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FAQ/Walkthrough by Klaej

Version: 1.6 | Updated: 05/09/10

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*                                                *
*                  Mega Man 10                   *
*                                                *
*                                                *
*  General FAQ/Walkthrough                       *
*  Version 1.6                                   *
*  By Justin Morgan                              *
*  Created 3/1/2010                              *
*  Last Updated 5/8/2010                         *
*                                                *

Version History:

 0.0 (3/1/2010) - Started the guide.

 1.0 (3/3/2010) - First complete version of the guide.

 1.1 (3/4/2010) - Lots of info about Hard Mode added, as well as some other
                  info here and there and some fixes.

 1.2 (3/6/2010) - Some new hints, fixes, and a bit more information added to
                  the Challenges section.

 1.3 (3/22/2010) - Fixed some GLARING ERRORS and added a bunch of new stuff
                   I've received via email, such as some great new Blade Man
                   strategies and a better way to deal with Commando Man's
                   (Note:  As far as the Downloadable Content, don't expect any
                   detailed information on it until it's actually officially
                   released and I grab it; I'm not gonna pirate, so be patient)

 1.4 (4/8/2010)  - Added info, strategies and new hints all about the DLC
                   released April 5th.

 1.5 (4/9/2010)  - More stuff such as a shield enemy trick I had no idea
                   about until now, and some more Bass info.  There's an
                   important note in the Bass section of "Downloadable Content"
                   that I urge everyone to read and try to help me solve the
                   mystery surrounding Bass' "damage taken" phenomenon.

 1.6 (5/8/2010)  - Special Stage 2 and 3 walkthroughs added, as well as info
                   about Endless Attack--the final bits of DLC.  Info on the
                   new weapons and some new hints added as well.

= Table of Contents =

I)     Basics
 1-01  General Information
 1-02  Story
 1-03  Characters
 1-04  Controls
 1-05  Main Menu

II)    Walkthrough
 2-01 Chill Man
 2-02 Nitro Man
 2-03 Commando Man
 2-04 Blade Man
 2-05 Strike man
 2-06 Sheep Man
 2-07 Pump Man
 2-08 Solar Man
 2-09 Wily 1
 2-10 Wily 2
 2-11 Wily 3
 2-12 Wily 4
 2-13 Wily 5
 2-E Easy Mode
 2-H Hard Mode
 2-P Proto Man Mode

III)   Equipment
 3-01  Weapons and Adapters
 3-02  Items and Power-Ups
 3-03  Shop

IV)    Extras
 4-01  Challenges
 4-02  Downloadable Content
 4-03  Hints, Tips and Secrets

V)     The End
 5-01  Credits
 5-02  Copyright
 5-03  Contact Information

= I) Basics =

- 1-01  General Information -

Title: Mega Man 10 (International)
       Rockman 10: Threat From Outer Space!! (Japan)

Developers: Inti Creates, Capcom

Publisher: Capcom

Genre: Action/Platformer

ESRB Rating: E - Mild Cartoon Violence

Release Dates: 
 - Wii (WiiWare)
   - North America: March 1, 2010
   - Europe: March 5, 2010
   - Japan: March 9, 2010
 - Playstation 3 (Playstation Network)
   - North America: March 11, 2010
   - Europe: March 11, 2010
   - Japan: March 9, 2010
 - Xbox 360 (Xbox Live Arcade)
   - North America: March 31, 2010
   - Europe: March 31, 2010
   - Japan: March 31, 2010

 - WiiWare: 1000 Wii Points
 - Playstation Network: $9.99
 - Xbox Live Arcade: 800 Microsoft Points

Space Required:
 - Wii: 98 blocks

- 1-02  Story -

Peace reigns across the world after the events of Mega Man 9 caused the
menacing Dr. Wily to once again go into hiding.  However, a new thread begins
to creep through society.. Roboenza, a strange new virus that only affects
robots, is spreading quickly throughout the world.  People begin to panic as
their faithful robotic helpers come down with symptoms that mirror the worst
humanoid flus.  An antidote is being especially difficult to create, as the
very robots that would be attempting to find one are affected just as well.

After about a month passes, panic becomes outright fear as many robots affected
by Roboenza begin going berserk and attempting to take over the world.  What's
worse, Mega Man's own beloved sister, Roll, begins to show symptoms of the
virus, and the Blue Bomber, though powerful, has no way to combat a sickness.
Just about that time, Dr. Wily, longtime nemesis of Mega Man and his creator
Dr. Light, crash-lands near their laboratory asking for help!  It seems that
the frenzied robots affected by the virus have even been attacking Wily
himself, and stolen parts of a machine he'd been developing to create a cure.
Mega Man has no choice but to hunt down the eight Robot Masters who have each
taken a piece of the machine in order to help Wily finish the antidote before
it's too late.  With Dr. Wily's mad genius and Mega Man's legendary battle
power, they might just have a chance to put an end to Roboenza once and for

- 1-03 Characters -

-Mega Man: The main character of the series.  The Blue Bomber.  Originally
created by Dr. Light as a lab partner robot named Rock, he volunteered himself
to undergo the transformation into a war machine in order to stop Dr. Wily
before the events of Mega Man 1.  Time and time again, for years, Mega Man has
been the hero to stop Dr. Wily and his cohorts' evil plots and save the world.

-Proto Man: Mega Man's brother, a prototype battle robot created by the
combined efforts of Dr. Light and Dr. Wily back when they were partners, long
ago.  He often keeps to himself and doesn't show a sense of duty to the world
as strong as his brother's, though he often helps Mega Man in more or less
subtle ways throughout his adventures.  This time, howerver, Proto Man's
finally stepping into the spotlight and taking on this entire quest right
alongside his brother.

-Roll: Mega Man and Proto Man's little sister.  Created around the same time as
Rock, as a housekeeping robot.  She usually stays around Dr. Light's lab and
helps Mega Man however she can.. but this time, she's a little under the
weather.  Her infection with the Roboenza virus has her older brothers up in
arms ready to find a cure for her before it's too late.

-Dr. Thomas Light: Robotic supergenius and creator of Mega Man, Roll, Auto,
Rush, Tango, etc.  Though he doesn't build anywhere near as MANY robots as his
nemesis and former ally, Dr. Wily, the ones he does build are generally of a
massively higher quality.  He's a very gentle and caring man and only wants
what's best for the world, but this time it looks like he's going to have to
work with the world's most dangerous criminal to achieve that goal.

-Dr. Albert Wily: The only scientific mind in the world powerful enough to
rival even that of Dr. Light's.  Once upon a time, he and Dr. Light were
colleagues, working together to build several robots meant to usher the world
into a new era of prosperity.  However, Dr. Wily had ulterior motives of
reprogramming the robots into battle machines and using them to take over the
world for himself.  Though Mega Man stopped him, he has again and again
attempted this sinister goal, often going so far as to blackmail other
scientists, create supplementary personas, play with the minds of otherwise
innocent robots and any number of other schemes to get things to go his way.
This time, however, it looks like the tides have turned--Dr. Wily was attacked
by the berserk robots under the influence of Roboenza and has agreed to work
toward a cure with the help of his old ally once again.

-Auto: A lab partner and general maintenance bot built by Dr. Light after Rock
threw in his wrench to become Mega Man.  This bulky, cheerful green robot will
go out of his way to build Mega Man the best items and equipment he can with
the screws and bolts Mega brings back home.  This time's no different, though
he also wants to build items for Proto Man.. and in order to get his older
brother to trust him, he's going incognito!

-Rush: Mega Man's faithful robotic canine companion, created by Dr. Light to
aid Mega on the field many adventures ago.  Aside from general moral support,
Rush is able to transform his body into a trampoline, an aerial sled, a
submarine, and many other things, as well as deliver items to Mega Man on the
field.  Rush is ready to go with his Coil unit at the beginning of this
adventure, but it'll take time for Dr. Light to finish working on and reinstall
his Jet unit.

-Eddie: Also known as Flip-Top, this small container-shaped red robot is a more
unique creation of Dr. Light's built for field aid.  His main purpose is to
teleport to Mega Man's location at regular intervals and resupply him with a
variety of items.  In this adventure, Mega Man has the ability to call Eddie at
will with special Eddie Calls made by Auto.

-Beat: A small, round blue bird created by the robotics genius Dr. Cossack long
ago to commemorate Mega Man and Proto Man's help for him and his daughter
against Dr. Wily.  Though small, Beat has had many functions over the years,
from combat support to aerial attack operations, but perhaps his most
beloved role is that of a savior from the strange bottomless pits found
throughout the world.  In this game, Auto can make special Beat Call items for
either Mega or Proto Man that they will automatically use if they've fallen
down a pit to call Beat, who will swiftly dive in and save them.

-Tango: A green robotic cat created by Dr. Light when  Mega Man needed extra
help combatting the Star Droids long, long ago.  Tango seems to have fallen
into complacency staying at the lab and lazing about, rarely coming into view
when Mega Man's on another of his crazy adventures.

- 1-04  Controls -

++ Wii ++

(Wii Remote)

Control Pad: Moves the player character left or right, and up or down ladders.
Also moves the cursor on various menus.

A Button: Shifts around your Special Weapons, similar to L/R buttons on most
gamepads.  Shifts backward.

B Button: Shifts around your Special Weapons, similar to L/R buttons on most
gamepads.  Shifts forward.

+ Button: The Wii's equivalent to the 'start' button found on most gamepads.
This makes selections and brings up the equipment menu in stages.

- Button: On the Stage Select screen, this opens the in-game menu from which
you can enter the Shop and save your game.  In a stage, this opens a menu which
allows you to change options, view challenges or exit the game.

Home button: Opens the Wii Home Menu.

1 Button: Fires your weapon (if using Type 1 control), servers as the 'cancel'
button in menus.

2 Button: Jumps (if using Type 1 control), serves as the 'accept' button in

(Classic Controller)

Control Pad: Moves the player character.

A Button: Jump/Confirm (Type 1 control option used for all these).

B Button: Fire/Cancel.

X Button: Fire/Cancel.

Y Button: Jump/Confirm.

+ Button: Starts game, opens Pause/Menu screen.

- Button: Opens a menu screen that's different depending on if it's used in a
stage or on the Stage Select screen.

Home Button: Brings up Home Menu.

L Button: Shifts selected Special Weapon backwards.

R Button: Shifts selected Special Weapon forwards.

++ Playstation 3 ++


++ Xbox 360 ++


- 1-05  Main Menu -

After watching the opening movie (and inputting your name if this is your first
time playing), the title screen will appear.  Press Start (+ on the Wii) to
bring up the main menu to access the Main Menu, containing the following

 - NEW GAME: Starts a new game from the beginning.  You may choose your
   character and difficulty after selecting this.
 - LOAD: Resume play from saved data.

This mode allows you to play specific stages in an attempt to finish them as
fast as possible.  Only Mega Man may be used, but you begin with all Special
Weapons.  You can save one replay per stage.
 - STAGE SELECT: Pick a stage to attempt a Time Attack on.  
 - RANKINGS: View individual stage rankings in Time Attack.
 - UPLOAD DATA SELECT: You can upload your time attack times, as well as replay
   data from your time attack runs!
 - RULES: Explains how Time Attack Mode works.

A special mode unlocked by purchasing it from the Add-On Content menu.  Playing
as Mega Man and with access to all weapons (including the three special ones if
you've completed the Special Stages), you're put up against an infinite
gauntlet of challanging areas, some unique and some recreations of areas from
Mega Man games past, fighitng a random Robot Master every 30 rooms.  There are
online rankings for the players with the most rooms cleared in one go.
 - START: Jump into Endless Attack and be placed inside a random room of the
 - RANKINGS: View the top 30 players who've cleared the most rooms.
 - RULES: Explains how Endless Attack Mode works.

This brings up a list of challenges in Mega Man 10 as well as the rules you
must follow to complete them.  Mega Man 10 actually has its own challenge MODE
which you must play to complete most of the challenges, but a few are obtained
during normal gameplay a la Mega Man 9.
 - CHALLENGIST LIST: A list of 88 special Challenge Mode challenges (page 1)
   and 12 challenges returning from Mega Man 9 (page 2) as well as your
   completion status.  Page 1's challenges can be selected to take you to a
   Challenge Mode course in which you can attempt to rank in the challenge,
   from E (incomplete) to S (perfect).  Page 2 contains challenges that must be
   completed in normal "story mode" gameplay.
 - RULES: Explains the rules of Challenge Mode, particularly the Page 1
   challenges in the Challenge List.

This brings up a menu to view various top rankings.
 - ALL CLEAR RANKING: Connect to the internet to view the best times completing
   the entireity of the game.  You will see your own personal best at the top
   of the screen, followed by the top 30 worldwide.
 - TIME ATTACK RANKING: Same as All Clear Ranking, except for individual
   stages' rankings.
 - ???????

This brings up the Options menu.
 - CONTROL TYPE: Switches between two different control schemes for the Fire
   and Jump buttons.
 - PLAYER NAME: Allows you to change the name you input the first time you
   started the game.  This name is seen on online leaderboards for the game.

This brings up the Downloadable Content menu.  This is extra content for the
game that you can buy with Wii Points, or whatever currency the console of your
choice uses.
(Note:  As of 3/1/10, there is no DLC yet)


= II) Walkthrough =

(NOTE: I'll be the first to tell you that one of the best ways in the world to
get help with a specific stage or boss is to go into the Time Attack records in
MM10 itself and view the online video data for some of the top records.  This
will show you how the best of the best players in the world complete the stages
and bosses, though it's for speed so they won't bother to grab pickups and may
take damage on purpose to save time, but it can still be very helpful.  Like my
guide, though, Time Attack only uses Mega Man and only on Normal difficulty)

First and foremost, let me make it clear that this is a walkthrough for MEGA
MAN (not Proto Man!) on NORMAL difficulty (not Easy!).  For information on what
Easy Mode and Proto Man Mode bring to the table, refer Sections 2-E and 2-P,

Once you select New Game, select yoour character and difficulty, you're taken
to the Stage Select screen.  Here, you may choose which of the 8 Robot Masters
to battle, or press Select (- button on the Wii) to enter the menu.  The in-
game menu allows you to enter the Shop, save the game, return to the Stage
Select screen or exit the game.  When you're ready, choose the boss you wish to
fight.  You can refer to the Table of Contents at the beginning of this guide
to find the number associated with a given stage, and Ctrl + F to jump to it.
I've prepared the guide in order of the Master easiest with the default weapon
followed by the Master weakest to the Special Weapon you gain from the first,
etc.  Generally, the walkthrough is written so that each individual room of a
stage gets its own paragraph, so if you're stuck on a specific room of a stage,
just skip that many paragraphs.  Now, let's get started!

- 2-01 Chill Man -

As you may have guessed, this is an ice-themed stage, so most of the ground you
will walk on will be slippery.  You can keep your traction if you jump and move
in the air before falling instead of trying to move on the ground, but this
isn't really necessary a lot of the time.  As you walk to the right, you'll
find a snowman enemy that'll form snow heads above itself and toss them at you.
If they hit the ground, they'll explode into four bullets that travel in a plus
formation across the screen.  You can destroy the heads, but they yield no
drops.  Move further to run into some Shield Attackers; these guys fight just
like they always do, jetting left and right in a set path.  Their front is
completely invulnerable to all weaponry except for the Solar Blaze, but their
back is taken down in four shots from your Mega Buster.  Go right to fight more
snowmen and then encounter a new type of block that you'd best start to get
used to.  These four-tile ice blocks will be seen a lot in this stage and later
in the game, so I'll go over their function; if you LAND on them from above,
they will crack (it doesn't hurt them if you walk from another parallel
surface).  If you land on a cracked one, you'll have about half a second to
react before it shatters.  You can also shoot them; a shot will crack them, and
another will instantly break them.  Some weapons, such as the Solar Flare, can
break them in one shot.  Anyway, move forward and purposely hop on the last
ice block a couple times to fall to the next room.

Here, just run to the left, avoid shooting or backtracking and hop on the next
to last block on the left a couple times so that you fall below without hitting
the Shield Attacker, then break the next block.

This room's basically the same as the last, but you'll want to run to the far
right to collect the large screw before falling down.  Destroy the snowman and
fall again, taking care to make short hops on the last block so you don't hit
the spikes above.

In this room, it's a good idea to just break the second block and fall while
hugging right to get into the alcove with the 1-up.  In order to safely get
back out without fear of hitting the spikes, let the Shield Attacker hit you so
you'll be invincible while you climb out.  I'd say a bit of health lost is
worth an extra life.  Fall down the left shaft, and hug the right wall.

When you fall down here, if you hugged right like I said, you'll fall into the
top corridor and get some health to recover you from your purposeful hit above.
If you didn't make it, just go right a bit and jump up to the top in the gap
just past the first Octopus Battery.  Proceed right, killing batteries and
snowmen.  Make sure you exit the room from the top corridor.

Just run right and up the ladder here.

Now, if you were in the upper corridor before, you'll climb up to a Weapon Tank
and a couple timebomb platforms that you can simply run into then back to the
right wall to avoid damage from.  After this, climb to the next room, defeating
the batteries and Shield Attacker...

...and repeat that in this room.  Don't worry about blowing up the ice blocks.
Climb up again.

In this room, you'll see a huge stomper with a tiny stomper trapped by blocks
of ice.  Both of these enemies can jump on the ice blocks to crack and destroy
them, just like you.  Start by breaking the ice directly to your left and
destorying the mini hopper, then get to the left wall, turn around and shoot
the big hopper as fast as you can.  Destroy the rest of the ice and climb up.

Now we're outside again.  Destroy the snowmen and proceed right.  You'll meet a
very annoying bird-type enemy that will fly by in a straight line and drop an
egg when it meets you vertically.  The egg will then activate a rocket booster
and blast toward you when it meets you horizontally.  The egg can be destroyed,
but won't drop items.  Proceed right, jumping and shooting in an attempt to
destroy the mini hoppers before they destroy your platforms, but take care not
to accidentally do so yourself when you're on or near them.  When more birds
fly by, you'll either want to try to time it so that their eggs rocket toward
you at the apex of a jump and fly safely above you, or turn to the left and
shoot them.  Proceed right and drop down to the left into the alcove with the
large energy and weapon capsules.  Immediately turn right and punish the big
stomper, or wait for him to kill himself by breaking the leftmost ice block,
then IMMEDIATELY jump to the right one before the mini stomper above comes in
to break it (which will spell your doom).  Run right, and find the boss door!

* WARNING         *


Chill Man will either run or leap across the room--for some reason, he has bad
traction on ice just like you, so he'll scoot around a bit when he stops.  He's
really easy to jump over, even his jumps are quite low.  When he stops, he'll
shoot a couple Chill Spikes, one angled down and one angled up.  If they hit
you in snowball form, they'll freeze you, and unless you tap the buttons and
jump away quick he'll pounce you for more damage.  If the snowballs hit a wall
or floor instead of you, they'll form a small bed of spikes that can hurt a lot
but are easy to avoid and break after a couple seconds.  Chill Man will repeat
these few moves over and over in no real pattern at all that I can decipher.
Sometimes he'll only shoot a single Chill Spike toward the ground, as well.
The best advice I can give is to keep your distance and be ready to jump over
him whenever he gets near you.
His weakness is the Solar Blaze.  The good news is that since the Blaze will
explode into both directions horizontally and sweep across the screen, since
Chill Man can't jump very high chances a he'll be hit every time you use it.
The bad news is it only does 3 units of damage to him, one of the least any
boss takes from his weakness weapon.  You can stay far away from Chill Man and
use the explosion waves to hit him every time while you dodge his shots, but
it's faster to just shoot them in his face so you can end him more quickly.
Chill Man is one of those bosses that are easy to defeat, but very difficult to
master.  He doesn't seem to have any rhyme or reason to how far he runs before
stopping, when he runs, jumps or shoots, or if he'll shoot one bullet or two.
Luckily, he's probably the simplest boss to just fill full of holes without
worrying about dying before him.  Of course, this makes his gold crown on
Challenge Mode one of the most frustrating to achieve, so if you have any tips
on how to beat him without taking ANY damage, be sure to send me a heads-up.

- 2-02 Nitro Man -

Teleporting into a city, you may recognize the music playing from the Mega Man
10 trailer released a few months before its release.  Move right, and you'll
face a new type of Roader enemy.  By default it simply drives forward in a
straight line like Roaders from previous Mega Man games; however, if you
attempt to destroy it, one of two things will happen depending on if you
destroy the Roader itself or the cannon on top of its head.  If you destroy the
Roader, the cannon will fly up and backwards while shooting bullets toward you.
If you destroy the cannon first, the Roader will speed up tremendously and
attempt to run you over.  Generally, unless it's a tiny corridor or you need a
dropped item, it's best to just jump over them.  Continue to the right and
climb up the ladder, but stop just when Mega Man leans over the top of the
ladder and hold right while shooting so you can hit the Sniper Joe without it
being able to hit you.

In the next room, destroy the Roader and use Rush Coil to collect some screws.

The next room is the first of several in this stage that consists of a long
horizontal 'highway' with trucks speeding through.  Keep an eye on the flashing
lights at the bottom; they'll be red lines when nothing's near, but will turn
blue and point in the direction of oncoming traffic when something's
approaching.  In this room, trucks will speed in from the right side.  You'll
want to jump just a bit after their horn honks and attempt to get on top of
them; otherwise, they'll smack into you and explode, dealing a lot of damage.
Try to avoid as many as you can as you make your way right, destroy the flying
Met and grab the screw by jumping off the roof of a truck.  At the end, either
wait for a truck or quickly switch to Rush Coil or Jet to reach the ladder.

This room introduces a new shield charger enemy.  Basically, whenever you see
one of these, it's going to charge ALL THE WAY across the platform it's on,
even if it's more than a screen long, until it reaches the end or you stop it.
Its only weak point is its head, but shooting its shield will knock it back.
You'll have to jump and shoot both targets rapidly if you want to defeat it
without getting hit.

The next room is another truck room, but this time they're coming from the
left.  Try to jump on one as it's driving by and ride it all the way to the end
of the room--but be careful, the very last wall before the ladder is covered in

Next we have the midpoint room, which is safe and has some weapon capsules. Go

And here we have ANOTHER truck room.  This is by far the most dangerous, having
trucks with larger trailers (you'll have to jump up again after jumping on the
truck's head to cross it) and spikes covering the left walls as trucks approach
from the right.  You're save except for the far left wall when on a truck's
head, but you'll have to jump on the trailer to proceed.  Only jump up there if
you're in a space between overhanging walls, and work your way to the right.
You'll eventually come to a 1-up, which is very difficult to reach unless you
use Rush Coil.  You may have to take a hit for it.  Next, fall down the small
chute in the floor to reach the next room.

Now you're at the final truck room.  This one has the bigger trailer trucks
coming from the left.  Destroy the flying Met and drop down onto a truck,
preparing to jump off to a higher platform after a couple seconds of riding.
Jump right to the platform with energy capsules and then Rush Coil up through
the hole in the ceiling.  You can run safely to the end of the room here, and
even collect an Energy Tank.  Fall down the tiny hole next to the tank and then
another chute to proceed.

Destroy the Met and activate the bomb platform.  Let it explode and fall
through the hole it left.

Jump toward the right, jumping off the rightmost platform when it reaches 0 and
running into the alcove to grab the screw.  Drop down, easing to just left of
the center of the room.

You'll fall on a small safe platform amidst many timebombs.  There are alcoves
with powerups all over the room; from the safety of the middle platform, plan
which ones you need before grabbing them and dropping down.

A small room with a shield charger.  Defeat it, and drop.

Here's a bumpy road of a room full of Roaders.  Jump from raised section to
raised section and leap over the Roaders.  Go right to face the first Sniper
Joe that you can't hide from.  Wait until he points his gun at you, shoot him,
and jump so that his first spray of three bullets pass under you, then quickly
shoot and jump again for the next three.  Repeat until he dies, then go right
to the boss.

* WARNING         *


Nitro Man has two moves he can do from the ground, and he'll randomly perform
either of them at the start of the battle.  His first move is to use his
trademark Wheel Cutter weapons to assault you; he'll throw one in a high arc
into the air and then another straight forward.  They'll roll along the ground
when they hit the floor and then roll up the side of the wall and bounce off
toward you one final time before dissipating.  He'll throw four like this
before he does anything else.  His other move is to transform into a motorbike
and rev up before charging you.  If he does a wheelie, that means he's going to
drive right past you and up the wall behind you.  If he does this, then when
he's about to hit the ceiling he'll jump off and throw a pair of Wheel Cutters
that will bounce around the floor moving toward each other, then stick to the
floor after about three bounces, run toward opposite walls, then fall off
toward the middle of the room simultaneously when they reach the ceiling.
Nitro has one more move, in which he'll turn into a bike and NOT do a wheelie,
meaning he'll just drive back and forth across the room several times and
finally do a wheelie at the end, climbing up the wall and tossing two Cutters
at you.  By far the most dangerous thing in this battle are all the Wheel
Cutters that will often be bouncing around the room, rolling on the floors and
walls and falling from the tops of the walls all throughout the battle.  Nitro
throws them in predictable and easily-dodged patterns and they always follow
the same patterns themselves, but there can be so many onscreen at once it can
get very confusing.
You can destroy them with Nitro's weakness weapon, the Chill Spike, and since
it takes so little Weapon Energy you don't really have to worry too much about
running out.  You'll notice that hitting Nitro Man directly with the snowball
will do minimal damage, though it DOES freeze him, and he's the only boss in
the game that can be frozen like this. The 'real' way to defeat him with the
Spike is to plant a trap of spikes on the ground or wall before he runs over
them in bike form, which deal major damage to him.  Since he only turns into a
bike sometimes, focus on either destroying his Wheel Cutters or trying to dodge
them while pelting him with the Mega Buster in the meantime.  Once he turns
into a bike, plant a Chill Spike on the ground before him.  If he does a
wheelie, only worry about hitting him with that initial Spike.  If he doesn't,
you have the opportunity to hit him several times before he climbs up the wall
and very likely kill him.  Either way, you'll eventually take him down.

(Note: If you have the Screw Crusher from Special Stage 2, it's somewhat
effective against Chill Man, though the primary use for this is when he jumps
up into the air to use his Hard Mode-only special attack.)

- 2-03 Commando Man -

You begin in a desert area filled with quicksand.  A little like Pharaoh Man's
stage, no?  Go to the right and you'll quickly be introduced to a pair of new
enemies.  One appears to be a red flashing mine on the ground, the other is a
flying little green beetle.  They actually kind of work as a team.  The land
mines will explode into robotic antlion dens if they're disturbed by your shots
or your body.  The beetles will fly down to a bit above your altitude then dash
to the right, dropping a bomb near the closest mine that will explode into a
shockwave and disturb the mine.  Try to jump and destroy the beetles before
they release their bomb, and then jump over the mine.  If the mine does
activate, wait for the antlion to spit a couple rocks before jumping over the
pit.  They always lob bombs in the same order; one high and to the left, one
high and to the right, one low and to the left, and the same for the right--
then they stop for a second and repeat the pattern, only reversed.  Keep
fighting through this duo of enemies and make sure not to fall too far under
the quicksand before you reach the end of the room and have a choice of two

(Path A: Upper path--to the right)

You'll enter the first sandstorm room if you take the upper path.  Sandstorms
will cover the entire area in sand, through which you can only see animated
sprites (yourself, your weapons and items, enemies, etc); no platforms, spikes,
pitfalls or background.  The sandstorms also cause a few changes--you're pushed
in the direction it's going, you can run and jump further and faster in that
direction but much slower and less far in the opposite direction.  Mets stay
under their helmets no matter how you may try to disturb them as the sandtorm's
raging, and parachute enemies will float in the direction of the storm as long
as they're using their parachute.  You'll want to memorize where the danger
areas are when you can actually see them, and make sure to stay in safe zones
while the storm's raging, whether it's trying to run against the storm to stay
on a safe platform or situating yourself against a wall or raised ledge so that
the storm can't push you.  Also be wary of the parachute enemies that pop out
of many of the holes continually when you're near them.  Luckily, Rush Jet is
affected by the storms as well (that's lucky in the cases in which they're
blowing to the right, anyway) so if you have it, use it at the beginning of the
room and move to the top of the screen to quicklky clear the room and avoid any

Here's a bunch of awesome tips for dealing with sandstorms sent in by

"On Commando Man Stage, during the tricky sandstorms, there are 3 ways to help
you keep track of the platforms while the storms are blowing.   You can call
Rush Coil on a platform.   Don't jump on him but use the fact that you can see
him during the storm to exactly know where the platform is.   You can run "in
front of its sprite" to avoid falling.   Also, using a chill spikes can lead to
the same results by marking the floor.  The spikes can be seen during the
storms.   Finally, if you have the Wheel Cutter, you can use it as a hook on a
wall or platform ledge.   Once the storms are over, it will lift you up back on
the platform."

Drop down in the next room, there's nothing of note.  Bear left as you fall if
you want a weapon capsule in the next room.

Collect the weapon capsule (or don't) and beat the shield attacker, then fall

Beat the Met and shield attacker, then fall AGAIN...

(End of Path A)

(Path B: Lower path)

You fall into a strangely pink room with a shield attacker and a met.  Destroy
them and proceed to fall down the left shaft, but hold right as you fall.

If you hugged the right wall from the room above, you'll enter an alcove with
some energy.  Drop down from here, dodging the shield attacker.

Another room with some shield attackers and a met.  Destroy them and move on.

This next room has a sandstorm coming from the right.  If you need a briefing
on what sandstorms can do, refer to the first paragraph of Path A above.  Most
of this room is just littered with mets and simple jump obstacles, but near the
end you'll find some chasms with parachute bots in them.  Destroy them before
proceeding, but memorize the short length of time between their rises if you
stand close and use that information to get past safely.  At the end of the
room is an Energy Tank perched on a high platform above.  If a sandstorm has
just passed, use the Rush Coil to reach it.  If you feel one's about to occur,
stand on the furthest right high ledge, wait for it, and then use its power to
jump to the E-tank.  When you're done, jump over the spikes on the right and
move on.

(End of Path B)

Anyway, now that you're at the room in which the paths merge, head right and
outside again to a room that's a bit of a repeat of the first room of the stage
full of beetles and antlion mines.  Deal with these the same way you did
earlier, and head right to fight a big stomper.  Let him jump near you, get
close to him, then run as he jumps to get past him without harm.

The next room is another sandstorm room, and it's very dangerous; the storm
blows from the right, and most of the left walls are covered in spikes.  Rush
Jet isn't as useful here, though you CAN use it; move to the top of the screen
and shoot to preemptively destroy any parachuters that may get in your way.
Otherwise, just proceed on foot.  Try to find platforms with safe walls to the
right, and run against them when the storm blows.  There's a 1-up halfway
through the room that's easy enough to collect.  Keep going right.

The next room just has some energy pellets and an antlion on top.  Nothing to
worry about.

Now we've got yet another sandstorm room, this time with it blowing from the
left.  Rush Jet is obviously very useful here, but it can be very frustrating
and dangerous to reach the safety of the top of the screen with it without
being intercepted by a parachuter.  Instead, try to hoof it, stopping on the
longer platforms and running agaiinst the storm when it comes to survive it.
At the end of the room, you'll come to several large chasms which lack
parachuters but can be hard just to cross.  The last one, especially, is quite
impossible without using the sandstorm to your advantage.  If you have the Rush
Jet, use it on the high, long platform midway through the room to clear the
rest with ease.  Without it, you'll have to reach the long chasm at the end and
either use Rush Coil when there's no storm or run and jump with all your might
when the storm's blowing.

The last room contains a series of small platforms over quicksand with a big
stomper on the far side.  Your options are to either quickly fall deliberately
into the quicksand and jump under the stomper in an attempt to evade him
completely, or stay on the right ledge and use any weapon that will hit it (any
special weapon aside from Solar Blaze works, though you probably don't want to
use too much Wheel Cutter energy as you'll want it for the boss).  When
finished, proceed through the boss doors.

* WARNING            *


He looks massive and daunting, but he's really quite predictable.  The main
thing to remember is that if he jumps high into the air, he'll cause a quake
when he lands that will render Mega Man compeltely defenseless for a second.
He'll jump either high or low and launch a Commando Bomb forward which will
turn down at a 90-degree angle when it reaches your position.  Run under it
then get ready to jump about to the point at which it landed to avoid the
resulting shockwave (it's a shockwave similar to the ones the green beetles'
bombs produced earlier in the level).  After a couple jumps, he'll shoot a Bomb
straight forward into the wall behind you, you'll want to stand a couple Mega
Man lengths away from it to avoid the shockwave.  Sometimes he'll also shoot a
Bomb so close to the wall even when jumping that it'll explode on the wall
before it has a chance to hit you.  A good strategy for him is to get close to
him as soon as possible, then run under him as he jumps and shoots; he can't
shoot   his bombs behind himself, so he'll always shoot them straight downward
to the ground and even the shockwave won't be able to reach you if you're
behind his aerial position.  Jump over his occasional forwad shots from the
ground and you've got him.
His weaknes is Wheel Cutter, which can also be held in front of you to absorb
the bombs he shoots.  You can time it so that the Cutter will roll under him
just as he lands, or just get in his face and shoot him over and over with
them; they do huge damage to him outright.  Whether you use cutters or the Mega
Buster, he's a very predictable and, dare I say, easy boss at the end of one of
the most frustraing stages.

- 2-04 Blade Man -

Entering this stage, with the regal-sounding music, castle theme and shielded
cannons taken straight from Mega Man 6 in the background, you can't help but
feel a bit of familiarity to Knight Man's stage years past... but that quickly
fades as you proceed right and are assaulted by jet-propelled giant axes!
Defeat the (surprisingly UNshielded) green cannons and greet your axe-faced
friends with a bullet or three.  They attack by jetting diagonally up and
toward you, then crashing straight down and repeating.  Continue right until
you enter the interior of the castle and run into tiny, fast spiders--mini
versions of the ones you saw in Mega Man 9.  They scuttle across the ceiling,
back and forth, until you get near them at which point they thread their way to
the ground and proceed to mercilessly pounce at you.  These guys really follow
you forever, jumping past spikes and gaps that most enemies would give up near.
The only fortunate thing about them is that they're very defensively weak and
only take a couple shots to dispatch.  Make one fall next to you and be ready
to pelt it with two shots just as it hits the ground.  Defeat a couple more and
you'll come to a new Spine enemy.. they go back and forth on the ground and are
invincible to most weapons like Spines in all the other games, but this time
shooting them doesn't cause them to stop, it actually makes them go crazy and
spring around while shooting bullets.  Being hit by them causes the same
effect.  It's best just to jump over them, though you can destroy them with a
Chill Spike or the shockwave from a Commando Bomb (though you'll want to save
ammo for that for the boss, and for some items such as the screw at the top of
this very screen that can only be obtained with a C. Bomb).  Climb up to the
next room.

There's an axe and a spine here, as well as some screws you can get with the
Rush Coil.  Move on up.

You've got another cannon to deal with, then you're introduced to a couple new
things.  First, assaulting you from the air is a flying robot head that weaves
up and down as it flies across the screen.  They seem simple enough and only
take one shot to defeat, but if you ever come into their line of sight they
instantly release a large bullet that can be destroyed.  The next object to
catch your attention is a teeter totter contraption that activates once you
step onto the elevated platform of it.  This wil cause it to move forward as
the platforms on it shift positions.  You have to keep jumping back and forth
to the raised platforms to keep it going, and if you ever leave it alone for
more than a few seconds without moving it, it'll begin to flash and quickly
scoot back to its starting point, which can be VERY dangerous.  Move the first
one to the ledge on the right and then go to the second, shooting your buster
toward the right side of the screen as you go to destroy the axe bots so they
can't knock you off.  Reach the end and jump up for some energy capsules; Rush
Coil up if your platform leaves you, then procees through the ... boss door?

*Mini-Boss: Tricastle*

as you enter the room, a green castle with three pairs of eyes will emerge from
the background.  There are a pair of eyes over the front door, and a pair each
under cannons on top of the turrets on either side of the castle.  To defeat
Tricastle, you're going to have to destroy all three pairs of eyes.
To begin, start shooting the central pair of eyes above the door, the only pair
that you can reach from the ground with your Mega Buster.  It controls the door
opening and closing which sends out platforms with which you can reach the
upper eyes, so destroying it--and the door--can make the next couple pairs
easier.  Once the door's destroyed, start jumping on the platforms as they
slide out toward whichever end of the screen you're on and then jump and shoot
to hurt the turret eyes.  They'll launch bombs at regular intervals, which you
can be forewarned about by looking at the eyes; when they look at you, they're
about to launch a bomb to wherever you were standing when their eyes shifted to
your direction.  Use this to dodge the bombs as best you can.  It seems easier
to start with the left pair of eyes, and then move to the right side of the
screen to take care of the right pair after it's defeated.  You can also shoot
the bombs to stop them, though this can be dangerous.
The best special weapon for the job is the Solar Blaze, which can hit both the
top pairs at once and only takes three shots per eye, but Rebound Striker and
Water Shield are also very useful here, as can Thunder Wool be if you can
manage to get a cloud just above a pair of eyes.
Upon destruction, Tricastle'll comically put up a white flag before exploding.
Move to the right.

Now we're in a safe room, the midpoint of the stage.  Climb down the ladder.

This is a small room with steps downward and a couple spiders.  Use the Cutter
Wheel if you have it to dispatch the lower spider, then switch to the Mega
Buster for the one on the ceiling and move down.

A repeat of the last room, though the stairs go up this time and one of the
spiders is replaced by an axe.  The Wheel Cutter or Rebound Striker are great
if you don't want to get hit; destroy the 'bots and proceed.

Defeat the cannon, drop down and to the right, beat a couple spiders and a
flying head.  Use Rush Coil to grab the bolt, then move right to another teeter
totter platform.  You'll be assaulted from both sides by flying heads and
spiders; the Solar Blaze is fantastic here if you have it.  If the orb hits
even one of the flying heads' projectiles, it'll explode and take out
everything in both directions, and you can safely plant an orb in front of you
while going back and forth just to stay safe.  Water Shield is useful, too, as
is holding Wheel Cutters in front of you as you move back and forth.  After the
first teeter totter, you can jump above for a Weapon Tank if you have the
Commando Bombs; otherwise, go down and take care of the spiders, and Rush Coil
to the energy and weapon capsules above if you need them.  Proceed to another
teeter totter--there's a 1-up just above you if you have Commando Bombs, but
it's very tricky to get and required maneuvering of your platforms to just the
right spot.  I'd say to skip it between the danger and the fact that C. Bombs
are what the boss just ahead is weak against.  Keep going right and be wary of
the flying heads until you reach the end of the chasm, at which point you can
either jump up or go into an alcove for a large energy capsule.  The capsule's
safe to get if you make sure the right side of the platform's the lower one,
run in, grab it and run out.  Go right and kill one more axe and then you're at
the boss door.

* WARNING         *


Blade Man, admittingly, is probably the most tricky Robot Master in the game.
Many people seem to agree.  He only really has one move, which he uses again
and again, but from so many positions and so quickly that it's just about
impossible to dodge every time.  I'll try my best to explain it.
Basically, he'll jump to the right wall, and launch a Triple Blade attack.
This consists of three purple knives which are simultaneously launched and
travel at three angles; one straight forward, and another two at increasingly
lower angles.  He'll then jump to the ceiling in the center of the room, and
launch another Triple Blade toward your position.  Then he'll jump on the left
wall and do the same, then onto the floor and just look at you for a moment
before repeating the process.  Sometimes he'll jump from ceiling to wall to
ceiling and forget the floor, though I honestly have no idea what triggers
The basic strategy is to stay in the left corner of the room, next to the boss
door.  Make a short hop over the middle knife but under the top one to dodge
his first attack from the right wall, then run right to dodge his ceiling
attack, and back left under him to dodge his left wall attack.  Note that
trying to always stay under him, or in any single position won't work, as he'll
always throw the knives roughly at your position.  You can jump and shoot him
any time he's on a wall or the floor.
His weakness is Commando Bomb.  Hitting him directly with it, as with any
enemy, isn't the best idea, but it does deal more damage to him even this way
than a Mega Buster shot, and you can hit him on the ceiling.  The strategy is
to aim for a bae wall or the ceiling where he's ABOUT to jump, as trying to hit
him with the shockwave a his current position will always miss (unless he's on
a wall directly over your head).  He takes massive damage from the shockwave
and can be hit up to two times from it.  With some practice you'll be able to
nail him every time, except when he jumps from the wall to the ceiling when he
was supposed to jump to the floor (or vice versa).  Keep in mind that he always
jumps toward where he's facing, and never jumps from the ceiling to the floor,
floor to ceiling or wall to wall and you should be able to defeat him.

Here's a really good strategy sent in by Superfluous Moniker  (nice name!):

"I found a really easy way to beat Blade Man you might want to add to your
guide. You can very easily dodge his triple blade attack by simply running
towards him while he's on the walls. As long as you are not more than half the
screen away or so and are running towards him, he will miss every time.

So my strategy is whenever he is on the wall, jump and shoot once then start
running towards him, his shot will sail overhead. Right after he misses, run
away from him. If you are close to him after he attacks from the wall he will
sometimes try to jump down and hit you with his body, it will miss if you're
running away. If he goes up on the ceiling, stand underneath and just in front
of him and run behind him when he shoots. He will then go to far wall, rinse
and repeat.I was able to beat him without taking damage for the gold crown in
Challenge pretty easily using this strategy, then I did it again without
taking damage with the Mega Buster for proof of concept. Works like a charm."

And here's another tip sent in at about the same time, by Zeek:

"Here's my strategy:
Charge him.  If he's on a side wall then run towards him until he fires and his
blades will go over your head harmlessly.  Then start backing off.  If he jumps
to the ceiling then start running under him (toward the wall he just came
from).  Again he'll miss you entirely.  If he jumps to the ground you'll
already be running away from him so he won't reach you.  Turn and get a hit in
and you can usually get one more as he jumps back to the wall so jump and shoot
in that direction.  Rinse and repeat and you should beat him flawlessly."

- 2-05 Strike Man -

You warp into a huge stadium, playing some really upbeat music... very cool.
Go right to find some orange baseball 'bots that throw baseballs toward you in
a low arc that curves and rises upward.  Past them you'll find a spike on the
ground and a blue baseballer who throws a different kind of curveball; it'll
curve downward until it's in front of the bot, then stop in midair for a second
and float toward wherever you're standing.  Destroy him and go forward to a
huge locker room in which seemingly random lockers will open up to reveal small
box robots that shoot at you.  It's actually always the same lockers in the
same pattern, but it can be difficult to memorize.  Blast them or dodge them,
then climb down.

This small room has a Spike on the right ledge and three screws on the left.
Use Cold Spike to destroy the Spike if you have it, then inch to the very left
of the ledge and jump across the boss door to reach the screws before falling

*Mini-Boss: The Keeper*

You fall into a room resembling a soccer (*cough* non-American football) goal
and a giant robotic head appears above you.  This robot goalkeeper will serve
as a miniboss before you can proceed.  He'll start by looking either to the
left or to the right, and from that direction will come a flying soccer ball--
from the opposite direction, he'll summon a giant metal fist that will proceed
to punch and knock around the ball.  You can destroy the ball with a couple
shots, but it's tricky to hit and it always flies around in the same pattern,
so it's useful to try to memorize and dodge it.  You'll have to jump on top of
the fist, which will raise up to the top of the goal in time, in order to hit
the face to destroy the Keeper.  You can just stand on the fist and shoot like
mad when it's at its highest peak.  The Keeper will then repeat the previous
action, with in the opposite direction as last time.  After both directions
have been covered, the Keeper will summon both fists at once and attempt to
slam them into you, or at least close enough to you for you to be stunned by
the shockwave they cause and be unable to attack.  Jump to dodge the shockwave
and get on top of either of the fists to ride them up and punish him.  He'll
then repeat the same three steps over and over until you score a goal in
blowing up robotic disembodies face goalies.
The Commando Bomb is easily the best weapon to dispatch him with; make sure you
detonate it on the top of the goal next to his face, as directing the missile
straight into his face will only do minimal damage.  The Water Shield can be
useful, too, as it will also eat up the rogue soccer balls.

After his defeat, the ground will collapse on the left side of the screen.
Jump down to enter a room with a Spine and several screws and energy capsules
atop him.  Beat him with a Cole Spike if you have it to collect the goodies,
then go right.  You'll meet a new pair of enemies; ball baskets.  The purple
ones carry round bouncing balls that they'll lob in your direction, which will
then bounce at the same arc until they hit something.  The orange ones carry
American footballs, which will bounce around at strange one-low-one-high
altitudes with their oblong shape.  Defeat them and go right to find several
basketball goals with hoops that serve as platforms, more ball baskets and
Spines.  Take the lower route to collect more screws and energy, then Rush Coil
up to the next area.

A blue curveballer on the top left, a weapen capsule on the top right.. and a
new obstacle.  These soccer ball platforms become activated if you shoot them.
They have a small startup time so you have a moment of opportunity to jump on
top after activating them.  You can get used to how they work here to earn
the weapon capsule and destroy the curveballer before proceeding up.
(Note: You can also use the Wheel Cutter to activate them while standing on

Another room with two soccer platforms and a couple screws.  Collect them and
go on.

You're back on the outside of the stadium now, with a purple ball basket to
your left and several SPIKED soccer platforms to your right.  Destroy the
basket then turn your attention to the balls--obviously, jumping on them hurts,
and they're stacked so close to each other that it'd be easy to get smushed by
one if you were slow about your business.  Luckily, you can just shoot buster
shots as fast as you can while moving under them to get through.  Defeat a
couple more basket bots and go under another row of spiked balls to fall to the
next room.

To get the 1-up in the next room, you have to jump on top of the spiked balls
so that you don't actually touch the spikes in the middle of any of them.  It's
much easier if you jump on the edge of the far right one then use the Rush Jet.
After collecting your prize, make them rise and fall to the second miniboss..

..which is just a repeat of the first Keeper robot, except this one has fancy
electric fencing around the bottom of the left and right sides of the goal and
the left and right edges of the top.  This doesn't actually make things much
harder at all, if you have Commando Bombs he's just as easy and fast this time
and even if you have to rely on your buster the only real difference is that
you need to run toward his face as his fist moves toward the electricity while
shooting him.  The major difference is his third move, with the dual fists, has
changed this time.  Instead of simply smashing, clashing and raising them
together, he'll smash them on the ground then raise one of them while punching
across the screen with the other, before raising it as well.  You can get a lot
of hits this way, but it's trickier than the first.
After you defeat this Keeper, the right side of his goal busts open to reveal
the path forward.

This room's full of ball baskets and absolutely riddled with locker bots.
Water Shield might not be a bad idea if you have it, otherwise just blast
through as fast as you can and climb to the next area.

Here's another small room with two soccer platforms like you saw earlier, but
this one has a blue curveballer perched atop a tall basketball goal in the
center of the room.  Activate the right ball and ride to the top, jump off to
the right to grab the energy, turn around and punish him before moving up.

The next room has you crawling up to a big locker wall with bunches of locker
bots that come out two at a time, all of them inhabitting the lower few rows.
Blast through them, climb the stairs and use the Wheel Cutter to get rid of the
second purple basket before clobbering the curveballer.  Move right and
activate the first two soccer balls then quickly jump on the second (nonspiked)
one then turn around and jump off the edge to receive a bunch of screws.  Fall
down and proceed, using the last couple platforms to destroy the basket just
before the boss door.

* WARNING          *


This baseball-shaped robot always starts the battle by short-hopping into the
air and letting a Rebound Striker rip.  This weapon is basically a large ball
that will bounce around the room like a fast, semi-homing Gemini Laser (if
you've ever played Mega Man 3).  Jump over it and it'll rebound to the ceiling
at a 45-degree angle, but then it'll rebound off the ceiling to whatever your
current position is, back to the ceiling, and back to your current position a
second time before dissipating.  During this time, Strike Man will jump high
into the air, roll up into an invincible ball and bounce twice--once high, and
then a second time low and forward.  This is really the entire pattern, he just
does these two things over and over again.  Very easy to memorize.
Triple Blade rips him to shreds, destroys his Rebound Strikers and can even be
shotgunned in his face for up to triple damage!  I don't think I need to say
more--he's easy enough with the Mega Buster, but with the Triple Blade you'll
really score a home run.

- 2-06 Sheep Man-

As you enter this stage, you'll notice it's a lot more technologically
prominent and focusses much more on Sheep Man's electric elemental affinity
than previous animal-themed bosses like Snake Man, Slash Man and Hornet Man who
all seemed to share a 'nature'-based theme.  Anyway, head forward to be greeted
by one of the weirdest and coolest enemies in Mega Man history--giant flying
computer mouse cursors that 'stretch-select' areas of the background and form
them into blue panels that fly off in various directions.  Generally, they can
form squares, whose panels will fly down and toward you; vertical lines, whose
panels all fly off toward you; and horizontal lines, whose panels all fly down.
The panels can be destroyed but are numerous and take a bit of punishment,
forming a good shield for the cursors.  Once you do defeat it, head forward to
be introduced to a unique new type of obstacle, fizzling floors.  Once you step
on these platforms, they (as well as anything of he same color connected to
them, namely spike balls) will fizzle out of existence, giving you about two
seconds flat to react before there's nothing there anymore.  Keep heading right
to fight more cursors and a totem pole enemy that emits soundwaves that move
outward in a V pattern and can bounce off walls.  You can destroy the pillars
underneath these totems to lower their head to the ground, but they regrow
fast.  You can also jump on their heads to make them angry, stop them from
attacking and destroy their pillars.. it's also pretty funny to see!  Either
way, destroy it and proceed to the next fizzle platform, this one with spikes.
For the safe route, just let it fizzle away then Rush Coil up to the screws
above.  If you'd rather go about it more quickly, jump over the spikes and
to the blue blocks above.  When done, drop down, but stay on the right wall.

Fall down onto the yellow blocks on the far right.  Jump across and fizzle out
the blue and green sections, then fall and grab the 1-up and run to the right
for some screws before jumping the spikes and going down to the next section.

Fizzle away the blue and yellow floors and stand on the totem's head until he
shrinks far enough for you to jump to the far left chasm.

Fall to collect some energy, and look to the right to spot a new enemy.  These
orange floaters will slowly ease downwards while weaving left and right, moving
further in the direction they're facing than backward with each weave.  Pass
them and jump up the fizzle-block stairs, fizzling away as much as you want.
Drop down to collect some small screws then Rush Coil up to the big screws.
Go right form here for two more new things to learn; first of all, worry about
the floater enemy on the far right.  If you allow him to fly to the point at
which he's vertically parallel to the orange rubble on the ground, he'll
quickly fall down and attack himself to it, gaining a shield, the ability to
drop missiles, and change his movement pattern from mostly horizontal to mostly
vertical.  There are two ways to prevent yourself from having to deal with this
enemy; either scroll the floater off the screen just as he approaches the
shield (move backward until he flies off your screen, then forward agai) or
wait until he flies down and time it so you shoot several buster shots into him
just as he attaches, at which point he's defenseless for a moment.  Once you've
taken care of him, shift your attention to the weird limp platforms around the
screen and motionless conveyer belt you're standing on top of.  To activate the
platforms, you have to run on the conveyer belt, which causes Mega Man to run
in place and generate electricity to anything in the room that needs it.  Jump
off when you've given enough power to the platforms and quickly jump across, or
up if you need the energy capsule.  Pay attention to the energy meter under the
platforms--it shows how much time they have left before going limp again, and
they'll also flash red when they're about to give.

In this room, just fall and ease left so you avoid the spikes.

There's a weapon capsule that's very easy to collect in this room, and more
fizzle blocks.  Fall through and destroy the shield attacker (fizzling away the
red section will increase his roaming area greatly).

*Mini-Boss: Octobulb*

Falling into this room, you'll see a large green contraption with a bulb on top
in the background, that wastes no time in spitting out two small flying light-
bulb enemies along with a puff of smoke.  Every time you destroy both of them
it'll spit out two more, but if you only destroy one it won't bother--make sure
to do this!  In order to actually hurt the miniboss, you're going to have to
run on the conveyer belts on the sides of the room to power him up.  You can
generate up to five electrical pulses by running on a belt, and depending on
how many you create, he'll stay active more or less time before releasing the
excess electricity and powering off again.  Four blocks will also form around
the room when he's powered on to allow you to jump up and attack him.  There
generally won't be enough time to attack him even once unless you charge at
least a couple currents up, and he releases the same bolts no matter how much
you charge him up, so it's best to go for five every time.  Once he's powered,
jump on the lower block to jump and shoot or the higher blocks to be able to
stand and shoot him.  After a few seconds, depending on how many charges you
generated, he'll release the excess electricity--two bolts that start by going
down the two central wires below his head, then move to the right and up the
next pair, then right then down, etc. and loop around at the end until they
reach the bottom of his head again and dissipate.  Just try to keep one small
bulb alive and memorize the spark patterns (they never change) and continue
activating and shooting him until he powers down for good.
The Rebound Striker is quite good against him and can very quickly dispatch him
by powering up, jumping on a lower platform and filling him with up-angled
shots, but this takes most of the weapon's energy and leaves little to fight
Sheep Man himself with unless you have a weapon tank.  The Water Shield is
decent as it is against all minibosses, and the Triple Blade seems to take care
of him fairly well.

When you defeat Octobulb, the floor opens up.  Fall to reach a room full of
totems and another simple powered-up platform section.  Rush Coil up to the
screws on the upper platform then jump to the ladder leading to the next room.

Here, let the floaters attach to their equipment and punish them whil they're
still on the ground.  The second one will attack to a gun turret that always
shoots up, down, up, repeat.  You can use Rush Coil to quickly advance past the
middle section instead of powering a platform.

And here we are, the beloved return of the disappearing block puzzle from past
Mega Man games.  Step on the right edge of the blue section to get rid of the
spikes and memorize the short 4-block puzzle before crossing and climbing the

Destroy the totems and head right.  If you have Rush Jet, use it on the top
ledge past the second totem and fly upwards, getting ready to blast a cursor at
the end of the screen, for easiest passage.  If you don't have it, jump across
the chasm on the disappearing blocks; it's an easy, short puzzle with no tricks
before the next safe platform, which has a floater and some energy.  The next
chasm has a lot of dual blocks that form right next to each other, which
actually makes things easier.  Near the end, make sure you ease to the block
that forms just to your left before jumping right, as the rightmost block will
disappear before the above blocks form.  Defeat the cursor and wait for the
triple blocks to form over the spikes below before continuing on.

Fall on the middle set of green blocks, then fizzle away the yellow and red
sections.  Jump right and collect the weapon capsule, then back left and fizzle
the LEFT blue section and the green section under it to collect the Weapon

Fall to the left and fizzle away each colored section, taking care to jump just
above the yellow spikes as they fizzle so you don't land on the green ones.
After fizzling away the red section, jump over the shield attacker to claim
your screw else it'll push you off the edge.

In the last room, destroy the two cursors (Triple Blade is best for this) and
move on to the boss doors.

* WARNING         *


Sheep Man starts the battle by lighting up with electricity and emitting an
8-bit 'bah'--this is a sign that he's about to release a shock ball forward
that bobs up and down in a wave pattern.  Jump over it, and he'll leap into
the air, transforming into four cloud-like wool tufts.  The tufts will spread
randomly around the top of the room then lock into position.  Each tuft will
flash then releae a lightning strike straight down, one at a time, then
dissipate.  Run to whatever side of the room has the least tufts and watch for
the flashing to see when you need to jump.  The lightning strikes fork out into
a wide pool of electricity for a moment when they hit the ground, so you'll
have to leap into the air to avoid that if you're near any of them.  The last
remaining tuft will also blast a lightning ball in each direction when hitting
the ground, so you'll always have to jump to avoid that, and then turn back
into Sheep Man.  Sheep will proceed to perform either of these two actions over
and over until the battle is won.  Just remember to get ready to dodge a very
fast shock ball every time he lights up and 'bah's on the ground and you'll be
Use the Rebound Striker to elminate Sheep Man's electricity with the power of
rubber.  Toss a Striker up into Sheep Man just as he forms into the four tufts
and this move will be cancelled, dealing heavy damage to Sheep and causing him
to fall  to the ground.  You can also use Strikers to prematurely destroy tufts
if he manages to split apart before you hit him.

(Note: If you have the Screw Crusher or Ballade Cracker weapons from the
Special Stages, they can also be used on Sheep Man once he enters Thunder Wool
mode to dismiss the clones and deal damage to the "real" tuft of wool.)

- 2-07 Pump Man -

You teleport into a disgustingly brown sewer system.. ugh.  Well, you gotta do
what you gotta do.  Jump down the right side of the platform and hug the right

This will make you fall to a platform with a screw, and there are two more to
the left.  Below you is a unique new type of Met on a long platform--it looks
like the legless Mets from Mega Man 1 and 9, but they're actually blobs this
time!  The jelly shots they fire aren't painful, but will cause your traction
to falter, allowing you to only make proper movements from midair until they
dissipate.  The Met itself can only be damaged just as it's shooting by blasing
the jelly shot in front of it and then its face with two well-timed shots..it's
a tiny bit trickier than other Mets.  It even jiggles in its helmet if it
blocks a shot.  Once you've dealt with it, fall once more to the right.

You'll find a screw on the bottom of this screen, and there's also a small
spider to your left.  Destroy it and drop down.

You come to a long room with several large pipes and valves.  Destroy the
spider on the ceiling and move right, You'll find your first pool of water, but
also your first water-related trap.  The water pouring from the pipes overhead
impedes your jumping--it doesn't actually make you jump shorter, but it pushes
you down much faster as long as you're in it.  Remembering this will be useful
for this stage.  Go right to see some tall Telly-like enemies that fly toward
the nearest short vertical opening between pipes then lock themselves in the
gap and start to shoot.  They're pretty simple, just destroy them and mosey on
along.  You'll face more slime mets and waterfalls as you approach a platform
with screws on it; don't worry about it until you're on the right side of it,
then you can easily reach it.  Go right once more and take the upper path for
some screws.  If you have the Rush Jet, use it at the end of the platform with
the screws and move down a bit so you don't smack into the pipes a screen or so
to the right, then push up against the current when you pass under them.  If
you don't have the Jet, hop across the pipes on the bottom of the screen and
take care to avoid the shrimp enemies which move pretty much identically to the
prawns in Mega Man 2's Bubble Man stage, though they'll sometimes react to your
shots by jetting backwards in the water.

The next screen serves as the beginning of a branching path.

(Path A - Upper path)

Jump through the waterfall to the right to enter a room with a spider.  Fall to
the slime met and Rush Coil to the 1-up, then Rush Coil again to the right of
the first floating platform to reach the upper route.  This route is full of
slime mets; remember that you can jump to stop your sliding if you get jelly on
you.  Jump through the waterfalls and head right.  The Chill Spike is quite
useful here, as it's the only weapon that can affect the slime mets when
they're hiding in their helmets.  At the end of the section, it really doesn't
matter whether you take the upper or lower route to the next screen..

..because either way, you'll enter a small room with a couple large screws.
The only problem with going the lower path is that you'll have to use Rush coil
to reach the screws.  Climb up when you've got them.

A trio of large tellies will enter pipe gaps here.  You'll have to climb down
the ladder to finish off the lower one before you climb back up and fall into
the gap it leaves.  Run right and defeat more tellies, being sure to take the
upper path if you want more screws.  Get past a spider and slime met before
falling to the next room.

This is a small room with two tellies and a lot of water.  Simple.  Fall to the

A small room with many slime mets.  Remember their weakness to Chill Spike.

Another small room with a slime met, a couple spiders and a weapon capsule.

(End of Path A)

(Path B - Lower path)

If you take the lower route, I hope you like water.  You'll fall underwater to
a fully-waterlogged room with a shrimp and a bunch of small weapon and energy
capsules.  Fall to the right.

And fall again.

And fall once more to collect a large screw.  Defeat the octopus battery to the
left and pay attention to the machines in this room.  There are two bubble
machines, which will gradually light up until they're ready to make a bubble,
then repeat.  You can get inside the bubbles to ride them through the water,
but the only way to get out of them is to either allow them to touch an
obstacle or to shoot them several times.

Fall down and ease right so you don't fall into spikes.  Destroy the batteries,
but be careful, as you're constantly being pulled to the right in this room.
Make the jump to the first bubble machine and allow it to encase you.  Hold
right as you ride it so that you'll fall onto the platform when it pops, and
defeat the shrimp.  Get in the next bubble, and hole both up and right this
time so that you fall into--and start climbing--the ladder at the end.

Climb to the next room and immediately face left to destroy and octopus battery
that's coming your way.  Climb up and get rid of the next one and a slime met.

Go right to enter a room full of spikes, shrimp and bubble machines.  This time
you're being pulled to the left, toward spikes on the walls, and bubbles are
trying to push you that way, too.  Shoot the bubbles to destroy them in one hit
from the outside, proceed right and grab the free 1-up.  Destroy the battery
and two more vertical bubble machines then jump in between the two spike
columns; it helps to have a Shock Guard here.  Once you hit the floor, allow
the current to push you into the energy tank before moving forward.

Here we have a room full of octopus batteries.  Nothing much else to say.

(End of Path B)

Once you've reached the merge room, you're at the boss door.

* WARNING        *


Pump Man has the simplest moveset of any Robot Master in the game, but that
doesn't make him the easiest.
He'll start by creating a Water Shield around him, one bubble at a time until
about 8 are circling him.  He'll then proceed to anywhere from one to three
times before jumping straight up and blasting the shield off the screen in a
spiral shape.  You can pop the bubbles if you shoot them enough, creating a gap
that can make his blast easier to dodge, but they take so much punishment and
he blasts them off so often it's usually not worth it.  You can also get very
close to him and shoot through the shield to hit him without being hit himself,
this is very useful if you only have the Mega Buster to fight him with.. but
only do it when he's forming another shield, not while he's jumping around. (He
always, always forms a new shield immediately after blasting the old one off)
Use the Thunder Wool to send a shock to his system.  Though he takes massive
damage from it and it eats up his shield, it takes a bit of skill to use.
You can hit him most the time just by using a Thunder Wool between Pump Man and
yourself and waiting for him to jump into it, but if you want to deal maximum
damage to him and hit him lots with one Wool you'll have to time it right. He
stays in the same spot vertially when blasting his shield and making a new one,
but if you keep stripping his shield with Thunder Wool he'll stop leaping into
the air and may randomly jump around or reform another shield with no real way
to know which he'll do next.  The best way to hit him multiple times with every
Wool is to wait until he launches a shield (which should be at least partially
dissolved from the last Wool and easy to dodge) then jump up and toss a Wool as
he's dropping to the ground and making another shield.  He should take at least
two hits every time.

(Note:  The Screw Crusher special weapon from Special Stage 2 deals two units
of damage to Pump Man and can be easier to use than the Thunder Wool in many
situations, especially on Easy difficulty.)

- 2-08 Solar Man -

Welcome to the land of flaming red backgrounds and the catchiest Master theme
in the game, in my opinion.  Begin your trek by climbing the ladder before you
and running across the one-way conveyer to the second ladder.

The next room has several small conveyers, and a new type of enemy.  These
amoeba blocks will move toward you, stop in midair, split into two, and repeat.
They split until there are four onscreen, and resume if one or more are
destroyed.  You have to destroy all of them before they finally stop.  Move on
up to the next room once you've had enough marvelling at them.  You'll want to
jump to increase your movement speed across conveyers going the opposite way of
where you're headed.

One room up, and we've got another new enemy.  The machine on the right wall
will introduce itself by launching a homing missile at you.  The only way to
avoid it is to shoot it out of the air, which luckily is quite easy since it's
pretty fat and slow.  The machine will then crawl up and down the wall a bit
before releasing another and so forth, but you should be able to pass it by
after the initial missile.

Now we have two amoeba blocks.  You'll notice here that depending on the
direction of the line across their eye, they'll either split vertically or
horizontally.  End them and climb up once more.

Two more amoebas, and yet another new baddie, a solarbeam-blasting flower.
Defeat the two amoebas and then get used to how this flower works before you
blow it up, as you'll be seeing a lot of them from now on.  They actually work
a lot like the Wrecking Ball Joes in Mega Man 3 and Sniper Joes in MM7; they'll
flash invincibly for a couple seconds, stop for about half a second, then
instantly release a solar laser beam forward.  After the beam, they'll sit with
open petals and be vulnerable for a couple more seconds before repeating.  You
have to score a total of four hits when they're open to defeat them.  Run right
to find a machine that will shoot waves of four Changkeys (those fireballs with
eyes from previous Mega Man games) at a time back and forth.  They can be
destroyed but only a few weapons are powerful enough to do the job in time and
all four are instantly returned the next time the machine shoots more.  Get in
between the two spouts of the machine and wait for the flames to pass before
continuing.  Next you'll fight more Changkey machines and solar flowers, with
the added bonus of lava (or something similar) covering the ground in some
places.  This lava actually works just like spikes; falling into it leads to
instant death, but if you've got invincible frames going from a previous hit
from an enemy it's safe.  Also, interestingly, Shock Guard items work on it
just like normal spikes.  Keep trekking right, and at the end of the room jump
up onto the top platform with the conveyer to nab a 1-up.  Turn and shoot the
amoeba as it rises; sometimes, the lower amoeba won't reach your buster's
height, so unless you want to take a hit you should use a weapon like the Wheel

*Mini-Boss: Suzak and Fenix*

So, nicknames based off the legendary birds, Suzako and Phoenix.  Basically,
these orange and purple twins will enter the room with the orange one perched
in the sky above you and the purple in front of you, closer to the ground.
The one in the air will proceed to pelt you with small flames, three at a time,
whose landing spots differ depending on which side of the screen the bird's on,
so no spot is completely safe.  After one to three or so rounds of this,
they'll flash briefly (becoming invincible) then blast across the room in the
form of flames, Heat Man-style--just jump over the lower one to avoid this.
They'll regularly switch altitudes, too, so you may have them both very near
death before completely destroying either one.  When there's just one left, it
will act faster, but otherwise it's the same battle.
The Water Shield seems to be the best special weapon for the pair, as it
quenches the flames they shoot and eats them up even faster than it does other
minibosses.  The Commando Bomb is another nice choce if you can manage to get
it to explode near a bird without hitting them dead center.  Rolling Striker
and Wheel Cutter are also good for hitting the one in the air if you need to.

The next room is a safe midpoint room.  Climb up here.

Here's a small room with two conveyers and a vertical pair of Changkey
generators on the left wall.  If you simply climb to the top of the ladder and
make a leap from the upper conveyer belt to the second ladder, you can bypass
any pain quickly.

In the next room, climb in between the two machines and wait for the Changkeys
to pass before proceeding.

Here, you're instantly assaulted by another seeking missile drone hanging on a
ceiling to the right as a solar flower charges up above you.  Turn right and
shoot the missile before jumping and defeating the flower, then the drone.  Use
Rush Coil for a screw, then run right for tons of fun with Changkey machines
and lava.  At the end, when you face the second flower in the room, it's safest
to stand between the fire machines while fighting it.  Use the elevated ledge
to fight the third flower, then climb up the ladder.

You can use Rush Coil to reach the goodies on the top-left of this next room,
but it's the perfect place to show off the fact that you can scale walls with
the Wheel Cutter.  Once you're done, climb whichever ladder you prefer while
dodging the fire.

In this room, keep climbing the ladders to the right if you have Commando
Bombs.  Otherwise, climb the ladder on the far left if you want an Energy Tank,
though you'll have to fall back to this room and climb the ones on the right
after you grab it.

Here, you have two sets of Changkey machines AND two solar flowers positioned
evilly in the safe zones of them both.  If you make your scale speedy, though,
you can avoid the beams.

In this room, use your Commando Bomb to break the wall and grab the E-tank, but
not before getting rid of that annoying seeker drone above you.  Climb up when

This is a relatively safe room with a seeker drone and a flower.  Defeat them
and go right, then fall in between the machines to fight the next flower--
trying to do it from above will cause you to pull your hair out at the fact
that the changkeys jump just perfectly in time to take all the shots for the
flower while it's vulnerable.  After this, you're at the boss.

* WARNING         *


Solar Man stands firm on the far right ledge for a couple seconds before doing
anything.  The reason for this is that any time he's standing and not jumping,
he'll automatically absorb all shots that hit him, both to protect himself and
to power up his own shots.  The flame on his head will grow if you try to
attack him, and cause his next attack to be larger and more powerful, so try to
avoid hitting him when he's on the ground.  He'll eventually leap across the
room; he always lands perfectly in one of five spaces, either on one of the
three raised ledges or the short pits in betwee them.  He never jumps
completely from one high ledge on the end to the other in my experience, so for
his first jump you should be safe staying on the left ledge, but for his next
you'll probably need to run under him.  You can judge where he's going to jump
by paying attention to how high far or near to his current position he moves at
the very beginning of his leap.  He attacks by throwing either one or two fire-
balls straight down during his leaps, depending on if he makes a long or short
leap.  When they hit the ground, they'll split into a couple flame waves that
travel across the screen in both directions.
The Water Shield will put his fire out, and quick at that.  Of course, he can't
absorb it, and you can hit him with it even when he's planted on the ground.
The best part is that each bubble in the shield can be used to hit him
separately--though you can't force all of them into his face at once for more
than one hit like you can other enemies because of his invincibility frames,
you can barely scrape him with a small number of bubbles, move away until he's
no longer invincible, and repeat to destroy him with as little as one shield!

- 2-09 Wily 1 -

It's raining, it's dreary, and it's playing cool moody music.  Go right and
jump on the first grey ledge walking to the right edge but not off.  A big
stomper will jump toward you but get stuck in the puddle below you, unable to
reach.  Kill it without stepping backwards too much, lest another one spawns.
Following this is a seeker drone on the ground, then another stomper you can
easily run under to avoid, and another drone.  After this short section of
stage, you're already at a boss door.. and no, it's not a miniboss!

* WARNING                 *


Okay, this is pretty much the coolest boss in the world.  You walk into a room
with three orange orbs in the background and a monitor on top of the screen.
The monitor will show the image of a Robot Master from Mega Man games of
ancient times, then the corresponding orb will jump down to a predetermined
position and open up, rendering itself attackable.  The orb on the left
represents Elec Man (MM1), the middle represents Gemini Man (MM3) and the one
on the right represents Wood Man (MM2).  Each orb constitues about a third of
the boss' health meter, and all three have to be destroyed to proceed.  Each
boss even has their own specific weakness to a specific Special Weapon.

Elec Man's orb will fall to the right side of the screen then proceed to shoot
you with Thunder Beams; one low, one high, and another low, before going back
into the wall.  He's weak to Wheel Cutter, as he was weak to Rolling Cutter in
the first Mega Man game.

Wood Man's orb will fall to the right edge of the screen, sit there for a
second, then summon a Leaf Shield and rain down leaves.  The shield is much
easier to jump over in this game than it was before, and if you stand just
under the right side of the left orb (Elec Man's) the leaves will never hit
you.  He's weak to Triple Blade; even though his main weakness in MM2 was
Atomic Fire and Solar Blaze CAN pierce his shield.. he was at least somewhat
weak to Metal Blade.

Gemini Man drops straight down to the middle of the room, shoots a Gemini Laser
which bounces around the room and then hovers around in a figure-8 pattern.
He's weak to Wheel Cutter which acts very similarly to Search Snake, his MM3


After defeating that trio, walk to the right and enjoy the more upbeat music.
Fall down the shaft.

This room has a shield attacker on top of a bunch of fizzle blocks from Sheep
Man's stage.  Kill the shield and run left to grab a probably much-needed large
energy capsule.

The next room has several amoeba blocks and offers the first of several path
splits in this stage.  At each split, one path is normal, and the other is
covered by a mine that requires the use of a weapon like the Wheel Cutter if
you don't want to get hit by it to open the way.
(Note:  Generally, Path A, the left path, is shorter, but Path B, the right
path, has more powerups--a 1-Up or Energy Tank depending on the sub-split you

(Path A - Left path)

Falling down the shaft on the left, head left to another room.

Defeat a couple Mets and a Shield Attacker, and go left again.

Here, Path A splits into two further sub-paths.

(Path A-1 - Left, spikey path)

Fall down the spike shaft, easing right.

And again.

And again.  Now run to the right, and be prepared to take on a Roader.  Climb
up the adder and aim left for the Sniper Joe, then on to the next room.

(End of Path A-1)

(Path A-2 - Right, mine-covered path)

Fall, and head right.

Defeat the two ball baskets and drop down the right shaft.

Three spiders in this room.  Just fall and destroy them with your buster, the
last one can be baited to the left a bit before you fall.

(End of Path A-2)

In the merge room for Path A, defeat the purple ball basket and go right.

(End of Path A)

(Path B - Right path)

If you fell through the mine-topped rubble at the first split, run to the

Pass the small room with the totem, shield attacker and met.

Here, Path B splits into either another mine/rubble-covered hole to the left
and a plain shaft to the right.

(Path B-1 - Left, mine-covered path)

Fall and drop to the left.

Use the top two fizzle platforms to destoy the Shield Attacker.  Go to the left
wall before you hit the pink section, whether or not you succeeded in beating
it, to grab a 1-up and several small powerups.

(End of Path B-1)

(Path B-2 - Right, plain shaft)

Walk left then right to the next room.

There's a big stomper here.  Let him long-jump toward you, run up to him and
get ready to run under him when he short-jumps.  Continue to the right and blow
up the seeker drone before attempting the timebomb puzzle for an E-Tank.  Use
Rush Coil if you mess up.  If you came to the fortress with 9 E-Tanks and
haven't used any yet, use one now so it's not wasted.

Drop down and destroy the purple basket.

Drop down again, and jump to get rid of the spider before it becomes a
nuisance.  Defeat the slime met and another spider before heading left.

Shoot the Sniper Joe's feet from the ladder, grab the pickups around the room
and kill the shield attacker then head left.

(End of Path B-2)

At the Path B merge room, destroy the orange basket and run left.

(End of Path B)

And finally, all four possible paths converge on this one room.  Depending on
how you got here, jump to the right or left to activate the timebomb platform
then back onto the ledge from which you jumped until it explodes.  Go down.

* WARNING                 *


Oh joy, another one of these awesome things!  This time we've got Ring Man
(MM4) on the left, Napalm Man (MM5) in the middle, and Flame Man (MM6) on the

Ring Man will drop to the right end of the screen and shoot a Ring Boomerang at
you.  Jump over it and move close to him to avoid its retraction to him at a 45
degree angle when he leaps high into the air.  He'll throw another and drop
down to catch it; just keep your distance and you'll avoid it.  He then runs
across the screen and repeats from the other side, and his ring will only go as
far as your position before boomeranging back.  Repeat the above method of
dodging a couple more times before he retreats.  He's weak to Solar Blaze, a
similar weapon to Pharaoh Shot, which he was weak to in Mega Man 4.

Napalm Man drops from the middle to just in front of whatever your position is,
launches two Napalm Bombs in an upward arc, jumps toward you, and repeats.  To
dodge him, simply stay next to him until he starts jumping then run under him
and past his Napalm Bombs.  Do this a few more times while pelting him and
he'll retreat into the background.  His weakness is the Rebound Striker, which
is a very similar weapon to his original weakness, Crystal Eye.

Flame Man drops to the right side of the screen, shoots three fireballs that
move forward, and makes flame pillars rise from the ground.  Stand just left of
the left orb (Ring Man's) and the pillars will never hit you, and the flames
are super easy to jump over.  He's weak to Water Shield.. which has nothing to
do with his original Wind Storm weakness, but since there's no wind-type weapon
in this game, I guess they went with what makes the most sense.

(Note: If you have the weapons from the Special Stages, Mirror Buster is
perfect against Flame Man and Screw Crusher does some decent damage to Ring


After defeating the second trio, the middle of the floor will open up to reveal
a path downwards.

Drop down and run right to reach a winding corridor full of mouse cursor
enemies.  Triple Blade eats up the cursors and their panels.  Once you're
through the top section, drop right to face a spider and a timebomb platform
covering the drop to the next room.

Fall straight down, then work your way to the left across timebombs if you want
a large energy capsule.

Drop towards the right and time your jumps over the fizzling platforms to avoid
the spikes just like earlier.  Grab the 1-up and stay in the spot it was in to
be safe from the shield attacker before you defeat it and go down.

Ease to the right to avoid the spikes on the walls here.

Now ease left, and run to the right once you hit the floor.  You'll face a pair
of cursors that create a double vertical wall of panels, like the ones at the
very end of Sheep Man's stage.  Pass them with Triple Blade and you'll come to
a trio of totem enemies set up to look like stairs.. but as far as I know,
there's no benefit to climbing them, as you just come to a wall.  Blow them up
and move to a winding corridor full of Roaders.  Destroy the lower section and
run past the floating cannons they leave behind--the cannons shoot bullets in a
pattern of a roughly 45-degree-down bullet, then a higher-angled one, then a
third at the same angle as the first, before disappearing.  Climb the ladder at
the end.

You'll be safe from the shield attacker if you stand on the top of the ladder.
Use the middle platform to aid in dealing with the Sniper Joe.. Solar Blaze can
cut through his shield, so you may want to use it against some of the more
annoyingly-placed Joes like this.

The last room has a big stomper.  Use the strategy of walking under it as you
destroy it and head to the final set of boss doors in this stage.

* WARNING                 *


And for the grand finale, we have quite a trio--Slash Man and Frost Man's first
8-bit official renditions, and Tornado Man from MM10's predecessor!  On the
left is Frost Man (MM8), the middle is Slash Man (MM7) and the right is Tornado
Man (MM9).

Frost Man drops down in the middle and starts to use Ice Wave on you
immediately.  Jump over it as it approaches you and blast him before he leaps
and repeats, which he'll do about three more times before retreating.  He's
weak to Commando Bomb as he was weak to Flash Bomb in Mega Man 8, but it's not
easy to hit him with the shockwave since he keeps guarding himself with Ice
Waves which absorb the missiles.  Try to cause a Bomb to explode just under
where he's about to land when he jumps.

Slash Man hops down near you like Napalm Man, waits a couple seconds, then uses
Slash Claw.  If he corners you, you can jump over the Slash Claw, but remember
to wait a second after he stops before you jump.  Otherwise, just run around
and stay away from him.  He's weak to Chill Spike, as he was weak to Freeze
Cracker in MM7.  However, like Nitro Man, he only takes major damage from the
spikes on the ground created by the snowballs, and unlike Nitro Man he can't be
directly frozen by the snow.  Lay a spike trap on the ground away from him then
stand inside it until he leaps at you after a Slash Claw, then run out of the
way to see him smash right into it.

Tornado Man will float straight down and start assaulting you with Tornado
Blows.  They're tricky to dodge as he'll summon four from the ground up which
track your movement, but they have gaps between them that you can stand in to
avoid them.  They also cause you to jump very high when they're in effect, just
like Mega Man 9, so you can use this to hit him in the air.  He'll rise up and
shoot another, drop down across the room and shoot another, then rise up and
shoot a final Blow before retreating.  He's weak to Thunder Wool, as he was
weak to Plug Ball in MM9, and it's very very easy to kill him with a single
Wool shot since he stays at the same horizontal position for a long time.

(Note: If you have the Screw Crusher from Special Stage 2, it's quite effective
against Tornado Man.)

Once all three are defeated, you've finally finished the stage and get to move
on to Wily 2.

- 2-10 Wily 2 -

You enter the stage on a set of conveyer belts.  Run to the right and drop down
for the weapon energy, then quickly run and hop to the left and drop to the ice
before the mini hopper gets there, and destroy him.  Go right and watch out for
the hole as it's got parachuters in it.  After this, you'll be able to choose
between an upper and lower path.  The upper one is more treacherous with spikes
but it has a weapon tank at the end; the lower has more enemies and pits but
has a 1-up.  You'll meet a new type of enemy here on either path, a blue siren-
wielding searchlight robot that flies right to left across the screen.  It will
reverse the direction of the conveyer belt you're on if it sees you with its
searchlight.  It's really just a slight nuisance...  If you take the lower
path, be ready to face a shield charger and small hopper.  After the paths
merge, hop on two small conveyers and be wary of the hole filled with parachute
enemies just before you reach the first ice block.  They'll hilariously fly
straight up into the spikes above and suicide, but they can still intercept you
if you jump at the wrong time.  Climb up the ladder and ignore the ice block
path--after defeating a shield charger above, you can simply use a Commando
Bomb to reach the E-Tank then Rush Coil up to the ladder.

Jump on top of the ice block next to the ladder here and stand on it while you
destroy the big stomper.  Rush Coil up to the energy if you need it, then Coil
again up to the ladder if you miss your jump.

Destroy the rightmost snowman as soon as you climb the ladder, then climb the
next ladder and destroy the other snowman.  Grab the powerups and enter the
boss door.

It's a repeat of the Suzak and Fenix boss from Solar Man's stage.  Refer to
that stage's miniboss guide if you need help.  (Water Shield is the weakness)

In the next room, destroy the solar flower then STOP.  The weird objects on the
roof turn out to be smashers, and if you're crushed under one it's instant
death even if you have all the Beat Calls and Shock Guards in the world.  Wait
for them to smash before proceeding and pay attention to their pattern compared
to each other; that's how you'll be able to time the smashes of all of these.
Head right and take out the Spine with a Chill Spike before coming into another
couple pairs of smashers--both of these will use a right then left pattern.

Rush Coil up to the energy in the next room if you need it before dropping into
the next boss door.

A rematch with Octobulb.  Refer to Sheep Man's stage for the strategy. (Rebound
Striker is the weakness)
(Note: There's an M-Tank a couple rooms from here, but it's not easy to get, so
it's not surefire that you'll grab it.  If you need to use one now, do so, as
if you do manage to grab the next one it'll only count if you aren't already
holding one)

Fall down the shaft Octobulb leaves behind but MAKE SURE you ease to the right
in this room..

..because in this room, there's a set of spikes in the middle that'll get you
every time if you don't move from where Octobulb dropped you.  The path splits
into right or left here, but the right one leads to an M-Tank and a safer route
later.  Ease to the left again just after falling down past the spikes..

..to attempt to reach an M-Tank in an alcove.  Fall again.

And head right in this room.

The top path is safer here, but the explosions from the cannonballs and bullets
from the snowmen below you can still reach you.  You also have to worry about
spike platforms all over the place, and some mets.  The paths meet up again at
the end of the room, you can jump in the small hole to the upper path for a
1-up (and a large energy capsule in the next room) if you make a well-placed
Rush Jet jump.  Go right.

The top path ends in a large energy capsule.  Leave the totem pole alive but
shorten him enough that you can jump on his head to help you reach the ladder,
otherwise use a Rush Jet from the left half of the room.

Rush Jet to the weapon capsule on the left ledge if you need it, then if you
missed the large energy below you can drop directly down to grab it.  Either
jet back from the weapon energy, climb back from the life energy or simply
start this room if you need either by jumping up and defeating the solar flower
from the right ledge.  You can climb and tiptoe to the left edge of the upper
ledge to reach the platform the flower was on, but it's safer and faster just
to Rush Jet across.  Climb the ladder.

Another room with those deadly smashers.  Keep an eye on them to see their
pattern.  The first set goes left-right-middle; walk up to the middle smasher
just as it smashes then run past it before the left one comes down.  Go right
and jump over the siren bot to see it smashed by a pillar.. run past the belt
and next smasher and over a pit to find a smasher situated between a set of
spikes.  Wait for it to fall before proceeding to a set of conveyers that pull
you toward a dangerously large pit, with an annoying mini-stomper around it.
Once you cross the pit, keep jumping on the short conveyer to avoid being
pulled back as you wait for the next smasher to fall then proceed.  There's
another mini-stomper here, so be ready to shoot just as you pass the smasher.
Below you you'll see a soler flower guarding three large weapon capsules, but
don't worry about it until you're past the large gap with parachuters before
you.  Once on the other side, turn around, destroy the flower and Rush Jet
there and back again.  Go right.

The last room, again, has a big stomper.  Stand up against the right ledge and
wait for it to jump over you before turning around and getting rid of it.  Rush
Coil into the top of the Dr. W symbol to find a secret energy capsule then run
through the boss door.

* WARNING            *


After falling through a few empty rooms past the second boss door, you'll come
to a large black space with an enormous crab creeping in from the right side
and a series of platforms with spiked bottoms coming in from the left.  You can
target both the pincers and both the eyeballs, but only the eyes will actually
deal damage to the boss's health meter.  You can damage the bottom claw and eye
without worrying about the platforms, but you'll have to jump up on them for
the higher ones.  Blowing up a claw before its corresponding eye is a good idea
since the claws can move in front of the eyes and reflect all incoming damage.
Each eye holds half of the boss's health and once one takes enough damage it'll
explode, forcing you to focus on the next one.
The boss has two attacks; the claws can punch out straight forward toward you,
and after he defends himself his mouth will bubble and he'll shoot out a series
of bubbles toward you.  Most the bubbles travel forward in a thin cone and can
easily be stood under, but some of them (about every fifth bubble) will home in
on your current position (you can point them out because they have a yellow orb
inside of them).  When he shoots bubbles, drop down under the main bubble
stream and run back and forth to dodge the yellow ones.  When he attacks with
his claws (he wobbles his eyes before doing so), jump up to make the bottom
claw soar above you and stay near the ground so the upper one doesn't hit you.
Thunder Wool absolutely WRECKS him, dealing massive damage multiple times to
both eyes at once and very often destroys him in a single hit.  However,
there's no way to hit him with it (that I know of) without first destroying the
upper claw.  Jump up on the platforms and focus on ripping it to shreds with
Triple Blades (some of which may also damage the upper eye), then launch one
well-placed Thunder Wool and victory is yours.  The Wool lightning strikes also
completely shield you from its bubbles when it spits them.
Here's a tip for the Crab Puncher sent in by Jesus Rafael:
"if you ran out of the Thunder Wool, you can also use the Commando Bomb to
damage both eyes using shockwave, just shoot in the middle of the robot and the
shockwave will do the rest. It takes around 4 - 5 shoots to beat the Crab
Puncher." - Jesus
And expanding upon this is Sir VG:
"Using Commando Bomb is actually considerably easier to beat him with.  If you
aim for the grate that the bubbles come out of, the way will hit both weak
spots at the same time for massive damage.  It takes 4 properly placed hits to
kill it.  C. Bomb CAN go through the platforms too!  However, just like other
weapons, the claws can get in the way.  But this makes for an easy fight,
especially if you need to switch to Water Shield for the bubbles, which is one
tap on the R button."
Man, I never knew about this until these guys gave me a heads up.  Talk about
hitting its weak point for massive damage!

- 2-11 Wily 3 -

After teleporting into this green and purple stage, run right to fight a couple
Spines and a floater that pretty much spawns already connected to a cannon
turret.  Make sure you kill the rightmost Spine with a Chill Spike then use the
ledge it was on to destroy a big stomper across the room.  Rush Coil up to get
a bunch of weapon energy then drop to the boss door.

Behind this door isn't actually any kind of boss or miniboss, but rather a
spike-filled chamber with a new type of platform with which to trverse it.
This platform has large buttons on either side, and if you step on a button it
will shift itself toward that end of the room until you step off.  The room
is still at the beginning, but after a couple seconds you'll start to creep
upward.  Push the platform to the right, but just barely far enough to pass the
spikes you can see above you to the left.  For the rest of the room, just keep
the platform on the left-middle of the screen, watching out for the flying mets
(you can use a Water Shield here to help with them).  You can basically stand
on a button of the platform without making it move if you keep jumping.  Once
you reach the top of the room, a ledge will form leading to a door on the
right.  Jump on it and go through.

It leads to a small room with a Sniper Joe in the middle; you can either use
the gaps in the ground to help against him or just jump over his shots from the
ledge to the left.

This is a checkpoint room, if you're wondering about the gap on the right it's
where you respawn if you die around here.  Fall in the water as near the left
edge as you can without scraping spikes.

Ease left in this room..

..and more in this one until you hit the ground.  Run right to reach a set of
teeter totter platforms from Blade Man's stage and be prepared to be assaulted
by blue shrimp.  Solar Blaze eats through the shrimp in one hit, so keep it at
the ready as you short-hop back and forth on the platform, taking care not to
jump too high in the water and hit your head on the spikes on the ceiling.  At
the end you'll find some free weapon energy and fight a couple slime mets
before jumping a small spike trap (the low platforms around it may make you
want to Rush Jet across if you're really scared) and climbinb to the next room.

This room has a couple tiny platform and a slime met on the ceiling to ruin
your traction that you really can't do anything about.  From the ladder on the
right, jump and summon a Rush Jet while you're in midair, but not too high to
jump up on it (if you do this, just shift back and forth to Jet again).  Jump
on it and ease it upward to pass the met and reach the left ladder safely.

There's two spiders and a cannon floater in this room: deal with them all from
(or just above) the ladder and grab the powerups before entering the next boss

Again, a button platform in a spide-filled room like before, but this room goes
much faster.  You'll want to follow the same exact movement pattern as the
first room, but you'll have to actually move the platform back and forth this
time--there'll be spikes around either edge of the room, then a set in the
middle of the room, in a repeating pattern.  Be aware that even if you're under
invincibility frames from the mets or have Shock Guard items, you can still be
crushed and killed in one hit if you're smushed below any spikes.  I've found
that most of this room seems to be safest if you move back to the very left
edge of the room after the first set of spikes, as many of the ones near the
wall have at least a tile or two gap between the side of the room and them-
selves, but near the top you should move back to the right a bit as the last
couple stretch out from the sides a good deal.  At the top, a couple platforms
will form for you before the door.

Make sure you destroy the slime met first if you decide to go down for the 1-up
or your journey across the spikes will be a lot more difficult.  It may even be
a good idea to just go to the right first and take care of the solar flower so
you won't be hit.  Move to the right to fight another flower and drop down.

This room has a cannon floater and a split path at the bottom.  If you want to
go through the breakable wall and get the large energy, send a Commando Bomb
down and to the right before you jump down--you'll never make it if you try to
hit it on your descent.

If you took the bombable wall route, you'll be able to grab an E-Tank and large
weapon energy here, before dropping to another cannon floater and the real boss

* WARNING          *


So you fall into a room that looks pretty much identical to the second boss
from Mega Man 2.  You remember that guy, the room full of blocks that'd jump
out of the walls two at a time, then form a little bot that tried to fly into
you?  This boss is like that, except massive--and more like a Yellow Devil boss
The blocks ALWAYS form in the exact same pattern, so even though you'll
probably take several hits at first, you'll eventually memorize it.  The trick
to dodging them is to stand on the LEFTMOST BLOCK of the three SAFE BLOCKS to
your left.  Safe blocks are pink in color, blocks that form the boss are bluish
purple.  Let the first couple sets fly over you, then jump over the third block
which will come from the bottom set of purple blocks on the left wall.  Let the
next fly safely past you, then get ready to jump above the block just to the
left of where you're standing, which will raise straight up a bit then go to
the right.  Stay on your safe block to avoid the next one, then get ready to
jump above another one from the left.  Stand on your safe block to avoid the
next block, and the next two pairs.  The final two blocks up on the top of the
screen WILL force you to move--move ONE BLOCK to the right, the middle of the
three pink ones, and jump up just as they fall near the ground.  Now, as the
'eye' of the Devil floats up from the middle of the screen, switch to Thunder
Wool (or Rebound Striker) if you haven't already.
The Devil has two attacks.  If it moves to the bottom of the screen, it's going
to release two laser beams--one low that you can jump over and one high that
you can stand under.  If it attacks from the top of the screen, it's going to
shoot a large energy ball.  Stand on one edge of your safe platform until he
shoots it then run to the other edge--THEN jump directly over where the ball
lands to dodge the shrapnel of four bullets it creates when it hits the ground.
While this is going on, launch Thunder Wools or Rebound Strikers.  Thunder Wool
will hit him twice per use and since he only moves vertically it's really great
for dealing with him.  However, you can still deal a lot of damage quickly with
the Rebound Striker by simply tossing it up into his eye over and over.  Either
way, attack him and dodge his projectiles for a bit then he'll move into the
lower left section of floor.
Now his body will go back into the wall, one or two pieces at a time, and it
moves exactly the opposite as it did the first time--the two blocks at the top
of the screen will return first, as they came out last when forming the Devil.
Get to your safe block on the left of the three pink blocks again and get ready
to quickly jump.  Stand still for the next two pairs and the single block
following them, jump, stand, jump, stand, and jump (for each of the next
blocks).  Simply stand still for the last two pairs.
Now, the eye will appear once again peeking up from under the left side of the
screen.  What he'll do now is cause every movable block (the purple ones) to
swing out of their holes about a third of the screen then back in.  What you
want to do is keep standing on your three safe tiles, but once the two bottom-
middle 'evil' tiles jump out and back in, jump across to the right three pink
tiles to avoid the rest.. then go back to the left three.  (Note: You can hit
him when he's under the ground like this by equipping Triple Blade, jumping and
shooting him from the opposite side of the screen from the one he's on, but I
find that this generally isn't worth it unless he's very close to death)
He's now going to repeat the battle over and over again from the beginning,
only this time if you don't defeat him the second time he forms, he'll run off
under the right side of the screen then come up and cause the blocks to bounce
out from the opposite side as they did the first time.  Besides that, it's the
same few steps over and over.  With practice, he becomes easier and easier--
just hang in there!

- 2-12 Wily 4 -

(Note: This is the best stage in the game to use a Guard Power Up if you have
one, in my opinion)
You come to a room with two ladders, and a lot of weapon energy you can Rush
Coil up to on either side.  Take the left ladder if you want an extra life and
a large energy capsule, take the right if you want an E-tank.  The right side
is full of Changkey fire machines and the left is full of octopus batteries.
When you reach the top, there'll be a weapon and life energy capsule on either
side, and a teleport pod in the middle.  You can stand on the roof of the pod
and Rush Coil to the other side if you need them both.

Enter the pod to  come to.. what else?  The Teleport Room filled with all the
Robot Masters in the game like in every other Mega Man!  This might be a good
time to use your M-Tank if you have one!

* WARNING             *

Here's the setup.  It's hilariously simple in this game, it's set up just like
the Stage Select screen.. but I'll throw it in here anyway for completion.

|1   2   3|
|         |
|4   X   5|
|         |
|6   7   8|

1: Blade Man
2: Solar Man
3: Sheep Man
4: Chill Man
5: Commando Man
6: Nitro Man
7: Strike Man
8: Pump Man
X: Wily Machine (after all 8 Robot Masters are destroyed)

Refer to the boss sections of the stages earlier in the guide if you need help.
After each boss is defeated, he'll drop a large energy capsule and you're off
to fight the next until you've beaten all 8, at which point the center teleport
opens to the true boss of the stage...

* WARNING            *


The goold old skull-faced Wily Machine flies in from the right side of the
screen.. with a pirate hat on for some reason.  It has two attacks, which it
executes right off the bat and never stops with either.  First, the big mouth
of the skull will constantly release long missiles which you can jump on as
platforms.  Secondly, it'll release sets of two smaller missiles that home in
on you the same as the seeker drones' and can be destroyed with weaponry.  The
Wily Machine keeps moving up and down to shoot missiles at different altitudes,
and its only weak point is the eye socket area of the skull.  You can hit this
with jumps from the ground if it's at low altitude, but you'll have to jump up
on the long missiles if you want to hit it at a higher altitude.  The basic
strategy is to stay on the left edge of the screen and focus on destroying the
homing missiles as they come toward you to avoid damage; you can hit them with
Solar Blazes and the resulting shot should deal damage to the skull.  If you
don't care about taking damage (say if you used that Guard Power Up at the
beginning of the stage) just get up close to him and shoot his face with Solar
Blaze again and again until the skull explodes, revealing Wily within.

For the second form, Wily's energy will be completely refilled as he flies to
the top of the room, shoots a swirling energy ball to your position and flies
to the left of the screen.  You can't jump or you'll hit Wily, so just run back
and forth to 'fool' the energy ball and dodge it.  After doing this three
times, he'll shoot a fourth energy ball then fall to the lower right portion of
the screen.  Sometimes, as he falls, he'll launch a weird orb to you that'll
quickly home in on Mega Man and trap him in a little electrical prison,
freezing him even if he's in midair.  Quickly destroy it with any weapon if
this happens.  Whether or not he uses it, your goal is to run up under Wily's
cockpit, where the large, destroyed missile cannon where the skull's mouth used
to be is; this is the only safe spot from the screen-wiping lightning attack he
always uses when he comes to the ground like this.  He'll repeat this pattern
until one of you falls.  The Water Shield is his major weakness, but it doesn't
absorb any of his attacks, and the Rebound Striker (though it only does one
unit of damage) is generally much easier to hit him with when he's on the top
of the screen.  When you defeat this form, the Wily Machine will explode but
Wily will escape in his capsule.

- 2-13 Wily 5 -

Wow, haha!  After like the coolest Wily stage intro in the history of
everything, you find yourself in a secret space station far, far, FAR above the
rest of Wily's fortress.  And for some reason, you're upside-down.  And you're
in zero gravity, so you can jump high and the physics are the same as if you
were in water.  Run right a bit to find a new.. old enemy.  These little drills
you may remember from Metal Man's stage in Mega Man 2 are all over the place,
and they're perfect fodder to kill if you need to replenish your health and
weapon energy after the gauntles of Wily 4.  This is also probably the easiest
place in the game to get the Destroyer challenge completed, if you need that.
Run right and take the lower path if you need a weapon capsule then jump up. Go
right and loop back around if you need a 1-up.  Head right again and jump high
above the long wall, but not so high you hit the spikes.  At the edge of the
room is what looks like an M-tank behind some destructable walls, but remember
that you're upside down--it's actually a W-tank.  Get it if you need it, and
climb down.

A small room with some weapon capsules and a split path.  The path you take
here doesn't matter at all.

This room's filled with more drill enemies.  If you keep moving, you'll avoid
them completely.

And here we have a couple free bonusses for you. Fall to the right to grab an
E-tank, then jet across to get the M-tank (that looks like a W-tank)!  Fall
again when you're done...

...to reach the last normal room in your game.  Go through the boss door when
you're ready to face...

* WARNING            *


After falling past several screens of blackness, you fall onto a large platform
with a beautiful view of the planet behind you.  Waiting for you in this
chamber is Dr. Wily in his Wily Capsule.. along with his fake Wily bot that,
for once, he's using simultaneously along with himself to doubleteam you!
There are a number of differences between the real and fake Wily to make it
easy to choose the right one.  The fake Wily has a grey complexion and an
upside-down red triangle on his forehead.  Furthermore, the real Wily will
periodically sneeze throughout the battle--it seems he's coming down with
something!  If you ever hit the fake Wily by accident, he'll retaliate with a
completely undodgeable bullet, and as far as I know he's indestructable.
Both Wilys will teleport out of visibility and back into it.  They only have a
few possible patterns with which they'll reappear, but the positions of the
real and fake ones tend to switch often.  First, they can appear on either side
of the room, about halfway up.  If this happens, the real Wily will shoot a
large electric ball downward and to the fake Wily in a short "U" shape.  It's
very easy to jump over due to the low gravity, but watch out once the fake Wily
grabs it as he'll toss it back and forth across the screen and cause it to rain
down more electric balls rapidly.  The trick to dodge it is to move about one
Mega Man's length away from the real Wily and stand.  Sometimes, the fake Wily
will instead create the ball and toss it to the real Wily, in which case it'll
make a taller U shape and the real Wily's ball won't boomerang back.
The Wilys can also appear in a diagonally or vertically lined up position in
which case either Wily will create a semicircle of five smaller energy balls
around the bottom of his capsule, then send them in your direction one at a
time.  They'll stay where they end up at the edge of the room after attmepting
to hit you, then home in on your position, one at a time, again after the Wilys
disappear.. and when they reappear (horizontally lines up this time) the balls
will finally home in on either of the Wilys' ships and absorb back into him.
His weakness is the Chill Spike which can be hard to hit him with but not
overly so due to the low gravity.  There's no use trying to hit him with the
spikes, obviously, so just toss the snowball at him.
That's really all there is to it for this fight.  It can be really hard to
dodge the projectiles without practice, but just use all your Energy Tanks and
the Mystery Tank you just got if you find yourself in trouble--this is the last

Congratulations!  You've finished Mega Man 10!  Enjoy the ending, and if this
is the first time you've completed the game on Normal Mode, you'll unlock Hard
Mode!  You'll also unlock the "Whomp Wily" challenge, and possibly more
depending on if you beat the game under certain conditions--check the Challenge
menu to see all the ones you can unlock.  Now try another mode!
Speaking of other modes, here's some information on them and their differences
from Normal Mode.

- 2-E  Easy Mode -

Mega Man 10 comes with a free, instantly-available Easy Mode option for players
new to the Mega Man series.. or even veterans who just want a softer entry
into an otherwise difficult game, perhaps less frustration.  Here's a rundown
of what you can expect fromthis mode:
(Note: This is a comparison of Easy to Normal.  If I refer to something as
'new', I'm comparing it to Normal MOde, and likewise, something 'old' is
referring back to Normal)

-You take less damage in this mode.

-There are new platforms over nearly ALL of the bare spikes and pitfalls.

-There are new platforms in many otherwise non-dangerous areas to help with
tough jumps.
(Note: Items and enemies fall through these platforms as if there were nothing

-There are new and more powerful pick-ups, some where old ones were, some in
totally new locations.

-The sandstorms in Commando Man's stage last for a much shorter time.

-Many enemies are replaced by weaker ones.

-There are less enemies in some areas.

-Many obstacles are moved around so that they are easier to pass, or there are
less of them in a group.

-New ladders are added to bypass some obstacles.

-Disappearing block puzzles are made simpler and many new blocks are added.

-Enemies can drop large screws.

-As far as I can tell every single enemy, boss and miniboss in the game acts
more slowly and less often.

-Snowman enemies' tossed heads only explode into vertically-travelling bullets.

-Shield charger enemies are pushed back further per shot.

-The parachute enemies hidden in some pitfalls rise much more slowly.

-Sniper Joes only shoot one set of three bullets insetad of two.

-Mets of all varieties only shoot one bullet at a time, not three.

-Spines (the invincible ground rovers) never speed up.

-The tall Telly enemies that jam themselves into pipes squirt a short-ranged
water blast instead of shooting a projectile.

-Just about every enemy that shoots projectiles shoots less often, and some
projectiles travel more slowly.

-The Tricastle miniboss releases green platforms at a much slower rate.

-The Keeper miniboss doesn't use soccer balls, and never brings out both hands
at once.

-The Suzak & Fenix miniboss only shoots two fireballs at a time instead of

-Some bosses are changed in Easy Mode:
-Blade Man's Triple Blades only consist of two knives when you fight him
(Double Blade?)
-Sheep Man's Thunder Wools when you fight him don't spread on the ground, and
the last one doesn't sent electrical surges out.
-Pump Man's Water Shields only consist of 4 bubbles, not 8.
-Solar Man's head flame (and resulting thrown fireballs) is tiny, and he only
throws one fireball at a time.
-Nitro Man only launches one Wheel Cutter at a time and never does wheelies.
-The Block Devil's pieces move much more slowly, and his big energy spheres
only release two pieces of shrapnel rather than three.  The moving blocks leave
behind remnants which can be stepped on, so you don't fall through.
-The Wily Capsule's small electric spheres will only move to your position one
time before being absorbed back into a capsule.

-In Wily's Castle, you're given the option to enter the Shop, save the game, go
to the next section or exit to the title screen after each Wily stage is

-After defeating all 8 Robot Masters in the Teleport Room (once the teleport to
the Wily Machine is open), each of the 8 dead teleporters around the room will
contain a powerup.

- 2-H  Hard Mode -

Hard Mode can be unlocked by completing the game on Normal Mode.  It is the
only way to earn the "Superhero" challenge.  It's much more challenging than
normal mode and changes many aspects of the game besides simply adding new

-There are many, many more enemies per room in general.

-Enemies unique to one stage in Easy and Normal are mixed and matched in all
kinds of stages in Hard (usually whatever's the most difficult to place at a
certain spot).

-In general, every single enemy, miniboss and boss attacks much faster and more

-All enemies move around much faster.

-Most items are changed around, many items are replaced with weaker variants.

-More bubble machines are added to the final bubble machine section of Pump
Man's stage.

-Changkey machines are added and moved around in Solar Man's stage.

-Many of the antlion pits in Commando Man's stage have been changed to bottom-
less pits (hidden by mines).

-All but one of the soccer platforms in Strike Man's stage are now spiked.  His
stage now also contains blue locker enemies and blue antlions.

-Sheep Man's powerable platforms are far less numerous.

-The disappearing blocks in Sheep Man's stage have been altered to be much more

-Enemy drop rates for items seem to be lower.

-Hopping Sniper Joes from the "Jumping Force" challenge are added to the game.

-The axe enemies in Blade Man's stage have gone completely berserk.

-Pipe tellies shoot three bubbles at a time, and can vary the angle.

-Slime Met jelly stays on you for much longer.

-Shrimp enemies gain the ability to shoot.

-Totem enemies now regenerate their height almost instantly.

-Octobulb can only be charged up to four times.  He also often releases two
sets of electrical surges at a time (four total).

-Bosses are given brand new attacks in Hard Mode:
-Chill Man can now leap to the top-middle of his chamber and summon five large
snowballs in a semicircle around himself which he launches around a room (they
form ice spikes).  He also tends to shoot three Chill Spikes at a time.
-Pump Man can now throw his head pump across the screen very quickly whenever
he's about to replenish his Water Shield.  It boomerangs back.
-Solar Man now has the ability to throw three fireballs into the air when he's
on the ground.  They seek your position as they fall, but otherwise act just
lke his normal Solar Blaze.  He's always at maximum firepower.
-Nitro Man's bike mode is ridiculously fast and when he uses it he tends to run
around you on a short path again and again instead of across the room.
-Commando Man can now slam his fist into the ground, causing a single shockwave
to go all the way accross the room while simultaneously stunning you if you're
on the ground.
-Blade Man now shoots five Triple Blade knives at once.  He also has a new dash
attack when he lands on the ground.
-Strike Man can now fly into the middle of the room, spin around rapidly and
throw four Rebound Strikers at a time.  He's dizzy briefly after this.
-Sheep Man's cloud tufts all activate nearly simultaneously, all four spread on
the ground, and two of the four will launch electric bolts across the ground.
He also shoots electric bolts across the ground hinmself every time he jumps.
-Many of the Weapons Archives bosses do more actions per turn (for example,
Elec Man launched five Thunder Beams instead of three)
-The Crab Puncher comes out much further from the right wall.  His bubble
attack lasts longer, and now has three homing bubbles.
-The Block Devil's blocks move around much, much faster.
-Wily Capsule's five small shock balls are much faster and bounce around the
room three times before being absorbed.
(The Wily Machine seems to be unchanged from Normal)

-There are many more smashers in Wily 2, and their patterns have been changed.

- 2-P  Protoman Mode -

What was completely optional downloadable content in Mega Man 9 is now a full-
fledged option of its own that can be selected from the very first time you
play Mega Man 10 at no cost.  Mega Man 10's Proto Man mode is much more
complete than MM9's, offering several unique changes, but for the most part the
root gameplay's what you'd expect if you played Proto Man Mode in 9.  Some
aspects of this mode make the game easier, but for the most part Proto Man mode
can easily be considered much more challenging than Mega Man mode.  I'd still
highly suggest you try out both characters whenever possible and not to shy
away from Proto Man too quickly just because he takes more damage--he has
plenty of tricks and strengths all his own that help make the game just as fun
even considering the drawbacks.
(Note: You cannot submit All Clear rankings with Proto Man.. I'm guessing
because of the slide)

-Proto Man comes equipped with the Proto Shield.  When jumping, the small
shield in front of Proto Man will automatically absorb projectiles fired by
most enemies.

-Proto Man can charge up his Proto Buster arm cannon.  Charging it up a bit and
then releasing the shot will launch a larger version of the normal shot which
isn't any more powerful but covers more area.  Fully charging (takes about a
second) and releasing will shoot a comet-shaped charged shot, most similar to
Mega Man's from Mega Man 4, which not only is taller and wider than a normal
shot but does much more damage.

-Proto Man can slide, like Mega Man can in MM3-8.  This speedy move will help
you dodge many enemies and projectiles and is especially useful in boss fights,
and can also allow Proto Man to squeeze into short spaces.

-Proto Man starts with both the Proto Coil and Proto Jet items, which work
identically to Mega Man's Rush Coil and Jet; he doesn't have to defeat a boss
for his Jet.

-Proto Man can only have two arm cannon shots onscreen at one time, compared to
Mega's three at a time.

-Proto Man takes twice as much damage from attacks as Mega Man.

-Proto Man is knocked back a bit further when taking damage than Mega Man.

-Proto Man's Shop has a different background, different music and different
characters (including Tango the Cat from Mega Man V on Game Boy!)

-You hear Proto Man's signature whistle tune at the beginning of each stage,
as "READY" flashes on the screen.

= III) Equipment =

- 3-01  Weapons and Adapters -

Mega Man begins the game with only the Mega Buster and Rush Coil.  With Proto
Man, you get the Proto Buster, Proto Coil and Proto Jet.  You'll have to defeat
Robot Master bosses in order to gain their weapons and fill up your equipment
menu, and in Mega Man's case, earn the Rush Jet.  Here's a list of all the
special weapons in the game, as well as their WE (Weapon Energy) cost.

*Chill Spike - Chill Man*
WE Cost: 1

Lobs a snowball forward, which will become a small bed of ice spikes upon
hitting a floor or wall.  Most enemies will freeze if hit directly by the
snowball.  Frozen enemies can be passed by safely, re-frozen (and
simultaneously damaged), or you can switch to another weapon to try and damage
them even more while they're frozen.  Enemies that hit the spike traps will
take much more damage than when hit by a snowball.

*Commando Bomb - Commando Man*
WE Cost: 3

Fires a fast-moving missile forward.  The missile can be controlled to make up
to two 90-degree turns before flying forward until it hits something or goes
offscreen.  The missile itself does pitiful damage for a high energy cost, but
the trick is to force it to impact a wall, which will cause it to send large
shockwaves across the surface to either side.  The shockwave is extremely
powerful, but difficult to hit anything that isn't attached to the wall, floor
or ceiling with.  This is also the only weapon that can destroy the miscolored
false walls you'll see during your adventure.

*Mega Buster - Starting Item - Mega Man Only*
WE Cost: 0

The default weapon for Mega Man.  While not very flashy or very powerful, it's
suited for a variety of uses, is easy to use and fires very rapidly.  It's a
good idea to master this weapon, as even after you begin collecting more
special weapons you'll be falling back on the Buster quite often.  Three shots
can be onscreen at once, making this one of the most rapid-firing weapons in
the game.

*Proto Buster - Starting Item - Proto Man Only*
WE Cost: 0

The default weapon for Proto Man.  Like the Mega Buster, it has infinite ammo
and is a weapon you'll likely be using the most often throughout your
adventure.  Unlike the Mega Buster, the Fire button can be held down to charge
this weapon up, ultimately achieving a comet-like projectile that's much larger
than--and does 3x the damage of--a normal shot.  The drawback is that this
weapon isn't as rapid-firing as the Mega Buster; only two shots can be onscreen
at once.

*Proto Coil - Starting Item - Proto Man Only*
WE Cost: 2

Identical to Rush Coil, but summons a plain springboard instead.

*Proto Jet - Starting Item - Proto Man Only*
WE Cost: 1

Identical to the Rush Jet, but summons a plain hoversled instead.

*Rebound Striker - Strike Man*
WE Cost: 2

Fires a bouncing ball forward.  It can be angled up or down by holding that
direction while firing.  Upon hitting any surface, including shielded enemies,
it will bound off in the opposite direction and continue bouncing around the
screen like this until a few seconds go by or it hits something it can damage.
Up to two can be onscreen at a time, making it a fairly rapid weapon, and great
for most large enemies and minibosses when you combine its power, rapid-fire
and directability.

*Rush Coil - Starting Item - Mega Man Only*
WE cost: 2

The only item other than the Mega Buster that Mega Man begins the game with.
Using it will summon Rush, your faithful robotic dog, just in front of wherever
you're facing--even if it's onto a bed of spikes, it won't hurt him.  Once
summoned, Rush will stand in that spot for a few seconds before heading back
home.  In order to use the Coil, you must jump on Rush's back while he's
standing.  This will cause a springboard to launch out of his back, and send
Mega Man flying into the air, nearly an entire screen's vertical length.
Weapon Energy is only drained once you land on Rush's back, and while he's
onscreen, the Fire Button will shoot normal Mega Buster shots.

*Rush Jet - 4th boss - Mega Man Only*
WE cost: 1

Mega Man earns this item after the 4th Robot Master you defeat; it doesn't
matter who, or who you beat before them.  Using it will summon Rush in front of
you, but instead of standing, he'll morph into a sled-like object that hovers
in the air in front of you.  Jumping on him will cause him to start moving
forward, and at this point you can steer him up or down and ride him as long as
you want until he hits a wall or runs out of energy.  You can use your Mega
Buster while riding him or while he's onscreen.  You can't move left or right
at all, even when jumping from atop him, while he's active.  Quick-switching
to another weapon will immediately cause him to disappear, which can allow you
to maneuver Mega Man instantly again and conserve his Weapon Energy.  One unit
of Weapon Energy is drained per half-second or so while he's onscreen AFTER
you've stepped on him, until he leaves the screen (even if you're knocked off).

*Solar Blaze - Solar Man*
WE Cost: 2

Fires a flaming orb about a fourth of a screen's length in front of you.  After
about a second, the orb will explode into flame crescents that fly off in
opposite directions.  The orb can also be forced to explode instantly if it
hits an obstacle.  The flame crescents pass through enemies and obstacles and
can be great for fending off enemies on either side or for hitting multiple
enemies in a line.  Keep in mind that you can only have one shot onscreen at a

*Thunder Wool - Sheep Man*
WE Cost: 4

You'll shoot a little puffy white cloud that lifts into the air and floats
slightly forward.  If it hits an enemy or obstacle, it'll simply faze out and
deal a minimal amount of damage.  However, if it manages to reach its apex
without hitting anything, it'll turn grey and become invincible for the rest of
its duration, sending down a constant thin stream of lightning for about two
full seconds.  This stream deals very heavy, rapid damage to anything that
comes in contact with it.  The lightning can effectively create a shield wall
between you and any enemies, can if shot high enough it can cover the height of
the entire screen.  Thunder Wool is the most powerful weapon in the game, but
by far the most difficult to use.  Two can be onscreen at once.

*Triple Blade - Blade Man*
WE Cost: 1

This weapon will launch a triplet of knives that fly across the screen: one
straight in front of you, another at a slightly upward angle, and a third at an
even higher angle (about 45 degrees upward).  If fired from the air, the knives
will be angled downward instead.  Knives will pass through weaker enemies, and
can be 'shotgunned' at close range to easily take care of larger enemies.  They
can even be shotgunned on bosses to cause 3 units of damage at a fairly rapid
rate even to bosses not weak to the weapon, though doing so can be dangerous.
For these reasons and its tiny weapon energy cost, Triple Blade can easily be
considered the most 'general use' special weapon of Mega Man 10; the best
substitute for your default arm cannon in most situations.

*Water shield - Pump Man*
WE Cost: 4

Summons a circular ring of blue bubbles around your character.  The bubbles
will pop upon contact with an enemy or projectile, but simultaneously absorb or
destroy whatever it was that tried to hit you.  Each hit will leave a gap in
the shield, but one use of the weapon can still benefit you (moving near
enemies with at least one bubble around you can cause considerable damage to
them) until every last bubble is dissipated.  Pressing the Fire Button while
the shield is around you will cause it to launch off in a sweeping circular
fashion.  This weapon is ideal for many minibosses and large enemies, as it can
technically deal up to 8-10 hits of damage against such enemies very rapidly.
(Note: UNLIKE the Jewel Satellite shield weapon in Mega Man 9, this shield does
NOT pass to other rooms with you.  If you use the Water Shield and enter
another room, pause the game or switch weapons it will instantly dissipate.)

*Wheel Cutter - Nitro Man*
WE Cost: 1

This unique weapon may look a lot like the legendary Metal Blade, but it works
a great deal differently.  Shooting it will cause a bladed wheel to fall from
your character's hand, falling straight downwards until it hits the floor, at
which point it will rush forward, climbing up any walls it encounters as it
does so.  They're fairly powerul and very rapid-firing as up to three can be
onscreen at once.  This weapon has a couple other uses, though; you can hold it
in front of you as long as you like to create a sort of makeshift frontal
shield (it'll dissipate after a single hit, though).  Also, and most
insterestingly, if you hold it in front of you and push into a wall, it'll
climb right up the wall carrying you along with it!


These three special weapons are only attainable by downloading the "Special
Stage" downloadable content and then finishing them.  They then appear in your
weapons inventory in the main game and other modes.  Only Mega Man can use

*Mirror Buster - Enker*
WE Cost: 1

A very unique weapon, using it will cause Mega Man to hold his arm cannon in
front of himself and constantly produce a shield (which takes 0 weapon energy
to maintain) as long as you keep the button held down.  This shield is useless
against enemies but its true power is revealed when you use it to absorb an
enemy's projectile.  Using a single unit of weapon energy, it will absorb the
projectile and retaliate with a wide, very powerful energy blast similar to the
most powerful version of Enker's signature attack.  Especially useful against
Mets, Sniper Joes and those floating heads that counter you when you come into
their line of vision.

*Screw Crusher - Punk*
WE Cost: 1/8

Yes, that weapon energy cost is read "one-eigth".  You have to fire eight Screw
Crushers for a single sliver of weapon energy to be removed from this wepaon's
ammo pool.  It can also be fired extremely rapidly, with up to 4 being allowed
onscreen at a time.  It's lobbed up at a high arc in front of Mega Man and then
drops down to the bottom of the screen, straight through the ground (which is
different from its original incarnation in Mega Man IV GB, if I remember right
that one bounced around a bit?).  It's only about as strong as the Mega Buster
per shot unfortunately but has a great number of uses regardless, and happens
to be by far the most useful Mega Man Killer weapon on a variety of bosses in
MM10 compared to the others.  It's also ridiculously useful against all the
minibosses.  Perhaps its major fault is the fact that you can't move while
firing it on the ground.

*Ballade Cracker - Ballade*
WE Cost: 1/2

Ballade's namesake weapon tosses a floating bomb in any direction you hold,
except for straight down, even in the air.  It is very energy-efficient, taking
two shots for a single sliver of weapon energy to deplete, is quite powerful
and even penetrates shields on shielded enemies.  It's also one of the closest
weapons to the fan favorite Metal Blade from Mega MaN 2, though it's much
slower and less rapid-firing, with only one being allowable onscreen at a time.
Upon hitting any enemy or obstacle it produces a classic Mega Man-style
explosion which serves as an area effect of damage.  Like the Screw Crusher,
you can't move while firing it from the ground.  Unfortunately, it can't
destroy the destructible blocks throughout the game that the Commando Bomb can.
It's also great for clearing out flames from Changkey fire generators.


These can only be accessed if you download the Bass "Add-On Content" from the
main menu then select to play as Bass in the main game.

*Bass Buster - Starting Item*

A special kind of buster weapon, it can be fired in all directions except for
straight down.  It's rapid-firing and instead of having the ability to charge
up, holding the button will cause Bass to shoot until you stop.  It can have up
to four shots onscreen at a time, but each shot is weaker than a stanard Mega
or Proto Buster shot.  It cannot pass through walls, and you cannot move while
shooting it--only aim.

*Treble Boost - Starting Item*

Bass summons his wolf companion, Treble, down in front of him.  Walking into
Treble will cause the two to fuse together, granting Bass wings with which he
can fly freely around the room as the weapon energy meter steadily depletes as
with using the Rush or Proto Jet items.  In addition, while in this mode, Bass
will fire three shots at a time simultaneously forward and diagonally down and
upward, though these shots aren't rapid-fire.  These shots can, however, pass
through walls.
It may be worth noting that Bass will actually use a weapon identical to the
Mega Buster if you shoot while Treble is onscreen but before fusing with him.
This also happens when using the weapon after all its Weapon Energy is

- 3-02  Items and Powerups -

You can find a variety of items from enemies, in the Shop or even hidden around
stages themselves.  You can hold up to 9 of every type of item except for
Mystery Tanks, Guard Power Ups, and Energy Balancers of which you can only have
one each at a time.

++ Pick-Ups ++

These items are (in most cases) found in a stage or from destroying an enemy
and take effect immediately.

 - Small Screw: A tiny Rewards you with two Screws, used as currency in the
   shop.  You can hold up to 999 screws at once.

 - Large Screw: A screw that looks just like the one you can see in the pause
   menu.  Rewards you with 20 Screws, used as currency in the shop.

 - Small Energy Pellet: A small, flashing black-and-white circle.  Restores a
   very small amount of health.

 - Large Energy Pellet: A large, outlined flashing black-and-white orb.
   Restores a large amount of health.

 - Small Weapon Pellet:  A small, flashing cyan-and-blue object.  Restores a
   very small amount of Weapon Energy.

 - Large Weapon Pellet: A large, flashing cyan-and-blue rectangular object.
   Restores a large amount of Weapon Energy.

 - Extra Life:  Also known as 1-up, Spare Body (in the Mega Man universe), etc.
   Grants you an extra attempt at a stage before it's Game Over, with all your
   extra lives being viewable in the pause menu.  It looks like a large head
   representing whichever character you're playing as.  You can have up to 9
   Extra Lives at once.

 - Yashichi: Looks like a reddish circle with a shuriken or pinwheel looking
   object in front of it; you'll recognize it if you've ever reached the final
   stage of Mega Man 1.  Instantly refills all your life and weapon energies
   when you touch it.  (Seemingly only found in Easy Mode)

++ Manual Items ++

These items are rare; some can be found in stages but some must be bought. They
need to be used from the pause menu in order for them to take effect.

 - Energy Tank: A blue can with a capital E plastered on the front.  Using one
   of these will instantly restore all your life energy.

 - Weapon Tank: a blue can with a capital W on the front.  Using one of these
   will instantly restore all the Weapon Energy of the selected weapon.

 - Mystery Tank: A blue can with a capital M on the front.  Using one of these
   will instantly restore all of BOTH your Life and Weapon energies.  Using one
   at full capacity of all your energies will cause all the on-screen enemies
   to morph into 1-Ups.

 - Guard Power Up: A square panel with a "1/2" symbol inside an action bubble
   on the front.  Using one will cause your character to take only half the
   normal amount of damage from any incoming source for the remainder of the
   stage it's used on.

 - Eddie Call: An image of your pal Eddie, aka Flip-Top.  Using one will summon
   Eddie into the stage in front of you, and after a moment he'll toss you a
   random helpful item.

(Bass can also buy the Treble Item, which is identical to the Eddie Call)

++ Automatic Items ++

These all must be bought in the shop.  They are always in use once you have
one of them in your posession unless you lose them or use them up.

 - Beat Call: An image of your faithful bird companion, Beat.  If you fall into
   a hole with at least one of these in your inventory, Beat will swoop in to
   pick you up and attempt to fly you to safety.  You can maneuver him left and
   right, and let go by pressing the Jump button.

 - Shock Guard: A panel with a blue foot above two spikes on the front.  This
   will automatically save you from instant death once per Guard should you
   touch any instant death spikes.  Instead of exploding, you will take a hit
   as if you were hurt by a normal enemy or projectile, but take no damage, and
   still receive the normal post-hit invincibility.

 - Energy Balancer: If you have this in your inventory, you will keep it
   permanently.  It causes Weapon Capsules picked up to automatially fill the
   Weapon Energy of the weapon with the least energy to spare, as long as you
   pick up the Capsule in question while using your default weapon or another
   weapon at full energy.  It looks like a strange little machine consisting of
   a black orb on the upper left and a backwards L-shaped metal bit occupying
   the rest of the space.

(Bass can also buy the Treble Rescue, which is identical to the Beat Call)

++ Other Items ++

These are special items that don't quite fit any other description.

 - Book of Hairstyles: A book with what appears to be a helmetless Mega Man
   face on the front.  Buying this at the shop will remove Mega Man's helmet,
   allowing you to do some special things such as unlock a challenge.  However,
   it doubles the damage you take.  Can only be obtained as Mega Man.

 - Mega Man Helmet: Mega Man's helmet.  This is only available at the shop
   after buying the Book of Hairstyles.  It will return your helmet and cause
   you to once again receive only the normal amount of damage.  Can only be
   obtained as Mega Man.

- 3-03  Shop -

By pressing Select (- button on the Wii) on the stage select screen, or after
completing a Robot Master stage, you'll have the option to enter the Shop.
Depending on the character you're using, the Shop will be a bit different.

As Mega Man:

Dr. Light and Auto run the shop.

 - 1-up: 20 Screws
 - Energy Tank: 30 Screws
 - Weapon Tank: 30 Screws
 - Mystery Tank: 50 Screws
 - Guard Power Up: 50 Screws
 - Eddie Call: 10 Screws
 - Beat Call: 20 Screws
 - Shock Guard: 20 Screws
 - Energy Balancer: 100 Screws
 - Hairstyle Book: 20 Screws
 - Mega Man Helmet: 20 Screws (if you own the Hairstyle Book)

As Proto Man:

Auto with a Met helmet and Tango the cat run the shop.

 - 1-Up: 30 Screws
 - Energy Tank: 40 Screws
 - Weapon Tank: 40 Screws
 - Beat Call: 30 Screws
 - Shock Guard: 30 Screws
 - Energy Balancer: 150 Screws

As Bass:

Reggae, Dr. Wily's avian pet that's very rarely-seen throughout the entire Mega
Man series and almost entirely in Japanese-exclusive titles runs a junkyard

 - 1-up: 30 Screws
 - Energy Tank: 40 Screws
 - Weapon Tank: 40 Screws
 - Treble Item: 20 Screws
 - Treble Rescue: 30 Screws
 - Shock Guard: 30 Screws
 - Energy Balancer: 150 Screws

= IV) Extras =

- 4-01  Challenges -

The challenges in Mega Man 10 are largely different from what you saw in 9.
Though there are twelve 'normal' challenges obtained the same wasy as in 9,
though normal gameplay in "Story" mode, the vast majority of challenges in this
game are actually tackled--and won--by selecting Challenge Mode from the main
menu and then selecting them from a list.  The basic instructions for each
challenge is given when you begin the challenge; below are some hints and tips
to get through each one.
(Note: If you die on any challenge, you'll simply be taken back to the
challenge menu)


*JUMPING CHALLENGES* - Challenges 01-12 all deal with running, climbing and
jumping.  Mostly jumping.  Hone your platforming skills and get ready to deal
with lots of spikes and pits!

-01 STROLLER: Simply run to the right, dodging the Octopus Batteries (or being
hit by them, you'll still win).  You can't use your arm cannon here.

-02 CHICKEN RACE: There's no enemies here, but a lot of spikes.  The basic idea
is to move forward off the ledges slowly enough that you don't smack the spikes
on the right side; it gets challenging near the end, you have to just inch Mega
Man to the right pixel by pixel until you fall.

-03 CLIMBER: You begin by simply scaling a few rooms vertically, but the last
one has you leaping from gradually-shortening ladder to ladder.  You'll want to
basically hold Up and Left simultaneously as you jump, but you'll have to let
go of Up for a split second as you jump off so you won't keep climing the same

-04 JUMP! JUMP!: Haha, nice reference to Mega Man 8 in the title.  Anyway, this
is a short, basic jumping challenge.  You have to jump from platform to
platform across pits that get wider the further you go.  If you have trouble
with the last few, try to inch as close to the edge as you can before you jump.

-05 CAREFUL!: Another jump challenge, but this one starts with very wide pits
from the beginning.  Even worse, there's parachute bots in the first and last
of the pits--and you can't use any weapons to destroy them!  There's a bit of a
trick, though.. if you simply run and jump at just the right time, without
stopping at all, you'll dodge both of the 'chute bots (and the second seems
pretty much impossible without doing this).  It may take some practice, but
it's not too bad.

-06 JUMP MASTER: Yet another jump challenge, though this one's not all about
pits and long jumps.  Start by jumping into the alcove below you and to the
left, then make short hops to cross the spikes without hitting your head on the
ones above.  The last short hop is the most difficult; inch to the very edge of
the platform before jumping.  Jump over the small spike column then into the
next alcove, jumping out to the left (enough to jump past the 'lip' above you)
and then hold right to get on top.  For the last obstacle, inch as far as you
can to the edge again and jump with all your might to pass the spikes, then
ease left as you fall to hit the exit.

-07 SEA BATH: Another jumping challenge, this time underwater.  The first jump
is simple, just do as long a jump as you can from the edge.  The second is much
more difficult; ease to the very edge of the platform and try to memorize how
long you need to press the Jump button in order to just miss the spikes above
you.  You'll have to hold for that long to the right to pass.

-08 SCUBA DIE-VING: A rather simple vertical spike shaft challenge.  Just jump
toward the middle of the shaft and fall; on the third screen, start easing left
so that you'll land on the exit instead of the chasm.

-09 SUBMARINE MAN: Basically a repeat of Sea Bath but with more, less difficult

-10 WORLD ADVENTURER: A jump challenge that puts you against three different
types of stage hazards.  First, you've got conveyer belts; just run to the very
edge of the ones pointing to the left before you jump.  Next is the quicksand.
Run under the spikes until Mega Man's head has been completely underneath the
sand for about a second, then LIGHTLY tap the Jump button so you come back up
but not far enough to hit the spikes.  For the ice platforms, simply jump and
move in midair instead of moving on the platforms themselves so you don't have
traction problems.  At the end, fall to the short edge of the last platform on
the right and try to ease to the edge by jumping and landing before you attempt
the final leap.

-11 COUNTDOWN: Another jump challenge, this one featuring timebomb platforms.
Contrary to the challenge rules, you CAN get hit by the blasts and it doesn't
end the challenge; it can even protect you from the spikes below for a short
time.  However, for the most part, if this happens, you'll have exhausted a
platform that you need to complete the challenge, so.. try to hurry.

-12 SKY JUMPER: One final jump challenge (for now).. featuring disappearing
blocks!  There's nothing tricky until the end of the second section; from the
fourth block, you should jump straight up and barely to the right, then run and
fall immediately right and to the next safe platform before both the final
simultaneous blocks disappear.  In the third section, jump quickly up from the
third block, as the fourth appears directly above it, then very quicklky hop
to the next two to the right as they're simultaneous.. then you're at the end.

*WEAPONS CHALLENGES* - Challenges 13-25 deal with mastering each of your
weapons (including the Mega Buster and Rush) by obliterating targets.  You have
infinite chances to miss, but truly mastering the weapons you should be able to
hit the  targets in as few shots as possible.  The lone exception is 17 RUSH
JET, which is more like one last jumping challenge.

-13 SHOOTER: Finally, a shooting challenge!  This one's paehtic; just fire a
shot forward, you win!

-14 GUNNER: Run forward, shooting several targets.  You can't lose.

-15 SNIPER: Same as Gunner, but some of the targets disappear and reappear.

-16 RUSH COIL: You have to use the Rush Coil (nothing else is selectable here,
not even  your Mega Buster) to reach and shoot several disappearing targets
high in the room.  Eddie will sit at the left edge of the room and drop you
weapon capsules if you run low on weapon energy.

-17 RUSH JET: The only challenge before and after itself for a long time that
doesn't involve target practice.  You have to ride the Rush Jet across a long
corridor of spikes and reach the goal.  Start by summoning Rush, stepping on
his back and easing downward.  Jump to grab the weapon capsule then drop back
onto him and ease upwards.  Ease down just when the ledge ends, fly under the
low ceiling and start moving upward as soon as you pass it.  Jump off Rush at
the end just as he hits the wall and fall left into the exit.
(Note: BE SURE NOT TO PAUSE IN THIS CHALLENGE or Rush will disappear and you'll

-18 TRIPLE BLADE: The next several challenges put you in a room with only a
certain special weapon accessible, and lots of targets to destroy that are in
such a formation that you should be able to destroy them all in very few uses
of the weapon with some practice.  Eddie sits at the left side of each of these
rooms to supply you with weapon energy should you run low.

(Refer to 18 TRIPLE BLADE for 19-25)

*ENEMY CHALLENGES*  Challenges 26-37 deal with reaching the end of an enemy-
filled corridor, with the ultimate goal of taking no damage in doing so.  You
have access to all of your equipment to get past the enemies, but keep in mind
that actually defeating the enemies, though helpful, has nothing to do with the
outcome of the challenge; focus on reaching the end while taking no damage!

-26 FIGHT ON!: Finally, an actual combat scenario.  The goal is to reach the
exit, but that only gives you a grey crown (think of it as a passing grade, but
not an A+).  You'll have to avoid damage if you want the gold crown.
The whole room is full of all kinds of mets; normal mets, slime mets and flying
mets.  You can use all your weapons and Rush Coil and Jet.

-27 CANNON BALL 1: The same as 26 FIGHT ON! but with snowmen, antlions and

-28 CANNON BALL 2: Strike Man-themed repeat, with one green cannon.

-29 CHARGE FORCE 1: Blade Man-themed, three-room gauntlet.  The last room is
full of octopus batteries.

-30 CHARGE FORCE 2: Nitro Man-themed, same room setup as before.

-31 AIR FORCE 1: Same rooms as before.. missile-egg birds in the first, and
amoeba blocks/seeker drones in the last two.

-32 AIR FORCE 2: Green missile beetles and Blade Man's stage's flying heads in
the first room, mouse cursors in the next two.

-33 SPECIAL FORCE 1: A new room setup with pits.  There are parachuters in some
pits, and Sniper Joes which you should use Solar Blaze to safely dispatch.

-34 SPECIAL FORCE 2: A water-themed arena with pipe tellies and shrimp.

-35 SPECIAL FORCE 3: The first section is full of conveyer belts and those
searchlight enemies that reverse their direction.  The second is full of
floaters from Sheep Man's stage and a cannon and shield they can attach to.

-36 SPECIAL FORCE 4: A long corridor full of small drill enemies.  They don't
drop any powerups.

-37 JUMPING FORCE: A series of three rooms identical to CHARGE FORCE and AIR
FORCE.  The first room has spiders and a very weird bouncing Sniper Joe at the
end.  The second has a big stomper, and the third has two mini-stompers.

*BOSS CHALLENGES* Challenges 38-88 all deal with defeating minibosses and
bosses on specific difficulties.  The main goal is to destroy them without
taking damage--but it's also the best way to practice on any boss!

(Note: Every single challenge 38 to 88, is a fight against a boss or
miniboss on Easy, Normal, or Hard Mode settings.  You have to at least reach
the boss on the corresponding difficulty to gain access to the challenge.  You
get a grey crown for completing the challenge, and a gold crown if you complete
it without taking any damage.  Refer to the walkthrough above for help.)
(Note 2: The miniboss challenges are already unlocked on Easy and Normal before
you even play Story Mode; you only have to unlock the Hard versions of these,
but you have to unlock everything else on every difficulty.)
(Note 3: The Weapons Archives challenge for each difficulty can only be
obtained upon reaching the final Archive room at the very end of stage Wily 1.
Also, both the Wily Machine and Wily Capsule challenges for each difficulty can
only be unlocked by finishing the entire game in that difficulty; in addition,
the Keeper miniboss on Hard can only be unlocked as a challenge if you reach
the second one in Strike Man's stage, with the electricity.)
(Note 4: For the Hard versions of each of these, to earn a gold crown, you not
only need to take no damage, but you must also only use the Mega Buster.)

-53 PUMP E
-54 PUMP N
-55 PUMP H


These must be achieved when playing the main story mode.  They can be achieved
on any difficulty with either character.

-01 WHOMP WILY!: Finish the game once.

-02 BLUE BOMBER: Finish the game in under an hour.

-03 SUPERHERO: Clear the game on Hard Mode.

-04 HARD ROCK: Reach the boss of a stage without taking any damage.

-05 HEADBANGING: Defeat all 8 Robot Masters as Mega Man without his helmet.

-06 DESTROYER: Defeat 1000 total enemies.  (Easy to get in Wily 5 if you

-07 WORLD WARRIOR: Defeat one of every type of enemy.
Enemies easily missed:
Birds only found at the end of Chill Man's stage
Searchlight bots mostly only found at the beginning of Wily 2
Changkeys (from the flame generators), can be killed with Water Shield
Both kinds of trucks in Nitro Man's stage, can be killed with Chill Spike

-08 TRUSTY SIDEARM: Defeat all 8 Robot Masters with your default buster weapon.

-09 NO COFFEE BREAK: Clear the game using no Energy, Weapon or Mystery Tanks.

-10 TENACIOUS: Finish the game without continuing (losing all your lives).

-11 INVINCIBLE: Finish the game without losing a single life.

-12 MR. PERFECT: Finish the game without taking damage a single time.

- 4-02  Downloadable Content -

(Dates and cost apply to the Wii version; 100 Wii Points = $1 US, so use that
to guage the cost on other consoles)

+ Bass Mode +

(available April 5, 2010 for 200 Wii Points)

(IMPORTANT NOTE:  There seems to be a lot of talk around the internet that Bass
takes half the damage that Mega Man would from a given damage source on a given
difficulty.  I know for a fact that in general this is not true and that Bass
in fact takes equal damage to Mega Man, but I have run into a couple instances
in which I did take much less damage as Bass, such as receiving a glancing blow
from a big stomper enemy rather than the full damage.  I can't for the life of
me figure out what triggers this--it doesn't seem to be standing, jumping,
dashing, or shooting in any given direction, so if you have any information
regarding the truth behind this half damage phenomenon with Bass I'd love to
have it!)
(Note 2: And unless I'm going insane, I just took way more damage than normal
from a spider enemy when testing things out--again, I have no idea what caused
it.  I'm wondering if there's some trick to taking half or DOUBLE normal damage
as Bass, or if we're all just hallucinating about his damage amount..)

Bass becomes a selectable character when you play the main game, just like
Proto Man who's available from the beginning.  You may select him when choosing
your character after selecting "Game Start" from the main menu then selecting
"New Game".  (Bass will also appear on the Title Screen alongside Mega Man and
Proto Man)
Like Proto Man, Bass can't be used in any Challenges, Time Attack mode, or
Endless mode, but can be used in all three difficulties in the main game.  He
has many differences in gameplay from Mega Man, as detailed below:

 - Bass can fire in 7 directions; all straight and diagonal directions except
for down.  He can do this on the ground or in the air.  Of course, this only
pertains to his default weapon, the Bass Buster.

 - Bass cannot move while shooting with the Bass Buster.

 - Bass cannot shoot through walls with the Bass Buster.

 - Bass has the ability to dash, performed the same way Proto Man slides;
hold Down and press the Jump button.  This dash slightly increases Bass' move-
ment speed slightly like Proto Man's Slide but doesn't have the benefit of
making him 'shorter' during its duration; however, holding Right or Left and
jumping during a dash will cause Bass to perform a 'dash-jump' causes him to
travel much faster and farther than with a normal jump, and holding Right or
Left while falling off a ledge mid-dash will cause a similar boost in velocity.

 - Instead of a Coil item, Bass begins the game with the 'Treble Boost' which
allows him to fly freely around the screen and shoot in three directions at

 - Bass is able to buy two unique items from the shop, the 'Treble Item' and
'Treble Rescue'.  They work identically to Mega Man's Eddie Call and Beat Call,

 - You see Bass' face in the middle of the screen on the Stage Select.

 - Bass has his very own shop, complete with Reggae, the rarely-seen pet of Dr.
Wily as the shopkeeper, and a remix of Bass's Theme as the background music.

 - Like with Proto Man, shop items in Bass mode that are identical to Mega
Man's variants cost more Screws than with Mega Man.

 - Bass has his own storyline, though there are no cutscenes until after all
the Robot Masters are defeated.

(Note: Though Bass can perform most the actions he could in the game Mega Man &
Bass, he cannot doublejump!  Keep this in mind!)

+ Endless Attack Mode +

(available April 26, 2010 for 300 Wii Points)

Endless Attack is similar to the mode with the same name in Mega Man 9; once
unlocked via the Add-On Content menu you can find this mode as the selection
that was hidden by ???s on the main menu of the game.  Basiclaly, you are put
in a random room from the selection of Endless Attack rooms, and you begin your
trek through an infinite repeat of the same series of rooms in a random order
(there are many rooms though, so it shouldn't get too boring).  Many rooms or
sections therein are recreations of rooms from previous Mega Man games, though
many are unique and new.  Here are some notes about this mode.

 - You may only use Mega Man in Endless Attack.

 - You begin with all special weapons, Rush Coil and Rush Jet.  You may also
   use the three Mega Man Killer wepaons from the Special Stages if you've
   earned them.

 - You have no special items such as E-Tanks or the Energy Balancer, nor can
   you earn them by any means (as far as I know).

 - Each area places you at a red teleporter and has you traverse dangerous
   obstacles and enemies unti you find the blue teleporter that leads to the
   next area.  Each "area" is actually a corridor consisting of 6 "rooms"
   according to the room counter.

 - Every 30 rooms (or 5 areas) you come to a boss, which is a random Robot
   Master from the game.  You can get a hint on who you'll be fighting if you
   pay attention to the scenery (i.e. green grass on the ground means you'll
   fight Strike Man).  Every defeated boss will drop a large energy capsule.
   You fight the Normal difficulty version of each boss (if this ever changes,
   I'm not sure; send me an email if it's the case

+ Special Stage 1 +

(available April 5, 2010 for 100 Wii Points)

One of three special stages you can download.  They can only be played in Time
Attack mode, and therefore only as Mega Man.  They are all quite challenging
and each have a unique boss at the end complete with a unique weapon you can
attain; they're the Mega Man Killers from the Game Boy Mega Man (Rockman World)
series... well, all except Quint, who's not among them.  I'll supply a strategy
for the stage and boss equivalent to the strategies found in the Walkthrough
section of the guide.
Stage 1 is based around Enker, from Mega Man: Dr. Wily's Revenge (Rockman


You begin in a small room with a drop off to the right.  The music is a remix
of the Wily Fortress stages from Mega Man: Dr. Wily's Revenge--and a really
good one at that.  Fall off to the right.

A room full of Octopus Batteries.  Wait for the vertical ones to fall then make
quick, short hops to the left and fall before the horizontal one catches up
with you.

There's a Sniper Joe on the right edge of a left-moving conveyer.  Destroy him
in one hit with a well-placed Commando Bomb; it seems to work best if you
detonate it either just in front of him or far enough away that he's just
barely in range of the shockwave.   If he doesn't die in a hit, just quickly
use another and drop down on the right.

The big stomper in here can be dispatched extremely quickly with the Commando
Bomb you used in the last room by detonating one on the far left edge of the
ledge it's behind as you fall then another in the middle of the ledge just as
it jumps.  Otherwise, shred it with the Triple Blade and drop to the left.

Now, this room is full of disappearing blocks and timebomb platforms but
there's no reason not to use the Rush Jet both for safety and to save time.
Use it on the left edge of the room and just push toward the top of the screen.
At the end, drop onto the two timebombs then fall to the right.

Bear left, fall again...

...and you should land on the rightmost of a pair of platforms.  The one on the
left with the small energy capsules is inaccessible without Rush's help.  Get
them if you truly need them but otherwise fall to the left.

You should be far enough to the left for the spikes in here not to be of any
danger.  Fall again, easing toward the left wall.

And again.  Try to move about a Mega Man's length away from the left wall if
possible, or just under that.

Fall down on the timebombs on the bottom left; the one to the right has a count
of 0 so it's the one you want to hit first, even if simultaneously with the
other.  If you do it right you can fall down the hole it creates before the
left one goes off.

This room's full of long conveyers pointing the opposite of the way you'll be
heading.  Jump up at the beginning and activate the searchlight bot on purpose
so that he switches them for you, then head on down.  Ease left as you fall.

Land on the conveyer and jump left past the spikes.  Try to outrun the search-
light bot as you don't want to activate this one.  Drop down again.

Now, this room has a jumping Sniper Joe, followed by Mets on rough terrain and
finished with a bunch of jumps over spiked pits with floating robot heads at
the end.  It's actually a perfect room for the Rush Jet; jump and summon Rush
on the left edge of the screen so that he's high enough in the air that you can
ease up and safely over the Sniper Joe.  If you simply fly into the ceiling as
high as you can go none of the other enemies will be able to touch you.  The
only drawback to using Rush here is, if you used him for the earlier block room
as well, he'll probably be completely out of energy or close to it.  For the
next few rooms, quickswitch your weapon to Rush Jet if you find any weapon
capsules as he still has a couple rooms you'll want to use him after this.

Three Mets on stairs.  Nothing special, just beat them and drop down on the

This is probably the most annoying room in this whole stage.  It's not hard,
just really maddening when you're trying to beat the stage fast.  Basically,
it's a small cramped room packed with slime mets and Sniper Joes in tight
corridors.  The best course of action I've found is to equip the Solar Blaze
and mow through the Joes as fast as you can, ignoring the Mets unless they open
up as you're trying to pass by.  When you reach the pit at the end of the room,
ease left as you fall down it.

If you eased left enough you'll fall onto a small platform.  There's another
platform on the left wall and some tasty powerups above you.  The easiest way
to get them is to just use Rush Jet from the right edge of the platform you're
on and ease up then jump off to the right.  If you're low on Jet energy just
try and reach the left platform then Rush Coil up to the pickups, and be sure
to grab a weapon capsule for Rush Jet while you're at it.  When you're done,
drop off to the left.
If you're going for good time, go as far left as possible on the right plat-
form then leap off to the left.

Fall down the pit to the left here--if you jumped far enough from the right
platform above you should at least land on the tiembomb safely then fall.

Activate the Water Shield immediately in this room.  I don't think activating
or not activating the searchlight bot matters as there's an equal number of
conveyers going either way.  The Water Shield should absorb enough Changkeys
as you move to the right, reactivate it if necessary.  Fall down on the right

Ease slightly to the left as you fall into this room to hit a thin platform.
Now, hopefully you have some Rush Jet energy left; use him and ease up above
the Sniper Joe then fall between the spikes into the pit.  Otherwise, take care
of the Joe with a couple Solar Blazes then make a very difficult leap to his
platform before dropping.

This last corridor's filled with drill bits.  Use all the rest of your Water
Shield to get past them quickly and safely, then switch to the Triple Blade or
Mega Buster if you run out.  If you're simply attempting to finish this stage
and aren't going for a perfect time, the end of this corridor's a great place
to stock up on life (don't worry about weapon energy as the boss is impervious
to all weapons except the Mega Buster).  When you're done, drop down under that
good old Dr. W symbol.

Down through the doors, and say hello for the first time in a good 20 years

* WARNING     *


Enker only has a few moves, but he's so fast and unpredictable that he can be
quite challenging, especially considering you can't use any E-tanks or similar
items when fighting him.

He either dashes or leaps across the room before stopping.  When he executes a
dash, he'll proceed until he hits a wall.  If he leaps, it will either be
exactly half the room's length or the whole thing.  Sometimes he'll leap to the
middle of the room then stop to attack, sometimes he'll leap twice in a row and
sometimes he'll leap halfway then dash.

His attack consists of him holding his javelin high into the air for a second
or two (the time varies randomly) then jabbing it forward and releasing a small
triangular energy beam before dashing or leaping again, then repeating the
process.  The best time you can cause any damage to him is while he's holding
his javelin in the air, and the only weapon that can deal any damage to him at
all is the Mega Buster.  You'll notice that your shots are sort of 'vacuumed'
into his javelin when you do attack him in this stance, after which point he'll
start to glow.  The more shots you fire into his javelin like this the stronger
and larger his rebuttal will be (very similar to Solar Man's tactic), but this
is also the easiest way to damage him (you can otherwise as long as he's not
dashing but trying to ONLY do it like this is obscenely difficult), so you'll
just have to deal with it and make sure to dodge his counter.

IF YOU HAVE THE BALLADE CRACKER, use it to deal three times as much damage per
shot as the Mega Buster.  If you hit Enker with it when he holds up his javelin
he'll immediately counter with the maximum-sized Mirror Buster blast but it
makes things far easier to dodge and anticipate.  Considering that Ballade is
likely the easiest of the three Mega Man Killers to defeat with the Mega Buster
it's completely logical to go for Special Stage 3 first to make the normally
super-tough Enker that much easier to defeat.


Once you've erased Enker, you'll have his weapon, the Mirror Buster, in Time
Attack mode from then on--as well as the main game WITH MEGA MAN ONLY.
Remember, they're Mega Man killers, not Proto Man or Bass killers...

+ Special Stage 2 +

(available April 26, 2010 for 100 Wii Points)

One of three special stages you can download.  They can only be played in Time
Attack mode, and therefore only as Mega Man.  They are all quite challenging
and each have a unique boss at the end complete with a unique weapon you can
attain; they're the Mega Man Killers from the Game Boy Mega Man (Rockman World)
series... well, all except Quint, who's not among them.  I'll supply a strategy
for the stage and boss equivalent to the strategies found in the Walkthrough
section of the guide.
Stage 2 is based around Punk, from Mega Man III (Rockman World 3).


You start in a very yellow and purple area with the rockin' beats of a Punk
remix from Mega Man III GB.  Head right to face off with purple, orange, then
purple again basket 'bots from Strike Man's stage.  Feel free to use the Triple
Blade to make things go faster, and keep it equipped for the next room.

Drop down the ladder and to your left are a couple floating heads from Sheep
Man's stage that spawn instantly above a pair of ground turrets.  A perfectly
placed Triple Blade from the air just as you drop into the room may be able to
eliminate one of them but count on having to jump and fire one point-blank into
each of their faces.  Remember that the turrets have to cool down after four
shots.  Quickswitch to Commando Bomb as you proceed downward.

Here there'll be a wall of three Shield Attackers stacked on top of one another
heading to you from the right, and they will go all the way to the left wall.
The more patient player may want to cling to the ladder, wait for them to turn
then drop and attack, but to save time just fall and immadiately detonate a
C. Bomb just in front of you as you hit the floor.  The shockwave will tear
through the bottom two Shieldies and you can continue without missing a beat.
(Note: A safer and more surefire way to pass this room a bit faster and with no
harm done is to detonate a C. Bomb on the left wall intead of the floor, but
this may slightly hinder your time)

Down in the next room are a couple amoeba blocks from Solar Man's stage, and a
small and large weapon capsule up on the upper left of the room--which you
really won't need, in my opinion.  Go ahead down.

Now here's the first actually remotely dangerous area of the stage.  It's a
long horizontal corridor with a lot of pitfalls and spikes.  First, you'll have
to traverse a series of timebomb platforms; jump up twice, fall from the high
one to the low one, then keep jumping up to the right platform with a turret
guy on it (Triple Blade is handy).  You'll see an E-tank below you, I highly
suggest getting it until you've finished the stage once at least.  Once you've
grabbed it activate both the bombs to the right then jump across (you might
want to use Rush Jet just to make sure since this is a slightly tricky jump).
Once you get all the way to the  part with the seesaw platforms from Blade
Man's stage atop a spike bed, switch to Rush Jet and move up to the ceiling for
an easy way, then climb up the ladder.

Triple Blade through the orange basket and climb on up...

Just keep climbing in this small room and don't stop for a moment.  You'll be
able to pass the Sniper Joe and turret without a problem.  Switch to C. Bomb
during your ascent.

As soon as you reach the next room hold left and shoot a C. Bomb into the wall
to instantly destroy the lower Shield Attacker, when you can climb safely past
the next one.  Moving right you'll come to a series of small chasms with para-
chuters in most of them.  The Water Shield is quite nice here.  Once you reach
the Sniper Joe use your Solar Blaze (or the Mirror Buster if you have it) to
dispatch him.  The very last pit below the ladder has a parachuter that can
rise to one of two altitudes before deploying its parachute.  Make sure you
kill it just as it's beginning to rise or else activate a fresh Water Shield as
you climb the ladder to make sure it doesn't rise into you and force you into
the pit.

A purple basket enemy and a free large energy capsule on the upper-right you
can grab with the Rush Coil.  Nice little room.

Now we've got those evil crushing pillars from Wily 2.. don't even try to out-
run the first one unless you're perfect or you'll be crushed absolutely, but
all the rest of them in the entire room can be run right past without stopping
SO LONG AS you're able to take care of the Mets without them knocking you back
any.  By far the best way to get past them I'd say is the Mirror Buster from
Enker in Special Stage 1, but if you don't have it yet I suppose the Water
Shield (or well-timed Mega Buster shots) may make due.

The next room is small and contains a pair of spiders--one on the ceiling and
one bouncing up to intercept you from the lower left.  Wheel Cutter or Water
Shield your way past them and grab the energy capsule on the upper left if you
need it.

The final room before the boss contains a ceiling spider and a Sniper Joe
nestled on the very lower right.  Use any weapon to take care of the spider; as
for the Joe, I've found the fastest thing is smacking him with a Chill Spike
from the step to the left then jumping over his frozen body to the boss door.

* WARNING    *


Be amazed by the cinematic entrance of Punk from the upper-right ceiling then
get ready to brawl.

Punk will jump straight up into the air and toss Screw Crushers at you at a
rate of one per jump.  They're thrown toward your current position but are very
easy to avoid.  After throwing a few he'll turn into a spiked ball (reminds me
of Sonic the Hedghog.. or more particularly Mecha Sonic from Sonic 2/Sonic and
Knuckles) and hop.

He'll bounce between one and three times (sometimes a fourth 'short hop' if he
decides to perform the middle-height attack after the maximum number of
bounces) and then stop for a very brief moment before spindashing at you.  He
may stop at any of three altitudes; on the floor in which you can eaily hop
over him, at the apex of his bounce height in which case you can safely stand
under him, or about halfway up his bounce in which case you'll have to make a
very well-timed jump to evade him.  The key is to look closely and train your-
self to notice his extremely brief stopping pose before he spin-dashes across
the room at you.

After dashing across the room he'll start jumping and throwing Screw Crushers
again.  He'll throw between two and four before turning into a ball again and
repeats this process ad nauseum.  Make sure you remember to use your E-Tank if
you got it and just keep pelting him with the Mega Buster.

Note that getting hit by his spike-ball form is by far the most dangerous thing
in this battle and it'll take a lot of practice to really be good at dodging
it.  You may want to switch to Rush Coil through the pause menu to give you an
advantage every time he turns into the ball on your initial attempt(s) to
defeat Punk.

IF YOU HAVE THE MIRROR BUSTER, that's Punk's weakness.  Holding it in front of
you will not only make avoiding his Screw Crushers a lot easier as the Mirror
Buster absorbs them, but if you manage to nail him with the reflection wave you
will deal a small chunk of damage to him.  It can be tough trying to "aim" the
reflections correctly as he keeps jumping and it's hard to tell if he'll shoot
two, three or four shots in a given round, but the lucky and the skillful will
defeat him much faster than with the Mega Buster this way.

Just like Enker, no special weapons other than his weakness will have any
effect on him at all; though it may be worth noting that for some strange
rason Thunder Wool tufts will clash with his Screw Crushers and cause them to
bounce away...


Pummeling Punk will get you his signature weapon, the Screw Crusher.  It will
be lobbed upwards from Mega Man at a high angle then drop down.  It can be shot
very rapidly and takes an absolutely TINY amount of Weapon Energy to use, so
small an amount that it takes several shots of the weapon to even remove a
single sliver from the Weapon Energy bar (it's about time SOME weapon in MM10
had that function which seemed to be really popular in MM9...)
Like the Mirror Buster, it can ONLY be used by Mega Man as far as I know, but
you get to keep it forever in all modes once you've beaten Punk even once.

+ Special Stage 3 +

(available April 26, 2010 for 100 Wii Points)

One of three special stages you can download.  They can only be played in Time
Attack mode, and therefore only as Mega Man.  They are all quite challenging
and each have a unique boss at the end complete with a unique weapon you can
attain; they're the Mega Man Killers from the Game Boy Mega Man (Rockman World)
series... well, all except Quint, who's not among them.  I'll supply a strategy
for the stage and boss equivalent to the strategies found in the Walkthrough
section of the guide.
Stage 3 is based around Ballade, from Mega Man IV (Rockman World 4)


You start in a dull blue/red/yellow room with the melancholy yet masterful
remix of Ballade's Theme from Mega Man IV GB playing.  To the right is a series
of pits between slim vertical pillars protruding from both the bottom and top
of the screen, making for some tricky jumping.  What's worse, there are para-
chuters in every single pit except the first and fourth from the left.  The
last pit has a parachuter on the far right edge and is a tricky jump anyway;
if you want to be extra safe use Rush Jet but after summoning Rush and before
jumping on him dispatch the parachuter.  Hold Right as you're pushed off Rush
by the low ceiling to save yourself.  Run straight and ignore the solar flower,
and jump to the ladder.  As long as you don't stop the flower won't be able to
shoot you in time.

The next room is small and simple but contains a blue basebal 'bot; the ones
that throw the curveball that stops in midair then hurls itself toward your
position.  Take him out then head up.

There's another blue pitcher to the right followed by a spike-floored section
with a ton of conveyer belts.  All along the room are searchlight bots to
reverse all the conveyers (which already offer very difficult jumps as it is)
just to make things that much more difficult.  You'll want to use Rush Jet as
much as you can here, but be careful not to let the search 'bots knock you off.
Eventually you'll come to a low-hanging wall with a missile bot on it, followed
by a few more conveyers and another wall like this.  There's no danger here
aside from the missile launchers but you may still want to use Rush to help you
with the tricky jumps.  Past the conveyer section you'll reach a wall of
stationary spinning missiles with Wily's skull insignia on them.  These are
harmless by default but create a damaging explosion once hit.  They're actually
straight from the end stage of Mega Man IV, where you fought Ballade in that
game.  Keep your distance while ripping through them with Triple Blade.  Stay
equipped with the Blade as you fall down to the right.

Take out the spiders with the Triple Blade then fall again.

Immediately to the left in this room is a false wall of missiles that you can
destroy for a hidden room containing a large energy capsule and an Energy Tank
(I highly recommend you take this detour until you've at least completed this
stage once).  On the upper-right are some small weapon capsules that you should
not need.  Fall down quickly before the solar flower erupts to the next room
and equip the Triple Blade again if you switched for whatever reason.

Take out the big stomper fast with your Blades before you drop.

The next room drops you right in front of a solar flower tht's about to go off.
Past it is a large corridor full of orange pitchers, parachuters in pits and
more solar flowers.  After the enemy-filled section you'll come to more walls
of missiles but you must take care when destroying these so as not to ruin your
chance at continuing the stage; many of them form floors under low ceilings
that you simply must leave intact if you don't want to screw yourself over.
The safest way to proceed is to use the Wheel Cutter but take extra care not to
get caught in a blast when destroying the missiles from close range with it.
There's a large weapon capsule near the end of the room but there's no reason
to bother with it unless you have the Screw Crusher and happen to be low on
energy for it.  At the very end, bust the last few missiles before the boss
door and head on through.

The room between boss doors here is unique in that it's a wide open space and
has large weapon and energy capsules up on the corners of the room.  Use Rush
Coil if you need them then continue to the boss chamber.

* WARNING       *

Ballade will fall from above and land in a cool pose as the battle begins.

His attack patterns are simple to describe, but may take some practice to fight
well against (though I still consider him the easiest of the three Special
Stage bosses).  He'll start by making large leaps around the room; every time
he leaps, he leaves behind a Ballade Cracker bomb, and he leaps between two and
four times before stopping.  Leaving the bombs alone can make things get really
hairy as you have to worry about them, when each will explode, and Ballade him-
self, so destroy them as he leaves them as best you can.

When he's finished leaping, he'll stop for a split-second and then dash toward
you at incredible speed.  It's just like watching Punk's spiked ball form to
see when it stops; you'll have to keep a sharp eye out to see when Ballade will
decide to dash.  Immediately leap up and over him to avoid him.

The last of his attacks only happens when you manage to evade one of his dash
attacks; if you're hit, he'll simply stop at your position then continue his
leap assaults, but if you jumped over him he'll keep running until he hits a
wall.  At this point, he'll turn around sharply and simultaneously toss a high-
speed Ballade Cracker toward the opposite wall.  This can be destroyed just
like the others but it happens so fast as  you're coming down from a leap that
it may be better just to make another hop over it as soon as you hit the

IF YOU HAVE THE SCREW CRUSHER, it's not only Ballade's weakness but is also
very easy to use against him.  Its lobbing action will make hitting him during
his high jumps a snap, and it can be shot rapidly enough that it's not too
terrible at clearing out Ballade Crackers either.  You'll take him down fast
and easy if you have this weapon.

Like Enker and Punk, no other special wepaons will cause any harm to him.


After busting Ballade you earn his coveted Ballade Cracker.  This weapon not
only has a large ammo reserve causing it to take two shots to even see a sliver
come off your Weapon Energy meter, but it's powerful and can be launched in any
direction except for straight down.  Furthermore, it causes splash damage in
classic Mega Man style when it hits a surface or enemy (think Crash Bomb, Drill
Bomb, etc).  Like the Mirror Buster and Screw Crusher, it can only be used by
Mega Man, but can be used forever in all modes once you earn it.

- 4-03  Hints, Tips and Secrets -

 - The best stage in which to 'grind' for screws is Sheep Man's stage.  Without
   even counting the screws you may obtain from enemies, this stage has a total
   of 124 screws' worth sitting around the map.

 - At the end of Wily stage 2, if you jump above the "Dr. W" symbol that's
   sticking out, you'll go behind it and find a large energy capsule.  This is
   likely a throwback to the secret capsule behind the sign in Wily 2 in MM9,
   which you had to use a Hornet Chaser to obtain.

 - All four minibosses have specific weaknesses, but if all else fails, use
   the Water Shield.  If you stand close to them and activate it, they'll take
   a massive amount of damage and die quickly.

 - The Triple Blade could easily be considered the closest thing to this game's
   Metal Blade or Laser Trident as far as general usability.  It's useful and
   powerful in just about every situation, covers a wide area, can be shot
   fairly rapidly, takes a very small amount of weapon energy to use and is
   equally good for ripping apart small enemies and shotgunning big enemies and
   even bosses for great damage.

 - If one of the parachute enemies that live in pits lands on you while
   floating downward, you can instantly receive whatever item it was carrying
   if any.

 - Keep in mind that you're knocked backwards when you take a hit depending on
   what direction you're facing.  If you're facing right, you're knocked to the
   left, even if you're hit from the left.  Trust me, it's useful to know this.

 - You can inch your character to the edge of a ledge or platform pixel by
   pixel until only the tip half of one foot hangs on.  This is useful to
   remember when you're trying to make a crazy jump, the closer to the edge you
   inch yourself the greater your chances of making it.

 - You can actually use the Wheel Cutter to climb up walls!  If you hold it out
   in front of you and run up against a wall, you'll ascend it until you hit an

 - If you press both L and R at the same time (A and B on the wiimote), your
   weapon will instantly shift back to your default buster no matter where it
   was.  This is great to do before picking up any weapon capsules once you
   have the Energy Balancer.

 - You can unlock all of the Challenge page 2 challenges in Easy Mode, except
   for Superhero.  This is, of course, the easiest way to unlock them if
   you're having trouble otherwise, and actually makes Mr. Perfect a plausible

 - Depending on if you face right or left when you use Water Shield, the
   bubbles will rotate clockwise or counterclockwise respectively.  This is
   very useful to remember when fighting an enemy that you need to aim the
   shield's shot function to hit, such as the Wily Machine's second form.

 - Many normal enemies in the game have sort of 'weaknesses' to weapons despite
   the fact that they all actually take the same base damage from all weapons.
   For example, using a Triple Blade on the ground when coming up against a
   cannon-topped Roader (those one-wheeled enemies) will simultaneously destroy
   both the bottom and top sections at once; Solar Blade eats through the
   shields of any enemies that use them; Chill Spike is the only weapon that
   can affect a Met hiding under its shield; etc.   Experiment!

 - Though I already mentioned it at the beginning of the Walkthrough section,
   one of the very best ways to get help with a specific stage or boss is to
   log into the Rankings for Time Attacks of a given stage and watch the best
   of the best players blaze through a stage and its boss at top speeds.  Of
   course, this only pertains to Mega Man on Normal Mode.

 - There are several tricks to help make the sandstorm areas in Commando Man's
   stage much easier.  First, you can summon Rush (either form, though the Coil
   can be used even if you fight Commando Man early on) and use his sprite's
   position to judge your position; staying near him will help keep you from
   danger.  The Chill Spike can be used for this same purpose, and can be shot
   forward to judge where other platforms are if you're daring.  Lastly, the
   Wheel Cutter can be used to latch onto the sides of platforms and it won't
   lift you up until the storm's over.
   (Thanks to Neodragon3 for these tips!)

 - In the final stage of the game (Wily 5), if you have a Mystery Tank still at
   this point, there are two very useful things you can use it for; either just
   use it normally at the beginning to get yourself to full strength (you find
   another before the end of the stage) or use the drill enemies to quickly
   refill all of your health and ammo, then wait until as many drills as
   possible are on the screen and use your M Tank to turn them all into extra

 - Another hint from Neodragon3, this one for helping with dangerously long
   "In MegaMan 9, I often use the Concrete Shot to make long jumps over a hole
   easier by shooting the Concrete Block on the other side of the hole.   In
   MegaMan 10, when a hole seem difficult and I dont want to miss, I jump using
   the Wheel Cutter.   That way, if you happen to fail, the wheel will lift you
   up back onto the platform.   Both the Concrete Shot and Wheel Cutter can
   reduce the hole lenght by 1 square making things a lot easier."

 - As Bass, try using the Treble Boost and depleting all its energy on purpose.
   Now, go around and attack.  You're using the Mega Buster--three shots on-
   screen at a time, and double the damage of the Bass Buster.  This
   effectively allows you to play as a Mega Man that takes half damage and can
   dash!  Of course, you'll have to avoid picking up weapon capsules, you won't
   be able to actually USE the Treble Boost and in many situations the Bass
   Buster is more useful on its own--but this is still worth noting if you ever
   feel like you need the Mega Buster even though you're playing as Bass.

 - As Bass, you can actually shoot the shields right off Shield Attackers and
   Sniper Joes!  Just keep shooting them from the front and after enough shots
   bounce off, they'll lose their shield.  Shield Attackers--revealed to be
   simple black orbs with eyes--get sad and fly off the screen.  Sniper Joes
   are surprised but continue to fight shieldlessly.
   You can actually also do this as Mega or Proto Man by using the Water Shield
   --thanks to Silvox Fox for this info!
   (I've also had it happen rarely on the middle Shield Attacker in the group
   of three at the beginning of Special Stage 2, with the Commando Bomb's shock
   wave.  It seems any weapon potentially capable of a large amount of rapid
   hits including a perfectly-placed Thunder Wool may be able to do this)

 - In Endless Attack Mode, conservation of health and weapon energy may be
   important, but even more important is taking the time to replenish what you
   have lost; it'll be near impossible to get very far in this mode without
   losing some life or using some special weapons or Rush, so once you do but
   before you get to the next are in which you'll need to use them again (or
   just need to replenish health) be sure to run around the area and kill
   enemies for powerups.  The most ideal area for this is obviously the drill
   bit rooms but any area with many enemies is fine, and even an area without
   much enemy action can be juiced for all it's worth if you're in a pinch by
   moving back and forth between sections to respawn whatever enemies may be

 - In case you were wondering, the special weapons from Enker, Punk and Ballade
   earned from the Special Stages deal only one unit of damage to each normal
   boss except as noted;
   - Chill Man is weak to the Screw Crusher
   - Pump Man is weak to the Screw Crusher
   - Ring Man (Weapons Archive Room 2) is weak to the Screw Crusher
   - Flame Man (Weapons Archive Room 2) is weak to the Mirror Buster
   - Tornado Man (Weapons Archive Room 3) is weak to the Screw Crusher
   - Though not particularly weak to either, both the Screw Crusher and Ballade
     Cracker can be used to destroy Sheep Man's Thunder Wool clones, and deal
     damage to the real one
   - Though not particularly weak against it, the Screw Crusher is ideal for
     hitting the Block Devil when he appears underneath the screen after an
     attack, even moreso than the Triple Blade
   - Strike Man technically takes above average damage from the Mirror Buster
     as does Pump Man in Hard Mode when using it against his boomerang attack,
     though in both these cases it's hardly useful

--Be sure to e-mail me if you find a cool secret or tip!--

= V) The End =

- 5-01  Credits -

--Big thanks to everyone who's sent me tips, information, error reports, etc.
  for this guide.
  - Jesus Rafael
  - Sir VG
  - Superfluous Moniker
  - Neodragon3
  - Zeek
  - Silvox Fox
  - dungeonconquerorB

--Thanks to the Mega Man Knowledge Base (http://megaman.wikia.com/) which I
  use to gather and doublecheck some of the information used in this guide.
--Sites such as Gonintendo.com and Wikipedia.com to doublecheck some dates and

--Thanks to GameFAQs for obvious reasons.

--Thanks to Capcom, Inti Creates, and the father of Mega Man, Keiji Inafune,
  for once again gracing us retro Mega Man fans the world over with another
  true 2D masterpiece.  May Mega Man fight for everlasting peace for ages to

- 5-02  Copyright -

(c) Copyright 2010 Justin Morgan

This guide may only be used (outside of personal, private use) with credit
given to the author.

Mega Man and all related characters, names, etc. copyright Capcom.
All other trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.

- 5-03  Contact Information -

Be sure to send me suggestions, additional hints and tips, spelling or
grammatical error alerts, and anything else you can think of!

(Note: If you send me a hint, error report or anything else you feel should be
added to my guide, be sure to include the name or alias you would like for me
to use to credit you in future versions of the guide!)

E-mail: jkm553(at)gmail(dot)com

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