=================================
=======Mega Man (GG) Guide=======
=================================

by Tim
: http://megaman.retrofaction.com
: [email protected]

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Index:
======
1. Introduction
2. Boss Weaknesses / Recommended Order
3. Power-Up Uses and Locations
4. Star Man's stage
5. Bright Man's stage
6. Napalm Man's stage
7. Stone Man's stage
8. Dr. Wily's Castle, stage 1
9. Dr. Wily's Castle, stage 2
10. Final stage
11. Boss Weapons
12. Secrets and Tips
13. Legal


================
1. Introduction:
================
Welcome to the official Mega Man Network guide for Mega Man, the 1995 Game Gear title
starring Capcom's Blue Bomber. Refer to the index above for an easy reference guide, and
go to http://megaman.retrofaction.com/mmc/guides/ to find guides for all of the other
games in the Classic Mega Man series. Happy gaming.


=======================================
2. Boss Weaknesses / Recommended Order:
=======================================
-Star Man ---------- Mega Buster
-Bright Man -------- Star Crash
-Napalm Man -------- Flash Stopper
-Stone Man --------- Napalm Bomb
-Wave Man ---------- Mega Buster
-Toad Man ---------- Water Wave


===============================
3. Power-Up Uses and Locations:
===============================
Power-Up          Use              Location
-------------------------------------------
Rush Coil - standard springboard - Start game with it.
Energy Tank - refill life meter - Found randomly.
Mega Tank - refill everything (life and weapons) - found in Stone Man's stage.


====================
4. Star Man's Stage:
====================
This stage resembles an underwater stage as your mobility is affected by the total zero
gravity environment. Your jumps will nearly touch the top of the screen, and you'll
also run a bit slower than before. You'll start off outside. Head right while avoiding
the meteors and drop down the tunnel at the end. Head through here destroying the
enemies in your path and take out the cannons as they pop up, before they can hit you
with their attacks. Move on through this section while destroying the enemies until you
reach the large obstruction in your path. Be careful in this area since the ceiling is
spiked, and you don't want to jump too high. At the end, drop down the pit and take out
the next set of floating robots. Float down through the remainder of this section and
head to the right until you find a AstroMet. Destroy him and head to your right to find
a pretty wide spike pit. You can either time a jump to land on the other side, or let one
of the AstroMets hit you so you can use your temporary invincibility to cross. After you
get through this hazardous section, you'll reach a ladder. Charge up your Mega Buster and
climb it. Once up top, let loose your shot at the bottom missile headed your way and then
immediately slide to the other side of the room to avoid the shrapnel from the other two
missiles. Climb up this next ladder and destroy the cannons here while making your way
past the obstructions. Keep heading right and destroy the AT-ST look-a-like. Practice
beating them here because you'll face some more of them later on. They take two charged
shots precisely in their eye to defeat them. After beating him, head right to find yet
another group of AstroMets. Destroy them and head across the rising and lowering plat-
forms while taking out the enemies in your path. At the end, time another jump to land on
the small ledge (rather than the spikes) and destroy the second walker robot. After this,
you'll reach the boss gate.

Star Man Strategy
=================
He hasn't changed much from the MM5 NES incarnation. Where you used the Water Wave in
that game, just use charged Mega Buster shots. Star Man still moves slowly due to the
zero-g environment, so use that to your advantage to defeat him quickly.


======================
5. Bright Man's Stage:
======================
This stage will be a bit haphazard due to the lights going off and on, but once you get
the hang of it, it won't be so bad. The first part of the stage requires that you dodge
the red robots (shooting them turns out the lights) or shooting them and then firing on
the green robots (which restore the power) while leaping across some pretty large gaps.
After you clear this first section, you'll ride a grasshopper robot across a huge spike
pit. Be sure to jump off as it leaps off the edge, or you'll go down with it. Climb the
ladder and use your Mega Buster to destroy the giant red robot at the top of the little
staircase. Climb up the next ladder, defeat the green spinning robots and head through
the small passage to a split in the path. Go down and cross the swinging platforms to
an Energy Tank, then use Rush Coil to get back across. Climb back up and head right
some more until you reach the second grasshopper section. This one has new totem pole
enemies in the way, so rapid fire your Arm Cannon to destroy them, and make sure you
watch the hoppers so you know when to switch rides. At the end, climb the ladder and
head up to the top area where you have to ride across some more swinging rail platforms
while dodging the red power robots. Successfully cross this gap to reach the boss gate.

Bright Man Strategy
===================
Bright Man will attack semi-similar to his NES counterpart by firing his Arm Cannon and
attempting to use his Flash Stopper on you. Constantly pelt him with the Star Crash to
deal damage, because once he uses the Stopper, you'll be frozen and helpless while he
leaps into the air and dive-bombs you, taking off a good amount of life.


======================
6. Napalm Man's Stage:
======================
Napalm Man's jungle stage can seem quite long, but I think it's mostly due in part to the
multiple annoying enemies you find. As you start off, you'll deal with some rather mean
tiger robots. Shoot them with charged shots and move on. Drop down at the end and engage
some more tigers, then fall down and head down the long hallway, shooting fully-charged
shots at the spiked wheels that come roaring down this tunnel. Right before the screen
stops scrolling, stop and let another one roll onto the screen before trying to proceed,
otherwise you'll get mysteriously killed as you switch rooms. Climb up the ladder at the
top and head left through a hidden passage to an Energy Tank, then go back right and
across the waterfall segments, battling the Copter Joes as you they appear. Get to the
ladder at the end for Eddie to appear, then head back topside. Up here, head right until
you reach the big red machine. Stay on the pedestal and fire charged shots to defeat it,
then carefully leap to safe ground. Keep heading right, and drop down the tunnel at the
end. Maneuver through the remainder of this stage, and stop once you get to the bottom
floor. This next part is full of missiles from Star Man's stage, so try to avoid the
shrapnel from them like the plague. Once past them, drop down some more, avoid a couple
more missiles, and head into the final room where you have to contend with giant missiles
flying vertically out of the pits. Avoid them and you'll reach the boss gate.

Napalm Man Strategy
===================
He fights identical to his MM5 NES incarnation, firing missiles and launching Napalm
Bombs at you. Slide under the missiles and move away from the Bombs while blasting him
to the scrap heap with the Flash Stopper. While he's frozen, blast away like you did
with Pharaoh Man in MM4, and just be sure to avoid any real attacks he manages to get
off in between freezes.


=====================
7. Stone Man's Stage:
=====================
As you start off to the right, you'll encounter a peculiar new breed of Metool, one that
creates three offspring when it gets shot. Destroy the mini-Mets and continue on through
the stone caves until you reach the two ladders at the end. Climb up them and continue
heading to the right. The floor rats and ceiling floaters are your biggest worry. Keep
heading to the right and up the ladder until you get back outside. As you head to the
right this time, some floating enemies similar to ones in Gyro Man's stage will attack
you. Destroy them with charged shots, and eliminate the shield robots as well. At the
end of this section, climb up the ladder and use Rush Coil to bounce you to a hidden
passage in the wall to grab a 1-Up. Drop down and proceed to the right; ride the hover-
ing platform down to the ledge, then head right and jump on the next one. Ride this one
and hop to the next as it gets in range, then time your jump off this one as it heads to
the left so you grab the Energy Tank, then move on back to the right. Climb the ladder
and let Eddie give you his present, then climb the ladder and head across one final
platforming segment with floating robots and cannons to reach the boss gate.

Stone Man Strategy
==================
Think his MMIV GB version in this fight. Stone Man constantly leaps around the room
not doing much of anything except trying to land on you. Try instead to make him land
on some handy Napalm Bombs, and he'll go down rather quickly. Keep him occupied this
way and he'll rarely resort to his Power Stone attack, which is the same as his previous
two incarnations - three to four stones spiral outward. The only other thing of note is
that Stone Man never seems to go into his "crumbled" phase.


==============================
8. Dr. Wily's Castle, Stage 1:
==============================
After one puzzles over why Wily is hiding out in Cossack's Citadel, you'll find that
this stage is actually just a simple remake of Quick Man's stage from MM2. The same
walkthrough strategy applies, with a few minor exceptions. Here, the Flash Stopper does
not work like the Time Stopper does in stopping the Force Beams, but to seemingly com-
pensate for this, the Force Beams don't kill you instantly, rather, you only take damage
if you hit the very tips of them, and you have the slide to use to your advantage.
From the start, drop down the first tunnel and take out the boomerang shooters. Drop down
the next tunnel and you'll face your first bout with the aforementioned Force Beams.
After you get past this section, you'll drop down and land. The lights will go out, so
move cautiously and memorize the terrain when it comes back on. Destroy the flame
throwers and keep moving. After a while, you'll reach the end of this section, and you'll
have to get past a second, much harder Force Beam section. Move as fast as you can, using
the slide to supplement your speed. Once you make it through, you'll face a couple of
Sniper Joes; defeat them and head on to the boss gate.

Wave Man Strategy
=================
There's no weapon from the first four that works here, so just use your Mega Buster and
hope for the best. His pattern is more or less similar to his attack in MM5 - where he
fires a Water Wave at random, then the harpoon + leaping attack. Constantly fire off
your Buster while sliding/jumping to avoid his major attacks and Wave Man will go down
fairly quickly.


==============================
9. Dr. Wily's Castle, Stage 2:
==============================
This stage is pretty much a breather stage, not nearly as tough as the Quick Man remake.



Toad Man Strategy
=================
He attacks relatively different from his NES and GB versions (US Gold actually tweaked
him and made him difficult to beat here!). While rapid-firing him will still prevent
him from using Rain Flush, your attacks deal less damage, and Toad Man like to move
about his lair as well. The best trick is to stay in close and use the Water Wave the
instant you see him start his hula dance, signaling the oncoming Flush attack.


================
10. Final Stage:
================
Here it is: the final stage. It helps to have as many Energy Tanks on hand if you want
to have an easier time against the final boss.

Dr. Wily Strategy
=================
(What? Only one form?) This attack should be fairly familiar, given that over half this
game was ripped directly from MM5. Wily attacks using his saucer routine he used in that
NES game, but your chief disadvantage is that you don't have Beat to go out and attack.
Oh well, the Mega Buster is still a fairly good alternative. Use the Buster when he
appears nearby, then jump to avoid the ground-traveling orbs, and run away when his
orbs spiral out. If he appears out of range, you can try using Power Stone or the Star
Crash to nail away at him. With a few Energy Tanks on hand, Wily becomes easier.


=================
11. Boss Weapons:
=================
I should point out really quickly that US Gold, the company this game was licensed out
to, went the extremely cheap method when using the weapon names. For continuity's sake,
I have used the original names as they were first introduced, and not the rather cheesy
"Toad Weapon", "Stone Weapon", etc.

-Mega Buster - Standard Buster weapon; fire three shots or charge for a large shot.
-Star Crash - Mega Man surrounds himself with a star shield that can be fired off.
-Flash Stopper - Mega Man freezes time, and can fire his Arm Cannon while doing so.
-Napalm Bomb - Mega Man rolls off a canister of napalm, which explodes after a while.
-Power Stone - Mega Man fires off a rotating array of stones that spiral out.
-Water Wave - Mega Man fires off a wave of water that rushes across the screen.
-Rain Flush - Mega Man fires an orb into the air and creates a flush of acid rain.


=====================
12. Secrets and Tips:
=====================
1. Password to Wily's (Cossack's?) Castle; Normal Mode: A4 / B4, B5 / C1 / F6.
  Same Password, on Difficult Mode: A3 / B5 / C3 / D3 / E5.
2. Not really a secret or a tip, but if you are playing this game, do keep in mind that
  the game tends to scroll along with your movements - particularly when you're jumping.
  The screen will move with your jumps, so be careful you're not heading into a spike
  trap or anything. This little bug also makes boss fights more annoying than they
  should be.

==========
13. Legal:
==========
This guide must always be shown in full form with credit given to the author, and a link
and credit must be given to Mega Man Network (http://megaman.retrofaction.com/). All
associated characters and games are copyright to Capcom.