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FAQ/Walkthrough by Masvega

Version: 1.01 | Updated: 08/09/99

Rockman & Forte for the SNES

FAQ by Masvega (masvega@hotmail.com)
http://masvega.cjb.net
Version 1.01
8/9/99

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

Contents:

1. Version History
2. Story
3. Controls
4. Differences between Rockman and Forte
5. Weapons
6. Rightot's Shop
7. CDs
8. The Game
9. General Tips
10. Disclaimer
11. Credits

------------------------------------------------------------------------
1. Version History
------------------------------------------------------------------------

1.01
-Fixed the spacing (hopefully)
-Fixed a few typos

1.0
-The initial release

------------------------------------------------------------------------
2. Story
------------------------------------------------------------------------

After Wily is defeated (again), peace reigns over the land. That is, 
until a robot by the name of King attacks Dr. Light's lab and a robot 
museum. He also steals some of Dr. Wily's plans for robots. Rockman, 
enraged, goes to the museum to confront King and Dr. Wily sends Forte to 
find out what King is doing and to get his plans back.

------------------------------------------------------------------------
3. Controls
------------------------------------------------------------------------

You can play as either Rockman (Mega Man in the U.S.) or Forte (Bass in 
the U.S.).

Rockman:

D-Pad Left: Move left
D-Pad Right: Move right
Y Button: Fire
Hold Y Button: Charge the Rock Buster
  Release Y Button: Fire a charged shot
B Button: Jump
D-Pad Down + B: Slide
L Button: Cycle through your weapons
R Button: Cycle through your weapons
Start: Pause

Forte:

D-Pad Left: Move left
D-Pad Right: Move right
Y Button: Fire
B Button: Jump
B while in the air: Double jump
A: Dash
B + A: Dashing jump
L Button: Cycle through your weapons
R Button: Cycle through your weapons
Start: Pause

------------------------------------------------------------------------
4. Differences between Rockman & Forte
------------------------------------------------------------------------

There are a few differences between Rockman & Forte.

The most obvious is the difference between the Rock Buster and the Forte 
Buster. Forte can no longer charge shots (like in Mega Man 7). Instead, 
he can rapidly fire shots in seven directions (he can't shoot straight 
down) if Y is held down. There can be up to three shots at a 
time on the screen. The downside to this is that Forte can't walk while 
he's firing. He can jump and dash though. Rockman, on the other hand, 
still charges the Rock Buster to create a super shot. His normal shots 
are much slower than Forte's and you must tap Y every time you wish to 
fire.

Forte can do a second jump in the middle of his first jump. This allows 
him to get to places Rockman cannot.

Rockman's slide can get him under certain shots and enemies as it gets 
him low to the ground. However, Forte's dash doesn't get him low to the 
ground and it is mainly for boosting his jump.

Both Rockman and Forte are easier at different points in the game. Forte 
makes it easier to beat Cold Man, Dynamo Man and Pirate Man, while 
Rockman makes it easier to beat Burner Man. Many of the levels are more 
difficult with Rockman, but the final bosses are much, much easier to 
beat with him.

------------------------------------------------------------------------
5. Weapons
------------------------------------------------------------------------

Copy Vision: Rockman/Forte creates an energy double that fires 
continuously. It is created in the spot where you are when you activate 
it. Also, homing projectiles track the copy instead of you. It's won 
from Astro Man.

Ice Wall: Rockman/Forte creates a wall of ice that can be pushed 
forward. It will gain momentum and destroy just about everything in its 
path. It rebounds after it hits a wall. You can stand on the wall to 
reach high ledges, and you can stand on a moving wall to get across 
spikes. If you're underwater, the Ice Wall will float straight up and 
you can ride it. It's won from Cold Man.

Lightning Bolt: Rockman/Forte points straight up into the air and four 
lightning bolts rain down from the sky, hitting just about everything on 
the screen. If done in the middle of a jump, this will freeze you in 
mid-air. It can also be used to avoid shots you can't dodge. It's won 
from Dynamo Man.

Magic Card: Rockman/Forte fires a card which goes out and then returns. 
It can be fired in three directions (left, right and up). Any powerups 
the card passes over will be brought back with it. It's won from Magic 
Man.

Remote Mine: Rockman/Forte fires a mine that may be steered with the D-
Pad. It sticks to the first thing it hits. After it sticks, press B 
again to detonate it. It's won from Pirate Man.

Spread Drill: Rockman/Forte fires a huge drill that slopes downward. 
Pressing Y again creates two smaller drills and pressing it again 
creates four tiny drills. It can drill through ice or stone blocks. It's 
won from Ground Man.

Tengu Blade: Rockman/Forte fires an upward arcing blade. If it hits a 
wall, it ricochets off it. If you dash or slide while having Tengu Blade 
active, you will dash forward and slice any enemies you contact. It's 
won from Tengu Man.

Wave Burner: Rockman/Forte sprays a blast of fire similar to the way a 
flamethrower does. This can light fuses and push the mines and bubbles 
in Pirate Man's stage. It's won from Burner Man.

Gospel Boost: Only Forte has this. Gospel (Treble in the U.S.) teleports 
in and fuses with Forte. This gives Forte the ability to fly. He also 
can fire shots simultaneously in three directions. However, he cannot 
climb ladders. This must be bought from Rightot.

Rush Search: Only Rockman has this. Rush teleports in and digs. If he 
finds anything, he pulls it out. If Rush is hit while he is digging, he 
stops and teleports out. This must be bought from Rightot.

Beat: Only Rockman has this. Beat comes in and shields Rockman in a 
protective barrier. The barrier continuously drains energy until it is 
shut off. This must be bought from Rightot.

Eddie: Only Rockman has this. Eddie comes down and delivers up to three 
items to Rockman. This must be bought from Rightot.

------------------------------------------------------------------------
6. Rightot's Shop
------------------------------------------------------------------------

At the beginning of the game, only the first row is available. After you 
defeat two robots, the second row becomes available. The third and 
fourth rows become available after you defeat five robots.

Row 1, Column 1: Spare Body-Gives you an extra life. Costs 50 bolts.

Row 1, Column 2: Energy Balancer-All weapon energy automatically goes to 
the weapon with the lowest energy. Costs 120 bolts.

Row 1, Column 3: Stage Exit-You can teleport out of a stage you've 
already beaten. Costs 50 bolts.

Row 1, Column 4: Shock Step-You can hit spikes without dying. Gone after 
one use. Costs 10 bolts.

Row 1, Column 5: Reciever-You can call Roll with this. Costs 100 bolts.

Row 1, Column 6: Item Holder-It randomly appears in a stage to give you 
life energy, which you may or may not need. Costs 60 bolts.

Row 2, Column 1: Analyzer-This allows Roll to tell you the Robot 
Masters' weak points when you call her. Costs 50 bolts.

Row 2, Column 2: Power Boost-Picking up powerups recovers more energy 
than normal. Costs 200 bolts.

Row 2, Column 3: Counter-Your buster's power becomes more powerful as 
your life decreases. Costs 200 bolts.

Row 2, Column 4: Auto Charge-Rockman only. The Mega Buster charges 
automatically. Costs 50 bolts.

Row 2, Column 4: Speed Dash-Forte only. Forte dashes faster. Costs 100 
bolts.

Row 2, Column 5: Eddie-Rockman only. Allows you to call Eddie. Costs 150 
bolts.

Row 2, Column 5: Climb Boost-Forte only. Forte climbs ladders more 
quickly. Costs 100 bolts.

Row 2, Column 6: Rush Search-Rockman only. Allows you to call Rush. 
Costs 100 bolts.

Row 2, Column 6: Gospel Boost-Forte only. Allows Forte to fuse with 
Gospel. Costs 200 bolts.

Row 3, Column 1: Energy Save-Weapons require less energy. Costs 200 
bolts.

Row 3, Column 2: Damage Absorber-Refuels weapon energy when you take 
damage. Costs 300 bolts.

Row 3, Column 3: Super Armor-You take less damage. Costs 300 bolts.

Row 3, Column 4: Auto Heal-Rockman only. Your life meter is gradually 
refilled. Costs 450 bolts.

Row 3, Column 4: Super Buster-Forte only. The Forte Buster becomes more 
powerful. Costs 300 bolts.

Row 3, Column 5: Fast Charge-Rockman only. The Mega Buster charges 
faster. Costs 150 bolts.

Row 3, Column 5: Hyper Buster-Forte only. Forte can now shoot through 
walls. Costs 300 bolts.

Row 3, Column 6: Beat-Rockman only. Allows you to call Beat. Costs 300 
bolts.

Row 3, Column 6: CD Counter-Forte only. Roll can tell you the number of 
CDs left in the level when you call. Costs 100 bolts.

Row 4, Column 1: CD Counter-Rockman only. Roll can tell you the number 
of CDs left in the level when you call. Costs 100 bolts.

Row 4, Column 2: CD Finder-Rockman only. Sparkles temporarily appear 
where CDs are buried underground. Costs 300 bolts.

------------------------------------------------------------------------
7. CDs
------------------------------------------------------------------------

Since more CDs can be gotten with Rockman than with Forte, assume that 
you should use Rockman unless it's stated that Forte should be used.

Before seriously trying to get the CDs, you'll need to buy a few things 
from Rightot.

For Rockman:
Rush Search
CD Counter
CD Finder
Reciever

For Forte:
Gospel Boost
CD Counter
Reciever

Some enemy descriptions:

Cannon-Green and orange guns that shoot green balls at you.

Claw-Arm-A robot that swings around with its claw.

Disappearing and Reappearing Block-Blocks that appear for a few seconds, 
then disappear for a few seconds. They've been in such games as Mega 
Man, Mega Man 2 and Mega Man 3.

Dispensers-A machine that churns for a few seconds and then spits out an 
ice or brick block.

Dragon-A snake-like robot with the head of a dragon. It flies around and 
gets faster with each piece taken off of its body.

Exploding Box-A box with a fuse on it. When you light the fuse, the box 
will explode.

Guard Joe-The green humanoid robots that peek behind their shields and 
fire at you.

Helibot-A small, orange helicopter-like robot that shoots at you.

Metool-A yellow robot that stays hidden under its shield. When you get 
close to it, it raises the shield and fires three blasts at you.

Rhino-A large robot that either fires missiles or its horn at you.

Shielded Robot-A flying robot with an inpenetrable shield on one side. 
However, the other side is unshielded. It flies back and forth.

Snail-A swimming robot with one side shielded and the other side 
exposed. Hit the exposed side to destroy it.

Spinning Penguin-A spinning penguin which lays on its stomach after a 
while and uses the rear rocket to propel itself forward.

Strongman-A robot which either hurls a metal ball, a blue balloon or a 
spike ball which explodes at you.

One last thing, I consider a screen to end when the game slides to the 
next part of the level. For instance, the first screen in the museum is 
from the start of the level to where you actually enter the museum.

And now to the CDs:

001 (Rockman): In the Dynamo Man stage. After some conveyor belts, 
you'll enter a screen with a ladder going up and a helibot next to it. 
Destroy the robot and use the Ice Wall to go right. You'll see sparks on 
the platform. Dig up the CD.

002 (Roll): In the Cold Man stage. Use Forte to get this. In the portion 
of the level with the ice platforms and the helibots, go through the 
screen until you get near the end. There should be an ice platform up 
and to the right. Double jump to it and collect the CD.

003 (Cut Man): In the Magic Man stage. As you enter the level, you'll 
see sparks to your left. Dig up the CD.

004 (Guts Man): In the Burner Man stage. Use Forte to get this. After 
defeating the rhino, you fall down a shaft. You'll see the CD to the 
right. Double jump to reach the opening and get the CD.

005 (Ice Man): In the Cold Man stage. Near the very end of the level, 
there is a part with some dispensers and spinning penguins. Among that 
is a CD. You'll see the sparks between two of dispensers.

006 (Bomb Man): In the Tengu Man stage. Near the end of the first screen 
you'll see the sparks. Use Rush to dig the CD up.

007 (Fire Man): In the Astro Man stage. From #037, go down and you'll 
see a robot on the wall and some sparks under it. Destroy the robot and 
get the CD.

008 (Elec Man): In the Dynamo Man stage. You'll see sparks on the edge 
of the screen. There are exploding blocks above you and to the right of 
you. Dig up the CD.

009 (Metal Man): In the Magic Man stage. A lift blocks this CD. With 
Forte, jump off the lift at its highest and double jump to the CD.

010 (Air Man): In the Tengu Man stage. In the screen with the green 
balloons, ride the first one up and climb the ladder. Create an Ice Wall 
and ride it across the spikes to the left. Climb the ladder and go 
right. You'll see sparks, so use Rush to dig the CD up.

011 (Bubble Man): In the Pirate Man stage. You'll see the CD as you 
climb up a ladder. Go around and destroy the robots in your path and get 
the CD.

012 (Quick Man): In the Dynamo Man stage. At the very end of the stage, 
there is a conveyor belt under some spikes. Get through that belt as 
quickly as possible as a CD comes down from the ceiling. Try to get the 
CD as you fly through the air.

013 (Crash Man): In the Ground Man stage. In the screen with the rising 
spikes, go through the two ladders and then quickly shoot the three 
heads to get the CD. It's easier to do with Forte and it helps to have 
the Shock Step.

014 (Flash Man): In the Cold Man stage. Go through the level and 
eventually you'll see a CD behind an ice block. Use the Spread Drill to 
break the ice and collect the CD.

015 (Heat Man): In the Burner Man stage. A little after the screen with 
the spears, you'll be in a room with a rhino and birds. However, you'll 
also see the sparks for the CD _UNDER_ the platform the rhino is on. So 
how do you get this? You slide under the platform and activate the
Rush Search in mid-slide. Even then, it takes some luck as it has to be 
in the correct place and the annoying birds cannot hit it.

016 (Wood Man): In the Burner Man stage. During the screen with the fire 
bombing robots, you'll see some sparks on a high platform. Get up there 
with an Ice Wall and dig the CD up.

017 (Needle Man): In the Ground Man stage. Use Forte to get this. During 
the part with the giant worm, you'll see a ladder and a CD on a far 
ledge. Wait for the worm to pass, then climb down the ladder, but not 
all the way. Then, drop off the ladder and double jump to the CD.

018 (Magnet Man): In the Dynamo Man stage. After the last dark room, 
you'll see sparks under the Metool. Destroy the Metool and get the CD.

019 (Gemini Man): In the Astro Man stage. After the first set of 
disappearing and reappearing blocks, you'll see sparks under a crocodile 
hole. Defeat the croc with the Ice Wall or Tengu Blade and dig up the 
CD.

020 (Hard Man): In the Burner Man stage. Use Forte to get this. After 
the first three strongmen, you'll be in another room with ladders. Go 
through the room until you see a CD on the left. However there is no 
floor under the CD. So, either dash-jump or double-jump to the CD.

021 (Top Man): In the Magic Man stage. As you enter the stage, a Claw-
Arm is hobbling down the steps toward you. You'll see some sparks above 
you. Destroy the Claw-Arm and then slide through the revolving block so 
you're at the wall. Then call Rush and dig up the CD.

022 (Snake Man): In the Tengu Man stage. This is visible from the 
beginning. Just drop down to the ledge and get the CD.

023 (Spark Man): In the Dynamo Man stage. Near the beginning of the 
level, you'll see the CD at the upper right of the screen. Use the Ice 
Wall to get to the platform and slide to the CD. Don't destroy the 
exploding blocks.

024 (Shadow Man): In the Astro Man stage. In the big room where you jump 
on the disappearing and reappearing blocks to go up, go up and left 
until you reach the top of the room. Then jump and press up, and you'll 
get to a secret ladder! Jump on the disappearing and reappearing blocks
to get the CD.

025 (Bright Man): In the Dynamo Man stage. Get this with Forte. As you 
go through the conveyor belts you'll see a ladder. Use the Gospel Boost 
to get to the ladder and climb up.

026 (Toad Man): In the Museum. In the storm portion of the level, look 
under the Guard Joe. There are sparks! Destroy the Guard and get the CD.

027 (Drill Man): In the Ground Man stage. Make sure you have the Shock 
Step. In the room with the spikes coming in from the left, you'll see 
the CD just past the wall. Walk through the spikes and get the CD.

028 (Pharaoh Man): In the Ground Man stage. In the first room with the 
dropping ceiling, shoot the head on top of the ladder and climb down the 
ladder. Shoot the chest in the top-left corner. Double jump or use the 
Ice Wall to reach the CD. 

029 (Ring Man): In the Astro Man stage. From #074, go left and you'll 
see some spikes near a Guard Joe. Defeat the robot and get the CD.

030 (Dust Man): In the Magic Man stage. Get this with Forte. In the area 
with four trains on top of each other, use the Gospel Boost to fly up 
and get the visible CD.

031 (Dive Man): In the Pirate Man stage. When you first enter the water, 
stay toward the bottom. You will eventually reach a path with a single 
metal urchin in it. Use the Wave Burner to blow it out of the way and 
then get the CD. 

032 (Skull Man): In the Tengu Man stage. In the screen with green 
balloons, go to the lower right opening and go through it. You'll see 
sparks when you get to the next screen. Dig the CD up.

033 (Gravity Man): In the Dynamo Man stage. After the conveyor belts, 
you'll be in a room with a ladder and a helibot. Climb the ladder and 
stay left. At the upper left corner, you'll see the CD. Slide to it and 
then slide back before you hit the spikes.

034 (Wave Man): In the Pirate Man stage. In the screen with bubbles, go 
to the top left and destroy the chest on the left for the CD.

035 (Stone Man): In the Ground Man stage. Use Forte to get this one. At 
one point in the long room with the burrowing fish, there is a ladder 
above you. Either dash-jump or use the Gospel Boost to reach the ladder. 
After you climb it, you'll see two treasure chests. The one nearest 
to you is a fake chest, and the far one holds a CD.

036 (Gyro Man): In the Tengu Man stage. From #010, make an Ice Wall and 
ride it across the spikes. Then go down to the right wall and you'll see 
the CD.

037 (Star Man): In the Astro Man stage. After the first "Simon" game, 
you'll see the CD above you. Use the Ice Wall to get up there and slide 
to the CD.

038 (Charge Man): In the Magic Man stage. Use Forte to get this one. In 
the first screen with the trains, dash jump up to the platform with the 
large energy powerup. Dash jump to the right and then double jump to get 
to the ledge with the CD.

039 (Napalm Man): In the Dynamo Man stage. From #033, climb down the 
ladder and go right. When you're in the tight corridor, you'll see some 
sparks in the middle of it. Dig up the CD.

040 (Crystal Man): In the Cold Man stage. Midway through the first room 
with ice platforms, you'll see some sparks. Dig it up with Rush.

041 (Blizzard Man): In the Cold Man stage. At the beginning of the 
stage, you'll see a ice block to your left. Destroy it with the Spread 
Drill and get the CD.

042 (Centaur Man): In the Pirate Man stage. In the screen with the 
ladder with snails around it, you'll some sparks at the right of the 
room. Go to them and dig up the CD.

043 (Flame Man): In the Burner Man stage. At the end of the first 
screen, you'll see sparks under the elevated platform. Dig it up.

044 (Knight Man): In the Cold Man stage. Use Rockman to get this one. In 
the screen before the snowman sub-boss, there is a visible CD that you 
can slide to get to.

045 (Plant Man): In the Burner Man stage. After the room with the spear 
traps, there is a visible CD that is somewhat guarded by two enemies. 
Jump over the one on the ground and collect the CD.

046 (Tomahawk Man): In the Tengu Man stage. In the first portion of the 
stage with the breakable vents and the cylindrical robots, you'll see 
sparks above you. Dig up the CD.

047 (Wind Man): In the Tengu Man stage. In the room with the green 
balloons, get on the ladder by catching a ride on the second green 
balloon. Destroy the cannon on the right and the birds on the left. Jump 
to the platform on the right and ride the Ice Wall across the spikes to 
the CD.

048 (Yamato Man): In the Astro Man stage. Use Forte to get this. In the 
very beginning of the level, right after the platform jumping, you'll 
see two ledges. Drop off the platform and double jump to the lower 
ledge. Then get the CD. Have fun getting back up though.

049 (Freeze Man): In the Cold Man stage. After the snowman, you'll see a 
hole on the left next to an ice platform. Slide into it and get the CD.

050 (Junk Man): In the Magic Man stage. In the area with several trains 
on top of each other, you'll see some sparks. Use Rush immediately after 
the train passes and you can get the CD.

051 (Burst Man): In the Ground Man stage. This one is visible. After 
going to the second screen, you'll see a shielded robot guarding it. 
Destroy the robot and get the CD.

052 (Cloud Man): In the Tengu Man stage. You'll see it near the end of 
the level. There is a cannon and a pink robot near it. Destroy the 
robots and get the CD.

053 (Spring Man): In the Dynamo Man stage. This one is visible. On the 
third screen, you'll see it just past a helibot. Either double jump or 
use the Ice Wall to get to it.

054 (Slash Man): In the Burner Man stage. After the first three 
strongmen, you'll be in a long vertical room. Go in the lower right of 
the room and move right. You'll be in another room. Avoid the rhino and 
get the visible CD (easiest with a dash jump).

055 (Shade Man): In the Ground Man stage. From #091, drop to the right. 
You'll see the CD right next to you.

056 (Turbo Man): In the Magic Man stage. As you climb into this screen, 
you'll see a Claw-Arm and three Toy Soldiers. Destroy them all and then 
drop down and get the CD in the hidden right compartment.

057 (Tengu Man): In the Tengu Man stage. After getting #036, go up and 
right. You'll see the CD on a ledge to the right. Use the Ice Wall or 
double jump to get to it.

058 (Astro Man): In the Astro Man stage. After the first "Simon"
section, you'll see an ice block. Hit it with the Spread Drill and break 
it open.

059 (Sword Man): In the Ground Man stage. After #028, keep going down 
and to the right. Shoot at the right most chest and you'll see the CD.

060 (Clown Man): In the Magic Man stage. The CD is next to #056. You'll 
see the sparks in the hidden compartment. Dig the CD up.

061 (Search Man): In the Burner Man stage. Use Forte to get this. After 
going through the vertical room after the first three strongmen, you'll 
see a CD over some spikes. Use the Gospel Boost and fly over the CD and 
get it.

062 (Frost Man): In the Cold Man staeg. After #049, drop down to the 
next screen. It's in the center of the lowest ground.

063 (Grenade Man): In the Dynamo Man stage. You'll see the CD after the 
last dark room. Jump to get it.

064 (Aqua Man): In the Pirate Man stage. You'll see sparks under the 
second snail. Knock it off the pillar and then use Rush to dig the CD 
up.

065 (Enker): In the Astro Man stage. After the first rising floor and 
the Guard Joe, climb down the ladder. You'll see some sparks to your 
right.

066 (Quint): In the Magic Man stage. Near the beginning of the stage, 
you'll see sparks on a platform with spikes under it. Jump off the train 
you're riding and destroy the helibots surrounding it. Then dig up the 
CD.

067 (Punk): In the Cold Man stage. After defeating the Snowman, there is 
a section where cannons are firing at you, and the ice platforms are 
over spikes. However, there's one that looks like it's over a black 
hole. Fall through that one and go to the left when you hit the ground. 
Watch out for the spikes right before the CD though.

068 (Ballade): In the Magic Man stage. At the beginning of the screen, a 
Claw-Arm comes down and starts swinging. Destroy it and take the right 
ladder. When you reach the gap on the left side, wait for the lift to be 
below you and then slide through it. Ride the lift up and get the CD.

069 (Earth): In the Astro Man stage. Use Forte to get this. You'll see 
the CD next to an exploding box. Go next to the block, then jump off the 
platform, light the wick and double jump back onto the platform before 
you drop down to the next screen. Then get the CD.

070 (Mercury): In the Pirate Man stage. During the part of the level 
where the whale crosses the screen, you'll see some sparks. Wait until 
the whale passes and then use Rush to dig up the CD.

071 (Venus): In the Pirate Man stage. Right before the part where you 
climb down the ladder with snails around it, there is another snail 
guarding a CD. Blast the snail, then collect the CD.

072 (Mars): In the Tengu Man stage. After the dragon, you'll see two 
pipes. Jump on top of the lower one and go to the right. You'll find the 
CD.

073 (Jupiter): In the Tengu Man stage. Use Forte to get this. After 
#057, go down and you'll fight a bunch of cube robots. At the bottom, 
you'll see the CD. Go to the edge and double jump or dash jump and then 
double jump to get the CD.

074 (Saturn): In the Astro Man stage. When you fall into the screen, 
you'll see the CD on the upper-left corner. Jump on the platform and 
quickly jump off before it drops. Or, use Forte and double jump to the 
CD.

075 (Uranus): In the Ground Man stage. It's visible on the first screen. 
You have to slide to get to it.

076 (Pluto): In the Burner Man stage. The first strongman is over the 
CD. Destroy it with a Remote Mine and then dig up the CD.

077 (Neptune): In the Pirate Man stage. In the screen with the bubbles, 
ride a bubble up to the upper middle section of the screen. You'll 
sparks under the evil chest. Destroy the chest and then dig up the CD.

078 (Sungod): In the Ground Man stage. After defeating the green worm 
and getting past the fall-through floors, go down to the lower-right of 
the screen and go through the entrance. There are three chests. The low 
one contains a 1-up. The middle one is fake. The high one contains the 
CD. Light the fuse to get to it.

079 (Busterrod G): In the Astro Man stage. After the first vanishing 
block, jump through the wall and go through the little passage. You'll 
get the CD on the way.

080 (Megawater S): In the Pirate Man stage. Use Forte to get this. After 
dash jumping past some water spikes, you'll see the CD on a ledge above 
you.

081 (Hyperstorm H): In the Burner Man stage. After falling down the 
shaft, go left. Destroy the brick block with the spread drill and slide 
under the opening to get the CD.

082 (Dynamo Man): In the Dynamo Man stage. After the first series of 
conveyor belts, you'll reach a ladder. Climb it, and when you get to the 
next screen, you'll see a CD next to a exploding box. Light the fuse 
through the wall, then go around and get the CD.

083 (Cold Man): In the Cold Man stage. At the very end of the stage, 
you'll see two spinning penguins and an ice block to their left. Hit the 
block with the Spread Drill and get the CD.

084 (Ground Man): In the Ground Man stage. In the portion of the level 
with the drilling fish, you'll see sparks under the Guard Joe. Defeat 
the Joe and then use Rush to dig up the CD. However, you have to prevent 
the drilling fish from drilling through the ground. It's very annoying.

085 (Pirate Man): In the Pirate Man stage. In the room with the bubbles, 
go to the top-right and destroy the chest to reveal the CD.

086 (Burner Man): In the Burner Man stage. Get this with Forte. After 
finding #061, keep going left. You'll enter a new screen. Fly to the 
very left and you'll see the CD.

087 (Magic Man): In the Magic Man stage. In the first screen with skull 
lifts, you'll see sparks under a Claw-Arm. Destroy the Claw-Arm and dig 
up the CD.

088 (Dr. Right): In the Cold Man stage. After defeating the snowman, 
you'll see an ice block to your right. Use the Spread Drill to break it 
and use the Ice Wall, dash jump or double jump to reach the CD.

089 (Rush): In the Dynamo Man stage. In the screen with the conveyor 
belts, you'll see the sparks under a Guard Joe. Destroy the Joe, then 
dig up the CD.

090 (FlipTop): In the Tengu Man stage. In the last screen before Tengu 
Man, you'll see sparks under the Guard Joe. Destroy the Joe and the 
cloud and then dig up the CD.

091 (Beat): In the Ground Man stage. In the portion of the second screen 
where you're between two spike pits, you'll see sparks under a Metool. 
Destroy the Metool and dig up the CD.

092 (Tango): In the Museum. Once you get on the ship, look for the 
sparks under a cannon. Destroy the cannon and dig the CD up.

093 (Rightot): In the Ground Man stage. In the second room with the 
giant caterpillar, you'll see sparks at the bottom left of the screen. 
Slide under the platform and then dig up the CD.

094 (Dr. Wily): In the Cold Man stage. In the first room with a spinning 
penguin, jump on the upper ledge and go through the wall on the right. 
Destroy the Bubble Bats and either dash jump or use the Ice Wall to get 
to the CD.

095 (Forte): In the Astro Man stage. Get this with Forte. From #024, use 
the Gospel Boost and fly to the top of the screen. You'll see the CD. 

096 (Gospel): In the Tengu Man stage. Use Forte to get this. After the 
first screen stops scrolling right, double jump to the top ledge. Then 
jump again and press up. There's a hidden ladder! Climb and get the CD.

097 (King): In the Burner Man stage. From #081, light the fuse with the 
Wave Burner and then reach the upper platform with the Ice Wall. Get the 
extra life and go right to a hidden compartment to get the CD. 

098 (Blues): In the Magic Man stage. In the portion of the stage where 
the disc comes down on you removing blocks, you'll see sparks on the 
bottom right corner. Wait for the disc to destroy the blocks over the CD 
and then have Rush dig it up. However, you must keep the disc away from
Rush.

099 (Duo): In the Dynamo Man stage. In the first dark room, you'll see 
the sparks on a platform. However, be ready to destroy the bubble bats 
that will come down from the ceiling.

100 (Rockman & Forte): In the Museum. It's hard to see the sparks for 
this. After the raft rides, go right through the digging robots until 
you drop down. Then dig in the corner.

------------------------------------------------------------------------
8. The Game
------------------------------------------------------------------------

There are several ways to beat the Robot Masters. The order described in 
this walkthrough is Cold Man, Burner Man, Pirate Man, Ground Man, Tengu 
Man, Magic Man, Astro Man and Dynamo Man.

The level guides are divided into five parts: Tips for the level with 
Rockman, tips for the level with Forte, a little description of the 
boss, tips for the boss with Rockman and tips for the boss with Forte.

I. The Museum:

Tips for the level (Rockman):
-This level's pretty straightforward.
-In the portion of the stage with the wind, stand on the end of the 
platforms before you jump to ensure that you make it to the other side.

Tips for the level (Forte):
-Put Forte's shooting ability to good use.
-Double jump during the wind portion of the stage.

The Green Devil:
-The Green Devil has two attacks.
-He first sends little green blobs along the ground either slowly or 
quickly.
-He also sends green blobs flying from either the front of his body or 
the back of his body.
-His only weak point is the nucleus in his head.

Tips for the Green Devil (Rockman):
-Use the Rock Buster to open a hole in the gel around the nucleus. Then 
fire away.
-Try to jump over the slow ground blobs, but if a fast blob comes after 
it, move to the right so you miss it as you come down.

Tips for the Green Devil (Forte):
-Always fire at the nucleus.
-If a slow and a fast ground blob comes at you, double jump them.

II. Cold Man

Tips for the level (Rockman):
-Always keep the Rock Buster charged. It makes the level much easier.
-Take advantage of Rockman's ability to slide. It can bring you places 
you couldn't have gotten before, and it brings you to two CDs.
-Don't stay on the ice platforms too long as they will break under you 
and Rockman does not have a way to save himself.
-To defeat the snowman, jump and hit his head with a fully charged Rock 
Buster shot. Slide under the snowman when he jumps, and also charge up. 
Avoid the little snowmen.

Tips for the level (Forte):
-If an ice platform gives way under your feet, use the double jump to 
save yourself.
-To defeat the snowman, get somewhat close to him and then jump and fire 
at his head. Dash under the snowman when he jumps. Avoid the little 
snowmen that come down from the sky.

Cold Man:
-Cold Man starts out by creating an Ice Wall and pushes it toward you.
-After a little while, he jumps across the room.
-When he lands, he creates an Ice Wall and then spreads his arms out and 
freezes you.
-After you take away most of his energy, he shoots out a pink cloud 
robot. If the robot latches onto you, you can't jump as high, you'll 
move slower, and you can't shoot.

Tips for Cold Man (Rockman):
-Go into the room with the Rock Buster charged.
-After he comes down, hit him with the Buster.
-When Cold Man pushes the Wall, charge up the Rock Buster and jump over 
it. Hit him with the Buster, when you land.
-Slide under Cold Man's jump and when you get to the other side, 
immediately fire at the Ice Wall. You should destroy the Wall just 
before he freezes you.
-When Cold Man begins making the clouds, jump up and hit them with a 
fully powered shot. Fire away at Cold Man when you land.

Tips for Cold Man (Forte): 
-Fire away immediately.
-Jump over the Ice Walls and double jump if you have to.
-Dash under Cold Man's jump and immediately fire at the Ice Wall when 
you get to the other side.
-When Cold Man begins making the clouds, fire at an angle and destroy 
them. Then fire at Cold Man.

III. Burner Man

Tips for the level (Rockman):
-For the first strongman, go down and get hit once. Then quickly slide 
through him and blast him if you wish.
-For the third strongman, stand over him and drop an Ice Wall on him.
-Near the end of the level, in the screen with the fire causing robots 
edge over until you can see the cannons and then fire. This way the fire 
robots won't come until you're ready to get out of the way.

Tips for the level (Forte):
-After climbing up the ladder and finding the Guard Joe above you, jump 
straight up through the gap and shoot him in the back.
-When fighting the first strongman, go to the edge of the top platform 
and fire at an angle to hit the strongman.
-When fighting the second strongman, either do the same thing you did 
for the first one, or use the Hyper Buster to fire through the wall.
-Dash-jump past the third strongman. Don't worry about him unless you 
need energy.
-The Forte Buster can destroy the balloons the strongmen throw at you 
before they hit you.

Burner Man:
-Burner Man starts out by dashing towards you.
-After he moves across the screen a few times, he jumps into the air and 
dives toward you. Flame shockwaves come at you after he lands.
-He also jumps in the air and throws some bear traps on the ground. They 
snare you if you walk over them.
-Burner Man will throw little bombs at you with great accuracy.
-His final attack is to use the Wave Burner. He slowly walks or jumps 
forward. All shots will be deflected by the Burner.

Tips for Burner Man (Rockman):
-Fire at him while he's dashing around the screen.
-Attempt to jump over the flame shockwaves, but fire shots at the same 
time.
-Don't worry about the bear traps. They rarely are a problem and the Ice 
Wall destroys them.
-When Burner Man starts throwing bombs or using the Wave Burner, switch 
to the Ice Wall and push it toward him. When it hits him and pushes him, 
slide in the direction he's headed until he lands on the spikes. The 
damage he gets from the spikes won't be counted unless he's on the 
screen.

Tips for Burner Man (Forte):
-Fire at him while he's dashing around the screen.
-Double jump over the shockwaves and try to land behind Burner Man.
-When Burner Man starts throwing bombs or using the Wave Burner, switch 
to the Ice Wall and push it toward him. When it hits him and pushes him, 
dash in the direction he's headed until he lands on the spikes.

IV. Pirate Man

Tips for the level (Rockman):
-Don't fire at the treasure chests in the bubble room.

Tips for the level (Forte):
-When you get in the water, fire at the enemies and climb the ladder. 
Jump to the next platform, then dash-jump and double jump at the end of 
the jump to clear the mines.
-When the whale passes you, dash to the end of the screen. You should be 
able to make it before the whale comes again.

Pirate Man:
-Pirate Man shoots some Remote Mines at you which home in to where you 
were when it was shot. They are very difficult to avoid.
-Pirate Man also brings himself into a bubble which gets hard after a 
while. He then either rolls straight or bounces off the walls.

Tips for Pirate Man (Rockman):
-Start by getting close to Pirate Man and shoot the Wave Burner.
-Slide away when he shoots the Remote Mine. Each time he shoots one, 
either jump or slide away from it. Always move.
-If Pirate Man moves into a bubble, use the Wave Burner to knock him out 
of it.

Tips for Pirate Man (Forte):
-Get close to Pirate Man and shoot the Wave Burner.
-Dash away when he shoots the Remote Mine. When he fires one, move away 
from it and then double jump to miss the next ones.
-If Pirate Man moves into a bubble, use the Wave Burner to knock him out 
of it.

V. Ground Man

Tips for the level (Rockman):
-When fighting the green worm, learn its patterns. When it goes straight 
down and up, always hit it with a fully charged Rock Buster shot. It's 
not too hard.
-In the first room with the dropping ceiling, destroy the head over the 
ladder with the Ice Wall. Then climb down the ladder.
-If the drilling fish destroy the rest of the platform you're standing 
on, stand on the edge and jump off. You should make it.
-Shoot no treasure chests except the ones with CDs in them.

Tips for the level (Forte):
-When fighting the green worm, learn its patterns, and always fire. When 
it makes the little worms, fire down at an angle to destroy them.
-In the first room with the dropping ceiling, destroy the first head, 
and then jump on the platform and destroy the second head. Then, go to 
the right and drop down. Fire down at an angle to the head on the 
ground. Climb down the ladder.
-Attempt to destroy the drilling fish as quickly as possible. 
-Also shoot no treasure chests except the ones with CDs in them.

Ground Man:
-Ground Man has four attacks.
-First, he turns himself into a tank and moves around the room.
-Second, he jumps into the ceiling and then comes down whereever you are 
with a giant drill. He does this three times before coming down.
-Third, he burrows into the ground and comes up in a random location.
-Fourth, he fires a spread drill which he bisects either once or twice.

Tips for Ground Man (Rockman):
-Use the Remote Mines for this.
-If you attach a Remote Mine to Ground Man, don't detonate it. Instead, 
it will explode automatically when he attempts to go through the ceiling 
or into the ground.
-If you miss Ground Man with the Remote Mine, lure him to the spot where 
the mine is and then detonate it. However, he is invulnerable in drill 
mode and tank mode.
-When Ground Man turns into a tank, go to the wall and jump straight up 
the first time he comes at you. The second time jump toward the center 
of the room.
-If Ground Man comes out of the ground near you, slide under him as he 
jumps towards you.

Tips for Ground Man (Forte):
-Use the Remote Mines.
-If you attach a Remote Mine to Ground Man, don't detonate it. Instead, 
it will explode when he attempts to go into the ceiling or into the 
ground.
-When Ground Man turns into a tank, go to the wall and jump straight up 
the first time he comes at you. The second time jump toward the center 
of the room.

VI. Tengu Man

Tips for the level (Rockman):
-In the screens where you can open the vents by shooting them, do so to 
help you make the jumps. Or, use an Ice Wall.
-Break the vents to help you make the jumps over the spikes.

Tips for the level (Forte):
-Double jump across the spikes in the rooms with the vents.
-When fighting the grenade guys, fire the Forte Buster at the grenade. 
You can destroy them.

Tengu Man:
-Tengu Man has three attacks.
-First, he flies around in the air.
-Second, he throws his Tengu Blade in an attempt to knock you off the 
platform.
-Third, he dashes around the bottom.

Tips for Tengu Man (Rockman):
-This battle is easy.
-Hit Tengu Man with the Spread Drill and he'll fall down from the sky. 
Continue to do this until he's destroyed. You may need to take a hit to 
avoid falling off the platform.
-If you're trapped in the Tengu Blade, jump repeatedly until you break 
free.

Tips for Tengu Man (Forte):
-See the tips for Rockman.

VII. Magic Man

Tips for the level (Rockman):
-In the screens with the revolving blocks, learn the timing of the 
movements so you don't get stuck on the spikes.

Tips for the level (Forte):
-Always fire your Forte Buster at the Toy Soldiers. If they grab you, 
they take away a lot of your bolts.
-The dash jump will clear most of the jumps in the train rides at the 
beginning of the level.
-If the revolving blocks are doing a lot of damage to you, use the 
Gospel Boost to fly past them all.

Magic Man:
-Magic Man has four attacks.
-First, he fires a ball that if shot, reveals some Toy Soldiers.
-Second, he throws a ball that cracks when it hits the ground and 
releases some birds.
-Third, he throws the Magic Card at you. If it hits you, it gives Magic 
Man some of your energy.
-Fourth, he dashes around the room.

Tips for Magic Man (Rockman):
-Ignore everything else and just use the Tengu Blade.
-Slide and hit Magic Man with the Tengu Blade until he's destroyed.

Tips for Magic Man (Forte):
-See the tips for Rockman, but dash instead of sliding.

VIII. Astro Man

Tips for the level (Rockman):
-Use the Tengu Blade or the Ice Wall to destroy the crocodile holes. 

Tips for the level (Forte):
-When you get to a screen with a checkered floor and a spiked ceiling, 
watch out because the floor will rise in places to send you into the 
spikes. Dash through it.
-The thing with the tones and the gun is a game kind of like Simon. The 
game plays the notes, and you have to replay them. If you mess up, the 
gun fires at you.

Astro Man:
-Astro Man has four attacks.
-First, he flies across the screen, trying to hit you with the metal 
balls revolving around him.
-Second, he throws the metal balls down at you.
-Third, he fires little energy balls at you as he flies across the 
screen. When he reaches a corner, he creates a holographic version of 
himself that also fires balls of energy at you.
-Fourth, he hovers close to the ground and creates some enemies. He is 
invulnerable during this.

Tips for Astro Man (Rockman):
-Slide under Astro Man as he dives down on you.
-When he creates a double of himself, hit it with a Magic Card to 
destroy it.
-Fire the Magic Card at the enemies Astro Man creates.

Tips for Astro Man (Forte):
-See tips for Rockman.

IX. Dynamo Man

Tips for the level (Rockman):
-To defeat the mid-boss, fire a fully charged Rock Buster shot at the 
eye when it comes out. If the two sides make the beam, wait until 
they're right under you and coming up, then jump.
-In the second conveyor belt section, hit the low chain robots with a 
Remote Mine.

Tips for the level (Forte):
-To defeat the mid-boss, fire at the blue eye when it comes out. If the 
two sides make the beam, wait until they're right under you and coming 
up, then double jump.
-To get past the dark rooms, use the light to memorize the course. Then 
wait until the light gets to a safe spot and jump to it.
-In the second conveyor belt section, double jump over the low chain 
robots.

Dynamo Man:
-Dynamo Man has five attacks. 
-First, he jumps across the room, then dashes across the room, and jumps 
across the room again.
-Second, after the second jump, he may leave some energy balls behind. 
They will track you unless you use Copy Vision.
-Third, he will launch five projectiles at you.
-Fourth, he will charge up in the corner and either fire the energy 
balls at you or into the ceiling. If they go into the ceiling, then 
there is a round of Lightning Bolts.
-Fifth, after most of his energy is gone, his harness will come down 
from the ceiling and he'll begin to refuel!

Tips for Dynamo Man (Rockman):
-Slide under Dynamo Man's jumps and jump over him when he dashes across 
the screen. Then hit him with the Rock Buster or Copy Vision.
-If he creates the five energy balls, put a copied double in the center 
of them and slide away from it. The energy balls will target it instead 
of you.
-If he launches the projectiles, fire at the low projectiles and slide 
under the slightly high flying one.
-When he begins to charge up in the corner, fire on him unmercifully. 
The more you hit him, the more energy balls he'll fire at you. Using 
basic math, this means that there are less Lightning Bolts.
-When his harness comes down from the ceiling. Jump on the platform and 
put a copied double to fire on one side. Go to the other side and fire 
away. When the double's side is destroyed, immediately switch off of 
Copy Vision and back onto it. Place another copied double on this
side.

Tips for Dynamo Man (Forte):
-Dash under Dynamo Man's jumps and jump over him when he dashes across 
the screen. Always fire the Forte Buster.
-If he creates the five energy balls, put a copied double in the center 
of them and move away from it.
-If he launches the projectiles, fire the Forte Buster at the low 
projectiles and attempt to destroy the low-flying one.
-When he begins to charge up in the corner, fire at him. The more you 
hit him, the more energy balls he'll fire at you.
-When his harness comes down from the ceiling, stand under it and fire 
up. It helps if you have the Super Buster. Fire at both sides and Dynamo 
Man will come down.

X. Gateway to King:

There are 8 capsules spread out like this:
 _                     _
|1|                   |5|
 -                     -
|2|                   |6|
 -                     -
|3|                   |7|
 -                     -
|4|                   |8|
 -                     -

In each one, there is a block that you're supposed to hit with a 
different weapon. When you succeed in hitting one, you get a huge bolt 
that is worth 100 bolts.

1: Use the Lightning Bolt. This one's simple. Step into the room and 
fire the Bolt. The blocks will be destroyed.

2: Use the Ice Wall. Jump on the platform above the block and push the 
Wall into the far wall. It will come back and hit the block.

3: Use the Spread Drill. Jump and fire the Spread Drill. Press Y again 
and the drill will bisect and one half will hit the block.

4: Use the Tengu Blade. Stand just to the right of the block. Jump and 
fire the Tengu Blade. It will ricochet off the walls until it hits the 
block.

5: Use the Copy Vision. Jump and activate the Copy Vision to hit the 
block.

6: Use the Remote Mine. Jump and fire the mine through the opening. 
Steer it until it reaches the block. Detonate it.

7: Use the Wave Burner. Light the fuse and wait for the blocks to 
explode. Hit the block with the Burner.

8: Use the Magic Card. Stand under the upmost block and fire the Card 
up. Then fire the Card to the right.

XI. King's Fortress-Part 1

Tips for the level (Rockman):
-In the room with the reappearing and disappearing blocks, jump to the 
highest re/dis block, and then jump. You should hit the next re/dis 
block. Then slide and you should go through the next three and get to 
the platform.

Tips for the level (Forte):
-Dash jump across the spikes at the beginning of the level.
-In the room with the reappearing and disappearing blocks, just double 
jump to the next platform.
-After the conveyor belts, go forward slowly. Two Guard Joes drop down 
unexpectedly.
-When you climb up the ladder and the rhino is above you, switch to the 
Hyper Buster and shoot straight up.

The Pulley:
-You'll see a platform on one side of the roomand a giant metal thing on 
the other. Shooting the monkey does not do any damage to the Pulley. You 
have to stand on the left platform. The left platform will come down and 
the metal thing will come up, revealing a giant penguin's head. This
is what you shoot.
-The Pulley has three attacks:
-First, a monkey will come down and throw coconuts at you. The coconuts 
will be thrown at wherever you are when they are thrown. When the monkey 
slaps his butt, you'll know he's leaving.
-A couple of penguins come up from the lava and go toward the big 
penguin and then back to the lava.
-The big penguin fires a couple missiles.

Tips for the Pulley (Rockman):
-Fire fully charged shots at the monkey until he leaves.
-The penguins shouldn't prove to be too much of a problem. Just jump up.
-Shoot at the missiles when they come toward you.
-Jump repeatedly so you don't fall in the lava.
-When you destroy the big penguin, the left platform drops down, so jump 
off before you hit the lava.

Tips for the Pulley (Forte):
-Fire at the monkey until he leaves.
-The penguins aren't much of a problem. But if you do need to defeat 
them, shoot them until they are destroyed.
-Fire at the missiles.
-Jump constantly so you don't fall into the lava.
-When the big penguin is defeated, the left platform drops down, so jump 
off.

XII. King's Fortress-Part 2

Tips for the level (Rockman):
-When climbing up the ladder, use the Wave Burner to destroy the 
strongman.

Tips for the level (Forte):
-When fighting the second rhino, stand on the platform above him and 
fire down at an angle, then lift to destroy the missiles, and turn 
around to destroy the worms.

King Roller:
-The King Roller has four parts that can be destroyed, the launcher, the 
gun, the treads and the back hatch. Its attacks are as follows.
-It launches some mines that land wherever you are when they are 
launched.
-It fires some bullets from its gun.
-It raises the back hatch and then brings out some Toy Soldiers.
-It also dashes forward and backward.

Tips for the King Roller (Rockman):
-First, start out by attaching a Remote Mine to the launcher. Detonate 
it when the Roller is launching the mines.
-Always stay under the platform unless you're coming up to attack.
-Attach a Remote Mine to the gun and detonate it when it fires at you.
-When the back hatch comes up, use the Copy Vision to fire at it.
-When all three of those are destroyed, the Roller is defeated.

Tips for the King Roller (Forte):
-Get under the platform and go to the back of the Roller.
-When the hatch comes up, use the Hyper Buster upgrade and fire up at 
the hatch. Repeat until it's destroyed.
-Attach a Remote Mine to the gun and detonate it when it fires at you.
-Attach a Remote Mine to the launcher and detonate it when it launches 
mines.
-With those three components destroyed, the Roller is defeated.

Tips for the level (Rockman):
-Always get the 1-Up. Destroy the evil chest at the top first.
-Destroy the cylindrical robots to refill all your energy.

Tips for the level (Forte):
-Use the enemies in the early portions of this section to refill all 
your health.
-Always get the 1-Up just in case you die against the King Jetter.

King Jetter:
-This battle is very annoying because if you mess up, you have to do 
this section of the stage again. This is why you should always get the 
1-Up. Anyway, you must jump from platform to platform as the battle 
ensues. The King Jetter's attacks are as follows:
-It creates a fist which flies toward you. If it hits a platform, it 
destroys it. The Jetter then creates another fist soon afterward.
-It reveals a red crystal which begins to power up. If the crystal 
becomes fully powered up, it fires a huge blast that hits you no matter 
where you are on the screen.
-The Jetter also emits bubbles full of either weapon energy, life energy 
or lanterns. If you hit a bubble with a lantern, the screen flashes.

Tips for the King Jetter (Rockman):
-If the Jetter creates a fist, jump over it or take the hit. If it 
destroys the platform you're about to jump to, go to the edge of the 
platform and jump to the next one.
-If it reveals the red crystal, attach a Remote Mine to it and detonate 
it.
-Jump up and hit the glass dome on top of the King Jetter.

Tips for the King Jetter (Forte):
-If the Jetter creates a fist, fire away at it. If it destroys the 
platform you're about to jump to, double jump to the next one.
-If it reveals the red crystal, attach a Remote Mine to it and detonate 
it. You can also just hit it with the Forte Buster.
-Jump up and hit the glass dome on top of the King Jetter.

Tips for the level (Rockman):
-At the top of the second screen, use the Spread Drill to destroy the 
brick. Make an Ice Wall and ride it off the edge. Jump off the Wall and 
get on the ledge.

Tips for the level (Forte):
-Ride a block of ice from the dispenser across the spikes.
-Destroy the brick block with the Spread Drill and then dash-jump to the 
opening.

King, Phase 1:
-King is INVINCIBLE!
-King jumps up and then fires five Xs when he lands. The first two curve 
down, the third one curves up, the fourth curves down, and the fifth 
curves up.
-If you hit King's shield with a blast, he fires a blast back.

Tips for King, Phase 1 (Rockman):
-Jump over the first two Xs, slide under the third one, jump over the 
fourth one and slide under the last one.
-Repeat three times.
-Do not fire at King!

Tips for King, Phase 1 (Forte):
-Jump over the first two Xs, then double jump over the next one, then 
jump over the next one and double jump over the last one. Or just use 
the Gospel Boost and fly over them all.
-Repeat three times.
-Do not fire at King!

King, Phase 2:
-King can now actually be hurt. His attacks are as follows.
-He jumps around the room. It can be very annoying to dodge this.
-King brings his axe over his head and then slams it into the ground.
-He also fires a beam that ricochets off the walls similar to the way 
the Gemini Laser did in
Mega Man 3.

Tips for King, Phase 2 (Rockman):
-When King jumps toward you, slide under him and fire at him.
-If he brings his axe down, jump up and away from him if you can.
-If he fires the beam, avoid it at all costs. If you can't, then make 
sure you fire at King.

Tips for King, Phase 2 (Forte):
-When King jumps toward you, dash under him and fire at him.
-If he brings his axe down, double jump over it.
-If he fires the beam, try to avoid it. But, shooting King is more 
important.
-Don't shoot too long. Shooting prevents you from moving normally, so 
you are wide open for an
attack.

Perfect King:
-The King Roller, the King Jetter and King have now joined together to 
create Perfect King!
-Perfect King's attacks are as follows:
-He will dash forward using the King Roller.
-He fires some small energy balls that follow you.
-He launches mines that land where you are when they are launched.
-He charges up the crystal in his chest and then lets loose with a huge 
blast that will harm you no matter where you are.

Tips for Perfect King (Rockman):
-Jump on the platform before you do anything. You'll be protected if 
Perfect King dashes forward.
-If he fires the homing energy balls, use the Lightning Bolt to destroy 
them and deal a little damage to Perfect King.
-If you hear or see the mines being launched, get off the platform and 
then go under it. You should be protected from all the mines.
-If he exposes the crystal, attach a Remote Mine to it. When Perfect 
King is coming toward you, detonate it.
-When the platform is at its peak, jump up and fire at King's head.

Tips for Perfect King (Forte):
-You have no platform for this battle.
-If he fires the homing energy ball, use the Lightning Bolt.
-If you hear or see the mines being launched, continually move so the 
mines don't hit you.
-If he exposes the crystal, attach a Remote Mine to it and detonate it 
when Perfect King is coming toward you.
-Fire at an angle to hit King's head. The Super Buster helps.

XIII. Wily's Fortress

Tips for the level (Rockman):
-Fight Cold Man.
-Use the Ice Wall to reach the re/dis block under the ladder. Then jump 
up to the ladder.
-In the next screen, jump to the second re/dis block from the platform 
and then jump up. From there jump up and right, then up and then right. 
Wait for the five re/dis blocks to go under you, then slide to the wall. 
Jump to the ladder.
-Fight Astro Man.
-Fight Dynamo Man.
-Fight Pirate Man.
-Fight Burner Man.
-Fight Magic Man.
-Fight Ground Man.
-Fight Tengu Man. 

Tips for the level (Forte):
-Refill your health with the energy.
-Fight Cold Man. Use the Lightning Bolt if you must.
-Dash jump over the spikes and grab the ladder in the next screen.
-In the next screen, when the disappearing and reappearing blocks are 
just above the spikes, dash jump and double jump to reach the ladder. A 
pink cloud and a rhino await you when you climb it.
-Fight Astro Man.
-Use the Ice Wall to get across the first set of spikes and then dash 
jump to the next platform. Dash jump across those spikes.
-Fight Dynamo Man.
-Fight Pirate Man.
-Fight Burner Man.
-Fight Magic Man.
-Fight Ground Man.
-Fight Tengu Man.

Dr. Wily, Phase 1:
-Dr. Wily comes down in a huge machine. His attacks are as follows.
-He fires two missiles at you.
-He flies close to the ground and fires a laser beam out of the 
machine's mouth.
-He detaches the spiked wheel and sends it at you. It either rolls 
across the ground or bounces toward you.
-He fires a few energy balls at you.
-He hovers over the ground and then moves back and forth quickly.

Tips for Dr. Wily, Phase 1 (Rockman):
-Shoot the eyes on Dr. Wily's machine.
-Fire a blast at the missiles he launches at you.
-When the machine comes down to the ground and opens its mouth, hit the 
lower jaw repeatedly. It will come back up. If Wily fires the beam, jump 
over it.
-Jump or slide past the energy balls.
-If he sends the spiked wheel at you and it bounces toward you, slide 
under it. If it rolls across the ground, jump over it and land to the 
right. Jump over it when it comes back to Wily.
-If Wily hovers and then moves back and forth, get to the bottom-left 
corner, and slide to the left when he comes. Fire a blast at Wily when 
he charges back.

Tips for Dr. Wily, Phase 1 (Forte):
-Shoot the eyes on Dr. Wily's machine.
-Fire at the missiles.
-When the machine comes down to the ground and opens its mouth, hit the 
lower jaw repeatedly. It will come back up. If Wily fires the beam, 
double jump over it.
-Jump or double jump past the energy balls.
-If he sends the spiked wheel at you and it bounces toward you, dash 
under it. If it rolls on the ground, jump over it and land to the right. 
Jump over it when it comes back.
-If Wily hovers and then charges back and forth, go the left and double 
jump over him when he charges.

Dr. Wily, Phase 2:
-Wily appears in a flying saucer. He disappears and then reappears in a 
random spot in the room. He does an attack and then disappears again. 
The attacks are as follows:
-Wily lets loose four homing enemies.
-Wily fires four energy balls at you. They go to wherever you are when 
they are fired.
-Wily fires energy balls in a spiral.

Tips for Dr. Wily, Phase 2 (Rockman):
-Always charge up your Rock Buster and fire at Wily.
-If he fires the four homing enemies, use the Lightning Bolt to destroy 
them and deal a little damage to Wily.
-If he fires the energy balls at you, slide away.
-If he fires the energy balls in a spiral, just stand somewhere and hope 
it doesn't hit you.

Tips for Dr. Wily, Phase 2 (Forte):
-Always fire the Forte Buster at the cockpit.
-If he fires the four homing enemies, shoot them all with the Forte 
Buster.
-If he fires the energy balls at you, dash away.
-If he fires the energy balls in a spiral, stand somewhere and hope it 
doesn't hit you.

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9. General Tips
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-If you're playing as Rockman, enter the battle with Cold Man, Burner 
Man and Dynamo Man with your Rock Buster fully charged. Then fire at 
them when they come down.

-If you're low on energy with Forte, stand under a worm dispenser and 
fire up. The energy will automatically fall down on you.

-Get the Super Buster with Forte and the Fast Charge with Rockman as 
quickly as possible. They make the game much easier.

-If you're using Forte, fire the walls. If you're not using the Hyper 
Buster and the shots don't hit the wall, it means there's a secret area!

-If you're using Forte, an easy way to defeat Guard Joes is to stand 
next to their shield and firing away at them. An Ice Wall also gets the 
job done nicely.

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10. Disclaimer
------------------------------------------------------------------------

This guide is copyright 1999 Masvega.

This is an unofficial guide. If you wish to distribute this, feel free 
to do so, as long as it remains unaltered, you give me full credit and 
you notify me.

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11. Credits
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I'd like to thank:

-Capcom for making the game.
-JNowak for helping me with some of the CDs.

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