o---------------------o
STORY
o---------------------o
This is a compilation of the first three Megaman games created for the Sega
Megadrive and I refer the system to its European/Japanese name because Capcom
for some nutjob reason decided not to release it here in the US for the Genesis
outside of the Sega Channel it ran many years ago when momma was around my age.
After completing all 3 Megaman games, you get to play another game called Wily
Tower. For those playing the rom, the correct file to use is Rockman Megaworld
(!)[a1] since it support the save function needed to access the Wily Tower. All
the other roms would make you shit out of luck if you wanted to beat the game
completely.
o---------------------o
CONTROLS
o---------------------o
Buster Shot and most weapons - B button is default
Jump - C button is default
Window (weapon system) - A button is defaut
Super Arm - Go to a throwable object and press Shot to lift and again to throw.
Atomic Fire - Hold the Shot button for a set amount of time and release.
Top Spin - press Shot while in the air.
Slide (Megaman 3 and Wily Tower only) - down + Jump
Climb up and down ladders - press up or down when in front of them.
Big Eye - 9000pts
-------
Randomly hops high and low. You can either fight it or run under it and cont-
inue when it jumps high.
Blaster - 200pts
-------
It is invincible when closed and shoots four shots in diffent directions when
it opens. Shoot it after the beak opens.
Bombombomb - invincible
----------
Rise up from the pit and explodes into four mini-bombs that drop down.
Bunbi Heli - 500pts
----------
They have a halfass propeller on top and dive at you then fly back up.
Changkey - 200pts
--------
Pops out of the lava in threes then slowly floats down.
Crazy Razy - 500pts for each part
----------
Shoots a bullet when whole. Splits in two and the top half behaves like a Bunbi
Heli while the bottom half explodes harmlessly.
Foot Holder (invincible)
-----------
Can be used for a platform but can shoot you.
Gabyoall - 300pts
--------
It moves on the ground and speeds up when you are level with it.
Kamadoma - 300pts
--------
Nothing special about them except they hop at you.
Killer Bomb - 200pts
-----------
Similar to Pengs except they blow up when killed, causing damage.
Manbu - 500pts
-----
Invincible while closed and shoots in an 8-way pattern upon opening.
Metool - 500pts
------
Invincible when helmet is down but when it lifts its helmet, it will shoot 3
bullets in a 3-way pattern (straight, diagonal up, and diagonal down). Shoot
them when they begin to shoot.
Peng - 500pts
----
Moves up and down in a wave pattern
Pickelman - 1500pts
---------
Carries a shield and launch pickets at you. It will only block your first shot
then start flinging the pickets.
Screw Driver - 300pts
------------
Pops out of the surface and shoots in a 5-way pattern.
Sniper Joe - 5000pts
----------
He guards himself heavily with his shield and moves his shield only to shoot.
He will hop around too. It's best to use Iceman to freeze him. Note if you hit
him with Iceman when his shield is up, he'll be frozen the moment he moves his
shield.
Super Cutter - 500pts
------------
You only confront it twice. It is weak against the Hyper Bomb. It pops out of
dispensers.
Suzy - 300pts
----
Looks like a red baron symbol with an eye in the middle. It will move when its
eye is open.
Watcher - 500pts
-------
They attack in swarms. When parrell with you they shoot 2 electic bolts.
Anko
----
Anko is a giant angler fish that spits out Shrinks. To destroy Anko, shoot its
lamp till it's destroyed. There are two in the entire game and once destroyed,
then it will stay gone even if the player dies. But returns if the player
continues after losing all lives.
Batton
------
Protects itself when it is closed then home in on Megaman when it flies.
Big Fish
--------
They pop out of underwater pits when Megaman gets close in hopes that they
catch Megaman jumping over the pit.
Blocky
------
Shifts around its body as it moves then it will send its parts at Megaman if
shot in difficult mode and regroup. One more shot will kill it.
Changkey Maker
--------------
Changekey Maker constantly launches Changekeys at Megaman.
Claw
----
They rain down and once they land, they will walk around the ground.
Cook
----
They run at Megaman and occassionally hop. Try to run under them when they hop.
Flyboy
------
They fall down and then wind up into the air and try to land on Megaman's
current position.
Friender
--------
Sends a long wave of fire that dips down then up.
Goblin and Petit Goblin
-----------------------
Goblins materialize in midair and slowly lift their horns and bring them down.
When Megaman uses their heads to stand on, Petit Goblins will come out of the
Goblin's ears and attack Megaman. Goblins are indestructible.
Kaminarigoro
------------
They fly around on moving clouds and lob lightning bolts.
Kerog and Petit Kerog
---------------------
This frog robot (Kerog) spits out three miniature frogs called Petit Kerogs
that pursue Megaman. When all three are destroyed then the Kerog will spit out
three more and repeats the process until the Kerog itself is destroyed.
M-445
-----
They come from the top and bottom and home in on Megaman while he is underwater
but they are easily defeated.
Matasaburo
----------
Constantly tries to blow Megaman away.
Mole
----
They pop out of the floor and ceiling and drill into the opposite surface while
crossing Megaman's path. The Leaf Shield is a good choice for navigating your
way through them.
Monking
-------
Spring up to hang from branches them spring up to attack Megaman.
Neo Metool
----------
Unlike it's Megaman 1 counterpart, it will stand all the way up and shoot then
walk forward a distance.
Pierobot
--------
Bounces on a gear until Megaman approaches then knocks it down and rolls on it
towards Megaman. The gear can be destroyed and to make Pierobot fall through
the floor.
Pipi and Copipi
---------------
Pipi flies by and drops eggs. When the egg hits the ground, a bunch of Copipis
home in on Megaman's current spot.
Returning Sniper Joe
--------------------
Returning Sniper Joe will guard himself and then shoot three shots at Megaman.
Robbit
------
Hops around and shoots carrots.
Schworm
-------
They come out of pods then wiggle around for a little while before they dis-
appear.
Shotman
-------
Starts off shooting arched shots forwards then it will lob it shots and make
them rain down.
Shrink
------
Shrinks are produced by the Anko. They thrusts themselves at Megaman. If Anko
was destroyed during a previous life. Shrinks will still appear but can't be
reproduced.
Sniper Armor
------------
The Sniper Armor tries to stomp on Megaman then shoot at him. Once the armor is
gone... (See Returning Sniper Joe for more).
Tanishi
-------
They just move along the surface. They'll lose their shell if hit once and then
start to move faster.
Telly
-----
They come out of holes and spin their way towards Megaman and home in on him.
Bickii
------
Only vulnerable when airborne, these things are similar to the Big Eyes of
Megaman 1. They are not as deadly and easier to kill.
Big Snakey
----------
Of course you'll find these in Snakeman's stage. Its body wiggles and it fires
3 to 4 big red orbs at you. They only appear twice, thank goodness.
Bolton & Nutton
---------------
They materialize then screw together before homing in on you.
Bomb Flyer
----------
Missiles disguised as clouds. When shot, they lose their disguise then fly at
you in a straight line.
Bomber Pepe
-----------
A penguin that hops around and sends bombs out of its belly.
Bubukan
-------
They run and polevault and then they run back at you.
Chibee
------
The little bees that attack in a swarm of five when Habusu Bee drops the egg
sack.
Dada
----
Looking like a trashcan, it constantly jumps towards you with varying heights.
Elecn
-----
A plug looking robot that comes out of chutes and sends sparks in many direct-
ions.
Electric Gabyoall
-----------------
They move back forth with an occasional electric charge between them.
Giant Metool
------------
Moves up and down while spitting big red balls. Only the cross on its helmet is
vulnerable.
Giant Springer
--------------
Shoots a heat seeking missile at you which can be destroyed. Get close to him
and he will spring like a jack in the box.
Gyoraibo
--------
A fish in the water that launches missiles from below.
Habusu Bee
----------
Giant Bee that carries an egg sack then drops it. Unlike Pipi from Megaman 2,
the egg sack is invincible
Hammer Joe
----------
You can only hit him with his eye open. He swings an Olympic hammer and throws
it at you.
Hari Harry
----------
Shoots spikes at you then rolls into a ball.
Hologram
--------
In Shadowman's stage, they make the screen go dark but you and the enemies are
still visible.
Houdai
------
They open their mouths and drop balls on you.
Jamashii
--------
They move up and down the ladders. Sometimes they'll walk on the surface.
Junk Golem
----------
They act like Gutsman. The rock comes down and they toss it at you.
Kaettekita MonKing
------------------
They hang from the ceiling then when close, they jump around.
Komasaburo
----------
Similar to Matasaburo in Megaman 2. He sends tops from his belly at you.
Mag Fly
-------
Magnets that fly above and lift you off the ground when above you. Low ones are
dangerous but the high ones give you a free ride.
Mecha Kero
----------
Frogs with tails? They just hop around at you and are hard to shoot.
Metool Deluxe
-------------
You knew you'd see them again. Now some of them come in different forms like an
air one that throws pellets down at you.
Needle Press
------------
They move up and down to stab Megaman.
New Shotman
-----------
Rains bullets when above you then shoots three bullets when parallel to you.
Nitron
------
Swoops in and drops pillars of flames.
Parashuu
--------
They look like big heads that parachute down at you while moving back n' forth.
Pen Pen
-------
When dispensed they slide towards you.
Pen Pen Maker
-------------
They send out Pen Pens to attack you.
Peterchy
--------
Eyeballs with feet that walk towards you.
Petit Snakey
------------
Similar to the Giant Snakey except they appear more often.
Pickelman Bull
--------------
This is really a Metall riding a steam shovel. It takes 3 hits to destroy.
Pole
----
Shoot the eggs they are in for them to appear then you can shoot them to get
a chance at some power-ups.
Potton
------
once overhead, they'll come out of their copter pods and try to drop on you.
Tama
----
It will send hairballs to attack you then when they are destroyed, its fleas
attack you.
Walking Bomb
------------
They run towards you and create a big explosion when killed.
Wanaan
------
These are just jaw traps that pop out if you step on their pods or are above
their pods and try to chomp you.
Yamboo
------
A mosquito that flies over your head then comes down to your level and charges
at you.
Cutman (003)
------
He hops around and throws his cutter on his head at you. The cutter is easy to
avoid. Shooting him will knock him backwards. Throw the 2 rocks at him and he's
gone.
Gutsman (004)
-------
He is a real pain in the ass to fight because he will jump up and down shaking
the ground and knocking you on your butt. Try to be in the air when he lands.
At times a rock will come down and he'll catch it. He'll throw it and it will
split into 4 pieces. He'll go down with 3 of Bombman's bombs.
Iceman (005)
------
Like Elecman, he can kill you in 3 hits, and by using Elecman, you can kill him
in 3 hits. He shoots in a two 3-way pattern (High, Middle, Low then Low, Middle
High). Duck the high and mid ones and jump over the low ones.
Bombman (006)
-------
He hops around throwing bombs. The bombs only hurt when you are one inch away.
Deal with him by using Fireman.
Fireman (007)
-------
Runs up, shoots a big fireball which you jump over, a small fire will burn in
the spot you jumped from. Then he'll run back and do the same thing. He will
repeat this pattern. Use Iceman to take him out.
Elecman (008)
-------
He hops around and tosses deadly lightning bolts; these can kill a full bared
player in 3 hits. Luckily, Cutman's Rollin Cutter returns the favor.
Yellow Devil
------------
He attacks by splitting in many pieces and sends them at you. He begins his
fight like that too. When he assembles himself, he will open his eye which
appears on any part of his body and shoot at you. Elecman's weapon is the best
offense against him.
Clone Megaman
-------------
He fights like you but jumps around often, whatever weapon you are equipped
with, he will have it too.
CWU-01P
-------
You fight seven of these. The next one is faster than the last one. You'll need
to utilize the blocks in the middle near the end of the fight.
Wily Machine 1
--------------
After fighting Bombman, Fireman, Iceman, and Gutsman (you fought Cutman and
Elecman in the 2nd Wily Stage), you go against Dr. Wily. Hit him with Thunder
Beam or Fire Storm when he is in either form.
Metalman (009)
--------
During the fight, the floor will change direction as you jump. Metalman throws
a lot of Metal Blades as he jumps. Get close and he'll jump to the other side.
Take advantage and use Quick Boomerangs (4 total) to nail him as he lands. When
you fight his copy, he dies with one hit of his own weapon.
Airman (010)
------
He has a fan in his belly. He'll send tornadoes at you then blow you away. The
tornadoes are tough to avoid. Luckily, he died in 4 hits from Woodman's Leaf
Shield.
Bubbleman (011)
---------
Don't jump too high when fighting him or the spikes will kill you. Bubbleman
sends up to 3 bubbles and then swims up and shoots you. 4 hits with Metalman
get the job done.
Quickman (012)
--------
This guy really moves. He jumps around, runs and sometimes throws boomerangs.
He'll run out of control so that gives you a chance to nail him. 7 shots from
normal weapon or Air Shooter are all it takes. He also takes damage from the
Time Stopper. 14 bars of energy will be depleted with a full bar.
Crashman (013)
--------
Every time you shoot at him, he will jump and throw a bomb that explodes after
a second. It is too bad that it costs him his life courtesy of 2 Air Shooter
hits.
Flashman (014)
--------
He runs a lot and when he stops, he'll flash the screen and freeze you then
shoot at you. He is vulnerable to many weapons.
Heatman (015)
-------
Hard to believe he looks like a lighter in Megaman Battle Network 2 and GP
compared to a heat box here. He'll send 3 fire pillars, turn into a Flaming
Torpedo and charge at you. Some Bubble Lead hits will put out his fire.
Woodman (016)
-------
He starts off with a Leaf Shield surrounding him, then throws 4 leaves up that
rain down. He'll then throw his shield leaving him vulnerable. You can use
Clash Bombs to hit him when his shield is up, Metal Blades to hit him after he
throws his shield or for best result, 2 fully charged up Atomic Fire shots and
when he throws his shield, to smoke his ass literally.
Mecha Dragon
------------
Touching him physically means instant death. The battle starts with him chasing
Megaman to a dead end the during the fight, it will spit fireballs and some-
times attempt to crash into Megaman for instant victory if Megaman is in the
wrong spot at the wrong time.
Picopico-kun
------------
This boss is actually a room full of blocks and two of them come together to
form one being. Once one is formed, it will charge at Megaman.
Gutsdozer
---------
This is a remodled version of Gutsman from Megaman 1 and he is designed as a
bulldozer. He will send out Metalls at Megaman.
Boobeam Trap
------------
There are 5 of these in the room and every few seconds, they'll shoot a beam at
Megaman's current location. Only Crash Bombs will work on them.
Wily Machine 2
--------------
After fighting the first eight bosses the 2nd time around, Wily appears in a
giant spaceship and shoots angling shots on the floor and they rise up at an
angle too. The second form fires shots that bounce on the floor.
Wily Alien
----------
The final boss moves around in an almost figure-eight pattern while shooting
random shots at Megaman. Only Bubble Lead can hurt him.
Needleman (017)
---------
He has 2 attacks you have to watch out for. One is he jumps into the air and
throws needles. The other attack, he punches you with a stretching arm if
you're close.
Magnetman (018)
---------
His pattern is very simple. He'll small hop forward then do a regular hop
followed by one of these 2 attacks: A magnetic shield that makes him invincible
and draws you towards him or he'll do a big jump and launch 3 Magnet Missiles
at you.
Geminiman (019)
---------
At the beginning of the fight, he'll split in two (actually make a copy of
himself hence the name Geminiman). They take turns running in circles consis-
ting of running to the right then at the end, jumping to the left. They will
stop in their tracks even in midair and the one on the ground will shoot at
you every time you shoot. After one is defeated, the other one runs around
doing small jumps and shoots a Gemini Laser that bounces of the walls, floor,
and ceiling 4 tmes.
Hardman (020)
-------
This guy starts out by shooting 2 Hard Knuckles that track your movements then
disappears after the 2nd pass. He then jumps into the sky, turn upside down and
try to dive on you. When he lands with his head buried into the ground, he will
stun you if you stay on the ground and then repeat his pattern.
Topman (021)
------
This guy will throw 3 tops into the air that spin for a second then the tops
will attack you depending on your location before they attack. Topman will then
spin around and slide towards you to the other side. He will repeat his pattern
from there.
Snakeman (022)
--------
Snakeman runs back and forth no matter what. Some time within his run, he will
stop and throw snakes at you and that's all there is to him.
Sparkman (023)
--------
He hops around and when he stops, he will touch his arms together and send 8
tiny sparks at you in an 8-way pattern then creates a huge spark and throw it
at you.
Shadowman (024)
---------
This is one hard dude to fight. He hops around 4 times then he will either side
or throw Shadow Blades at you. Be careful while fighting this guy.
Doc Robot
---------
You fight this guy 8 times and each time you fight him, he mimics the fighting
pattern of a robot from Megaman 2. They're pattern stays the same but you need
the weapons from Megaman 3 to beat them.
Kagero and Kagero Maker
-----------------------
While the Maker may be invincible; you need to fight the Kageros it dishes
out. There are 5 Kageros in all. Watch out for the mini cyclones coming from
the side. They push you around.
Yellow Devil Mk2
----------------
He's back! It is easier to avoid his parts this time. He will assemble himself
and when he forms, an eye will show up and he will shoot at you. He also has
another attack when he scrolls down in strips and just those pieces bounce at
you.
Holograph Megamans
------------------
All three can do harm to Megaman and Megaman can only hurt one. When they come
out of their teleporters, they will shoot a buster shot at you, run around and
return.
Wily Machine 3
--------------
Has a gun on its belly that shoots looping circles and walks towards you. The
second form rains bullets and squats a lot.
Gamma
-----
This thing is so huge that only its head fits the screen. First the head on top
will rain pellets at you then shoot in threes when you're parallel with him.
When the Wily head appears, Gamma's mouth will shoot a bean at you and has a
spiked fist that instantly kills you.
Metal Blade
-----------
Otained from Metalman. You can shoot these in 8 directions. It takes 4 of them
to use up one bar.
Air Shooter
-----------
Obtained from Airman. 3 tornadoes fly up into the air.
Bubble Lead
-----------
Obtained from Bubbleman. A bubble rolls along the floor and a wall. 2 of them
use 1 bar.
Quick Boomerang
---------------
Obtained from Quickman. A boomerang comes out and returns to you. 8 of these
uses up one bar making it the most conservative weapon ever.
Clash Bomb
----------
Obtained from Clashman. Throw a ring-like object at the wall and when it hits
it will latch to the wall and it'll explode a second later. You have 7 of these
with a full bar.
Time Stopper
------------
Obtained from Flashman. Freezes everything around you. Useful in Quickman's
stage to freeze the instant killing beams. Drawback is you got to use it all up
in one shot.
Atomic Fire
-----------
Obtained from Heatman. Pressing the button shots a small round fireball similar
to the normal gun shots, holding it until the noise changes will send a medium
size fireball, holding it to full power will release a giant fireball that is
destructive.
Leaf Shield
-----------
Obtained from Woodman. Shoots 4 leaves circle you then you can shoot in four
directions.
Item 1
------
Obtained from Heatman. Make up to 3 platforms to stand on.
Item 2
------
Obtained from Airman. It's a jet sled that you right through the air.
Item 3
------
Obtained from Flashman. A wall walking platform. It will rise when you are on
and go down when you're off.
Needle Cannon
-------------
Obtained from Needleman. They shoot high in a high, mid, low, mid pattern. It
takes 4 of them to use up one bar.
Magnet Missile
--------------
Obtained from Magnetman. When you fire one, it attracts to the enemy if the
enemy is above or below it when it flies by.
Gemini Laser
------------
Obtained from Geminiman. Bounces off of walls and floors continuously for a few
seconds. Sometimes the laser will break into pieces and continue reflecting.
Hard Knuckle
------------
Obtained from Hardman. A real powerful fist that can knock out walls that any
other weapon would bounce off of.
Top Spin
--------
Obtained from Topman. You use this every time you jump. The bar usage depends
on how long you hold the button. Doesn't seem powerful but it can cream some
powerful enemies even the final Dr. Wily.
Search Snake
------------
Obtained from Snakeman. Scales the floors and then the walls. 2 uses will use
one bar.
Spark Shock
-----------
Obtained from Sparkman. Has the ability to freeze some enemies in their tracks.
Shadow Blade
------------
Obtained from Shadowman. Works like a throwing star and boomerang in one. A
good weapon in my opinion. 2 of them uses up one bar.
Rush Coil
---------
Begin with it. Call out Rush and jump on him. He will toss you high into the
air to places you can't reach by jumping.
Rush Jet
--------
Obtained from Needleman. Rush becomes a jet and you can fly over large pits.
Rush Marine
-----------
Obtained from Shadowman. You can only use this while in the water. You can
steer through obstacles without fear of spikes.
P = Power Buster
C = Rolling Cutter/Cutman
G = Super Arm/Gutsman
I = Ice Slasher/Iceman
B = Hyper Bomb/Bombman
F = Fire Storm/Fireman
E = Thunder Beam/Elecman
YD = Yellow Devil
CM = Copy Megaman
CW = CWU-01P
WF = Wily Machine 1 1st Form
WS = Wily Machine 1 2nd Form
Each boss has 28HP and the chart below describes how much damage is done to the
bosses. Ex: Super Arm (listed vertically) does 14HP damage to Cutman (listed
horizontally) so 2 hits will beat him outright. NA means that the weapon cannot
be used in battle.
C G I B F E YD CM CW WF WS
P 01 02 01 02 02 01 01 01 01 01 01
C 01 01 02 02 02 10 02 01 08 03 03
G 14 01 NA NA NA 04 NA NA 08 NA NA
I 00 00 00 00 04 00 00 02 00 01 01
B 02 10 04 01 01 02 NA 02 03 01 01
F 03 02 01 04 01 01 02 02 08 04 04
E 01 01 10 02 01 01 04 02 04 04 04
----
Gutsman
Weakness: Hyper Bomb
Get: Super Arm
Enemies: Metool, Bunbi Heli, Pickelman, Big Eye.
Start in Gutsman's stage. Kill the 3 Metools and you'll come across 3 moving
platforms. The top one is safe but the other two will dump you into the abyss if
you're not careful. Jump on the top platform and stay on until the middle
platform is moving forward and beneath you. You may have noticed the breaks in
the tracks the platforms move on. When the lower left portion of the platforms
moves over the break, it the ledge will collapse and drop you to your death if
you stay on. What you do is jump when you reach the break and try to land on the
platform when it retracts. You do this twice. Try to land on the lower platform
where you have to jump 5 times to avoid the gaps in the line and land on fresh
land. You'll face 3 Bunbi Helis next. They are tricky to avoid so try to kill
them as they dive at you. Finally you'll come across 4 Pickelmen one at a time
then you will drop down. 3 Bunbi Helis appear kill them and drop down any 3
holes. To reach the 1-up, jump right a little then steer left as you drop to
land on the platform then jump left for the 1-up. Drop down again to confront
the Big Eye.They do a lot of damage to it's best to avoid it. Now you're at
the boss gate. Blow through the Metools and you'll lift another gate and face
Gutsman.
Gutsman can be tough so it's best to kill him first. Shoot him as he jumps
and try to get as much hang time in the air as you can when he lands to avoid
being stunned by his earthquakes. Avoid the rocks he throws by trying to jump
past the top rock and you'll be alright. He will go down easier if you have
Bombman. 3 Bombs will get the job done. When he is dead grab the medallion to
complete the stage.
----
Cutman
Weakness: Super Arm
Get: Rolling Cutter
Enemies: Bunbi Heli, Blaster, Super Cutter, Manbu, Big Eye, Kamadoma, Suzy,
Screw Driver.
You are attacked when you immediately scroll right by Bunbi Heris. Kill them
then continue. You'll be facing some Blasters. Shoot them when they open up.
Start climbing up, killing Blasters as you go. At the top, just move right and
the Super Cutters won't touch you. You'll face a couple Kamadomas which is no
biggie. Now you come across some Suzies. Shoot them as you climb up several
screens. At the top, avoid the Super Cutters, kill the Bunbi Helis and grab the
Big Life-up up if needed. Head down and be careful of the Manbu because they
shot in an 8-way pattern. You only face two. At the bottom it's that damn Big
Eye again. Get past him and into the gate. Kill the Screw Drivers and face
Cutman.
If you got the Super Arm, Just nail the sucker with the two rocks in the room to
win. Grab the medallion. If you fail to kill him in two hits via misfiring a
rock, then just cap him with all you got. Just avoid the Rolling Cutter he
throws at you. Each time you shoot him, he gets knocked back.
----
Elecman
Weakness: Rolling Cutter
Get: Thunder Beam
Climb up either ladder and in the next room, more blocks appear and disappear.
4 3 2 1
Climb up once again and now we finally move horizontally though temporarily.
It's not a good idea to get the big life up, just move forward and go up the
ladder. Now you have two paths. Left ladder takes you through 3 Gabyoalls first
and the right one consists of electrical barriers. Keep moving up and you'll
find the platform weapon. Use Gutsman to get to it. Now continue the treck up
avoiding the gabyoalls and electric barriers along the way. The Kamadomas pose
no threat. Make it the top and go horizontal again and climb up again. Avoid
the barriers, continue up and here goes the Big Eye again. Avoid him as always
and head for the gate. Climb all the way up the ladder avoiding the electrical
barriers and you face Elecman.
This is your toughest boss. Nail him with the Rolling Cutter 3 times to destroy
him. He can kill up in up to 3 hits so watch out. Whenever you hit him, you'll
push back a little bit. Use this to your advantage to avoid his Thunder Beam he
ocassionally uses after being hit.
----
Iceman
Weakness: Thunder Beam
Get: Ice Slasher
Enemies: Suzy, Big Eye, Gabyoall, Foot Holder, Peng, Crazy Razy.
Next victim is Iceman. Watch your footing because this stage is slippery. Hey
the guy's name is Iceman so what you expect? You start off moving right and
killing the Crazy Razy. Aim for the heads or else the top half will attack you
similar to the Bunbi Helis. Next you gotta take a swim and make it through the
Gabyoalls and Pengs. At the end, kill the Suzies and collect the large life-up
if needed then drop down. You will face those disappearing and reappearing
blocks similar to the ones in Elecman's stage only blue and bigger. They appear
like this
7
6
5 4
2
3
1
The best strategy is stand on 1, wait, jump on 3 before 1 disappears, wait,
jump on 5 before 3 disappears, 6, 7, and to the left and drop down. More
disappearing blocks appear. There is a shortcut assuming you have the Magnet
Beam. Ignore the blocks and run right. When the blocks make it to the right,
hop up the first two blocks and use the platform maker before the block you're
on disappears. Jump to the right. Normally you have to use the foot holders,
but with the platform makers, it's better. Move all the way right by holding
the button to make the platform as long as you can then make another platform
before the one you're on vanishes. Repeat till you're all the way to the right.
There is a 1-up that is hard to get. Jump right against the wall and steer left
to get to the 1-up. Collect the power-up in the room below.
Note: This works on the US NES version.
Normally, when you drop down you have to worry about the Big Eye but there is a
shortcut most of you might discover by accident when you miss the 1-up. When
you try to climb back up using the Magnet Beam, you will warp to the screen
below and have run past the Big Eye HAHA SUCKER! *Flips off Big Eye* Run right
to the gate. Avoid the Pengs and you're off to fight Iceman.
Avoid his high and middle Ice Slashers and hop over his low ones. These things
do enough damage to kill you in 3 hits. Return the favor with Thunder Beam. The
pattern of his attack goes like this:
That is too obvious. Ice=water and water beats fire. So Fireman is who you go
after next. Use Elecman on the Screwdrivers and climb up and move right. Head
back down, move right, avoid the fire pillars and Changkeys then climb up. Grab
the small life-ups if you need them. Avoid the fire pillars though. Climb up,
and move right. You got fire barriers (similar to the elcectric barriers in
Elecman's stage) in addition to the pillars to deal with now. Try to make it
through the best you can. When you climb all the way down, watch out for more
fire pillars and Changkeys as you move right at the very bottom. When you climb
up at the end, you'll face a touch obstacle of making it through the "fire
factory". If you got the platform maker, you can avoid the obstacle by making a
platform to the left, hop on it, and then hop right and move up the ladder.
Head right then climb down. Be wary of the Gabyoalls and Killer Bombs. Keep
moving and ignore the Changkeys and watch out for the fire pillars at the end
as you reach the gate. Kill the screwdrivers on the way to Fireman.
Fireman has a pattern where he runs up, shoots a big Fireball and when you jump
over it, a fire will be left burning where you are supposed to be if you didn't
jump. So steer right of left on the way down. Kill him with Iceman, 7 shots
will do it.
Last but not least is Bombman. Head right and kill the Kamadomas (they finally
become a problem). As you go right, bombs will rise from the pits and split
into 4 mini-bombs and explode on the ground. The best way to avoid them is to
run to the wall on the right standing on the ledge protruding from it (before
the pit that each bomb comes out of).
You'll avoid 4 bombs and come across some Screwdrivers you can kill easily with
Elecman. At the end, climb up 2 screens, be wary of the Beaks on the way, and
head right again. You'll come across Sniper Joe. Hit him with Iceman's Ice
Slasher. He'll be frozen stiff, now just kill him without mercy. Continue to
the right, deal with the Killer Bombs and Blasters anyway you can. Make it past
the 3 Gabyoalls and climb up. Be careful of the Killer Bomb, when one leaves
the screen, another enters depending on how high you are. Be careful of the
spikes. Unlike the other Megaman's you have no temporary invincibility to
spikes after taking damage from enemies. When you make it to the top, Manbu
will attack. Continue till you see a Sniper Joe. Freeze him and kill him to
grab the 1-Up. Then go back and drop down. A Sniper Joe will be guarding the
first gate to Bombman, freeze him and kill him, and then enter. Climb down and
avoid the Suzies. It's best to use Elecman here to kill them. After climbing
down two screens you meet Bombman.
Bombman hops all across the room throwing bombs with an explosion radius of
one inch. Try to stay out of the radius. 7 hits with Fireman and it is over.
Enemies: Big Eye, Kamadoma, Killer Bomb, Foot Holder
Congratulations, you made it to Dr. Wily's Castle. To start things off, arm
your Ice Slasher and run right. Freeze the Big Eyes in high jump. You can use
Thunder Beam or Super Arm to destroy the blocks at the end. Use Thunder Beam
since you use less energy. Freeze the fire pillar on its way down just low
enough to step on, then do the same for the next one, the third doesn't need to
be stepped on, just jump for the ladder and climb up. Work your way to the
ladder and don't fall onto the spikes. Climb up and arm Fireman, use the bar-
rier from the Fire Storm to kill the Kamadomas that try to jump you while
climbing up and head right. If you need the large life up then go for it,
otherwise, destroy the blocks below and head down. Avoid the Killer Bombs and
spikes while climbing down. The floor and ceiling are full of spikes. Instead
of trusting the foot holders, make platforms instead. At the end, grab the two
mini weapon ups and climb up. You're going to have to make platforms here.
Jump as high as you can to make a platform but low enough to jump on them. You
need at least 4 if you are good to make it to the ladder. Once you climb,head
right and here you'll have your first ever battle with the Yellow Devil, he
appears in a whole lot of Megamans to come. Avoid his parts when he comes in,
when he fully reassembles, shoot the Thunder Beam at his eye.
Start off killing the Bunbi Helis as you move right. When you drop, you'll face
Cutman. You have no blocks to throw at him so use your normal gun to kill him.
Drop down and head right again. The next obstacle is Screwdrivers. They
are less of a threat so avoid the shots if you can. At the end, you drop down
and face Elecman again. 3 shots with the Rolling Cutter will kill him like
before. Drop down, avoid the Bombombombs then climb down. Electrify the Suzies
and go for the 1-up. Work your way down killing Suzies and Blasters till you
come into a room where you fight a clone of yourself. He'll use whatever weapon
you got, use Elecman here too. Since he'll get knocked back with any weapon
anyway and Fire Storm, Ice Slasher, and Hyper Bomb works too.
----
Wily Stage 3
Boss: CWU-01P
Weakness: Rolling Cutter
Super Arm
Hyper Bomb
Enemies: Peng, Killer BOmb, Suzy, Screwdriver
Work your way down killing Suzies and Screwdrivers, then at the bottom move
right and a current will come in. The Peng and Killer Bombs are easy to jump
over. You will face off against 7 CWU01Ps. Remember those from Megaman Battle
Network series? Shoot the first 4 with normal shots then switch to Gutsman and
kill the rest; the next one is faster than the last one.
Upon starting, Watchers will appear as you climb the ladder, move right and
kill the Screwdrivers. You come across a moving platform. Watch out because
there is a long gap in-between it. Hop onto the block above then jump to the
platform on the right. The best way to get the 1-up and the total recharge is
to hang on the ladder and wait for the platform then jump down and get them
then wait for the platforms next pass and hop up the ladder, climb up and get
in the teleporter. You have a series of fights with the copies of four other
remaining normal bosses. Kill them like before. Use Hyper Bomb on Gutsman.
Throw an early bomb and bait him there. Now you face Wily himself, he fights
in 2 forms. Use Fire Storm on the first form then use Thunder Beam on the
second. You have won the game. Sit back and enjoy the ending.
P = Power Buster
M = Metal Blade/Metalman
A = Air Shooter/Airman
B = Bubble Lead/Bubbleman
Q = Quick Boomerang/Quickman
C = Crash Bomber/Clashman
F = Time Stopper/Flashman
H = Atomic Fire/Heatman
H2 = Atomic Fire Level 2
H3 = Atomic Fire Level 3
W = Leaf Shield/Woodman
MD = Mecha Dragon
PK = Picopico-kun
GD = Gutsdozer
BT = Boobeam Trap
WF = Wily Machine 2 1st Form
WS = Wily Machine 2 2nd Form
WA = Wily Alien
Note: ++ = Heals boss to full power
FZ = Freezes the screen with no damage.
Picopico-kun has 3HP each
Boobeam Traps have 1 HP since they are only damaged by Crash Bombs.
Warning: The damage chart reflects the Difficult mode in the US NES version of
Megaman 2 which is what the Japanese version is based on as well. In fact the
game is much harder compared to the NES version.
----
Bubbleman
Weakness: Metal Blade
Get: Bubble Lead
Enemies: Kerog, Petit Kerog, Tanishi, Anko, Shrink, Claw, M-445
First start off with Bubbleman. At the start of the stage, you have to deal
with the Kerogs and the Petit Kerogs they sends. After that, move through the
red blocks fast, they fall if you stand on them for even a little bit, but f
you're quick, the blocks won't fall at all. You'll be back on solid land. Fall
down and avoid the Tanishis, and fall down again. Avoid more Tanishis and go
right. Don't jump to high because you are in water and you can jump as high as
the water level. The reason not to jump to high is because the spikes above
kill you instantly. Unlike Megaman 1, you are now invincible to spikes if
hit by an object beforehand from here on out. You will now have to deal with
the Anko and the Shrink it spits out. If you kill the Anko, it will be gone
for good even if you die and come back. Kill it by shooting the Lantern on its
head. Then steer through the spikes killing the M-445s. You'll come across
another Anko with Shrinks. Deal with them and move right killing the Kerogs and
soon you'll now be out of the water. Move right and ignore the Claw unless you
need to refill on energy and then you'll take another dip before reaching the
gate to Bubbleman. At least there are no enemies in-between gates anymore, just
move onward to the boss.
During the Bubbleman fight you should have a full bar if you decided to let the
Claws fill you up. Just shoot him to death and take the hits. Just be
careful not to jump high or you'll get killed by the spikes above.
----
Heatman
Weakness: Bubble Lead
Get: Atomic Fire
Item-1
To begin move right and watch out for the Flyboys and Tellys. The best way to
get rid of the Springer is to stand so the end of it trail away from you is off
screen. It will disappear. Make your way to the ladder and climb down. The
reappearing and disappearing blocks follow an easy pattern. Work your way to the
ladder and climb down. As you move right, you have to avoid or kill the Tellys
while you use the reappearing/disappearing blocks to make it over the walls. At
one point a block will appear low then you will wait a few seconds before you
jump and land on a high block that appears. It is easier if you have Crash bombs
but you don't. After passing a Springer you step across a slew of
reappearing/disappearing blocks with a weird pattern. (3 straight, jump up
quickly and land on a block above, jump right, jump onto 2 lower straight blocks
and jump up quickly, jump through the blocks over the lava river, then while
over the pit, hop right 3 blocks jump up and land on the block above or else
you're a dead duck, and hop across to solid land. If you had beaten Airman
before coming here, a jet sled (Item-2) would have made this easier. Climb down
the ladder and kill or avoid the Sniper Armor and climb down again. Head right
and it's time for Heatman.
You'll most likely get hit once at the beginning, shoot a bubble, he'll heat up
then fly towards you, jump over the torch, then jump turn and shoot him again,
rise and repeat until he is dead. It takes 5 shots to get the job done.
----
Woodman
Weakness: Atomic Fire
Air Shooter
Crash Bomber
Metal Blade
Get: Leaf Shield
Run right and kill the Battons and Robbits. It is easy to kill the Robbits by
using Bubble Lead (4 hits). Climb down the ladder, kill the Robbit, and climb
down again. Go right and kill the three Frienders. They are easily dispatched
with a maximum Atomic Fire shot but you have only up to two maximum Atomic Fire
shots unless one of the Firenders yielded a big weapon-up. Once they are done
for, climb up. Kill the Battons and continue up, run right and careful of the
Monkings. They get in the way when you're dealing with the Pipis. At the end,
climb down and kill the robbits while making it down. At the bottom, try to
avoid getting hit by the Cooks as much as you can. Make it to the gate and
Woodman is ready to die.
Arm Heatman. When the fight begins, charge up, wait for him to throw his shield
and fire.Repeat the process and he's dead. At this point you should've refilled
your Atomic Fire back to the max.
----
Airman
Weakness: Leaf Shield
Get: Air Shooter
Item-2
At the start, you have to move through five Goblins. Jump on the heads when the
horns are down then kill any Puti Goblins that get in the way. Next, You have
to move through five Kaminarigoros as you kill them and ride the clouds they
were on to solid land. As you continue right, Pipis will drop eggs. Shoot the
eggs to avoid fighting Copipis or you can use the Leaf Shield and stand still
so you can collect a few powerups from them. You'll eventually drop down. When
you do head left and avoid the Schworms and drop down again. Now you're moving
right. This path will lead to Airman but along the way, you'll move through two
Goblins then kill the Pipis and their eggs fast and you got Matasaburos trying
to blow you back. At the end of the road is the gate to Airman.
He throws lots of tornados then blows you back; he will eventually jump to the
other side. Try to hit him four times with the Leaf Shield from Woodman. With a
full bar, you can get in his face and hit him easier while taking a few hits.
The game calls him Crashman. Tellys are already attacking you at the beginning
climb up two screens while avoiding or killing them in the process. Move right
and kill the Metools then climb up. For the next 3 screens you'll be riding a
platform to the ladder while Tellys try to knock you off. When all that is done,
move right and kill a robot that walks with its body moving in a wave pattern.
In this game, it will throw its body at you and leave its head and then It will
just form a new body. Climb up the ladder 2 screens, then kill the Metool and
climb up that ladder behind it. Be careful not to fall on the way. Now you have
two ladders to choose from. Take the left one and now there are 6 ladders. 3 are
accessible according to which ladder you took. Take the leftmost ladder and
beware of the Shotman. It's best to have Woodman here to shoot him while you are
under him enough. This also helps against the eggs that the Pipis drop. At the
top is an energy tank (E-Tank). Use the Item-1 to reach the above platform. From
there, Megaman can jump high enough on his own to reach the ladder on the left.
Climb up the ladder and get a 1-up. Avoid the Flyboys and run for the gate to
Crashman.
Every time you shoot, Clashman will jump and throw a bomb. Use Airman to trash
him in 2 hits. Without Air Shooter this would've been a long and tough battle
to fight.
----
Flashman
Weakness: Metal Blade
Crash Bomber
Bubble Lead
Atomic Fire
Get: Time Stopper
Item-3
This stage is slippery. Move right and kill the Shotmen. Blow up the wall with
Clashman then use Item-1 to reach the very top and get a 1-Up. Use Item-1 again
to go to the top again and blow up 3 more walls with Clashman then drop down.
You'll avoid Machine Joe in the process as well as other enemies except for a
couple Scworm makers that Woodman can deal with. Fall to the right and use
Airman on Machine Joe. Shoot Joe to death when he moves his shield aside. Drop
down to the left and stay atop. Grab the E-Tank and use Clashman at the wall on
the end. Onto Flashman.
All this guy does is run at you, then freezes time, and tries to shoot you. You
can take the hits as you use up some bombs on the wall and let the explosion hit
him repeatedly. 9 hits from the explosions total will due him in. Metal Blades
and Atomic Fire work on him too.
----
Quickman
Weakness: Time Stopper
Air Shooter
Atomic Fire
Get: Quick Boomerang
Enemies: Schworm, Changkey Maker, Springer, Sniper Armor, Returning Sniper Joe
At the beginning of this stage, use Item 3 to get the 1-up then drop down. Avoid
the Schworm as you drop down 2 screens. Lasers will come and kill you instantly
if you touch them so be careful. Fall to the right to get a 1-up, E-Tank, and a
big weapon-up. The screen will go dark, as you move right, the Changkey Makers
light the screen a little before you kill them and the screen goes dark. After
killing the third one, run right then jump up move right again. Drop down and
have Flashman ready when needed. Jockey through the lasers. It's tricky without
Flashman but still possible. Now that the worst part is over, kill the 2 Sniper
Armors and the Returning Sniper Joes to stock up on Time Stopper and fight
Quickman.
If you saved your Flashman power or regained some from the Machine Joes, use it
on Quickman if you wish. It takes away 14 of his 28 bars of life. Use normal
shots for the rest. Airman works good here too because sometimes one shot can
hit him twice. A Level 3 Atomic Fire Does severe damage too.
----
Metalman
Weakness: Quick Boomerang
Metal Blade
Get: Metal Blade
Enemies: Pierobot, Mole, Springer, Blocky
A shame that I saved him for last isn't it? He has the best weapon in the game.
Okay back to work. The floors in the stage will move so standing still will
move you in the direction the floor is going. Move right then jump onto the
next platform and try to stay on the lower floor and move right and get the
E-Tank then move back left and hop on the one above. Move right and avoid the
Press, then use Woodan to take care of the Moles. Get the 1-up if you want it.
Use item-1 to get it. Now drop down two screens and move to the right and kill
the Pierobots. Kill the Blockys and make a leap of faith over the pit. Watch
out for the Springers and off to Metalman you go.
Keep jumping and shooting while the floor changes directions. Quick Boomerangs
will make this fight end quicker. As you approach Metalman, he will jump to the
other side and he only shoots while in the air.
----
Mecha Dragon
Weakness: Atomic Fire
Quick Boomerang
Move right and kill the Pipi eggs with Metalman. Get Item-3 and scale the walls.
Use Metalman on the Schworms and scale again. Grab the 1-up and hop onto the
ladder and climb up. Kill the Returning Sniper Joes. And keep moving up. Use
Bubble Lead on the Springer and climb up the ladder on the right. While on the
ladder, equip Item-1 and make platforms up to the ladder to the left. You can
make up to 3 platforms at once so once the first one vanishes, make another one
since four platforms will get you there. Ignore the Tellys as you climb. Arm
yourself with Heatman at the end. Now just hold down the fire button to charge
up as you hop across the platforms. The MechaDragon is chasing you. One touch
from his body means instant death.
At the end where there are 3 blocks, wait for the MechaDragon's lifebar to fill
up then smack him with a fully charge Atomic Fire in the face as the boss fight
begins. Charge up once more and avoid the fireballs and smack him again. On the
US NES, this fight would've ended there but in this case he has less than half
of his energy left. You can't use anymore Level 3 Atomic Fires but you can use
the Quick Boomerang to tag him to death.
----
Picopico-kun
Weakness: Bubble Lead
Atomic Fire
Enemies: Mole, Flyboy.
Fill up whatever weapon you like and head right. Avoid the Flyboys and use Item-
2 to fly right. Grab the right ladder and climb down to grab a 1-up and extra
weapon energy. Watch out for Shotman. Now just fall down and watch out for the
spikes. At the bottom, moles will attack you. Use Woodman to milk out powerups.
Avoid the spike press then use Item-3 to climb up and avoid another four more
spike presses. Fall down and avoid the spikes.
You will fight your next battle versus Picopico-kun. Bust out Bubbleman since
he can kill the Picopico-kun blocks with one shot. Try to stand where there
used to be blocks so you won't get hit by ones that are forming. Once the meter
hits zero, you're done.
----
Guts Dozer
Weakness: Atomic Fire
Quick Boomerang
Enemies: Big Fish, Shotman
Fill up on weapons then drop into the water. Don't touch the spikes as you head
right, wait for the Big Fish to jump out the pit then fall back in before you
hop across. At the end is a tricky part that even I mess up sometimes. Jump
carefully and try to stay between the spikes. Whew! Now just make it to the
bottom; some spikes will be on the left so be wary of those. Get through the
Shotman and Gutsdozer is on the way.
Stand on the platform next to his hand and use Quickman and press the button
quickly for rapid hits. A level 3 Atomic Fire hurts him bad. In fact, two of
them will leave him with 4 bars left if you are lucky to connect with them. And
yes, GutsDozer is based off of Gutsman.
Watch out for hidden gaps in his stage especially the one that will drop you
into the spikes. When you get to that part, just leap for the ladder to be safe
because the gap is in the floor panel before the ladder. Climb up and keep
climbing till you can move right then climb down. The moving platforms are back.
Try to make it into the holes then in the 4th room make it to the ladder and
climb down. Kill the Returning Sniper Joes and their Sniper Armor and proceed
to the boss area with 5 Boobeam Traps. You'll need your Crash Bombs for this.
Start off with Item-1 then Kill the open BT then try to leap to the left and
place a bomb that will kill the BT on the top left and blow up the wall at the
same time to save bombs. Next, climb back up and kill the left turret. If it is
possible try to place a bomb on the bottom that blows up both walls covering
the BT. If you aren't gutsy enough blow up the bottom wall and kill that BT.
Next climb up and to the left with Item 1 then Climb over the wall and kill the
last BT.
You just fight the 8 original bosses here. For a change a pace, use Metalman's
weapon on himself to win with one shot, use Bubbleman for Flashman, and same
strategies as before for everyone else.
Here is the order of pods they appear in
H F
A M
W B Q C
Now your next opponent is Dr. Wily. Use Metalman to attack him then for the
next part use Clashman for one shot kill. If you followed my strategy from the
Boobeam Trap fight, then you should've had one Crash Bomb left for this fight.
----
Wily Alien
Weakness: Bubble Lead
Run through the aciddrops and don't stop for nothing. The drops will not touch
you as you head for the gate. You will now fight the final boss which is an
alien.
Use Bubbleman to beat him as he flies around. Shoot as rapidly as you can.
Avoid his shots as much as possible. Hitting him with any other weapon will pit
him back at full health. When the battle is over, you'll be in a room where Dr.
Wily was controlling a mirage. It will break and Wily jumps up and starts to
beg for mercy. Now sit back and watch the ending.
P = Power Buster
NE = Needle Cannon/Needleman
MA = Magnet Missile/Magnetman
GE = Gemini Laser/Geminiman
HA = Hard Knuckle/Hardman
TO = Top Spin/Topman
SN = Search Snake/Snakeman
SP = Spark Shock/Sparkman
SH = Shadow Blade/Shadowman
ME = Metalman
AI = Airman
BU = Bubbleman
QU = Quickman
CL = Clashman
FL = Flashman
HE = Heatman
WO = Woodman
KM = Kagero Maker
YD = Yellow Devil Mk2
HF = Holograph Megaman
WF = Wily Machine 3 1st Form
WS = Wily Machine 3 2nd Form
GF = Gamma 1st Form
GS = Gamma 2nd Form
Note: Kagero Maker is invincible but the turtle has 3HP so the damage pertains
to the turtle. You must kill 5 turtles to win.
Topman was my first pick since he is the easiest to be in my opinion with the
normal weapon. To begin, you'll start running right taking out Bolton & Nuttons
and Mecha Keros until you reach a ladder. Climb down but don't drop down. Just
hang onto the ladder and shoot left to kill the Komasuburo at the top of the
step platform. Head to the ladder and climb down. It's not worth getting the
items here if you don't need them so continue down. Don't fall onto the spikes
or your dead instantly, hop across the platforms and avoid the Bolton & Nutton
and head down the ladder. Head right and kill the Pickelman Bull and use Rush
Coil to reach the platform above. Be sure to kill the Pickelman Bull up there
quickly. Grab the 1-up and the large energy up and head down the ladder. Kill
the Metool DXs and continue down and you come face to face with a big cat named
Tama who throws two robotic yarn balls at you. Kill those and its fleas will
attack. It takes 10 shots in the mouth to bring curiosity to Tama. (Curiosity
killed the cat, duh!). Climb down the ladder behind it and drop down and head
right. Jump up the step mountain and kill the Komasaburo. It is safe to stand
next to it and blast. Proceed to the next Tama and kill it. Climb up, kill the
MetoolDX as it drops and get the energy up if needed then head for the ladder.
You'll need to catch the ladder in midair or you'll drop to your death on the
spikes. Here's the tricky part, if you don't have the Shadow Blade (I don't
have it either at this point) which you can aim up and kill Komasaburo, then
shoot a top and slide quickly to the left, jump and shoot any top in the way,
and kill Komasaburo. Now head right and try to make your way across the tops
while staying at the top as well (no pun intended). You are now ready to face
Topman.
He throws three tops into the air, try to get in a couple shots while they're
in the air then quickly dodge the tops after they attack you. Get in one more
shot on Topman then prepare to dodge his spin attack as he charges across the
screen while he is spinning. Repeat this pattern and he's down in 14 shots.
Hardman's Hard Knuckle can beat him in 4 hits but since I don't have it, I'll
have to wait until I fight him again near the end. If you did have it to start,
try to get behind him and pump 4 knuckles into his back quickly.
This is the hardest boss in the game. What better way to take him out early now
that we got Topman on our side? At the beginning, drop all the way down while
avoiding the New Shotman on the way. At the bottom, shoot the Mecha Keros and
the Pickelman Bulls. Drop down and you'll have your first encounter with
Breakman (you'll know who he is at the end of the game). Keep shooting at him
and just avoid his hops. He'll only shoot when he's in the air, so his shots
will sail over you. He'll teleport out and you're free to move on. Fall down and
kill all the Peterchies and Walking Bombs in the way. Do not worry too much of
the Hologram above, it only darkens the screen around you. You'll eventually
fall down and drop to the lower level and kill the Mecha Keros and Parachuus.
There will be some Yamboos that pester you at the end but you can handle them.
When you fight Shadowman, use the Top Spin but be careful not to run out of it.
Shadowman is a tricky boss; he'll hop a few times then slide or throw stars at
you, each Top Spin trades hits with him. 4 Spins will defeat him.
Enemies: Elecn, Electric Gabyoall, Bolton & Nutton, Peterchy, Hammer Joe
Kill the Petrerchy at the beginning before you climb up. At the top, avoid the
jump throw the moving Electric Gabyoall when the barrier is off. Kill off the
Elecns while you're at it too. Climb up, kill Hammer Joe, and then continue up.
Move right and hop across the lifts and make sure you avoid the spikes. Hop
through two barriers and climb up. Kill the Pickelman Bull and continue up but
if you need the items above, use Rush Coil. Take out the Peterchies and you're
in for a long drop but you won't die. Head right and shoot the blocks in your
way. Climb down and drop to the lower level and slide underneath the platform.
While hopping across the lifts, watch out for the Bolton & Nuttons. Use Shadow
Blades on them. Hang on to Shadowman as you get ready to fight Sparkman.
If you got a full bar, it's okay to scrap with Sparkman while pounding him with
Shadow Blades. He'll die in 7 hits. Otherwise, be wary of his hops and avoid
his multidirectional sparks followed by a big spark.
Enemies: Peterchy, Magfly, Giant Springer, New Shotman, Protoman
Head right and avoid the low Magflies. Drop down and fight Breakman again and
use the same strategies as before. Drop down and kill the Giant Springers as you
head right. Kill the Peterchies, drop down, head right, kill more Peterchies and
be wary that a magnet pulls you. Drop down and try to steer left to grab the
little energy-ups. Drop down and you'll have to deal with 4 sets of blocks that
disappear/reappearing. In the first pit, you only have to use 4 blocks. Hop on
to the middle low block when it appears, wait, hop onto another block on the
right before the one you're on disappears, then repeat this until you make it
out. The other 3 pits are simple but mess up on the last one and you're dead.
Climb up the ladder and kill the New Shotman with Shadowman. Just aim your
weapon up-left. Climb up and kill the Giant Springer. Now you will face off
with Magnetman.
He'll hop then jump and either jump high up and rain Magnets on you or pull you
towards him. Pelt him with 4 Spark Shocks to win. 4 Shadow Blades will work on
him also.
----
Hardman
Weakness: Magnet Missile
Hard Knuckle
Get: Hard Knuckle
Run right and whenever a Habusu Bee appears to send a swarm of Chibees at you,
run back and she'll be out of your way. Avoid the Wanaans and climb up the
ladders. You're probably worried about that Hammer Joe up there, huh?
Just break out the Shadow Blades and smack him with his eye open. Use Rush Coil
to get up there and climb up the ladder. Head right and you'll confront 3
Monkings. Shadow Blades will take care of them while they're still hanging
around before they even think about attacking you. Climb up the long ladder and
you'll avoid the Hammer Joe's hammer if you keep moving up. Shoot down the
Monking at the top with Shadow Blades then keep moving up. After dealing with
the Pickelman Bull, take the high road and grab your first E-Tank of the game.
Climb up, kill the Metool Deluxe, climb up some more and head right across the
Wanaan dispensers. Watch out for the Habusu Bees and Chibees. Climb down and
fight Protoman for a 3rd time. The battleground is different this time around.
Hang in there. When you fall down, grab the large energy-up and continue down.
Kill the Bickii and head to Hardman.
Hardman sends two heat seeking fists at you then dives into the air and tries
to land on you. Don't get smashed or it's major damage to you. The Magnet
Missiles will attract to his metallic ass and destroy him in 7 hits. However.
the Magnets will turn when level with the fists in this game so aim carefully.
----
Snakeman
Weakness: Needle Cannon
Search Snake
Hard Knuckle
Top Spin
Get: Search Snake
Enemies: Petit Snakey, Big Snakey, Dada, Bubukan, Bomb Flyer, Potton, HammerJoe
Jamashii
Since Snakeman is the easiest to beat with another weapon from the other loop,
we'll continue on with him. This level even looks like a bunch of big snakes
with snakeskin walls, floors, ceilings and platforms. Run right and kill the
Petit Snakeys and Dadas and then climb up. You'll confront 3 more Petit Snakeys
Try not to take too many hits as you continue up. You'll meet the first Big
Snakey. Avoid the red orbs it spits and it takes 10 hits to kill. Continue
right, kill the Petit Snakeys and the Pottons and collect the energy ups if
needed before you head down. Once you go down, watch out for the Pottoms and
Bubukans as you make it to the ladder and climb up. Kill the Hammer Joe and
continue up. Kill another Hammer Joe and take the right ladder to collect the
power-ups in the surprise tanks. Climb back down, take out the Hammer Joe again
and take the left ladder and you'll confront another Bog Snakey. Kill it and
head right, avoid the Bubukans and make a leap of faith to the right. Kill the
Bubukans or avoid them and climb up the far right ladder. At the top, kill the
Jamashii on the ladder to the left and climb up that. This next part is tough.
Jump onto a cloud and stay on till you are high enough to make it to the next
platform. Watch out for the Bomb Flyers as you make your way to the gate. Once
at the gate, arm yourself with Hardman or Shadowman.
Shadowman has better accuracy. Snakeman runs back and forth and be sure to stay
in the middle as he passes by to be able to jump over him better. He also sends
snakes which aren't a big deal. You just need 14 hits to kill him.
Run right and kill the Nitrons and Bomber Pepes in the way. You'll meet up
with Protoman again but you won't fight him. He will open up an area for you to
drop down. Steer left as you drop down to get a 1-up. If you need the energy
then get it, otherwise head right and kill all the Poles you come across. Try
to get the item in the goodie pod then climb up the ladder in the end. Kill more
Poles to free the ladder and climb up. Use the Rush Coil and vault yourself
to where you can just shoot on row of Poles then slide to safety. Some Yamboos
and Pen Pen Makers will get in your way. Avoid the Yambos and kill the Pen Pen
Makers. Drop down till you reach an aqua setting then use the Rush Marine to
and grab 2 E-Tanks and a 1-up on the way. Some Gyoraibos and Yamboos may make
your trip a little hectic with their bombs and Climb up, kill the Mecha Keros
and continue up and kill the Bickii.
You now face Geminiman. Geminiman splits in two and attacks every time you
attack him. When one is gone, the remaining one will run around and shoot a
laser at you that reflect off surfaces. 7 snakes will get the job done.
Kill the Hari Harries or avoid them climb down the ladder. Run right and work
your way through Yambos, Houdais, and Metools Deluxess and head down another
ladder. Slide under low platforms and be wary of Needle Presses coming from the
ceiling. Once you reach the ladder, work your way up and deal with the Hari
Harry, Hammer Joes and the Bickii at the end. Get your Gemini Laser ready and
take on Needleman.
Try to get in 4 shots on this guy. He'll be dead in no time as long as you
avoid his needles and his needle spike.
----
Sparkman revisited
Metal Man
Weakness: Magnet Missile
Search Snake
Shadow Blade
Hard Knuckle
Top Spin
Kill the Peterchy and Rush Coil to the ladder. Kill the Jamashii with a Shadow
Blade or Gemini Laser. At the top, head right and kill the Elecns. The rotating
platforms are a little lenient on you so just hop across them quickly. Climb up
and hop across the 3 rotating platforms and climb up. Kill the 2 GiantSpringers
and enter the gate to face Metalman.
He will go down courtesy of the Magnet Missiles. But just like with Hardman,
you got to get closer since the magnets concentrate more on projectiles than
the enemies in this game.
After the fight, you're in serious trouble. Slide through the passage and you
fall through a wall of spikes, steer left to avoid some sneaky spikes. At the
bottom, Kill the Bolton & Nuttons and avoid the Electric Gabyoalls. The best
way to get rid of the barriers is to let them scroll off-screen and disappear
then continue right. Let one block fall then run on it and hop right, repeat
this 2 more times and enter the gate.
Use Snakeman or Geminiman on Quickman. He is real slick so get close and blast
him.
Run right and take out the Hari Harries and climb down. Watch out for the
needles coming down. Some also come out from the floor. Climb up and use the
Rush Jet to gather the items and climb up and kill Hari Harry. Enter the gate
and use Spark Shock or Magnet Missile on Airman. I suggest using Spark Shock.
Get your Rush Jet ready as you have to fly through a big pit with Parashuus and
Yamboos getting in the way. At the end, climb up and use Rush Jet again to
reach the ladder. Now you will face a Bubukan. Just avoid him and continue
right. You will fight a giant Metool dispenser balls and sends Metools at you.
Shoot the cross on its helmet to kill it. Make your way through flying Metools
and face another Giant Metool Dispenser. Kill it like the other one and keep
going to the right.Avoid the Hari Harry and enter the gate.
You'll fight a tough Crashman. Anticipate where he will land and pound him with
4 Hard Knuckles or use the Needle Cannon for better accuracy. Top Spin is too
suicidal.
Bubbleman
Weakness: Shadow Blade
Spark Shock
Needle Cannon
Hard Knuckle
Enemies: Potton, Jimashii, Nitron, Pole, Gyoraibo
Run right and kill the Nitrons and Jimashiis then drop down when you can run
right anymore. Work through all the eggs and Poles you go through and avoid
the Pottons and enter the gate. You'll fight Flashman, gun him down with the
Needle Cannon. Exit stage right, use Rush Coil to go to the top and run right.
You'll need the Rush marine to make it through the next area. At the end, slide
into the next area full of Gyoraibos. Jockey through the Jimashiis and climb
down at the end. Work your way to the ladder and climb down again. Head right
into the gate and...
Use Shadowman on Bubbleman. Be careful not to jump to high or the spikes will
kill you just like in Megaman 2.
----
Shadowman revisited
Woodman
Weakness: Needle Cannon
Search Snake
Hard Knuckle
Top Spin
Shadow Blade
Heatman
Weakness: Top Spin
Shadow Blade
Hard Knuckle
Needle Cannon
Be extra careful as you drop down through the spikes. At the bottom, steer right
late to avoid the spikes on the floor because the spikes above from the other
screen will kill you if you steer right early. Move right and scale the ladder
and avoid the spikes. Kill any Peterchies in the way. When you climb down, you
don't need to fight the Bickii, just slide under him and drop down again. Move
right and kill the Peterchies and Walking Bombs in the way. There are some
platforms that dump you in one sec so you have a split second to jump from
platform to platform and continue on. Kill the Hologram at the top. It is best
to grab your Rush Jet to avoid the next set of platforms but if you're gutsy
like I am, hop across the platforms and on the second set of 2 platforms, let
the top one dump you then off to the right off the bottom one to avoid hitting
the Hologram and continue on. Kill the Walking Bomb, climb down, kill the
Peterchies and enter the gate. You will fight a Woodman powered Doc Robot. Use
Needleman to take him out. He fights just like before (same goes for the other
bosses). After the fight, exit out and grab the large energy up and take out the
Hammer Joes. For the last 2 Hammer Joes, slide under the hammer instead of
jumping (which you can't do anyway). In the next screen, the ceiling is decked
with spikes. Kill the Parashuus and Mecha Keros you come across and kill the
Giant Springer at the end. Enter the gate and fight Heatman. Use the Top Spin
here. 4 Spins will cream him. If you are low on energy, use the Shadow Blade
instead.
----
You now face Breakman for the last time. Just hang in there and shoot him till
he teleports away.
After the fight, you'll be back at your home base where Dr. Light informs you
that Wily has ran away with Gamma. Now it's time to say "it's on, Wily!"
----
Kagero Maker and Kagero
Weakness: Shadow Blade
Hard Punch
Search Snake
Top Spin
Enemies: Komasaburo, Hammer Joe, Pen Pen
Use Rush Coil to get the 1-up on the left, then Rush Coil back. Head right and
kill the Komasuburos and then get the E-Tank and drop down. You don't really
need the Rush Marine here. All you got to do is make it to the ladder and watch
out for the ducks. Climb up the ladder and use a Hard Knuckles on the barrier to
get the 1-up then slide and climb up the other ladder. Grab the items if you
need them. You can carry a maximum of 9 E-Tanks so don't get the E-Tank if you
have 9 already. At the top of the ladder, kill the Hammer Joe from afar, then
slide to the floor where he was at then proceed right and kill the 2 Hammer Joes
that follow. For the Hammer Joe up top, Hug the wall before him and aim a Gemini
laser left and time it so it hits him with his eye open and then use the Rush
Coil to get up there. Climb the ladder then jump through the blocks that
reappear and disappear. Take a shortcut b grabbing the two large energy-ups then
sliding to the blocks when one is in range then climb up. You won't need the
weapon-ups up there so just go straight and face the Wily boss, Kagero Maker.
Each Kagero is faster than the one before it. Just use the Shadow Blade on each
one and the machine will blow up after you kill 5 of them.
----
Yellow Devil Mk2
Weakness: Shadow Blade
Hard Knuckle
Enemies: Habusu Bee, Chibee, Wanaan
Hop up the platforms quickly and take the left ladder, If you want the weapon-
ups then get them then continue up the left ladder and at the top, get the 1-up
and slide right. Climb up the ladder at the top left and slide right and you'll
be working through Wanaans, Habusu Bees and Chibees. Enter the gate at the end
and an old foe returns. It's the Yellow Devil from Megaman 1. Avoid his flying
parts and grab your Rush jet, fly up to his eye and unload on his ass. He has a
new attack where he bounces his parts at you. You must slide under them.
----
Holograph Megaman
Weakness: Search Snake
Top Spin
Hard Knuckle
Enemies: New Shotman, Bickii, Hammer Joe, Walking Bomb, Hologram
Use Shawdowman to kill the New Shotman then use Rush Coil to get up there. Take
the right ladder to get the weapon-ups. Be sure to use Hardman on the barriers
and kill the New Shotman first by taking out the barriers then shooting him from
afar and avoiding the shots. Afterwards, climb up the left ladder and get the E-
Tank if you need it and Rush Coil onto the platform. Head right and kill the
Walking Bomb and get the 1-up above. It's best to slide underneath the platform
for the mini energy-ups you need and the large weapon-up then slide and drop.
Ignore the Hammer Joe and keep going down. Kill the Bickii and head right and
slide. Kill another Bickii or slide under it and climb up. Work your way thru
the moving platforms and make it to the ladders. Watch out for the spikes in
the middle of the second screen on your way to that ladder. At the top, grab
the surprise items with the Rush Coil and Hard Knuckle and drop back down and
have Topman ready as you take on 3 clones of yourself. All 3 can hurt you but
you can only hurt one. Take a chance on one and use the Top Spin. Hurt the
right one and it's a one-shot kill for you for the NES but 4 hits in this one.
Get the weapon-ups and drop down. Kill all the Junk Golems robots in your way
and head for the teleporter. Here is a map of the tubes they're in
NE SN
MA SP
GE HA TO SH
Strategies still work, just use Hardman on Topman and Snakeman on Needleman.
----
Wily Machine 3
Weakness: Spark Shock
Hard Knuckle
Search Snake
Grab the items and drop down. A boss will walk in. Shoot 4 Spark Shocks at it's
gun and Wily reveals himself. Get Rush Jet and just like with Yellow Devil Mk 2
unload on his ass. When the battle is over, the Dr. Wily you fought turns out
to be a fake.
----
Gamma 1st Form
Weakness: Shadow Blade
Hard Knuckle
Final Stage, grab the items and head right and face the final boss. Rush Coil
to the right and onto the platform above. Hit the guy on Gamma with 4 Hard
Knuckles or Shadow Blades.
Gamma 2nd Form
Weakness: Top Spin
Search Snake
Wily's head will then appear. Hit him in the head with Snakes or use your Top
Spin to do mega damage and maybe kill him in one shot.
BG = Buster Rod-G
MS = Megawater-S
HH = Hyper Storm-H
FS = Fire Snakry
IB = Iron Ball
B2 = Buster Rod-G 2
WU = Wily Upper Body
WL = Wily Lower Body
BG MS HH FS IB B2 WL WU
P 01 01 01 02 01 01 01 01
CU 03 00 01 01 00 03 01 02
GU NA NA NA NA NA NA NA NA
IC 03 03 01 02 01 01 01 00
BO 08 03 06 00 02 NA NA 00
FI 01 01 03 00 01 01 01 06
EL 01 01 01 01 04 01 04 04
ME 01 00 02 01 00 01 01 01
AI 04 00 00 01 01 04 01 01
BU 04 01 00 04 01 00 00 00
QU 02 01 01 01 00 02 00 00
CL 01 01 02 01 01 01 02 04
FL FZ FZ FZ FZ FZ FZ FZ FZ
HE 01 01 02 00 01 01 01 04
H2 03 03 03 00 02 02 02 08
H3 09 03 06 00 03 03 03 12
WO 01 01 00 00 01 04 00 00
NE 02 01 01 01 00 02 00 00
MA 01 01 01 01 02 04 00 00
GE 01 01 02 01 01 01 01 00
HA 08 01 01 01 01 06 02 08
TO 00 00 00 02 00 00 00 00
SN 00 02 00 00 01 00 00 00
SP 00 01 02 01 04 00 04 00
SH 01 01 02 01 00 01 01 00
Note: Impact Damage does 4HP damage to Buster Rod G2
----
Buster Rod G
Weakness: Rolling Cutter
Hyper Bomb
Air Shooter
Bubble Lead
Quick Boomerang
Atomic Fire
Needle Cannon
Hard Knuckle
When you start, you decide which 8 weapons and 3 items you want to use in Wily
Tower. I went with Atomic Fire, Hyper Bomb, Metal Blade, Leaf Shield, Clash
Bomber, Hard Punch, Fire Storm, and Ice Slasher as my weapons and Magnet Beam,
Rush Jet, and Rush Coil as my items.
Start off by defeating Hammer Joe and the Blasters. Climb up and kill the Metool
Deluxes which are not that harmful here. Climb up again and avoid the Bomb Flyer
duo that come at you then go right while hopping across the platforms over the
spikes. Use the lifts to make it through the next part while still avoiding the
Bomb Flyers. Get rid of the Hammer Joes and Metool Deluxes and climb down. There
is a Matasaburo down here. Take him out and drop down to the left. The Bunbi
Helis arrive next. Use Leaf Shield to counter their attacks and drop down to the
right. Now you got to destroy a Komasaburo before dropping down again. Now you
are finally moving right again. The Leaf Shield works wonders against the Pipis,
Copipis, and Robbits. Deal with the Petit Snakeys at the end and kill the Big
Snakey at the top. Fire Storm kills his ass in 2 hits. It also creams the two
Pickelmans ahead. Drop down after their gone. Carefully maneuver to the wall and
use a Crash Bomber on it to enter a section containing an E-Tank guarded by a
Changkey Maker. Kill the latter and get the E-Tank then go back and fall to the
left. Kill the Pickelman, Battons and Metool Deluxes and get ready to fight
Buster Rod G.
He uses his staff to attack you and he can block your attacks with them too. You
have 3 ways to attack him, you can attack him from afar with the Needle Cannon
or Hard Punch. The latter does major damage but it is too slow or you can use a
Hyper Bomb and get close to him and blast him for 8HP damage or unleash a level
3 Atomic Fire that hurts him for 9HP damage if timed right. After taking enough
damage, he will go into the air and start extending his rod at your position. If
you decided to bring an anti-air weapon with you like an Air Shooter, use that
on him for damage. His next attack sends copies for a few rounds. Move past him
until he finishes and repeat your normal attack. When he is down to 1HP he will
retreat.
----
Hyper Storm H
Weakness: Hyper Bomb
Atomic Fire
Fire Storm
Crash Bomber
Metal Blade
Gemini Laser
Spark Shock
Shadow Blade
Here I replaced my Ice Slasher with a Shadow Blade here.
Take out the Hammer Joes from below with the Shadow Blade or Metal Blade as you
work your way up to the ladder. Use the same weapon to kill the Bunbi Helis on
the next screen. Use the dumpers to make it up to the ladder on the left and go
up. Defeat the Peterchies as you go right and use Hard Knuckles on the Hammer
Joes you see. Get through the Needle Press and climb up. The next two screens
are infested with Jimashiis. Use the Leaf Shield to destroy them as you move.
Kill Bickii with a Hard Knuckle and climb up. Get past the Hari Harry and move
across the spinning circles and kill two Shotmen. Go down two screens while you
kill two Junk Golems. At the bottom, knock out the wall with the Hard Knuckle
and get the 1-up carefully. Go back and carefully jump through the spikes and
kill the Parashuus on route to Hyper Storm H
He has two lifebars as opposed to one. This dude is huge too. No worries as the
Hyper Bomb is his downfall. Just don't touch the sides. He basically starts by
trying to suck you in. After a few moments, he will blow you back while spitting
bullets at you. He will hop forward and cause Metool Deluxes to fall down but by
this time, he is all but done for. Finish him off.
----
Mega Water S
Weakness: Hyper Bomb
Ice Slasher
Search Snake
Atomic Fire
Enemies: Gabyoall, Kerog, Petit Kerog, Blaster, Screwdriver, Shrink, Anko, M-445
Needle Press, Bunbi Heli, Shotman, Big Fish, New Shotman, Tanishi, Pipi
Copipi
Note: I stuck with the same weapons.
As you move across the water, watch out for spikes and Gabyoall. Kill the Kerog
and any Petit Kerogs in the way and drop down. Do the same on the next screen
and be careful while jumping and drop down to the left. Ignore the M-445s and
avoid the Needle Presses. Drop down and kill the Screwdriver and Blasters. Stay
low as you kill the Shrinks then take out the Anko. On the next screen, kill the
Blasters and time your jump to reach the ladder. The Magnet Beam might help you
better. Climb the ladder and kill the Bunbi Helis and knock out the wall with
the Hard Punch and go right. Kill the Kerog and Petit Kerogs and get the E-Tank
and carefully exit the room. It is tricky but a Magnet Beam or Rush Jet can give
you some help. Climb the ladder and kill the Shotman at the top. Stay on higher
ground except to snag a 1-up then return. When you have to return to low ground,
beware of the Big Fish and get to the ladder and climb up. Kill the Tanishi,
New Shotman, and Blaster here and climb the ladder. Get past everyone here and
get ready to battle Mega Water S.
Stay on the left side of the screen and take the shots as you launch Hyper Bombs
at him all day long. He will eventually go down. Occassionally, he'll put up a
shield that protects him.
----
Iron Ball
Weakness: Thunder Beam
Spark Shock
Hyper Bomb
Atomic Fire
Enemies: Tanishi, M-445, Kerog, Petit Kerog, Batton, Changkey Maker, Friender,
Springer, Shotman, Pipi, Copipi, Kaminarigoro, Sniper Armor, Returning
Sniper Joe
Note: I replaced Shadow Blade with Thunder Beam
Go down and get rid of the Tanishis. At the bottom, avoid the spike presses and
maneuver through the spikes while killing the M-445s. At the end of the line use
the Crash Bomber on the wall and go right. Kill the Kerog and Petit Kerogs and
get the mystery item and go back. Go up the ladder and kill the Kerog then go up
the ladder on the left and kill the Batton and Changkey Makers. Go right and get
rid of the Batton and use Rush Coil to avoid the trouble of the using the blocks
that appear and disapper. Go right and kill the Friender. Just stay to the very
left and use Metal Blade on the foot for safety. There are two Springers on the
way to the ladder. If you have Bubble Lead or Quick Boomerang then use it. Once
again use the Rush Coil to reach the ladder. Watch out for the bullets from the
Shotmen.
If you want the E-Tank at the top level, you must avoid the Spike Presses. It's
well worth the trouble. If you want the mysterious item then go up the ladder on
the very left. When you are done, go to the level below the Spike Presses and go
right. Get past the Battons and climb the ladder. Go up and kill the Shotmen and
go up again. Kill the Kaminarigoro and ride the cloud to the ladder above and
get through the Pipi and Copipis for a 1-up. Go back down and go right while you
deal with the Kaminarigoros and Battons. At the end, go down the ladder at the
end. Kill the Sniper Armor and the Returning Sniper Joe and enter the gate to
the boss.
This boss is weak against electric attacks so Thunder Beam or Spark Shock will
deal with it. The first form boundes around and occasionally reveals its eyes
and shoot two bouncing laser shots similar to the Gemini Laser. When it runs
low on energy it will sport a new form and float around while dropping Egg Bombs
that bounce before exploding. Finish it off quickly.
----
Buster Rod G Round 2
Weakness: Hard Knuckle
Leaf Shield
Rolling Cutter
Air Shooter
Quick Boomerang
Atomic Fire
Needle Cannon
Magnet Missile
Kill the Hammer Joe then use the spinning tops to get across the pit. Get past
the Mecha Keros and the Hammer Joe in the next area and go up the ladder. Next,
get rid of the Kaettekita Monkings and Pickeman Bull with Hard Knuckles. There's
a Komasaburo at the end. Climb up the ladder once it is dead then take out the
Hamer Joe. Climb the ladder on the right and get rid of the Nutton & Bolton and
use the lifts to get the E-Tank and 1-up and climb back down. Kill Hammer Joe
again and climb the left ladder. Kill the Kaettekita Monking and use the Hard
Knuckle on the barrier. Use Rush Jet to reach the ladder on the left.
Kill the Hammer Joes on the way to the ladder. Shoot the eggs and the Poles that
pop up. The mystery prizes are optional to get. Next you got to deal with the
Metool Deluxes and two Komasaburos. As you go down the screens, get past the
Houdais, Bubukans, Yamboos & Metool Deluxes on the respective screens and at the
bottom is a Giant Springer. Get rid of it and it is on to Round 2 with Buster
Rod G.
The platform you are on is continually falling down. You must stay on higher
ground at all times. Buster Rod G no long uses his pole to attack. Instead, he
uses his own Buster Shots to attack you. With your Hard Knuckle, he goes down
very quickly in five shots.
----
Wily Machine Lower Body
Weakness: Crash Bomber
Thunder Beam
Atomic Fire
Hard Knuckle
Spark Shock
Wily Machine Upper Body
Weakness: Crash Bomber
Rolling Cutter
Thunder Beam
Atomic Fire
Hard Knuckle
Enemies: Big Fish, Mole.
Note: No changes here.
This is a short level. Fall to the bottom onto the platform. Let the Big Fish go
down then go right. Use the Leaf Shield to protect you from the Moles. Get past
the acid drops and Spike Presses. Protoman opens the path to Dr. Wily.
The first phase has the lower part of the body walking back and forth trying to
step on you and there are also some rising platforms that help you attack the
core on the hips. Once it is destroyed, you fight the upper body which is way
too easy. Wait for it to take a "swing" at you then hop on top of the "fist" and
murder is all she wrote courtesy of the Hard Knuckle. It's not over yet. Wily
appears in his UFO dropping time delayed bombs. Use Thunder Beam to finish him
off.