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//version 2.0//                                          //updated 12-11-2012//

                     ===================================
                     ============ MEGA MAN 2 ===========
                     == (ROCKMAN 2: DR. WILY NO NAZO) ==
                     ========= STRATEGY GUIDE ==========
                     ======= written by NeoChozo =======
                     ====== www.themmnetwork.com/ ======
                     ===================================


   +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
   Welcome to the Mega Man Network walkthrough and strategy guide for MEGA
   MAN 2, the second title in CAPCOM's original MEGA MAN series. This text
   document covers all of the stage guides and other pertinent information
   for completing this title. Use the index below as a reference guide,
   and visit Mega Man Network's MEGA MAN games section for more informat-
   ion on this game as well as information and walkthroughs for the other
   games in the series.
   +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  == CONTENTS ==
  ==============
  1. Introduction
  2. About This Game
  3. The Story So Far
  4. Recommended Order
  5. Weapons and Items
  6. Walkthrough
     A. Metal Man's Stage
     B. Flash Man's Stage
     C. Quick Man's Stage
     D. Wood Man's Stage
     E. Air Man's Stage
     F. Crash Man's Stage
     G. Bubble Man's Stage
     H. Heat Man's Stage
     I. Skull Castle-2, Stage 1
     J. Skull Castle-2, Stage 2
     K. Skull Castle-2, Stage 3
     L. Skull Castle-2, Stage 4
     M. Skull Castle-2, Stage 5
     N. Skull Castle-2, Stage 6
  7. Secrets and Tips
  8. Legal

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===================
== 1. INTRODUCTION:
===================
MEGA MAN 2 was released for the Nintendo Entertainment System (NES), though the
title has been ported to numerous other platforms over the years, including the
MegaDrive (SMD), PlayStation (PSX), PlayStation 2 (PS2), PlayStation Store
(PSS), the Xbox (MXB), the GameCube (GCN), i-Mode Mobile Platforms (IM), the
Wii Virtual Console (WVC), and more recently, Apple (iOS). Refer to the setup
manual for more detailed information on your individual platform.


======================
== 2. ABOUT THIS GAME:
======================
MEGA MAN 2 pretty much continues the trend set with the first MEGA MAN, al-
though there are quite a few new features that this title brings to the table.
The same engine, graphics, and sound style are in play, but the mechanics of
play have altered somewhat. For starters, there are now eight Robot Masters in-
stead of six. A password feature has been added, allowing you to at least save
what Robot Masters you've defeated instead of playing the whole game at one
time. Mega Man can now carry 4 reserves of LE, called Energy Tanks, so you
needn't worry about running out of LE in a critical moment. Continuing the
trend of the Magnet Beam from the first game, new support items have been added
to assist you in making your way through the stages: Items 1, 2, and 3 will be
acquired by defeating some of the Robot Masters. There is also no longer a
score system where you accumulate points by defeating enemies and bosses or by
picking up score balls in the stages. The last thing that is worth mentioning
is the Difficulty Mode. The North American version features a Normal Mode or a
Difficult Mode. Difficult Mode makes enemies somewhat stronger and the game
overall a bit harder. It should be noted for form's sake, that the Japanese
version, ROCKMAN 2, has no such setting - its only gameplay mode is the North
American version's Difficult Mode - the designers worried that its difficulty
might turn off some American players, and thus added what amounted to an easier
game (considering the difficulty of the first game, this isn't surprising).
These new additions to the franchise make this game much more enjoyable as a
whole, and helped set the standard for almost every Mega Man game that has
followed it.


=======================
== 3. THE STORY SO FAR:
=======================
It is the year 200X... Dr. Wily, former partner to Dr. Light, went mad and
stole the six "Robot Masters" he and Light designed, and reprogrammed them to
take over the world. After Dr. Light's household robot, Rock, volunteered to be
converted into a fighting robot, he single-handedly eliminated the Robot Mas-
ters and put an end to Dr. Wily's plot for world domination.
But Dr. Wily has come back for revenge...


========================
== 4. RECOMMENDED ORDER:
========================
This is the first game that gives you eight Robot Masters to fight. Whereas the
first game followed a loop pattern where one Robot Master was weak to another's
weapon, in this game there are three different loops within the loop, so to
speak. It's difficult to explain in words, but you will see in the list below.
Of course, some bosses are weak to multiple weapons (particularly the Metal
Blade - to quote a former colleague, "it destroys everything that's nailed
down, and pretty much everything that isn't, too". You can tackle these eight
Robot Masters in any order, but this one listed is easiest to follow.

   BOSS                  WEAKNESS                      WEAPON OBTAINED
   ====                  ========                      ===============
   Metal Man            Arm Cannon/Quick Boomerang     Metal Blade
   Flash Man            Metal Blade                    Time Stopper
   Quick Man            Time Stopper/Crash Bomb        Quick Boomerang
   Wood Man             Metal Blade/Atomic Fire        Leaf Shield
   Air Man              Leaf Shield/Crash Bomb         Air Shooter
   Crash Man            Air Shooter                    Crash Bomb
   Bubble Man           Metal Blade                    Bubble Lead
   Heat Man             Bubble Lead                    Atomic Fire

So as you can see, there is no defined "order", but at least with this reco-
mmended setup, you'll always at least have one of the weapons used to defeat a
boss.

NOTE: Like the previous MEGA MAN game, some of the names differ in translation
(though the weapon names remain the same, with the exception of the Crash Bomb/
Clash Bomb). If you are using this walkthrough for the Japanese version, ROCK-
MAN 2, the name differences are as follows:

                      Crash Man   -     Clashman
                      Dr. Light   -     Dr. Right

The Robot Master names mostly remain the same, except for the "man" convention;
i.e. Metal Man is Metalman, Flash Man is Flashman, and so on. Additionally, the
Japanese version has a subtitle, "The Mystery Of Dr. Wily", that isn't found in
the North American version.


========================
== 5. WEAPONS AND ITEMS:
========================
Each defeated Robot Master yields another weapon to your arsenal. These weapons
are useful for more than just defeating more bosses, so experiment with the
weapons a bit and you might have an easier time.

 WEAPONS
 =======
 1. ARM CANNON
    Mega Man's standard weapon can fire up to three shots at a time. These are
    small energy bullets and don't do a lot of damage on their own.
 2. METAL BLADE
    Gained from Metal Man, this is probably the most useful weapon ever. It
    allows you to fire a sawblade in any of eight directions, and you get 60+
    uses off of one WE meter.
 3. TIME STOPPER
    Gained from Flash Man, this weapon allows you to freeze time for as long
    as WE energy remains. You can run or jump, but can't fire your Arm Cannon.
 4. QUICK BOOMERANG
    Gained from Quick Man, this weapon allows you to rapid-fire small boomer-
    angs that arc out a short distance and then return to you.
 5. LEAF SHIELD
    Gained from Wood Man, this weapon allows you to create energized leaf
    apparitions that rotate around you. Moving causes the shield to fly off as
    a projectile.
 6. AIR SHOOTER
    Gained from Air Man, this weapon allows to create three small tornadoes
    that fly in an upwards arc.
 7. CRASH BOMB
    Gained from Crash Man, this weapon allows you to fire a time-delayed bomb
    forward. If it strikes a wall or enemy robot, you can detonate it on them.
 8. BUBBLE LEAD
    Gained from Bubble Man, this weapon allows you to create a large bubble
    that moves forward along the ground.
 9. ATOMIC FIRE
    Gained from Heat Man, this weapon allows you to fire up to three small
    fireballs. You can also charge it up for a much larger effect.

 POWER-UP ITEMS
 ==============
 1. ENERGY TANKS
    These are portable LE storage units that will refill your LE meter in a
    pinch. You can carry up to four of these items, and you will find them
    scattered throughout stages.

 LIGHT ITEMS
 ===========
 1. ITEM-1
    You will get this by defeating HEAT MAN. This allows you to create up to
    three platforms that you can use to reach high areas.
 2. ITEM-2
    You will get this by defeating Air Man. This allows you to create a small
    jetsled that rapidly travels forward until it hits an object.
 3. ITEM-3
    You will get this by defeating Flash Man. This allows you to create a
    small platform that moves up and down walls so you can reach higher areas.


==================
== 6. WALKTHROUGH:
==================
The game walkthrough itself is broken into segments that comprise the "stages"
of the game. Each stage walkthrough will take you through that stage, past the
Robot Master, and go over any extra information you need to know. There is no
backtracking in this game as you are not allowed to revisit completed stages,
though. The walkthrough will begin at the first recommended stage.


 6A: METAL MAN'S STAGE
 =====================
 This stage is full of conveyor belts, so watch your step. Start off by head-
 ing to the right, and grab the ENERGY TANK near the beginning here. After a
 while, get back on solid ground, and take care to avoid the giant spike plat-
 forms on chains that take a chunk of your LE. After you cross this section,
 make a leap out into space to land on another platform. Slowly progress
 through this section, shooting the cornscrews that pop out of the floor and
 ceiling. Stay in one place and fire constantly to gain lots of power-ups.
 After here, you'll head across another conveyor and head into a short pit.
 Head through this part to reach another conveyor and you'll start dealing
 with some new enemies that roll on wheels. Defeat the wheels first and then
 take out the riders, and head across this large conveyor platform section. At
 the end, you'll head up a series of platforms with stacked robots on them.
 Shoot their eyes to make them blow up. Next, you'll see an ENERGY TANK below
 you, but you can't get this unless you have ITEM-2; trying here is a suicide
 move. Though you can get it if you can spare the extra life, just remember
 that if you lose all your lives, you also lose any accumulated Energy Tanks.
 Once you make it to the next ledge, just make your way across the floors
 while avoiding the sliding robots, and you'll reach the boss gate.

   BOSS BATTLE: METAL MAN
   ----------------------
   Metal Man is fairly easy, and oddly enough, he won't attack you unless you
   make the first move. Once you do, though, he'll attack with a frenzy. Study
   his attacks and how to avoid them to make this fight easier.
   1. JUMPING: He will jump a lot, which makes it harder for you to hit him.
   2. METAL BLADE: He will fire these off seemingly at random, but there is a
      pattern to them. Run away from the short ones, run towards the high
      ones, and try to jump over any that come directly at you.
   3. DIRECTION SWITCH: After taking a bit of damage, Metal Man will switch
      the direction of his conveyor belts.
   If this is the rematch, end him with a single Metal Blade or the Quick
   Boomerang. Since this is the first fight, you're stuck pounding away with
   your trusty Arm Cannon. Jump up and down and move left or right to avoid
   his hail of Metal Blades while constantly firing at him. This battle is
   very frenetic, but you can exploit his patterns to defeat him quickly.

 Defeating Metal Man rewards you with his super-useful Metal Blade. Now return
 to the Stage Select and select Flash Man's stage next.


 6B: FLASH MAN'S STAGE
 =====================
 This stage is rather unique in that it can both hurt your eyes and be hazard-
 ous at the same time. The problem is that the screen is flashing, and the
 terrain has an icy feel to it, meaning you slip and slide everywhere. Halt
 your forward momentum by jumping. Head through the complicated maze of the
 first part, taking out the pink shooters as you come across them, and work
 your way to the first tunnel. Jump down and take out the Sniper Joe in his
 walker. After he's gone. proceed to the right and fall down the tunnel while
 holding Right so you drop into the small alcove. Make your way through the
 downwards maze here, taking out the boomerang thrower robots. Wind your way
 around until you fall down another tunnel where you'll face another Sniper
 Joe. Stay in the safe spot at the far right. Defeat him from this spot and
 head down again. Now carefully make your way across the top section of one-
 block platforms until you reach a ledge with an ENERGY TANK on it. Grab it
 and head back to your left. Drop down and start heading right again; destroy
 the last Sniper Joe you find and jump across the last two ledges to get to
 the boss gate.

   BOSS BATTLE: FLASH MAN
   ----------------------
   Flash Man's lair is full of staggered ledges, so this will slow him down a
   bit. He only has two attacks, so get to know them and you'll have an easier
   time.
   1. ARM CANNON: He fires his Arm Cannon a lot in your general direction.
   2. TIME STOPPER: He'll freeze you in the air or wherever you are and pro-
      ceed to either crash into you or take pot shots at you.
   Use the Metal Blade against him, and its multi-directional capability to
   hit him on whatever ledge he's occupying in his room. If you fire quickly
   enough, you might defeat him before he even finishes crossing to your side
   of the room.

 Defeating Flash Man earns you the Time Stopper attack and the ITEM-3. Return
 to the Stage Select and head for Quick Man's stage.


 6C: QUICK MAN'S STAGE
 =====================
 This stage is a bit on the difficult side, and it's near impossible to clear
 without the Time Stopper. 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 powerful Force Beams. These fly out from the walls and
 will kill you instantly, so move quickly in order to bypass them. The Time
 Stopper will freeze them, but don't use it yet as there are many, many more
 Force Beams later in this stage. 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. Definitely use the Time Stopp-
 er here, but try to wait until you're at least on the third screen before
 activating it, so as to ensure you'll have enough WE to make it to the bottom
 of the tunnel. Move as fast as you can while the beams are frozen, and make
 sure that you grab every WE refill that you comes across. Once you make it
 through, you'll face a couple of Sniper Joes; keep defeating them so you can
 refill your Time Stopper WE, and head on to the boss gate.

   BOSS BATTLE: QUICK MAN
   ----------------------
   As his name suggests, he is extremely fast. Even with the speed advantage,
   though, he still isn't too hard. His lair is staggered as well, giving you
   a bit of an advantage. Look at his basic attack pattern and you'll have an
   easier time.
   1. HIGH JUMP: He will leap high in the room and rocket down towards you.
   2. CHARGE: He'll run either in place or directly at you and knock you down.
   3. QUICK BOOMERANG: He uses these after a jump; he'll throw three small
      boomerangs down at the last place he saw you. They stick on the ground
      for a bit, so don't run over them again.
   If you refilled your Time Stopper WE, activate this as soon as the battle
   starts to drain 50% of his LE. For the second half, the Crash Bomb works
   exceedingly well, but you don't have this weapon yet. Instead, hammer away
   with the Arm Cannon or the Metal Blade whenever he's on the ground, and
   stay on the move so he doesn't try to charge at you. You may need an Energy
   Tank for this fight.

 Surviving the encounter with Quick Man gives you the Quick Boomerang. Return
 to the Stage Select and head for Wood Man's stage next.


 6D: WOOD MAN'S STAGE
 ====================
 This stage is one of the toughest because of the large variety of enemies.
 Head through the first section while destroying the Bubble Bats when they
 come after you. Equip the Metal Blade for best results and take out both the
 bats and rabbits as they come charging at you. At the end, you'll find a
 ladder - go down it and take out the next three bats. Head down the next
 ladder and take on the first of two Hot Dogs. Jump over the fire arcs while
 shooting to beat him. After he's gone, head to the right and you'll encounter
 another Hot Dog. Take him out too and go up the ladder to the right, then
 head outside. Stand close to the swinging monkeys to trigger them to jump.
 Defeat them and watch out for some Bomb Birds as you cross the platform sect-
 ion. After you're done here, head inside once more and go down the ladder.
 Take out the rabbit enemies in the next two sections as you head down. You'll
 find one more ladder to climb down, and you'll end up back outside. Equip the
 Metal Blade once again to take out the roosters that charge at you. Sometimes
 you can time it right so they simply jump over you, but you're better off
 defeating them. Make it through here and you'll reach the next boss gate.

   BOSS BATTLE: WOOD MAN
   ---------------------
   There are a few different methods to taking out this particular Robot Mast-
   er, but none of them really apply yet since you'll only have the Metal
   Blade right now. Pay attention to his damaging attacks and you'll have an
   easier time with this fight.
   1. LEAF SHIELD: He surrounds himself with rotating leaves which he will
      then fire off at you.
   2. LEAF DROP: At the same time, four leaves will float down from the ceil-
      ing and hit you if you're in the way.
   3. JUMPING: After each cycle, he'll jump a little bit across the room, re-
      stricting your area to maneuver.
   Now... if you have the Atomic Fire, you could charge it up all the way and
   destroy him in a single hit when he's unshielded. Or you could fire Crash
   Bombs to destroy his Leaf Shield and let the resulting explosion hurt him
   a bit. For now, the best strategy to use is waiting him out. Jump over his
   Leaf Shield and make sure you won't get hit by the falling leaves, and
   rapidly fire the Metal Blade to cause as much damage as you can before the
   shield goes back up. Repeat as necessary until you've taken him out.

 Wood Man's defeat gives you the Leaf Shield. Return to the Stage Select and
 head next for Air Man's stage.


 6E: AIR MAN'S STAGE
 ===================
 This stage takes place in the clouds, so your main hazard here is falling.
 Start off by moving from Air Tiki to Air Tiki while avoiding or taking out
 the mini-Tikis that pop out from the sides. Wait for each giant Tiki's horns
 to retract before proceeding to the next one, and repeat for each Tiki you
 come across. Eventually you'll reach some Thunder Gods - shoot them and then
 take their clouds they were riding on. Use this method of transporation to
 cross the large expanse, until you reach solid ground once more. Here, deal
 with some annoying Bomb Birds and keep heading to your right. At the end,
 you'll fall off the edge and land on a platform obscured by some clouds.
 Equip the Metal Blade and take out the boomerang shooters that you encounter,
 then head to the far left to fall down to another obscured platform. Head
 right and you'll find some more Air Tikis. Make your way across these the
 same way you did at the beginning. At the end, you'll reach some more of the
 Bomb Birds and then deal with some robots equipped with fans. Try to keep
 them on the very edge of the screen so you don't trigger them. Jump from
 platform to platform, taking out these enemies and you will eventually reach
 the boss gate.

   BOSS BATTLE: AIR MAN
   --------------------
   Air Man has a very repetitive pattern that is easy to distinguish, but he
   can cause a lot of damage with his opening salvo. Come here with full LE
   and watch his attacks to make this battle easier.
   1. AIR SHOOTER: He will fill the screen with spread out tornadoes that push
      you back to the wall. You have to jump over the low ones.
   2. JUMPING: He'll leap across his lair and start using Air Shooters again.
   Hitting him with the Arm Cannon is simple during the Air Shooter attack,
   but if you are trying to wipe him out easily, his tornadoes will easily
   repel your Leaf Shield. Wait until he has jumped across the room and is
   relatively unprotected, then unleash the Leaf Shield and fire it at him.
   Two or three hits should be enough to end this fight.

 After Air Man's defeat, you'll gain the Air Shooter and the ITEM-2. Now re-
 turn to the Stage Select and head next for Crash Man's stage.


 6F: CRASH MAN'S STAGE
 =====================
 This stage is a mixture of horizontal and vertical, though the second half is
 definitely more vertical. From the start, you should get around the pipe
 sections and climb the ladders you come across very quickly, as the pipes
 will steadily spawn Tellies. Make it through this initial part and you'll get
 to a new section that is similar in nature. Destroy the Tellies, head up the
 ladder, and equip the Leaf Shield. This way you can ride the platforms and
 defeat the Tellies as long as you don't move. Jump to the ladder and repeat
 this strategy for the next two rooms until you reach the top of the area.
 Once there, you'll find some more of the moving tower robots that you have to
 shoot in the eye to destroy. Take them out, and climb up the next ladder.
 Keep climbing until you start seeing more enemies. Defeat the Mettool and
 climb up his ladder. Climb some more until you have a choice of ladders. Take
 the left one, and get up to where you can choose from three more ladders.
 Here, take the middle one and ascend it while taking out the Bomb Birds fly-
 ing from the sides of the screen. Once you finally reach the top, you'll see
 an ENERGY TANK to your left. Drop off to get it, then use Item-2 as a small
 stepping stone to get back up to where you were. Head across this last sec-
 tion destroying some Green Helis and you'll reach the boss gate.

   BOSS BATTLE: CRASH MAN
   ----------------------
   Crash Man can be difficult to hit because of his speed and his high jumps.
   Study his attacks so you'll have an easier time with this battle.
   1. HIGH JUMP: He does this a lot, leaping high in the air over and over
      again.
   2. CRASH BOMB: Either in the air or on the ground, he'll fire these explos-
      ives at you and detonate them to hurt you.
   3. RUNNING: If he's not in the air, he runs back and forth in a frenzy,
      firing his Crash Bombs at you.
   What you should try to do immediately is run towards him. This will cause
   him to jump in the air. Jump with him and fire the Air Shooter so your
   tornadoes arc upwards at a sharp angle. If you do this absolutely right,
   you can score a one-shot kill. At the worst, it will only drain over half
   of his LE, so just do this again to finish the job. The key here is taking
   him down quickly, before he has a chance to start manhandling you with his
   Crash Bombs.

 Crash Man's destruction gives you the Crash Bomb. Return to the Stage Select
 and head to Bubble Man's stage.


 6G: BUBBLE MAN'S STAGE
 ======================
 This stage is straightforward enough, but there are some tricky parts you'll
 have to watch out for. Start off moving across the suspended platforms and
 take out the frog robots. After you beat them, you'll come to some small
 platforms. Make your way across these quickly since they drop out from under
 you. At the end, you'll have to head down a small passage while taking out
 some crab enemies. At the very end of this, you'll find yourself submerged
 underwater. This is where you have to be cautious - your aquatic buoyancy
 will take you almost to the ceiling when you jump, so watch your step. You'll
 start encountering some giant red fish that send shrimp robots after you; hit
 the gem on the head to defeat these, and move on. In this next section you
 have to maneuver around a somewhat complicated spike section while avoiding
 spiked jellyfish that float down from the top and follow you around. The best
 thing to do is shoot them with your Arm Cannon before they can home in on
 you. At the end, carefully float down the spike-lined short pit and head to
 your right. Take out the next giant red fish, deal with some more frog enem-
 ies, and you'll end up back outside. Here, jump from ledge to ledge, avoiding
 and/or destroying the crabs that fall from the sky. At the end, you'll reach
 the boss gate.

   BOSS BATTLE: BUBBLE MAN
   -----------------------
   Bubble Man is probably the easiest boss in the entire game. His pattern is
   very easy to defend against, and he doesn't have that many attacks. Still,
   read the list for him and this battle will go faster.
   1. BUBBLE LEAD: He will fire these in multiple directions as he floats
      around.
   2. FLOATING: He stays high in the water most of the time.
   This is incredibly easy. Stay where you are and fire Metal Blades either
   diagonally at him or let him settle above you and fire vertically. Don't
   even stop to worry about being hit with his Bubble Lead since it barely
   does any damage, and you can end this battle without him even touching the
   ground again.

 Defeating Bubble Man will give you his Bubble Lead. Afterwards, return to the
 Stage Select and head to the final Robot Master, Heat Man.


 6H: HEAT MAN'S STAGE
 ====================
 You get a slight respite from the difficult stages with Heat Man's lair. If
 you have the Item-2, your job is made a whole lot easier. Start off destroy-
 ing the Green Helis and keep making your way to the right while jumping over
 the lava pits. Eventually you'll reach a section where floating Tellies come
 out of wall pits and come after you. Use the chances you have to fill up any
 weapons or life you may need and keep crossing over the ledges. After you're
 done with that part, head across the solid ground while avoiding the sliding
 blue robots. Get to the ladder and head down. Deal with an easy pattern of
 vanishing blocks and get to the next ladder. Head down to get to another sec-
 tion of tower hopping, except you have to maneuver around some vanishing
 blocks that are there to help you ascend the towers. On top of that, you have
 to do this while avoiding more Tellies and lava pits. Use the Metal Blade to
 take care of the Tellies, and keep heading to your right. After this part,
 you'll start seeing numerous vanishing blocks start appearing over your head.
 Make it easier on you and use the Item-2 jetsled to simply fly across the
 expansive lava pit. At the end, head down the ladder, and take out the Sniper
 Joe with the walker and you'll be able to reach the boss gate.

   BOSS BATTLE: HEAT MAN
   ---------------------
   Heat Man can be difficult if you're not using the Bubble Lead. His attacks
   can also inflict a great deal of damage. Study him so you know what you're
   up against so you can make this battle easier.
   1. ATOMIC FIRE: He will fire three arcing fireballs that land in different
      locations depending on where you are. You can only run from these and
      try to find safe spots.
   2. FLAME TORPEDO: Once damaged, he will turn into a large fireball and fly
      across the screen at you.
   Using the Bubble Lead greatly simplifies this fight. Fire one at him, let
   it hit, and count to three (or wait to see his animation change) before
   leaping out of the way of his Flame Torpedo. Turn and repeat with the Bubb-
   le Lead, and jump over him again. Keep doing this and he won't use his
   Atomic Fire again, so you can beat him easily.

 Conquering Heat Man rewards you with the Atomic Fire and the ITEM-1. After
 this, you will locate Dr. Wily's newest hideout, Skull Castle-2. Get ready.


 6I: SKULL CASTLE-2, STAGE 1
 ===========================
 The first stage of Skull Castle is somewhat lengthy. From the start, head to
 the right and try to destroy the eggs that the Bomb Birds drop before they
 crack open. You'll have to use Item-3 to ascend a high wall, and then deal
 with a group of boomerang tossers on your way to the perimeter wall of the
 castle itself. Once you reach the wall, use Item-3 again to reach the ladder,
 and head upwards while collecting LE or WE refills and taking down the ass-
 orted Sniper Joes. Climb the last ladder and hang onto it in the next screen
 to let the slider pass you, then go to the right and ascend the really long
 ladder. At the top-most section, hang a little bit from the bottom of the
 screen, and use Item-1 to deploy a platform to your left. Hop on it and de-
 ploy two more in the general direction of the ladder at the upper left. After
 the first platform vanishes, set a fourth and leap to the ladder and climb up
 to the next level. Keep climbing up past the Tellies to reach the top. Once
 you are there, equip the Quick Boomerang and enter the large hangar. Keep
 running to the right until you reach the end and you have to start jumping
 from block to block.

   BOSS BATTLE: MECHA DRAGON
   -------------------------
   This boss fight takes place in this large hangar, and can be precarious
   since there's no floor under you. Keep jumping to the right across the
   blocks until you reach the three stacked blocks and the boss' LE meter
   fills. Now, stand on the uppermost block as far left as you can, and start
   hurling Quick Boomerangs at the Mecha Dragon's head. The Mecha Dragon will
   shoot fireballs at very regular intervals, and the impacts will knock you
   back. Standing far to the left will ensure that when you get knocked back,
   you'll land on the block below you to your right, if you fall at all. Keep
   rapid-firing the Quick Boomerangs to make quick work of this large boss.

 Surviving this battle advances you to the next area of Skull Castle. There
 are very few Energy Tanks scattered during these stages, but try to conserve
 them as much as possible for the final stages.


 6J: SKULL CASTLE-2, STAGE 2
 ===========================
 This stage is fairly short, but has plenty of hazardous terrain. From the
 start, refill your Item-1 with the large WE refills, and take out the Green
 Helis to your right with the Arm Cannon to get any more refills you need
 (they continue respawning in place). At the end, use Item-2 to fly across
 this gigantic expanse of spikes, and leap to the very last ladder and climb
 up to reach an ENERGY TANK. Take the ladder down and destroy the walls if you
 need more WE refills, along with another ENERGY TANK. Keep going down and you
 will reach another long hallway filled with Screws coming from the floor and
 the ceiling. Take this opportunity to refill any and all WE meters. At the
 end, use Item-3 to climb a wall, and carefully proceed past the dropping
 chain platforms. Once you get past them, you'll reach a tunnel leading down.
 Drop down and grab the large LE refill from the second room if you need it,
 and drop down more to reach the boss area.

   BOSS BATTLE: BLOCK MECHA
   ------------------------
   The premise behind this boss is very simple - destroy the sets of blocks as
   they detach from the walls and fly at you. This is easier said than done,
   however. There is, however, a definite pattern to the blocks - where they
   detach from and so forth. If you get the hang of this, you'll always know
   where not to be. Use the Bubble Lead during this fight and try to jump and
   hit the blocks before they come down to your level. As you inflict damage,
   the blocks will separate and fly at you with increasing speed. Try to stay
   mostly center, since most blocks come from the walls. This may take an
   Energy Tank if you get hit too much (the impacts cause a lot of damage to
   you), but just keep up your assault to finish this machine off.

 Surviving this battle advances you to the third area of Skull Castle. There
 are very few Energy Tanks scattered during these stages, but try to conserve
 them as much as possible for the final stages.


 6K: SKULL CASTLE-2, STAGE 3
 ===========================
 Like the last stage, this is short but hazardous. Jump to the left or the
 right from your start point and use the Crash Bombs to grab some refills if
 they are needed. Destroy the enemies you encounter on your way down and
 you'll reach a watery section. This section can be dangerous as it's lined
 with spikes, but you have a lot of buoyancy so it shouldn't be too much of a
 problem. Watch out for the giant fish that come soaring out of the two wide
 pits in the floor, though, and make your way back to solid ground. The only
 thing you really need to watch for is the spiked ceilings when jumping. Once
 you get past this part, you have to go to the right, jump, and thread your
 way down a long corridor lined with spikes. Hold to the right after the chasm
 widens to safely land away from a craftily-placed spike trap. Maneuver on
 through the next section while destroying any small enemies that get in your
 way, and you'll reach the boss gate.

   BOSS BATTLE: GUTSDOZER
   ----------------------
   When you first start this battle, you can't harm this gigantic machine.
   Wait until it has scrolled fully onto the screen, then jump up onto the
   front part of the platform and jump while hurling Quick Boomerang at the
   Guts Man Head. You'll probably take a few hits here and there from the en-
   ergy bullets this machine shoots, but you'll be inflicting much more damage
   than you're taking. Keep up the attack with the Quick Boomerangs and you'll
   take this thing out easily.

 Surviving this battle advances you to the fourth area of Skull Castle. There
 are very few Energy Tanks scattered during these stages, but try to conserve
 them as much as possible for the final stages.


 6L: SKULL CASTLE-2, STAGE 3
 ===========================
 This stage can be downright frustrating. From the start, grab the large WE
 refills next to you, and head up the ladder. Take out this first Mettool,
 then climb the next ladder. Ignore the next Mettool you come across, and head
 up the right-hand ladder (the one to the left leads to a false floor that
 drops you right in the aforementioned Mettool's general line of fire). At the
 top, head left and fall through a floor while holding Left. Now work your way
 back around so you can grab the extra life while you're re-ascending. Fall
 down that same hole from before, but hold Right this time. Go back up the
 ladder and head right to the next ladder. You can try and experiment where
 the false floors are here, I personally can't give exact locations other than
 that one is slightly to your left, and the next one a little bit after that.
 The first set isn't too hard, since you don't get dropped on anything danger-
 ous, but the last one is over a spike pit, so just use Item-2 to cross to it.
 Climb up and there will be three Mettools. If you want the ENERGY TANK, take
 out the bottom Mettool and use Item-3 to ride up the right-hand wall (the
 next two ledges are fake). Grab it and head up the ladder to reach a breather
 area with no enemies. Proceed all the way to the right and CLIMB down (don't
 drop off of it) the ladder to reach the first platform track section. There
 are four of these total - two have respawning Tellies and the other two
 don't. For the first one, drop onto the platform and use the Arm Cannon to
 take out the Tellies. At the bottom-left, stand on the edge while shooting
 the two Tellies that come out of the walls to get LE or WE refills. Drop down
 and you'll reach a second section that just requires you to maneuver around
 some obstacles. The third one has more Tellies and is a bit tougher, and the
 fourth one requires you to drop down and use Item-2 to cross to the ladder.
 Climb down out of this section and use the Air Shooter to quickly eliminate
 the Sniper Joes' large mechas, and take all of them out with the Arm Cannon.
 Keep going to the right and you'll reach the boss gate.

   BOSS BATTLE: CANNON ARRAY
   -------------------------
   This battle is downright irritating. For starters, you will actually fight
   this battle twice, since the only weapon you have that can both break barr-
   iers AND damage the wall-mounted cannons is the Crash Bomb, and you don't
   have enough WE in order to do both. The first time you come here, focus
   only on destroying the walls, and then let the cannons do their work and
   kill you. The platform in the middle is a little tough to scale, but you
   can either use Item-3 or just stand on the edge and leap out and curve back
   to land on the upper ledge.
   After you are killed, you will respawn at the middle point of the stage.
   Drop down to the first area where the Tellies spawn out of the wall and you
   still have some room to stand. Shoot these down repeatedly until you have
   collected enough WE refills to recharge the Crash Bomb. Make your way back
   to the boss gate.
   This time, repeat the same maneuver used to get to the upper area the first
   time, and start attaching Crash Bombs to the wall cannons to destroy them.
   The cannons all fire at once, and the red lights flash quicker before they
   fire, so as they start their firing sequence, begin hitting Start rapidly
   to keep half-teleporting. This can sometimes cause the laser fire to simply
   pass through you. Attach Crash Bombs to each of the wall cannons and you'll
   defeat this boss.

 Surviving this battle advances you to the fifth area of Skull Castle. There
 are very few Energy Tanks scattered during these stages, but try to conserve
 them as much as possible for the final two stages.


 6M: SKULL CASTLE-2, STAGE 5
 ===========================
 This stage is something of a new feature. Whereas in the last game, you did
 re-fight the Robot Masters, you encountered some of them in one stage, and
 fought the others at the end via a set of portals. These portals return,
 but they are all centered in a single room. You will face all eight Robot
 Masters, one after another, before continuing on. The approximate layout is
 below. All portals are marked, and the [] icons represent ledges.
                        ___________________________
                        |                         |
                        |                         |
                        |HEAT       WILY     FLASH|
                        |____       ____      ____|
                        |                         |
                        |AIR   []        []  METAL|
                        |____                 ____|
                        |    []             []    |
                        |WOOD  BUBBLE QUICK  CRASH|
                        |____  ____   ____    ____|
                        |_________________________|

 After every rematch with a Robot Master, you'll receive a large LE refill.
 During these fights, make sure to use the Metal Blade on Wood Man, as you
 need the Atomic Fire for the fight against Dr. Wily. Once you have beaten all
 of them, the portal leading to Dr. Wily will appear.

   BOSS BATTLE: WILY MACHINE-2
   ---------------------------
   Dr. Wily will attack you in the same machine he used in the first game.
   This time, however, avoid the arcing energy bullets he fires and charge up
   the Atomic Fire. Let loose your fully charged blast at the red shield to
   destroy it, exposing Wily himself. Once you do this, his attacks will come
   a bit faster. Switch to the Metal Blade and follow him back and forth,
   chucking them diagonally as fast as you can at his cockpit to bring him
   down quickly.

 Surviving this battle advances you to the final area of Skull Castle. The
 final battle with Dr. Wily is ahead, so make sure you have full Bubble Lead
 WE and a couple of Energy Tanks on hand.


 6N: SKULL CASTLE-2, STAGE 6
 ===========================
 This final stage takes place in the underground caverns of Wily's Skull Cas-
 tle. There are no enemies in this short cavern, but the acid dripping from
 the ceiling can cause you major pain. Drop down and head to the right, care-
 fully maneuvering between the safe areas in the acid-lined corridor. Once you
 safely make it through, you'll reach the gate to the final battle with Wily.

   BOSS BATTLE: MIRAGE MACHINE
   ---------------------------
   Upon entering the room, you'll see Dr. Wily transform into his true form -
   a large, green alien! Well, not really. Wily's actually hidden in a corner
   using a holo-emitter to generate this Alien Mirage. This boss will move in
   a figure-8 pattern around the room firing energy bullets at regular inter-
   vals. Keep moving to avoid its shots, and whenever it dips low in its pat-
   tern, hit it with the Bubble Lead. Have at least one Energy Tank on hand
   just in case you get hit a few times.

 Depleting its energy will cause the Mirage Machine to break down, and Dr.
 Wily will jump from behind his console and start to beg for mercy once again.
 We can only assume that Mega Man captures him, since he isn't shown escaping.
 As Mega Man heads home on what seems to be another very long walk (he goes
 through a lot of weather changes (shown on the screen in the form of little
 Atomic Fires, Quick Boomerangs, Bubble Leads and Air Shooters), Mega Man con-
 templates his latest battle. When he reaches his home, he looks over his
 shoulder... and in a rush for some home-brewed coffee, leaves his helmet on
 the hilltop.


=======================
== 7. SECRETS AND TIPS:
=======================
MEGA MAN 2 has a few things here and there that count as extras in the game.
There aren't a lot, but they're worth checking out.

 1. TEMPORARY INVINCIBILITY
    Press Start at any point in the game to bring up the subscreen, then exit.
    Mega Man will do his half-teleport move, during which you can't take dam-
    age. Keep doing this rapidly and you'll be able to keep some objects from
    hitting you.

 2. ONE-HIT WONDERS
    There are three bosses in this game that will fall to a single hit from
    particular weapons:
    - Use Metal Man's own weapon on him for a one-shot kill.
    - Charge up the Atomic Fire and use it on Wood Man when he isn't using his
      Leaf Shield to obliterate him.
    - This one's trickier. Use a single batch of Air Shooters on Crash Man
      when he jumps in such a way that the three tornadoes line up on his
      position. The three successive impacts will instantly kill him.

 3. FINAL PASSWORD
    The game's password system stores defeated bosses, weapons, and all ac-
    quired items, to include Energy Tanks. Input the following password to go
    to Dr. Wily's Castle with all weapons, items, and 4 Energy Tanks:
    A5 / B2 / B4 / C1 / C3 / C5 / D4 / D5 / E2


============
== 8. LEGAL:
============
This walkthrough must always be shown in full form, unaltered, with credit giv-
en to the author, and a link to Mega Man Network (http://www.themmnetwork.com/)
must be provided. You are free to use this for personal use, but if you wish
to host it on another website, you must e-mail me first with a request for per-
mission. Copyright (C) 2012 Timothy Jones (NeoChozo). Some rights reserved.
All rights, including the copyrights of game, scenario, music and program are
Copyright (C) Capcom Co., Ltd.
-------------------------------------------------------------------------------