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    FAQ/Walkthrough by virgilkx

    Updated: 04/27/00 | Search Guide | Bookmark Guide

    Mega Man 2 FAQ/Walkthrough
    Created by VirgilKX@aol.com 
    Date: 4/27/00
    Mega Man 2 is a side-scrolling game, and. well, I'm sure you know of Mega Man's 
    countless number of games, and how its all played. I'd say Mega Man has made the 
    most number of games in video game history - and all of them have something to 
    offer. This, the 2nd one for Nintendo, happens to be my absolute favorite. Play 
    it, and you'll see why! 
    Section 1: Introduction to the game, and its elements. 
    Section 2: Fighting the 8 robot masters, and the corresponding stages. 
    Section 3: Dr. Wily's Castle. 
    Section 4: Additional Challenges. 
    Section 1: Introduction to the game, and its elements
    Okay, so maybe you DO need an introduction to the game, and the story. No 
    Dr. Wily, after having escaped from the last adventure, instead of stealing more 
    robots from Dr. Light, this time, makes 8 of his own to combat Mega Man in 
    various areas around the States. 
    Bubble Man - An advocate of the water, shoots bursts of water at you, along with 
    launching bouncing bubbles... keep in mind, these blasts are lead-powered. Has a 
    clear advantage, seeing as how you fight him in the water, and all. 
    Heat Man - A giant lighter - turns into a living fireball. (Well, almost 
    living.) Shoots out fire waves, and dashes across the room as a fireball, then 
    reforming to repeat the process. Hates water, and even worse, lead water. 
    Metal Man - Throws sharp metal blades at you with quick accuracy, and is good at 
    avoiding your shots. Even worse, his arena has a conveyor belt as a floor, and 
    controls it with a flash of light. 
    Flash Man - His lair is iced all over, and his attack, the Time-Stopper, has the 
    same effect. After freezing you, he'll shoot out blasts similar to yours. Has 
    the upper hand with his oddly lain out battleground, and it is iced, as well. 
    Crash Man - Wields the crash bombs, and coordinates his jumps with your shots. 
    Those crash bombs hurt, so watch out. There is a pattern to beating him 
    though... or, you could take the easy way out, and shoot blasts of air at him. 
    WoodMan - Holds ground in the forest, and attacks with razor sharp leaves. Also 
    has a method of protecting himself with a leaf shield. Only two attacks will 
    raze him good enough. One is heat-based, the other being metal-based. 
    Quick Man - Protects his lair with lighting fast laser beams, and he himself is 
    just as quick, chucking quick boomerangs as he jumps around the room. Only time 
    it self can stop him dead in his tracks. 
    AirMan - Has a base in the high sky, and attacks with hard-hitting air blasts. 
    Leaves are said to be the only thing that can clog his fan. 
    Of course, just like in the last quest, after beating all the designated bosses, 
    you then move on to the Doc's fortress, where you confront more lunatic 
    machines. Dr. Wily waits at the end. 
    Fear not, though, you have a new assortment of weapons and items you can use... 
    provided you win them, of course, from the assorted eight robot masters. 
    Item 1 - After you defeat Heat Man, you will receive the multi-platform. This 
    creates up to 3 vertical elevators that float vertically up. They disappear 
    shortly, though. 
    Item 2 - Completed after you defeat Air Man. Jet Sled. Use it, and you can glide 
    across a chasm in seconds. Uses up power quickly, and when it loses power, it 
    disappears, dropping you wherever it happens to vanish. 
    Item 3 - After defeating Flash man, you'll receive the wall climber. Activate 
    this on a wall, and you'll be able to 'climb' the wall. It drains energy, so be 
    Also included with these 3 new items, is a new invention - the energy tank! One 
    jolt of this will replenish ALL of Mega Man's energy. They can be found in the 
    various hideouts of the robot masters, and even in Dr. Wily's castle. You can 
    carry up to 4. 
    Every boss, and Mega Man, has an energy bar. When it goes down to nothing, it 
    obviously means you, or it, is destroyed. You can get energy capsules or energy 
    tanks to replenish your health, however. The same goes for using weapons and 
    items, except that there are no weapon tanks, and the enemy can use its weapon 
    freely without charge. 
    Extra lives are still in the game. Get a Mega man helmet to increase the number 
    of lives you have by one. 
    Energy, and weapon capsules are still in, too. Small recovers 2 or 3 blocks, a 
    large recovers a quarter or so. 
    The score feature has been taken away, but in its place, is a difficulty 
    setting. I'm going by the normal mode, for beginners. Difficult mode increases 
    the amount of shots it takes to destroy an enemy by 2x and some enemies have a 
    new style of attack. All which will be explained in a later section, and so 
    Section 2: Fighting the 8 robot masters, and the corresponding stages.
    Just like last time, there's an order in, which would be wise to fight the 8 
    robot masters. Each strategy guide differs, and each player may have his/her 
    order of taking on the bosses. However, since you're reading this guide, we'll 
    go by my strategy. 
    1. Flash Man's Stage. 
    Enemies for this stage: 
    Red robo: Shoots plasma blasts in an arc, firing fast toward your direction. 
    After shooting 6 of these, he proceeds to shoot 6 upward shots, which fall down, 
    and can still hit you. A tricky enemy to kill - Try using Bubble lead, or a 
    metal blade to kill these, but lacking a weapon, fire rapidly upon spotting on. 
    If you're good, you can avoid getting hit. 
    Mega Machine: A guard rides in one of these. If you're hit by one of its jumps, 
    you'll feel it that's for sure. Use the Air Shooter to take it out in one shot 
    (provided all the blasts hit it, mostly.), then deal with the guard that emerges 
    from it. Also shoots quick plasma shots, so you're not totally safe, even if 
    you're hiding behind a wall. 
    Guard: Uses a shield, and a plasma-like gun of his own Fire when his shield is 
    put away, but dodge his bullets, at the same time. Fires 3 bullets then shield 
    himself, and repeats. Use this pattern to your advantage. 
    Walking Tower: Crawls as a row of 4 blocks, and very easy to kill - provided 
    you're on the Normal difficulty level, of course. One plasma shot to his eyes 
    will be enough to kill him. 
    Boomerang Spouters: Floor-mounted machines that shoot out boomerangs. They stick 
    to the ground and wiggle a bit, impending your process. Take them out with the 
    metal blades, bubble lead, or quick boomerangs. Even use the leaf shield if 
    you're desperate for energy. 
    The lair is very icy, so be wary about running onward, or else you may run smack 
    into an enemy. Go east, and you'll be faced with three paths. Choose the lower 
    one, and defeat the Red robo that lies there. Go to the middle path and collect 
    the energy capsule if you need it, and continue on the lower path. 
    You'll see a barrier above you as you continue, but you can't destroy it yet. 
    Defeat the Red robo on the right, and keep going. If you had Item 1 or 3, you 
    would be able to reach the platform above, but you don't have it yet, so go on. 
    Defeat the next Red robo from behind, and jump down the chasm. Fire upon 
    witnessing the Mega machine, dodging its bullets, and destroy the guard that 
    comes out of it. Arc to the right this time when you fall down the chasm and you 
    might be able to reach the adjacent chasm. Go down that one and you'll be at the 
    checkpoint, that is, the place you return should you die in this stage. 
    If you fell down the other one, then destroy the Red robo, and move on to the 
    chasm to the right of the Red robo. Keep falling all the way down and you'll see 
    two Boomerang spouters. Be cautious, since you don't have any weapons that can 
    easily defeat them. Once you make it past them, go down the right chasm. Keep 
    going, past the Walking Tower, and push left as you fall. 
    You'll now see a Mega Machine below you. You might need the energy capsule, then 
    again, you might not. Either way, stay on the right indented platform, and lure 
    him over a bit. Then, jump across the (carefully, now.) blocks, luring him over 
    to the left, where he will fall into the chasm. Now you're free to get the 
    energy capsule. Proceed down the chasm, which the enemy fell down into. 
    A couple more Mega Machines impede your progress, but you can make it by them... 
    if you're able to make it across the blocks up ahead. Move quickly, but 
    carefully, across the iced blocks, and you should be able to reach the energy 
    tank up ahead. If not, no big deal, just move to the lower right to avoid being 
    hit by Mega Machines. 
    Lure the last Mega Machine on the right to the left a bit, and then move quickly 
    back to the right. The Mega Machine should now have disappeared. You're free to 
    get to the boss lair now. Time your jumps carefully so that you jump from the 
    left ledge, to the right ledge, then to the sliding chain door. You've made it. 
    Go through the next door, and confront Flash Man. 
    Fighting Flash Man: 
    With your plasma cannon ready, fire upon sight. About 7 shots are all it takes 
    to beat him. Careful now, the arena is icy, and the ground is waved a bit, 
    making it difficult at times to hit him. Try to stay as far away from him as 
    possible, since he hurts if he slams into you, and you're an easier target for 
    his blasts, after he stops you in time. If you're in the air when he stops time, 
    you've a better chance at avoiding his shots The battle isn't too hard, and 
    before you know it, you've defeated Flash Man. 
    You get the Time-Stopper and Item 3 for defeating Flash Man. Move on to the next 
    stage - Air Man. 
    2. AirMan's Stage. 
    Enemies for this stage: 
    Gremlin: Large floating 'heads' that shoot out mini-gremlins from the side, and 
    protect their flanks with rising and lowering spikes. You must time your jumps 
    to avoid getting knocked off by the spikes, when you go to make your jump onto a 
    Mini-gremlin: Comes out of the Gremlin, and are persistent buggers. They only 
    appear if you're standing on top of a Gremlin. Don't stand on top of a Gremlin 
    for long, otherwise, you may find yourself fighting off Mini-gremlins for a 
    Thor: Rides on a cloud, and throws thunderbolts at you. In order to get on his 
    cloud, you must destroy him. Metal blades or quick boomerangs are good choices 
    to use against him, but lacking that, just hit him with your plasma cannon when 
    he's range. If you don't get him when he's range, and he moves out, don't rush 
    it, even if you kill him, and the cloud moves away. If you're hasty, chances 
    are, you'll lose a life in attempting to reach the cloud. 
    Heavy bird: Flies through the air in a straight line, and drops eggs on you. 
    Worse yet, if not destroyed before the eggs hit the ground, or an object, small 
    birds emerge and attack. Your best bet is to try to destroy the bird before it 
    drops the egg. That way, you will escape with no damage done. 
    Fan man: AirMan's cousins, these pesky robots gust air at you, hoping to drag 
    into the chasm below. Tough through it, and shoot plasma blasts at him, quickly. 
    Boomerang spouters: (see Flash Man's stage.) 
    This whole area is in the sky, meaning that if you miss a jump, and fall into 
    the sky below, you will die. Don't worry - as long as you take your time, and 
    watch out for Heavy birds above, you should do just fine. 
    The first thing you'll see is a Gremlin. Time your jump, so that you jump when 
    the spike goes back down. The same goes for making a jump off a Gremlin. Make 
    sure no mini-gremlins are in the way, and make the jump when your path is clear. 
    Continue on through the next 4 Gremlins like that, and you'll be clear. 
    Next comes the wave of Thors. Jump and shoot at him, before he shoots 
    thunderbolts at you. Jump on the cloud, and ride it to the next Thor. Fire upon 
    greeting it, and proceed to that cloud. You might have to jump and shoot at the 
    next Thor in order to hit him in time. Kill it, and jump onto the cloud. If the 
    cloud disappears into the clouds below, do not take the risk and jump. Simply 
    wait for the next opportunity around. After getting on that one, wait until 
    you're on the right side of the Thor before you attempt to kill him. Once you 
    get rid of him, wait until you can gain sight of the cloud before you jump onto 
    it. Now, jump and shoot at the last Thor, and jump onto its cloud. That's it 
    Now you must deal with a wave of Heavy birds Time your shots just right, so that 
    when they come into view, you can jump and shoot the egg before it hits the 
    ground. Should the birds hit you, continue onward so that you only suffer 
    minimal damage. Make it all the way to the right, and you'll go down a screen. 
    You've reached the checkpoint! Make it to the left past the two boomerang 
    spouters, and go into the clouds on the lower left corner. You'll move down 
    another screen. 
    Don't be intimidated by the clouds covering up the ground. Its harmless - there 
    is no invisible pit you have to watch out for. 
    Another wave of Gremlins awaits you. This time, you must hop from Gremlin to 
    Gremlin. Therefore, before making the next one appear, inch over when the spikes 
    are halfway up, or all the way up. That way, it gives you more of a leeway when 
    you go to jump over to the next Gremlin. 
    Hop onto the platform from there, and you'll now be faced with Heavy birds and 
    Fan mans. CAREFULLY jump from platform to platform. Make it to the first Fan 
    man, and jump into his blasts, and fire at the same time, so that you avoid 
    getting swept into the chasm. 
    Now, again, carefully continue onward. Wait until you destroy a Heavy bird to 
    continue on, otherwise, one may knock you straight into a chasm. Make it past 
    the last two Fan mans, destroying Heavy birds as you move forward, and if you 
    did this right, you'll be at the chained door, the entrance to the boss lair. 
    Fighting Air Man: 
    Again, arm your plasma cannon. The wood shield also works good, but you first 
    have to deal with the three waves of air blasts before you get to use it, so it 
    may not be worth the hassle. Avoid the first three blasts, by jumping over the 
    ground waves as they approach, and fire off your plasma cannon. After the third 
    wave hits, he'll jump over you, onto the opposite side. Greet him with a fury of 
    plasma cannon shots. 
    For winning, you get the Air Shooter, and Item 2. Move on to Crash Man's stage! 
    Enemies for Crash Man's Stage: 
    Metal Seekers: The first enemy you spot in Crash Man's stage. Pesky critters 
    that come out of a certain hole, or area. Once you destroy them, replacements 
    will be sent in, meaning that you can't ever truly get rid of them. Metal blades 
    are fantastic in destroying them. 
    Met: The basic enemy in any Mega Man game. Get close to it, and it'll fire off 3 
    spread shots, and inch closer. Fire off your plasma cannon as you near him to 
    kill it. 
    Spin-top: Land from the top of the screen, and wind up their fan to fly in the 
    sky and try to land on you. Try to predict where they're going to land, and move 
    out of the way, or, try to destroy them before they take off. Try using the 
    Metal Blades, as well. 
    Walking Tower: (see Flash Man's stage.) 
    Red robo: (see Flash Man's stage.) 
    Heavy Bird: (see AirMan's stage.) 
    You'll start off in an area with Metal Seekers. Maneuver up the ladder above, 
    destroying the metal seekers in your way, and go up to the next screen. 
    If you can, rush to the ladder on the right, and go to the ladder on the left. 
    If you're quick enough, you'll avoid the seeker on the upper right. 
    Destroy the 3 mets in your way, and go up the next ladder. 
    The next 3 screens have platforms that ride on a wire. You must jump on the 
    platform to reach the ladder above. While you're doing this, though, Metal 
    seekers are attacking you. 
    In the first screen, jump onto to the platform when it gets close to you, and 
    shoot at the seekers in your way. Try to jump and shoot the barely out of reach 
    ones, and avoid being knocked off. 
    Follow the same process in the next area. Jump to the ladder when it gets close 
    enough, so that you avoid any risk of the seeker knocking you off from below. 
    The next area is a bit longer, but it involves the same process as before. Fire 
    when you're range, and jump/shoot at the ones you can barely reach. When you're 
    in range of the ladder, jump to it. The sooner the better. 
    Fire off a shot at the Walking Tower's eyes to kill it. Move up the ladder. 
    No enemies in this area. Move on up. 
    This next part may take some quick reflexes. Jump to the middle platform, and as 
    SOON as you land, fire off your cannon, then jump to avoid the shots the met 
    fires off. With any luck, you'll escape with no damage. If you were hit, chances 
    are you fell to the screen below. Climb back up and try again. 
    Kill the met and move up the ladder on the right. 
    Hold up on the control pad as you move up. A heavy bird will hit you with an 
    egg, and mini-birds will come out, but there's nothing that can be helped. Keep 
    moving up, and climb up the ladder on the right, this time. 
    Again, keep holding up on the control pad. More mini-birds will hit you, but 
    they won't take off enough damage to hurt. Keep moving. 
    Just hold up on the control pad to keep moving all the way. The 'red' robo won't 
    hit you or the heavy bird, so as long as you wait for the 2nd heavy bird to pass 
    Get the energy tank below you, and then use Item 2 to jump back up on the 
    platform. Again, use Item 2 to reach the ladder on the left. 
    You will receive a 1-up for this, and you will now have to deal with the Spin-
    tops. Fire off two shots to kill each, and keep moving. Anticipate where they 
    will land, and try to run underneath them, too. You're now at the chain door. 
    Fighting Crash Man: 
    Yes, Crash Man does have a pattern. Everytime you fire a shot, he jumps. 
    Therefore, time your Air Shooter just right, so that when you shoot, he jumps 
    into it. It should only take one or two Air Shooter blasts to kill him. 
    You get the Crash Bomber for killing him. Go to Quick Man's stage, now. 
    Enemies for Quick Man's Stage: 
    Hotheads: They only appear in Quick Man's stage. When the area gets dark, you'll 
    see the room illuminate by the Hotheads. Quickly fire off your plasma cannon, 
    and avoid the flame they shoot out at you. 
    Vacuum sweepers: Little rovers that 'sweep' the floor. That is, they move along 
    the ground, and speed up when you touch the ground. Try using the bubble lead to 
    destroy them, but lacking that, just try to jump over them - it shouldn't be 
    that tough. 
    Boomerang Spouters: (see Flash Man's stage.) 
    Guard: (see Flash Man's stage.) 
    Mega Machine: (see Flash Man's stage.) 
    You can start off good here, by grabbing the 1-up on the left, using Item 3 to 
    climb the wall. After doing so, go down. 
    Wait until the first Boomerang Spouter shoots 3 Boomerangs, then jump to the 
    next platform. Just jump past the next Boomerang Spouter into the chasm. 
    Now, here's where you have to follow my instructions CAREFULLY. Red-hot lasers 
    infest the next area, and you have limited time to make it to the next screen, 
    before getting fired by one of these. Move down the chasm, HOLDING DOWN LEFT as 
    you go, and if you think you can, try jumping over the Vacuum sweeper. When you 
    fall down the chasm, HOLD DOWN RIGHT as you go, and CONTINUE holding down right 
    all the way to the next chasm. 
    If you followed my instructions correctly, you made it past the 3 laser chasms 
    with no trouble. Hold down left as you fall down the last chasm (after pasting 
    the lasers.), and you'll fall on a ledge with a 1-up. Get the Energy tank and 
    the Weapon capsule if you need it, and go down. 
    You've reached the checkpoint. You'll see the screen go dark as you move along, 
    and then you'll see a Hothead. Destroy it, and watch the screen go dark again. 
    Keep going right (jump as you hold right if you don't think you're moving.), and 
    destroy the next Hothead. Move right, and jump as you go, to reach the last 
    Hothead. Destroy that one, and keep moving right and jumping until the screen 
    goes light again. 
    Okay... this next part is extremely tricky. The lasers are back, and you must go 
    down several screens before reaching the end. This is what makes Quick Man's 
    stage extremely hard. Chances are, if you jump the gun, and attempt the flight 
    before my instructions, you will have gotten fried before reaching the 2nd 
    screen. There's an "easy" way (I quote easy, because it still takes a bit on 
    your part to make it through safely.) to get by these lasers, however. The time-
    stopper. Unfortunately, even with collecting the weapon capsule halfway down, 
    you still won't have enough for the whole trip. Therefore, try to make it past 
    the first part on your own. Hold left as you fall down the chasm, jump, go 
    right, and you should be okay. When you reach the 2nd screen, activate the time-
    stopper, and maneuver as FAST AS YOU CAN to the next chasm. Collect the weapon 
    capsule on the way (don't bother for the 1-up and Energy capsule - they'll only 
    waste precious time-stopper power.), and when you see the 2nd weapon capsule, 
    don't bother with it, just make it down the last chasm, and that's it! Sound 
    confusing? I don't blame you. Its going to take practice to get this down... 
    especially when you try without using the time-stopper at all! Good luck! 
    Should you make it past that, you've STILL got one more area to deal with. Mega 
    Machines. You definitely don't want to be killed by them, so use the Air Shooter 
    to take 'em down, and follow up with Air shooter blasts. Make it to the chain 
    door (hopefully with another life in reserve.) and you're home free... sort of. 
    Fighting Quick Man: 
    Of course, he's just as quick as his searing lasers were. Dodging his jumps, 
    boomerangs, and dashes is hard, but it can be done, provided you're just as 
    quick as he is. Arm your Crash Bombers, and try to time his jumps, with your 
    shots. That is, when he jumps, fire one off into his area, hitting him. 4 blasts 
    will be fine, but if you miss, it'll hit the wall, and waste time. (hopefully, 
    you may be lucky enough that he'll jump into the blast of the crash bomber, 
    still causing damage.) Also... if you were good enough to make it with none of 
    the Time stopper used, use it after you decreased his energy by 1/2. The time 
    stopper will automatically freeze him, and take off 1/2 of his original amount. 
    You don't want to waste this, if you get the opportunity. 
    For defeating him, you'll get the Quick Boomerangs. Next stop is Metal Man's 
    Enemies for Metal Man's Stage: 
    Death smashers: Indestructible - Their spiked underbellies hurt when you are 
    crushed by it. It falls when you move in close. Wait for an opening as it moves 
    back up, then run underneath it. Don't even think about jumping through the 
    chain, either - It hurts just as much as getting hit by the underbelly! 
    Joker: Rides on a gear. You'll know one's coming because you'll see a gear in 
    the air. Destroy the bottom portion, the gear, and the Joker will fall to his 
    Screw: Appears in a pack with other screws, they wind their way vertically 
    through the lair, in certain areas. Metal blades, Quick Boomerangs, or Plasma 
    Cannon shots work good here. If you rush through them, you're certain to take 
    damage. Your best bet is to weed through them, destroying them as you inch 
    forward slightly. This is the safest approach. 
    Walking Tower: (see Flash Man's stage.) 
    Vacuum Sweepers: (see Quick Man's stage.) 
    You'll start off on a conveyor belt. Carefully jump to the next one on the 
    right, and continue to get an easy Energy tank. Move up to the top conveyor 
    Now you have to deal with the Death smashers. Wind your way through the 5 here, 
    (don't jump through the chain, and remember!) waiting for an opening to go 
    underneath them, and you'll be fine. 
    Now... the screws. This part can drain a lot of energy out of you if you're too 
    hasty. Wait for openings, and slowly move on, destroying screws as you go. Don't 
    attempt to rush through, not destroying anything; you'll waste energy if you do 
    so. However, once you reach the conveyor belt, just dash through. 
    Reach the next conveyor belt, and you'll be free from the screws. Hop onto the 
    floating conveyor belt, and jump onto the next one, then, use Item 2 to reach 
    the next floating conveyor belt. You'll receive a 1-up for your trouble. If you 
    happen to fall to the conveyor belt below, don't attempt to reach the 1-up, just 
    keep going, to the screen below. 
    Okay... you're at the checkpoint now. Ready for more? Go down again. 
    As you push forward, you have to deal with Jokers. Destroy them when they get in 
    range, and do it quickly. Don't slide out of the screen in which they appeared, 
    otherwise, you'll have to fight the same one again. 
    Continue on, fighting Jokers as you go, making careful jumps to reach each 
    conveyor belt. 
    Once you get off the conveyor belt, you fight one more Joker, then 3 Walking 
    Towers. Simple. Each are destroyed with little effort. You'll see an energy tank 
    at the bottom. Fall off the edge, and wing left, so that you land on the 
    platform with the Energy tank. After collecting it, use Item 2 to escape to the 
    platform on the right. 
    Jump past the Vacuum sweepers, (or use the Quick Boomerangs to kill them.) and 
    you'll be at the chain door. Time to take it to Metal Man! 
    Fighting Metal Man: 
    He has a clear advantage, to start off, with the conveyor belt. Everytime the 
    screen flashes, it changes direction. Be especially wary of that. Also, he seems 
    to mimic your shots, with his jumping and shooting. Everytime you fire off a 
    shot, he jumps, and fires too. If you get close to him, he'll jump over to the 
    other side. You could use your Plasma Cannon, but, an easier solution is to use 
    the Quick Boomerangs. A few shots, and he'll be down and out. 
    For defeating Metal Man, you'll get the Metal blades as your prize. 3 more 
    bosses to go! You're almost there! Hit Bubble Man's lair, next. 
    Enemies for Bubble Man's Stage: 
    Frog w/ mini-frogs: Spouts out 3 mini-frogs that lunge at you, and annoy the 
    Hell out of you. Once you destroy those 3 mini-frogs, the big frog will send out 
    3 more. Therefore, destroy two mini-frogs, then go ahead and kill the big frog. 
    If the mini-frog carries over to the next big frog, then the frog will wait 
    until that mini-frog is destroyed, before it shoots out a batch of mini-frogs. 
    Also try using the Metal Blades to kill these critters if they're bugging you. 
    Hermit crab: Slow moving crab-like machines on wheels. Take them out with a 
    Plasma shot. If you hit them with certain special weapons (I.E. Metal Blade, 
    Quick Boomerangs.), their shell comes off, and they move faster. 
    Angler: Shoots out crayfish. To destroy it, hit the bulb at the end of the wire 
    above his head with Plasma shots. 
    Crayfish: The Angler shoots these things out. They float about, trying to knock 
    into you. Try using the Metal Blades to kill them. 
    Jellyfish: They float down from the top, and try to knock into you. Easy to 
    kill, either run by them, or use the Metal Blades 
    Crab: They float down a waterfall, and try to knock you into the void below. 
    Wait for their decent, then kill it and move on. 
    This level can be tough or easy depending on how you move through this stage. 
    You're in a new environment - water, so, jumping is high and free.... for the 
    most part. 
    You'll start off above the lair, with a waterfall in the background. Move right, 
    fighting off Frogs and mini-frogs as you go. Be careful as to not being knocked 
    off by the mini-frogs. After you've killed the 3 frogs, you'll see some red 
    floating platforms. You must jump swiftly, and quickly, before they drop into 
    the void below. As soon as you land, jump to the next one. You have roughly .5 
    seconds before each platform falls (that is, they fall when you land on them.), 
    so again, move quickly. Make it across, and go down a screen to enter the lair. 
    You'll fight some Hermit crabs now. Take out each with a shot from your plasma 
    cannon, and move down. 
    Go down another screen... and you'll be in the water now. Take out another 3 
    hermit crabs and move down... 
    You're at the checkpoint.. already! You might wish it was further up ahead... 
    after witnessing the area you have to pass next. 
    First, you'll notice that spikes are above you. It'll be like this to the very 
    end, so, when you jump, tap down the A button, (not hold down.) so that you 
    don't do a full jump, and hit the spikes above. It's a fatality if you do. 
    Now, kill off the crayfish and the Angler, by shooting at the Angler's bulb, and 
    you'll be rid of it for good. (You won't have to fight it again if you die, only 
    if you lose all your lives and have to start over.) 
    Continue to the right and you'll see Jellyfish appearing at the top... 
    descending down toward you. Kill the ones in your way (the rest leave be.), and 
    CAREFULLY (I can't stress 'carefully' enough.) maneuver through the spiked 
    passageway. Don't rush through, take your time going through, and watch your 
    jumps! Tap down the button, don't hold it down. After making it through, jump 
    into the middle of the small vertical shaft, and wait until you hit the ground 
    before you move to the right. 
    Now, deal with another Angler (the same rule applies to this one, that did with 
    the last - It disappears should you die and come back at the checkpoint.) and 
    crayfish, and you'll be done with them. Continue to the right, carefully jumping 
    up the ledges. 
    More frogs! Deal with them the same way as before, and try not to kill all of 
    the mini-frogs. Make it past the two frogs, and you'll be out of the watery 
    However, before you rejoice, you have one stretch left. This is a test of your 
    patience. You have to make it through the crabs, which descend down the 
    waterfall. The crabs themselves are pushovers - its the fact that they hit you 
    during a jump you do is what makes them so deadly. Before making a jump to the 
    next ledge, wait for a crab to appear. Kill it, then jump. Do the same for each 
    ledge. It's the safest way to live. Now, you're at the chain door. (keep in 
    mind, this is back in the water, now.) 
    Fighting Bubble Man: 
    Equip your Metal Blades here. It should only take 4 shots to kill him. Watch out 
    for the bouncing lead bubbles he shoots, and the bursts of lead water he shoots 
    when he jumps into the air. Also, now that you're back in the water, I would 
    watch jumping here. There are spikes above, so don't get too cocky. You 
    shouldn't have a need to jump, and especially, jumping that high, so you should 
    be safe. 
    You get the Bubble Lead when you win against Bubble Man. Where to? Heat Man's 
    stage, of course! 
    Enemies for Heat Man's Stage: 
    Metal Seekers: (see Crash Man's stage.) 
    Vacuum Sweepers: (see Crash Man's stage.) 
    Mega Machines: (see Flash Man's stage.) 
    Guard: (see Flash Man's stage.) 
    Spin-tops: (see Crash Man's stage.) 
    It's a literal inferno here! Lava flows all over here, and I'm sure you can 
    guess what happens if you should touch it. That's right, you die. 
    Spin-tops will be your first 'challenge' to get by, defeat them and quickly move 
    on. Metal Seekers now come back to haunt you. This time, you must fight them off 
    while jumping from pillar to pillar across lava. Try not to get hit by a Metal 
    Seeker, cause chances are, you'll get knocked into the lava. If that does 
    happen, quickly jump back up to the pillar. Use the Metal blades to kill these 
    After several successful jumps across pillars and blocks, you'll see two vacuum 
    sweepers. Kill them off with two shots of Bubble Lead, and jump to the platform 
    on the left, then go to the right, and down the ladder. 
    Kill the vacuum sweeper below with Bubble Lead, and now, you have to jump on the 
    appearing, and disappearing blocks, in order to reach the next ladder. This 
    isn't too challenging, but if you want to know how to do it right, here's how. 
    Jump on the 2nd block from the right, and jump on the block that appears. Jump 
    right afterwards to land on the block that appears above. Then, wait for the 
    next block to appear, jump on that one, and you'll make it to the ladder. Should 
    only take 4 jumps. 
    Now, you're at the checkpoint. More Metal Seekers await you. Use more of your 
    patented Metal Blades to kill 'em. Wait for the block to appear, so that you can 
    scale the first wall, then scale the 2nd wall, by jumping on the first block, 
    and jumping immediately after to land on the next block. You'll probably have to 
    use more Metal Blades to kill off the Seekers. 
    The next two walls, you can attempt to use the appearing blocks, or, you can 
    equip your Crash Bombs, and blow up the tiled-like wall. It'll blast away 
    allowing easy access. 
    After you pass the 2 walls, you'll find a vacuum sweeper. Destroy it, or go 
    above it, and proceed to the edge where more lava flows. Equip Item 2, and use 
    it to glide safely across... don't stop for the 1-up, though! (Now, if you 
    didn't have Item 2, you'd have to climb back up on the ledge in the back, and 
    hop across the blocks the old fashion way.) Go down the ladder now. 
    Deal with the Mega Machine, by using the Air Shooter, then deal with the Guard. 
    Go down the ladder... and guess what? You're at the chain door. 
    Fighting Heat Man: 
    Common sense tells you that Heat Man would be weak against a water-bases attack. 
    Therefore, equip the Bubble Lead. Fire a shot off at him, and jump over him when 
    he rages across as a fireball. Dodge the waves of fire he then shoots out, then 
    jump over him again. 3 shots are all it takes, but you have to wait until he 
    transforms into his regular being before you can hit him. 
    The Atomic Fire is your prize. Also, Item 1 will be completed after the defeat 
    of Heat Man. One more fight... Wood Man. 
    Enemies for Wood Man's Stage: 
    Black bat: Usually hangs up in the trees, or on stalactites. They start to fly 
    toward you when you get close. Knock them out when their face appears, and use 
    the Metal Blades for an easier time. 
    Rabbit: Chucks carrots at you when it spots you. Again, use Bubble Lead, Metal 
    blades, or plain ol' Plasma Cannon shots. 
    Hot Dog: 3 altogether. They fire flames in a downward and upward arc - avoiding 
    it isn't too tough, jump as they fire it, as it will pass harmlessly under you. 
    Use the Metal Blades to kill them. 
    Gorilla: Hangs from the bamboo platforms. When you see it in range, wait for it 
    to jump up, otherwise, it'll jump up and hit you. A few plasma shots will take 
    care of it once it leaps on the platform. 
    Running rooster: Corny name that I came up with, but, anyway... these birds run 
    through the forest, and won't stop for you... they'll keep running and jumping 
    all the way through. Don't try to kill them - Its more trouble than its worth. 
    Heavy Bird: (see AirMan's stage.) 
    First off, this is probably the longest stage out of all 8, but, it's certainly 
    not the hardest. It's actually one of the easiest... the fact that it's 
    irritating, is because of its length. 
    All right... move along to the right, blasting Black bats with your Metal 
    Blades, and Rabbits with either your Plasma cannon, or Bubble lead. Go down the 
    Take care of the 3 Black bats with your Metal blades, then go down the ladder... 
    and don't fall down. 
    To take care of this first Hot dog, use the Metal Blades from the ladder. Simple 
    as that. Move to right to the next screen. 
    Beat the next Hot dog with the Metal blades again, and jump over the flames he 
    shoots, and counter with shots of your own. Move along. 
    To beat this Hot dog in the safest way, jump to the middle platform, and jump 
    up, shooting Metal blades as you jump. They'll barely hit him, and soon, you'll 
    kill him. Now, go up the ladder. 
    Kill of the Black bats with the Metal blades, and proceed up the next ladder. 
    You're out in the open again. Destroy the Heavy birds as they close, and when 
    you see the Gorillas move into your sight, wait for them to jump up, then pummel 
    'em with Plasma shots. Go down the ladder. 
    Destroy the Rabbit with either the Metal blades, Plasma cannon rapid-fire shots, 
    or Bubble lead Go down again. 
    Use the Bubble lead, and watch how it rolls down the stairs, and kills off the 
    Rabbit. Proceed down. 
    Do the same thing for this Rabbit, if you wish, and go down this ladder. 
    Back in the open. Running roosters will try to trample you here, but it is 
    possible to leave unscathed. They will jump over you, provided you're not too 
    hasty. Move along to the right (don't try to kill them, its not worth the 
    trouble.), and watch when they get close. Try to get their jumping pattern down, 
    and predict when they jump. If you can do this, you'll be able to maneuver into 
    a spot where they will jump over, thus, leaving you safe. Make it past them, and 
    you're at the chain door! 
    Fighting Wood Man: 
    WoodMan is a tough opponent. That is, if you're fighting him with your Plasma 
    cannon. He activates a Wood shield, as well as raining leaves down on you. Try 
    to jump over the Wood Shield when he fires it at you, and dodge the falling 
    leaves to the best of your ability. Lucky for you, there's a one shot-kill 
    guarantee for you Equip the Atomic Fire. Hold down the fire button. You'll see 
    Mega Man charging. Release it when he's fully charged, at an open Wood Man. If 
    you hit him with a full charge, and if he doesn't have his Wood shield, you'll 
    kill him in one shot. If you happen to screw up repeatedly, switch to your Metal 
    You'll get Wood shield for your trouble. Time to take it to Dr. Wily's castle! 
    Section 3: Dr. Wily's Castle
    After defeating the 8 Robot Masters, you'll see a clip of Dr. Wily taking off in 
    his space pod He then flies to his faraway castle, where you must confront him. 
    In order to reach him, though, you have to go fight through the castle! 
    Stage 1: 
    Don't you just love the background music? It happens to be one of my favorite 
    Mega Man themes. 
    You're not actually quite in the castle yet. More like on the castle grounds. At 
    any rate, move along to the right. Heavy birds will be there to greet you. 
    Hopefully, you should have enough practice to know how to beat them by now. Use 
    your Metal Blades, and whatever, to best them. Use the Item 3 to scale the wall, 
    and use Bubble lead to defeat the various Boomerang spouters. 
    When you make it to the next wall, use Item 3 again to scale this wall. Collect 
    the 1-up if you wish, after beating the Boomerang spouter of course, then go up 
    the ladder. 
    A Guard, standing at his post, will be waiting for you. Take him out, using your 
    Metal Blades at a safe distance. Collect the weapon capsule, use for Item 3, if 
    it's low. Go up. 
    Another Guard. Metal Blades, again. Get the energy capsule, and go up. 
    Arm your Bubble lead, and take out the Boomerang spouter, or dodge it, then 
    proceed up the ladder. 
    Now you'll see a ladder way up in the upper left-hand corner.. You must be 
    thinking: "How in the WORLD am I gonna reach it?!" Fear not. Equip Item-1. This 
    is a bit tricky, but you shouldn't have too many problems pulling it off once 
    you get the technique down. Now, facing left, fire off a platform, and jump onto 
    it. Go over left on the platform and activate another one. Do the same thing for 
    the 2nd platform, and when you reach the 3rd platform, sprint and jump to the 
    ladder. Hm.. not too good, huh? Well, keep practicing... not terribly difficult. 
    Once you get it down, up the ladder you go. 
    Metal Seekers Just get going up, as they don't pose a problem as long as you 
    keep moving. 
    Guess what? You've reached the entrance to the castle. Move along to the 
    right... and jump onto the floating blocks. Carefully jump to each one at a good 
    pace, and when you see the screen starting to scroll, you'd best be on the right 
    set of blocks... because out of nowhere, a Green Dragon, Dr. Wily's sentry, pops 
    up! Steadily move to the right, jumping as you see each platform. When you make 
    it to the end, jump up to the highest platform. Its time to fight! 
    Fighting the Green Dragon: 
    Equip your Quick Boomerangs, and jump up to the highest platform, standing on 
    the middle of It.. not all the way on the left. Fire off your boomerangs as fast 
    as you can, hitting him in the head. When the fireballs knock you down, jump 
    back up to the platform, and continue blasting him. Personally, I find this 
    stage the most exhilarating, in terms of fighting the Dragon. When you drain it 
    of all its life, it blows up in a blaze of glory. Whew... ready for more? It's 
    on to the next Dr. Wily stage. 
    Stage 2: 
    You're inside the castle, and you're greeted by some Spin-Tops. Just run by them 
    and make your way to the right... and you'll see a large spiked chasm. Power up 
    Item-2 and fly across... and go past the first ladder, until you reach the 2nd 
    ladder, then jump onto it. (If something went wrong, (I.E. miscalculated jump) 
    then you'll have to build up more power for the Item-2 by fighting Prop-Tops.) 
    Collect the 1-up, and use the small weapon refills to restore any energy lost 
    for your weapons or items. 
    Now, how bad you want that extra 1-up and Energy tank is up to you. Use a Crash 
    bomb to destroy the walls, but make sure you refill the energy for it before 
    Stage 4 hits, or you'll regret it. Take out the red robo shooting in your 
    direction, then either take the items, or continue south. 
    As drop off the ladder, make sure the spikes below don't puncture you. Fall into 
    the hole, and you'll be at the mid-point. 
    Carefully scroll on to the right, avoiding the screws as you go. Don't rush. 
    Avoid the metal smasher at the end, and select your Item-3. Activate it at the 
    wall, and escalate your way up. Jump when you get a chance, but avoid the Metal 
    Smasher at the top. If you don't have enough of the Item-3, you'll have to use 
    your Item-3, or go back and power up your Item-3 by shooting the screws. This 
    can be tricky, this next part. Try to get in the middle of the two Metal 
    Smashers, and then safely run by them. Don't fret if you get hit, its not the 
    end of the world. Now go down the ladder 
    Don't be a dunce and rush through here. Take your time maneuvering through the 
    narrow passageway leading down. You don't want to hit those spikes. 
    How's your energy looking? See that energy capsule? How bad do you need it? If 
    you have plenty of the Item-2 to spare, charge it up, and collect the capsule. 
    Down the final passageway and you'll be at the boss of this stage. 
    Fighting the Mini-robos: 
    Equip your Metal blades. They will be the most versatile weapons to use here. 
    Watch the walls, and the floor below you. Two blocks will either come from the 
    walls, or from the floor, and then form into a Mini-robo. Avoid the blocks 
    formation, or else you'll get damaged. Shoot the mini-robo when it forms, and 
    wait for the next one to appear. They will get faster as you keep destroying 
    them, so watch out. Stand on the floor panels where previous robos appeared. 
    That way, you don't risk damage by oncoming robos from the floor. Time for Stage 
    Stage 3: 
    The music changes, and it kind of sucks. Also, the stage is really a joke. Dr. 
    Wily must've been asleep while designing this stage, or something. Anyway, 
    you'll first see a weapon capsule and an energy tank when you head down a 
    screen. Unfortunately, two crash walls protect them apiece. In my opinion, it 
    isn't worth going for either one. Its entirely up to you - Don't let my opinion 
    keep you from nabbing an Energy tank, or a useless Weapon tank. :P 
    On the small platform closest to the bottom, head right a square, so that you 
    land on top of a pillar below. Surrounding you, are two weapon capsules I 
    suggest you take either of them. Kill the crab below, if it perks your interest. 
    You now enter some disgusting toxic-looking liquid. Spikes fill the floors, so 
    watch your step. Hold down the jump button as you make each jump, so that you 
    safely clear each bound. This is especially important when you reach the two 
    chasms, since Metal trout may or may not leap up, taking out an unprepared 
    jumper. Watch out for the small passageway with spikes lining the ceiling. Don't 
    jump and you'll be safe. Jump, but very carefully so that you land in the middle 
    of the chasm as you fall. Watch your descend, and weave in and out as you fall. 
    You may die on your first attempt, but you'll soon get better. If you don't.. 
    ::shrugs:: try to remember the pattern of the chasm. Memorize it, and plan ahead 
    your moves. This really isn't too hard if you're not nervous about doing it. 
    Don't rush through this part. Just walk casually through, and when you reach the 
    next chasm, hug the right wall. 
    When you reach the next scene, spikes will be on the left side when you fall. 
    Boy, wouldn't you have felt dumb there? At first glance, it looks as if you need 
    the Item-3. Well, you don't. Simply jump, and you'll be out. Destroy the few 
    Red-robos lining this area, and you'll be at the boss of this stage. 
    Fighting the Guts Dozer: 
    Guts man makes his reappearance onto the Mega man scene, except that now he's 
    operating a huge bulldozer. Jump onto the dozer's platform when it gets into 
    range, and blast his head with Quick Boomerangs. Might help if you destroy the 
    Mets appearing out of his stomach, as well. He'll also shoot out plasma shots 
    from his mouth, but this shouldn't hinder your progress much. The battle will be 
    over shortly. 
    Stage 4: 
    Thought the last 3 stages were cakewalks? Well, get ready for this stage then. 
    Its not hard, so much as it is long. The boss of the stage is a problem to deal 
    with, too. 
    You're blessed with 2 weapon capsules. Don't be lazy - Refill some of your lost 
    weapon / item energy. 
    Take out the Met at the top of the ladder. You'll get that 1-up soon enough, 
    don't worry. 
    Another met awaits you. Now, try and walk to the left above the met. You'll fall 
    through an invisible floor! Either use Item-1 to climb up, then go south on the 
    left, to get the 1-up, or continue north through the first ladder. 
    If you didn't want to use Item-1, at the top of the ladder, go left, and hold 
    down left on the control pad. Yet again, you'll fall into another invisible 
    floor, but you'll clear the one at the bottom, allowing you to collect the 1-up. 
    As you try to reach the ladder, two sections of the floor will be invisible 
    drop-points. 2 squares to the left of the ladder, and 5 squares to the left of 
    the ladder are their positions. Jump over them, and go up the ladder. 
    Those spikes don't look too intimidating, do they? I mean, after all... a nice 
    floor closes the cage up, so there's no way you can fall through, right? Well, 
    test fate then. Go up the ladder, and walk all the way to the left... wait, 
    wait! No you idiot, don't do that! In case you haven't already guessed, a patch 
    of that top floor IS invisible. It's the one closest to the ladder. Make it to 
    the left, and jump onto the ladder when you get in range. Or, if you're a 
    paranoid freak, use Item-2 to clear the gap. 
    2 Mets and some invisible patches block your way to an Energy tank. Take out the 
    2 mets, then when you try to get to the tank, you'll fall through a floor patch 
    next to it. Use Item-1 to climb back up to it, and collect it. 
    Well, you've reached the mid-point now. Equip the Metal Blades, and proceed down 
    the ladder. More of this ladder crap, as you can see. Metal seekers fill the 
    chasms, so blast them as they appear, and jump onto the moving platform. Ride it 
    to the next ladder. 
    Jump down onto the platform when it appears below you. Then, when you reach 
    another small platform, jump onto it, waiting for the moving one to get past the 
    narrow corridor. Jump back onto it, and ride it up to the top. Go down the this 
    Wait until the platform reaches you, but in the mean time, blast some Metal 
    seekers approaching you. Ride the platform all the way, (making sure to jump 
    onto the small pillar, so that you don't get dropped into the spikes) blasting 
    more Metal seekers as you go, then hop down the corridor. 
    Again, wait until the platform comes to you. Jump on top of it, then jump to the 
    small platform. If you just want to get the hell out of here, use Item-2 to 
    clear the spikes. Otherwise, you can test fate again, by waiting for the 
    platform to reach your distance, jump onto it, then jump to the ladder. This is 
    a tougher feat, so don't whine to me if you can't get it! 
    Great. Metal robos and Guards fill this area up. Take out the robos with the Air 
    shooter, as normal. Guards can be taken down with Plasma shots. Brace yourself 
    to the end, and take a look at your health. How are you doing? Hopefully, you 
    should be at damn near full health. You'll need every last bit of it to survive 
    THIS fight. 
    Fighting the Homing Seekers: Indeed, this is no normal fight. See those crash 
    bombs? I do hope you have the energy of those filled to the max. You WILL need 
    it all, if you hope to make it through this fight in one try. Your object is to 
    destroy the Homing seekers, who will fire shots at you periodically. (You can 
    see when they're ready to fire, they'll glow rapidly.) 
    Now, the only way to do this, is to fire a Crash bomb at them. NOTHING else will 
    kill them. Unfortunately, Crash walls block some of them. In order to make it 
    through here in one try, you need to only shoot the walls that are indeed 
    blocking your way. First, use Item-1 to make it past the Crash wall on the 
    right. Take out a crash bomb, and blast the Seeker that is in open sight. Climb 
    over it the wall, and take out the next Seeker with yet another Crash bomb. Use 
    Item-3 to climb out. Use a crash bomb on the bottom Crash wall, then take out 
    the Seeker inside with a Crash bomb. Use either Item-1 or Item-3 to climb out. 
    Use a Crash bomb to take out the wall furthest on the left, then take out that 
    Seeker with a Crash bomb. One more to go! This last one is the toughest one to 
    get. Go down to the bottom, and jump, and use the Item-1 in mid-air. Hopefully, 
    you should be able to jump onto it, and allow ample time to make it up to the 
    platform adjacent to the last Seeker. Take out that last one with your final 
    Crash bomb. 
    I wouldn't blame you if this sounded confusing. However, once you get this down, 
    the concept is easy. Carrying it out, however, is never easy. Do your best to 
    dodge the shots when they appear. It possible to avoid the lot of them, although 
    it can be nears impossible to avoid some of them. This is why you need good 
    Analyze your situation. If you still have one or two more Seekers to destroy, 
    but your health sucks, consider using an energy tank. If you're too cheap to use 
    one, then you can afford to die. When you come back, the walls you destroyed in 
    the previous battle will still be gone, however, so will your Crash energy. That 
    means, you'll have to refill it by destroying the Guards and Metal-robos. This 
    can be quite frustrating, so that's why I'd opt for finishing off the Seekers 
    the first time around, especially if you only have one life left, and 4 Energy 
    tanks. At any rate, you'll be on your way after defeating the Seekers! 
    Stage 5: 
    The infamous teleporter room awaits you. Here, you must fight all the 8 robot 
    masters again, except without doing the stage over. However, this should be much 
    easier, since you are more experienced, and have the weapons to back it up with. 
    Going counter-clockwise, starting at the upper left teleporter, here is whom 
    you'll be fighting, along with their respective descriptions for doing so. 
    Reminder, you'll also get an energy capsule for defeating each boss. This make 
    it's easier to drag along the fights. 
    1. Heat man: Just like before, take this freak out with the Bubble Lead. 
    2. Air man: Use the Wood shield or your Plasma cannon to shut down Airman for 
    the second time. 
    3. Wood man: One fully charged Heat shot will take him down. Lacking any 
    available energy, switch to your metal blades. 
    4. Bubble man: Four metal blades will be all it takes to kill Bubble man. 
    5 Quick man: Crash bombs (unlikely that you have them.) or even the Air shooter 
    can kill Quick man. Also, consider the Time stopper again. Save yourself half 
    the trouble. 
    6. Crash man: A few shots with the Air shooter are all you need. 
    7. Metal man: Here's the biggest oxymoron if I ever saw one. ONE Metal blade 
    will kill Metal man. Just one! 
    8. Flash man: Pelt Flash man with Metal blades as he approaches. Chances are, 
    he'll never reach you! (Just be careful not to miss out on the energy capsule - 
    You might teleport too quickly out of the room. ^_^) 
    Had fun? Well, now the real game begins. See that teleporter in the middle? That 
    leads to Dr. Wily himself. Equip the Metal blades. Jump over the flying energy 
    shots, and fire off a few metal blades when the opportunity arises These parts 
    aren't so bad, but don't rejoice yet! Part of Dr. Wily's ship flies off, 
    revealing the bad doctor himself. It's Round 2! This time, his energy shots 
    bounce not so harmfully toward you. Do your best to avoid them, and unload all 
    of your Metal blades unto him. You will probably need an Energy tank, but save 
    it until the 2nd Round to use it. Don't waste it during the first phase. When 
    you waste him during the 2nd round, have you got him? Not quite! The doctor has 
    something else in store for you, and destroys the floor below you! One more 
    stage to go! 
    Stage 6: 
    No music. Odd. Hug the right wall, and keep trudging through, pass the lava 
    drops. You definitely do NOT want to get hit by them. They take off a good 
    portion of your health. If you hugged the right wall on your starting descend, 
    you shouldn't have any problem making it past them. Reach the metal door, and 
    you're at the final boss! 
    Fighting the Alien Wily!: 
    So, it's true? Dr. Wily is really an alien being? No matter, its up to you to 
    destroy him once and for all! Only one weapon will produce any kind of damage to 
    him - The bubble lead. Dr. Wily moves in a figure 8 pattern around the room, 
    shooting blasts as he goes. DO NOT get hit by him, or the shots he fires. If you 
    do, you will find yourself hurting! Blast him when he comes down to your level, 
    and continue dodging the shots he fires off. You can find yourself doing a 
    pattern, which is good. Try not to jump at him, accidentally. Take your time 
    here. Use an energy tank when you need it, and after your constant volley of 
    bubble lead shots, you will have won the game! 
    Section 4: Additional Challenges:
    Did this game seem too easy for you? Well, you're in luck. 
    Difficult mode: Harder than Normal mode, obviously. For one, the shots taken to 
    defeat each enemy is doubled, (there are exceptions to this, by the way.) and 
    some enemies have added attacks. For instance, the Walking Towers now shoot off 
    their respective parts at you, then grow a new body. It makes them tougher 
    enemies, as you can now take a lot of unwanted damage. Give this mode a try! 
    Only the Plasma cannon: Try doing this on Normal mode, first. While it will be 
    easy, it won't be as easy as if you went through with your weapons. A great 
    challenge. Try it on difficult mode then! Its much tougher, as it requires you 
    to avoid more shots, especially the Wily at the end of Stage 5. (NOTE: Alien 
    wily and the Homing Seekers CAN NOT be killed with the Plasma cannon. Don't 
    No energy tanks!: A worthy challenge! Think you're the master? Go through the 
    game without using one damn energy tank then! It will become a pain with some 
    bosses, mostly the Homing Seekers and the Wily at the end of Stage 5. Also, 
    combine this with the difficult mode Plasma cannon only deal! Indeed, it's the 
    hardest thing to do in the game, as I've been able to do accomplish it only 
    Well, that's about it. At least for now. I hope you enjoyed this long and 
    painstaking FAQ.  If you want to use my FAQ, I will be more than glad to let you 
    use it, just make sure you let me know if you plan to use it.
    Also, I plan on making a Mega Man 1 and 3 FAQ... when? I don't know. Patience! 
    1999 / 2000 Copyright - Mega Man 2 FAQ. Submit all queries and supporting hints 
    to VirgilKX@aol.com 
    Mega Man is a trademark of Capcom. 

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