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              Rockman & Forte Strategy Guide (v.1.4, 8/17/98)

Copyright (C) Kuno Christoffel ([email protected], www.wizard.net/~deva)

Assistance provided by: [email protected]
                       Max H. ([email protected])
                       [email protected].

Rockman, Forte and Rockman & Forte are all registered trademarks of Capcom
(www.capcom.co.jp).

This Strategy Guide was written for non-profit purposes.  All I ask is for
fame, glory and adulation.  Please don't take credit for anything I did.
If you see I've got something wrong, well, good for you.

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WHAT'S NEW?
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Mostly altered the boss strategies section, fixing some errors, adding
new information and making new suggestions that had never come to mind
before.  Finally ID'd the Counter Attack's use.  This will probably be the
final version of the guide, as there now seems to be plenty of information
avaliable for the game.

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THE HEROES
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ROCKMAN: The little blue guy.

Power 1: Rock Buster.  Hit the fire button to fire in the direction you're
        facing.  Hold down the fire button to charge a level 2 or 3 shot,
        then release to fire it.  This can happen automatically with one
        of Rightot's items.

Power 2: Slide.  Hold 'down' and whatever direction you want to slide,
        then hit the jump button.

-----

FORTE: The little black guy.  He is *not* a fish.

Power 1: Forte Buster.  Hold any direction key (except down) or any
        combination of direction keys to make Forte fire in that
        direction.  Hold down the fire button to make Forte rapid-fire;
        while rapid-firing, Forte cannot walk, but he can jump forward
        or backwards.

Power 2: Double-Jump.  By hitting the jump button while jumping or
        falling, Forte will jump again.

Power 3: Dash.  Hit the dash button to make Forte run forward.

Power 4: Dash-Jump.  While dashing, hit the jump button to make Forte
        execute a *powerful* jump.

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SPECIAL WEAPONS
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Ice Wall: Creates a wall of ice in front of you.  If you push the wall, it
         will gather momentum and slide forward, damaging everything in
         it's path.  If the wall contacts an obstacle, it will bounce off
         and slide in the other direction.  You can stand on top of the
         wall to reach high ledges, and you can stand on it while it's
         in motion to cross spiked floors.  Underwater, the Ice Wall
         will float upwards, and you can ride on it.  Enemies that are
         flat against the ground will be hit as the wall passes over
         them.  Won from Coldman.

Copy Vision: Creates an "energy-based multiple" (WOW!) of Rockman/Forte
            wherever they happen to be when it's activated (yes, this
            includes standing in thin air).  The copy will fire it's
            cannon forward until it dissipates.  In addition, homing
            shots will track the copy, instead of you.  Won from
            Astroman.

Spread Drill: Fires a large drill forward; the weight of the drill will
             quickly drag it downwards.  Hitting fire while the drill
             is in flight will cause it to bisect into two smaller,
             faster, lighter drills.  Hitting fire a third time will
             bisect both halves into four tiny, speedy drillettes.
             Those round blocks made of ice or stone can be drilled
             through with it.  Won from Groundman.

Wave Burner: Bathes the area in front of you with flames.  Can be used to
            destroy those large flame-symbol blocks by lighting their
            fuses, and will melt certain ice blocks.  Underwater, the
            Wave Burner will make a whirlpool that can be used to move
            mines or propel you when you're in a bubble.  Won from
            Burnerman.

Remote Mine: After firing the Remote Mine, the up and down keys may be
            used to steer it.  When it contacts a wall or enemy, it
            will stick to them, and you may hit the fire button again
            to detonate it.  Won from Pirateman.

Lightning Bolt: Calls down electrical blasts to hit everything on the
               screen.  While using the bolt, you are invulnerable to
               enemy attacks, and will hang in the air if you do it
               during a jump.  This is good for avoiding attacks you
               couldn't dodge otherwise...  Won from Dynamoman.

Tengu Blade: Fires an energy slash forwards.  Dashing or sliding with
            the Tengu Blade active will cause Rockman/Forte to hit
            enemies they contact with it.  If the blade hits a wall,
            it will ricochet off.  Won from Tenguman.

Magic Card: Fires a card forwards or upwards which then returns.  Any
           power-ups the card contacts will be brought back as well.
           Won from Magicman.

Gospel Boost: (Forte only) Gospel teleports in and fuses with Forte.
             While fusion lasts, Forte can fly (but not climb ladders)
             and simultaneously fire powered-up shots forward,
             forward-up and forward-down.  Must be bought from Rightot.

Rush Search: (Rockman only) Rush teleports down next to Rockman and digs
            in the ground.  If any enemies hit Rush while he's digging,
            he will teleport out before finishing.  Must be bought from
            Rightot.

Beat: (Rockman only) Beat will fly in and drop a barrier over Rockman.
     The barrier will drain energy continuously until it dissipates or
     is shut off.  Must be bought from Rightot.

Eddie: (Rockman only) Eddie will fly in and deliver up to three items
      (each item drains approximately 1/5 of the power bar) to Rockman.
      Must be bought from Rightot.


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RIGHTOT'S SHOP
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NOTE: Not all items are available immediately.  Row two appears after three
     robots are defeated, and rows three and four after six robots are
     gone.  List reads left-to-right, up-down.

Item One: Spare Body.  Gives you a one-up.  50 bolts.

Item Two: Energy Balancer.  Uses weapon energy capsules to fuel special
         weapons even when they're unselected.  120 Bolts

Item Three: Exit Parts.  Select to teleport out of an already-cleared
           stage.  50 bolts.

Item Four: Shock Guard.  Protects you from instant-kill spikes; one use
          only.  10 bolts.

Item Five: Transceiver.  Activate it in the 2nd sub-screen, and Roll-chan
          will give you encouragement.  100 bolts.

Item Six: Item Presenter.  Randomly appears to give you a life energy
         capsule.  "Gamble" on whether or not you'll need it.  60 bolts.

-----

Item Seven: Enemy Analyzer.  Transceiver power-up parts tell you the
           enemy's weak point (in Japanese, of course).  50 bolts.

Item Eight: Super Recover.  Increases the amount of energy that capsules
           give you.  200 bolts.

Item Nine: Counter Attack.  Gives a boost to power of the Rock/Forte
          Buster's shots when you're low on energy.  200 bolts.

Item Ten: (Rockman only) Auto Charger.  Automatically charges the Rock
         Buster.  50 bolts.

Item Ten: (Forte only) High-Speed Dash.  Speeds up Forte's dash.  100
         bolts.

Item Eleven: (Rockman only) Eddie.  Allows you to call Eddie to deliver
            power-ups.  150 bolts.

Item Eleven: (Forte only) Step Booster.  Gives you a boost when climbing
            ladders.  100 bolts.

Item Twelve: (Rockman only) Rush Search.  Allows you to call Rush to dig
            for items.  100 bolts.

Item Twelve: (Forte only) Gospel Boost.  Allows you to call Gospel for
            fusion.  200 bolts.

-----

Item Thirteen: Energy Saver.  Special weapons use less energy when fired.
              200 bolts.

Item Fourteen: Damage Absorber.  Refuels special weapons when you take
              damage.  300 bolts.

Item Fifteen: Power Armor.  Special armor decreases damage you take.
             300 bolts.

Item Sixteen: (Rockman only) Auto Recover.  Gradually refills your life
             meter.  450 bolts.

Item Sixteen: (Forte only) Super Buster.  Increases the power of the
             Forte Buster's shots.  300 bolts.

Item Seventeen: (Rockman only) High-Speed Charge.  Increases the speed
               with which the Rock Buster charges up.  150 bolts.

Item Seventeen: (Forte only) Hyper Buster.  Allows Forte to shoot through
               walls.  300 bolts.

Item Eighteen: (Rockman only) Beat.  Allows you to summon Beat to drop a
              barrier around you.  300 bolts.

Item Eighteen: (Forte only... sorta) CD Counter.  Allows Roll to tell
              you the number of CDs left in the level when you call.
              100 bolts.

-----

Item Nineteen: (Rockman only... sorta) CD Counter. Allows Roll to tell
              you the number of CDs left in the level.  Yes, it's
              annoying to have to list it twice.  100 bolts.

Item Twenty: (Rockman only) CD Finder.  Makes sparkles temporarily appear
            where CDs are buried underground.  300 bolts.

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THE CDS
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What, do I look like a masochist?  Somebody (2 somebodies I know of)
already did it, anyways.  If you find them all, then it enables Blues
as a playable character, and shows you a special ending cinema of Dr.
Wily building Zero and sending him out on his infamous rampage.

Just kidding, you don't get anything for finding all 100 CDs.

Scratch that.  There was a contest, in Japan, with some manner of prize
going to the people who got all 100... I think.  Something like the one
that went on with Rockman Battle & Chase.  But, even if there was, *you*
couldn't have entered and I think it's over now, anyways.  Sorry.

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HELPFUL HINT
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You can make text appear instantly on the screen by pressing the 'Start'
button, and skip through the dialogue sequences by pressing it repeatedly.

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THE BOSSES
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GREEN DEVIL

Weakness:  Oh, take a wild guess.

As Forte, use the double-jump to hover at eye level, continuously firing
forward to strip away the slime and hit his eye.  As Rockman, charge up
to a level 3 shot and fire it at eye level to strip away the slime, then
shoot the eye before the ooze returns.

Attack 1: Little blobs detach themselves from the Green Devil and slide
         towards you.  Ignore them, jump over them, or shoot them.

Attack 2: Does not separate into little pieces and fly across the screen
         at you in a way that's nearly impossible to avoid.  Aren't you
         glad?

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GROUNDMAN

Weakness: Remote Mine, Rock/Forte Buster

Fire at him while he's in robot mode.

Attack 1: Groundman flies up into the ceiling.  He tunnels through the
         ceiling until he's above you, and drills down.  Slide or dash
         out of the way as soon as he comes overhead.  He will drill
         down at you two more times, then come back to ground level.

Attack 2: Groundman dives into the ground.  He tunnels to a random spot,
         and surfaces, then jumps in a random direction.  Try to predict
         where he'll come up, and be somewhere else.  This is a good
         time to shoot him.

Attack 3: Groundman fires the Spread Drill at you.  If it's in one
         piece when it gets near you, you can slide under it (as
         Rockman).  If you're Forte, you can double-jump over the
         drills.

Attack 4: Groundman transforms into a drill-studded tank (anybody
         remember the Technobots' drill-guy?  I owned that toy... 6_6)
         and drives back and forth across the room 3 times.  Jump over
         him as he passes.  When he converts back to robot mode, he'll
         dive underground.

-----

TENGUMAN

Weakness: Spread Drill

Fire at him while he's flying back and forth in the air.  If you time
your attacks right, he won't even get the chance to hit you!

Attack 1: Flies back and forth through the air.  Solution?  Stay on the
         *ground*.

Attack 2: Creates a whirlwind that carries you off the edge of the
         platform and drops you.  Jump up when you see it coming, so
         you have time to fall back onto the platform.  Or, you can
         use the Spread Drill to destroy the Tengu Blade that's
         causing it.

Attack 3: Dashes back and forth across the area trying to ram you.
         Jump over him or give him a faceful of Spread Drill.

-----

MAGICMAN

Weakness: Tengu Blade

When he approaches you, slash him with the Tengu Blade.  You'll know
you're doing it right when he gets "cut".  Some people claim to be
able to slide through him without taking damage; I never have.

Attack 1: Dashes back and forth.  Jump over him or just cut the cards!

Attack 2: Throws the Magic Card at you.  Jump over it as it goes past,
         and again when it boomerangs back.  BEWARE!  If it hits you
         it will steal a large life energy capsule and restore some
         of Magicman's power!

Attack 3: Leaps up into the air and tosses a ball at you.  Little doves
         will hatch from it and fly at you.  Jump over the ball, then
         jump up to throw the doves off the track.

Attack 4: Fires magic bolts at you.  Jump over them.  Shooting them
         will result in a toy soldier popping out, which you should
         know by now is a bad thing.

-----

ASTROMAN

Weakness: Magic Card

Keep throwing Magic Cards at him as soon as the invincibility from your
last attack wears off.

Attack 1: Moves to the center of the room; his two spheres fly down to
         the bottom corners of the room, cruise along the floor, then
         fly back up to him.  Stand in one of the corners and dodge
         the sphere as it comes by.

Attack 2: Flies from one corner of the ceiling to the other, with a
         flight path that dips down to the floor.  Stand out of his
         way.  Sometimes, he will launch an astral blast at you,
         which you should jump to avoid.  More annoying, he will use
         the copy vision to leave a duplicate of himself in the
         corner before he leaves.  You must hit it with a magic
         card to dissipate it.

Attack 3: Cruises along the floor, creating three floating enemies
         which will impede your progress until you destroy them.
         Annoyingly, Astroman is invulnerable while he's doing this.

-----

DYANMOMAN

Weakness: Copy Vision

Spend most of the fight hitting him with the Rock/Forte Buster, then
try to aim your copies so that they're firing at Dynamoman.

Attack 1: Jumps at you, then runs back and forth, then jumps across
         the room.  Just dash or slide under him as he jumps, then
         jump over him as he passes, then run under when he jumps
         again.

Attack 2: When he jumps across the room, he may leave an arc of energy
         balls hanging there.  The balls will then try to hit you,
         unless you have a copy active.

Attack 3: While standing in a corner, he will launch several floating
         dynamos towards you.  If you have a copy active between you
         and him, he will take out most of them.  If you're Rockman,
         slide under the low-flying ones the copy misses.

Attack 4: While standing in a corner, he will begin to gather energy,
         then use the Lightning Bolt.  The more one shoots at him
         during the charging-up, the more energy balls he will fire
         at you (1 ball fired at you = 1 less round of lightning
         attacks).  Once the lightning starts to come down, use
         Beat as Rockman to protect yourself.

Attack 5: Once his life energy gets low, Dynamoman's harness will
         lower from the ceiling, and platforms will appear halfway
         up the walls.  He will jump into the harness, and begin to
         refuel!  You must *quickly* jump onto one of the platforms,
         then jump up and create a copy placed so that it can hit the
         harness where it connects to the ceiling, hopefully
         destroying it before he recovers *too* much.  Or, as Forte
         only, shoot upwards (preferably with the Hyper Buster
         active), and try to destroy the harness from below.

-----

COLDMAN

Weakness: Lightning Bolt, Rock/Forte Buster

Just shoot at him whenever he's open.  If you're having trouble,
wait until the part of the fight where he launches the cloud-guys,
and then let him have it with the Lightning Bolt.

Attack 1: Creates an Ice Wall and slides it towards you.  Stay near
         the opposite edge of the room and leap over it as it hits
         the wall and bounces off.

Attack 2: Freezes you in place.  You can avoid this by staying near
         the walls.

Attack 3: Once he is down to half-energy, he will adapt Attack 1
         so that he also launches a cloud-guy which homes in on you.
         If he catches you, your movement and jumping will be
         hampered, and you can't shoot anymore.  Try to blast it
         as it's descending towards you.

-----

BURNERMAN

Weakness: Ice Wall

Hit him with the Ice Wall whenever he's moving slowly.  Try to run after
it, since if you see him land on the spikes, he takes *lots* of damage.

Attack 1: Rushes back and forth across the platform.  Stay near the
         edges and jump over him as he gets nearby.

Attack 2: Jumps up into the air, and dives down at you.  Slide or dash
         out of his way, and jump over him as he begins to dash around
         again.

Attack 3: Jumps up into the air and throws three bear traps into the
         ground.  If you step on one, you'll be held in place until
         you break free.  After he lands, Burnerman will begin to
         slowly advance towards you, bathing the area in front of him
         with the Wave Burner.  This is a good time to hit him with
         the Ice Wall; the wall will also destroy any bear traps it
         passes over.

Attack 4: Stands in one place and throws three propane canisters forward
         with increasing force; they will explode when they land or hit
         you.  This is also a good time to use the Ice Wall.

-----

PIRATEMAN

Weakness: Wave Burner

Hit him whenever you can get close enough.  Some people tell me this
guy is -easy-.  What's up with that?

Attack 1: Fires off three Remote Mines.  You can try to jump over or
         duck under them, but you -will- take damage during this attack.
         I hate that.

Attack 2: Creates a bubble around himself and flies around the room.
         The Wave Burner will burst his bubble (how droll).

Attack 3: Stands still and refills the water level in the room.  Not much
         of an attack, but he makes an easy target.

-----

GATEWAY TO KING

In this section, you must use each special weapon once to destroy eight
crystal cubes.


    LIGHTNING                COPY
      BOLT                  VISION

      ICE                   REMOTE
      WALL                   MINE

     SPREAD                  WAVE
     DRILL                  BURNER

     TENGU                   MAGIC
     BLADE                   CARD

-----

PULLEY CONTRAPTION

Weakness: Rock/Forte Buster

Stand on the platform over the lava pool.  As the counterweight rises,
a robot's head will poke out from under it.  *This* is what you have to
shoot.  Time your shots so that as the platform rises without you on it,
the counterweight will drop onto them.  Alternatively, use the Copy
Vision to fire in the right area (but you have a limited amount of time
to get the counterweight up and drop it).

Attack 1: A monkey will drop down and climb along the rope stretched
         between the two pulleys, throwing coconuts at you.  Shoot him
         right before he throws them.  When he does a booty-slap, that's
         the sign that he won't trouble you for a little while.

Attack 2: A penguin will jump out of the lava pool, run to the
         counterweight, and then run back into the pool.  It's only
         dangerous if it comes out while you're shooting the robot.

Attack 3: The counterweight will fire two missiles to the left.  If
         you're on the platform and you jump, they're easy to avoid.

-----

KING ROLLER

Weakness: Rock/Forte Buster, Copy Vision, Remote Mine, Gospel Boost
         (optional)

You must destroy three parts of the Roller to disable it:  the machine
gun on the front, the hatch on the back, and the mine launcher on top.
For extra fun, try destroying the tank treads as well, although this
is not necessary.

Attack 1: The machine gun strafes the area in front of the Roller.
         If you're Rockman, attach a Remote Mine to the front of the
         Roller, then go underground to avoid it's shots.  As Forte,
         use the Gospel Boost and fly up to the top left corner of the
         field; constantly fire, and most of the downwards shots will
         hit the gun.

Attack 2: A hatch on the back opens up, and several toy soldiers jump
         out and try to get you.  Stand on top of the right-side ladder
         and fire as fast as you can, destroying the soldiers as they
         jump out and scoring several hits on the Roller.  After a few
         moments, the Roller will try to ram you, so climb down the
         stairs before that happens.

Attack 3: The top of the Roller opens up, and it fires five mines into
         the air that drop down at whatever your current position was
         when they came on-screen.  They will detonate upon hitting the
         platform, but they fire blasts downward that even hit you
         when you're underground.  Right before the Roller starts to
         launch them, jump up and use the Copy Vision so that it will
         fire into the mine launcher.

Attack 4: The Roller will rev it's motor for a second, then rush towards
         the wall, crushing anything in it's way.  Get underground as
         soon as you know it's coming.

-----

KING JETTER

Weakness: Rock/Forte Buster, Remote Mine (optional)

Constantly fire at the Jet while moving from platform to platform.  Note
that if the next platform is either at the same height or lower than
the one you're standing on, you can just walk onto it.

Attack 1: A small hatch opens up on the Jet, revealing a sparkling
         crystal.  If you don't destroy it in time, it will damage
         you no matter where you are.  Either hit it a bunch with
         the Rock/Forte Buster, or fire a Remote Mine at it.  If you
         detonate the mine so that the crystal is carried through the
         blast field, it will shatter with one hit.

Attack 2: A large, iron fist comes out of the Jet and launches itself
         at you.  Any platforms the fist connects with will be
         destroyed.  Just try to jump over it, and hope you don't
         wind up in thin air.  Immediately after, it fires *another*
         fist as well.  They can be destroyed if you shoot them enough.

Attack 3: The Jet sends out a bunch of bubbles at you, most of which
         contain power-up capsules, but some of which contain...
         thingies.  Shooting one of them will cause the screen to
         flash briefly, keeping you from seeing where you're going.

-----

KING (Phase 1)

Weakness: He's invincible!  *Invincible*, I tell you!  B'WAHAHAHAHAHAHA!

After the third round of "X" firing, the battle ends.

Attack 1: Stands still, holding his shield up.  Any shots that hit the
         shield will be magnified and reflected back at you (if you
         don't believe me, a test subject will be along shortly).  After
         a little while, he'll adjust his cape and you can shoot him
         then if you really need to feel productive, but then the
         shield goes back up.

Attack 2: Jumps backwards, then starts firing off "X"s from his chest.
         The first two will curve downwards, the third upwards, the
         forth downwards and the fifth upwards.  You can jump and
         slide over and under them as Rockman, or just fuse with Gospel
         and fly above them.

-----

KING (Phase 2)

Weakness: Rock/Forte Buster

Hit him in the pause between jumps.

Attack 1: Jumps towards you, then chops in the direction of his jump.
         Slide or dash under him, then turn around and shoot.

Attack 2: Jumps towards you, then *jumps* *again* right away.  Pay
         close attention and slide or dash under him both times.

Attack 3: Fires a laser from his forehead that bounces around the room.
         Hope really hard that he doesn't do so.  While the laser is
         active, he'll jump around, but won't chop at you.

-----

MEGA-KING (As Rockman)

Weakness: Rock Buster, Lightning Bolt (optional), Remote Mine (optional)

Jump up while on the platform and hit the cockpit with level 3 shots.

Attack 1: Launches five mines that drop down on top of you, like the
         King Roller.  Just stand underneath the platform, and they'll
         detonate harmlessly above you.

Attack 2: Opens up the hatchway and reveals the crystal.  Hit it with
         a Remote Mine and detonate it when the robot is moving forward.

Attack 3: His left hand flips up, and he fires two energy balls from his
         wrist that circle around you and do damage.  Either shoot them
         (nearly impossible), or use the Lightning Bolt to destroy them.
         As a bonus, the Lightning Bolt will take off a bar or two of
         Mega-King's life energy.

Attack 4: Revs up his motor and tries to ram you.  If you're on top of
         (or, sickeningly for Forte fans, *underneath*) the platform,
         he won't come close.

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MEGA-KING (As Forte)

Weakness: Forte Buster, Lightning Bolt (optional), Remote Mine (optional)

This is tricky.  Jump up and forwards towards King, firing in an up-
forward direction, trying to hit the cockpit, then veer away from him
as you come down so you don't land on him.

Attack 1: Launches five mines that drop down on top of you, like the
         King Roller.  Rush back and forth to dodge them.

Attack 2: Opens up the hatchway and reveals the crystal.  Hit it with a
         Remote Mine and detonate it while the robot is moving forward.

Attack 3: His left hand flips up, and he fires two energy balls from his
         wrist that circle around you and do damage.  Either shoot them
         (which is easy with Forte's rapid-fire), or use the Lightning
         Bolt to destroy them.  As a bonus, the Lightning Bolt will
         take off a bar or two of Mega-King's life energy.

Attack 4: Revs up his motor and tries to ram you.  Use the double-jump
         when he gets close.

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WILY MACHINE

Weakness: Rock/Forte Buster

Shoot Dr. W. through the eye of the skull.

Attack 1: Flies down close to the ground and shoots a big laser beam out
         of the skull's mouth.  Jump over it.

Attack 2: Flies down near the ground, then moves back and forth across
         the area repeatedly.  Slide under him as Rockman, or double-
         jump as Forte.

Attack 3: Detaches the spiked wheel and sends it rolling at you.  Jump
         over it.

Attack 4: Launches six energy balls forward in a spread pattern.  Jump
         over and slide under them.

Attack 5: Fires two missiles at you.  Jump over them or shoot them.

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WILY CAPSULE

Weakness: Rock/Forte Buster, Copy Vision (optional)

The Capsule will vanish and reappear in a spot around the chamber.  When
it materializes, jump up and shoot the cockpit.  It will then initiate
one of it's attacks, and vanish again.

Attack 1: Generates four energy balls which begin traveling along a
         straight line towards wherever you were when they were fired.
         Jump upwards as they appear, and they'll go over your head.

Attack 2: Surrounds itself with energy balls, and sends them moving
         outwards in a spiral pattern.  Stay as far from the Capsule
         as possible, and try to position yourself in one of the gaps
         between the balls.

Attack 3: Sends out four homing mines.  Either shoot them before they
         reach you, or use the Copy Vision to make them stop chasing
         you.

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