Megaman 3 (Anniversary Collection GC & PS2) Version 0.1 Author: DJ Tigresa and MC Pantera Email: djtigresa@classicgaming.com and mcpantera@classicgaming.com Our websites: http://www.classicgaming.com/donkeykong, http://www.forumplanet.com/classicgaming/donkeykong, http://www.forumplanet.com/planetnintendo/goldensun Contact info: VXplosive (AIM), Torakira (AIM), djtigerbabe@hotmail.com (MSN –Tigresa), and blackpantherbabe@hotmail.com (MSN-Pantera). Disclaimer: Megaman Anniversary Collection and its characters are copyright of Capcom Co. Ltd. (http://www.capcom.com) Disclaimer 2: This FAQ/Walkthrough is the copyright of Tigresa and Pantera Steel. If you want to use this FAQ on any of your sites, give us a ring-a-ding-ding on our email addresses or at our forums. Table of Contents -Introduction -Controls -Cast of Characters -Games Covered -Story -Enemies -Bosses -Items -Weapons -Walkthrough -Passwords ================================================================================ INTRODUCTION ================================================================================ Thank you Capcom for thinking about your American and European fans **points finger and laughs at the Japanese fans** and releasing this game for both the PS2 and Gamecube. This game consists of 10 previously released Megaman games: Megaman 1-6 for the NES, Megaman 7 for the SNES, Megaman 8 (Playstation version), and the ever elusive 2 arcade games Megaman Battle 1 & 2. Good news that the music has been remixed and there are exclusive bonus depending on the system you got it for. The bad news is that the graphics were left untouched. OH C’MON! Ya’ll updated the graphics in Wily Wars why not here too #-_- #-_-. Megaman 3 takes the stage. ================================================================================ CONTROLS ================================================================================ Buster Shot and most weapons: press B (A in MMAC GC) Jump: Press A (B in MMAC GC) Slide: Hold Down and press A (B) or press you can also press X in MMAC GC Top Spin (MM3): use while jumping. Climb ladders: Up or Down when overlapping one to grab then use up or down to climb. ================================================================================ CAST OF CHARACTERS ================================================================================ () =serial number/order of creation Megaman (001) – Known as Rockman in Japan. This blue bomber is the hero of the series. Originally made for housekeeping, Rock (as he was called) volunteered to become a fighter when Dr. Wily took control of 6 of the original 8 robots made by Dr.Light/Right Debut Appearance: Megaman 1 (1987) Roll (002) – The only female robot ever made, she is referred to as Megaman’s sister. She plays a very minor role until Megaman 8. Debut Appearance: Megaman 1 (1987) Protoman (000): Known as Blues in Japan. He is the first creation of Dr. Light/Right. He first started off as an enemy of Megaman using the alias of Breakman. He later teamed up with his brother Megaman from Megaman 4 on. Debut Appearance: Megaman 3 (1990) Dr. Thomas Light/Right – created Megaman, Roll. Protoman, Rush, and the Megaman 1 Bosses. As the games go by, he upgrades Megaman more and more. He even creates X (who has his own series called Megaman X). Debut Appearance: Megaman 1 (1987) Dr. Albert Wily – he is one mad scientist. He creates the bosses from Megaman 2 on. He used to be a good guy then got jealous of Wily and reprogrammed 6 of the original 8 robots (7 out of 9 original robots if you count Protoman). Try, try, try as he might, he can never defeat Megaman. Debut Appearance: Megaman 1 (1987) Rush – Megaman’s robodog companion. He can become a trampoline, submarine, jet, and later on, he becomes a bloodhound and gives you new powers. Where would Megaman be without him? That’s a rhetorical question BTW. Debut Appearance: Megaman 3 (1990) Yellow Devil – not officially a huge character but we give him props to be the only boss character to make the most appearances besides Wily. You fight him and many of his incarnations throughout the Megaman Universe (MM1, MM3, MM8, MM&Bass, MM3GB, MM Legends 2, Super Adventure Rockman, Power Fighters 1&2, MMX5, MM3 LCD game, not sure what else). Debut Appearance: Megaman 1 (1987) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ MEGAMAN 3 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ================================================================================ Story ================================================================================ Dr. Wily has turned over a new leaf and decided to become friends with Dr. Light/Right again. They decided to send Megaman out and gather crystals for a new project that Dr. Light/Right is working. Megaman now has a new robotic companion which is a dog name Rush. Rush is a special robodog that can become a trampoline, submarine, or a jet. Together, the pair set out on a mission to gather the crystals. However, there seems to be a new enemy that is taking control of the newly formed robots. Who could behind the disaster this time? ================================================================================ Enemies ================================================================================ Yambo – A mosquito that flies over your head then comes down to your level and charges you. Hammer Joe – you can only hit him with his eye open. He swings an Olympic hammer and throws it at you. Mecha Kero – Frogs with tails? They just hop around at you Have “su” Bee – Giant Bee that carries an egg sack then drops it. Unlike Pipi from Megaman 2, the egg sack is invincible Chibee – The little bees that attack in a swarm of five when Have “su” Bee drops the egg sack. New Shotman – rains bullets when above you then shoots three bullets when parallel to you. Wanaan – these are just jaw traps that pop out if you step on their pods or are above their pods and try to chomp you. Metall – You knew you’d see them again. Now some of them come in different forms like an air one that throws pellets down at you. Magfly – Magnets that fly above and lift you off the ground when above you. Low ones are dangerous but the high ones give you a free ride. Kaettekita Monking – They hang from the ceiling then when close, they jump around. Komasaburo – similar to Matasaburo in Megaman 2. He sends tops from his belly a you Big Cat – he will send hairballs to attack you then when they are destroyed, his fleas attack you. Giant Springer – shoots a heat seeking missile at you which can be destroyed. Get close to him and he will spring like a jack in the box Peterchy – eyeballs with feet that walk towards you Houdai – they open their mouths and drop balls on you Hari Harry – Shoots spikes at you then rolls into a ball. Steam Shoveler- This is really a Metall riding a steam shovel. It takes 3 hits to destroy. Sparky – a plug looking robot that comes out of chutes and sends sparks in many directions Hopper – only vulnerable when airborne, these things are similar to the Big Eyes of Megaman 1. They are not as deadly and easier to kill. Penguin – these appear in Geminiman’s stage. They send out miniature ducks to attack you. Giant Snake – of course you’ll find these in Snakeman’s stage. Its body wiggles and it fires 3 to 4 big red orbs at you. They only appear twice, thank goodness. Mini snake – same as above except it appears more often than the big snakes. Helicopter Bombers – once overhead, they’ll come out of their copter pods and try to drop on you Grenade Bombers – they run towards you and create a big explosion when killed. Parachuters – they look like big heads that parachute down at you while moving back and forth. Blacklight – In Shadowman’s stage, they make the screen go dark but you and the enemies are still visible ================================================================================ Bosses ================================================================================ Needleman (017) He has 2 attacks you have to watch out for. One is he jumps into the air and throws needles. The other attack, he punches you with a stretching arm if you’re close. Magnetman (018) His pattern is very simple. He’ll small hop forward then do a regular hop followed by one of these 2 attacks: A magnetic shield that makes him invincible and draws you towards him or he’ll do a big jump and launch 3 Magnet Missiles at you. Geminiman (019) At the beginning of the fight, he’ll split in two (actually make a copy of himself hence the name Geminiman). They take turns running in circles consisting of running to the right then at the end, jumping to the left. They will stop in their tracks even in midair and the one on the ground will shoot at you every time you shoot. After one is defeated, the other one runs around doing small jumps and shoots a Gemini Laser that bounces of the walls, floor, and ceiling 4 tmes. Hardman (020) This guy starts out by shooting 2 Hard Knuckles that track your movements then disappears after the 2nd pass. He then jumps into the sky, turn upside down and try to dive on you. When he lands with his head buried into the ground, he will stun you if you stay on the ground and then repeat his pattern Topman (021) This guy will throw 3 tops into the air that spin for a second then the tops will attack you depending on your location before they attack. Topman will then spin around and slide towards you to the other side. He will repeat his pattern from there Snakeman (022) Snakeman runs back and forth no matter what. Some time within his run, he will stop and throw snakes at you and that’s all there is to him Sparkman (023) He hops around and when he stops, he will touch his arms together and send 8 tiny sparks at you in an 8-way pattern then creates a huge spark and throw it at you. Shadowman (024) This is one hard dude to fight. He hops around 4 times then he will either side or throw Shadow Blades at you. Be careful while fighting this guy Doc Robot You fight this guy 8 times and each time you fight him, he mimics the fighting pattern of a robot from Megaman 2. They’re pattern stays the same but you need the weapons from Megaman 3 to beat them. Wily Bosses Turtle Machine While the machine may be invincible; you need to fight the turtles it dishes out. There are 5 turtles in all. Watch out for the mini cyclones coming from the side. They push you around. Rock Monster He’s back! It is easier to avoid his parts this time. He will assemble himself and when he forms, an eye will show up and he will shoot at you. He also has another attack when he scrolls down in strips and just those pieces bounce at you. 3 Megaman clones All three can do harm to Megaman and Megaman can only hurt one. When they come out of their teleporters, they will shoot a buster shot at you, run around and return. 8 original robot masters They all fight the same here, enough said. Dr. Wily Form 1 Has a gun on its belly that shoots looping circles and walks towards you. Dr. Wily Form 2 Shoots raining bullets from the top of each side then squats. Dr. Wily Form 3 (Gamma) This thing is so huge that only its head fits the screen. First the head on top will rain pellets at you then shoot in threes when you’re parallel with him. When the Wily head appears, Gamma’s mouth will shoot a bean at you and has a spiked fist that instantly kills you. ================================================================================ Items ================================================================================ Life up - small one gives 2 bars of life and the big one gives 10 bars Weapon up - same as above except for weapons 1-up – Extra life Energy Tank – a cylinder with an E on it. When low on energy fill yourself up. You can hold up to 9 tanks ================================================================================ Weapons ================================================================================ Needle Cannon – obtained from Needleman. They shoot high in a high, mid, low mid pattern. It takes 4 of them to use up one bar. Magnet Missile – obtained from Magnetman. When you fire one, it attracts to the enemy if the enemy is above or below it when it flies by. Gemini Laser – obtained from Geminiman. Bounces off of walls and floors continuously for a few seconds. Sometimes the laser will break into pieces and continue reflecting Hard Knuckle – obtained from Hardman. A real powerful fist that can knock out walls that any other weapon would bounce off of. Top Spin – obtained from Topman. You use this every time you jump. The bar usage depends on how long you hold the button. Doesn’t seem powerful but it can cream some powerful enemies even the final Dr. Wily Search Snake – obtained from Snakeman. Scales the floors and then the walls. 2 uses will use one bar. Spark Shock – obtained from Sparkman. Has the ability to freeze some enemies in their tracks. Shadow Blade – obtained from Shadowman. Works like a throwing star and boomerang in one. A good weapon in our opinion. 2 uses us up one bar. Rush Coil – Begin with it. Call out Rush and jump on him. He will toss you high into the air to places you can’t reach by jumping. Rush Jet – obtained from Needleman. Rush becomes a jet and you can fly over large pits. Rush Marine – obtained from Shadowman. You can only use this while in the water. You can steer through obstacles without fear of spikes. ================================================================================ Walkthrough ================================================================================ Note: No need to follow the order of bosses we fight Topman Topman was our first pick since he is the easiest to be in our opinion with the normal weapon. To begin, you’ll start running right taking out screwbots and Mecha Keros till you reach a ladder. Climb down but down drop down. Just hang onto the ladder and shoot left to kill the Komasuburo at the top of the step platform. Head to the ladder and climb down. It’s not worth getting the items here if you don’t need them so continue down. Don’t fall onto the spikes or your dead instantly, hop across the platforms and avoid the screwbot and head down the ladder. Head right and kill the Steam Shoveler and use Rush Coil to reach the platform above. Be sure to kill the Steam Shoveler up there quickly. Grab the 1-up and the large energy up and head down the ladder. Kill the Metalls and continue down and you come face to face with a big cat who throws two robotic yarn balls at you. Kill those and its fleas will attack. It takes 10 shots in the mouth to bring curiosity to the cat. (Curiosity killed the cat, duh!). Climb down the ladder behind it and drop down and head right. Jump up the step mountain and kill the Komasuburo. It is safe to stand next to it and blast. Proceed to the next orange cat and kill it. Climb up, kill the Metall as it drops and get the energy up if needed then head for the ladder. You’ll need to catch the ladder in midair or you’ll drop to your death on the spikes. Here’s the tricky part, if you don’t have the Shadow Blade (we don’t have it either at this point) which you can aim up and kill Komasuburo, then shoot a top and slide quickly to the left, jump and shoot any top in the way, and kill Komasuburo. Now head right and try to make your way across the spinning tops while staying at the top as well (no pun intended). You are now ready to face Topman. He throws three tops into the air, try to get in a couple shots while they’re in the air then quickly dodge the tops after they attack you. Get in one more shot on Topman then prepare to dodge his spin attack as he charges across the screen while he is spinning. Repeat this pattern and he’s down in 14 shots. Hardman’s Hard Knuckle can beat him in 4 hits but since we don’t have it, we’ll have to wait till we fight him again near the end. If you did have it to start, try to get behind him and pump 4 knuckles into his back quickly. Shadowman This is the hardest boss in the game. What better way to take him out early now that we got Topman on our side? At the beginning, drop all the way down while avoiding the New Shotman on the way. At the bottom, shoot the Mecha Keros and the Steam Shovelers. Drop down and you’ll have your first encounter with Breakman (you’ll know who he is at the end of the game). Keep shooting at him and just avoid his hops. He’ll only shoot when he’s in the air, so his shots will sail over you. He’ll teleport out and you’re free to move on. Fall down and kill all the Peterchies and Dynamite Men in the way. Do not worry too much about the blacklight above, it only darkens the screen around you. You’ll eventually fall down and drop to the lower level and kill the Mecha Keros and Parachuters. There will be some Yambos that pester you at the end but you can handle them. When you fight Shadowman, use the Top Spin but be careful not to run out of it. Shadowman is a tricky boss; he’ll hop a few times then slide or throw stars at you, each Top Spin trades hits with him. 4 Spins will defeat him. Sparkman Kill the Petrerchy at the beginning before you climb up. At the top, avoid the jump throw the moving electric barrier when the barrier is off. Kill the Sparkies while you’re at it too. Climb up, kill Hammer Joe, and then continue up. Move right and hop across the lifts and make sure you avoid the spikes. Hop through two barriers and climb up. Kill the Steam Shoveler and continue up but if you need the items above, use Rush Coil. Take out the Peterchies and you’re in for a long drop but you won’t die. Head right and shoot the blocks in your way. Climb down and drop to the lower level and slide underneath the platform. While hopping across the lifts, watch out for the Screwbots. Use Shadow Blades on them. Hang on to Shadowman as you get ready to fight Sparkman. If you got a full bar, it’s okay to scrap with Sparkman while pounding him with Shadow Blades. He’ll die in 7 hits. Otherwise, be wary of his hops and avoid his multi- directional sparks followed by a big spark. Magnetman Head right and avoid the low Magflies. Drop down and fight Breakman again and use the same strategies as before. Drop down and kill the Giant Springers as you head right. Kill the Peterchies, drop down, head right, kill more Peterchies and be wary that a magnet pulls you. Drop down and try to steer left to grab the little energy-ups. Drop down and you’ll have to deal with 4 sets of disappearing/reappearing blocks. In the first pit, you only have to use 4 blocks. Hop onto the middle low block when it appears, wait, hop onto another block on the right before the one you’re on disappears, then repeat this until you make it out. The other 3 pits are simple but mess up on the last one and you’re dead. Climb up the ladder and kill the New Shotman with Shadowman. Just aim your weapon up-left. Climb up and kill the Giant Springer. Now you’ll face Magnetman. He’ll hop then jump and either jump high up and rain Magnets on you or pull you towards him. Pelt him with 4 Spark Shocks to win. Hardman Run right and whenever a Have “su” Bee appears to send a swarm of Chibees at you, run back and she’ll be out of your way. Avoid the Wanaans and climb up the ladders. You’re probably worried about that Hammer Joe up there, huh? No problem. Just break out the Shadow Blades and smack him with his eye open. Use Rush Coil to get up there and climb up the ladder. Head right and you’ll confront 3 Monkings. Shadow Blades will take care of them while they’re still hanging around before they even think about attacking you. Climb up the long ladder and you’ll avoid the Hammer Joe’s hammer if you keep moving up. Shoot down the Monking at the top with Shadow Blades then keep moving up. After dealing with the Steam Shovelers, take the high road and grab your first E-Tank of the game. Climb up, kill the Metall, climb up some more and head right across the Wanaan dispensers. Watch out for the Have “su” Bees and Chibees. Climb down and fight Breakman for a 3rd time. The battleground is different this time around. Hang in there. When you fall down, grab the large energy-up and continue down. Kill the Hopper and head to Hardman. Hardman sends two heat seeking missiles at you then dives into the air and tries to land on you. Don’t get smashed or it’s major damage to you. The Magnet Missiles will attract to his metallic ass and destroy him in 7 hits. Note: Before you go any further, we would like to point out that there are two sets of weakness factor loops in this game. We have already gone through one Topman > Shadowman > Sparkman > Magnetman > Hardman > Topman The other weakness loop is Snakeman > Geminiman > Needleman > Snakeman Why Megaman 3 ended up with 2 sets, we don’t know Snakeman Since Snakeman is the easiest to beat with another weapon from the other loop, we’ll continue on with him. This level even looks like a bunch of big snakes with snakeskin walls, floors, ceilings and platforms. Run right and kill the Minisnakes and Trashbots and then climb up. You’ll confront 3 more snake heads. Try not to take too many hits as you continue up. You’ll meet the first giant snake head. Avoid the red orbs it spits and it takes 10 hits to kill. Continue right, kill the mini snake heads and the helicopter bomber and collect the energy ups if needed before you head down. Once you go down, watch out for the helicopter bombers and pole vaulters as you make it to the ladder and climb up. Kill the Hammer Joe and continue up. Kill another Hammer Joe and take the right ladder to collect the power-ups in the surprise tanks. Climb back down, take out the Hammer Joe again and take the left ladder and you’ll confront another giant snake head. Kill it and head right, avoid the Pole Vaulters and make a leap of faith to the right. Kill the Pole Vaulters or avoid them and climb up the far right ladder. At the top, kill the spider on the ladder to the left and climb up that. This next part is tough. Jump onto a cloud and stay on till you are high enough to make it to the next platform. Watch out for the missiles as you make your way to the gate. Once at the gate, arm yourself with Hardman or Shadowman. Shadowman has better accuracy. Snakeman runs back and forth and be sure to stay in the middle as he passes by to be able to jump over him better. He also sends snakes which aren’t a big deal. You just need 14 hits to kill him. Geminiman Run right and kill the pillar monsters and penguins in the way. You’ll meet up with Breakman again but you won’t fight him. He will open up an area for you to drop down. Steer left as you drop down to get a 1-up. If you need the energy then get it, otherwise head right and kill all the tadpoles you come across. Try to get the item in the goodie pod then climb up the ladder in the end. Kill more tadpoles to free the ladder and climb up. Use the Rush Coil and vault yourself to where you can just shoot on row of tadpoles then slide to safety. Some Yambos and Giant Penguins will get in your way. Avoid the Yambos and kill the Giant Penguins. Drop down till you reach an aqua setting then use the Rush Marine to and grab 2 E-Tanks and a 1-up on the way. Climb up, kill the Mecha Keros and continue up and kill the hopper. You now face Geminiman. Geminiman splits in two and attacks every time you attack him. When one is gone, the remaining one will run around and shoot a laser at you that reflect off surfaces. 7 snakes will get the job done. Needleman Kill the Hari Harries or avoid them climb down the ladder. Run right and work your way through Yambos, Houdais, and Metalls and head down another ladder. Slide under low platforms and be wary of big needles coming from the ceiling. Once you reach the ladder, work your way up and deal with the Hari Harry, Hammer Joes and the Hopper at the end. Get your Gemini Laser ready and take on Needleman. Try to get in 4 shots on this guy. He’ll be dead in no time as long as you avoid his needles. Okay now that all 8 robots are defeated, you’re probably saying to yourself “OK Wily, bring it on.” But you ain’t done yet. It seems that Doc Robot has decided to fight you with data from the robots in Megaman 2. He splits into 8 pieces and takes over 4 of the 8 stages (Sparkman, Needleman, Geminiman, and Shadowman) and you fight 2 bosses each. The order you choose doesn’t really matter since you don’t gain any new weapons. This is a random order we took Shadowman revisited Be extra careful as you drop down through the spikes. At the bottom, steer right late to avoid the spikes on the floor because the spikes above from the other screen will kill you if you steer right early. Move right and scale the ladder and avoid the spikes. Kill any Peterchies in the way. When you climb down, you don’t need to fight the Hopper, just slide under him and drop down again. Move right and kill the Peterchies and Grenade Bombers in the way. There are some platforms that dump you in one sec so you have a split sec to jump from platform to platform and continue on. Kill the Blacklight at the top. It is best to grab your Rush Jet to avoid the next set of platforms but if you’re gutsy like we are, hop across the platforms and on the second set of 2 platforms, let the top one dump you then off to the right off the bottom one to avoid hitting the Blacklight and continue on. Kill the Grenade Bomber, climb down, kill the Peterchies and enter the gate. You will fight a Woodman powered Doc Robot. Use Needleman to take him out. He fights just like before (same goes for the other bosses). After the fight, exit out and grab the large energy up and take out the Hammer Joes. For the last 2 Hammer Joes, slide under the hammer instead of jumping (which you can’t do anyway). In the next screen, the ceiling is decked with spikes. Kill the Paratroopers and Mecha Keros you come across and kill the Giant Springer at the end. Enter the gate and fight Heatman. Use the Top Spin here. 4 Spins will cream him. Geminiman revisited Run right and kill the pillar makers and spiders then drop down when you can run right anymore. Work through all the eggs and tadpoles you go through and avoid the Helecopter Bombers and enter the gate. You’ll fight Flashman, gun him down with Needleman. Exit stage right, use Rush Coil to go to the top and run right. You’ll need the Rush marine to make it through the next area. At the end, slide into the next area. Jockey through the spiders and climb down at the end. Work your way to the ladder and climb down again. Head right into the gate and use Shadowman on Bubbleman. Be careful not to jump to high or the spikes will kill you. Needleman revisited Run right and take out the Hari Harries and climb down. Watch out for the needles coming down. Some also come out from the floor. Climb up and use the Rush Jet to gather the items and climb up and kill Hari Harry. Enter the gate and use Magnet Man on Airman. Get your Rush Jet ready as you have to fly through a big pit with Parachuters and Yambos getting in the way. At the end, climb up and use Rush Jet again to reach the ladder. Now you will face a Pole Vaulter. Just avoid him and continue right. You will fight a giant Metall dispenser that shoots balls and sends Metalls at you. Shoot the cross on its helmet to kill it. Make your way through flying Metalls and face another Giant Metall Dispenser. Kill it like the other one and continue right.Avoid the Hari Harry and enter the gate. You’ll fight a tough Crashman. Anticipate where he will land and pound him with 4 Hard Knuckles. Sparkman revisited Kill the Peterchy and Rush Coil to the ladder. Kill the Spider with a Shadow Blade or Gemini Laser. At the top, head right and kill the Sparkies. The rotating platforms are a little lenient on you so just hop across them quickly. Climb up and hop across the 3 rotating platforms and climb up. Kill the 2 Giant Springers and enter the gate to face Metalman. He will go down courtesy of the Magnet Missiles. After the fight, you’re in serious trouble. Slide through the passage and you fall through a wall of spikes, steer left to avoid some sneaky spikes. At the bottom, Kill the screwbots and avoid the electric barriers. The best way to get rid of the barriers is to let them scroll off-screen and disappear then continue right. Let one block fall then run on it and hop right, repeat this 2 more times and enter the gate. Use Snakeman on Quickman. He is real slick so get close and blast him. You now face Breakman for the last time. Just hang in there and shoot him till he teleports away. After the fight, you’ll be back at your home base where Dr. Light informs you that Wily has ran away with Gamma. Now it’s time to say “it’s on, Wily!” 1st Wily Stage Use Rush Coil to get the 1-up on the left, then Rush Coil back. Head right and kill the Komasuburos and then get the E-Tank and drop down. You don’t really need the Rush Marine here. All you got to do is make it to the ladder and watch out for the ducks. Climb up the ladder and use a Hard Knuckles on the barrier to get the 1-up then slide and climb up the other ladder. Grab the items if you need them. You can carry a maximum of 9 E-Tanks so don’t get the E-Tank if you have 9 already. At the top of the ladder, kill the Hammer Joe from afar, then slide to the floor where he was at then proceed right and kill the 2 Hammer Joes that follow. For the Hammer Joe up top, Hug the wall before him and aim a Gemini laser left and time it so it hits him with his eye open and then use the Rush Coil to get up there. Climb the ladder then jump through the blocks that reappear and disappear. Take a shortcut b grabbing the two large energy-ups then sliding to the blocks when one is in range then climb up. You won’t need the weapon-ups up there so just go straight and face the Wily boss, Turtle Machine. Each Turtle is faster than the one before it. Just use the Shadow Blade on each turtle and the machine will blow up after you kill 5 turtles. 2nd Wily Stage Hop up the platforms quickly and take the left ladder, If you want the weapon- ups then get them then continue up the left ladder and at the top, get the 1-up and slide right. Climb up the ladder at the top left and slide right and you’ll be juke and jiving through Wanaans, Have “su” Bees and Chibees. Enter the gate at the end and an old foe returns. It’s the Rock Monster from Megaman 1. Avoid his flying parts and grab your Rush jet, fly up to his eye and unload on his ass. 3rd Wily Stage Use Shawdowman to kill the New Shotman then use Rush Coil to get up there. Take the right ladder to get the weapon-ups. Be sure to use Hardman on the barriers and kill the New Shotman first by taking out the barriers then shooting him from afar and avoiding the shots. Afterwards, climb up the left ladder and get the E- Tank if you need it and Rush Coil onto the platform. Head right and kill the Grenade Bombers and get the 1-up above. It’s best to slide underneath the platform for the mini energy-ups you need and the large weapon-up then slide and drop. Ignore the Hammer Joe and keep going down. Kill the Hopper and head right and slide. Kill another Hopper or slide under it and climb up. Bob and weave through the moving platforms and make it to the ladders. Watch out for the spikes in the middle f=of the second screen on your way to that ladder. At the top, grab the surprise items with the Rush Coil and Hard Knuckle and drop back down and have Topman ready as you take on 3 clones of yourself. All 3 can hurt you but you can only hurt one. Take a chance on one and use the Top Spin. Hurt the right one and it’s a one-shot kill for you. 4th Wily stage Get the weapon-ups and drop down. Kill all the Gutsman-like robots in your way and head for the teleporter. Here is a map of the tubes they’re in NE SN MA SP GE HA TO SH Strategies still work, just use Hardman on Topman and Snakeman on Needleman. 5th Wily Stage Grab the items and drop down. A boss will walk in. Shoot 4 Spark Shocks at it’s gun and Wily reveals himself. Get Rush Jet and just like Rock Monster, unload on his ass. When the battle is over, the Dr. Wily you fought turns out to be a fake. Final Stage, grab the items and head right and face the final boss. Rush Coil to the right and onto the platform above. Hit the guy on Gamma with 4 Hard Knuckles. Wily’s head will then appear. Hit him in the head with Snakes or use your Top Spin to do mega damage and maybe kill him in one shot. 3 down and 7 more to go. Note: At the end, Megaman finds out that Breakman is Protoman and is also his older brother. Passwords The password system is simple in this game. You choose a red ball and/or a blue ball to input the code. Each ball represents boss/bosses defeated and how many energy tanks you have left. For Energy tanks (red or blue) 0 = C5, 1 = E6, 2 = E4, 3 = B4, 4 = A5, 5 = C1, 6 = D2, 7 =, 8 =, 9 = A6 Bosses (red = one boss, blue = a set of two bosses) Topman = A3 Snakeman = F6 Needleman = D3 Geminiman = B5 Hardman = C4 Sparkman = F4 Shadowman = D6 Magnetman = F5 Needle + Magnet = D3 Gemini + Hard = B5 Top + Snake = A3 Spark + Shadow = F4 MM2 bosses Sparkman(Metal n Quick)=A1 Needleman(Air n Crash)= B2 Shadowman(Wood n Heat)= A4 Geminiman(Flash n Bubble)= B6 Needle n Gemini = B2 Spark n Shadow = A1