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FAQ by MetroidMoo

Version: 1.11 | Updated: 09/26/04

 =-                            Mega Man 8 (PS1)                           -=

                    Written By: Ryan "MetroidMoo" Ammerman

             GUIDE TYPE ..................................... FAQ
             FILE SIZE .................................... 38 KB
             FIRST RELEASED ................... December 15, 2002
             LAST UPDATED .................... September 26, 2004
             LATEST VERSION ................................ 1.11


<<<                            TABLE OF CONTENTS                           >>>

 1) Version History
 2) Story
 3) Controls
 4) Weapons
 5) Dr. Light's Lab
 6) Bolt Locations
 7) Boss Strategies
       [7.1] Boss Order
       [7.2] Teleporter Layout
       [7.3] Robot Masters
       [7.4] Dr. Wily
       [7.5] Miscellaneous
 8) GameShark Codes
 9) Credits
10) Contact/Legal Information


 =~   1)   VERSION HISTORY                                                ~=
VERSION 1.11 - SEPTEMBER 26, 2004
  Updated e-mail address.

VERSION 1.1 - OCTOBER 24, 2003
  Revised the file's format, adjusted the number of characters per line, and
added/moved sections.

VERSION 1.0 - DECEMBER 15, 2002
  First (and complete!) version of the guide.

 =~   2)   STORY                                                          ~=
Mega Man 8's storyline, from the instruction manual...

  Dr. Light sped to his controls to react to the sudden alarms. Lights flashed
and electronic sirens blared. He scanned the meters and checked the print-outs
for any clues to what had just happened. Then the computers centered on the
disruption in the radar and brought it on-screen.

  "Mega Man, come in! You must investigate the disturbance immediately. Come
in, Mega Man!"

  A hologram displaying the gentle face of the Titanium Titan gradually
materialized, and Dr. Light breathed a sigh of relief. Mega Man was already in
the vicinity.

  "Yes, Dr. Light. I have the readings. From the looks of it that comet was
not an accident. I detect a high concentration of metal alloy in that fire-
ball. I bet Dr. Wily is behind this."

  "If not, he at least knows about it and is nearby. It crahsed onto that
deserted island. If Wily's there, don't let him get away. And be careful,
Mega Man. Remember what happened the last time!"

 =~   3)   CONTROLS                                                       ~=
This section describes the basic controls.

D-Pad     ->  (Left/Right) Move Mega Man
              (Up/Down) Climb ladder

Triangle  ->  Fire Mega Buster
              (Hold) Charge Mega Buster

Square    ->  Fire special weapon

Circle    ->  Jump, swim

X         ->  Jump, swim

L1/R1     ->  Switch weapon

Start     ->  Bring up menu

 =~   4)   WEAPONS                                                        ~=
This section is a general overview of Mega Man's weapons.

Mega Buster
Received From: N/A

  Mega Man's basic weapon. As in every game, it has unlimited energy and up to
three shots can be fired on the screen at once. Hold down the fire button to
charge it up and unleash a powerful shot. You can equip the Laser Shot or
Arrow Shot to change the charged blast.

Mega Ball
Received From: Dr. Light (Intro Stage)

  This fun weapon has many useful purposes! Fire once to drop a ball, and fire
again to kick it. The Mega Ball will bounce around and hit any enemy in its
path. If you land on a ball while holding down the jump button, Mega Man will
jump higher than he normally can. Use this technique to reach high ledges.

Flash Bomb
Received From: Grenade Man

  The Flash Bomb looks identical to the Remote Mine weapon found in Rockman &
Forte, but it doesn't work exactly the same way. When it collides with a wall
or enemy, the mine explodes and rapidly damages whatever is in its radius. The
explosion also lights up a dark room, though I don't see much of a point with
that. You can fire up to two mines at a time.

Thunder Claw
Received From: Clown Man

  While it's not so hot against enemies, the Thunder Claw is a necessity when
it comes to passing certain stage sections. Throughout the game, you can use
this weapon on those wall hooks and cross certain obstacles. Keep in mind that
Mega Man will *not* swing back and forth. He'll swing once and then disconnect
from the hook.

Ice Wave
Received From: Frost Man

  The Ice Wave weapon deploys a wave of ice on the ground that damages
anything it hits. It can also climb walls, making it wonderful for taking out
annoying robots. Of course, because it only travels on the ground, it's
useless against aerial foes.

Tornado Hold
Received From: Tengu Man

  While the previous weapon is effective against ground enemies, the Tornado
Hold focuses on air robots. When fired, a propeller is placed on the ground,
and it creates a small tornado. It can harm enemies, and Mega Man can ride it
to reach higher places.

Water Balloon
Received From: Aqua Man

  As the name might suggest, this weapon is pretty...pathetic. Mega Man chucks
a water balloon that bursts upon impact. Stay away from using this thing! NOW!

Flame Sword
Received From: Sword Man

  The Flame Sword does good damage compared to the other weapons; however, its
range is very short, making it difficult to use against a lot of foes. In rare
instances, the Flame Sword can be used to light up fuses you might find in the

Homing Sniper
Received From: Search Man

  The Homing Sniper launches a missile that locks on to the nearest enemy and
attacks it. Very nice for taking out 'bots that out of your range. You can
fire up to 5 missiles at one time.

Astro Crush
Received From: Astro Man

  Astro Crush summons a barrage of meteors that destroy practically everything
on the screen. Use this weapon only when absolutely necessary! You don't get
much ammo for it, so make every shot count!

Rush Cycle
Received From: Junk Bot (Grenade Man's Stage)

  Although not extremely useful, the Rush Cycle is fun to use. This item
summons Rush in a motorbike form, and you can ride him for 40 seconds. He'll
launch small missiles if you use the fire button. Once time has expired, you
cannot use the cycle again until you either move on to another stage or die.

  One important fact to note about this is that whenever you receive a hit
from an enemy, no damage is done to Mega Man. Instead, a hit takes seconds off
your timer.

Rush Item
Received From: Bear Bot (Clown Man's Stage)

  Rush appears and drops a random item. Like the Rush Cycle, this can only be
used once a life.

Rush Bomb
Received From: Wall Bot (Sword Man's Stage)

  Rush flies back and forth across the screen while carpet bombing the ground
for 40 seconds. Not that great, in my opinion. Again, you can only use the
Rush Bomb once in a single life.

Rush Aid
Received From: Piranha Bot (Aqua Man's Stage)

  Rush Aid is probably the best one out of the four Rush items. Mega Man's
robotic companion will fly around while dropping energy and weapon capsules
for a short length of time. Remember, so you can use this during boss fights,
so take advantage of it!

 =~   5)   DR. LIGHT'S LAB                                                ~=
This section lists Dr. Light's items and what they do.

NOTE: New parts will become available after defeating the first four Robot

Power Shield
Cost: 6 Bolts

  The Power Shield prevents Mega Man from sliding back whenever he takes a
blow from an enemy. Not worthy of 6 Bolts, in my opinion. How often do you
find yourself dying because you fell off a ledge after being hit?

Spare Extra
Cost: 6 Bolts

  The Spare Extra enables Mega Man to start off with four lives instead of the
usual two. Buy this part if you often find yourself using continues.

Shooting Part
Cost: 6 Bolts

  This item allows Mega Man to fire five Mega Buster rounds at a time instead
of three. I would avoid buying this.

Energy Balancer
Cost: 5 Bolts

  With the Energy Balancer, the weapon with the lowest energy is automatically
refilled when you pick up an energy capsule. If you're unsure of what to buy
next, get the Energy Balancer! It makes things a lot more convenient for you.

Cost: 4 Bolts

  If you defeated the boss of a stage, you can leave that stage at anytime by
selecting Exit from the start menu. It sounds good, especially if you're
searching for the Bolts, but once you finish your search and reach Dr. Wily's
fortress, the Exit item becomes useless.

Laser Shot
Cost: 5 Bolts

  The Laser Shot part transforms Mega Man's charged shot into a laser that
pierces through enemies. I prefer the Arrow Shot, so stick to that instead of
this weapon.

Arrow Shot
Cost: 5 Bolts

  The Arrow Shot turns the Mega Buster's charged shot into an arrow. Upon
impact, it explodes and releases multiple projectiles. Each projectile's
damage is equal to a normal charged shot. The Arrow Shot can also pierce
through some enemies' protections (such as Guard Joe's shield). Pair this up
with the H. Speed Charge, and you'll rip through foes in seconds.

Auto Shoot
Cost: 5 Bolts

  This will automatically fire the Mega Buster as you charge it up. Once you
buy the H. Speed Charge, this part becomes rather pointless, as you'll find
yourself shooting charged rounds rather quickly.

Step Booster
Cost: 5 Bolts

  Mega Man can climb ladders faster! Yeah, that's about it...

Energy Saver
Cost: 6 Bolts

  This upgrade makes Mega Man's weapon energy usage more efficient, so you can
fire your Robot Master weapons more often. Buy this if you enjoy toying around
with the special weapons.

Super Recover
Cost: 6 Bolts

  Super Recover enables Mega Man to gain more energy back from weapon and
energy capsules. Try and pick this up as soon as you can.

Spare Charger
Cost: 4 Bolts

  When you leave a stage, your life supply is returned to two (or four, if you
bought the Spare Extra part). Spend your Bolts elsewhere.

Hyper Slider
Cost: 5 Bolts

  Mega Man slides faster! Like the Step Booster, don't even touch this.

H. Speed Charge
Cost: 7 Bolts

  This item shortens the time needed to charge the Mega Buster. Definitely
purchase this as soon as possible!

Rapid Part
Cost: 6 Bolts

  When you press the fire button, the Mega Buster fires three shots at once.
Unfortunately, equipping this disables you from charging the Mega Buster, so I
wouldn't recommend using it.

Boost Part
Cost: 5 Bolts

  All this thing does is increase the speed of the Mega Buster's shot.

Cost: 4 Bolts

  The Exchanger converts life energy capsules into weapon energy if your
energy meter is full. Exactly how often do you find yourself with full health?
Probably not that often.

 =~   6)   BOLT LOCATIONS                                                 ~=
This section lists the locations of the Bolts in each stage.

Intro Stage
1. Press the skull button the ground to activate a skull elevator. Ride it
   down to a hidden area. After you pass through the five skull gates, go up.
   Instead of going to the right, head left through the wall to the Bolt.
2. In the room following the first Bolt, ride the buckets down through the
3. On the floor after you ride the buckets up.

Tengu Man's Stage
4. You'll see this one easily in the beginning part of the stage. Jump off the
   highest moving platform to reach the Bolt.
5. Right before the cannon mini-boss, look towards the ceiling for a panel
   with a Bolt pictured on it. Shoot it with the Homing Sniper, and the Bolt
   will fall down.
6. Defeat the cannon mini-boss to find a Bolt lying on the ground.
7. This Bolt is located on a platform after the second bubble machine. Hop on
   those crazy moving platforms to reach it. Watch your step!

Clown Man's Stage
8. This Bolt can be seen before the first long drop. Get a running start using
   the Rush Cycle to reach it.
9. After defeating the mini-boss, you can see the Bolt behind a Guard Joe on
   the skull boxes. The key here is run after the toy in the stage's back-
   ground hits the bell. If you're standing on a skull box when that occurs,
   you will fall through.
10. Inside the pirate ship section, bounce off the Mega Ball to ride on the
    skull platform beside the first swinging pirate. Switch to the Flame
    Sword, and burn the barrel containing the Bolt.
11. Head directly to the right from the previous Bolt to find another.
12. When you reach the question mark box sequence of this stage, there's one
    point where you have 5 question mark boxes in a row (a tiny gap separates
    two of them). Stand on the second box from the right, and Mega Man will be
    transported to a hidden room with the Bolt.

Grenade Man's Stage
13. Reaching the Bolt in the room with the crates can be a little tricky. Try
    to destroy the crates without causing the metal ones to fall down (as you
    cannot blow those up). Work your way down, then to the right, and you'll
    spy the Bolt. Use the crates and the Mega Ball to collect it.
14. You will find this one without an ounce of trouble! Jump from each time
    bomb to reach a ledge with the Bolt.
15. This Bolt is stashed behind some flammable crates after the first set of
    swinging hammers. Slash the fuse with the Flame Sword to eliminate the
16. During the Flaming Met sequence, move fast enough to reach the Bolt before
    the boxes explode.
17. Go right, after the previous Bolt. Again, move quick to get it!

Frost Man's Stage
18. Right before you hear "Slide! Slide!" for the second time in the first
    snowboard ride, the path splits into two. Slide under the top path to find
    the Bolt.
19. The second Bolt in Frost Man's stage can be a pain to acquire. Somewhere
    in the first snowboard ride, you will start to find ice platforms that
    collapse as you dash over them. At one point, there's two platforms (each
    made of two "tiles"). Instead of jumping off the second platform, ride
    forward, and you should land on the ledge hiding the Bolt.
20. Look for it on a ledge in the city after the first snowboard ride. Use the
    Mega Ball or Tornado Hold to hop up there.
21. Soon after the previous Bolt, you'll spot this one behind a block of ice.
    To destroy it, continue right to find a machine with an ice block beside
    it. Push the button down on that machine, and ride the block to the Bolt.
22. As soon as you enter the "tower" area, use Astro Crush to smash the ice
    floor. Go down, and destroy the ice block to get your Bolt.
23. In the tower, look out for an ice block containing a Bolt as you climb up.
    Smash the ice with a Flash Bomb, and grab the Bolt.

Mountain Stage
24. As soon as you enter the first screen inside the mountain, use the Mega
    Ball to reach the pink ladder at the top of the screen. Head left through
    the enemies, and nab the Bolt.
25. Simply continue right from the previous location, and swing from the bar
    using the Thunder Claw to reach the item.

Aqua Man's Stage
26. After you defeat the mid-boss, you will come across a short tunnel with a
    cracked ceiling. Use Astro Crush to destroy the ceiling. Climb up the
    ladders to the Bolt.
27. If you destroyed that ceiling, the next room will have more water in it
    than usual. Swim to the surface of the water, and continue right over the
    spiked floor into a hidden room. Proceed until you are forced to go down.
    Look around for a platform with a Bolt.
28. In the flooded area with the spiked balls, head to the lower-right corner
    to find a spiked ball blocking a hidden room. Use Tornado Hold to move it
    out your way to get the Bolt.
29. Right after the previous Bolt, you will be forced to go down an area with
    several of those time bombs. Keep to the left, and you should be able to
    land on a ledge with the Bolt.

Sword Man's Stage
30. It's guarded by a Flaming Met in the third screen of the Thunder Claw
31. Check the first screen of the Flash Bomb area.
32. Collecting this particular Bolt can be a nasty task. On the lava ride,
    scan the ceiling for a large chunk of rock with the Flash Bomb symbol on
    it. Obviously, hit it with a Flash Bomb to remove the rock and reveal a
    ladder leading to a treasure room. Climb up to find your prize.

Search Man's Stage
33. In the first wide open area with the hooks, check the very lower-right
    corner to find a small room with a Bolt.
34. In the room right after the previous Bolt, proceed on the ground, slash
    through the spiked barriers with the Flame Sword, and collect the Bolt.
35. Return to the beginning of the same room you found the last Bolt in, and
    go up the ladders instead of moving along the ground. Destroy the first
    spiked barrier you see with the Flame Sword. Here's the hard part. Deploy
    Tornado Hold on the same ledge where you just destroyed that spiked thing.
    Jump on the whirlwind to ride up and find another hook. Quickly switch to
    Thunder Claw, and swing from from each of the three hooks. Continue on to
    get the Bolt.
36. You will see this one sitting on a really small ledge next to two hooks
    over a floor of spikes. Swing from the hooks to grab it.

Astro Man's Stage
37. This one is found in the first maze. If you need help with this maze (or
    the second one), check out NickWhiz1's excellent guide at:
38. Slide under to reach the Bolt as you're climbing up the sinking tower.
39. It's found right before the teleporter to the second maze.
40. You will find this Bolt in the second maze. Again, check NickWhiz1's guide
    for help, if you need it.

 =~   7)   BOSS STRATEGIES                                                ~=
Here are tips on the bosses...

<<<   [7.1]   BOSS ORDER                                                   >>>
  This is my suggested order for taking on the Robot Masters.

Group 1
1. Tengu Man
2. Clown Man
3. Grenade Man
4. Frost Man

Group 2
1. Aqua Man
2. Sword Man
3. Search Man
4. Astro Man

<<<   [7.2]   TELEPORTER LAYOUT                                            >>>
  This is a "map" of the teleporter room you encounter in Dr. Wily's castle.

 ___     ___   ___     ___
|   |   |   | |   |   |   |     1. Tengu Man
| 1 |   | 2 | | 3 |   | 4 |     2. Frost Man
|___|   |___| |___|   |___|     3. Astro Man
 ___     ___   ___     ___      4. Sword Man
|   |   |   | |   |   |   |     5. Clown Man
| 5 |   | 6 | | 7 |   | 8 |     6. Grenade Man
|___|   |___| |___|   |___|     7. Search Man
                                8. Aqua Man

<<<   [7.3]   ROBOT MASTERS                                                >>>
Tengu Man
Weakness: Ice Wave
Receive: Tornado Hold

  Although the Ice Wave may be this arrogant boss's weakness, you're much
better off sticking to the Mega Buster. Hitting an airborne foe with a ground
weapon like the Ice Wave isn't exactly easy!

  Tengu Man has three main attacks, with the most dangerous being Tornado
Hold. Just run away from the propeller, and hope Mega Man doesn't get caught
in it. If you do, Tengu Man will hit you once, and then slam you into the
ground, dealing even more harm. His other wind attack traps Mega Man and sends
him flying backwards. If you're too close to one of the gaps in this room,
chances are you will die. As soon as you hear Tengu Man say "Here you go,"
that means he's going to do a dive attack. Once he passes by, he'll try to
land at wherever Mega Man is standing.

  If you are fighting Tengu Man as the first boss (as I suggested), simply
keep charging up the Mega Buster and hit him with charged shots. That's really
all there is to this fight!

Clown Man
Weakness: Tornado Hold
Receive: Thunder Claw

  You can tell Capcom is starting to run out of boss ideas here...

  Clown Man's worst attack is when he grabs ahold of the bar at the top and
swings around the entire room. Use the Tornado Hold to tangle up Clown Man
into a neat ball, and take advantage of his misfortune by blasting him (either
with the Tornado Hold or the Mega Buster). His Thunder Carnival attack can be
easily evaded by sliding, and Thunder Claw is pretty pathetic. As long as you
keep moving, you won't have to worry about it.

Grenade Man
Weakness: Thunder Claw
Receive: Flash Bomb

  Maybe it's just me, but I think this guy has the best voice! ^_^

  Anyway, as you might expect, Grenade Man is all about using explosives. His
Flash Bomb isn't terribly difficult to dodge, but if you hit the bomb with the
Thunder Claw, it'll hit Grenade Man and damage him. It doesn't do any more
damage; it's just something you can do for fun. In most cases, Grenade Man
drops a couple grenades after he passes over your head.

  Once his energy meter reaches a low level, Grenade Man demolishes the floor
and leads you to a room with a Snake Man-style floor design. By this time his
life is so low, it doesn't really matter!

Frost Man
Weakness: Flame Sword
Receive: Ice Wave

  The only problem I think you will have here is dodging Frost Man's jumps.
Obviously, his immense size doesn't help you much there...

  To pass his Ice Wave attack, simply jump at the right time. Whenever he
starts to accumulate ice on his fists, back off so his ice punch misses. Frost
Man's third (and final) attack is pounding the ground and causing the ice
blocks at the top of the screen to fall one by one.

  Because the Flash Bomb's explosion lasts for so long, chances are each bomb
will count as two hits against Frost Man, making this fight really easy.
Occasionally, a Flash Bomb will stun the boss.

Aqua Man
Weakness: Astro Crush
Receive: Water Balloon

  Yes, Capcom did encounter legal trouble due to the fact this Robot Master
has the same name as our favorite nautical superhero...

  Aqua Man is easy enough just with the Mega Buster and even easier if you
have Astro Crush. Hopefully, by this time you have the H. Speed Charge part.

  Like most bosses, Aqua Man has three different attacks. The easiest way to
evade his Water Balloons is by staying as far away as possible. Whenever he
uses his water cannon, step back a bit, watch to see where the gap in the
water's path is, and then jump in that gap. The last attack is raising a water
column, and then smashing it. As long as you don't stay under it, you're fine.

Sword Man
Weakness: Water Balloon
Receive: Flame Sword

  Yes, the weak Water Balloon actually comes in handy for one fight! Make sure
that when you fire it, you aim for Sword Man's upper half. Similarly to the
other Robot Masters, it's possible for Sword Man to be stunned by the weapon
for a few seconds.

  It seems that Sword Man's most often used attack is fire flash, where he
disconnects his upper half and spins to a side of the room. Then he will spin
back to the rest of his body. His Flame Sword has some decent range to it, so
back up before he slashes. At rare times, Sword Man will surround himself in
an aura of fire. Of course, don't touch him; just wait until the barrier goes

Search Man
Weakness: Flame Sword
Receive: Homing Sniper

  Due to the Flame Sword's short range, you will be forced to get up close and
personal when battling Search Man. Most of his attacks involve launching
missiles all over the room, and sometimes he will deploy a spinning disc that
bounces from wall to wall. A smack from the Flame Sword will stop it. Whenever
three bushes appear, torch them with your Flame Sword. One of them contains
Search Man, while the other two have dummies. If you don't happen to find
Search Man in time, he'll unleash his Homing Sniper attack.

Astro Man
Weakness: Homing Sniper
Receive: Astro Crush

  Nothing too difficult here seeing as how the Homing Sniper does allof the
work for you. However, Astro Man's orbs can trick the Homing Sniper's lock-on
ability into hitting an orb, which doesn't affect Astro Man. Fire a couple
missiles at a time to ensure a hit.

  Astro Man mainly sticks to doing two things. His orbs will revolve in a
circle while shooting you, and when he starts blinking around the top of the
screen, he's about to deploy Astro Crush. The meteors don't fall that fast, so
you should have sufficient time to dodge them.

<<<   [7.4]   DR. WILY                                                     >>>
Skull Pods
Weakness: Mega Ball

  This boss is certainly...unique! There are four pods that appear at the top
of the screen, and there's also thin barriers between each one. Your objective
is to hit the pod with the eyes that was moving about when you first entered
the room. Your best chance at hitting it is with the Mega Ball, as long as you
aim your kicks carefully!

  When the four pods lower themselves down, three of the pods will drop to the
ground one by one (the "real" one stays hanging from the ceiling). One pod is
a crate containing weapon energy capsules, so destroy it if you need some
extra energy. The other two pods come in a green or purple variety. Green ones
launch two missiles, while the purple ones toss bouncing bombs. In rare
instances, you will find a dummy pod that looks similar to the real deal.
Destroy it, and you'll unleash a damaging shockwave. If you have the H. Speed
Charge with the Arrow Shot or Laser Shot, you can quickly destroy the decoy
pods and leave yourself with ample time to smack the real pod with a Mega

Weakness: Flash Bomb

  To defeat Wily's goofy spacecraft, you must hit the exposed panels whenever
the "arms" of the ship extend. The Flash Bomb seems to be the most effective
weapon here, although the Mega Buster can also work just fine. One interesting
thing to note is that the Flash Bomb's explosion slowly floats backwards after
impact. That may prove to be a good thing or a bad thing, depending on the

  The Starfighter starts off every round by dispatching a load of mines that
fly in your general direction. It doesn't take much to blow them up. Keep in
mind that sometimes they drop weapon energy or life energy capsules! When the
arms extend, they will either shoot lasers or missiles. And sometimes, all
four arms will extend. In that case, the entire ship comes flying forward,
hoping to smash you. Once a section take enough hits, it starts smoking and
stays extended. Then you must attack the other arms!

Bass & Treble
Weakness: Mega Buster

  After Bass is finished pointing at Mega Man, he uses the evil energy to fuse
himself with Treble (similarly to what happened in Mega Man 7). Again, like
everyone else, Bass is limited to three attacks. When Bass lands on the
ground, he will fire two charged shots at you and then fly up again. In his
"powerup" status, one of two attacks occur. If he charges up in the very
center of the room, he's about to unleash an Astro Crush-esque deluge of
shots. It is possible to dodge them, but you need to time your jump at
precisely the right time to do it. His final attack is an energy ray. Bass
moves to a side of the screen while in the air and dashes across (listen for
"Feel it!").

  Unfortunately, the only weapon that does any good is the Mega Buster. But,
seeing as how Bass is a mid-boss, I guess you can't expect much...

Green Devil
Weakness: Thunder Claw

  Remember that crazy Rock Monster from Mega Man 1 and Mega Man 3? Well, he's
back, although in a slightly different form... To reach the eye of the beast,
you must continuously fire at the body. Each shot will slowly erode the slime.
Once the eye's expose, shock it with the Thunder Claw. You should be able to
get in two hits before the slime shields the eye again.

  When the Green Devil's body sinks through the floor, the eye appears at the
top of the screen and executes a random attack. Most of these can be easily
avoided by moving around. Of course, the Green Devil has his signature move of
transporting his body piece by piece from one side of the room to the other.
Watch the varying speeds the pieces move at, and slide and jump accordingly.

Dr. Wily's Ship (First Form)
Weakness: Water Balloon

  You will have to be quick here, as you'll be bombarded with a couple things
to do all at once. The Water Balloon seems to work best here, but there's no
really no clear cut winner as to what to use. Aim for the cockpit where Wily
is sitting at.

  The rotating device on the side of the ship does three things: fire shots in
random directions, fire a purple shot that splits in two when it hits the
ground, and disconnect itself from the ship and fling itself at you. One
attack you *must* watch out for is the laser cannon. When it begins to charge,
shoot it with a charged Mega Buster round (or whatever you choose). This will
stop the cannon from firing. As long as you do that, you'll last a lot longer.

Dr. Wily's Ship (Second Form)
Weakness: Flame Sword

  Thankfully for you, Capcom learned from its previous mistake in Mega Man 7
and made this version of Wily's saucer easier...

  While the Flame Sword does the most damage, I doubt you will want to get
that close to Wily in order to harm him. I'd recommend sticking to the Mega
Buster, if possibly.

  Most of Dr. W's attacks are the same as they were in the previous game. The
purple shots, like in the last battle, split in two upon impact with the
ground. The best method I've found to dodge these attacks is to shoot Wily
from the other side of the room. The further you're away from him, the more
you'll have to react to his shots.

  One last tip: USE YOUR RUSH ITEMS! This may be obvious, but these items can
definitely turn the battle around for you!

<<<   [7.5]   MISCELLANEOUS                                                >>>
Mecha Crab
Location: Intro Stage
Weakness: Mega Ball
Receive: N/A

  Being the first boss, this robot shouldn't pose any trouble. Kick a Mega
Ball in its face to expose the weakpoint. Then, just keep shooting in more
Mega Balls to damage it. It won't take long to defeat it!

  Most of the Mecha Crab's attacks are easily dodge by sliding. Never stay too
close to it, however, as it will grasp Mega Man in its claws! If that happens,
press buttons rapidly to break free.

Bear Bot
Location: Clown Man's Stage
Weakness: Mega Ball
Receive: Rush Item

  As long as you attack with the Mega Ball, this battle is a breeze. The ball
can also bounce around destroy whatever robots this toy sends out. When you
destroy it, you get the Rush Item.

Junk Bot
Location: Grenade Man's Stage
Weakness: Mega Ball
Receive: Rush Cycle

  Like the previously listed mid-boss, this one is simply to beat. The Mega
Ball can punch through this bot's junk shield, so you won't need to waste time
by shooting up all of those junk parts.

Location: Mountain Stage
Weakness: Flash Bomb
Receive: N/A

  Duo has no energy meter, so just go crazy with the Flash Bombs! His attacks
are limited down to two things: bouncing around the room (he will say "Get
ready!" before he does that) and punching the ground, releasing a small

Piranha Bot
Location: Aqua Man's Stage
Weakness: Flash Bomb
Receive: Rush Aid

  This is probably the strangest battle in the whole game... Through the
entire fight, you will be falling down a waterfall, and there are log
platforms scattered about. The Piranha Bot will pop out of the water and
usually do one of two things: smack Mega Man with a punching glove, or drop a
bomb on Mega Man's head. If you're using Flash Bombs, remember that they will
fly upwards at an angle. Use that to your advantage!

Wall Bot
Location: Sword Man's Stage
Weakness: Flash Bomb
Receive: Rush Bomb

  Just aim your Flash Bombs at the boss's crystal when it's exposed. When the
robot takes enough damage, a hammer bot appears and destroys the main floor,
leaving only three tiny platforms for you to stay on. By that time, it should
take one Flash Bomb to finish the job.

 =~   8)   GAMESHARK CODES                                                ~=
This section contains codes used for the GameShark cheating device.

801b1eb00001 -- Get Mega Ball
801b1eb80001 -- Get Thunder Claw
801b1ecc0001 -- Get Homing Sniper
801b1ebc0001 -- Get Ice Wave
801b1ec40001 -- Get Water Balloon
801b1ec80001 -- Get Flame Sword
801b1ec00001 -- Get Tornado Hold
801b1ed00001 -- Get Astro Crush
801b1eb40001 -- Get Flash Bomb

801b1ece2800 -- Infinite Homing Sniper
801b1ebe2800 -- Infinite Ice Wave
801b1ec62800 -- Infinite Water Balloon
801b1eca2800 -- Infinite Flame Sword
801b1ec22800 -- Infinite Tornado Hold
801b1ed22800 -- Infinite Astro Crush
801b1eb62800 -- Infinite Flash Bomb
801b1eb22800 -- Infinite Mega Ball
801b1eba2800 -- Infinite Thunder Claw

500009040000 + -- Have all weapons 
500009040000 + -- Infinite weapons 

 =~   9)   CREDITS                                                        ~=
This section is here to recognize those who have contributed to this FAQ.

GameShark.com - For the GameShark codes.

 =~   10)   CONTACT / LEGAL INFORMATION                                   ~=
Copyright Information
(c) Copyright 2002-2004 Ryan "MetroidMoo" Ammerman

  This FAQ cannot be distributed in books, magazines, etc. or in any other
form of printed or electronic media (CDs, etc.) in any way. It may not be
given away as some sort of prize or bonus with a purchase, and it may not be
used for promotional or profitable purposes.

  Any characters, names, or other objects are copyright their respective
companies. This document and its author are in no way affiliated with any
company involved with this game.

E-mail Information
E-mail Address: ryanammerman[at]gmail[dot]com

  Before you e-mail me a question, make sure you've looked through the FAQ to
see if your question is answered. If you send me a question that is answered
in the FAQ, it WILL be ignored.

Posting Notice
  If you wish to use this guide on your site, you may post it without my
permission as long as this document is **NOT** changed in any way, shape, or
form. The latest version of this guide can always be found at GameFAQs

                                                         --End of Transmission

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