Dr. Wily's Castle, stage 3
     17. Final stage
     18. Boss Weapons
     19. The Proto Shield
     20. Secrets and Tips
     21. Legal
    1. Introduction:
    Welcome to the official Mega Man Network guide for Mega Man 7, the seventh installment
    in the Classic Series. Refer to the index above for an easy reference guide, and go to
    http://megaman.retrofaction.com/mmc/guides to find guides for all of the other games in
    the Classic Mega Man series. Happy gaming.
    2. Boss Weaknesses / Recommended Order:
    -Burst Man ---------- Mega Buster / Scorch Wheel
    -Cloud Man ---------- Danger Wrap
    -Junk Man ----------- Thunder Bolt
    -Freeze Man --------- Junk Shield
    -Slash Man ---------- Freeze Cracker
    -Spring Man --------- Slash Claw
    -Shade Man ---------- Super Adapter
    -Turbo Man ---------- Noise Crush
    3. Power-Up Uses and Locations:
    Power-Up          Use              Location
    Beat - Rescues you from falling - Found in Slash Man's stage.
    RUSH Plates - Form the Super Adapter - Found in the stages of:
                                           Burst Man  (R)
                                           Cloud Man  (U)
                                           Junk Man   (S)
                                           Freeze Man (H)
    Rush Coil - Standard springboard - Start game with it.
    Rush Search - Rush digs up items - Found in Freeze Man's stage.
    Rush Jet - Rush becomes a jetboard - Found in Junk Man's stage.
    Super Adapter - Enhanced armor with flying ability - Collect the Rush Plates.
    Proto Shield - Defend against frontward attacks - Defeat Protoman.
    Energy Balancer - Refills weapons according to energy level - Found in Shade Man's stage.
    Rocket Punch - Increase distance of Super Adapter attack - Found in Turbo Man's stage.
    Hyper Bolt - Reduce Auto's prices, buy more items - Found in Spring Man's stage.
    Escape Unit - Exit a completed stage - Found in Freeze Man's stage.
    Beat Whistle - Saves you from a pit; 4 Max - Found at Big Eddie's.
    Energy Tank - Refill your life; 4 Max - Random; bought at Big Eddie's.
    Weapon Tank - Refill a weapon meter; 4 Max - Random; bought at Big Eddie's.
    Super Tank - Refill everything; 1 Max - Random; bought at Big Eddie's.
    4. City Stage:
    This stage starts off with a dialogue sequence between Auto, Roll, and Mega Man. Once
    the car ride finishes and you meet up with Dr. Light, Wily will escape from prison and
    you'll begin the chase. The remainder of the level itself is very straightforward. As
    you progress, you'll fight a few Mets and some other rolling enemies. Once you take
    those out, it's onto the first mini-boss fight, the Mad Grinder.
    Mad Grinder Strategy
    This is really simple. When you're able to move, the Grinder will jump into the air.
    Jump as it lands so you don't get stunned, and fire a charged Mega Buster shot into 
    its head. Then move in close to avoid the spinning sawblade, and just maneuver around
    its other attacks until you beat it. About five charged shots to the head will bring
    it down.
    After the Grinder has been put down, just hop across the few pitfalls until you meet up
    with Bass.
    Bass Strategy
    Either way, you can't lose. Who "wins" the fight just determines if Bass comments on 
    your strength or your wimpiness, basically. Anyway, four charged shots (or rapid-firing) 
    will be enough to defeat Bass this time around. He only hops up and down, occasionally 
    stopping to fire at you. Defeat him to clear the introductory stage.
    5. Burst Man's Stage:
    You'll start off moving to the right. Deal with the few rolling enemies in your path
    and you'll reach some time bombs. Stand on them and jump off before the counter reaches
    "0" to avoid any damage, and proceed on your way. When you get to the group of three
    stacked diagonally, only activate the uppermost one. When it blows, head through the
    opening you created and down the shaft, staying to the right. Activate the next two
    bombs as you go down and you'll reach an Energy Tank. Continue activating bombs until
    you reach the watery section below.
    Down here, you'll encounter some fish enemies and floating mines. Destroy the mines
    from a distance and the fish with charged Mega Buster shots, and continue on through to
    the drop at the bottom. As you drop, grab the large energy refill and continue on your
    way. At the very bottom, you'll find groups of AquaMets. Wait until they stop their
    flipper animation and destroy them as they float down. Head through this short section
    to reach a gate. Head on through.
    Crab Mecha Strategy
    Rapid-firing works best in this situation, since you can pretty much destroy the stuff
    it throws at you without having to dodge. Its attacks consist of shooting bubbles and
    energy bolts at you. Shoot the bubbles and jump over the bolts as they come; if you
    time it right, you'll jump over the first two and the third will go diagonally (sort of
    like dodging Dr. Doppler's attack in Mega Man X3). The last attack is a ramming one,
    during which the Mecha is invulnerable. When you see it lift off the ground, slide under
    it as it flies across the screen, then slide under it again as it returns to its side
    of the room. Keep pounding it with rapid fire until you destroy it.
    After beating the mini-boss, the ceiling will give way, and you'll float up a mine and
    spike infested shaft. Maneuver in between the mines and don't touch the spikes to reach
    the top. Once out of the water, it gets slightly trickier. The water level rises and
    falls in a pattern, and you must use the tide to cross the next couple of sections. For
    best results, wait until the water is at its peak before attempting to cross any spike-
    filled area. at the end, use Rush Coil to bounce up to the ladder, where you'll locate
    a really easy set of disappearing blocks. There's only three, and you should get the
    hang of it. If not, brave the sliding robot and use Rush Coil to bounce up to the 
    ladder. Head up top to another easy set of disappearing blocks. Cross this set and fall
    down the shaft at the bottom. Take out the two hopping robots and continue on down to
    another watery section. Use the same tactic as before of floating across the water over
    the spike sections until you see a small ledge above you.
    "R" Rush Plate
    You'll see this one in plain sight above you. Wait until the water lifts you up, then 
    leap out and up to the small ledge to claim the circuit plate.
    Drop back down and cross the remainder of this area, dealing with the mines, fish, and
    AquaMets until you reach the ladder at the end. Climb it, deal with the Sidewalker in
    the next room, and head on to the boss gate.
    Burst Man Strategy
    Burst Man requires a bit of fancy fingerwork if you're just using the Mega Buster. Start
    off by getting a charged shot in, then work on weaving in between his three Danger Wrap
    bombs (jump in between them). Once past all three, shoot him again with a charged shot,
    and avoid any bombs on the ground. The battle will proceed like this for awhile, with
    Burst Man occasionally gaining ground as he tries to hop across the room. After a third
    of his meter is gone, he'll start firing bubbles at you that impede your progress in
    avoiding his Danger Wrap attack. Quickly destroy these and keep firing at him. After 
    he's down another third, he'll start creating bubble platforms that emerge from the
    ground and accelerate towards the spike-lined ceiling, all at the same time firing the
    bubbles and Danger Wrap. Keep a very close eye on what you have to dodge while firing
    charged shots to stun and interrupt his attacks, and you should escape relatively un-
    Later on, in the rematch battle, you can use the Freeze Cracker to attack him since it
    rebounds, or the Scorch Wheel to set him ablaze, but you're really better off using the
    Mega Buster.
    6. Cloud Man's Stage:
    You start off in the clouds, naturally. Head to the right while avoiding the bird
    formations (shoot the first one to make the rest of them miss you), and cross the few
    platforms. After a short while, robots will start flying out of the pits, so be care-
    ful and look before jumping. At the end of this section, you'll meet another robot
    bobbing up and down. Shoot it to make it flip up and start raining, or wait until its
    high in the air, then slide off the edge of the platform and you can continue on with
    clear skies. Head up the ladder to the upper level, and note the second of the bobbing
    weather makers*. Then slide under the obstruction to land on a ledge beneath you. Destroy
    the Sidewalker and deal with more of the bird formations and robots flying out of pits. 
    Eventually, you'll reach a section similar to Air Man's stage in Mega Man 2 - the part 
    where you ride the cloud platforms. Defeat the floating cannons and leap to each of the 
    cloud platforms as you come in range, then proceed back to solid ground. The next part
    is done over invisible ledges (or they're snowed over if you used the Freeze Cracker on
    the second weather drone).
    "U" Rush Plate
    This one also requires the Freeze Cracker; when you encounter the second weather drone
    after the first ladder, shoot it with the Cracker to make it start snowing. The snow
    will reveal these ledges and allow you to access them. When you reach the area where
    a ledge is high above you, use Rush Coil to bounce up to the ledge, then climb up the
    ladder. Now either leap from ledge to ledge or use Rush Jet to fly across the area to
    claim the Circuit Plate at the end.
    After you finish this short section, ascend the platforms to the next level and back 
    inside. Destroy the Sniper Joe inside and take the right-hand ladder if you need a 
    quick energy refill, then head up the left-hand one to find some more rolling missile
    launchers. As you defeat the second one, switch to Rush Coil.
    Protoman Room # 1
    Use Rush Coil to reach the ladder high up and climb it. Run to the other side where that
    familiar whistle chimes and Protoman drops in to give you some advice about burning 
    down trees in the forest...
    Drop back down and head up the next few ladders to get back outside. In this final
    stretch you have to deal with some Bomb Birds and giant fans that try to push you off
    ledges. Defeat them from a distance, and destroy the Bomb Bird eggs to claim lots of
    Bolts, and cross to the end to reach the boss gate.
    Cloud Man Strategy
    This Robot Master is a cinch with the Danger Wrap. As soon as the battle starts, let
    him rise into the air, then fire off a Danger Wrap bomb so it rises and encases Cloud
    Man in the bubble. It'll destroy his cloud, and send him crashing to the platform. The
    whole attack takes off roughly a tenth of his life (about 4 or 5 units of energy). But
    be careful of Cloud Man's retaliatory attack - he'll charge a powerful bolt of light-
    ning and fire it on your location. The best way to avoid this is to watch as he starts
    charging it up, and jump the second you see it. After that, encase him in another 
    Danger Wrap and repeat the process until he's dead.
    7. Junk Man's Stage:
    As you start off in this factory stage, head to the right, jump over the pitfall and
    avoid the fire from the Mets above you. Destroy any mechanical cockroaches in your way
    and fall down the ladder. Defeat another roach nest and head into the elevator shaft.
    In here, many flying Mets will attack you as they fly down - shoot them for Bolts and
    other refills. Once the elevator stops, head out the right side and cross the first
    molten steel pit. Deal with a few more cockroaches until you reach the river of molten
    steel falling down the wall. The path branches here, so I'll write a walkthrough for
    both parts.
    ****Path Branch 1 - Acquiring Rush Jet****
    Jump up and over the molten river and take out the cockroach nest. Head back to solid 
    ground and climb the ladder. Here, use the Thunder Bolt to activate the circuit box and 
    start the chain platforms moving again. Ride the left-most ones, using the ladders if 
    you feel safer. There's one section at the top where you reach a completely solid floor. 
    Rush Jet Adapter
    Wait here for the left-hand chain platform to catch up to you, then ride it up to the 
    ladder at the top. Wait for the platform to pass you, then slide to claim the upgrade.
    Drop back down to the solid platform to continue.
    Climb up the right-hand ladder and quickly slide to the left side to avoid getting
    crushed by the chain platforms and head into the next section. Cross the junk pits and
    avoid the snake monster. At the end, you'll be able to continue onto another room with
    platforms. The paths reconnect here, so the walkthrough will pick up again after the
    description of the second path branch.
    ****Path Branch 2 - Acquiring Rush Plate**** 
    "S" Rush Plate
    Unfortunately, you'll need the Freeze Cracker for this one, so you can't get it on your
    first pass (unless you change the order up a bit and fight Freeze Man first). Anyway,
    use the Freeze Cracker to freeze the molten steel river and shatter it, then use the
    newly-revealed passageway to reach a ladder. At the bottom, freeze another molten river
    to your left to claim the Circuit Plate.
    Once you've gotten the Circuit Plate, head back out and use Rush Jet (or hop across the 
    sinking platforms if you don't have it) to cross the molten pit, then climb the ladder 
    at the end. Head into the elevator, where more flying Mets will attack. At the top, 
    climb the next two sets of ladders to reach an exit that you must slide to use. From 
    here, the path reconnects, so the walkthrough will pick up below.
    Remember, this is where the two paths reconnect, so everything until the boss gate will
    be the same from here on out. This next section consists of riding platforms across a
    large pit. If you're brave, you can try using Rush Jet to cross (if you have it), though
    it's not recommended. Shoot the junk that lands atop each of the floating platforms and
    then jump to each one. The ride takes a bit, but you'll eventually be able to jump back
    to solid ground. Climb down the ladder, fight a Cannon enemy and two of the rotating
    Cannons on the lower floor, and proceed into the next area to reach the boss gate.
    Junk Man Strategy
    Junk Man is incredibly easy. Start the battle off by shocking him with a Thunder Bolt,
    then immediately slide as he leaps to the other side of the room. Sliding away also
    allows you to dodge the piece of junk he throws down. As soon as he lands, fry him with
    another Thunder Bolt and repeat the process until Junk Man explodes.
    8. Freeze Man's Stage:
    Freeze Man's stage is full of icy and slippery surfaces, so it's a good idea to watch
    where you're going so you don't inadvertently slide into a pit or spike trap. Start
    off by heading to the right up the few platforms. Along the way, you'll fight a giant
    polar bear. Jump over the ice crystals while pounding it with the Mega Buster to kill
    it, then move on. At the edge of the platform, do a running jump off the ice ledge to
    land on an upper platform (or take the lower route and up the ladder, it doesn't really
    matter), and climb up top to face another polar bear. Defeat it and move on into the
    ice cave.
    In here, quickly slide across the first patches of ice until you reach the spike pits
    that look impossible to cross. Wait for the ceiling crawlers to drop their ice spikes,
    then use the spikes as small ledges to cross the pits. At the end, you'll fight some 
    robots that fly back and forth; shoot them when their backs are turned to defeat them.
    After those two, you'll encounter a branch in the path.
    "H" Rush Plate
    Use Rush Coil to bounce up to the ice ledge and climb the ladder. Move quickly so the
    ledges don't crumble underneath you. You'll see the Circuit Plate at the top, but you
    have to do some quick and long jumping to reach it. Start by leaping left, then leap
    to the ice ledge diagonally above you, then immediately turn and leap to the left once
    more to land on the ledge holding the Circuit Plate.
    Drop back down and climb down the ladder. Destroy the Sniper Joe as you work down. Once
    you reach the very bottom, you'll move right until you encounter a large broken platform
    Rush Search Adapter
    Stay on the edge and jump to the platform in front of you, then activate Rush Jet and 
    let him fly you across to where the Adapter sits on the far ledge. 
    Now just drop down or use Rush Jet to cross back to the other side and start making
    your way across the bottom section (heck, use Rush Jet again if you want to), then 
    cross a few more platform sections until you reach another polar bear. Attack this one
    the same as the last two, except watch out for his ice spike attack in which he drops
    ice spikes from the ceiling. After he's defeated, claim the Energy Tank that he was
    guarding, and climb up the ladder. The final stretch consists of sleds flying at you
    with little Bob-omb creatures riding them. Shoot the sleds to make the bombs fly off
    harmlessly, and head on past the next few of them.
    Escape Unit
    Use Rush Search a few Mega Man-widths to the left of the gate leading to Freeze Man to
    dig this item up and add it to your arsenal.
    Now just head on through the boss gate to challenge Freeze Man. 
    Freeze Man Strategy
    Freeze Man is almost as easy as Cloud Man. For the most part, Freeze Man merely runs
    around the perimeter of the room, occasionally jumping so he can try to hit you with
    his Freeze Cracker. Stay in close and just waste him with the Junk Shield to deal fast
    and massive damage. Using this strategy will destroy Freeze Man in roughly 15 seconds.
    9. Robot Museum Stage:
    As you touch down, just head to the right until you reach the boss gate. Say hi to past
    defeated friends as you go by. Once inside the door, you'll see Dr. Wily in the process
    of stealing Guts Man (what is it with Wily and Guts Man anyway...). After that, Wily's
    Clown mecha will challenge you.
    Clown Robot Strategy
    The Clown jumps around quite a bit and tries to land on you. The best strategy is to
    fire a charged Mega Buster shot at the head to knock it loose, then switch to your
    Danger Wrap and fire away at the head while the body bounces around aimlessly. Once the
    Clown finds its head and reattaches it, merely repeat the strategy until you win. 
    Beating this robot unlocks the second half of the game.
    10. Slash Man's Stage:
    Likely where resident MMN staffer Slash Raptor would feel most at home, Slash Man's
    level takes place in a place reminiscent of Jurassic Park. As you start off, you'll 
    have to tangle with a stegosaurus robot - shoot its head to cause damage. After you get
    rid of it, head right to deal with some falling logs over waterfalls. The objective
    should be to land on each log as it rises over the top of the fall to safely cross. 
    You'll cross three sets before reaching solid ground again. Jump to the platforms to
    avoid a fight with another stegosaurus, and climb the ladder. Avoid the robot at the
    next junction and use the Super Adapter to fly to the left-hand ladder, and head right
    once you reach the top. Keep the S. Adapter equipped as you hop onto the dinosaur's
    back (velociraptor?). Stay on its back as it carries you safely across the spike traps,
    and remember to jump off when necessary. At the end, jump to the ledge, and use the
    Super Adapter to fly to the right to reach an Energy Tank, then head back left and
    climb the ladders to the top. Immediately following, you'll be confronted by Slash Man's
    pet, the Tyrannosaurus Rex. 
    T-Rex Strategy
    This mini-boss isn't too tough. Run away from it until you reach a set of platforms
    at the end. Once there, climb up them and use Lightning Bolts on the Rex to fell him.
    Try to have full life as the Rex will charge you occasionally and cause some damage.
    Other than this, jump if the Rex's fireballs come at you, and keep hitting him. The PU 
    Fist enhancement to the Super Adapter seemed to work fairly well, too.
    Once you've put the Rex down, climb the ladder at the end to get to the forest section.
    Deal with the miscellaneous robots, but avoid damaging the beehives at all costs - it's
    quite distracting to have bee swarms constantly attacking you. Stop just before entering
    the base complex.
    You'll need the Scorch Wheel; once you have it from Turbo Man, use it to burn the last
    tree in this section to reveal a hidden ladder. Climb up and shoot Beat's cage with your
    Mega Buster to free him. Now you can get Beat Whistles from Auto, and use Beat to save
    you from lethal plunges.
    Continue on through the remainder of this level, stopping only to shoot the dinosaurs
    if they hatch from their eggs, otherwise ignore them. You'll eventually reach the boss
    Slash Man Strategy
    Slash Man is another easy Robot Master to beat, although his quick-on-the-draw style of
    fighting can throw less experienced players off. As he starts off leaping across the
    room, turn him into a rather comical ice block by hitting him with the Freeze Cracker.
    When he breaks out, he'll leap into the ceiling, and start dropping bubbles of red goo.
    If you get hit by one, you'll be blinded; if you get stuck in one, you won't be able to
    move, so either way you're going to get hit by Slash Man's diving attack. The best way
    to avoid it completely is to run back and forth across the room. If you happen to see
    one of the red blobs heading towards you, slide out of the way. Repeat this process of
    freezing and dodging his diving attacks to beat him.
    11. Spring Man's Stage:
    Happy bouncy fun awaits here...or not, depending on if you get dizzy or not. Remember
    that by holding down the Jump button, you'll soar to new heights. Drop down and head
    to the right, defeating the coil-like robots in your path. Use the springs to leap
    over the spike traps, and destroy the cannons in your path, as well. Head into the
    next section and start making your way down through the spring-infested halls below.
    Drop down the tunnel at the bottom and just follow the straight path through all the
    enemies and springs to reach a ladder at the end. Climb up and head right to reach a
    huge room. Head up to the upper level, and stop before the first boxer block.
    Hyper Bolt
    Take the path leading the upper-left area, and hop on the boxer block to cause the
    fist to punch the wall away and gain access to a new room. Once inside, just use the
    Super Adapter to fly to the Hyper Bolt. With this, you'll get a wider selection and
    reduced prices at Auto's.
    Head back down and try to stick to the upper areas of the room; the ladder you need is
    at the far right. Use the Super Adapter to fly across some chasms if it's easier for 
    you to cross, and use the trampolines to reach the ladder at the far end. Climb up
    and work your way around to the boss gate.
    Spring Man Strategy
    Spring Man is so easy you can beat him without taking so much as a single hit. Start
    the fight off by hitting him as he bounces across the room with the Slash Claw. As he
    recovers, he'll bounce again, then bounce once more high in the air. As he does so,
    he'll throw out one of his arm coils. Slide to avoid it, then immediately slide the
    opposite direction to avoid the second arm coil. As he lands, whip him again with a
    Slash Claw attack, and then simply repeat the process all over again until he has been
    put down.
    12. Shade Man's Stage:
    The stage begins outside the cathedral, full of little birds and zombies rising from
    the dead. Spooky. Head to the right, shooting down the zombies as you go, and drop down
    the tunnel at the end. Grab the Bolt if you so desire, and climb down the ladder. The
    next section has some little knight heads that drop down every two statues, so deal
    with them and move on. The next part of the level has you fighting some more black 
    birds as you ascend upwards. Eliminate them with the Mega Buster to reach the top,
    where you have to contend with Bubble Bats and spiked chain platforms. Wait until the
    platforms have come down and are on the way back up before attempting to cross, and
    shoot the Bats out of the air from a distance. Before long, you'll reach a gate leading
    to the stage mini-boss.
    Giant Pumpkin Strategy
    Now, here is where the stage can branch paths. Depending on how you defeat this mini-
    boss, you can take one of two paths. The pumpkin has two shells, a purple outer one
    and an orange inner one. Defeat the purple one to head right, and the orange one to 
    head down. Either one is vulnerable to Mega Buster fire, so just avoid the pumpkin as
    it hops around (sliding under its final jump is a good idea), then pepper it with
    fire of your own to defeat it. Make sure to aim carefully to make sure you destroy the
    desired shell.
    ****Path Branch 1: Destroyed the Inner Shell****
    A hole will open in the floor. Drop down and defeat the Sniper Joe, then head through
    the invisible wall to the right.
    Protoman Room # 3 / Proto Shield
    This is where you'll fight Protoman, but only if you've visited the other two rooms
    in a single game sitting first. So only come here after you've visited him in Cloud
    and Turbo Man's stages. Once here, Protoman will automatically appear to challenge you.
    Protoman Strategy
    Protoman is quite predictable, though his attacks can eat chunks off your life meter
    if you're not fast enough to avoid him. Protoman mostly spends his time dash-ramming
    you and firing his Arm Cannon. He will almost always block your shots, so you must
    be careful only to shoot when he's firing or jumping. His final attack is to charge his
    Proto Buster to fire off a huge blast that can be easily dodged. Keep pounding away at
    Protoman and you'll teach him who "Father made stronger", and Protoman will surrender
    his Shield to you. See the appropriate section for more detail on this new weapon.
    After you've gotten the Shield (or not, depending on if you fought Protoman), head down
    the ladder and progress through the next few downward-leading sections until you reach
    a totally dark room. You'll have to cross semi-invisible platforms, so use the Thunder
    Bolt to illuminate sections or Rush Jet to cross with ease. At the end, enter an ele-
    vator section and start riding up. On your ascent, you'll stop at various levels to
    battle zombies - just eliminate them with the Slash Claw. Once you finally reach the
    top, the paths will reconnect, so the trip will be the same.
    ****Path Branch 2: Destroyed Outer Shell****
    Exit through the gate to the right and grab the powerups as you climb up the ensuing
    ladders. At the top, deal with a Treble-like robot, and start winding through a section
    that now leads downward. Midway through, you'll reach a portrait of Dr. Wily.
    Energy Balancer
    Use Rush Search right below the portrait to dig up this handy item. Rush's digging is
    a bit fine-tuned, so it may take more than one attempt.
    Head past here, climb down the ladder, and fall through the tunnel to reach the point
    where the path split reconnects.
    Remember, the paths reconnect here, so the trip is the same from here on out. Proceed
    to the right through the remainder of the cathedral and you'll run into an injured
    Bass. A short conversation ensues as Mega Man insists that Bass is a valuable ally
    (Pbthh...) and that Dr. Light will be glad to help fix him. After Bass and Treble tele-
    port away, head to the right to reach the boss gate.
    Shade Man Strategy
    Shade Man has a bit of an odd pattern that you must avoid. The Wild Coil works best,
    and you can charge it up for better effect, however, dodging all of his swooping attacks
    sometimes proves difficult. Try the Super Adapter instead; if equipped with the PU
    Fist upgrade, you'll deal equivalent damage, and be able to soar over his swoops, as
    well as have the added bonus of a seeking fist. Keep pounding Shade Man, but be wary
    that if he does grab you, he'll refill his own life meter by draining yours.
    13. Turbo Man's Stage:
    This stage starts off outside. Head to the right, while firing at the Joe driving the
    giant mechatruck. Destroy it to move on. Inside the hanger, destroy the cones as you
    head up. At the top, you'll have to cross a hazardous section filled with spike traps,
    enemies, and tires moving along the ceiling that can shove you to an untimely doom.
    The best way to get through is to stand on the edge of each section and leap just as
    the tires pass by overhead. After you get through here, you'll wind up in a vertical
    section with stoplight ledges. Climb to the second one, defeat the enemies there, and
    use the Super Adapter to fly to the ledge.
    Rocket Punch Upgrade
    Land on the second stoplight ledge and have Rush Search dig this item up. With it,
    the fist attack on the Super Adapter can seek out enemies and fly farther.
    Protoman Room # 2
    Keep heading upwards, and climb into the next screen. Then fall down and *through* the
    right hand wall. As you fall through, Protoman will appear to inquire as to whether
    or not you've found the parts for the Super Adapter.
    Exit out and continue heading back upwards. The next section is a tough part with some
    fire jets that can cause serious damage if you're not careful. Just slide through the
    section until you reach the end. The next part is a quick vertical drop similar to
    Quick Man's stage; except here you have to contend with fire blasts instead of insta-
    kill Force Beams. Still, slide quickly to make it through, and fall onto the cargo
    truck at the bottom. Make your way right until you reach the face, then pelt away at
    the eyes will avoiding the missiles that fly at you. Eventually, you'll destroy the
    truck, and it's a simple trek to the right to reach the boss gate.
    Turbo Man Strategy
    Another Robot Master with a bit of a tough pattern to predict, Turbo Man is fast on the
    draw, and deals massive amounts of collision damage. The Noise Crush is the optimum
    weapon for this fight, but you'll want to increase its effectiveness by using the trick
    for it described below by bouncing it off the wall behind you, absorbing the wave, then
    firing the enhanced shot off at Turbo Man. Doing so will stun him and keep him from 
    using his assorted attacks (if he gets off a Scorch Wheel, you'll burn for several
    seconds). Once he's stunned, count to four or carefully listen for the screeching tires
    sound, then leap out of the way as Turbo Man accelerates across the room in his race-
    car form. Turn and repeat, using an Energy Tank if need be (practice so you don't have
    to, though; in the final stage, you'll want all the energy you can possesss).
    14. Dr. Wily's Castle, Stage 1:
    The game starts getting tougher around this point. From the start, head across the
    top of the bridge until you get inside the fortress. Make your way inside, dealing
    with the multitudes of cannon enemies. Eventually you'll reach a section with rotating
    platforms. Bypass this part by taking the ground path and use the Super Adapter to
    fly up to the high wall. Climb the two ladders and you'll reach a part where the 
    lights wink on and off. Not a good sign...on top of that you have Fanmachines trying
    to pull you or push you away. Attack from a distance, and head on into the next
    section. Slide to get the energy refill, and climb down the ladder. Hang on the rungs
    to kill the tire thrower, then fly up and over the large obstruction and fall down
    the tunnel. For the next section, I will illustrate a "cheating" method. You will face
    more spinning platforms, as well as more on and off light sections. Use the spinning
    ledges to get to the first piece of solid ground, eliminate the floating cannon, and
    simply use Rush Jet to fly to the other side. Have a Beat Whistle in reserve in case
    you get knocked out of the sky near the end, and climb up the ladder at the end. Now,
    the next part is a bit more complex. You have to ascend vertically while dealing with
    the spinning platforms. From the first one, wait until it starts moving horizontally,
    then use the Super Adapter to fly up and over to the right to reach the solid ledge.
    Keep jumping to trigger the lights and map out a path to the ladder above you. It can
    get tough, but with practice, you'll make it up. Climb up the ladder at the top and
    head to the right to reach the boss gate.
    Gutsdozer mk-II Strategy
    Wily has stolen GutsMan from the Robot Museum and modified him into a new form of the
    Gutsdozer. You'll mainly want to watch out for the two main attacks, as well as speed
    through the battle since the ceiling is collapsing the entire time. Gutsdozer's first
    attack is to chunk slabs of rock at you. Stand about midway across the room and use
    the Slash Claw to swipe them back at Gutsdozer. Keep doing this and you won't have to
    deal with his secondary grabbing attack too much. Supplement your attacks with the
    Mega Buster or the Wild Coil (charged) and you'll put Gutsman out of commission once
    15. Dr. Wily's Castle, Stage 2:
    As you start off here, head to the right and climb the ladder at the end. Head up and
    right to reach a small vertical section. Climb the ladders to reach the top, then use
    the Super Adapter to fly over a pit just a hair too long for you to jump over (or use
    Rush Jet). Climb up the right hand ladder for an energy pickup, and head up the next
    ladder. Head right some more to reach a gate, where you'll run into Bass. Now punish
    him for lying to you.
    Bass & Treble Strategy
    So, Bass has acquired the parts for the Super Adapter, eh? Counter his attacks by 
    using your own friendly version of it, and this fight will be a piece of cake. Have 
    one or two Energy Tanks in case Bass lands some cheap shots, and use the Rocket Punch
    upgrade to help your fist seek Bass out. Keep flying upwards while consistently firing
    and you'll defeat Bass before long.
    After you've put down Bass, exit out to the right, and start ascending the spike filled
    vertical corridor. Immediately following is yet another large vertical one, so hop 
    up the various platforms to reach the ladder at the top. Climb up, go up another ladder,
    and head through another platforms-over-spike traps section, and up the last ladder to
    reach the boss gate.
    Mecha Turtle Strategy
    Use the Wild Coil here, and charge it up. When the Turtle pokes its head out from its
    carapace, fire off the charged springs to damage it. Watch out for the Turtle when it
    flies at you, and slide under it to dodge. Shoot down the miniature turtles with your
    Mega Buster or Slash Claw so they're not a real annoyance, and finally, jump (or use the
    Super Adapter to fly around) when the Turtle starts breathing fire. All in all, not too
    hard of a battle, but have an Energy Tank on hand, just in case.
    16. Dr. Wily's Castle, Stage 3:
    This level is hellish, to be sure. It's mostly vertical, so you'll have to deal with
    many aerial threats here. Start off going up by climbing the various ladders to reach
    the top. Head to the right across the suspended platforms and into another ladder-
    filled vertical corridor. Climb up, leap across a few more pitfalls and climb up some
    more. At the top of this next section, proceed to the right to reach a very mean set
    of disappearing blocks. Try using Rush Jet to make your life easier. Once you've
    finished this section, the path can split.
    ****Path Branch 1: Upper Path****
    Use the Super Adapter to reach the upper (easier) path. Proceed up and across another
    set of disappearing blocks, and grab the nearby pickups. Drop down to face a smaller
    version of the Mecha Turtle, like the ones found in Slash Man's stage. Defeat it and
    drop down the tunnel he was guarding, and you'll land right in front of the boss gate.
    ****Path Branch 2: Lower Path****
    This path is much tougher, and resembles one of the Castle stages from Mega Man 2, in
    a sense. As you drop down the pit, you'll have to thread a very nasty drop through a
    spike-lined corridor. Try to stay directly center and you won't have to dodge all that
    much. At the bottom, head left for a 1-Up, and then go to the right. Leap across the
    pit of spikes and into the next room, where you'll face a reincarnation of the Crab
    mini-boss from Burst Man's stage. Defeat it as you did before, and, as before, the 
    ceiling spikes will get blown away, and you'll float to the top. Watch yourself very
    carefully here as the spikes are rather close together. Start from the right and as you
    reach the upside down "U" arrangement, start floating left to safely make it to the
    top. At the top, just climb the ladder and head right to reach the boss gate.
    Ninja Mask Strategy
    This is a major pain of a boss. Have all four Energy Tanks in case you need to use
    them, and make sure you can rapidly swap weapons. Fire at the head with the Mega Buster
    or Wild Coil when not right up next to it, and ride the missiles it shoots to get up
    in its face and hack away with the Slash Claw. The Mask will often fire a dangerous
    laser attack; slide all the way right to dodge it, and just keep moving so as not to
    get trampled by the Mask as it tries to run you down. Alternate methods of beating
    this monstrosity are to use the Junk Shield when right up close (you don't have to be
    as close as with the S. Claw), and using Rocket Punch and Super Adapter to score some
    17. Final Stage:
    Here it is: the final level. It helps to have all possible energy reserves filled, as
    the battles ahead are very tough. (Use the Ultimate Password shown below if you think 
    it'll help - this level is hard even after using it). You'll start off in the teleport 
    room. It's larger than others, but you use an elevator to reach the various Robot 
    Masters. The diagram goes like this:
    			Freeze Man	Slash Man
    			Junk Man	Cloud Man
    			Turbo Man	Spring Man
    			Shade Man	Burst Man
    Once you have conquered the Robot Masters a second time, you'll warp to the final area.
    Collect the nearby powerups, and drop down to the first battle with Wily.
    Dr. Wily Strategy, Phase 1
    This form is intentionally easy, probably to lure you into a false sense of security.
    Anyway, you must strike Wily's Skullpod in the eyes to deal damage, and avoid it as
    it hops/leaps/bounces across the room. The Skull Stilters he drops complicates this
    just a bit, but Wily does have an ever-so-slight pattern. Wily tends to drop on whatever
    side you are standing on, so if you stand to the left side, you can usually just cause
    him to bounce across the room (and thus, just slide under him), though he will break
    this every now and then. Practice here until you can get through taking only 1 or 2
    hits to save as much power for the last fight.
    Dr. Wily Strategy, Phase 2
    OK, now it gets *extremely* tough. You *will* need all four Energy Tanks, 1 Super Tank,
    and possibly all four Weapon Tanks to refill your weapons as you go. Wily chooses the
    disappearing routine again, but this time he appears at random and is very nasty with
    his elemental attacks. He has three - Fire, Ice, and Thunder. Fire will set you aflame
    and burn you for several seconds, Ice will encase you in an ice block (after which you
    will get hit by Wily's incoming hail of fire), and Thunder will just stun you momentar-
    ily. If you cannot avoid them, you must try to get hit by Thunder as it cause the least
    amount of damage, and strike Wily with the Freeze Cracker when he appears (remember,
    it's directional), or the Wild Coil (Charge it up), or fly around using the Super 
    Adapter to hit him mid-air. Of the three, Freeze Cracker is the most reliable. Try to
    remember that you can sometimes slide in between the element orbs, and then you must
    jump the energy bullets that come down and travel along the floor. If you can success-
    fully dodge him while inflicting damage of your own, you will emerge victorious.
    18. Boss Weapons:
    - Danger Wrap - Mega Man will fire bubble-encased bombs, or alternately can encase
      enemies in the bubbles. Pretty handy for some situations.
    - Thunder Bolt - Mega Man fires off bolts of electricity that stun some enemies, and can
      activate some machinery types.
    - Junk Shield - Another typical shield, circlets of junk surround Mega Man. As before,
      he can fire it off early, or it can fire itself off in diagonal directions after 
      absorbing too much damage.
    - Freeze Cracker - A handy multi-directional weapon, Mega Man fires an ice shot that
      naturally freezes things. Its handiness comes in that it can fire in six directions.
    - Slash Claw - A very short-range weapon, Mega Man creates a short burst of energy with
      his fist.
    - Wild Coil - Mega Man tosses out springs to either side of him. He can charge this
      weapon like he does his Mega Buster to make the springs larger and bounce higher.
    - Noise Crush - Mega Man fires off a sonic wave that can disorient a few robot enemies.
      An added use is that Mega Man can absorb a wave if he fires it at a wall, and then
      fire off a larger shot.
    - Scorch Wheel - So unlike its name, Mega Man fires off a circle of flaming orbs. It
      can set some things aflame, and burn other objects.
    19. The Proto Shield:
    You can acquire this sub-weapon by completing the requirements mentioned in the stage
    walkthroughs (find Protoman in each of his three rooms, then defeat him in Shade Man's
    level). Once you have it, you can use it as an alternate weapon of sorts, though there
    are a few things you may want to know first.
    1. Mega Man can only block attacks from the front. Ideally, it would protect his back
       while he's running, but we can't be perfect, now can we?
    2. Mega Man cannot charge his Buster while using it, only fire normal shots.
    3. Some enemies don't get blocked by the shield, and pass right through it. Some type
       of collision glitch, I'd imagine.
    So, in short, is it worth getting? Sure. But is it worth using? That might be another
    20. Secrets and Tips:
    1. Password to Wily's Castle (all items except Proto Shield): 7853-5856-2245-7515.
    2. Password that makes all eight Robot Masters available from start: 1755-8187-6486-2322.
       Note: Using this will give invalid passwords until the initial four are beaten.
    3. Press SELECT on the Stage Select Screen to visit Big Eddie's and buy powerups.
    4. Easy Bolt Pick-Ups:
       Go to Cloud Man's stage and stop before the last section leading to the boss gate. 
       Just past the part leading outside will be a regenerating Bomb Bird. Shoot the egg it
       drops as it hits the ground, collect all the pick-ups, then scroll back to the left 
       and repeat. Within about 10 minutes I had refilled all my meters, gotten 9 lives, and
       999 Bolts.
    5. Using Rush Search in various places will occasionally net giant versions of large
       energy capsules or Bolts. The Ultra Energy ones refill your whole meter, and the
       giant Bolts are worth 100 units of the currency. Keep Rush's nose peeled.
    6. Special Alternate Music: 
       Before beating Shade Man, press and hold B when selecting him, and you'll get a 
       different "Chosen" theme as well as a new stage tune. Both new tracks are remixed 
       from another Capcom title, "Super Ghouls 'n Ghosts".
    7. A few of the Master Weapons have alternate uses to them. Try testing them out to 
       get different effects. Here's a list of some of the more useful ones:
       - Freeze Cracker - You can fire this in 4 directions, and also freeze lava rivers.
       - Thunder Bolt - Electrically charge dead machinery and power it up.
       - Danger Wrap - Encase enemies in the bubble and then blow them up (!).
       - Scorch Wheel - Set stuff on fire.
       - Wild Coil - Charge it up for a larger shot.
       - Noise Crush - Fire it at a wall, let Mega Man absorb the rebound, and then press B 
         again to fire a much larger wave.
    8. Ultimate Password:
       Generally given as a reward for beating the game, this password will give you every 
       item in the book: 4 Energy Tanks, 4 Weapon Tanks, 1 Super Tank, every single upgrade 
       to your suit, plus the Proto Shield, and on top of that, it'll start you off at 
       Wily's Castle, Stage 4: 1415-5585-7823-6251. Don't get cocky, I'll quote Slash Raptor
       here by saying "there's something to be said about a game where you can get a PW that
       gives you every item and starts you on the last level, and you still be in for a 
       challenge with the boss". Alternately, hold L and R as you press Start to activate 
       the next trick in the list.
    9. Special "Street Fighter" Bonus Mode:
       Enter the above password and press L and R while pressing Start to initiate a bonus 
       mode in which you can control either Mega Man or Bass and simulate another famous 
       Capcom franchise, Street Fighter. A couple of notes here:
       - The game is only 2 player, meaning you must have 2 controllers. There is no option
         to fight a computer opponent.
       - A few of the old Street Fighter combos work in this game, but I've found a lot of
         them to be random and finicky. The Hadoken (below) seems to be the only one that
         ever works reliably.
       - Input the Hadoken sequence (Down, Down-Forward, Forward, Fire) and Mega Man will
         execute a quick Slash Claw-ish attack, and Bass will do an oddly animated Rising
         Kick move.
       - Mega Man can essentially Charge Kick his opponent by hitting Down twice in rapid
         succession in order for it to work.
       - If playing as Bass, you can make him air-dash by pressing Left or Right while he's
         in mid-jump.
       - Press Up twice for a "faintwarp" move in which your character flickers for a few
         moments. Like in the actual games, this move will grant you brief invincibility
         as if you had been hit.
    21. Legal:
    This guide must always be shown in full form with credit given to the author, and a link
    and credit must be given to Mega Man Network (http://megaman.retrofaction.com/). All 
    associated characters and games are copyright to Capcom.

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