===============================================================================
VER 1.6 //                                                       \\ 29 OCT 2018
---------                                                          ------------

                  =========================================
                  =============== MEGA MAN 11 =============
                  === (ROCKMAN 11: UNMEI NO HAGURAMA!!) ===
                  ============= STRATEGY GUIDE ============
                  ========== written by NeoChozo ==========
                  ====== [email protected] ======
                  =========================================

   +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
   Welcome to my walkthrough/strategy guide for MEGA MAN 11, the eleventh
   installment in Capcom's classic MEGA MAN series. This guide covers all
   stage walkthroughs, boss strategies, minor enemy descriptions, trophy
   and achivement information, and is intended to be a one-stop resource
   for anything strategy-related. Contact me at the above e-mail address
   if you have anything to add, and thanks for checking this guide out!
   +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  == CONTENTS ==
  ==============
  1. Version History
  2. Game Overview
  3. Controls
  4. Boss Weaknesses & Recommended Order
  5. Dr. Light's Lab
  6. Double Gear System
  7. Mega Man's Weapons
  8. Walkthrough
     A. Block Man's Stage
     B. Acid Man's Stage
     C. Impact Man's Stage
     D. Bounce Man's Stage
     E. Fuse Man's Stage
     F. Tundra Man's Stage
     G. Torch Man's Stage
     H. Blast Man's Stage
     I. Gear Fortress Stage 1
     J. Gear Fortress Stage 2
     K. Gear Fortress Stage 3
     L. Gear Fortress Stage 4
  9. Enemy Gallery
 10. Challenge Mode
 11. Trophies/Achievements
 12. Speed Strategies
 13. Secrets and Tips
 14. Legal

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

======================
== 1. VERSION HISTORY:
======================
This guide has gone through a number of iterations since I first started con-
struction on it. Though I have marked it as complete for now, it will continue
to be updated if speed strategies improve or newer ways of defeating bosses are
developed. Below is a quick list of the major and minor updates the guide has
gone through already.

V1.6 (29 October 2018)
- Restructured some of the speed tricks into its own section, and added detailed
 boss strategies based on some of the latest world record speed runs.
- Added little bits and pieces to other boss strategies, such as revised attack
 patterns and such.
- Fixed some very minor formatting errors.

V1.5 (15 October 2018)
- Finished last four stage walkthroughs, marked guide as complete.
- Added speed strategies and clipping glitches to Secrets and Tips.
- Added quick kill methods for quite a few bosses. Rewrote mini-boss strategies
 for ending most fights in under 5 seconds.

V1.1.1 (13 October 2018)
- Fixed the version history where I put August instead of October.
- Finished Dr. Wily strategies; added skeleton Secrets section.
- Completed Challenges section and Database section. Added Robot Master profile
 information and wrote walkthrough of Dr. Light's Trial.
- Revamped Weapons section, added more notes to the Shop section.

V1.1 (12 October 2018)
- Completed Gallery entries.
- Completed trophy listing.
- Completed four Robot Master stage walkthroughs.

V1.0 (10 October 2018)
- Initial structure of guide completed.
- Gear Fortress walkthrough complete.
- Stage walkthroughs begun.
- Parts Guide finished.

V0.5 (07 October 2018)
- Structure started and trophy listing in-progress.
- Controls, Game Overview, Double Gear, and Weapons section completed.

-------------------------------------------------------------------------------

====================
== 2. GAME OVERVIEW:
====================
NOTE: I have played the game and consequently written this guide based on the
PlayStation 4 version. If you have another version, refer to that specific one
for control map or anything else Xbox, PC, or Switch-specific. Anyway...

MEGA MAN 11 (Japanese: "ROCKMAN 11: UNMEI NO HAGURAMA!!" or "Gears of Fate!!")
is the first new classic series Mega Man game since MEGA MAN 10 was released in
2010. Unlike the last two entries, this game is a completely fresh coat of
paint over the 2D sidescrolling formula that this series has made famous over
the last 30 or so years. This game brings a couple of new gameplay mechanics to
it along with the usual jump and shoot mentality, like the Double Gear system,
the ability to assign Rush to a face button (or any button on the controller,
for that matter), and the new hot-swapping "Weapon Wheel" that is accessed by
using the Right Analog Stick. At its core, though, it's still the same basic
structure and mechanics of any previous classic Mega Man title.

This game also brings the addition of multiple difficulty modes. While some of
the previous games did have options to reduce the overall difficulty, this is
the first time there have been four options available. Newcomer is essentially
the easy mode - you can't die to pits or spikes here, and you have unlimited
extra lives. The only things that will kill you here are the fire waves found
in Torch Man's stage or any other obstacle that essentially crushes you against
the edge of the screen. You also have a much shorter cooldown time if you over-
heat one of the Double Gears (more on that in its mechanic-specific section).
Casual Mode, to me, is more in line with the previous Mega Man games. You
start with five extra lives in reserve, but aside from that enemies hit about
the same as they do in Normal Mode and the enemy placement is roughly the same
as it is in the harder modes. Your weapon consumption while the Power Gear is
active is also slightly reduced. Also in Casual Mode, all of your weapon energy
refills when you die; on Normal and Superhero it does not. Normal Mode is the
"default" setting; in this one you have the standard three lives, enemies and
bosses have a slight speed boost and they hit a bit harder. The game's final
mode is Superhero, and this one certainly earns its name as the hardest mode.
This mode eliminates any pickups found scattered in stages, enemies do not drop
health or weapon energy whatsoever, there are many more enemies scattered about
the stage areas, and every boss is faster. This makes things like the Yellow
Devil fight much more like its original version in the first title. It's the
game's hardest mode, but it isn't unconquerable. Just practice and have very
quick reflexes (or liberally use the Speed Gear).

Overall, MEGA MAN 11 is a welcome breath of fresh air after the stagnation of
the series that came the 8-bit style of the last two entries of the series and
Keiji Inafune's departure from Capcom. His resignation saw the abrupt cancell-
ation of many in-development Mega Man projects, and now one can't really help
but wonder if Capcom chose to return to this character after the critical and
commercial failure of the Inafune's "spiritual successor" in MIGHTY NO. 9.
Multiple sources have indicated that Capcom staff didn't know how to or even if
to proceed in Inafune's absence, as the self-professed "father of Mega Man", he
was responsible for a great deal of the series' success. Along with the orig-
inal character creator Akita Kitamura, Inafune infused life and longevity into
the little Blue Bomber, and it's not a stretch to think that Capcom wanted to
bring him back now to show that Capcom can succeed without Inafune when it
comes to Mega Man.

In my humble opinion, Capcom succeeded in their endeavor on every level. MEGA
MAN 11 is fantastic, and I hope its the revival that kickstarts further advent-
ures for the Blue Bomber.

-------------------------------------------------------------------------------

===============
== 3. CONTROLS:
===============
The control scheme in this game is completely customizable from the Options
menu accessed from the title screen or at any time using the Touch Pad menu.

           BUTTON                          FUNCTION
           ======                          ========
           Left Analog Stick ------------- Move Mega Man
           Right Analog Stick ------------ Use Weapon Switcher+
           Directional Pad --------------- Not used
           Share Button ------------------ Bring up PS4 Share Menu
           Options Button ---------------- Pause Game/Sub-Screen
           Touch Pad --------------------- Options Menu
           Cross Button ------------------ Jump
           Square Button ----------------- Fire Mega Buster
           Circle Button ----------------- Unassigned by default*
           Triangle Button --------------- Summon Rush Coil
           L1 Trigger -------------------- Activate Power Gear
           L2 Trigger -------------------- Cycle Weapons Left
           R1 Trigger -------------------- Activate Speed Gear
           R2 Trigger -------------------- Cycle Weapons Right

* The Circle button is left "open" to the player; you can assign a one-button
slide, a rapid-fire function, or Rush Jet once you have him. I reassigned L2
to Rush Jet and Circle to rapid-fire, since I prefer using the Weapon Cycle
function using the Right Analog Stick. If you prefer to give up the rapid-fire
feature after you get Rush Jet, that's totally good as well, because then you
can have Triangle be Rush Coil and Circle be Rush Jet without compromising the
shoulder controls for weapon switching.
Find what control scheme works best for you, as a good one may be the one thing
that makes the difference between you being able to complete the game in under
60 minutes for the Gold Trophy!

+ The Weapon Switcher is designed around how the Stage Select screen looks. By
pressing the Right Stick in the direction of where that Robot Master would be
on that screen, you'll automatically hot-swap to that weapon. Pressing R3 (by
depressing the Stick itself) will let Mega Man revert to the Mega Buster.

-------------------------------------------------------------------------------

========================================
== 4. BOSS WEAKNESSES/RECOMMENDED ORDER:
========================================
Like almost every previously released MEGA MAN title, this game has eight Robot
Masters that you can defeat in any order. Each Robot Master is weak to another
Master Weapon, so the order proceeds in a loop after you defeat one with the
Mega Buster. There are quite a few places you could ideally start, depending
on when you want to acquire specific weapons. Block Man is listed here as the
start point since his stage isn't terribly difficult and neither is the boss.

    ROBOT MASTER           WEAPON TO USE                  WEAPON OBTAINED
    ============           =============                  ===============
---- Block Man ------------ Mega Buster/Chain Blast ------ Block Dropper ------
---- Acid Man ------------- Block Dropper ---------------- Acid Barrier -------
---- Impact Man ----------- Acid Barrier ----------------- Pile Driver --------
---- Bounce Man ----------- Pile Driver ------------------ Bounce Ball --------
---- Fuse Man ------------- Bounce Ball ------------------ Scramble Thunder ---
---- Tundra Man ----------- Scramble Thunder ------------- Tundra Storm -------
---- Torch Man ------------ Tundra Storm ----------------- Blazing Torch ------
---- Blast Man ------------ Blazing Torch ---------------- Chain Blast --------

Once you pick a Robot Master and defeat him, the loop proceeds as described
above. The order is just a suggestion, so of course use whatever method works
best for you. Impact Man is another decent start because the Pile Driver is a
very good weapon for movement tech, or you might even consider getting Tundra
Man out of the way sooner since his weapon combined with the Power Gear creates
a screen nuke.

-------------------------------------------------------------------------------

======================
== 5. DR. LIGHT'S LAB:
======================
A lot of the game cutscenes take place in Dr. Light's Lab, but he and Auto also
have a shop that's open for business where you can spend the Bolts that you
find in stages or get from defeated enemies. You can access the shop at any
time from the Stage Select screen or at the Game Over screen (and you can even
go back and visit in between Gear Fortress stages, which is a plus). Dr. Light
and Roll have basic support items for sale, while Auto sells parts. Note that
some parts are only available in certain difficulties, and the prices are
cheaper both in Newcomer Mode and after you've beaten the game once and saved
your clear data.

ITEMS IN DR. LIGHT'S AND ROLL'S STORE
=====================================
Dr. Light and Roll specialize in single-use items that can help you out as you
go along in your quest.

01. 1-UP (50 Bolts)
   This simply gives you an extra life to add to your reserves. In Newcomer
   Mode, you have unlimited lives, so don't waste Bolts buying any.

02. ENERGY TANK (100 Bolts)
   This item stores a full reserve of life energy. Initially you can only
   carry six, but by purchasing the Tank Container, you can carry nine.

03. WEAPON TANK (100 Bolts)
   This item completely refills all of your weapon meters. If you use a lot of
   weapon energy because you're actively using the weapons to clear hazards in
   the stages, then these will be a lifesaver. Initially you can only carry up
   to four, but by purchasing the Tank Container, you can carry nine.

04. MYSTERY TANK (300 Bolts)
   This item refills your life and all weapon energy when used. If used when
   all of your gauges are already full, then it turns all minor enemies on the
   screen into 1-Ups. You can only carry one of these at a time.

05. SUPER GUARD (100 Bolts)
   This one-use item halves the damage that you take in any stage you use it
   in. The effect lasts until you complete or exit the stage. You can have up
   to three in reserve at a time.

06. EDDIE CALL (20 Bolts)
   Using one of these summons Eddie to your location so he can toss you a
   random power-up. You can store up to three of these at a time.

07. BEAT CALL (50 Bolts)
   Using one of these protects you from falling into a pit. If you do, Beat
   will swoop in and pick you up, but he can only hold onto you for about ten
   seconds, so get to solid ground quick! In Newcomer, you have an unlimited
   number of these, but ordinarily you can only store three.

08. PIERCE PROTECTOR (50 Bolts)
   This item lets you run into spikes up to three times (depending on how many
   you have in stock) without dying instantly. In Newcomer Mode, you have an
   unlimited number of these, so don't waste any Bolts buying them. These will
   become available to you for purchase once you die to spikes at least five
   times.

ITEMS IN AUTO'S PARTS SHOP
==========================
Auto makes permanent parts (though you can turn them on and off if you want)
for you to buy that have an effect on how you play the game. Some of show up
as you clear stages, but other ones have specific unlock criteria, which will
be detailed if that is the case.

01. ENERGY BALANCER (100 Bolts)
   This item lets you collect weapon energy when a weapon isn't equipped so
   you can refill the gauge. Weapon energy collected is automatically allo-
   cated to the one with the least amount of energy. It's available at the
   start of the game.

02. ENERGY BALANCER NEO (250 Bolts)
   This one becomes available once you've purchased the regular Energy Balanc-
   er. What this does differently is it takes any weapon energy capsule you've
   collected and allocates it evenly across any special weapons that need to
   be refilled.

03. AUTO-CHARGE CHIP (300 Bolts)
   This item is available from the start of the game. It lets you auto-charge
   the Mega Buster without having the hold the button down. It's quite useful
   as it frees up a finger otherwise held down on the fire button.

04. BUSTER PLUS CHIP (300 Bolts)
   You'll unlock this at the shop after the game has recorded you shooting 500
   shots from your Mega Buster (or 250 in Newcomer Mode). It increases the
   size of your regular Mega Buster bullets.

05. POWER SHIELD (300 Bolts)
   Once you've taken a combined total of 200 points of damage (100 in Newcomer
   Mode), this item becomes available. It eliminates the recoil or knockback
   effect when you get hit.

06. SPIKE BOOTS (300 Bolts)
   This item is available at the start of the game. It reduces the slipping and
   sliding around you would otherwise do on icy surfaces - perfect for navigat-
   ing Tundra Man's stage.

07. SHOCK ABSORBER (300 Bolts)
   This item reduces the knockback effect of firing a fully charged Mega Bust-
   er shot. It does NOT, however, reduce the knockback from the Final Shot
   that occurs as the final charge level using the Power Gear, so be mindful
   of that minor inconvenience.

08. ENERGY DISPENSER (1000 Bolts)
   I guess this item is okay. It reduces you to critical health, but turns on
   the Double Gear technique. If you equip this with the Cooldown Infinity
   item, you still have a meter that the Gears will overheat with, and you're
   prohibited from using Energy Tanks to refill your life. I guess it really
   is for "Master players".

08. AWAKENER CHIP (3000 Bolts)
   This item becomes available after you've completed the game once and saved
   your clear data. It "unlocks Mega Man's potential" by letting him freely
   use special weapons without consuming any energy. Just go ham and spam the
   Power Gear versions of everything for some real fun!

09. CAPSULE CATCHER (500 Bolts)
   This item unlocks once you fully drain any special weapon gauge or Rush
   gauge at least 30 times. This item makes weapon energy capsules appear more
   frequently in stages.

10. ENERGY CATCHER (500 Bolts)
   This item unlocks when you die and reach the Game Over screen at least ten
   times, and is available from the start in Newcomer Mode. This item makes
   life energy capsules appear more frequently.

11. BOLT CATCHER (500 Bolts)
   This item shows up when you visit on a Saturday. If you're in a hurry, just
   set your system clock ahead and then purchase it. This item makes Bolts
   appear more frequently in stages.

12. COOLING SYSTEM (1000 Bolts)
   This item unlocks when you activate the Double Gear system (either Power or
   Speed Gear, not necessarily the "Double Gear" technique that you get at
   critical health) 100 times (or 50 in Newcomer Mode). It speeds up the cool-
   down rate of the Gears, allowing you to use them more frequently.

13. COOLING SYSTEM INFINITY (3000 Bolts)
   (Once again, ASCII prevents me from using the actual "infinity" symbol,
   just like I can't use the greek "sigma" in the guide I wrote for Mega Man
   X8. Meh.)
   This item becomes available after you've beaten Dr. Wily and saved your
   clear data. It eliminates any overheating of the Double Gears, meaning you
   can stay in these modes indefinitely. It's extremely useful for some of the
   stage-specific trophies.

14. SPEED GEAR BOOSTER (300 Bolts)
   This item shows up after you've activated the Speed Gear at least 50 times
   during the game (or 25 times in Newcomer Mode). It allows you to move at
   normal speed while time is slowed down around you. In the vast majority of
   Speed Gear situations, this thing is a blessing.

15. MYSTERY CHIP (500 Bolts)
   By equipping this item, you'll get a "special bonus" if you finish a stage
   quickly. This special bonus is 200 Bolts, and the time for each stage does
   vary a bit. Refer to the Gold Medal time limits in the Challenges section
   for the time limits you need to meet.

16. BUDDY CALL PLUS (200 Bolts)
   This gives you the capacity to hold more Buddy Calls (from one to three).

17. TANK CONTAINER (200 Bolts)
   This item increases the maximum amount of Energy or Weapon Tanks you can
   have on hand (up to a maximum of nine).

-------------------------------------------------------------------------------

=========================
== 6. DOUBLE GEAR SYSTEM:
=========================
The game's new mechanic is called the "Double Gear System", and the cutscenes
show that it was actually the fulcrum of the conflict that drove Dr. Light and
Dr. Wily apart when they were at Robot University together. Now Dr. Wily has
perfected the science behind his Double Gear and used it to power up the eight
Robot Masters he has stolen from Dr. Light. Light equips Mega Man with a proto-
type of the Double Gear, but it seems to work just as well as the new tech that
Wily's robots have. Not much innovation, it seems.

Anyway, the Double Gear system works as follows - Mega Man (and the other Robot
Masters) have two gears to amplify their abilities for a short amount of time -
the Power Gear and the Speed Gear. In his hurry, though, Dr. Wily didn't fully
upgrade all of the Robot Masters that he stole, so only four (Block Man, Torch
Man, Blast Man, and Impact Man) have the Power Gear and the other four (Tundra
Man, Acid Man, Bounce Man, and Fuse Man) have a Speed Gear. For Mega Man, the
main limitation is that only one Gear can be active at a time (under the normal
circumstances), and when the Gear overheats, you are stuck in a "cooldown" phase
for a little bit, and your weapons aren't as effective for as long as Mega Man
is stuck cooling down. Turning the Gears on and off at will, however, reduces
the cooldown period, as does picking up dropped Gears from defeated enemies.

The Power Gear amplifies strength and attack power - using it with the Master
Weapons is the equivalent of X's ability to charge up weapons with his X-Buster
upgrades. His Mega Buster also gains a new charge level called Final Shot that
increases the size and power (and color!) of the shot. The Speed Gear slows
down time around Mega Man, allowing him to clear obstacles and traps with rela-
tive ease. There is also an upgrade that you can purchase later to allow Mega
Man to move at normal speed while the Speed Gear is active, which further adds
to the usefulness of this technique. Finally, if Mega Man is at critical health
he can use the Double Gear which activates both Gears simultaneously. This can
really turn the tide of a battle if used properly, and allow you to score some
good damage on a boss. The tradeoff is that after Double Gear is used, the
cooldown phase is much longer, you can't charge your Buster, and as with the
normal overheating, the potency of your attacks is reduced. You can partially
negate the after effects by popping an Energy Tank right after if you still have
some fighting to do, but there's nothing to be done about the reduction in your
attack power. It's a last-minute crutch for a reason.

The Double Gear system is a nice mechanic in the game and definitely assists in
making some segments easier, but it is by no means required (except for maybe
the fire wave segments in Torch Man's stage). Overall, it's a nice addition to
the standardized run, jump, and shoot formula of the Mega Man games.

-------------------------------------------------------------------------------

=========================
== 7. MEGA MAN'S WEAPONS:
=========================
Like every other Mega Man game, Mega Man earns copies of the Robot Master's
primary weapon once they have been defeated. One of the best things about this
game is that finally, Mega Man doesn't simply change colors - here, each new
weapon changes the shape of his helmet and Buster so that he more closely res-
embles the Robot Master he defeated. You are also able to use the Power Gear to
power up each weapon, almost like charging weapons in the X series.

Overall, this time the weapons are far more versatile than they have been in
the past, and I routinely found myself hot-swapping through the weapons while
traversing through different stages. The game makes this easier by assigning
the Weapon Change function to the Right Analog stick, so by pressing the stick
in the direction of where the boss would be on the Stage Select screen, you can
instantly change to that weapon. The downside is there is no hotkey to change
back to the Mega Buster (if there is, I haven't found it), so I end up switch-
ing to the Tundra Storm and hitting R2.

Another welcome addition that this game brings to the table is the "Try it out"
feature during the Weapon Get part after defeating a boss, since you get to see
how everything works before you go off wasting weapon energy. Refer to the list
below for descriptions of all of the weapons as well as Power Gear-specifc
effects.

> MEGA BUSTER
-------------
 Mega Man's default weapon channels solar energy and converts them into plasma
 bullets, and he can charge it up for more powerful attacks. Mega Man will be
 able to upgrade this throughout the game to either auto-charge or even create
 larger standard bullets.
 POWER GEAR UPGRADE: Activating the Power Gear gives two additional levels of
 charge shot to the Buster. The first one is when Mega Man glows pink - firing
 your shot at this point will create a "double buster" effect like the X-Buster
 upgrade in MEGA MAN X2, and both shots will cause damage. Charging up for the
 full blast creates the Final Shot Attack, which is a far larger and much more
 damaging blast. This one is so powerful that it knocks Mega Man back a consid-
 erable distance.

> BLOCK DROPPER
---------------
 This weapon gained from Block Man creates a wall of blocks that drop opposite
 Mega Man's position on the screen. They penetrate obstacles, too, so they
 make for a very versatile weapon. Better yet, they start high, giving you a
 wider field of advantage.
 POWER GEAR UPGRADE: This quadruples the effect of what you were dropping, so
 you now get an entire wave of stone blocks falling down across the screen.

> ACID BARRIER
--------------
 This weapon gained from Acid Man does a pretty good job transcending previous
 shield-style weapons. For starters, the shield doesn't just rotate around
 Mega Man, nor does he simply fire it off at will. Instead it surrounds you
 with a glob of acid that absorbs enemy projectiles. Mega Man can also fire
 off acid-based projectiles, so it doubles as offense and defense.
 POWER GEAR UPGRADE: When coupled with the Power Gear, the Acid Barrier itself
 becomes an offensive tool as the shield causes impact damage. Like its regular
 variant, it shrinks as it absorbs/inflicts damage.

> PILE DRIVER
-------------
 This weapon gained from Impact Man adds a whole new dimension of movement
 options to Mega Man's abilities. While grounded, Mega Man gains a dash just
 like in the X series, while you can use it in the air just like X's air dash.
 You need to keep in mind, however, that if you come into contact with any-
 thing, Mega Man recoils and drops back.
 POWER GEAR UPGRADE: ... Unless you're using the Power Gear, that is. This
 upgraded version lets you power dash through enemies. Coupled with constantly
 using Weapon Tanks, you can speed run vast portions of this game.

> BOUNCE BALL
-------------
 Remember MEGA MAN 8's Mega Ball? This weapon gained from Bounce Man outclass-
 es that item in every possible sense. It's basically a three-in-one attack,
 since the weapon not only bounces off of objects, but you can fire them in
 multiples and they're multi-directional as well. You can quickly end specific
 fights just by spamming these.
 POWER GEAR UPGRADE: As if the original version wasn't chaotic enough, power-
 ing it up causes balls to fire from your front and back, only adding to the
 maelstrom of balls bouncing around the screen.

> SCRAMBLE THUNDER
------------------
 This weapon gained from Fuse Man combines the practicality of the Electric
 Spark from MEGA MAN X with the Black Hole Bomb from MEGA MAN 9 or the Plasma
 Shot upgrade from later X series games. Mega Man fires a burst of electricity
 vertically (either up or down), and when it hits a surface, it splits into
 two and travels laterally along the surfaces until it hits something. When it
 does, it explodes and causes damage for a short period of time.
 POWER GEAR UPGRADE: The Power Gear quadruples the size of the electrical ball
 so that you get a much wider area of effect when using this. This is easily
 the most optimal version to use on the Wily Capsule.

> TUNDRA STORM
--------------
 This weapon gained from Tundra Man is easily my favorite weapon in the entire
 game. It creates a vertical tornado that hits everything above, below, and
 slightly to the sides of Mega Man, sort of like the Storm Tornado from the
 first MEGA MAN X. It's useful for hitting things you can't normally reach.
 POWER GEAR UPGRADE: The charged version is where this weapon truly shines.
 Activating it detonates a screen-wide effect that wipes out all minor enem-
 ies and severely damages anything left. In most cases, it will only take
 two uses to completely clear a screen. As an added bonus, it will freeze the
 wall of flame in Torch Man's stage.

> BLAZING TORCH
---------------
 This weapon gained from Torch Man is a bit unwieldy to use, but that is be-
 cause it shines as a means for indirect fire. Mega Man launches a fireball
 at a 45 degree angle that banks and fires downward at the opposite angle.
 It's perfect for taking out bombs in Blast Man's stage or hitting enemies
 that aren't perfectly in your line of sight.
 POWER GEAR UPGRADE: The Power Gear charges this single fireball into three
 large ones that can quickly cover the screen in flames. It's perfect for
 getting out of a pinch quick, fast, and in a hurry.

> CHAIN BLAST
-------------
 This weapon gained from Blast Man is almost similar to MEGA MAN X2's Magnet
 Mine in the form of a slow-moving projectile. The difference is that once it
 latches onto a target, it begins a countdown before detonating itself. You
 can also manually detonate them if needed. The benefit this has over some of
 the previous explosive-type weapons is that you can fire multiples of these,
 or chain the explosions together to get a wider area of coverage.
 POWER GEAR UPGRADE: Powering this weapon up creates a much larger bomb with
 a far wider effective range. You can just chunk one or two of these off to
 get maximum blast power on a single target or a group.

> RUSH COIL
-----------
 The classic Rush adapter finally returns! Rush is just like his MEGA MAN 3 and
 MEGA MAN 4 versions here, where Rush deploys a spring from his back to help
 you reach higher areas. You can assign this as a single button shortcut from
 the Controls menu, and you have this one available at the start of the game.

> RUSH JET
----------
 Rush Jet has gone through a lot of changes over the years, but this version
 probably is the best of the bunch. Rush still travels in a straight line that
 you can steer, but he doesn't disappear when he hits an obstacle; instead you
 can steer up and over any object that stops you. You can also assign this to
 a button shortcut, and you'll gain this upgrade after defeating four of the
 Robot Masters.

-------------------------------------------------------------------------------

==================
== 8. WALKTHROUGH:
==================
The walkthrough of this game covers all twelve stages of the game and provides
separated sections detailing how best to deal with the stage bosses as well as
the mini-bosses that you'll come across.

8-A: BLOCK MAN'S STAGE
======================
If you played the demo, then this stage will be exceedingly familiar to you.
Starting off, move to the right and use the Mega Buster to take out the Lyrics
just ahead. The pit sections in this stage often have large blocks that drop
from the top, so watch yourself so you don't get knocked into a pit. Right after
the pit sections is a Mawaru-C rolling on the ground - use the Speed Gear to
slow down time so you can time your attack perfectly to destroy it. A few more
Lyrics await as you keep heading right, along with a Press Don. The next area is
simple; slide to the ladder, climb up, and either destroy or jump over the
Mawaru C. Climb the next ladder and you'll reach a new set of obstacles - stone
blocks, Air Stones, and conveyor belts. The Air Stones only appear when you get
close, but you can see where they are hovering. Take them out with charged shots
as you move to the right. If you're not fast enough they'll shoot out laser
bullets in eight directions. Keep on heading to the right as you navigate the
belt sections to the next ladder. Up here are two more conveyor belts and along
with single Metall. Take it out with the Mega Buster and continue up. The next
section has another Mawaru-C and a Press Don, but they're separated by stone
walls. Destroy the walls and the first Mawuru C so you don't get hit, then you
have to navigate across two pits while blocks fall from the ceiling. Once you
get past it, you'll reach an area where you'll have to fight the first of eight
mini-bosses (one per stage!)

MINI-BOSS FIGHT: TOTEMER
------------------------
The mini-boss has four sections, but only the one with the face can be damaged
with your Mega Buster. When the fight starts, it will separate and the four
parts will come down in different sections. By far the easiest way to take this
out is to use the Speed Gear just as the head is about to land, and then rapid-
fire it to death. On harder difficulties, you will be unable to kill this in a
single round, so you'll have to repeat as necessary. Basically stick to firing
at the head when the eyes are open and turned toward you, use the Speed Gear to
make it easier, and position yourself so that you aren't having to dodge the
other parts of the mini-boss' body. It should be noted that for repeat visits
to this stage (or in the Challenges section), firing a charged Mega Buster and
then detonating a powered up Chain Blast ends this fight in about three seconds.

Once the Totemer is destroyed. continue on to the right. Take down the Crunch
Don nearby and move up the ladder. Up here is another Press Don and a Mawuru C,
but like a section earlier in the level, they're blocked off by stone blocks.
Take out the blocks along with the Mawuru if you want, then eliminate the Crunch
Don. Move on and and head to the next section where you'll have some more pits,
falling blocks, and some spawning Lyrics - be careful across the conveyor belt
so you don't fall. At the end, dodge another falling block and use the charged
Mega Buster to take out some stone walls as they fall from the ceiling. In the
very next area you have an autoscrolling section where a spiked wall chews its
way toward you. Maneuver through the rock obstacles that fall from the ceiling
(later you can attach a Chain Blast to these for a trophy), and move quickly so
they don't keep spawning. One more Mawuru C awaits on the other side along with
a Press Don on another conveyor. Take it out and you'll reach a new vertical
section. Here you have Lyrics, falling blocks, Air Stones, conveyor belts, and
a Metall higher up. Navigate the belts, climb the ladder and head up the next
ladder, then maneuver between the falling blocks to reach the top.
Head outside and make your way across the platforming segments - along the way
dealing with the Lyrics, Air Stones, and Mawuru C in your path. Dodge the fall-
ing blocks where necessary, and you'll reach another mini-boss area where you
fight the Totemer a second time. This time the fight takes place on a conveyor
belt, so position yourself to the left of where the head is going to fall, then
shoot the charged Mega Buster, activate the Speed Gear and rapid-fire it until
it explodes.
Move on past this second mini-boss area and you'll encounter an Anti-Eddie who
tries to steal a 1-Up from you. Turn on the Speed Gear if you have the juice
and kill it so you can take the prize. Climb up the ladder, blow up the stone
walls, and head up to the next room.  Here there is another Mawuru C and two Air
Stones; eliminate them as you zig and zag to the top of the area, then head to
the right to reach a conveyor with some spawning Lyrics and a Crunch Don. This
is a decent spot to farm health and Bolts if you have the time. Once you move on
past here, you'll face another autoscrolling segment with the spiked walls. The
rock formations are different here, but the concept is the same. Move on past
this to reach a pit - dodge the falling block, grab the Energy Tank using Rush
Coil and pick up the Gear refill. Move on from here to the final vertical seg-
ment of this level. The blocks fall more frequently here and the Lyrics can get
in the way, but the idea is the same as last time. Get to the exit at the top
and you'll be back outside facing more Lyrics and Air Stones. At the end of this
short section is one more climb up to the boss room. Stone blocks, Air Stones,
Mawuru-Cs... you've faced it before. Climb up through the next few rooms and
once you reach the top, you'll be at the boss gate.

BOSS FIGHT: BLOCK MAN
---------------------
Block Man is pretty standard fare as far as Mega Man bosses are concerned, at
least for the first part. He's very unique after the halfway point when he uses
his gigantic Golem form. Pay attention to his attacks and moveset so that you
know how to dodge accordingly.
- BLOCK DROPPER: This is his standard attack. On different difficulties, it is
 comprised of different amounts of blocks in different waves, but in all of
 its forms, you just dodge between the spaces in the waves. The Speed Gear is
 an asset for dodging this on harder difficulties.
- GOLEM FORM: At a certain point in the fight, Block Man will activate his Power
 Gear and transform into a huge Golem form with its own health bar. It will
 punch diagonally-down, lunge forward, slam its fist down, or uppercut a wave
 of blocks at you. Dodge in between the moves and strike the red jewel on its
 chest.
- BLOCK WAVE: This is used when the Golem has been defeated. As with the Block
 Dropper, the speed and frequency of the blocks is difficulty-dependent. You
 can fire charged Mega Buster shots to destroy the blocks, though.
Block Man is fairly easy if you avoid his attacks and make skillful use of the
Speed Gear. Find the openings in the Block Dropper attacks and use Speed Gear
to slow him down so you can inflict damage with the charged Mega Buster. When
you fight him a second time, the Chain Blast + Power Gear inflicts massive
damage, so use that to your advantage. When he transforms into the Golem, fire
charged shots (or powered-up Chain Blasts) at the red jewel while avoiding its
slow, lumbering attacks, and after he reverts and starts his Block Waves, just
pummel away with charged Mega Buster shots. Block Man will go down quickly.

For defeating Block Man, you gain his BLOCK DROPPER weapon. For more detailed
information on what this weapon does, refer to Section 7: Mega Man's Weapons.
For now, return to the Stage Select, visit Dr. Light's lab if you need to, and
head for Acid Man's stage next.


8-B: ACID MAN'S STAGE
=====================
This is a relatively fun stage to speed run, as it involves a lot of technical
movement and doesn't really require you to fight enemies all that much. From the
start, you'll see a nearby Shpider. Take it down with a charged Mega Buster so
that it doesn't drop Mini-Shpiders to get in your way. As you make your way to
the right, you'll encounter multiple acid pools with Pipettos nearby. These
robots will toss globs of acid into the pools to change the pH level, and when
it turns green it can really eat a chunk out of your health. Take them out from
a distance to try to prevent the pools changing. As you reach the next area,
you'll have to deal with a Shield Attacker and some Mini-Shpiders below you.
Once they're gone, enter the pipe that will warp you to a new area inside the
water tanks. From here you'll have to fight currents that either go left or
right. During this one, you'll find yourself dealing with multiple Scrapps that
fly in from the left side of the screen as well as floating Droppies. Take these
down with the charged Mega Buster as you go. At the end of this section is a
new Shield Attacker M. Take it down the same as you do the others, then slide
under the low wall and jump to the ladder. More Droppies await up here along
with a tricky spiked wall. Avoid it, climb to the top and head right. The next
room has two more Shield Attacker Ms to avoid and another pipe transport. Take
it to head down to fight a lone Sniper Joe. Kill it and move up the stairs to
the path leading down, then you'll face a long horizontal section with more
Shpiders and Pipettos. Make your way through while eliminating all of the haz-
ards in your way. At the end is another Sniper Joe and a ladder leading down.
The next room has two more Shpiders leading to another pipe. Take it and hold
Right so you don't land on the single spike trap below you. In this area you
have another current blowing from the left and a lot of spiked traps. Use your
added momentum to leap over the spikes while eliminating the Droppy enemies. One
more Shield Attacker lies in wait in a depression area, so destroy it and move
on. The next room has a helpful 1-Up sitting on the ledge, so grab it and head
down through the spikes in the floor. Jump over the small trap to the left and
you'll be at the mini-boss gate.

MINI-BOSS FIGHT: CYCLONE-W
--------------------------
The Block Dropper makes quick work of what can otherwise be a slow and punishing
mini-boss fight. The Cyclone W will spit out Brushies and Wipeys as an attack to
clutter the battlefield, and also suck them back in while forcing you to dodge.
It will also cycle its way across the screen at either ground level or in the
air. Do yourself a favor and unless you're going for the trophy that requires
you to defeat all mini-bosses with the Mega Buster, just use the Power Gear and
fire off two Block Dropper attacks to end this fight quickly.

Following the Cyclone-W's destruction, you'll end up in a recharge room with
some small energy and small weapon capsules. Slide through to collect them, and
continue along the path. In this next room, you'll have a current blowing from
the left while you also try to head left. To complicate things, Scrapp keeps
coming in from the left-side as well. Keep firing charged Mega Buster shots as
you carefully traverse the spike pits to reach the pipe transport at the end.
After a short trip down a tunnel, this deposits you in another room with acid
pools and Pipettos. This room has a whole lot of rotating platforms that move in
a circle, but you can hop across these rather effortlessly to make it past some
more Pipettos. At the end is a Sniper Joe guarding your next pipe transport, so
take it out from afar, and then head down. Two Droppies await here in a room
where the water current blows from the right. Carefully leap over the spikes and
drop down to the next area where you have to make a very well-placed jump in
between a spiked floor and ceiling. Clear it, drop down, and slide through a
short passage to reach two Shield Attacker Ms. Destroy them and head right to
the next area where you have to make a vertical ascent on those rotating ledges
while dealing with spikes AND fending off Droppies. To make it very easy, jump
to the first rotating ledge when it's on the way up and then immediately make a
large jump up to the left, hopefully dodging the Shield Attacker M that's there,
and you should be able to land on another set of rotating ledges. Before it
rotates too high, jump again to the left to land on the platform, safe from all
of the spikes.
Climb the ladder, deal with two more sets of Droppies, and get ready for a fun
hair-raising ride as you have to leap and navigate a rollercoaster area filled
with spikes. It's easier than it looks, really, because your forward momentum
is helpful to clear these obstacles. Once you get past the spike wave, jump in
the next pipe transport to reach the final area with more acid pools and a lone
Pipetto. Maneuver on past it to reach two more sets of rotating platforms that
lead directly to the boss gate.

BOSS FIGHT: ACID MAN
--------------------
Acid Man is a complete pushover and can be defeated without taking a single hit
if you do the right steps in the right order. Pay attention to what attacks he
will use so that you know what to avoid.
- ACID BARRIER: Acid Man will start the fight off with this, and it will absorb
 your Mega Buster shots. If fighting normally you have to destroy the shield
 before you can damage him.
- ACID SHOT: Acid Man will shoot globs of acid at you. Just dodge them.
- DASH: Rarely used, Acid Man will dash across the screen trying to hit you.
- ACID WAVE: When he activates his Power Gear, he'll jump into the acid below
 and fly across the screen, popping up relative to your location. This attack
 is large, but still very easily avoided.
Fighting Acid Man with the Mega Buster is straightforward enough, and he doesn't
do much to alter his fighting style or attack pattern, but if you use the Block
Dropper, this fight becomes overly simplistic. Use Power Gear attacks with this
weapon to eat away at his health bar. After three successful attacks, he will
engage his Power Gear and leap into the acid. Let him go under you, jump the
acid wave that he uses, then spin around and use another powered up Block Drop-
per attack to stun him and reset his pattern. He'll try one more iteration of
the Acid Wave, so handle it the same way as before and the fight will be over.

For defeating Acid Man, you gain his ACID BARRIER weapon. For more detailed
information on what this weapon does, refer to Section 7: Mega Man's Weapons.
For now, return to the Stage Select, visit Dr. Light's lab if you need to, and
head for Impact Man's stage next.


8-C: IMPACT MAN'S STAGE
=======================
(Side Note: This Robot Master's name was changed in the Western version - it's
"Pile Man" in ROCKMAN 11. *shrug*)
This stage in of itself is not that difficult, but it does love to throw any-
thing and everything at you in certain rooms, so if you're on Superhero, you may
very well want to bring a few Energy Tanks to survive the onslaught. Starting
from where you land, you'll have a few electrical construction traps that can be
destroyed by rapid-firing. Do this and take out the two Metalls nearby, and then
move to the right to find a Pickman. These returning enemies from the first game
are startlingly accurate with their pickaxe tossing, so don't underestimate them
at all.
Once you reach the drop down point, you have two choices - ride the rails down
to the bottom while fending off the Missile Cones, Pickmen, and construction
traps, or you can go for broke and throw yourself all the way to the bottom. If
you go slightly left and then slightly back right, you can miss all the traps in
this area and land on the last moving platform. Speed Gear can help here, as
will having a Beat Call in reserve just in case you do plummet into the pit be-
low you. Move on to the right to reach three more construction barriers with a
Pickman. Take them out, continuing along to reach a vertical room with Missile
Cones, Metalls, and construction barriers. Climb up defeating the enemies as
you go and climb the ladder at the top. A Mawaru-C will roll towards you up here
so take it down and move on to the first of four very treacherous Impact Brother
areas. Kui-ichiro, Kui-jiro, and Kui-saburo will all rocket out of the walls
and floors horizontally, vertically, or diagonally at you. You can see where
they're coming in advance, giving you time to jump or slide out of the way, and
the Speed Gear can really help out. This section is just horizontal, but the
next one is vertical, the third is vertical while riding platforms, and the last
one is just a straight drop. Clear the area and you'll reach a free room with
nothing in it.
Take the breather and move on into the next room with an Arc Weldy on the floor,
a Missile Cone above you and a Pickman at the top. Take these out and make it to
the ladder at the far right, then go down. This leads to another vertical sect-
ion with the same enemies as in the last room. Just climb to the top, taking
out what's in your path and grab the health refill at the top. Drop down the
path on the left to run into a Mawuru-C and another Arc Weldy. Deal with them,
then head left across the path to encounter more Pickmen, Missile Cones, and
Mawuru-Cs running amok while you try to navigate on rail platforms. Once you
reach the end, drop down to hit the second Impact Brother area. This time they
still come at you from the same angles, but you have to dodge while making your
way down through a series of floors. After the fourth one (with the slightly-
staggered floor), you'll have a couple more construction traps and a Pickman to
handle before reaching the mini-boss gate.

MINI-BOSS FIGHT: PICKMAN DIGGER
-------------------------------
This mini-boss can actually be a bit of a pain if you fight it normally with the
Mega Buster, as you're bound to take a lot of damage from its crane and claw.
Its only vulnerable point is the glass dome above the Pickman, so concentrate
your fire there when you can reach it. Or employ the quick-kill method which has
you using two Power Gear attacks using the Block Dropper. It ends up being about
a three-second fight this way.

After defeating the mini-boss, you'll get to a room where you'll have some small
health and weapon refills. Grab them and proceed into the next area which is a
huge open room with a pit at the bottom. This room has rail platforms that you
have to navigate as well as spike traps, Pickmen, Missile Cones, and Metalls.
Get through as best as you can and be proactive in targeting the enemies before
they have a chance to knock you off your platform. At the top, head to the exit
and speed on past the three Missile Cones and the Mawuru-C; they're not worth
stopping to fight. Climb up the next ladder and you'll now face two Missile</pre><pre id="faqspan-2">
Cones, a Metall, and a bed of spikes. Cross the expanse to climb the ladder at
the top to reach another room with a Gabyoall, a Metall, and another set of rail
platforms. Ride the rail up to reach the third Impact Brother segment of this
stage. In this one you're dodging them from all angles while trying to stay on
your platform. Using Rush Coil to quickly ascend when two platforms are aligned
on top of each other greatly speeds this section along, as does careful use of
the Speed Gear. At the top, there's an Energy Tank if you can grab it at the
far left. Whether or not you grab it, take out the two Missile Cones and climb
the ladder to reach another Gabyoall and a Pickman. Avoid both as you try to
reach the path leading out to the top right. The next room has two more con-
struction barriers leading to a straight drop down. There is one final Impact
Brother segment here, but it doesn't really matter since you're just dodging
while you fall. The first one to dodge is dead center and the second one rides
the left wall. Avoid these accordingly and you'll make it to the bottom, where
there is one final gauntlet of construction barriers along with five Missile
Cones. If you're pretty good on energy, just blow up the barriers and bypass the
Missile Cones, otherwise take everything out and grab the large health refill
before heading to the boss gate just ahead.

BOSS FIGHT: IMPACT MAN
----------------------
Impact Man can be a bit tricky to nail down, and I know that his weakness is the
Acid Barrier. The problem is that this weapon absolutely sucks to use as an off-
ensive tool, so I stick to the charged Mega Buster. Pay attention to the attacks
he uses and how he moves so you have an idea how to better survive this fight.
- PILE DRIVER: Impact Man will dash across the screen trying to hit you. It's
 best to turn on the Speed Gear and jump over this one because it's hard to
 dodge otherwise.
- TRIPLE IMPACT: All three of the Impact Brothers that form his body will drill
 into the ground and lay a triad of traps that restrict your field of movement.
- MEGA MECH: When Impact Man activates his Power Gear, he transforms into one
 gigantic mech that jumps up and drills into the ground. The only way to dodge
 this incredibly damaging move is to slide away.
Impact Man ends up being simple as long as you understand his pattern and can
dodge his attacks. As I said, the Acid Barrier is a pain to use because one hit
from him dissolves the shield, and the bullets arc too much and are too slow to
rely on for causing damage. The Speed Gear will help out tremendously so you
have time to dodge his Pile Driver attack, and beyond that it's all about you
knowing when to strike. When you're not using the Speed Gear, you should be
using Power Gear to charge up the Final Shot. If you're quick enough at getting
two or so of these off, it's entirely likely you can skip his entire Mega Mech
phase. If he does go into this, slide away until he reverts and becomes regular
Impact Man again.

For defeating Impact Man, you gain his PILE DRIVER weapon. For more detailed
information on what this weapon does, refer to Section 7: Mega Man's Weapons.
For now, return to the Stage Select, visit Dr. Light's lab if you need to, and
head for Bounce Man's stage next.


8-D: BOUNCE MAN'S STAGE
=======================
(Side Note: This Robot Master's name was also changed in the Western version -
it's "Rubber Man" in ROCKMAN 11.)
Welcome to what is probably the single most frustrating stage in the game. The
entire stage is filled with bouncy balls lining the various edges of the rooms,
and require you to often use them in conjunction with other bouncing type ob-
stacles in order to proceed. From the start, there will be a trampoline near
you that you'll have to climb to the top and jump off in order to use it. Make
your ascent while eliminating the Cannopeller IIs and Gabyoalls. Once you make
it to the top, jump off and hit the trampoline to bounce you high to the ladder
in the ceiling. Climb up and you'll reach a room with the cursed bouncy balls on
the walls and a Bunby Balloon at the top right. Bounce your way up off the walls
and use a charged Mega Buster on the Bunby to completely destroy it (by the way,
the stage trophy requires you to destroy each and every one of these and the
stationary balloons in the stage), then bounce up and climb the ladder. In the
next room you have Lyric spawners, a nearby Gabyoall and a new obstacle that
looks like a jack-in-the-box. You have to shoot the hand, then stand on top of
it, wait for the countdown, and let it slap you the distance over to the ledge
with the ladder (or you could air dash over with the Pile Driver). Climb up and
you'll reach a room with two Boyorns - rapid fire them so they stay on the other
side of the room until they explode. Bounce up to the next ladder, and you'll
reach a vertical area with a Boyorn, a jack-in-the-box, a Cannopeller II and a
Bunby Balloon. Make your way up while taking down the enemies, then bounce up
to the top using the balls on the wall, and use another jack-in-the-box to cross
to the next ladder. There's a 1-Up here as well, but I would just as easily ig-
nore it to get out of this room faster.
This next area has two more Boyorns and some playhouse staggered structures. Try
to take out the Boyorns before they hit you, then climb up the next ladder. The
next room has a Wall Blaster, Lyrics, and three of the jack-in-the boxes. Take
out all three jack-in-the-box hands and just jump to the next ledge and climb up
to the next room. This next area is actually kind of crappy, because you have
to deal with three Wall Blasters on your way up, a Gabyoall on the ground, and'
a set of Bunby Balloons while jumping from single ball to single ball trying to
reach a ladder at the top left. Make your way up the right-hand side, using the
charged Mega Buster on the Wall Blasters before trying to climb up the left-hand
side or else you'll get knocked to the bottom. Up in the next room is another
set of bouncy obstacles with a Boyorn that leads to the mini-boss gate.

MINI-BOSS FIGHT: FROG BALLOON & PUMP MASTER K
---------------------------------------------
Just a heads up, you'll fight this thing twice just like you did with the Totem-
er in Block Man's stage. You don't yet have the Blazing Torch to take out the
Frog in a single hit, so for now spam the Mega Buster and slide under it when it
tries to swing across the room. When the Frog explodes, it'll reveal the maint-
enance tech Pump Master K and two sets of Bunby Balloons. Ignore the balloons
and try to concentrate Power Gear attacks with the Block Dropper on Pump Master
K before he has a chance to repair the Frog Balloon. You can also use the Pile
Driver on him and it'll have the same basic effect. If you don't kill him fast
enough, the battle will repeat from the start. Try to take it out in a single
round and move on.

Once the mini-boss is defeated, exit the room to reach a treacherous horizontal
section with pits (be wary as the Tosanaizer Vs will leap out of some of them
trying to knock you into the pits). Take out the Bunby Balloons and leap from
bouncy ledge to bouncy ledge. Halfway through you'll encounter a Tatepakkan on
a ledge, so don't get hit by its attacks when the shield opens up. A few more
Wall Blasters and jack-in-the-box obstacles await as you continue to make your
way across. At the very end, bounce your way up and you'll reach an area you
have to zig zag through, but there are two Boyorns and an Anti-Eddie right along
the path. Take them out as you continue to the right, then climb the ladder. Up
here is a Gabyoall and five jack-in-the-box obstacles. Kill the Gabyoall with
the Pile Driver and run to the left side of the room, using Rush Coil to bounce
up to the ladder so you don't waste time on the slapping obstacles. Up in the
next area are two Boyorns and three stationary Balloons. Take them all out and
climb up to reach what I conside the most irritating room in the stage. Take out
the Bunby Balloon and then start bouncing your way up the wall on the left-hand
side of the room. Use the Mega Buster halfway up on the next two sets of Bunby
Balloons, then look at how the columns of bouncy balls are stacked. It doesn't
take much effort figuring out what to do in order to get to the ladder at the
right-hand side, but the balls do get in the way. Carefully cross and grab the
Energy Tank nearby if you want, then bounce your way up to the right to grab
the ladder. Up here is another set of bouncy obstacles with a Gabyoall that will
lead to your second fight with the Frog Balloon and Pump Master K. This time the
fight takes place on bouncy balls, so consider using the Speed Gear to make sure
your attacks hit properly. Kill the mini-boss a second time and move on.
This next area has two more jack-in-the-boxes, but ignore them and summon Rush
Coil near the edge of the platform and bounce your way up to the ladder. Climb
up this one to reach a large open room with multiple bouncy balls, Cannopeller
IIs, and Lyrics. There are a few ways through the room, but without abusing
certain physics, you're supposed to circle to the right and then up before going
back to the left to reach the ladder in the upper middle of the room. There is
also a Weapon Tank at the far left if you need it. Head up to the next large
open area where you'll again have to make use of the large trampolines like you
saw at the start of the stage. When you circle up to where you have to use the
first trampoline, drop and then hold Right to go up to where you need to land.
On the second one, hold Right in a roundabout fashion so that you navigate on
through the balloons and then curve yourself back to the left to reach the tiny
nook with the ladder. Up top is another bouncy room with a Boyorn that leads to
the boss gate. Finally.

BOSS FIGHT: BOUNCE MAN
----------------------
Bounce Man, as you might expect, is a very agile boss. He bounces around the
room trying to hit you and can activate his Power Gear. Pay attention to his
attacks and moves so that you know what to dodge.
> BOUNCE BALL: Bounce Man fires off about three to four little balls that rico-
 chet around the room.
> BOUNCE ATTACK: Bounce Man himself ricochets around the room. His massive size
 makes him a difficult target to dodge.
> HYPER BALL: When Bounce Man activates his Power Gear, he gains an incredible
 boost in speed and attack power, and he'll bounce rapidly from the floor to
 the ceiling trying to hit you.
For what it's worth, Bounce Man isn't difficult even with the Mega Buster or
even on Superhero Mode. It's almost amusing that a boss with such a difficult
stage is so incredibly simple to defeat. His bouncing moves are probably the
only difficult thing about the fight, and if you use the Power Gear with the
Pile Driver, you can defeat him in about three good, direct hits. Aim for him
when he's crossing the center area of the room so that you don't have to move
around as much. Jump and slide to avoid the Bounce Balls ricocheting around,
but you shouldn't have much trouble with this fight at all.

For defeating Bounce Man, you gain his BOUNCE BALL weapon. For more detailed
information on what this weapon does, refer to Section 7: Mega Man's Weapons.
For now, return to the Stage Select, visit Dr. Light's lab if you need to, and
head for Fuse Man's stage next.


8-E: FUSE MAN'S STAGE
=====================
Fuse Man's stage takes place in an electric trap factory, and is honestly one of
my favorite levels in the entire game. You start outside heading to the right
while dodging multiple Electiris. Be careful of the electrified segments on the
ground. Halfway through you'll also encounter a Batton, but you can run past it
and fight some more Electiris to make it inside.
Once in here, your new threat is the roving electrical traps that come out of
the ceiling. By themselves they're hardly a threat, but they move fairly fast
and can trip you up while you also try to deal with Electiris in the way. Use
the Speed Gear during these segments to clear them without taking damage. At the
end of this section, drop down further into the factory and you'll start adding
K-Drones and more Battons to the mix as you head to the left through a battery
(heh heh) of electrical traps. At the far left is a Elec Crosser, a trap that
shoots electrical currents in a + shape. Take it out with a Bounce Ball to get
it out of your way entirely, then drop down to the next area. Down here are two
Wall Blasters mounted to the ceiling and some more floor-based electrical traps
to deal with. Another Electiri awaits just ahead as well as a platforming seg-
ment with K-Drones flying about. Defeat the Tatepakkan at the end of the route
and cross into the next area where you'll see multiple Elec Xtenders in your
way. You can defeat these by hitting them with Bounce Balls, thus eliminating
a major hazard from your path.
Continue on through the free room ahead to another section with groups of rov-
ing electrical traps. Again, consider use of the Speed Gear here to help make
this part easier. As you progress, you'll deal with swarms of Electiris as you
make your way up. Two Gabyoalls will also try to impede your progress, but you
can Pile Drive into them to get them out of the way. Next up is a staggered
climb with the electrical traps, and lastly is a sliding segment where you have
to slide in between the traps as they turn on and off. Speed Gear can help, but
it really isn't that tough to find the openings and slide left/right consistent-
ly to clear the obstacle. The next room ahead has a Tatepakken and a ceiling
mounted Wall Blaster with some staggered platforms. Clear them out of the way
and you'll reach the mini-boss gate.

MINI-BOSS FIGHT: DREAD SPARK
----------------------------
The catch with this mini-boss is that the electrical traps are constantly moving
left and right while you try to damage the Dread Spark at the far right end. You
can use the Speed Gear to slow things down so you can accurately target the
Dread Spark's eyes with the Bounce Ball and also to avoid taking any damage if
you're shooting for this stage's trophy. Hit its eyes three times with powered-
up Bounce Balls to easily claim victory here.

With the mini-boss defeated, exit the room and move on. Here you'll get a free
room with some health and weapon refills; grab them and drop through the floor.
Another set of electrical traps waits in the wall - speed past it and drop down
to the next area. Zig your way through the next area and eliminate the two Batt-
ons hanging out on the ceiling and make your way to the next room with Elec X-
tenders and Elec Crossers in a pattern. Take them out with the Bounce Ball and
then use Rush Coil to bounce up to where the ladder leads to the next area that
has a veritable gauntlet of Electiris coming at you. Defeat all of them to make
it into the next room where a Press Don will launch itself at you - use Speed
Gear to slow it down and use Block Dropper to end it quickly. Climb the ladders
to find yet another vertical staggered segment with the electrical traps coming
in and out of the walls. As you make your way up, grab the nearby Energy Tank
off to the left, and destroy the K Drone at the very top. The final room here
has the last two electrical traps that you have to bypass. Get past this last
little set and you'll reach the boss gate.

BOSS FIGHT: FUSE MAN
--------------------
Fuse Man is an extremely nimble and speedy Robot Master, especially when he uses
his Speed Gear, but with the chaos you can cause onscreen with the Bounce Ball,
this isn't too much to worry about. Pay attention to his attacks and moves so
that you know how to dodge him.
- SCRAMBLE THUNDER: Fuse Man launches balls of electricity in your direction
 that can travel up and down walls. He generally creates little geometric forms
 in the room for his attacks to travel on.
- LIGHTNING BLAST: Fuse Man can also fire little bursts of electricity at you.
- THUNDER WARP: Fuse Man will zip to different locations in the room so that he
 can efficiently use his Lightning Blast.
- FINAL THUNDER: When he activates his Speed Gear, he will very rapidly teleport
 around the room in almost unpredictable patterns. You can counter this and see
 where he's heading using quick bursts of the Speed Gear, though.
Despite how fast he is, Fuse Man isn't all that difficult especially if you are
using the Bounce Ball. He telegraphs where he's moving when he warps around so
it's pretty simple to toss Bounce Balls in that general area, and when he starts
to use his final attack, you can use Power Gear to spread multiple Bounce Balls
across the entire arena because one (or more) are guaranteed to hit him. For
the most part, try to stay out of Fuse Man's way while firing off your weapon,
jump over his Lightning Blasts and Scramble Thunders, and you shouldn't have any
problems emerging victorious.

For defeating Fuse Man, you gain his SCRAMBLE THUNDER weapon. For more detailed
information on what this weapon does, refer to Section 7: Mega Man's Weapons.
For now, return to the Stage Select, visit Dr. Light's lab if you need to, and
head for Tundra Man's stage next.


8-F: TUNDRA MAN'S STAGE
=======================
Tundra Man's stage, as you might expect, has a lot of icy elements to it. Buying
the Spike Boot upgrade from Auto will help you out here if you find yourself
slipping and sliding around a lot. This stage is very movement-centric, espec-
ially during the windy segments. Practice jumping and sliding with little prep
time and you'll get better at this stage.
Starting off, you'll encounter multiple Ice Eyes as they float through the sky.
They are little more than a nuisance, so ignore them and move on. Climb the ice
blocks, get past the Gabyoall and make your way to the right. At the end will be
an Ice Swan - avoid all of these to get the trophy for this level. Slide under
it or use the Speed Gear to avoid being hit, and head into the ice cave area.
Next area up has two Propeller Eye T's and a Crunch Don; take them out and keep
heading to the right to find an area with multiple small platforms and a lone
Gabyoall. You can circumvent this by using Rush Jet to bounce up to the ladder
above, though. The next cave features a Gabyoall and two more Propeller Eye T's
along with some spike traps. Slide carefully so you don't touch the spikes, then
drop down and continue to the right. The next area has two annoying Snow Robbits
on the top area; climb the ladder and use Speed Gear to get past them quickly,
then climb up the next ladder to get back outside.
Once out here, more Ice Eyes await as you reach your first windy segment. As you
progress, the wind will push you to the right, giving your jumps some extra dis-
tance. Get in the habit of doing touch and go maneuvers - land long enough just
to set up your next jump, and you can hold Left to slow your jumps down a bit
to navigate the top ledges if you want to claim any items that are up there. At
the end, you'll drop back down to another section with spikes and a Crunch Don.
Move past it to the right to find another Gabyoall and a Propeller Eye T. Keep
going for another platforming segment with a Sniper Joe. You can also bypass
this using Rush Coil if you want to get to the ladder quicker. Climb up to reach
another outdoor segment with a gauntlet of Snow Robbits. As you progress, the
wind kicks up again and you'll have to navigate some more tricky ledges. At the
end, drop down two rooms to reach the mini-boss gate along with some energy re-
fills and Bolts.

MINI-BOSS FIGHT: MECHA-MAMMOSTAL
--------------------------------
The Mecha-Mammostal isn't terribly tricky to defeat. First off, the robot on the
bottom is what you need to hit, not the mammoth up top. Approach it and use the
Speed Gear to rapid-fire when the eye is open, and stop as soon as it closes
because you won't be inflicting any damage. Its other attacks involve dropping
down ice stalactites to get in your way. Activate the Power Gear and use the
Scramble Thunder to finish this mini-boss off rather easily.

Exiting the mini-boss area, you'll get a quick breather with some health refills
right in front of you. Grab them and continue to the right to reach multiple ice
blocks. This entire section is full of Ice Swans, so if you want the trophy for
this stage, activate the Speed Gear and slide quickly to avoid all of them in
this section. Up next is another long horizontal area split up by multiple areas
in the floor with Gabyoalls. Avoid them as well as the Ice Eyes and keep heading
into the next area which has a spiked ceiling. Slide quickly as a Sniper Joe
drops out of the ceiling in an attempt to hit you. In the next area, climb the
ladder and navigate the ledges to get past the two Propeller Eye T's. The next
horizontal room is again full of Gabyoalls and a Crunch Don. Make your way past
them to reach a long vertical room filled with Propeller Eye T's. Jump up the
little block ledges and take the right-hand ladder leading out of the room. Up
top are two more Gabyoalls before heading to your final outdoor segment.
Out here, the wind will kick up again after you destroy a Snow Robbit. There is
a 1-Up and an Energy Tank along the way, so grab them if you can make the right
leaps, but basically you're leaping in between the long gaps, using the wind to
blow you the right direction. Consider having a few Beat Calls here if you have
trouble making the jumps. At the very end you'll reach the boss gate.

BOSS FIGHT: TUNDRA MAN
----------------------
Tundra Man is quite a figure skater robot. He dances, leaps, and twirls around
during this fight, which can make it a bit difficult to actually land hits on
him. Pay attention to his attack patterns and movesets so you know how to dodge
him.
- PIROUETTE: Tundra Man spins around and does fancy leaps. These are pretty easy
 to predict, though, and he's vulnerable while doing them.
- SKATING DASH: He will skate back and forth across the length of the room. Be
 wary of how he powers this up when he activates his Speed Gear, as it drastic-
 ally increases the speed of this attack.
- TUNDRA STORM: His signature weapon will create snow flurries and a blast that
 hits most of the screen.
Tundra Man is honestly pretty simple, and be taken out rather easily with just
the Mega Buster (the Final Shot does a truckload of damage to him). You're safe
just spamming away with the Scramble Thunder (Power Gear activated, of course)
because almost all of your powered-up attacks will connect while he's dancing
around. You can end this fight roughly in about eight seconds.

For defeating Tundra Man, you gain his TUNDRA STORM weapon. For more detailed
information on what this weapon does, refer to Section 7: Mega Man's Weapons.
For now, return to the Stage Select, visit Dr. Light's lab if you need to, and
head for Torch Man's stage next.


8-G: TORCH MAN'S STAGE
======================
Torch Man's campsite can be a bit of a headache. While it is possible to make
it through without using the Speed Gear, the flame wall segments make it very
troublesome to do so, so you're better off making good use of this Gear and the
Cooling System item (if you've unlocked it from the shop). At the start, head
right and rapid-fire to clear the Skull Tents from your path. There will be a
few Wild Robbits here and some Mash Burners as well. As you progress through the
next enemy gauntlet, be careful not to take out the Lamper floating above. While
it can be irritating as it drops fire, if you destroy it all of the light will
go out and you'll have to manually light your path with the Scramble Thunder.
Take out the enemies as you see them, including more Wild Robbits, Tatepakkans,
and Skull Tents. Head across the narrow platforming segment and keep going past
the next Lamper to reach a Tank Oven. These are armored vehicles that shoot out
carrot bombs at you. You can fire at them to make them go backwards but I prefer
to Rush Coil over them and keep going. The pit just ahead is not a path to the
next part of the stage, so don't drop into it. Keep going to the right to reach
the first of the three most irritating segments of this stage.
Here a gigantic fire wave comes in from the left-hand side of the screen. You
have to book it to the right while dealing with the onslaught of enemies, too.
Here you'll deal with Air Fires, walking Mash Burners, Tatepakkans, and Skull
Tents. Keep in mind that you have the Speed Gear which will slow down the fire,
and the Power Gear version of the Tundra Storm will actually freeze that wall
of flame for about three seconds while eliminating all enemies. Get past the
final Skull Tent and leap to the next section of the stage.
Two Mash Burners walk below a bridge here; jump over them as their flame heats
up the floor and can burn you. The next section has another Lampey, some really
irritating groups of Shpiders, a few Tatepakkans, and Wild Robbits. Get through
the gauntlet to reach three more Mash Burners - with these, deactivate their
flame by shooting each one only once before moving on. Shooting twice causes a
large explosion that can knock you into the pit to your left. Grab the free 1-Up
while getting past the next Tatepakkan and group of Skull Tents and you'll reach
the mini-boss.

MINI-BOSS FIGHT: SPARKEY THE BARBECUE TURKEY
--------------------------------------------
I have to say I absolutely love the names they give to some of these enemies. In
fact, this one is hands down my favorite. Sparkey the Barbecue Turkey is a camp-
site attraction that has a fairly easy pattern to grasp ahold of, and you can
very easily take it down just by rapid-firing with the Speed Gear activated
while it's grounded. But if you want the easy three second kill and a sure shot
at the trophy for this mini-boss, go ahead and turn that Power Gear on and wipe
this mini-boss out with three Tundra Storms (I think it's four on Superhero, but
I'm not entirely sure). Easy does it.

After you fry the barbecue turkey, keep moving to the right. Some health refills
are at the top, but if you don't need them, then just take down the Skull Tents
and keep going. Another Tank Oven awaits here, and if you don't want to wait,
just take the damage by sliding into it and keep going - otherwise it takes a
while to make it back up enough to fall into the pit behind it. The second fire
wave section is just ahead. This one is more compact than the first, has a few
more Air Fires, and some tight navigation. I highly recommend freezing the fire
here and using the Speed Gear to navigate the final section because there are
some really precise jumps that need to be made. Get past the final Air Fire and
you're home free. The next area has Shpiders and more Mash Burners. I slide past
them as quickly as possible to get through it. In the next section you'll see
another Mash Burner walk into a pit. If you're quick you can use Rush Jet to
grab the Energy Tank in plain sight, but you have to be fast about it because
more Mash Burners will spawn from that point and can knock you into the abyss.
There is one final section ahead with another Lamper and small ledges. You'll
run into more Tatepakkans and Tank Ovens here, but it's nothing you can't handle
already. Deal with the swarm of Shpiders ahead, then keep going to reach a Wild
Robbit and Tatepakkan leading to the final fire wave area.
Immediately you're confronted with three Skull Tents and a angled group of Mash
Burners. Use the Power Gear and Tundra Storm to eliminate all of these quickly
and keep going while the fire is frozen. Skip past the next Tank Oven using the
Rush Coil, slide across the small platforms, and engage the Speed Gear during
the tight sliding section. Take out some more Skull Tents and make one final
leap to reach the boss gate. If you used the Tundra Storm a lot during the fire
sections, consider popping a Weapon Tank to refill it first.

BOSS FIGHT: TORCH MAN
---------------------
If there has ever been a Mega Man boss fight that came close to reproducing the
Street Fighter-esque style Magma Dragoon employed in MEGA MAN X4, this is it.
Torch Man fights almost exactly like that Maverick, right down to the aerial
dodges and the flaming hadoken attacks coming at two different intervals. Pay
attention to his attacks and moves so you can dodge accordingly.
- FLAMING FIST: Torch Man fires off both of his fists like a Hadoken fireball -
 one low and one at medium height - in your direction. Jump over them to dodge.
- BACK KICK/FLIP: Torch Man is extremely agile. He'll flip around and leap to
 dodge your own attacks.
- BLAZING TORCH: Torch Man likes to use this attack frequently. It fires up in
 the air and then changes direction to aim straight at you. When Torch Man uses
 his Power Gear, this blast becomes significantly larger.
Torch Man is almost as simple as Tundra Man was, in that you can simply spam his
weakness with the Power Gear for an exceptionally easy fight. Try to leap over
his fists and strike him while he's vulnerable in the air. If you're using the
Tundra Storm, about four powered-up uses will end this fight quickly.

For defeating Torch Man, you gain his BLAZING TORCH weapon. For more detailed
information on what this weapon does, refer to Section 7: Mega Man's Weapons.
For now, return to the Stage Select, visit Dr. Light's lab if you need to, and
head for Blast Man's stage next.

8-H: BLAST MAN'S STAGE
======================
Blast Man's stage is set in an explosive amusement park. There are quite a few
interesting hazards here that you'll need to know how to dodge, but most of it
is pretty standard Mega Man fare. From the start, you'll see some explosive
blocks as well as a nearby Fire Server. Run forward and take it out before it
detonates the blocks from underneath you. The rest of the stage has these traps
as a sort of gimmick, where you'll have to either avoid them or blow them up to
proceed. There's a trophy for not getting hit by any of them, so you can do
yourself a favor and preemptively blow them up by using the Blazing Torch to hit
them in advance. Keep going and you'll run into another minor enemy that you'll
be seeing a lot of - the little ninja-like Shimobeys. They'll jump around and
try to kick you, but you can blow them up and they'll explode. In the next area
you'll see more exploding blocks along with laser tripwires - touch the laser
and the blocks will explode. Detonate the blocks first for an easier time going
through. Deal with more Fire Servers and Shimobeys until you reach the next
area, where blocks are covering the path down. Destroy them and drop down the
left-hand side to reach an area with a Sniper Joe and another Fire Server. Just
ahead is another Joe in a Sniper Armor D and a Propeller Eye T. Keep going past
them for more exploding blocks. A swarm of Shimobeys appear after you get past
this area, along with Propeller Eye Ts and some Fire Servers as you make your
way through the platforming segments to more exploding blocks. Take the top path
if you want for a Weapon Tank, then eventually you'll reach the mini-boss gate
at the end of this path.

MINI-BOSS FIGHT: THRILL TWINS 1 & 2
-----------------------------------
This mini-boss is actually quite fun if you fight it just with the Mega Buster,
but if you're up for just ending it quickly, use three powered up blasts from
the Tundra Storm and it'll explode. But fighting it any other way is sort of
like one of the boss fights from Dr. Cossack's Citadel in MEGA MAN 4. Here the
Twins race around a track, sometimes in tandem and sometimes in opposite dir-
ections. Occasionally they drop a Shimobey, which you have to blast so that its
explosion damages one of the Twins. Do this enough and both of them will blow
up.

Once the mini-boss is out of the way, head into the next room for some small
health and weapon refills, then drop down at the end to reach a vertical area.
Be wary of the large spike traps here as you take down the two Propeller Eye T
enemies. In the next section down, move quickly to get past the exploding blocks
on the floor and move up the ladder to the left. The next area is a long room
that leads to the left filled with more explosive blocks and Fire Servers. Take
out the Sniper Joe in the Sniper Armor and head down once you reach the end.
Two more spike traps and Fire Servers wait below, so ignore them and head to
the path leading down at the left. In this next section, you'll trigger two of
the lasers as you fall, so quickly slide to the right and get to the ladder be-
fore the explosive blocks detonate and drop you into the pit below. Using the
Speed Gear can help with your timing. Climb the ladder and keep heading to the
right to reach a gauntlet area with a Sniper Joe, a Fire Server, and some more
Shimobeys. The very next area has a single Joe in some Sniper Armor. Wait it out
and let some Shimobeys spawn, because this one of the best places to try for the
"Collateral Blammage!" trophy. Once you get it, keep going to the right for a
completely enemy-free room. Catch your breath if you need to and prepare for a
very tricky ascent while you leap from ledge to ledge while blocks are blowing
up around you. It *is* technically possible to just let all the blocks explode
and then use Rush Coil or Rush Jet to make your trek up, but this takes a while
and it's faster to just try to outrun the blocks. As you make your way up, you
will deal with a few Propeller Eye Ts and Fire Servers. There is also an Energy
Tank off to the right if you want to grab it. Reach the ladder at the upper left
and climb up to reach the last area. Avoid the Shimobeys that spawn here and
you'll get to the boss gate.

BOSS FIGHT: BLAST MAN
---------------------
Blast Man can be a fairly difficult boss if you aren't skilled at dodging in
between obstacles. In higher difficulties, Blast Man really turns up the number
of bombs he throws at you. Pay attention to his attacks and how he moves so you
can end this fight as quickly as possible.
- CHAIN BLAST: Blast Man loves to shoot these in multiples, and they all follow
 the same basic spread pattern. Find the gaps in between to dodge. When he uses
 his Power Gear, the bombs become far larger and he fires three of them at you.
- LEAPING ATTACK: Blast Man can leap high and very far to use his Chain Blast
 attacks. Stay under him and target him when he lands.
Blast Man's only difficulty lies in how agile he is and how much time he has
of invincibility when he uses the Power Gear. Use the Blazing Torch so that you
have the best chance of hitting him when he's on the ground. If he clings to a
wall, you can still get him with the angled attack of the Torch. When he uses
the Power Gear, counter with your own after his initial attack and use the large
spread of your Blazing Torch to finish him off.

For defeating Blast Man, you gain his CHAIN BLAST weapon. For more detailed
information on what this weapon does, refer to Section 7: Mega Man's Weapons.
Now with the eight Robot Masters defeated, the pathway opens up to Dr. Wily's
newest lair, the Gear Fortress. This aptly-named castle features mechanisms all
over the place stylized like gears, and features a lot of the same obstacles
that you've already faced. Note that like all games since MEGA MAN 7, you can
revisit stages and the lab in between fortress levels, so if you need to hit up
Dr. Light to top off some reserves, feel free.


8-I: GEAR FORTRESS STAGE 1
==========================
This stage is all about careful footwork. Your first obstacle will be a couple
of rotating yellow gears. Climb on them and balance on them as they will try to
spin you off. Once you get over the high wall, you'll run into some K-Drones
as well as a Sniper Joe. Take them out and navigate a few more yellow gears to
reach an area with a Mawuru-C, a Metall, a Missile Cone and a Sniper Joe in its
Sniper Armor D. Immediately following this is another Mawuru-C with two tricky
Air Nuts. Climb the ladder after them and navigate across a few more yellow
gears to reach another ladder going up. Another Missile Cone and Tatepakkan are
up here, so quickly cross the gears to get past them and move to the next area.
Here you'll encounter the next set of gear-like obstacles - red ones that fall
when you step on them. More Air Nuts and another Tatepakkan are ahead that you
can eliminate with the Blazing Torch. The rest of this entire section is just
a series of jumps across red and yellow gears while avoiding Tatepakkans, Miss-
ile Cones, and Gabyoalls. Get past them quickly to reach the ladder at the end.
Climb up to reach a safe zone with two large weapon capsules and a large life
capsule. Grab them and head up to the next area.
Dr. Wily's favorite tricky vanishing blocks appear in the next room, but the
pattern isn't terribly difficult to decipher. You can honestly use Rush Jet to
fly right and up to skip this puzzle entirely, but if you want to practice the
pattern, follow this explanation. Start with the first one at the bottom left
and with careful timing, jump to the next one up to the left. Repeat another
jump to the vanishing block at the top left, and then use Rush Jet to cross the
rest of the gap. After this will be two red gears, two yellow gears, and a
Metall. As you scroll the screen, you'll also see another Mawuru-C. Take it out
and then use a Tundra Blast on the Metall before trying to climb up and over.
Another Metall and Tatepakkan await, along with platforming segments while you
fend off some more K-Drones.
Move onto the next section for more Air Nuts, Missile Cones, and gears. A Tundra
Blast with the Power Gear or the Acid Gear are great choices for making it past
this section. Head to the next area to get a quick breather, and then you'll
have to fall down and navigate a treacherous spike pit. The Speed Gear helps
immensely if you're unfamilar with the layout, but basically fall down and hold
left or right to dodge the spike bed in the middle and then curve back so you
land on solid ground at the bottom. Just ahead is a second vanishing block seg-
ment, and just like the first you can skip it with Rush Jet. This pattern is a
little tougher to deciper, but you start roughly from the middle and move up,
left, and then right to clear it. With Rush Jet hold up when you hit the wall to
clear the puzzle.
After this is a gauntlet run with Metalls, Sniper Joes, Mawaru-C's, and K-Drones
throughout. Again, Power Gear + Tundra Storm will wipe the screen clear of all
enemies, so use it to your advantage. Once you clear this area, move onto the
next room which contains a vertical ascent on various red and yellow gears. The
climb itself isn't difficult, but there are a few Air Nuts and Missile Cones
along the way that can make it rough unless you go quickly. Use the Acid Barrier
if you need a hand making it to the top. Once there, climb up to face one more
Sniper Joe and Sniper Armor D and you'll reach the gate leading to the boss.

BOSS FIGHT: YELLOW DEVIL MK-III
-------------------------------
(Fun fact - the Yellow Devil's pattern in this game is a spot-on recreation of
its block pattern from the first MEGA MAN.)
The Yellow Devil is back and more fun than ever. This time it has a whole new
repertoire of attacks courtesy of Dr. Wily's addition of a Speed Gear. Refer to
the list of attacks below so you know what to avoid.
- BLOCK WAVE: The Yellow Devil separates into blocks and flies across the width
 of the screen, forming up on the other side.
- LASER EYE: The eye will fire a red laser blast at you.
- LASER BULLET: The eye can also fire five rapid energy bullets at you.
- DEVIL TRIO: Once the Yellow Devil separates toward the ceiling, it will come
 back down in three waves of mini-Devils that leap across the screen. Find the
 safe zones and stand in them to dodge.
- DEVIL SPLASH: The follow-up attack to the Trio Rush, the mini-Devils will come
 back down and create a splash effect across the screen. There is one safe
 area to the far left or right.
The Yellow Devil itself isn't terribly difficult, except on Superhero Mode when
the blocks come in much faster than usual. Still, jump over the low blocks both
at ground level and the ones at about the level of your head and ignore all of
the others. Roughly speaking, jump over four blocks, immediately slide, then
jump two more, and you'll survive the wave attack. The Mega Buster deals pretty
good damage, but the Chain Blast is its definitive weakness. Practice the steps
written below to perfect this fight into a battle that lasts about 45-50 seconds
depending on the Yellow Devil's RNG.
First, switch to the Chain Blast before the blocks come onscreen, then dodge all
of them. Right as the Yellow Devil finishes forming, activate the Power Gear and
fire off a Chain Blast so that it hits the eye as soon as it opens (this should
prevents the Devil from firing a laser blast at you, but you might get hit). At
this point, the Yellow Devil will start its Block Wave again - it's the same
pattern as before so repeat the entire sequence and fire off another powered up
Chain Blast. Now the Yellow Devil will separate and go into the ceiling, start-
ing its Devil Trio move. Stand to the left where you won't get hit and activate
the Power Gear after the second group comes down, then fire off another Chain
Blast so you hit the third group. As the mini-Devils then run back across the
screen, jump the first two and fire another powered up Chain Blast at the wall
to (hopefully) strike the third group as they run up the wall. If this doesn't
work, then you'll just have to contend with a third Block Wave attack at the
end; otherwise the Yellow Devil should have only about 4 bars of health left.
The very next attack is the Devil Splash; wait for them to come and then slide
to the left so that the one with the eye falls on the left side. Hit it one last
time with a powered up Chain Blast to end the fight. If one of the hits didn't
work, wait out one more Block Wave and hit the eye when it reopens. Practicing
this sequence in the Challenges will help you get this down to a fight that can
last less than 50 seconds.

Defeating the Yellow Devil completes the first stage of the fortress, and opens
the path to the next stage. Before you go, visit Dr. Light's lab if you need to
restock any items. Once you're ready, head to the next stage.


8-J: GEAR FORTRESS STAGE 2
==========================
The second Gear Fortress stage isn't quite as painful as the first stage, or as
acrobatic. You'll start off on flat ground - make your way to the right to run
into two Shield Attackers. Take them out and cross the reverse conveyor belt to
reach another Tatepakkan and a Crunch Don. The next segment has multiple sect-
ions of breakable blocks with multiple Gabyoalls patrolling the floors. You can
use Chain Blasts or the Pile Driver to destroy all of them, or dodge as you see
fit. In the next room are constantly spawning waves of Lyrics along with a
Shimobey. Use the Torch Blast to ignite the blocks at the far right, then drop
down, head left and drop into the next room.
This is the first Skull Roller area. Sort of like the fire wave sections of
Torch Man's stage, this thing follows you from the left while you navigate a
group of obstacles. Using the Speed Gear can slow time down and give you more
time to move ahead, but you can also race through and use the Power Gear ver-
sion of the Tundra Storm provided you have the Weapon Tanks to refill it. The
gauntlet is filled with Tatepakkans, Sniper Joes, Lyrics, a Tank Oven, and spike
traps, so be careful. At the end is a final Sniper Joe; take it out and head
up the ladder to escape this area. The next room has a single Tank Oven; take
it down and head into the next room where you'll encounter a new enemy, a Skull
Tower (it doesn't have a Gallery entry so I'm making up a name). This robot has
two parts - a face and a mouth. The mouth shoots a laser at you, so fire quickly
or blast it into oblivion with a powered-up Tundra Storm so that it falls into
the floor and then move on to find another Tank and two Shield Attackers. Take
them down and head through the next section of breakable blocks with Gabyoalls
and you'll reach another room with some rather agile Sniper Joes lurking about.
Right before the ladder at the end are three more of them, so deal with them
easily using a Power Gear and Tundra Storm attack. Climb the ladder to reach
another Skull Tower - take it down as you did the last one and you'll enter an
area with more Sniper Joes, Gabyoalls, Lyrics, and a Crunch Don. Get past these
to reach a room with another Shield Attacker and two Metalls. Clear them out so
you can take the path leading down to the second Skull Roller segment.
In this one you have to move a bit faster as there are multiple enemies to deal
with as well as two Skull Towers. I prefer to blast my way through using the
Tundra Storm's Power Gear attack, with a little bit of the Speed Gear in there
for extra measure.
Once you take down the two Towers, you'll have to climb up through the top, but
you should have plenty of time. The next room has a large weapon refill and a
Tatepakkan. Move on past this to the next room where you'll encounter a spiked
ceiling along with three Press Dons. Once you've gotten them out of the way, the
next area has more breakable block sections with two patrolling Gabyoalls. Run
past them and climb the ladder to reach the final Skull Roller section. This
time two of them come in from the left and right sides, so activate the Speed
Gear and move your way up the ledges to escape with plenty of time to spare.
Once you're past it, you have one final hallway with some Shimobeys and a Sniper
Joe/Sniper Armor D to get past and you'll reach the boss gate.

BOSS FIGHT: MAWVERNE
--------------------
The Mawverne is a gigantic shielded ball that fires off laser attacks as it
moves about the room. Bypass its defenses and watch out for the attacks it uses
so that you have a better chance of defeating it.
- LASER BOLT: The Mawverne deploys a large energy blast in your direction if
 you shoot its exterior shell.
- QUAD SHOT: The Mawverne also shoots four blasts angled in your general dir-
 ection if you're still trying to shoot it.
- SPIKE BALL: The exterior of the Mawverne is covered in spikes, and it moves
 around a lot trying to hit you.
- LASER BLAST: After half of its health is gone, the core will open and glow
 pink. This means it's about to shoot three lasers at you at whatever level
 you're at in the room.
The room this boss is in has four platforms - use them to dodge when the boss
is trying to move around and hit you. The machine has a red light on its top
that you're supposed to shoot in order to make it open up, but you can bypass
this step entirely by hitting it anywhere on its body once with a Bounce Ball
attack. When the core is exposed, trigger the Power Gear and unload on this
thing with more Bounce Balls. Repeat this strategy and avoid (if you must) any
other attacks until it goes down for the count. It's a war of attrition, but
you'll easily outlast the boss with this simple strategy.

Defeating the Mawverne completes the second stage of the fortress, and opens up
the path to the next stage. Before you go, visit Dr. Light's lab if you need to
restock any items. Once you're ready, head to the next stage.


8-K: GEAR FORTRESS STAGE 3
==========================
This stage is extremely short, as it serves only as the lead-in to the boss
rush found in every Mega Man game. Head to the right and deal with the Lyrics
and Fire Servers. Once you get through the three waves of them, you'll reach
the boss gate. The path in the floor leads directly to the teleport room, where
you'll once again square off against the eight Robot Masters. The order of the
teleports is rather convenient, as it's laid out top to bottom in exactly the
same sequence as the recommended stage order used in this guide.


         Block Man       Acid Man        Impact Man      Bounce Man
         =========       ========        ==========      ==========



   Fuse Man       Tundra Man                  Torch Man         Blast Man
   ========       ==========                  =========         =========


After defeating each boss, you'll get a large energy refill before the next
one. In each of these rematches, you can spam the Power Gear for easier vict-
ories. Once all eight are defeated, you'll open the path to the final stage.
Before you go, visit Dr. Light's lab if you need to restock any items. Once
you're ready, head on to the final battle with Dr. Wily.


8-L: GEAR FORTRESS STAGE 4
==========================
Another exceedingly short stage, the final level is the last thing that stands
between you and Dr. Wily. Starting off from the right, you'll have to get past
a gauntlet of K-Drones. Get to the end of the area and you'll reach a gate that
leads to a moving platform segment like back in Impact Man's stage.
Take down the nearby Propeller Eye T and ride the lift up while you take in all
of the pretty gear-centric scenery in the background and foreground. Next up is
a spike pit with another Propeller Eye T and then a section that you can speed
on through, leaping ahead and catching lift platforms ahead of you. The rest of
the zig-zagging segment has more Propeller Eye T's hiding in corners. At the
end is a path leading down, but don't get panicked by the massive wall of rot-
ating spikes - just leap off all the way to the right to reach the boss gate,
and your path to the battle with Dr. Wily!

BOSS FIGHT: WILY MACHINE 11 (V1)
--------------------------------
As far as Wily Machines go, this one is fairly simple while at the same time
still throwing a lot at you. By far the biggest nuisance in this fight are the
constantly spawning missiles flying across the screen. Pay attention to the
attacks Dr. Wily uses in this phase to get through unscathed.
- MISSILE LAUNCHER: Dr. Wily fires a constant barrage of missiles from the back
 of his Wily Machine. They can fly horizontally or rain down on you vertically
 during the fight. Use the horizontal ones to climb up to reach the face of
 Wily's machine to score hits.
- WILY SHOT: Dr. Wily fires spiraling orbs shaped like his signature "Dr.W" logo</pre><pre id="faqspan-3">
 at you. You can easily jump or slide away from them as they move fairly slow.
- GIANT GEAR: When Wily deploys this, he'll activate the conveyor belts on the
 floor. Destroy the gear as quickly as possible so that you don't get overrun
 by the missile barrage.
- SCREEN DASH: If you leave him alone too long while the Gear is active, he'll
 fly across the screen without much warning.
Wily's machine takes up considerable screen space, but this isn't that much of
a hindrance. Hands down, the best weapon to use here is the Chain Blast, as its
Power Gear version causes massive damage to the Wily Machine. You don't even
really have to aim it as the explosion is so big that it'll hit the weak point.
Use the Missiles that Wily fires to reach the head if you need to, and if using
the Power Gear version is too taxing on your resources or you don't have any
Weapon Tanks, you can always attach regular Chain Blasts to the face and chain
them together for a large explosion. When Wily's health reaches the halfway
point, his Machine will reconfigure and drop a large gear from the ground that
activates the conveyor belt below you. Run the opposite direction so that you
don't get run right into the machine, and land hits on the gear to bring Wily
down to your level. Be careful though, because at this low level, Wily can zip
across the room with his Speed Gear, so slide under him if he does this. All in
all, this is a pretty simple Wily Machine fight.

Wily's machine explodes, leaving just the core behind. Get ready for the next
battle...

BOSS FIGHT: WILY MACHINE 11 (V2)
--------------------------------
The capsule version is pretty much what you'd expect, but at the end of the
fight when Wily engages both of his Power and Speed Gears, it can turn into a
different kind of fight. Pay attention to his attacks so you know how best to
avoid him, and don't be afraid to use Energy Tanks now.
- GEAR ORBS: Like his previous forms, Dr. Wily will shoot out "orbs" that will
 spiral around him in an an attempt to hit you - they just happen to be gear-
 shaped this time around. These are easily avoided by sliding.
- TELEPORT: As always, Wily hovers in place for a bit, fires an attack, and
 then moves somewhere else on the battlefield. He telegraphs where he's about
 to appear, so this isn't too much of a nuisance.
- DOUBLE GEAR: Towards the end of the fight, Wily activates his Double Gear and
 can use the Power and Speed Gears together. He changes his form and starts
 rocketing across the screen horizontally, vertically, and diagonally. Be
 careful and only attack when you have a clear shot at the center.
Dr. Wily is weak to a number of weapons in this fight, actually, but it's the
Scramble Thunder that seems to work the best as you can fire it up and down.
Use it along with the Speed Gear when Wily is flying about to score hits, and
if he hovers along the ground, consider using it with the Power Gear for extra
damage. This will likely result in you running out of weapon energy, so either
refill it with a Weapon Tank or use the Acid Barrier as your second option. The
bullets that you fire cause decent enough damage, and with the Power Gear, you
can cause damage with the Barrier itself. Once you've taken off enough of his
health, Wily will activate both Gears simultaneously and start flying at you
from one of four directions - up/down, left/right, diagonally left, or diagon-
ally right. At this phase, only the middle of the capsule can be damaged, so
use the Speed Gear and resort to the charged Mega Buster for a greater chance
of scoring perfect hits. Eventually, Dr. Wily will go down for the count, once
again.

Mega Man and Dr. Wily have yet another conversation, but Wily seems defiant
this time that he lost to his own technology (but not before resorting to his
"Plan B", which involves him begging for mercy again). But this time, Dr. Light
shows up and implores Wily to stop what he's doing and join him once more, as
Mega Man represents the perfect fusion of what they were trying to do all those
years ago at the University - a robot with judgment and intelligence that also
possessed incredible power. Wily refuses and escapes once again. The fortress
starts to collapse as Auto shows up, and Dr. Light asks if he was successful in
his mission. Auto affirms this, and with no time to lose, they have to get out
of the fortress!
Back at Dr. Light's lab, he reveals that they were able to salvage enough of
the eight Robot Masters for Dr. Light (or rather, Auto) to rebuild them. After
improving upon Auto's performance with a Power Gear, all eight Robot Masters
are shown back at the jobs they performed before Wily's latest uprising. All is
well, and the game ends.

But I have one question. Just where was Proto Man during this entire game? Or
Bass? Meh, oh well.

-------------------------------------------------------------------------------

====================
== 9. ENEMY GALLERY:
====================
The walkthrough is littered with references to the enemies that you'll encounter
throughout the game. Each of these enemies has a database entry in the Gallery,
the raw data of which is transcribed here. Every entry in the Gallery can be
unlocked as soon as you've encountered that particular enemy or boss.

STAGE ENEMIES
=============
These are the character profiles for all of the regular stage enemies that you
will encounter as you take down the eight Robot Masters.

01. NAME:         Lyric
   DESCRIPTION:  An autonomous security drone that bashes into intruders. Not
                 much of a threat on its own, but a swarm of them can cause
                 trouble to even the toughest uninvited visitor.

02. NAME:         Mawaru-C
   DESCRIPTION:  A roller robot designed to flatten uneven ground. Its tough
                 shell lets it ram into walls all day without suffering dam-
                 age, but sometimes it loses control and plummets into pits.

03. NAME:         Crunch Don
   DESCRIPTION:  This all-purpose hammering robot can work with wood, metal,
                 and even makes delicious flatbread. When its hammer swings
                 down, it reveals the hammer maintenance platform on its
                 back. Handy!

04. NAME:         Metall
   DESCRIPTION:  A robot designed for work on construction sites, where "safe-
                 ty first" is the golden rule. Its helmet is so safe, it can
                 even deflect Mega Buster shots.

05. NAME:         Air Stone
   DESCRIPTION:  Using high-tech optical camouflage to lie in wait until an
                 intruder approaches, this bot shows up out of nowhere and
                 launches showers of rock-hard bullets.

06. NAME:         Anti-Eddie
   DESCRIPTION:  Hiding underground, this sinister mockery of Mega Man's buddy
                 Eddie will snatch up items and carry them away. It was des-
                 igned to attack Mega Man but for some reason always runs
                 away.

07. NAME:         Electiri
   DESCRIPTION:  A transformer station guard robot that can wreathe itself in
                 electricity and bash into intruders. Individual units are not
                 much of a threat, but in greater numbers, they can unleash
                 real power.

08. NAME:         Batton
   DESCRIPTION:  This bat-shaped surveillance robot is programmed to swarm
                 towards intruders with its metal wings flapping. It may look
                 toothy, but it won't actually bite.

09. NAME:         K-Drone
   DESCRIPTION:  A cutting-edge surveillance drone that can patrol any kind of
                 facility. However, it's fresh from the factory and hasn't
                 really been evaluated. How useful it actually is remains to
                 be seen.

10. NAME:         Press Don
   DESCRIPTION:  This specialized combat robot chases after enemies and
                 stomps them flat. If that doesn't suffice, it follows up
                 with a punishing punch. No intruders can escape it, not even
                 the tiniest mouse.

11. NAME:         Elec Crosser
   DESCRIPTION:  A transformer device that diverts electrical current into a
                 + shape, Can be easily destroyed using a well-placed Bounce
                 Ball.

12. NAME:         Elec Xtender
   DESCRIPTION:  A transformer device that diverts electrical current into an
                 X shape. Can be easily destroyed using a well-placed Bounce
                 Ball.

13. NAME:         Fire Server
   DESCRIPTION:  This drink vendor robot has had its soda replaced with flamm-
                 able oil. The tank on its back could go up at any moment.

14. NAME:         Shimobey
   DESCRIPTION:  An actor robot used in hero shows as the evil foot soldier.
                 Dreaming of someday playing the hero, it always tries to look
                 its best as the heroes beat it up.

15. NAME:         Propeller Eye T
   DESCRIPTION:  A propeller-driven surveillance robot with a tough outer
                 body. Wait for the camera to appear for a chance to attack!
                 It's actually surprisingly empty on the inside.

16. NAME:         Sniper Joe
   DESCRIPTION:  This combat robot was developed based on data scans of Proto
                 Man. Its sturdy shield and high mobility make it a tough nut
                 to crack, especially when it waits in hard-to-reach locations

17. NAME:         Sniper Armor D
   DESCRIPTION:  A large-scale robot piloted by a Sniper Joe. This new model
                 has all the features of the classic Dachone walking cannon
                 robot. Has decent armor, but the Joe piloting it is exposed.

19. NAME:         Shpider
   DESCRIPTION:  This arachnid robot lurks on ceilings, waiting to drop down
                 on unsuspecting intruders. Whenever it gets hit by an attack,
                 it releases a bundle of Mini Shpiders

19. NAME:         Mini Shpider
   DESCRIPTION:  The miniature arachnid robots dropped when a Shpider takes a
                 hit. Their lighter build means they can spring about and bash
                 into enemies. Mini Shpiders don't grow into Shpiders; they
                 are robots, after all.

20. NAME:         Pipetto
   DESCRIPTION:  A chemical-mixing robot that excels at precisely measuring
                 out fluids. Each spurt of toxic chemicals it launches at Mega
                 Man is exactly 2000ml.

21. NAME:         Shield Attacker
   DESCRIPTION:  A tricky combination of offense and defense, Shield Attackers
                 run their rocket engines full blast to maximize their chances
                 of ramming into enemies with their solid shields.

22. NAME:         Shield Attacker M
   DESCRIPTION:  A special underwater variant of the Shield Attacker with a
                 special coating to prevent it from breaking down even in the
                 most corrosive chemicals.

23. NAME:         Droppy
   DESCRIPTION:  A cleaning robot that keeps the inside of the chemical pipes
                 spick and span. Anything it decides is trash gets hauled away
                 for disposal on piles that can reach impressive heights.

24. NAME:         Brushy
   DESCRIPTION:  An upgraded model of Droppy, also launched by a Cyclone W.
                 Twice the cleaning power and twice as long-lasting! (Comp-
                 ared to Brand X.) Its power brush can remove even the tough-
                 est robot grease.

25. NAME:         Wipey
   DESCRIPTION:  The ultimate weapon in the war on dirty pipes. Once this is
                 launched by a Cyclone W, no dirt is safe. It may hurt to get
                 taken out by a Wipey, but at least it'll leave your armor
                 sparkling clean.

26. NAME:         Scrapp
   DESCRIPTION:  The remains of unfortunate robots who tumbled into the chem-
                 ical pipes. All they can do now is be dragged along by the
                 acid stream.

27. NAME:         Eye Ice
   DESCRIPTION:  This robot was designed to set a wintry mood by simulating
                 snow and charming all who see it. However, it tends to knock
                 into people when the wind picks up. There have been...
                 complaints.

28. NAME:         Ice Swan
   DESCRIPTION:  This avian surveillance robot bombs intruders with lumps of
                 ice. When the ice shatters into spiky shards, watch out!

29. NAME:         Snow Robbit
   DESCRIPTION:  Another winter simulation robot, this one looks like a gentle
                 rabbit bounding through the snow. It was designed with
                 impressive jump legs to help it navigate the deep snow and
                 ice.

30. NAME:         Wild Robbit
   DESCRIPTION:  A robot for forest simulations, this robbit was designed to
                 educate campers. Since it's supposed to simulate a wild
                 animal in the woods, it was designed with more natural colors
                 than other models.

31. NAME:         Mash Burner
   DESCRIPTION:  A kitchen assistant robot that can heat hotplates or boil
                 water with the flames from its head. Hit it once to turn off
                 the flames and again to make it explode. Safe to ride when
                 switched off.

32. NAME:         Tatepakkan
   DESCRIPTION:  The stalwart guardian robot can rest safely behind its shield
                 knowing itself to be impervious to frontal attack. Too bad it
                 can't fire back at the same time...

33. NAME:         Lamper
   DESCRIPTION:  A lantern robot designed to give campers the feel of the
                 great outdoors. Rather than harsh fluorescent light, it burns
                 gas for an authentic flame.

34. NAME:         Tank Oven
   DESCRIPTION:  A camp cooking robot that specializes in hotpots. Now up-
                 graded for battle by Dr. Wily, it's piloted by a potato-
                 shaped robot and fires carrot bombs.

35. NAME:         Air Fire
   DESCRIPTION:  The firey version of the Air Stone, this security bot blends
                 in well in fiery areas, but tends to be easy to spot in
                 cooler locales.

36. NAME:         Mini Sparkey
   DESCRIPTION:  Made to resemble a miniature Sparkey the Barbecue Turkey,
                 these robots follow Sparkey around as if it really is their
                 mother. They're as innocent as they look.

37. NAME:         Pickman
   DESCRIPTION:  This high-performance construction robot was created by
                 bolting a body onto a Metall. Since it has lost its perfect
                 defense, it instead attacks enemies on sight.

38. NAME:         Missile Cone
   DESCRIPTION:  This robot works as a safety inspector on construction sites,
                 but it's also equipped with missiles for discouraging intrud-
                 ers. Sometimes it blows up supply trucks by mistake.

39. NAME:         Arc Weldy
   DESCRIPTION:  This welding robot has a slightly cheaper CPU, so it tends to
                 weld anything nearby if left unattended. However, you can't
                 help but wonder about the sad look in its eyes.

40. NAME:         Kui-ichiro
   DESCRIPTION:  Oldest of the Impact Brothers. A straight shooter who never
                 fails to drive his point home, Kui-ichiro takes control when
                 the three brothers combine to form Impact Man.

41. NAME:         Kui-jiro
   DESCRIPTION:  The middle child of the Impact Brothers, Kui-jiro lacks
                 decisiveness and tend to look to his brother Kui-ichiro for
                 instructions. Luckily, those instructions are just "hit
                 things."

42. NAME:         Kui-saburo
   DESCRIPTION:  The youngest Impact Brother, but the most responsible after
                 Kui-ichiro. He always makes time for proper maintenance, so
                 his spike is constantly spotless, shiny, and sharp.

43. NAME:         Gabyoall
   DESCRIPTION:  A robot designed to slow down intruders by damaging their
                 feet. Like a spiky caltrop dropped by a ninja, stepping on a
                 Gabyoall is sure to leave you limping.

44. NAME:         Cannopeller II
   DESCRIPTION:  A new model of the popular Cannopeller flying cannon, its
                 shots now fly in a straight like. (Rumor has it, that
                 actually makes them easier to dodge.)

45. NAME:         Wall Blaster
   DESCRIPTION:  Automatically snipes at intruders from difficult-to-reach
                 places on walls and ceilings. Luckily, it doesn't have a
                 great aim but it can still be a nuisance.

46. NAME:         Bunby Balloon
   DESCRIPTION:  Programmed to look for lost kids at Boing-Boing Park, this
                 camera bot usually sticks to surveillance. The balloons that
                 hold it up have pretty heavy armor, so it's a wonder how they
                 stay aloft...

47. NAME:         Tosanaizer V
   DESCRIPTION:  A robot created for the sole purpose of stopping people jump-
                 ing across pits. Its detachable hands come in sponge and
                 metal varieties. (It always uses the metal ones.)

48. NAME:         Boyorn
   DESCRIPTION:  An exercise robot that can bounce around thanks to the thick,
                 tough rubber protecting its inner body. It can fall off the
                 roof of Boing-Boing Park ad not take any damage - it's tried!

49. NAME:         Poyorn
   DESCRIPTION:  A cheaper version of a Boyorn. Its rubber coating is thinner
                 and more easily pierced, but Pump Master K actually prefers
                 the Poyorn color scheme.

50. NAME:         Air Nut
   DESCRIPTION:  A modifed Air Stone intended to defend the Gear Fortress. The
                 sheer number of them is a testament to Wily's obsession with
                 victory at all costs.


MINI-BOSSES
===========
These are the character profiles for the mini-bosses that you'll encounter as
you take down the eight Robot Masters.

01. NAME:         Totemer
   LOCATION:     Block Man's Stage
   DESCRIPTION:  A guardian robot tasked with protecting Block Man's precious
                 structures. The ancient-looking glyphs carved into its sur-
                 face are actually a fictional language.

02. NAME:         Dread Spark
   LOCATION:     Fuse Man's Stage
   DESCRIPTION:  A robot that stays in the heart of the power relay station and
                 delivers power wherever it's needed. Its dreadlock-like power
                 cables combined with cool shades give it the unintended look
                 of a reggae master.

03. NAME:         Thrill Twins 1 & 2
   LOCATION:     Blast Man's Stage
   DESCRIPTION:  Made by modifying a theme park rollercoaster, these thrilling
                 machines combine loop-the-loops with crashes that make you
                 wish they had safety belts.

04. NAME:         Cyclone W
   LOCATION:     Acid Man's Stage
   DESCRIPTION:  The granddaddy of chemical plant cleaning robots. With its
                 four mighty brushes, it can scour an acid lab clean in twenty
                 seconds flat. Also features attachments for smaller brushes.

05. NAME:         Mecha-Mammostal
   LOCATION:     Tundra Man's Stage
   DESCRIPTION:  A display robot used for showing off museum exhibits, it
                 always keeps in mind the best angle to really wow the guests.
                 The robot is actually the base, not the mammoth on top.

06. NAME:         Sparkey
   LOCATION:     Torch Man's Stage
   DESCRIPTION:  Sparkey the Barbecue Turkey, mascot character of Torch Man's
                 campsite, usually plays the part of the bird cooked up by
                 Torch Man over a campfire. Now it's doing the cooking.

07. NAME:         Pickman Digger
   LOCATION:     Impact Man's Stage
   DESCRIPTION:  These heavy diggers are issued only to the most trusted vet-
                 eran worker robots on Impact Man's construction sites. All
                 the other Pickmans look up to the drivers of these splendid
                 machines.

08. NAME:         Frog Balloon
   LOCATION:     Bounce Man's Stage
   DESCRIPTION:  The famous mascot of Bounce Man's athletic center Boing-Boing
                 Park. If it breaks down, Pump Master K will be there to fix
                 it up right away. Unfortunately, its eyes are a little scary
                 and it often makes kids cry.


ROBOT MASTERS/WILY BOSSES
=========================
These are the character profiles for all eight Robot Masters and the bosses you
will face in Dr. Wily's Gear Fortress.

01. NAME:         Block Man
   ROBOT #:      D.W.N. 081
   MANUFACTURER:
   BIOGRAPHY:    Block Man was designed to specialize in building the outer
                 walls of major projects. He's always secretly dreamed of
                 building a vast structure that recreates the bygone age of
                 pyramids and temples. Every full of energy, he keeps the ro-
                 bots on his sites working full tilt; the only problem being
                 that he sometimes loses his temper when his laborers can't
                 keep up with him. Block Man often works together with Impact
                 Man, and the two are sometimes seen going to an oil bar to
                 share a drink after a long day of construction.

02. NAME:         Fuse Man
   ROBOT #:      D.W.N. 082
   MANUFACTURER:
   BIOGRAPHY:    Fuse Man's job is to manage and fine-tune power transformer
                 stations. He's designed to handle massive electrical curr-
                 ents, but if he never encounters a current that's too strong
                 for him, the fuses on his head will blow, saving him from a
                 critical overload. He's a crucial part of the city's power
                 supply system, so he treats his job with a sense of respons-
                 ibility and duty, putting speed above all else when a problem
                 arises. Since his dangerous job keeps him alert and on edge
                 24/7, the only time he can let caution slide and just relax
                 is when he's caring for his pet rabbit "Watt."

03. NAME:         Blast Man
   ROBOT #:      D.W.N. 083
   MANUFACTURER:
   BIOGRAPHY:    Blast Man is a pyrotechnician (or in his words, an explosion
                 artist) who designs the explosive effects for movie and theme
                 parks. He can provide any explosion the client needs, from
                 cataclysmic blasts to shy little bangs. At the time of the
                 Wily incident, he was working on a new explosion-themed
                 attraction for the theme park "Flower Land." In his spare
                 time, he writes a column for his favorite magazine, Boom
                 Monthly. There's not a month goes by that his explosive
                 opinions don't blow the pages to bits.

04. NAME:         Acid Man
   ROBOT #:      D.W.N. 084
   MANUFACTURER:
   BIOGRAPHY:    Acid Man is a cutting-edge scientist robot whose field is
                 advanced chemistry. Ever the perfectionist, he ensures that
                 all chemicals are measured out exactly; sloppy mixing makes
                 him absolutely furious. He never hesitates to leap into the
                 chemical tanks to check the mixtures, in turn, making him an
                 excellent swimmer. His reputation has led the plant employees
                 to call him the "Acid Merman" behind his back.

05. NAME:         Tundra Man
   ROBOT #:      D.W.N. 085
   MANUFACTURER:
   BIOGRAPHY:    Though Tundra Man was designed for land development and ex-
                 ploration in polar climates, he found a new obsession for the
                 first time he saw a TV ice-skating championship. Since then,
                 he has spent long years perfecting incredible ice-skating
                 techniques out on the polar ice flats. But since his audience
                 is generally huskies, polar bears, and seals, he doesn't get
                 many reviews. Tundra Man had a tougher-looking exterior when
                 he was first sent to the North Pole, but he made some modif-
                 ications to suit his graceful passion of ice-skating. To him,
                 the fact that his dazzling moves have been locked away at the
                 North Pole and never witnessed is a crisis on the scale of
                 global warming. Tundra Man eagerly awaits the day when he can
                 show the world his exquisite skills.

06. NAME:         Torch Man
   ROBOT #:      D.W.N. 086
   MANUFACTURER:
   BIOGRAPHY:    Torch Man was designed as a camping advisor, teaching people
                 about campfire safety. In his spare time, he ventures out
                 into the wild to work on his very own martial art, "Torch-
                 jutsu." He started Torch-justu in order to train his flames
                 under control, since the slightest lapse in judgement can
                 cause a dangerous flare-up. With his training incomplete, he
                 still tends to flare up in moments of strong emotion. He gets
                 particularly excited when it's time for the turkey roast,
                 resulting in many a scorched bird. He once tried training by
                 standing under a raging waterfall. The subsequent repairs
                 took three months.

07. NAME:         Impact Man
   ROBOT #:      D.W.N. 087
   MANUFACTURER:
   BIOGRAPHY:    A construction support robot built to withstand the toughest
                 work conditions, Impact Man mainly works on the foundations
                 of construction projects. His body is made up of three in-
                 dependent pile driver robots who call themselves the Impact
                 Brothers: Kui-ichiro, Kui-jiro, and Kui-saburo. He never
                 hesitates, and always rushes to action. His motto is "Just
                 push through!" so once he's accepted a job, nothing can stop
                 him from smashing through in record time. Usually Kui-ichiro,
                 the oldest of the Impact Brothers. takes control when they're
                 combined into Impact Man, but sometimes the youngest, Kui-
                 saburo, steps in when big bro is worn out. Meanwhile, Kui-
                 jiro is the unruly middle child and can't be trusted to take
                 the reins.

08. NAME:         Bounce Man
   ROBOT #:      D.W.N. 088
   MANUFACTURER:
   BIOGRAPHY:    Bounce Man was developed as a crash test robot, but his in-
                 credible stretching and bouncing abilities led him to become
                 an instructor at the indoor athletics facility "Boing-Boing
                 Park." Innocent and optimistic, he can't help bouncing around
                 in joy no matter the situation. He tends to accidentally
                 bounce into people and send them flying, making himself a bit
                 of a nuisance. His fitness lessons at Boing Boing Park are a
                 new style of exercise that he calls "Hopxercise" - it's like
                 boxing on trampolines. It's surprisingly popular with middle-
                 aged women. His funny looks and big round body are a hit with
                 kids, making Bounce Man a household name.

09. NAME:         Yellow Devil mk-III
   DESCRIPTION:  The newest model of the Yellow Devil, a heinous device des-
                 ignated with the express purpose of defeating Mega Man. Wily
                 has equipped this model with a Speed Gear to ensure there's
                 no possible way Mega Man can dodge its tricky split attacks.
                 Though the Yellow Devil's massive body seems like it might be
                 a better fit for a Power Gear, even Wily has to struggle with
                 budget issues from time to time, so he decided to limit the
                 upgrade to the classic split attack and trust that a speed
                 boost to this old favorite would be enough to do the job.

10. NAME:         Mawverne
   DESCRIPTION:  This combat robot is an offshoot of the development that went
                 into Wily's latest Wily Machine. It's equipped with armor
                 thick enough to repel any attack. Wily originally intended to
                 create two versions fitted with a Power Gear and a Speed Gear
                 respectively, but when he realized how much time it would
                 take to build the outer casings out of the special steel used
                 in Metall helmets and Sniper Joe shields, he limited himself
                 to creating just one. That said, the incredible defensive
                 capabilities of the resulting robot have Wily glowing with
                 pride.

11. NAME:         Wily Machine 11 (V1)
   DESCRIPTION:  This huge battle drone is the newest entry in Wily's series
                 of terrifying Wily Machines. Like numbers 1 through 10, it is
                 designed to resemble Wily's trademark skull logo. Despite its
                 size, the controls are responsive and precise, and the sheer
                 number of homing missiles it can launch from its rear weapon
                 ports speaks volumes about Wily's determination to bring down
                 Mega Man and Dr. Light once and for all. Contrary to appear-
                 ance, the side-mouthed missile pods weren't attached backward
                 by mistake. Wily just wants to give the missiles more time to
                 slowly, inexorably close in on Mega Man while he watches with
                 glee.

12. NAME:         Wily Machine 11 (V2)
   DESCRIPTION:  The true form of the Wily Machine 11, and the final evolution
                 of Wily's spite over the Double Gear system that began back
                 in his student days. With this inner gear-like module releas-
                 ed from the first form's outer armor, it is free to soar from
                 place to place, triggering the Speed Gear and Power Gear as
                 if it has a mind of its own. Since each Gear features a spec-
                 ialized cooling system, Wily can keep using each over and
                 over without overheating. How did Wily manage to pack so many
                 gears into the outer armor of the first form? Only he knows..

-------------------------------------------------------------------------------

======================
== 10. CHALLENGE MODE:
======================
In the Extra Modes option from the Title Screen, you'll find the Challenges
Mode. Unlike previous Challenges from MEGA MAN 9, MEGA MAN 10, or the MEGA MAN
LEGACY COLLECTION, these challenges are more game and stage-specific. Each one
has a gold medal, a silver medal, and a bronze medal. Getting gold in all of
the challenges is the ultimate goal, but keep in mind that's just for those
who are completionists - getting the PSN trophies for the Challenges just means
you have to get five gold medals and complete Dr. Light's Trial. Completing the
game at least once allows you to bring your special weapons with you, but you
aren't allowed any Energy Tanks or Weapon Tanks (they wouldn't be "challenges"
otherwise). Upload your scores and compete against others on the Leaderboards
as well to keep getting better! Anyway, the Challenges are divided as follows
into these categories.

TIME ATTACK
-----------
In this mode, you're simply trying to beat your best time possible. Each stage
has a different criteria for gold, silver, or bronze medals. These challenges
are excellent for practicing for speed running and getting the 60 minute comp-
letion trophy.

BLOCK MAN STAGE         Gold (05:00:00) | Silver (07:00:00) | Bronze (10:00:00)
ACID MAN STAGE          Gold (04:00:00) | Silver (06:00:00) | Bronze (09:00:00)
BLAST MAN STAGE         Gold (04:45:00) | Silver (06:45:00) | Bronze (09:45:00)
FUSE MAN STAGE          Gold (04:00:00) | Silver (06:00:00) | Bronze (09:00:00)
BOUNCE MAN STAGE        Gold (05:45:00) | Silver (07:45:00) | Bronze (10:00:00)
TORCH MAN STAGE         Gold (04:30:00) | Silver (06:30:00) | Bronze (09:30:00)
IMPACT MAN STAGE        Gold (04:45:00) | Silver (06:45:00) | Bronze (09:45:00)
TUNDRA MAN STAGE        Gold (04:15:00) | Silver (06:15:00) | Bronze (09:15:00)
GEAR FORTRESS 1         Gold (04:15:00) | Silver (06:15:00) | Bronze (09:15:00)
GEAR FORTRESS 2         Gold (04:45:00) | Silver (06:45:00) | Bronze (09:45:00)


JUMP SAVER
----------
In this mode, the goal is to get through your chosen stage using as few jumps
as possible. It's recommended that you conserve jumps for aerial enemies only
if its needed to progress.  Below are all of the stages along with the maximum
number of jumps you're allowed for each medal.

BLOCK MAN STAGE         Gold (50) | Silver (65) | Bronze (85)
ACID MAN STAGE          Gold (50) | Silver (65) | Bronze (85)
BLAST MAN STAGE         Gold (60) | Silver (75) | Bronze (95)
FUSE MAN STAGE          Gold (65) | Silver (80) | Bronze (100)
BOUNCE MAN STAGE        Gold (45) | Silver (60) | Bronze (80)
TORCH MAN STAGE         Gold (75) | Silver (90) | Bronze (110)
IMPACT MAN STAGE        Gold (55) | Silver (70) | Bronze (90)
TUNDRA MAN STAGE        Gold (60) | Silver (75) | Bronze (95)
GEAR FORTRESS 1         Gold (70) | Silver (95) | Bronze (105)
GEAR FORTRESS 2         Gold (60) | Silver (75) | Bronze (95)


BUSTER BREAKDOWN
----------------
In this mode, the goal is to get through your chosen stage using as few attacks
as possible. Special weapons count as one use (as do powered-up attacks), but
each single shot from the Mega Buster counts as one, so you're going to want
to primarily be relying on Power Gear attacks, and only firing if absolutely
necessary to clear an enemy.

BLOCK MAN STAGE         Gold (30) | Silver (45) | Bronze (65)
ACID MAN STAGE          Gold (20) | Silver (35) | Bronze (55)
BLAST MAN STAGE         Gold (20) | Silver (35) | Bronze (55)
FUSE MAN STAGE          Gold (30) | Silver (45) | Bronze (65)
BOUNCE MAN STAGE        Gold (35) | Silver (50) | Bronze (70)
TORCH MAN STAGE         Gold (30) | Silver (45) | Bronze (65)
IMPACT MAN STAGE        Gold (30) | Silver (45) | Bronze (65)
TUNDRA MAN STAGE        Gold (15) | Silver (30) | Bronze (50)
GEAR FORTRESS 1         Gold (15) | Silver (30) | Bronze (50)
GEAR FORTRESS 2         Gold (35) | Silver (50) | Bronze (70)


SCORE ATTACK
------------
In this mode, the goal is to get the highest score you can by defeating as many
enemies as possible. Defeating single enemies count, but if you destroy mult-
iple enemies with single attacks, then you get combo bonuses. Try to use Power
Gear attacks like the Tundra Storm when the screen is packed.

BLOCK MAN STAGE         Gold (24,000) | Silver (12,000) | Bronze (9,000)
ACID MAN STAGE          Gold (27,000) | Silver (22,000) | Bronze (12,000)
BLAST MAN STAGE         Gold (36,000) | Silver (31,000) | Bronze (21,000)
FUSE MAN STAGE          Gold (15,000) | Silver (10,000) | Bronze (5,000)
BOUNCE MAN STAGE        Gold (13,000) | Silver (8,000)  | Bronze (3,000)
TORCH MAN STAGE         Gold (16,000) | Silver (11,000) | Bronze (6,000)
IMPACT MAN STAGE        Gold (13,000) | Silver (8,000)  | Bronze (3,000)
TUNDRA MAN STAGE        Gold (18,000) | Silver (13,000) | Bronze (8,000)
GEAR FORTRESS 1         Gold (25,000) | Silver (20,000) | Bronze (10,000)
GEAR FORTRESS 2         Gold (49,000) | Silver (44,000) | Bronze (34,000)


BALLOON RUSH
------------
In this mode, the overall objective is to reach the end within the time listed
below. However, strategy plays a key part here, as touching red balloons add
10 seconds to your total time, while the blue balloons (your objective anyway)
will remove 30 seconds from your time. Get to the end in the fastest time you
can while avoiding as many red balloons as possible.

BLOCK MAN STAGE         Gold (04:15:00) | Silver (06:15:00) | Bronze (09:15:00)
ACID MAN STAGE          Gold (04:00:00) | Silver (06:00:00) | Bronze (09:00:00)
BLAST MAN STAGE         Gold (03:45:00) | Silver (05:45:00) | Bronze (08:45:00)
FUSE MAN STAGE          Gold (04:00:00) | Silver (06:00:00) | Bronze (09:00:00)
BOUNCE MAN STAGE        Gold (05:30:00) | Silver (06:30:00) | Bronze (09:30:00)
TORCH MAN STAGE         Gold (04:00:00) | Silver (06:00:00) | Bronze (09:00:00)
IMPACT MAN STAGE        Gold (04:15:00) | Silver (06:15:00) | Bronze (09:15:00)
TUNDRA MAN STAGE        Gold (04:15:00) | Silver (06:15:00) | Bronze (09:15:00)
GEAR FORTRESS 1         Gold (03:45:00) | Silver (05:45:00) | Bronze (08:45:00)
GEAR FORTRESS 2         Gold (03:45:00) | Silver (05:45:00) | Bronze (08:45:00)


MEDAL COLLECTOR
---------------
In this mode, you have to reach the end your chosen stage to collect character
medals in each stage. There are eight total, representing Mega Man, Roll, Rush,
Beat, Eddie, Auto, Dr. Light, and a Part from the shop. You have to get all of
them in order to complete the challenge; skipping one will just warp you back
to the area until you acquire it.

BLOCK MAN STAGE         Gold (03:45:00) | Silver (05:45:00) | Bronze (08:45:00)
ACID MAN STAGE          Gold (03:45:00) | Silver (05:45:00) | Bronze (08:45:00)
BLAST MAN STAGE         Gold (03:30:00) | Silver (05:30:00) | Bronze (08:30:00)
FUSE MAN STAGE          Gold (03:45:00) | Silver (05:45:00) | Bronze (08:45:00)
BOUNCE MAN STAGE        Gold (05:00:00) | Silver (07:00:00) | Bronze (10:00:00)
TORCH MAN STAGE         Gold (03:45:00) | Silver (05:45:00) | Bronze (08:45:00)
IMPACT MAN STAGE        Gold (04:00:00) | Silver (06:00:00) | Bronze (09:00:00)
TUNDRA MAN STAGE        Gold (03:45:00) | Silver (05:45:00) | Bronze (08:45:00)
GEAR FORTRESS 1         Gold (03:30:00) | Silver (05:30:00) | Bronze (08:30:00)
GEAR FORTRESS 2         Gold (03:45:00) | Silver (05:45:00) | Bronze (08:45:00)


PLAYGROUND
----------
In this mode, you finally have something different to do besides rush through
the stages again. These are individual challenges that test your various skills
at other aspects of the game. The first three challenges aren't timed; rather
they test your ability to keep an enemy in the air, go a certain distance, or
use specific attacks. All other challenges are timed - for those challenges,
MB means Mid-Boss, and BB means Boss Battle.

BOYORN BOUNCE             Gold (20)      | Silver (15)      | Bronze (8)
TANK OVEN PANIC           Gold (90.00m)  | Silver (80.00m)  | Bronze (65.00m)
ONE HIT WONDERS           Gold (20)      | Silver (15)      | Bronze (8)
MB: TOTEMER               Gold (0:30:00) | Silver (1:30:00) | Bronze (2:30:00)
MB: CYCLONE W             Gold (0:30:00) | Silver (1:30:00) | Bronze (2:30:00)
MB: THRILL TWINS          Gold (0:30:00) | Silver (1:30:00) | Bronze (2:30:00)
MB: DREAD SPARK           Gold (0:30:00) | Silver (1:30:00) | Bronze (2:30:00)
MB: FROG BALLOON          Gold (0:30:00) | Silver (1:30:00) | Bronze (2:30:00)
MB: SPARKEY               Gold (0:30:00) | Silver (1:30:00) | Bronze (2:30:00)
MB: PICKMAN DIGGER        Gold (0:30:00) | Silver (1:30:00) | Bronze (2:30:00)
MB: MECHA MAMMOSTAL       Gold (0:30:00) | Silver (1:30:00) | Bronze (2:30:00)
BB: BLOCK MAN             Gold (1:00:00) | Silver (3:00:00) | Bronze (5:00:00)
BB: ACID MAN              Gold (1:00:00) | Silver (3:00:00) | Bronze (5:00:00)
BB: BLAST MAN             Gold (1:00:00) | Silver (3:00:00) | Bronze (5:00:00)
BB: FUSE MAN              Gold (1:00:00) | Silver (3:00:00) | Bronze (5:00:00)
BB: BOUNCE MAN            Gold (1:00:00) | Silver (3:00:00) | Bronze (5:00:00)
BB: TORCH MAN             Gold (1:00:00) | Silver (3:00:00) | Bronze (5:00:00)
BB: IMPACT MAN            Gold (1:00:00) | Silver (3:00:00) | Bronze (5:00:00)
BB: TUNDRA MAN            Gold (1:00:00) | Silver (3:00:00) | Bronze (5:00:00)
BB: YELLOW DEVIL MK-III   Gold (1:00:00) | Silver (3:00:00) | Bronze (5:00:00)
BB: MAWVERNE              Gold (1:00:00) | Silver (3:00:00) | Bronze (5:00:00)
BB: WILY MACHINE 11       Gold (2:30:00) | Silver (3:30:00) | Bronze (5:00:00)


BOSS RUSH
---------
In this mode, you're tasked with defeating the Robot Masters again in a boss
rush just like in Gear Fortress Stage 3. The game mode here is set to Normal,
so if you've been used to playing on something else then you'll have to adjust
here. You still get the large energy refill in between each fight, but you get
zero Energy or Weapon Tanks. Once you finish the first round, a second one will
unlock where you have to do it again, this time on Superhero difficulty.

BOSS RUSH               Gold (5:45:00) | Silver (7:45:00) | Bronze (10:00:00)
MEGA BOSS RUSH          Gold (5:45:00) | Silver (7:45:00) | Bronze (10:00:00)


DR. LIGHT'S TRIAL
-----------------
This mode is the culmination of everything you have had to do up to this point.
In this one, you have to survive 30 very difficult areas comprised of enemies,
puzzles, and traps you faced while playing the game. Every ten rooms you will
face a boss - Yellow Devil mk-III, Mawverne, and finally Wily Machine 11 before
you claim victory. Also after every boss the game records how far you've gotten
and gives you a leaderboard entry. But in order to get the PSN trophy for this,
you have to get through all 30 rooms. Once you do, the Endless Challenge will
become available, where you do the same thing you just did, except twice now -
without any kind of break except for the refill rooms after the boss fights.
Good luck.

WALKTHROUGH
-----------
This will go room by room on how to clear the Trial using the methods that I
found to work the best. Remember that dying at any point in the first ten rooms
restarts you at the beginning.
ROOM 01: Small room with spawning Lyrics. Take out 15 of them to proceed, and
        then leap into the warp.
ROOM 02: Long two-story room with Shield Attackers and Tatepakkans. Use a Power
        Gear Tundra Storm and then Rush Coil to leap to the top after the
        first Shield Attacker. Slide past the one on top to reach the warp.
ROOM 03: Long room filled with the Impact Brothers. Slide, jump, or use the
        Speed Gear to avoid them. At the end they come faster, so move quickly
        to reach the warp.
ROOM 4:  Spiked room with bounce balls and a Bunby Balloon. You have to use a
        very careful jump to get from the second to the third red balloon, and
        after that jump and bounce off the ones above you to fly over the rest
        of the spikes into the path in the floor. The room below has more red
        balloons and spikes, so navigate carefully and use the Speed Gear as
        it can help with some jumps. Bounce to the warp to exit.
ROOM 05: Conveyor belt room with 15 Mawaru-C's that you have to destroy. The
        easiest way to do this is to fire vertically-fired Scramble Thunder
        attacks to eliminate them quickly.
ROOM 06: Large room with a whole bunch of Metalls on small platforms. There are
        a few rotating platforms and gears halfway up. Defeat them if they are
        getting in the way (consider use of the Acid Barrier) and climb to the
        warp at the top.
ROOM 07: Horizontal room with explosive traps like in Blast Man's stage. Here
        the catch is you have to stand on the buses and wait for them to be
        catapulted into the air so you can jump over the spike traps. Halfway
        through, use the Speed Gear to make it through the part that has the
        spike passage you need to jump through. Make it to the warp at the end
        to move on.
ROOM 08: This long room can be tricky. You have to navigate across the moving
        lift platforms that are going left while you're trying to move to the
        right. On top of that you also have to deal with constantly spawning
        K Drones. Once you reach the end, leap to the warp to get out.
ROOM 09: This vertical room has some Cannopeller IIs, Bunby Balloons, and gear
        obstacles that you need to navigate. Near the top there are multiple
        speeding lift platforms in the way as well. Make it to the top to
        reach the warp.
ROOM 10: Boss battle against the Yellow Devil mk-III. Employ the quick-kill
        method described in the walkthrough section to get through relatively
        unscathed.
ROOM 11: This room is a breather and a refill room. You have one each of large
        and small weapon energy and life energy capsules, a large gear refill
        and a 1-Up. Use the Speed Gear as soon as you start to climb to the
        top as two Anti-Eddies will appear and try to steal them. Grab all of
        them and head into the warp to continue.
ROOM 12: A room straight out of Fuse Man's stage. Head to the left, drop down
        and avoid the lightning beam traps (Speed Gear will help), then slide
        under the wall and climb up over the staggered blocks while avoiding
        the next group of lightning traps to reach the warp.
ROOM 13: Conveyor belts, spinning gears, Lyric spawn points, and electrical
        traps make up this area. Get past the first section and you'll face
        two Propeller Eye Ts and a Crunch Don before reaching the warp.
ROOM 14: These two rooms are a vertical ascent while you deal with Gabyoalls
        and Air Stones. In the second one you can circumvent a large part of
        the platforming by using Rush Coil at the left side. Be wary of the
        Air Stones hiding, though. Eliminate them and head to the warp.
ROOM 15: Single area room where you have to dodge the heated floor from the
        walking Mash Burners below you while also fending off waves of Ice
        Swans. You have to destroy ten of them to continue, so using the Power
        Gear and Tundra Storm is a good bet.
ROOM 16: This area looks hard but if you use the Blazing Torch to preemptively
        ignite the explosive blocks you'll cut out half of the area entirely,
        and ignore the Tank Oven, Sniper Joes, and other threats. Detonate the
        explosive blocks, drop to the bottom, and then slide to the warp.
ROOM 17: Single area with repeatedly spawning Press Dons along an icy floor.
        Use the Bounce Ball to eliminate them as quickly as possible. Block
        Dropper is another good bet, but the Bounce Ball causes more chaos
        quickly. Eliminate seven of them to get the warp to appear.
ROOM 18: Vanishing blocks populate this area. Wait until one spawns almost next
        to you on the floor of the electrical trap, then jump on it. Jump to
        the next one spawning to the right, then one up and just to the left.
        Wait about a second and a half, then jump to the right to land on one
        as it spawns, then again to one that will spawn just to the left of
        where the wall gap is. Slide through across the invisible blocks over
        the spikes and you'll see the warp above you. The block pattern for
        this next set isn't hard - it's just right, up, and left, but you have
        to contend with some Lyric generators here. Get past these hazards and
        slide to the warp.
ROOM 19: Another section from Bounce Man's stage, this one is a long vertical
        ascent that has you moving from left to right triggering those huge
        trampolines to get to the top. The issue here is you have to bounce
        high enough to clear spike traps as you're switching left and right.
        After the third one you should reach the warp at the top left.
ROOM 20: Boss battle against the Mawverne. Open it up with the Bounce Ball and
        try to score some hits with it, but opting for the Mega Buster with
        the Power Gear allows you to inflict more damage at a faster rate, so
        consider that. You need to take as little damage as possible here.
ROOM 21: Another recharge room with the same items as Room #11. Again the two
        Anti-Eddies spawn here, so use the Speed Gear to slow them down so
        that you can claim the goodies in here. Once you're done, go to the
        warp to continue on. Nine more to go!
ROOM 22: This room is filled with bouncy balls and Electiris. There are two
        sections that are difficult to cross because of the spikes, so you're
        best off using the Pile Driver's air dash function to blast on through
        them. One is in the middle of the room, the other is right at the end
        before the warp.
ROOM 23: Single room with Missile Cones spawning in waves of three. You have
        to eliminate ten of them to continue. Wait until three of them are
        on the screen, and use the Tundra Storm's Power Gear attack to wipe
        them all out simultaneously. Repeat until you hit 10 and the warp out
        appears.
ROOM 24: A horizontal crossing filled with Ice Swans, electrical traps, and
        Wild Robbits. Consider using the Acid Barrier to mitigate most damage
        you would otherwise take, or you could try Pile Driving across the
        area. Make it to the far right side to reach the warp.
ROOM 25: This small room has you taking out fifteen Boyorns to continue. If you
        have Tundra Storm energy left, this is a good place to use it. Other-
        wise Blazing Torch is good along with the Block Dropper. With the Mega
        Buster it's best to just try to pin them in a corner where they have
        less room to bounce around. Take down all 15 and use the warp.
ROOM 26: This room has a Pickman, Tank Oven, and a Fire Server right off the
        bat. As you progress you'll see many more Pickmen, Fire Servers, Batt-
        ons as you try to push the Tank Ovens off their platforms. Carefully
        maneuvering in between the Fire Servers and Pickmen attacks is the key
        to not sustaining damage here. Right at the very end you'll also have
        to deal with a Missile Cone. Avoid it if possible and make it to the
        exit warp.
ROOM 27: This room has more of Fuse Man's lightning traps along with patrolling
        Gabyoalls. Take down the Gabyoalls with the Pile Driver if you can
        spare the energy. As you drop down you have to jump in between two
        levels of alternating lightning traps. The pattern isn't too hard to
        get down, and the Speed Gear will definitely help a bit.</pre><pre id="faqspan-4">
ROOM 28: This area consists solely of dodging falling blocks from the ceiling.
        The problem here is that they come three at a time sometimes. Use the
        Speed Gear to time your jumps in between the platforms, and you won't
        have many problems reaching the warp.
ROOM 29: You're near the end, so the game takes it easy on you here. This final
        area is just a vertical platforming segment filled with multiple Arc
        Weldy enemies. Take your time and conserve your energy by methodically
        taking them out and jumping over their weld traps that they may leave
        behind. Defeat all of them and climb to the warp at the top.
ROOM 30: Boss battle against the Wily Machine 11 (both forms). Conserve your
        energy as much as you can here since you have to both fights in a row
        with no way to refill your life. Powered up Chain Blast attacks are
        the way to go against the first form, supplementing with your Mega
        Buster when you run out. Once the first form is down and the inner
        capsule is revealed, use the Scramble Thunder and Speed Gear to slow
        Wily down so you can fire shots vertically. Use the Power Gear version
        when he's on the ground for extra damage, and of course avoid those
        gears he shoots out. Defeat both forms to win this Trial (and get the
        trophy for it).

DR. LIGHT'S TRIAL           Gold (30) | Silver (25) | Bronze (20)
DR. LIGHT'S TRIAL ENDLESS   Gold (60) | Silver (45) | Bronze (30)

And that's it for the Challenges section. Best of luck to you in completing all
of them, because some of them get fairly rough.

--------------------------------------------------------------------------------

=============================
== 11. TROPHIES/ACHIEVEMENTS:
=============================
This game comes complete with trophy and achievement support. These are little
awards you can earn in-game for completing various criteria. As this guide was
written using the PlayStation 4 version, I have categorized these into the four
trophy categories on that system - platinum, gold, silver, and bronze. Pay
attention to what the game tells you for unlock criteria - if it says "excludes
Challenge Mode", that means you have to do it in normal gameplay. If it says
"1st Play", then you have to do it on a regular save file that you haven't
beaten the game in (it can't have a star next to it in the load menu). Overall,
I would say the most difficult trophy to get is probably the Gold because you
have to practice quite a bit to get this game under 60 minutes. Anyway, below
are all 51 trophies with descriptions and my best recommendations for how to
grab each of them.

PLATINUM TROPHY
---------------
01. "The Blue Bomber Returns"
   DESCRIPTION: Obtain all trophies in the game
   HOW TO UNLOCK: Just like it says. Once you have all other trophies, this
   will automatically unlock.

GOLD TROPHY
-----------
02. "The Blue Flash"
   DESCRIPTION: Complete the game on Normal difficulty or harder within 60
   minutes (1st Play)
   HOW TO UNLOCK: This one will take some practice. 60 minutes divided by the
   twelve stages means you have to have an average split time of no more than
   five minutes (5:00) per stage (of course, if some stages take you less than
   that then you have time to play around a bit with the overall time. Be sure
   to practice your routing on the game's Normal difficulty because doing it
   on the lower ones means you won't be ready for the extra HP enemies have in
   the regular one. Practice, practice, practice.
   Note: I recommend watching CalebHart42's speed run on YouTube. He shows how
   to use a lot of advanced movement skills using Rush and the Pile Driver to
   move very quickly. His time was right around 44 minutes, so with enough
   memorization this is entirely doable.

SILVER TROPHIES
---------------
03. "Protector of Peace"
   DESCRIPTION: Complete the game on Normal difficulty or harder
   HOW TO UNLOCK: Pretty self-explanatory. You get this for beating Dr. Wily
   while playing the game on Normal or Superhero Mode. Note that the trophies
   stack, so if you beat Superhero first you'll also get this one.

04. "The World's Best Hope"
   DESCRIPTION: Complete the game on Superhero difficulty.
   HOW TO UNLOCK: Just like it says - beat the game on its hardest mode of
   play.

05. "Go Blue or Go Home"
   DESCRIPTION: Reach boss room with no damage/deaths/death protection.
   (Excludes Gear Fortress and Challenge Mode)
   HOW TO UNLOCK: While playing the game normally, you have to reach any boss
   room without equipping any items that will save you from spikes or pits,
   you can't die, and hardest of all - you can't take a single hit from any
   enemy in a stage. If you wait until the endgame and purchase the Cooldown
   Infinity item from the shop, you can traverse any stage and permanently
   activate the Speed Gear which makes this trophy simpler.

06. "Mid-Boss Buster"
   DESCRIPTION: Defeat the mid-bosses of all 8 stages without special weapons.
   (1st Play)
   HOW TO UNLOCK: Complete the eight Robot Master stages and defeat all of the
   mini-bosses in them using only the Mega Buster.

07. "Boss Buster"
   DESCRIPTION: Defeat the bosses of all 8 stages without special weapons.
   (1st Play)
   HOW TO UNLOCK: Complete the eight Robot Master stages and defeat all of the
   bosses using only the Mega Buster.

08. "Mega Unstoppable"
   DESCRIPTION: Complete the game on Normal difficulty or harder without gett-
   ing a game over. (1st Play)
   HOW TO UNLOCK: All you have to do is beat Dr. Wily the second time without
   losing all of your lives. Either stock up on them at Dr. Light's shop, or
   restart from a previous save if you do lose all of your lives. The trophy
   will unlock after you've defeated Dr. Wily's second form.

09. "Can't Improve on Perfection"
    DESCRIPTION: Complete the game on Casual difficulty or harder without
    buying/using items or parts. (1st Play)
    HOW TO UNLOCK: Casual is probably the easiest difficulty to get this one
    on, since you can't visit the shop at all and can rely only on items that
    you pick up in the stages themselves. The trophy will unlock after you've
    defeated Dr. Wily's second form.

10. "Live to Fight Another Day"
    DESCRIPTION: [Impact Man Stage] Dodge all Impact Brothers and reach the
    boss. (Excludes Challenge Mode)
    HOW TO UNLOCK: For this one, you can't be hit at all at any point in the
    stage by any of the three Impact Brother variants. It's easiest if you do
    it in the endgame when you can purchase the Cooldown Infinity item so that
    your Gears never overheat. There are a few sections where you'll also want
    to disable the Speed Gear Booster, since you'll have to leap over some of
    the Impact Brothers and if you're moving in real time while your platforms
    aren't, you will land in spikes below. The first one you can just slide
    all the way through. On the one just near the end of the stage where you
    are riding the platforms up, consider using Rush Coil to bounce yourself
    to higher ledges to reduce the number of Impact Brothers you're dodging.
    At the very end, hug the walls and pay attention to where the Brother is
    coming from. Just keep the Speed Gear activated the entire time and this
    becomes far, far easier. Once you reach the boss room, you'll get the
    trophy.

11. "Playtime's Over"
    DESCRIPTION: [Bounce Man Stage] Destroy all balloon enemies once and reach
    the boss. (Excludes Challenge Mode)
    HOW TO UNLOCK: This one's fairly simple, although it will take you longer
    than normal to complete the stage because of it. Basically you just have
    to destroy every single balloon enemy in the stage - even the ones that
    are hanging out just by themselves with nothing attached to them. The ones
    that I kept missing were in the second vertical area where you use the
    big trampoline to spring to the top - there are three balloons there that
    count toward the total. Once they're all gone, you'll get the trophy after
    reaching the boss room.

12. "Danger! High Voltage!"
    DESCRIPTION: [Fuse Man Stage] Avoid all lightning emitters and reach the
    boss. (Excludes Challenge Mode)
    HOW TO UNLOCK: This one takes a bit of practice, really. It's easiest if
    you do it in the endgame when you can purchase the Cooldown Infinity item
    so that your Gears never overheat. Turn the Speed Gear on at the start and
    just make your way through the stage while avoiding every single lightning
    hazard. Use the Bounce Ball to take out the Elec Crossers/Elec Xtenders,
    and watch carefully to slip in and between the emitters when they pause.
    Remember that your Speed Gear will automatically deactivate when you enter
    the mini-boss room, so quickly turn it back on and use the Bounce Ball to
    quickly eliminate it so you don't get hit by any lightning. You'll get the
    trophy when you enter the boss room.

13. "I Think You Dropped Something"
    DESCRIPTION: [Tundra Man Stage] Avoid all ice from Ice Swans and reach the
    boss. (Excludes Challenge Mode)
    HOW TO UNLOCK: This one is easier than it sounds. All you have to do is
    avoid being struck by any of the ice crystals the Swans drop. Come back
    after you've bought the Cooldown Infinity item and you can use the Speed
    Gear indefinitely to clear each of these segments.

14. "Stop, Drop. and Roll"
    DESCRIPTION: [GF1] Destroy all W.Blasters, M.Cones, and A.Nuts once and
    reach the boss. (Excludes Challenge Mode)
    HOW TO UNLOCK: In Gear Fortress 1, you have to destroy each and every one
    of the above listed enemies as you progress through the stage - missing
    even one stops you from getting it. Spamming the Tundra Storm with the
    Power Gear helps with this one. Play it safe and just destroy every single
    enemy in the stage.

15. "Unstoppable"
    DESCRIPTION: [GF2] Destroy all foes in Skull Roller area and reach the
    boss. (Excludes Challenge Mode)
    HOW TO UNLOCK: Navigate both Skull Roller areas and defeat all of the
    enemies found within both of them. I found spamming the Power Gear with
    the Tundra Storm to work particularly well. For the ----, use the Chain
    Blast with the Power Gear for a one-hit kill.

16. "Programmed for Perfection"
    DESCRIPTION: Get Gold Rank five times.
    HOW TO UNLOCK: Get five gold medals on anything in the Challenge Mode for
    this one. These stack, so if you get five of these (the ones where you
    have to defeat each mini-boss in under 30 seconds are the best), you don't
    need to get silver and bronze medals, as you'll nab all three trophies at
    the same time.

17. "Survival Skills"
    DESCRIPTION: Complete Dr. Light's Trial for the first time.
    HOW TO UNLOCK: Complete Dr. Light's challenge at least once. You don't
    have to score high on the leaderboard, you just have to finish it. You'll
    get the trophy as soon as you complete it.

BRONZE TROPHIES
---------------
18. "One Down, Seven to Go..."
    DESCRIPTION: Complete 1 of the 8 stages.
    HOW TO UNLOCK: Rather simple - just beat any stage.

19. "Now We're Getting Somewhere"
    DESCRIPTION: Complete 4 of the 8 stages.
    HOW TO UNLOCK: Easy - just beat any four Robot Masters.

20. "Where's Wily?"
    DESCRIPTION: Complete all 8 of the 8 stages.
    HOW TO UNLOCK: Once you defeat all eight Robot Masters, you'll get this.

21. "No Getting Away This Time!"
    DESCRIPTION: Complete Gear Fortress Stage 3.
    HOW TO UNLOCK: Once you finish the boss rush, you'll get this one.

22. "Demolition Man"
    DESCRIPTION: Use Chain Blast to destroy a stone wall. (Excludes Challenge
    Mode)
    HOW TO UNLOCK: During any of the scrolling segments, fire the Chain Blast,
    let it attach to a wall. and when it explodes it will destroy the entire
    structure. You'll get the trophy right after this happens.

23. "No Experiments!"
    DESCRIPTION: [Acid Man Stage] Reach the boss without letting any pools
    change. (Excludes Challenge Mode)
    HOW TO UNLOCK: Go through the stage again after defeating Tundra Man, and
    whip up a Tundra Storm backed by the Power Gear to easily take out any
    Pipettos that you see. You'll get the trophy when you reach the boss area.

24. "Fight Acid with Acid"
    DESCRIPTION: [Acid Man Stage] Enter a green acid pool using Acid Barrier.
    (Excludes Challenge Mode)
    HOW TO UNLOCK: Revisit Acid Man's stage after defeating him, equip the
    Acid Barrier, and jump into the very first pool.

25. "Cold Turkey"
    DESCRIPTION: Prevent Sparkey the Barbecue Turkey from re-lighting. (Ex-
    cludes Challenge Mode)
    HOW TO UNLOCK: Activate the Speed Gear when the fight starts and rapid-
    fire Sparkey to death to easily claim this trophy. Alternately, just use
    three Power Gear versions of the Tundra Storm.

26. "Explosions? What Explosions?"
    DESCRIPTION: Avoid all exploding boxes and reach the boss. (Excludes
    Challenge Mode)
    HOW TO UNLOCK: Best way I've found to do this is to be preemptive about
    the explosive boxes and take them out yourself first using the Burning
    Torch from a distance.

27. "The Regulars"
    DESCRIPTION: Destroy all types of Metall, Shield Attacker, Sniper Joe,
    Gabyoall, and Batton. (1st Play)
    HOW TO UNLOCK: You have to destroy one of each of the aforementioned types
    of enemy. Not terribly difficult; remember to use Chain Blast to take out
    the Gabyoalls.

28. "Location, Location, Location"
    DESCRIPTION: Destroy a Tatepakkan from the back.
    HOW TO UNLOCK: Find any of these enemies and jump over it, firing the
    charged Mega Buster at its unprotected back side.

29. "Brute Force"
    DESCRIPTION: Destroy 10 blocking enemies using special weapons. (1st Play)
    (Excludes Challenge Mode)
    HOW TO UNLOCK: Find any enemies with Shields (Shield Attackers, Sniper
    Joes, Tatepakkans, etc) and destroy ten of them.

30. "Bullet Blaster"
    DESCRIPTION: Destroy 30 enemy projectiles. (1st Play) (Excludes Challenge
    Mode)
    HOW TO UNLOCK: Use the Acid Barrier to block/absorb 30 enemy shots to get
    this trophy.

31. "Collateral Blammage"
    DESCRIPTION: Destroy three or more enemies using a Shimobey explosion.
    HOW TO UNLOCK: The trick for this one is that you have to destroy a Shim-
    obey in such a way that its explosion kills three other enemies. There is
    one location it worked particularly well for me, and that's in Blast Man's
    stage in the second half. There's one area where three Shimobeys appear
    near a Sniper Joe in its armor. Let all three Shimobeys get into a semi-
    cluster and then use the Pile Driver to hit one. Hopefully the explosion
    eliminates the other two Shimobeys and the Sniper Armor, clearing the way
    to the trophy for you.

32. "The Harder They Fall"
    DESCRIPTION: Destroy 20 Crunch Don, Press Don, and Sniper Armor D in total
    (1st Play) (Excludes Challenge Mode).
    HOW TO UNLOCK: Another one that you'll get just by playing the game. Kill
    any combination of the above enemies, so long as the total adds up to 20.

33. "Better You Than Me"
    DESCRIPTION: Destroy a Mini Shpider using an acid pool, BBQ grill, or
    other environmental hazard.
    HOW TO UNLOCK:

34. "Catch 'Em Off Guard"
    DESCRIPTION: Destroy a Sniper Joe piloting a Sniper Armor D.
    HOW TO UNLOCK: Just find any Sniper Armor D and destroy it along with the
    Sniper Joe piloting it.

35. "Your Work Here Is Done"
    DESCRIPTION: Destroy an Arc Weldy obstacle.
    HOW TO UNLOCK: While in Impact Man's stage, let an Arc Weldy create the
    little obstacles on the ground, then take one of the obstacles out using
    the Acid Barrier to get this trophy.

36. "Bullseye!"
    DESCRIPTION: Defeat a Mawaru C using your Mega Buster without Speed Gear.
    HOW TO UNLOCK: Just carefully time shots (or spam the rapid-fire) on any
    Mawuru-C for this one.

37. "Guard Breaker"
    DESCRIPTION: Defeat 30 enemies while their guard is broken. (1st Play)
    (Excludes Challenge Mode)
    HOW TO UNLOCK: Defeat 30 enemies that you can stun with a Guard Break
    attack. The best place to do this is right near the start of Impact Man's
    stage; defeat the two Metalls there by breaking their guard and respawn
    them by running left and right until you unlock the trophy.

38. "Three Birds, One Stone"
    DESCRIPTION: Defeat three or more enemies with one charge shot.
    HOW TO UNLOCK: Get a group of Lyrics together and take them all out with
    a single charge shot for this trophy.

39. "Area Secure"
    DESCRIPTION: Destroy all types of Gabyoall, Elec Crosser, and Elec Xtender
    (1st Play) (Excludes Challenge Mode).
    HOW TO UNLOCK: Take out Gabyoalls with the Chain Blast or Pile Driver, and
    the Elec Crossers and Elec Xtenders with the Bounce Ball at least one time
    each during an initial playthrough so not in a file that you save after
    beating the game). After doing so, you'll get the trophy.

40. "Everything-Proof"
    DESCRIPTION: Run into an instant-death hazard without dying.
    HOW TO UNLOCK: Either play on Newcomer Mode and touch some spikes or buy
    a Pierce Protector on any other difficulty and run into spikes to get this
    trophy.

41. "Speed Gear Master"
    DESCRIPTION: Destroy 10 enemies during one Speed Gear use. (Excludes
    Challenge Mode)
    HOW TO UNLOCK: The simplest way is to get this in the endgame. After you
    defeat Dr. Wily, the Cooldown Infinity item becomes available at the shop
    for 3000 Bolts. Buy it so that you never run out of Gear energy, then just
    find ten enemies and destroy them (respawning Lyric points are a pretty
    good spot).

42. "Power Gear Master"
    DESCRIPTION: Defeat a boss using only Power Gear attacks. (Excludes Chall-
    enge Mode)
    HOW TO UNLOCK: Take down any boss using nothing but Power Gear-amplified
    attacks. Tundra Man is great for this, and so is Torch Man.

43. "Quick Draw"
    DESCRIPTION: Destroy 100 enemies using Speed Gear. (1st Play) (Excludes
    Challenge Mode)
    HOW TO UNLOCK: You just have to activate the Speed Gear enough times to
    rack up 100 kills for this trophy. Best place to do this is in the second
    Gear Fortress stage, where the Lyrics constantly spawn by a Shimobey. Use
    the Speed Gear to wipe out as many as you can, let it cool down, and then
    keep repeating until you get the trophy.

44. "All Power, All the Time"
    DESCRIPTION: Destroy 80 enemies using Power Gear. (1st Play) (Excludes
    Challenge Mode)
    HOW TO UNLOCK: Same concept as the previous trophy. Activate the Power
    Gear enough to accumulate 80 kills for this one.

45. "Firing at Max Power"
    DESCRIPTION: Defeat an enemy using the Final Charge Shot.
    HOW TO UNLOCK: Start charging the Mega Buster and then activate the Power
    Gear. This should make Mega Man charge up even more. When he glows red,
    unleash the shot (it should be larger than you and knock you back). It
    doesn't matter that you kill an enemy or a boss, you just have to destroy
    something with the final blast).

46. "Power Up"
    DESCRIPTION: Use a special weapon while Power Gear is active.
    HOW TO UNLOCK: Right after your first stage, use the Power Gear plus your
    first acquired weapon to get this trophy early.

47. "Collector"
    DESCRIPTION: Purchase five parts.
    HOW TO UNLOCK: Just what it says - buy at least five parts from Auto to
    get this trophy.

48. "Things Are Looking 1-UP!"
    DESCRIPTION: Use a Mystery Tank and turn an enemy into a 1-UP.
    HOW TO UNLOCK: Find any area where some weak enemies will appear, and
    then use a Mystery Tank purchased from Auto while your health and weapons
    energy gauges are all full. Doing so turns all weak enemies into 1-Ups,
    and gets you credit for this trophy.

49. "Built To Win"
    DESCRIPTION: Get Bronze Rank or higher five times.
    HOW TO UNLOCK: Get five bronze medals on anything in the Challenge Mode
    for this one. These stack, so if you get a medal of a higher rank, you do
    not need to also get a bronze (example: get five gold medals and you will
    get this trophy as well as the silver medal one).

50. "Tuned for Performance"
    DESCRIPTION: Get Silver Rank or higher five times.
    HOW TO UNLOCK: Get five silver medals on anything in the Challenge Mode
    for this one. These stack, so if you get a medal of a higher rank, you do
    not need to also get a silver (example: get five gold medals and you will
    get this trophy as well as the bronze medal one).

51. "Gallery Gazer"
    DESCRIPTION: Unlock and view all Gallery files.
    HOW TO UNLOCK: Beat the game and go to the Gallery. As long as you've
    encountered every enemy at least once, all you have to do is view each of
    the files to get this trophy. If you're somehow missing one or a few, use
    the reference guide found above or look in the stage walkthroughs.

--------------------------------------------------------------------------------

========================
== 13. SPEED STRATEGIES:
========================
MEGA MAN 11 is a game meant for speed runners. It has so many areas that you can
bypass or get through faster by clever use of the Master Weapons and the Rush
Adapters. The mini-bosses and Robot Masters, too, are very easy to take out if
you use the best strategies possible. Currently, the world record for a speed
run of this game lies somewhere around 35 minutes from start to end. Read below
for my collection of hints, tips, and methodologies for getting through the game
as fast as possible.

ROUTING
-------
"The Blue Flash", the game's Gold Trophy, requires you to complete the game in
60 minutes. This sounds daunting at first, as it requires a time of about 4:30
in each stage (you have to account for boss intro screens and the weapon get
sequence). Practicing in the Challenges section (Time Attack) will get you very
familiar with how best to navigate each stage. At the end, it's a matter of you
putting everything together to make a complete speed run.
Routing within the stages themselves is another thing to consider. As you play
the game, it may seem extremely linear until you start to realize the little
things here and there where using a Rush Coil or a Rush Jet might just be a bit
faster. For instance:
- There is a handy trick in Bounce Man's stage where using Rush Jet while you
 bounce off the balloons will allow you to circumvent entire puzzle areas. You
 can even cleverly skip the majority of the trampoline segments this way.
- Using Rush Coil to bounce to high up ladders instead of navigating intended
 routes of the room is also helpful.
- Use Chain Blasts on the block walls in Block Man's stage to destroy them in a
 single hit so that more don't drop down on you.
- Use the powered up Pile Driver to air dash across entire open-air segments,
 like in Fuse Man's stage and sections of the Gear Fortress.

BOSS ORDER
----------
Generally speaking, the fastest way through the game involves some liberty with
the recommended boss order. This guide starts with Block Man, but if you want
the most bang for your buck to get started, I recommend beginning with Tundra
Man to get the screen nuking Tundra Storm, and then taking down Impact Man. This
does mean that you need to defeat both of these bosses with the Mega Buster, but
both are relatively simple as long as you are good with utilizing the charge
power of the Power Gear. From here the order proceeds back as if you had just
started with Tundra Man, and it allows you to take on Block Man's stage and the
boss himself with the Chain Blast, which can end the fight extremely quickly.

EFFICIENT BOSS FIGHTS
---------------------
It's not enough to just quickly clear the stages themselves. You have to also be
able to efficiently finish off the mini-bosses and big bosses as well. Getting
an extremely quick kill just saves seconds in the long run. First we'll go over
the mini-bosses and then the Robot Masters. As with the stages, you can practice
these in the Playground section of the Challenge Mode.

> TOTEMER
---------
 Both times that you fight this mini-boss, first use a powered-up Chain Blast
 and then use a regular one to end the fight in about five seconds.

> CYCLONE W
-----------
 Use two powered up Block Dropper attacks sequentially to finish this fight
 almost before it begins.

> PICKMAN DIGGER
----------------
 The Block Dropper is this mini-boss' weakness, but if you're using the order I
 recommend for speed running above, you won't have this weapon yet. Instead,
 practice firing Mega Buster shots and jumping in between the rotating crane as
 it spins around. Charging up the Mega Buster with the Power Gear can also aid
 you in finishing this fight quickly.

> FROG BALLOON & PUMP MASTER K
------------------------------
 Using the Blazing Torch destroys the Frog Balloon in a single hit, then you
 can either use powered up Block Dropper attacks or two consecutive Pile Driver
 moves to destroy Pump Master K while he's stunned, thus ending the fight in
 about five seconds.

> DREAD SPARK
-------------
 Deploying Bounce Balls is the way to go here, but using powered up ones and
 carefully aiming directly at the open eyes makes this go a lot faster. Use the
 Speed Gear to slow down the lightning emitters while you focus on the eyes and
 you can destroy this mini-boss in under ten seconds.

> MECHA MAMMOSTAL
-----------------
 The Scramble Thunder, powered up, is obviously the way to go but by selecting
 Tundra Man first, you'll have to do it with the Mega Buster. Use a full charge
 shot, then turn on Speed Gear and rapid-fire just until you overheat. Turn off
 the Gear, wait a few seconds and then turn on the Power Gear and use a powered
 up Mega Buster shot to finish this one off. This method should probably take
 about eight seconds.

> SPARKEY THE BARBECUE TURKEY
-----------------------------
 Don't even let this mini-boss have any time to do anything; deploy three fully
 powered Tundra Storms successively to end this fight in about five seconds.

> THRILL TWINS
--------------
 The same mechanics used in the fight with Sparkey apply here, except keep in
 mind that the Thrill Twins have some invincibility frames. When the fight be-
 gins, use a powered up Tundra Storm, wait about a second as the Twins start to
 move, and then use a second one to end the fight.

> BLOCK MAN
-----------
 Block Man can be one of the trickier Robot Masters because he has the Golem
 phase which can really drag the fight out. If you damage him in very specific
 increments, however, you can destroy him before he uses his Power Gear and
 transforms. To start off, fire a fully charged Mega Buster shot and leap over
 him. Spin around and attach four Chain Blast bombs to him and detonate them.
 While Block Man is reeling from the blast, go to the right-hand wall and set
 four more Chain Blasts, detonating them when Block Man leaps to intercept you.
 Quickly switch back to the Mega Buster and activate the Power Gear so you can
 get off a Final Shot before he recovers from being stunned and you'll defeat
 him before he can activate his Power Gear.

> ACID MAN
----------
 Start off with a single Block Dropper attack to destroy his Acid Barrier, then
 follow up immediately with a powered up one. He'll jump to the other side of
 the room, so avoid his Acid Bullets and use another powered up attack to force
 him into Power Gear mode. Jump the acid wave and turn in mid-air to use the
 powered up Block Dropper, and immediately repeat this sequence to win this
 battle in about twenty seconds.

> IMPACT MAN
------------
 The Acid Barrier is a tricky weapon to use in this fight because only the Pow-
 er Gear version allows your Barrier to inflict damage. Still, if you have at
 least one Energy Tank on hand, you can use the powered up version of the Acid
 Barrier to let Impact Man corner you, at which point he will usually just keep
 attacking you, taking his own damage in the process. If he does break out of
 this loop, finish him off with a Final Shot using the Mega Buster.

> BOUNCE MAN
------------
 There isn't much to say here except practice the timing and placement of your
 powered up Pile Driver attacks. Three of them will end this fight, but Bounce
 Man will bounce quite a bit, which can throw off your timing. Try to get him
 on a rebound (so that he's angling down) instead of an initial jump to have
 more success.

> FUSE MAN
----------
 Technical strategies can end this fight very quickly. Hit him with powered up
 Bounce Balls to cancel out his Scramble Thunders, and then if you master the
 timing, you can use Rush Coil while charging up the Mega Buster + Power Gear
 to hit him while he's in mid-air to cause more damage faster than you would
 by waiting for Bounce Balls to hit him.

> TUNDRA MAN
------------
 Start this fight off with a powered up Scramble Thunder, then fire a normal
 one up at the ceiling so that it travels down to hit him. Slide under his next
 pirouette move while hitting him with a second standard shot, then fire one
 last powered up Scramble Thunder to bring him down.

> TORCH MAN
-----------
 The fastest strategy here is the same as what I use in the walkthrough - just
 use successive powered up Tundra Storms and take advantage of the fact that
 Torch Man has little to no invincibility frames after getting struck. You can
 still damage him while he's surrounded by flames.

> BLAST MAN
-----------
 Like with Fuse Man, if you get the timing down just right, you can use Rush
 Coil in this fight to hit him in the air since Blast Man follows a very pre-
 determined pattern. The fastest way to eliminate him is three powered up Blaz-
 ing Torch attacks, followed by a Final Shot from the Mega Buster.

> YELLOW DEVIL MK-III
---------------------
 I listed a pretty speedy strategy already in the walkthrough above, but there
 is a slightly more technical one that finishes the fight with him only doing
 one iteration of his Block Wave attack. You start by dodging the blocks, but
 ensuring that you strategically take a bit of damage while doing so (the main
 reason you're doing this is so that you can activate Double Gear in order to
 defeat this boss). When you're down to the last three or four blocks cascading
 across the screen, start chucking individual Chain Blast bombs towards where
 the eye will appear, detonating them as it appears. This should cause enough
 damage to immediately force the Yellow Devil into its second phase. Take more
 crash damage from the segments as they fall, and fire a powered up Chain Blast
 at the third wave of mini-Devils. If you're at the threshold to activate the
 Double Gear (4 HP or below), turn both Gears on and use two more powered up
 Chain Blasts during the rest of the Yellow Devil's phases to defeat it before
 it finishes this attack sequence. This method requires quite a bit of practice
 to get it right, so work on it with the Challenge Mode fight.

> MAWVERNE
----------
 There are a few methods to taking this boss down quickly. What you don't want
 to do, really, is to be playing it safe while dodging its attacks. To beat the
 Mawverne fast, you'll need to be all up in its business, probably trading some
 hits. Open it up with the Bounce Ball and try to make powered up attacks hit
 its core. After you deplete its health enough to move into its second phase,
 open it up again, dodge any lasers while activating the Power Gear with the
 Mega Buster, and you should be able to finish it off with a single Final Shot
 attack. Occasionally this method leaves it with 1 hit point, so just spam the
 Buster to end it if this occurs.

> WILY MACHINE 11 (V1)
----------------------
 There are a number of methods to quickly take down the Wily Machine. The Acid
 Barrier (powered up) is great for absorbing projectiles, but the fastest way
 to do this is to master using Rush Coil, swapping weapons mid-air, and using
 the Power Gear to fire Chain Blasts at the red eyes on the Skull part. Wily
 will sometimes hover low enough to hit him without using Rush, but this can
 end up wasting seconds.
 For the second form, you want to be using the upward attack of the Scramble
 Thunder in conjunction with the Speed Gear, and use powered up attacks when
 he's on the ground or in a corner for the extra damage. You want to be causing
 damage so rapidly that Wily never has a chance to actually activate his Double
 Gear attack.

CONCLUSION
----------
So I'm not going to write a step by step speed walkthrough - strategies change
too often for that, and plus its 2018 now and strategies/runs get uploaded to
YouTube and Twitch streams on a daily basis. Check there for more helpful hints
from the players that are busy redefining how this game is to be played.

--------------------------------------------------------------------------------

========================
== 13. SECRETS AND TIPS:
========================
As of this update, I don't yet have much that would qualify as a secret or a tip
for this game other than some of the items listed below. If you have something
to contribute, though, I am always open to suggestions or new tricks. E-mail me
at [email protected] with details. Thanks!

1. EASY 1-UPS
  Never buy 1-Ups from the Shop again! Have a Mystery Tank on hand and visit
  Acid Man's stage (or an area where you can spawn a lot of Lyrics). In Acid
  Man's stage, trigger the two Shpiders near the start to drop Mini-Shpiders,
  and then use the Mystery Tank to turn all of them into free 1-Ups!

2. EASY TROPHIES
  Refer to the Trophies section for more detailed info, but there are really
  simple ways to get some of them. The Challenges one stack on top of each
  other, so if you use quick-kill methods on the mini-bosses to get five gold
  medals, you'll earn all three trophies for doing Challenges. Others just make
  you use certain methods for certain attacks.

3. CLIPPING GLITCHES
  Many games end up having methods for you to accidentally break yourself out
  of the confines of the game world. This process is routinely called being out
  of bounds (and in some speed running communities, it's almost religiously
  relied upon, such as in the case of METROID PRIME). It didn't take some in-
  trepid players long to discover some out of bounds glitches in this game.
  One of them, at the moment, can be used to skip a bit of Blast Man's stage,
  while another in Impact Man's stage ends up being a fun skip but probably
  isn't viable in speedrunning.
  - Blast Man:  In this one, you'll be in the second half of the stage right
                before scrolling onto the segment where the Joe/Sniper Armor D
                and the three Shimobeys are. Before moving over, activate the
                Power Gear, summon either Rush Jet or Rush Coil and fly/bounce
                yourself to the upper right corner of the screen. *Immediately*
                weapon switch to the Pile Driver and start attacking forward.
                If you do it correctly, you'll manage to leave the screen with-
                out it scrolling over. After a few seconds, you'll go out of
                bounds and the screen will scroll all the way over to halfway
                through the vertical ascent and put you almost right before
                the boss gate.
                VIDEO LINK: https://www.youtube.com/watch?v=rLbTvCeZ33Q
  - Impact Man: This one shows how to "wall jump" by repeatedly using both the
                Tundra Storm and Pile Driver. It's very time-consuming and most
                likely either requires the Awakener Chip or a whole lot of
                Weapon Tanks, but done in this spot right near the beginning
                before the first drop down you can climb off the screen and
                accelerate through a large portion of the stage.
                VIDEO LINK: https://www.youtube.com/watch?v=2-wXDSlUtxU
                It should also be noted it's possible to wall climb out of the
                battle with Block Man, but at a certain point in the fight, he
                really loses his cool and one-shot kills you. Somehow. *shrug*
                Glitches, what can you do?

--------------------------------------------------------------------------------

=============
== 14. LEGAL:
=============
This walkthrough must always be shown in full form, unaltered, with credit giv-
en to the author. You are free to keep this for personal use, but if you wish
to host it on another website, I request that you e-mail me first for permission
and that you provide proper credit. Copyright (C) 2018 Timothy Jones (NeoChozo).
Some rights reserved. All rights, including the copyrights of game, scenario,
music and program are Copyright (C) Capcom Co., Ltd.

===============================================================================