hide results

    FAQ/Walkthrough by MetroidMoo

    Version: 1.11 | Updated: 09/26/04 | Search Guide | Bookmark Guide

     =-                   Rockman 2: The Power Fighters (ARC)                 -=
                        Written By: Ryan "MetroidMoo" Ammerman
                 GUIDE TYPE ..................................... FAQ
                 FILE SIZE .................................... 45 KB
                 FIRST RELEASED ....................... June 29, 2003
                 LAST UPDATED .................... September 26, 2004
                 LATEST VERSION ................................ 1.11
    <<<                            TABLE OF CONTENTS                           >>>
    1) Version History
    2) Introduction
    3) Characters
          [3.1] Mega Man
          [3.2] Proto Man
          [3.3] Bass
          [3.4] Duo
    4) Weapons
    5) Course Walkthrough
          [5.1] Dr. Wily
          [5.2] Roll
          [5.3] Stolen Parts
    6) Contact/Legal Information
     =-   1)   VERSION HISTORY                                                -=
    VERSION 1.11 - SEPTEMBER 26, 2004
      Updated e-mail address.
    VERSION 1.1 - NOVEMBER 16, 2003
      Revised the file's format.
    VERSION 1.0 - JUNE 29, 2003
      First (and complete!) version of the guide.
     =-   2)   INTRODUCTION                                                   -=
      As always, Capcom serves up another healthy helping of Mega Man with a
    sequel to the arcade game Mega Man: The Power Battle! New bosses, new weapons,
    and a brand new character! Duo joins the crew of Mega Man, Proto Man, and Bass
    from the previous game and fights the evil Dr. Wily and his robot thugs.
      For those of you not familiar with the Blue Bomber's two arcade games, the
    concept is simple. Take a Mega Man game, strip out the stages, and what do you
    have left? The boss fights, of course! The Power Battle and The Power Fighters
    focus strictly on tackling the Robot Masters and Dr. Wily's creations, one
    right after another. This turns out to be a surprisingly fun idea! No more
    worrying about dropping into pitfalls and spikes!
      So, what has changed from The Power Battle? Aside from new foes, including
    Pharaoh Man and Dive Man, much of the game remains the same. Choose a course,
    battle the six Robot Masters, and then take the fight to Wily. What makes
    The Power Fighters different is the addition of Eddie and weapon upgrades.
    Each character sports a unique item dropped by Eddie in the heat of battle
    that is usually helpful in taking down the boss, and you can also randomly
    acquire enhancements that produce a variety of benefits.
      Lastly, this recycling of Mega Man presents us with a plot fact that many
    have been pondering for quite a while... Instead of spoiling it for you, beat
    the game as Bass, and pay close attention to the ending!
     =-   3)   CHARACTERS                                                     -=
    This section contains descriptions and controls of the characters.
    <<<   [3.1]  MEGA MAN                                                      >>>
    Japanese Name: Rockman
      The Blue Bomber. Mega Man is a robot fabricated by the scientist Dr. Light.
    This 'bot battles against Dr. Wily in his never-ending scheme to rule the
    world with his own evil creations. Time after time, Wily falls to Mega Man's
    power, yet he always finds a way out, even in jail! Mega Man has a sister
    named Roll and a brother called Proto Man. Despite being his brother, Mega Man
    knows very little about Proto Man. Neither does anyone for that matter...
      Although there's really no "best" character in this game, Mega Man's ability
    to slide gives him a slight advantage. Because he is so close to the ground,
    he can dodge anything without as much trouble compared to Proto Man and Bass.
    Joystick - Moves Mega Man.
    Button 1 - Fires Mega Man's Mega Buster. It can be charged up to dish out more
    Button 2 - Jump.
    Button 3 - Switches between Mega Man's current weapon arsenal.
    Joystick Down + Button 1 - Execute a Dragon Punch-like attack.
    Joystick Down + Button 2 - Slide.
    Capsule Item
      As Mega Man, picking up the capsule dropped by Eddie summons Rush to your
    side. Whenever you fire a charged Mega Buster shot, Rush homes in on the boss
    and dashes into it, damaging the enemy. Personally, I do not find this item to
    be particularly useful...
    <<<   [3.2]   PROTO MAN                                                    >>>
    Japanese Name: Blues
      Proto Man is Mega Man's brother and was also created by Dr. Light as a
    prototype robot (hence the name "Proto Man," of course). He's almost always out
    of sight, and no one really knows if Proto Man has good intentions or evil
    ones. In the video game series, he seems to be a good guy, although in the
    American TV cartoon, he was completely the opposite. But, I suppose we could
    just disregard the cartoon... ^_^
      The strangest thing about Proto Man in this game is his arm cannon. Have you
    noticed at how large his normal shots are? Despite their size, they don't do
    any more damage than the other characters' shots.
      Instead of a slide, Proto Man uses a dash move. He also puts out his Proto
    Shield when he does this. The shield is purely cosmetic and offers no
    protection from enemy attacks, unfortunately.
    Joystick - Moves Proto Man.
    Button 1 - Fires Proto Man's Proto Buster. It can be charged up to dish out
               more damage.
    Button 2 - Jump.
    Button 3 - Switches between Proto Man's current weapon arsenal.
    Joystick Down + Button 1 - Execute a plasma punch.
    Joystick Down + Button 2 - Dash.
    Capsule Item
      As Proto Man, picking up the capsule dropped by Eddie summons your feathered
    friend Beat. The bird flies in and drops a protective barrier around Proto Man.
    This shield renders Proto Man invincible to any and all attacks, assuming that
    your energy meter doesn't run out, of course! This is definitely the best of
    the capsule items!
    <<<   [3.3]   BASS                                                         >>>
    Japanese Name: Forte
      Bass is a creation of Dr. Wily. He may take beatings from the Blue Bomber,
    but nothing can dismantle his over inflated ego. Similar to Mega Man, Bass
    has a robotic dog companion named Trebel (or Gospel, if you're in Japan).
    Mega Man and Bass are usually at each other's throats, but they did "team up"
    to take on Dr. Wily in the SNES game Rockman & Forte.
      Unfortunately for Bass fans, he gets shafted with his air dash. The dash
    causes the robot to actually go up. This usually results in Bass hitting the
    very target you were trying to avoid in the first place...
    Joystick - Moves Bass.
    Button 1 - Fires Bass's Bass Buster. It can be charged up to dish out more
    Button 2 - Jump.
    Button 3 - Switches between Bass's current weapon arsenal.
    Joystick Down + Button 1 - Execute a powerful kick.
    Joystick Down + Button 2 - Air dash.
    Capsule Item
      As Bass, picking up the capsule dropped by Eddie summons Treble to your
    side. Treble mimics whatever shots Bass fires from his buster cannon. If you
    fire a single, small shot, so does Treble. The same applies to firing a
    charged shot. Again, like Mega Man's item, it's not that great, but it's an
    improvement over Rush, I think.
    <<<   [3.4]   DUO                                                          >>>
      Duo is the mysterious hero from Mega Man 8 who drops in on Earth from space.
    Although their relationship gets off to a rough start, Mega Man and Duo
    realize they are fighting on the side of good, and the two team up to take on
    Dr. Wily.
      Naturally, Duo's immense size may lead you to believe he is slower yet
    stronger than the other characters. In fact, that's far from the truth...
    The only significant difference with Duo is his main attack. Instead of the
    typical arm cannon, Duo punches with a short-ranged fist, and you can charge
    it up to fire a plasma shot.
      Unlike everyone else, Duo's dash maneuver can actually harm foes! Unfort-
    unately, there's only a brief window of time when Duo's spiked shoulder pad
    is deployed. Even when your hit does connect, chances are Duo will collide
    with the boss and take damage anyway.
    Joystick - Moves Duo.
    Button 1 - Attack with Duo's arm cannon. It can be charged up to dish out
               more damage.
    Button 2 - Jump.
    Button 3 - Switches between Duo's current weapon arsenal.
    Joystick Down + Button 1 - Execute a powerful uppercut.
    Joystick Down + Button 2 - Dash attack.
    Capsule Item
      Duo has the same exact item that Proto Man obtains...
     =-   4)   WEAPONS                                                        -=
    This section lists the descriptions of the game's weapons.
    NOTE: Weapons are placed in alphabetical order.
    Air Shooter
    Course: Stolen Parts
    Received From: Air Man
      Air Shooter tosses a tornado upward into the air. Up to three can be on the
    screen at one time.
    Atomic Fire
    Course: Dr. Wily
    Received From: Heat Man
      Atomic Fire enables your character to toss fire a short distance. Like in
    Mega Man 2, it can be charged up. However, I think it's just a waste of
    energy, as the extra punch doesn't do much more damage.
    Bubble Lead
    Course: Dr. Wily
    Received From: Bubble Man
      Bubble Lead tosses a medium-sized bubble that falls and travels along the
    Centaur Arrow
    Course: Dr. Wily
    Received From: Centaur Man
      Centaur Arrow shoots an arrow forward. What makes this weapon so annoying is
    that there's a random chance the arrow may fly upward. Usually this results in
    you missing the target you were trying to hit...
    Noise Crush
    Course: Roll
    Received From: Shade Man
      Noise Crush can be a useful weapon against nearly any boss. Fire it against
    a wall, and run into the sound wave. Your character will now appear as though
    he has "charged" up the weapon. The next time you attack, the sound wave is
    larger, does more damage, and at no extra energy cost!
    Dive Missile
    Course: Roll
    Received From: Dive Man
      Dive Missile launches a torpedo that's reminiscent of Bullet Bill from Super
    Mario Bros. The weapon automatically homes in on the nearest enemy.
    Gemini Laser
    Course: Stolen Parts
    Received From: Gemini Man
      Gemini Laser shoots a powerful laser that pierces through most targets. This
    laser will also bounce around the screen a few times before disappearing.
    Gyro Attack
    Course: Dr. Wily
    Received From: Gyro Man
      Gyro Attack throws a blade into the air. Unlike the other Mega Man games
    that had this weapon, there is no need to manually move the blade up or down
    to hit an enemy. The Gyro Attack in this game automatically targets a foe.
    Plant Barrier
    Course: Dr. Wily
    Received From: Plant Man
      The Plant Barrier aids in protecting you from some projectiles. If you stand
    right up against a boss, it also damages them.
    Napalm Bomb
    Course: Stolen Parts
    Received From: Napalm Man
      Napalm Bomb deploys a capsule that explodes after a few bounces. Each
    explosion is a separate hit. One important thing to note is that the height of
    the capsule's bounces depends on your height when you fired the Napalm Bomb.
    If you fire it while jumping, the bounces are much higher.
    Pharaoh Wave
    Course: Stolen Parts
    Received From: Pharaoh Man
      Pharaoh Wave releases two energy waves that travel to the left and right of
    your character. Use it to eliminate any pesky 'bots the bosses generate.
    Power Stone
    Course: Roll
    Received From: Stone Man
      Power Stone summons a stone hand that rips through any targets sitting on
    the ground. You can create up to two hands at one time. Note your character
    does not necessarily have to be on the ground to attack with Power Stone.
    Quick Boomerang
    Course: Stolen Parts
    Received From: Quick Man
      Despite its unusual banana-like appearance, Quick Boomerang is just like it
    sounds, a boomerang! You regain used weapon energy by collecting the boomerang
    when it flies back to you.
    Rolling Cutter
    Course: Roll
    Received From: Cut Man
      Rolling Cutter throws a sharp boomerang with blades. When it returns to you,
    you regain the weapon energy previously depleted to fire it. So, you can go
    crazy with this thing and not worry about aiming!
    Shadow Blade
    Course: Dr. Wily
    Received From: Shadow Man
      Shadow Blade tosses a four-pointed star in front of you. If you hold up or
    down on the joystick, you can control the angle at which the blade is thrown.
    Slash Claw
    Course: Roll
    Received From: Slash Man
      The Slash Claw equips your character with a melee claw attack. Because you
    have to be close to use it, it's probably not the best solution.
    Super Arm
    Course: Stolen Parts
    Received From: Guts Man
      The Super Arm allows you to chuck boulders to enemies. The rock splits when
    it hits something, but the pieces don't do any extra damage.
    Thunder Beam
    Course: Roll
    Received From: Elec Man
      Thunder Beam sends out three separate beams of electricity that travel up,
    right, and down. Try firing it up close against a boss to score multiple hits!
     =-   5)   COURSE WALKTHROUGH                                             -=
    This section has tips for the bosses in the three courses.
    NOTE: Boss strategies are listed in my suggested order for fighting the Robot
          Masters. Each strategy also includes information on a boss's "Danger
          Mode," which is activated when the boss loses at least half of its life.
    <<<   [5.1]   DR. WILY                                                     >>>
    Course Bosses
    1. Shadow Man
    2. Plant Man
    3. Gyro Man
    4. Centaur Man
    5. Bubble Man
    6. Heat Man
    Quick Reference Chart
    |      BOSS      |      USE       |      GET      |
    | Bubble Man     | Shadow Blade   | Bubble Lead   |
    | Centaur Man    | Gyro Attack    | Centaur Arrow |
    | Gyro Man       | Plant Barrier  | Gyro Attack   |
    | Heat Man       | Bubble Lead    | Atomic Fire   |
    | Plant Man      | Atomic Fire    | Plant Barrier |
    | Shadow Man     | Centaur Arrow  | Shadow Blade  |
    | Mad Grinder    | Centaur Arrow  |      N/A      |
    | Wily Machine   | Bubble Lead    |      N/A      |
    | Dr. Wily       | Shadow Blade   |      N/A      |
    Boss Strategies
    Centaur Man
    Stage Music: Junk Man's Stage (Mega Man 7)
    Weakness: Gyro Attack
    Receive: Centaur Arrow
      I find Centaur Man to be the most difficult Robot Master in this course, so
    I would recommend starting out with him. This centaur focuses on slowly
    trotting back and forth whilst attacking with his golden bow. 
      Being such a colossal size, Centaur Man makes it hard to hop over him. Try
    blasting his hide with charged shots to hold him back from your position.
    Evading his dash maneuver is actually easier. Simply jump above Centaur Man,
    or shoot him with a charged shot and hope it knocks him on his rear.
      His Centaur Arrows are sluggish, so you shouldn't have a problem with them
    if you stand back far enough... Obviously, when Centaur Man defends with his
    shield, do not bother firing your weapon, as all attacks will be deflected.
      DANGER MODE: Touting his new polearm, Centaur Man becomes extremely
    dangerous to fight up close! So, as always, keep a distance from the horse,
    and you should be all right.
    Shadow Man
    Stage Music: Shadow Man's Stage (Mega Man 3)
    Weakness: Centaur Arrow
    Receive: Shadow Blade
      Capcom apparently went out of their way to make Shadow Man somewhat cartoony
    compared to the other bosses. Just listen to the sound effects!
      Since Shadow Man is a ninja afterall, he's a quick and nimble guy. Stick to
    either the left or right wall, and do wall kicks to move out of his way when
    he charges at you. Similarly with the previous fight, this boss can neutralize
    all attacks by transforming into a tree trunk. It lasts a second, so I
    wouldn't be too concerned about it.
      His Shadow Blades are thrown one at a time or all at once (in both cases,
    three blades are used). So, remain a safe distance from him! Whenever this
    Robot Master flies off the top of the screen, he places four pointy spikes
    along the ground. Fortunately, they vanish in only a few seconds.
      DANGER MODE: Shadow Man goes all out with his new mecha frog! His previous
    attack pattern goes out the window and is instead replaced with three new
    moves. These include a tongue lick, flamethrower, and deploying a few small
    bots. Sliding is important here since this frog enables Shadow Man to jump the
    entire way across the screen.
    Bubble Man
    Stage Music: Bubble Man's Stage (Mega Man 2)
    Weakness: Shadow Blade
    Receive: Bubble Lead
      For the most part, Bubble Man's attack pattern remains the way it was back
    in Mega Man 2 on the NES. This aquatic boss swims around the room and fires
    rounds from his arm cannon. He follows a random swimming path; so, when you
    have the chance, dash/slide underneath him! Don't let yourself get cornered!
      Occasionally, Bubble Man uses Bubble Lead, and in that case, you can simply
    shoot the bubble to disperse it. There's really not that much to this fight...
      DANGER MODE: Following in the footsteps of other bosses, Bubble Man can
    enclose himself inside a massive bubble that shields him from all attacks.
    His next new attack involves releasing crabs in bubbles. As long as you shoot
    the bubbles before they reach the top of the screen, you will be safe from
    putting up with those blasted crustaceans later.
    Heat Man
    Stage Music: Heat Man's Stage (Mega Man 2)
    Weakness: Bubble Lead
    Receive: Atomic Fire
      Likewise with Bubble Man, Heat Man is nearly identical to his original form.
    Heat Man prefers to hop, skip, and jump all over the place, so be ready to
    dash/slide when you have the opportunity! Engulfing himself in an aura of
    fire, this boss may also air dash across to the other side of the room, and it
    packs quite a punch, too!
      Fireballs, which appear in small and large sizes, are Heat Man's main
    offensive attack. They can be pitched in two distinct ways: three at once or
    just one. If three are thrown, the fireballs create a flame column upon impact
    with the ground. If you spot only one, it sets off a fire wave along the
      With Bubble Lead, hitting Heat Man is not that tough. While the bubble only
    glides along the ground, it's quite fast. One important fact to keep in mind
    here is that if you are hit with fire, the attack gradually reduces your
    energy. As a result, it's easy to watch your life fly out the window...
      DANGER MODE: Heat Man turns up the heat by unleashing two huge fireballs
    that fly to the left and right of him. Needless to say, taking a hit from
    those puts a dent on your energy meter! He can also now toss a pair of
    fireballs that tread along the ground.
    Plant Man
    Stage Music: Magnet Man's Stage (Mega Man 3)
    Weakness: Atomic Fire
    Receive: Plant Barrier
      Oddly enough, Plant Man prefers to using his normal arm cannon for most of
    this fight. He either fires in a straight line or launches a spray of shots.
    If you are close enough when he fires the spray, you can easily jump over them
    without any trouble. From time to time, Plant Man places a miniature plant on
    the ground that can attack you. A simple charged shot takes it out.
      DANGER MODE: NOW he uses his Plant Barrier! However, other than that, his
    danger mode does not offer much of anything new. Of course, this shield
    defends Plant Man from anything and everything. Plant Man tosses the spinning
    flowers at you after he lands on the ground, but its leisurely speed gives you
    plenty of time to move out of the way.
    Gyro Man
    Stage Music: Gyro Man's Stage (Mega Man 5)
    Weakness: Plant Barrier
    Receive: Gyro Attack
      Gyro Man favors flying and ambushing you since he has a gigantic propeller
    on his back. He mostly uses Gyro Attack blades. These weapons fly either above
    or below you, and once you cross their path, the blades travel up or down
    accordingly. Like most projectiles in this game, they do not move particularly
    fast, so do not be too concerned about them.
      Gyro Man's propeller blades not only allow him to fly, but also to be used
    as a shield! I think you ought to know by now you will not be able to pierce
    his protective barrier... What will really knock you around is his annoying
    charge maneuver. The only thing I can suggest is wait on the ground and jump
    over Gyro Man shortly before he crashes into you.
      Unluckily for you, Plant Barrier may not be that helpful here. Each use
    depletes a ton of energy, and as a result, you cannot use it too often. The
    most effective way to utilize Plant Barrier is to corner Gyro Man, activate
    the barrier, and stand right beside him. The flowers should damage and knock
    him on the ground. Eventually, the shield takes too much flak and simply
      DANGER MODE: The only new move Gyro Man offers here is launching four gyro
    blades at once. They then hover along the ground with varying distances
    between each blade. Try your best to step inside the spaces, and jump over the
    Mad Grinder
    Stage Music: Introduction Stage (Mega Man 7)
    Weakness: Centaur Arrow
      If you have played Mega Man 7, you should already have some familiarity with
    this creation! Aim all of your shots towards the bot's head, as they will pass
    through any other part of this machine. Due to Centaur Arrow's innate goofi-
    ness, I would suggest firing it right in front of Mad Grinder's face. At least
    that way you won't have to worry about missing! ^_^
      Before his danger mode kicks in, Mad Grinder sticks to a few simple attacks.
    He can spit out some fireballs at regular intervals, but successfully timing
    your jumps helps you avoid being burned. Mad Grinder may also hover into the
    air and suddenly plummet, shaking the ground and knocking you down (it doesn't
    harm you). His final move is ripped from Mega Man 7. Mad Grinder tosses a
    spinning blade that travels along the ground and then returns back to his head
    by flying into the air.
      DANGER MODE: Mad Grinder takes advantage of his steamroller and mammoth
    weight when he activates his danger mode! He either pounds you into the ground
    or turns your character into a mechanical pancake. What you need to watch out
    for is when Mad Grinder flies into the air and motions over your character.
    After that, he drops down. If you just happen to be underneath him, then
    you're going to lose a lot of health! Slide or dash past Mad Grinder to avoid
    being crushed.
    Wily Machine
    Stage Music: Final Boss Battle (Mega Man 7)
    Weakness: Bubble Lead
      Dr. Wily's flying skull machine will definitely keep you busy! Wily always
    deploys a robot that paces back and forth through the room. Because of its
    protective barrier on the front, you must attack hit from behind to destroy
    it. Note you can hide in a corner, and the bot won't run into you.
      The cannons on Wily's contraption fire either ordinary plasma rounds, or the
    mad doctor may switch to alternate cannon and launch a bouncy blue shot. It
    can go in a variety of the directions, so watch out! Try hitting Wily with
    Bubble Lead to help prevent him from attacking in the first place.
      DANGER MODE: Now things heat up! Randomly throughout the battle, a targeting
    reticule appears and tracks your character. After a length of time, "ROCK ON"
    appears (gotta love the bad pun...), and explosions erupt around the
    crosshair. The key to avoiding the explosions is to just keep moving.
      Wily busts out a new attack with an oversized plasma beam that fills half
    the screen! As mentioned before, smack him around with Bubble Lead to halt the
    doctor from ever using the cannon.
    Dr. Wily
    Stage Music: ???
    Weakness: Shadow Blade
      This isn't really much of a fight here... Dr. Wily randomly teleports into
    the room and almost immediately vanishes. He does this for ten seconds (watch
    the timer!), and that's all the time you have to defeat him. I find it best to
    stand near (not directly on) the center of the room. When you see Wily, jump,
    and shoot!
      It doesn't really matter if you let Wily escape or not; his saucer crashes
    in flames anyway!
    <<<   [5.2]   ROLL                                                         >>>
    Course Bosses
    1. Cut Man
    2. Stone Man
    3. Shade Man
    4. Elec Man
    5. Dive Man
    6. Slash Man
    Quick Reference Chart
    |      BOSS      |      USE       |      GET       |
    | Cut Man        | Slash Claw     | Rolling Cutter |
    | Dive Man       | Thunder Beam   | Dive Missile   |
    | Elec Man       | Power Stone    | Thunder Beam   |
    | Shade Man      | Rolling Cutter | Noise Crush    |
    | Slash Man      | Dive Missile   | Slash Claw     |
    | Stone Man      | Noise Crush    | Power Stone    |
    | Yellow Devil   | Thunder Beam   |      N/A       |
    | Wily Machine   | Slash Claw     |      N/A       |
    | Dr. Wily       | Thunder Beam   |      N/A       |
    Boss Strategies
    Slash Man
    Stage Music: Slash Man's Stage (Mega Man 7)
    Weakness: Dive Missile
    Receive: Slash Claw
      Capcom's Wolverine-esque Robot Master does not offer too much variety with
    his combat moves. Jumping high into the air is Slash Man's favorite thing to
    do, and when he's not jumping, he tends to attack with his claws. Unlike the
    Slash Claw you receive as a weapon, Slash Man's attack has very good range,
    so stay back!
      The only other maneuver Slash Man has is a flame roll, which involves one
    of two patterns. One possibility is simply tumbling across the floor (very
    quickly, I might add!), and the other is bouncing up and down. Try using
    charged shots to counteract the roll! If you are lucky enough, Slash Man will
    be knocked right down on his kisser.
      DANGER MODE: Slash Man makes his flame roll more of a nuisance to you by
    throwing gel capsules. If you touch the red goo they leave behind, your
    character will become immobile and vulnerable to an attack.
      His slash attacks have also been improved! While remaining stationary, Slash
    Man now blocks with his oversized toothpicks and attacks multiple times.
    Cut Man
    Stage Music: Cut Man's Stage (Mega Man)
    Weakness: Slash Claw
    Receive: Rolling Cutter
      The cute, cuddly Cut Man can be summed up in one word. Pathetic.
      Capcom shafted Cut Man by giving him two attacks: jumping and throwing the
    blade attached to his head. Yep, that's all this wondrous 'bot can do! One
    item you must keep in mind is that Cut Man has some degree of control on the
    blade's movement. If the blade suddenly stops, it may decide to turn around
    and smack you in the face!
      Slash Claw's limited range requires you to get up close and personal with
    Cut Man. It's best to attack as soon as his blade returns to his head, and you
    can enjoy the lovely animation of Cut Man being severed in two!
      DANGER MODE: In danger mode, Cut Man can cut away the background and hide
    out of your view, and after that, four openings appear on the screen. Two are
    fake, while the true two release lines of bird 'bots. Shoot them up, and Cut
    Man returns back to the battle.
    Shade Man
    Stage Music: Shade Man's Stage (Mega Man 7)
    Weakness: Rolling Cutter
    Receive: Noise Crush
      Fortunately, the vampiric Shade Man possesses more variety than your pre-
    vious engagement with Cut Man... The most dangerous being a dive attack. With
    this move, Shade Man latches onto your character, slowly drains the life out
    of him, and then eventually lets go. Sliding/dashing is your best bet to
    avoid it!
      Our vampire buddy also resorts to his Noise Crush weapon by first shuffling
    over to one side of the screen. He fires a couple, lets them bounce back to
    him, and unleashes a more powerful blast of sound. The shots are sluggish, so
    time your jumps carefully! Imitating Medusa, Shade Man can emit a beam that
    morphs you into a stone block, leaving you completely vulnernable to any
      DANGER MODE: Being a bat, Shade Man decides to invite a few of his friends!
    This boss releases several Batontons that fly around the screen. A charged
    shot ought to do the trick, and as long as you fire right, you can take out
    all of the bats at once!
    Stone Man
    Stage Music: Stone Man's Stage (Mega Man 5)
    Weakness: Noise Crush
    Receive: Power Stone
      Stone Man, who looks remarkably like the Fantastic Four's Thing, relies on
    creating stone walls to make your life miserable. A thin barricade can be set
    up to block any attacks against Stone Man, while bigger walls can rise out of
    the ground in an attempt to knock you down. The larger variety can be demol-
    ished with a single charged shot.
      This rocky Robot Master also brings down a few robots by slamming his fist
    into the floor. Again, one charged shot is enough to take them down. After
    jumping high in the sky, Stone Man flies over your character and comes
    crashing down. The resulting shockwave knocks you down (assuming you are on
    the ground, anyway). Slide/dash to move out of his war path.
      With Noise Crush, you can create a more powerful blast to blow away Stone
    Man. Shoot a wall, let the wave come back to you, and let loose! This saves
    weapon energy, allowing you to make a mistake or two without having to worry.
      DANGER MODE: Stone Man finally brings out his Power Stone attack and can now
    pick up rock walls and give them a toss in your direction. In both cases, jump
    or wall kick your way to safety.
    Elec Man
    Stage Music: Elec Man's Stage (Mega Man)
    Weakness: Power Stone
    Receive: Thunder Beam
      Elec Man's Thunder Beam attacks are a pain in the booty, so avoid getting
    too close to him, unless you enjoy having your face electrocuted... Elec Man
    may resort to deploying electric sparks that bounce back and forth across the
    screen. Continue to hop over them until they leave the area.
      While Power Stone is Elec Man's weakness, actually hitting him with it is
    rather difficult. You can fire while in the air, but the rock hand only
    travels along the floor. Remember that!
      DANGER MODE: Elec Man modifies one of his techniques, and instead of sending
    out sparks, a continuous trail of electricity snakes across the floor. If you
    time your wall kick correctly, you can avoid having to touch the floor. Danger
    mode also enables this boss to use Thunder Beam while jumping. The angle at
    which it's fired can be adjusted.
    Dive Man
    Stage Music: Dive Man's Stage (Mega Man 4)
    Weakness: Thunder Beam
    Receive: Dive Missile
      Maybe it's me, but it looks as though Dive Man has the Soviet Union's hammer
    and sickle imprinted on his armor... Is he a communist!?
      For the most part, Dive Man utilizes two techniques. He either launches Dive
    Missiles while swimming or releases several proximity mines. Considering the
    rockets are fired high above you, dashing/sliding should suffice to avoid them.
    You can dispose of the mines by edging up against them (which is very risky)
    or simply shooting them. And keep an eye out for Dive Man's drill attack!
      One interesting trick with the Thunder Beam is to shoot it right up against
    Dive Man. Doing so hits the Robot Master with all three beams, causing three
    times the amount of pain. Cool, eh?
      DANGER MODE: Dive Man takes his drill attack to new heights (or depths, in
    this case)! He travels underground and pops out wherever you happen to be
    standing at the time. As you might guess...keep moving!!
    Yellow Devil
    Stage Music: ???
    Weakness: Thunder Beam
      The badass from the very first Mega Man game makes an annoying return!
    But unlike that fight, you will not have to worry as much about him moving
    across the screen piece by piece.
      Yellow Devil/Rock Monster starts things off by throwing two bouncy blocks
    that ricochet around the room. Try to hit them with charged shots as soon as
    they appear! The sooner you take them out, the better. Avoid positioning your-
    self too close to the Yellow Devil for he can grab your character with his
    fist and send him on a wild ride through his body.
      As you might expect, the Yellow Devil occasionally splits himself up and
    shifts to the other side of the room piece by piece. He uses two patterns, but
    both are easy enough to avoid as long as you move accordingly.
      DANGER MODE: The Yellow Devil morphs into a sphere that hovers back and
    forth. Here, the boss uses a powerful laser beam. You can easily evade this by
    walking far enough away, or using a wall kick to stay in the air.
    Wily Machine
    Stage Music: Final Boss Battle (Mega Man 7)
    Weakness: Slash Claw
      The Wily Machine in this course is essentially the same as the one in the
    first course, so that check that section if you need help.
    Dr. Wily
    Stage Music: ???
    Weakness: Thunder Beam
      Again, this boss is identical to the first course. Like with other fights,
    shoot the Thunder Beam up against Wily to score three hits with one shot.
    <<<   [5.3]   STOLEN PARTS                                                 >>>
    Course Bosses
    1. Guts Man
    2. Pharaoh Man
    3. Air Man
    4. Quick Man
    5. Gemini Man
    6. Napalm Man
    Quick Reference Chart
    |   BOSS         |      USE        |      GET        |
    | Air Man        | Super Arm       | Air Shooter     |
    | Gemini Man     | Pharaoh Wave    | Gemini Laser    |
    | Guts Man       | Napalm Bomb     | Super Arm       |
    | Napalm Man     | Gemini Laser    | Napalm Bomb     |
    | Pharaoh Man    | Quick Boomerang | Pharaoh Wave    |
    | Quick Man      | Air Shooter     | Quick Boomerang |
    | Mech Dragon    | Quick Boomerang |       N/A       |
    | Wily Machine   | Super Arm       |       N/A       |
    | Dr. Wily       | Air Shooter     |       N/A       |
    Boss Strategies
    Quick Man
    Stage Music: Boss Theme (Mega Man 2)
    Weakness: Air Shooter
    Receive: Quick Boomerang
      As his name suggests, Quick Man is quite the agile boss, and Capcom adds a
    spiffy blue trail, which is a nice touch. Other than his speed, Quick Man
    doesn't offer too much in the way of combat.
      Much of Quick Man's attacks rely on his banana-like boomerang. The boss
    "deploys" the boomerang, and then it flies in your general vicinity. You can
    either shoot it, or simply move out of its path. Personally, I find the latter
    much easier.
      As the battle goes on, Quick Man attempts to mix things up by throwing TWO
    boomerangs at once and sometimes doing it in the air. Gasp! Since you are
    dealing with two, shooting the boomerangs may be a better option.
      DANGER MODE: Quick Man shows his need for speed with a new dash attack. He
    usually starts it off while in the air, so dash/slide out of Quickie's way
    before you are knocked down.
    Pharaoh Man
    Stage Music: Pharaoh Man's Stage (Mega Man 4)
    Weakness: Quick Boomerang
    Receive: Pharaoh Wave
      Our Egyptian friend has a lovely pyramid modeled after himself! But even
    Pharaoh Man's sexiness can't help him out here...
      This boss tends to shoot balls of energy (which look a lot like cheese, I
    might add) and block with an oversized eye shield. So, do not be too surprised
    if Pharaoh Man renders your shots harmless!
      The only other attack Pharaoh Man possesses is his Pharaoh Wave, but you can
    tell when he is about to use it when you hear him shout "The wind!" (or some-
    thing to that effect). The Pharaoh Wave travels fairly low to the ground on
    both sides of Pharaoh Man, so a simple hop is sufficient to dodge it.
      DANGER MODE: Pharaoh Man surrounds himself in a blue aura. While it does
    nothing to protect him, the shield does in fact harm you! You can't really do
    anything about it; just always keep a distance away from him. In danger mode,
    Pharaoh Man can also summon two coffins, releasing zombies 'bots from MM7.
    Nothing too big here... Shoot 'em up to get them out of your way.
    Gemini Man
    Stage Music: Gemini Man's Stage (Mega Man 3)
    Weakness: Pharaoh Wave
    Receive: Gemini Laser
      Gemini Man follows his NES roots and starts the skirmish off by creating a
    duplicate of himself, and the duo travel around the room in a counterclock-
    wise direction. Whenever you fire a shot, one (or both, possibly) shoot back
    at you. Fortunately for you, hitting either Gemini Man does count as damage
    to his lifebar, so there is no need to worry about attacking the "real" Gemini
    Man or not.
      DANGER MODE: Gemini Man's clone dissipates, and the real deal decides to
    a run-and-gun game plan. Gemini Man walks around the room while shooting off
    either his normal arm cannon or his Gemini Laser. Needless to say, avoid the
    laser at all costs! It packs quite a punch!
    Napalm Man
    Stage Music: Napalm Man's Stage (Mega Man 5)
    Weakness: Gemini Laser
    Receive: Napalm Bomb
      Naturally, Napalm Man's attacks involve using heavy explosives to blow you
    away! This boss uses two main attacks: missiles and Napalm Bombs. Napalm Man
    launches missiles at varying heights in rapid succession, and because he can
    fire them so quickly, it's best to execute smaller jumps. If you jump too
    high, you will not have enough time to make another jump to get out of the way
    of the next missile!
      Napalm Man's Napalm Bombs are not nearly as hard to deal with. He tosses out
    two bombs, each of which bounce twice before detonating. Their explosion
    radius is rather limited, and as a result, you do not need to walk too far
    away from the bombs.
      DANGER MODE: Napalm Man turns up the heat by gaining a brand spankin' new
    homing missile attack. While dodging all of those missiles seems impossible,
    I find that Pharaoh Wave can make quick work of them. Napalm Man also acquires
    a ramming maneuver, but jumping can solve that problem.
    Guts Man
    Stage Music: Guts Man's Stage (Mega Man)
    Weakness: Napalm Bomb
    Receive: Super Arm
      For the most part, Guts Man's immense weight limits his speed to a crawl.
    This works out rather nicely for you since the Napalm Bombs are not that fast
    either. However, this Robot Master does have a speedy dash attack, so watch
      Guts Man takes advantage of his incredible strength by lifting boulders
    and chucking them at you, and like everything else, they're slow, too! Just
    don't stay too close to them when collide with a wall, as they split up, and
    the remaining pieces will damage you! As if that wasn't bad enough, two Mets
    randomly pop out of broken boulders, too.
      DANGER MODE: Guts Man goes sumo and stomps the ground, creating a powerful
    earthquake that can stun your character for a few precious seconds. Wall kick
    or jump to ensure that you are not on the ground when the earthquake occurs.
    Air Man
    Stage Music: Air Man's Stage (Mega Man 2)
    Weakness: Super Arm
    Receive: Air Shooter
      Before his hyper mode kicks in, Air Man sticks to blowing you away with his
    gigantic fan tummy. He can switch directions with his fan, but in any case,
    dashing/sliding is the key to keeping your distance from Air Man.
      Occasionally, Air Man sends out several tiny tornados and then starts up his
    mighty fan. Jump, slide, do whatever it takes to evade the tornados. Nothing
    can penetrate them, so don't bother wasting any energy!
      DANGER MODE: Air Man uses his fan to attract pieces of junk that form a
    shield (sound familiar?), and he then slowly sends them back out in random
    directions. You can either wait for the junk to leave, or you can attempt to
    blast them with charged shots.
    Mech Dragon
    Stage Music: Skull Fortress (Mega Man 2)
    Weakness: Quick Boomerang
      This dragon be nasty. Period.
      For half of the fight, Mech Dragon resorts to breathing fire. The fire
    either appears in a lengthy chain or single fireballs. Regardless of which
    pattern, fire damage gradually eats away at your energy meter, and if you
    happen to take a hit from the chain, you also sustain damage from the initial
    collision, making it a double whammy. FIRE BAD!
      Although he is weak to Quick Boomerang, attempting to hit Mech Dragon with
    it is not incredibly easy. You cannot be too far away when you shoot it, and
    getting up too close puts you in danger of being burned. So, stick to the
    ordinary arm cannon if you encounter trouble.
      DANGER MODE: Mech Dragon spews out two eggs (couldn't he just lay them...?);
    each releases a mini-dragon that flies around and shoots out cheese balls.
    Try destroying them as soon as the eggs crack, and put them out of their
      The Mech Dragon uses a fresh, new flame skill that I have yet to figure out
    how to avoid. The boss sluggishly inches in your direction whilst breathing a
    stream of fire. Unless you can find a solution, I would suggest wall kicking
    and taking a hit by touching the dragon. It's better than being toasted!
    Wily Machine
    Stage Music: Final Boss Battle (Mega Man 7)
    Weakness: Super Arm
      Check the same boss in the first course if you need any help.
    Dr. Wily
    Stage Music: ???
    Weakness: Air Shooter
      Nothing different from the same fight in the two other courses...
     =-   6)   CONTACT / LEGAL INFORMATION                                    -=
    Copyright Information
    (c) Copyright 1999-2004 Ryan "MetroidMoo" Ammerman
      This FAQ cannot be distributed in books, magazines, etc. or in any other
    form of printed or electronic media (CDs, etc.) in any way. It may not be
    given away as some sort of prize or bonus with a purchase, and it may not be
    used for promotional or profitable purposes.
      Any characters, names, or other objects are copyright their respective
    companies. This document and its author are in no way affiliated with any
    company involved with this game.
    E-mail Information
    E-mail Address: ryanammerman[at]gmail[dot]com
      Before you e-mail me a question, make sure you've looked through the FAQ to
    see if your question is answered. If you send me a question that is answered
    in the FAQ, it WILL be ignored.
    Posting Notice
      If you wish to use this guide on your site, you may post it without my
    permission as long as this document is **NOT** changed in any way, shape, or
    form. The latest version of this guide can always be found at GameFAQs
                                                             --End of Transmission

    View in: