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    FAQ/Walkthrough by Klaej

    Version: 1.5 | Updated: 10/21/08 | Search Guide | Bookmark Guide

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    *                                                *
    *                  Mega Man 9                    *
    *                                                *
    *                                                *
    *  General FAQ/Walkthrough                       *
    *  Version 1.5                                   *
    *  By Justin Morgan                              *
    *  Created 9/23/2008                             *
    *  Last Updated 10/21/2008                        *
    *                                                * 
    Version History:
     1.0 - First complete version of the guide.
     1.1 - Revisions to 1.00 such as fixing small errors; added a few hints and
           newly discovered info (such as Tornado Blow increasing jump height) and
           added reader-submitted content.  Generally fixed up guide.
           Thanks to Martino Wolff for support and J.S. for tons of great info,
           especially regarding Challenges.
     1.2 - More revisions and more info.
           Added General Information section.
           Added Characters section.
           Added Downloadable Content section.
           Thanks to Wes Kitty for a heads-up on an error, and Combo,
           Tahngarth and manosrules for some nice strategies.
     1.3 - Even more revisions, new info and hints!
           Added controls for the Wii Classic and PS3 controllers.
           Added Boss Mini-Guide section.
           Added pros and cons for each weapon.
           Thanks to Johnathan Toliver, John P. Walsh and anonymous readers for
           even more great tips and strategies; Tahngarth for even more hints; and
           a big high-five to Master Espeon on GameFAQs for a boatload of
           strategies, hints, tricks and error alerts!
       1.31 - Thanks to Chris Sucevich and Nate Rice for some more tips and
              anonymous readers for more error notices; generally touched up and
              added a bit more to the guide (such as Weapon Energy costs for each
              weapon) and everything should be good until the DLC is released.
     1.4 - Ever the more fixes and touch-ups, new info, hints and strategies
           Added controls for the Xbox 360
           Info added for the first DLC, Proto Man Mode and Endless Attack!
           Filled in a lot of missing information
           Thanks to Mastalock, Andrew Rivera and Eric Pearson for even more cool
           new tips and info!
     1.5 - Needless to say, more revisions and minor fixes--all the small stuff
           should be ironed out now!
           Info added for the new DLC; Hero and Superhero Modes, and the Special
           Thanks to Blackmage0_15 and everyone else who's contributed--this may be
           the last version for awhile!
     = 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  Splash Woman
     2-02  Concrete Man
     2-03  Galaxy Man
     2-04  Jewel Man
     2-05  Plug Man
     2-06  Tornado Man
     2-07  Magma Man
     2-08  Hornet Man
     2-09  Wily's Fortress 1
     2-10  Wily's Fortress 2
     2-11  Wily's Fortress 3
     2-12  Wily's Fortress 4
     2-13  Boss Mini-Guide
    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 9 (International)
           Rockman 9: The Ambition's Revival!! (Japan)
    Developer: Inti Creates
    Publisher: Capcom
    Genre: Action/Platformer
    Rating: E - Mild Cartoon Violence (ESRB)
    Release Dates: 
     - Wii (WiiWare)
       - North America: September 22, 2008
       - Japan: September 24, 2008
       - Europe: September 26, 2008
     - Playstation 3 (Playstation Network)
       - North America: September 25, 2008
       - Europe: September 25, 2008
     - Xbox 360 (Xbox Live Arcade)
       - North America: October 1, 2008
     - WiiWare: 1000 Wii Points
     - Playstation Network: $9.99 (estimate)
     - Xbox Live Arcade: 800 Microsoft Points (estimate)
    Space Required:
     - Wii: 66 blocks
     - Playsation 3: N/A
     - Xbox 360: N/A
    Trial Mode:
     - There is a Trial Mode for the Xbox 360 and PS3 versions of Mega Man 9.  You
       are allowed to play Concrete Man's stage and look at various options until
       purchasing the full game.  Reaching the end of Concrete Man's stage, you'll
       meet him but before the battle begins you'll be prompted to purchase the
       full version with a message from Capcom staff.
     - 1-02  Story -
    The prologue to the game can be seen at the very beginning, after the company
    logos come and go.  It explains the main plot of the game, but here's a more
    concise run-through.
    After Dr. Wily was bested by Mega Man seemingly once and for all, the world
    felt a period of peace and calm.  However, one day robots started going wild
    all over the world once again!  Unbelievably, Wily doesn't seem to be behind
    this recent series of attacks--he appears on the world news and claims his own
    innocence while offering video proof that it was actually Mega Man's creator,
    the kindly Dr. Light, admitting that he was behind the attacks!  Dr. Light,
    though confused and obviously guilty of no wrongdoing, admits to Mega Man that
    the robots shown attacking the cities are, indeed, ones built by his own hands
    for various purposes useful to mankind.  Have they gone haywire?  Have they
    been reprogrammed?  Mega Man is determined to find out, put a stop to them and
    prove Dr. Light's innocence!  Thus he sets out with Rush on his first adventure
    in a long time!  Fight, Mega Man!  For everlasting peace!
     - 1-03 Characters -
    ((Main Characters))
    The characters of the game you might want to know about, in order from roughly
    their first appearance in the series.
    [[Mega Man]]
    Appearance: Light blue and dark blue color scheme with a tell-tale blue helmet
    and very humanlike face
    This super fighting robot is the blue-tone hero of all of the Classic series of
    Mega Man games (not counting the ability to optionally play as a few others in
    some instances), and in some way, some iteration of him is the main character
    of every part of the Mega Man franchise as a whole (except for Zero and maybe
    ZX).  The important thing to know, though, is that this is the ORIGINAL, good
    old classic version of the Blue Bomber and while playing this game you can
    forget about your X, your Volnutt, your .EXE and whatever else you may have
    seen running around for the last long stretch of time.
    Mega Man was created as a household robot and an assistant to Dr. Light, along
    with his sister, Roll.  Not only were they helpful to have around, but they
    served as "children" for the kindly Doc.  As the story, goes, however, one day
    Dr. Light's colleague in robotic science reprogrammed their co-op robotic
    creations originally designed for productive human use into killing machines,
    and then no one was powerful enough to stand against them, Rock took the
    liberty to ask Dr. Light to remodel him into a battle android capable to
    tackling the evil Robot Masters.  With little choice, Dr. Light painstakingly
    transformed his beloved 'son' into a fighting machine the likes of which no one
    had seen before; and between his radical upgrades and amazingly humanlike,
    fiercely strong sense of justice, Mega Man began the fight for peace--and has
    always been on the call when the world needs him since.
    Appearance: Very similar to a human girl with ponytailed blonde hair with a
    green hair ribbon and a red dress
    Dr. Light's second numbered creation, she was intended to be Rock's younger
    "sister" and help make him and his creations feel more like a "family" and his
    lab feel more like a "home".  When Rock became Mega Man and began his series of
    endless crusades against Dr. Wily and his many minions and pawns, Roll stayed
    home to take care of Dr. Light and has since become a top-notch housekeeping
    robot, always ready to welcome back her brother upon his eventual return.
    Rarely engaging in actual combat, she aids Mega Man in his adventures in
    various other ways such as helping Auto or Dr. Light keep up with the lab shops
    and giving him advice and hints (such as help finding the CDs in Megaman and
    [[Dr. Light]]
    Appearance: Rotund old man with white hair, a labcoat and a very fluffy beard
    This kindly robotics engineer with an appearance and disposition similar to
    Santa Claus is the creator of Mega Man, Roll, Rush, Eddie and Auto, working
    with Wily back before his world conquest days to create Proto Man and the six
    (or eight, if you go by Mega Man: Powered Up) original Robot Masters.  It would
    seem he's been busy trying to make more Masters to actually benefit mankind
    to make up for Wily's wrongdoings over the years, as the eight Masters from
    Mega Man 9 were created by him as well.  Though a kindly and innocent old man,
    he has the ability to create immensely powerful and infinitely useful androids,
    items and equipment, and played a huge role in birthing what will become more
    and more of a global-scale war between good robots and bad robots, and robots
    themselves vs. humanity.  In the setup story for Mega Man 9, it would seem his
    own batch of Robot Masters have gone haywire and are attacking cities across
    the globe, and as such he is put under arrest unless Mega Man can somehow prove
    his innocence.
    [[Dr. Wily]]
    Appearance: A short old man with huge tufts of grey hair around a bald head,
    a large mustache and legendarily wicked eyebrows which he's fond of wiggling up
    and down.  He can be known to dress rather vibrantly with garbs ranging from
    expensive-looking clothes, a skull-buckled belt and a magnificent cape, but
    often (and in this game) you'll see him in his classic labcoat
    The twisted antithesis of Dr. Light, this rather insane-looking dark
    grandmaster of robotics and somewhat of a severe caricature of Albert Einstein
    is the main antagonist of the entire classic Mega Man series, serving as the
    main villain in all but Mega Man V for Game Boy.  Though and absolute genius,
    he views his ability to create war machines and modify other androids to do his
    bidding as a key to world domination rather than a way to aid humanity as a
    whole.  After having reprogrammed the Robot Masters he built with Dr. Light to
    help him rule the world and being thwarted by Mega Man, he went on to create
    many, many more with his own hands, who have one by one fallen to the Blue
    Bomber.  Building robots painstakingly to help him build other even more, every
    few years Dr. Wily manages to have fully completed yet another fortress to use
    as a base of attack, a set of powerful new Robot Masters and smaller minions to
    attempt to do away with Mega Man, and come up with another crazy scheme to try
    and focus Mega Man's attention elsewhere while he prepares, once again, to take
    him down; from manipulating fellow robotics experts to hosting fake fighting
    robot tournaments under a disguise, this time Wily has put the blame on Dr.
    Light, even supplying a seemingly undeniable recording of Light admitting his
    newly evil intentions to Wily.
    Wily finally did finish a robot as advanced as Mega Man on his own after years
    of work, named Bass, and an equally adaptable canine companion for him named
    Treble.  In recent years, though, Bass has seemingly grown more and more tired
    of the idea of simply being Wily's pawn and has begun to develop a sense of
    self.  Where we'll meet him next, no one's sure.
    Appearance: An adorable pink-and-red pooch with a long, fat snout tipped with a
    black nose, he has a helmet similar to a smaller, red version of Mega Man's and
    has the ability to transform into a plethora of useful forms
    Mega Man's metallic canine companion, Rush was created after the success of Dr.
    Light's prototype mobility-supplementing equipment in Mega Man's second battle
    with Wily to pose as both a machine capable of advanced improvements of those
    old prototypes, transforming into any given number of useful mobility-enhancing
    forms, and an actual simulation of a dog and 'best friend' of sorts to Mega
    Man.  Though rarely engaging in actual combat, Rush strives to help his master
    in any way he can, serving as a platform and springboard to a hoverboard
    to a submarine, sniffing out and digging up useful items or even fusing with
    Mega Man to grant him extended natural abilities such as a personal jetpack and
    a devastating rocket punch.
    In Mega Man 9 you'll get to see both an improved version of the Rush Coil,
    allowing you to jump to ridiculous heights, and the trusty Rush Jet which will
    allow you to pass long stretches of air with little worry of falling into the
    [[Proto Man]]
    Appearance: Red and grey color scheme, his helmet has a slick white design
    around the visor area which is equipped with a sweet pair of shades; he always
    wears a yellow scarf and a tall shield known as the Protoshield
    The mysterious older brother of Mega Man and roll, Proto Man was a prototype
    robot created in a collaboration by both Dr. Light and Dr. Wily before Mega Man
    was even conceived.  Having been an imperfect predecessor to the later, fully
    functional humanoid robots that were to come, Proto Man didn't listen to his
    masters and escaped the lab some time before the events of Mega Man 1 even took
    place, not reappearing until Mega Man 3's era to secretly train Mega Man for
    the upcoming battles with Wily under the masked guise of "Break Man".  Though
    framed as evil by Wily's lookalike robot known as Dark Man and often offering
    little suggestion that he's on anyone's 'side' or even fighting for any
    definite purpose, Proto Man occasionally shows up to meet Mega Man along his
    adventures and give him advice, helpful equipment or even spar with him.  While
    seemingly quite jealous of Mega Man's 'superiority' as a newer model, Proto Man
    seems to harbor a sense of protectiveness over his little brother and very
    often comes to aid him in times of need, even if he often tires of his naivety.
    Note that it has been confirmed that Proto Man will be playable in Mega Man 9
    through downloadable content.
    Appearance: A small, round blue bird with a design on his head very similar to
    the one on Mega Man's helmet
    A useful little bird robot given to Mega Man by Dr. Cossack as a gift after the
    events of Mega Man 4, he has joined Rush in aiding Mega Man in some way in each
    game thereafter.  Usually he must be unlocked in some way such as finding
    activation plates or rescuing him from Dr. Wily's minions, though in Mega Man 9
    you must simply buy Beat Calls from the shop to use his services.  As with in
    Mega Man 7, Beat will save Mega Man from pitfalls should he fall into one with
    a Beat Call in his inventory; he'll even save him from other falls out of
    Beat's own clutches provided you have more Beat Calls.  He's not terribly fond
    of carrying things, though, especially bulky robots like Mega Man, so he'll
    struggle and eventually let go if you don't jump off over a safe area fast
    Appearance: A little red cubic container with a pair of eyes and legs
    This little guy was supposedly built by Dr. Light as a mobile suitcase but has
    since been given the main function of delivering supplies to Mega Man in the
    midst of dangerous enemy territory.  In previous Mega Man games he would appear
    in specific safe rooms to drop Mega Man a random helpful item, but in Mega Man
    9 you can buy an Eddie Call to summon him at any point to receieve a total of
    five powerups!
    Appearance: A bulky green robot with yellow and white tones and red eyes. His
    right hand is, instead of a Buster cannon, a tool arm (usually a screwdriver)
    Auto is a mechanic and engineer robot designed by Dr. Light to help him around
    the lab, perhaps in part to replace Rock at the lab when he decided to go play
    hero.  He's known for being able to build just about anything with Bolts and
    Screws found in various games, and often runs 'shops' in which Mega Man trades
    him Bolts or Screws he finds with which he can make Mega Man new items and
    upgrades.  In Mega Man 9 he helps run the shop with Roll and looks over Dr.
    Light's lab in his absence, and even upgrades Rush with his Rush Jet ability
    once again later in the game.
    ((Robot Masters))
    The known data and information on this game's 8 Robot Masters, in alphabetical
    order; for strategies on their stages and boss fights, refer to the Walkthrough
    section (II.)  The descriptions at this time are all the official descriptions
    and taken from the Mega Man Knoweledge Base.
    [[Concrete Man]]
    Appearance: A quite large, predominately orange robot with grey and white
    accents and a big green jewel-looking object on his chest
    Weapon: Concrete Shot
    Concrete Man is a construction robot built to be the supervisor of dam
    construction. He is stubborn and will tell off any lazy robots.
    [[Galaxy Man]]
    Appearance: A silver (though he shimmers a rainbow of colors in-game) robot
    with a flying saucer for a head and two small antennae.  He has a black visor
    on his face similar to Astro Man with red eyes
    Weapon: Black Hole Bomb
    Galaxy Man was designed to work in a space research center where it was his job
    to instantly calculate the trajectories for rockets. He loves to observe stars
    and name any new ones that he finds.
    [[Hornet Man]]
    Appearance: A yellow-and-black robot with a small baseball cap-like protrusion
    over his eyes, a Metal Man-esque facemast and a spike atop his head.  His most
    obvious physical attribute is the trio of giant honeycomb-like hexagons making
    up his chest
    Weapon: Hornet Chaser
    Hornet Man was designed to manage a flower park. It was his job to pollinate
    the flowers using his vast knowledge of flowers from around the world, and he
    loves gardening. 
    [[Jewel Man]]
    Appearance: A similar design to Top Man but with a white and black color
    scheme.  He's adorned with large pink jewels over his chestplate, wrists, knees
    and belt and has a huge clasped pink jewel atop his head
    Weapon: Jewel Satellite
    Jewel Man was designed to work in a diamond mine where he was in charge of
    cutting and polishing rocks with dexterity. He likes to receive attention and
    collect shiny things.
    [[Magma Man]]
    Appearance: A bulky red robot with black accents, he looks much like a fusion
    between Needle Man and Fire Man.  His head and shoulders end with volcano-like
    openings that flare up when he's ready for battle, and both of his arms seem to
    be flamethrower-like Buster cannons.
    Weapon: Magma Bazooka
    Magma Man was built to oversee safety operations and manage a geothermal power
    plant. He is able to withstand incredibly high temperatures and loves to visit
    hot spas.
    [[Plug Man]]
    Appearance: A top-heavy, fuschia-colored robot with electrical plugs on either
    side of his head and on his Buster arm.  His head is similar to Dynamo Man's
    without the dome.
    Weapon: Plug Ball
    Plug Man was designed to inspect the quality control in a television factory.
    He is obsessed with gadgets and loves to browse electronic stores.
    [[Splash Woman]]
    Appearance: A blue and cyan female-designed robot with white accents; she has
    a fishlike 'tail' under her waist with a fin at the end, much like a mermaid.
    she has white gloves, seashell-like shoulderpads and a blue helmet with a
    yellow adornment and an elegant white tuft protruding from over her left eye
    with the appearance of seafoam.  She carries a trident with blue energy
    forming the fork at the end.
    Weapon: Laser Trident
    She is a robot that was designed to rescue victims of sinking ships and beach
    accidents. She is fond of karaoke bars so she can show off her singing voice.
    She is the first female Robot Master in the series, and the second female robot
    after Roll.
    [[Tornado Man]]
    Appearance: A green robot with yellow and white accents, he's one of the most
    humanoid in appearance of the Robot Masters and comparable to Mega Man in size
    and shape.  He has winglike 'fins' protruding from the back of his legs and the
    sides of his helmet, as well as a collapsable propellers on either hand that
    he can use to control wind to a great degree.
    Weapon: Tornado Blow
    Originally a robot stationed in a weather control center. With the ability to
    create powerful tornadoes, he used them to offset the formation of typhoons.
     - 1-04  Controls -
    Mega Man 9 is best played when holding the Wiimote sideways with the Control
    Pad and Sensor on the left and 1 and 2 buttons on the right.  This emulates
    an elongated Nintendo Entertainment System controller, which was used to play
    the original Mega Man games that Mega Man 9 emulates.
    Control Pad: Moves Mega Man left and right, up and down ladders, or maneuvers
    the Rush Jet upwards or downwards.  Also moves the selection cursor on various
    menus and the Stage Select screen.
    A Button: Skips the Safety dialogue when first starting up the game.
    + Button: This game's equivalent of the NES's Start button.  Starts the game
    and opens up your Pause/Menu screen in gameplay.
    - Button: Opens the Challenges List mid-gameplay, i.e. when in a stage.
    Home Button: As with all Wii titles, brings up the Home Menu.
    1 Button: Fires your weapon and serves as a 'back' or 'cancel' button in some
    2 Button: Jumps and serves as a 'forward' or 'confirm' button in menus.
    (Classic Controller)
    This will give a control feel much more comfortable to those who spent a lot of
    time playing Mega Man 7 or Mega Man X, X2 and X3 on the SNES.
    Note: BE SURE to change the Control Type to Type 2 in options, so that Y is
    fire and B is jump, if you want a control scheme like the SNES Mega Man games.
    Control Pad: Moves Mega Man
    A Button: Jump/Confirm
    B Button: Fire/Cancel
    X Button: Fire/Cancel
    Y Button: Jump/Confirm
    + Button: Starts game, opens Pause/Menu screen
    - Button: Opens Challenges List during gameplay
    Home Button: Brings up Home Menu
    L/R/ZL/ZR Buttons: No known use
    Left/Right Thumbsticks: No known use
    [[Playstation 3]]
    Left Control Stick: Moves Mega Man
    Control Pad: Moves Mega Man
    Square Button: Fire/Confirm
    Triangle Button: Jump/Cancel
    x Button: Jump/Cancel
    Circle Button: Fire/Confirm
    Start Button: Start game, opens Pause/Menu screen
    Select Button: Opens Challenges List during gameplay
    Right Control Stick/L/R/L2/R2/L3/R3 Buttons: No known use
    [[Xbox 360]]
    Left Control Stick: Moves Mega Man
    Control Pad: Moves Mega Man
    X Button: Fire/Cancel
    A Button: Start game, Jump/Confirm
    Y Button: No known use
    B Button: Fire/cancel
    Start Button: Opens Xbox Live Arcade menu screen
    Back Button: Opens Pause/Menu screen
    Xbox 360 Button: Opens Xbox 360 Tab
    Right Control Stick/LB/RB/LT/RT/Control Stick Buttons: No known use
     - 1-05  Main Menu -
    Upon pressing Start (or +, or whatever) on the title screen will bring you to
    the name screen and a familiar tune from Mega Man 2.  Once you input a name,
    you will be brought to the main menu.  Here are your options (an asterisk *
    denotes that the option is available only through Downloadable Content):
     - NEW GAME (Starts a new file from the beginning, placing you headfirst into
       the Stage Select screen)
     - LOAD (Allows you to load a saved game from one of 8 save slots)
     - TIME ATTACK (Speedruns. The goal is to beat a stage as fast as possible, at
       least any length of time under 10 minutes, as once you hit that mark you
       instantly die with a "Time's up!" message.  You begin with all weapons but
       no usable or passive items, and only one life; there are no powerups
       throughout the stages and no way to get more than one life.  You DO have to
       face the boss at the end of the stage)
       - STAGE SELECT (Gives you a list of all stages, including the final stages
         once you complete the game.  There is also a hidden stage at the bottom,
         unlocked via downloadable content as the Special Stage, only playble in
         Time Attack mode.
         Once you select a stage from this menu, you're immediately taken to that
         stage to begin a Time Attack. You're brought back to this menu if you die)
       - RANKINGS (Gives you a list similar to Stage Select, but selecting a stage
         will connect you to Wifi and give you a list of the top 10 time trial
         rankings for that stage by people around the world)
       - RULES (Explains the rules for Time Attack mode)
       - BACK
     - *ENDLESS ATTACK (A neverending maze of difficult rooms in which to test your
       skill and try to land a spot on the World Top 10)
       - START (Starts the Endless Attack mode, dropping you instantly into the
       - RANKINGS (The World Top 10 players of Endless Attack, ranked by how many
         rooms they've completed)
       - RULES (Explains the rules for Endless Attack mode)
       - BACK
     - *SPECIAL GAMES (A set of special alternative ways to play through the main
       -HERO MODE (The normal game, but with a different enemy and powerup layout,
        making it more challenging. More information in the Downloadable Content
        section [4-02])
       -SUPERHERO MODE (Like Hero Mode but far more vast in its changes and far
        more difficult. More information in the Downloadable Content section)
       -PROTO MAN MODE (Play through the game as Proto Man, Mega Man's brother!
        More information in the Downloadable Content section)
     - BACK
    CHALLENGES LIST (A list of all 50 Challenges in the game, a crown icon appears
    next to Challenges you've completed.  See the Challenges
    section later in the guide for more info)
     - TIME ATTACK RANKING (Brings up the same list as Time Attack > Rankings)
     - ENDLESS ATTACK RANKING (Connects you to Wifi for a list of the top 10
       players of Endless Attack mode)
     - ALL CLEAR RANKING (Connects you to Wifi for a list of the top 10 overall
       times through the entire game, from beginning to end)
     - CONTROL TYPE (Allows you to switch between 'b' shoot 'a' jump similar to NES
       style, or 'a' shoot 'b' jump similar to Mega Man Anniversary Collection for
       Gamecube, switching whichest two buttons your controller uses for those
     - LEGACY MODE (Allows you to toggle sprite flickering, as in the flashing of
       moving sprites when too many were onscreen at the same time a la how the NES
       functioned in such a situation)
     - PLAYER NAME (Allows you to change the Player Name that you put in when you
       first started up the game; this name displays on all your Time Trials
       records and is potentially viewable by the world)
    DOWNLOADABLE CONTENT (Brings up the Downloadable Content menu.  As of this
    writing, there is none yet released)
    BACK (Returns to the title screen)
    NOTE: This menu differs on the Xbox 360 and possibly PS3 versions of the game,
          but the basic options and selections are all the same.  For example, the
          Xbox 360 version has an Achievements menu as well as a Challenges menu,
          and a detailed "How to Play" option.
     = II) Walkthrough = 
    You begin the game on the Stage Select screen much like the earlier Mega Man
    titles from long ago.  From here you can select one of 8 Robot Masters to
    tackle as well as go to the Shop, but there's not much reason for that at this
    point as you yet have no Screws with which to purchase any items.  You may of
    course take on the Masters in any order you so choose, but I have listed them
    in order, starting with the easiest to be defeated with your Mega Buster alone
    and then moving forward to which Master is weakest to the last's weapon.
     - 2-01  Splash Woman -
    Selecting the stage and being greeted by an old-style Boss Selected cutscene
    and a well-animated 8-bit sprite of a mermaid/robot chick with a rad trident,
    you're promptly teleported to the bottom of a water-filled mechanical base
    with a sunny, fluffy-clouded backdrop.  This peaceful scenery will turn rather
    abruptly into a fight for your life as a floating mine in the water to your
    right comes to life with an angry disposition upon being shot at or walked
    close to.  There's no use trying to defeat it--only a powerful weapon like the
    Black Hole Bomb will do the job, and even then it's generally a better idea to
    just avoid these guys.  They'll home in on you and eventually self-destruct,
    but they move in such wide arcs that it's not difficult to dodge them safely.
    At the end of this corridor, fall into the pit purposely to reach the next
    In this room you'll find pink-colored octopus enemies that hide in jars and
    periodically peak out to pelt you with an orb of ink.  It doesn't hurt much and
    can be destroyed with your shots, but if you're hit it will turn Mega Man (as
    well as all Weapon Pellets) a tar-black color.  From all I can figure, this
    doesn't actually hinder gameplay in any way.  Once you've dispatched the octopi
    with short jump-shots in order to hit the head, move right to find another hole
    as well as a third octopus and Large Screw beyond it.  It's in your interest to
    grab this screw, as it's by far the easiest and quickest to find an obtain in
    the game and adds 20 to your currency (that's one extra life, or 2/3rds of an
    E-tank at the shop!)  Now fall down and BEAR LEFT!  There's a small bed of
    spikes in the center of the room below, that you must fall left or right of;
    the left path leads to an easy Extra Life.  Continue forward in the room below,
    but be wary of the speedy fish-bots that will come from the left side--they're
    weak, but very fast.  You'll approach a pair of mines as well as a green wall
    climbing bot on the right wall--you'll want to move back and have the mines
    dispose of themselves and quickly destroy the wall climber on your way back, as
    his shots will explode into an 8-directional mess if not countered quickly.
    Fall again here to reach a split path.  The right path, this time, is the one
    you'll want to take, despite the fact that it looks more dangerous.  Past this
    screen it quickly becomes much easier than the left one, and even offers a
    reward in the form of a large Energy Pellet if you bear left after the spikes.
    The next room contains a wall crawler at the top, unreachable with just your
    Mega Buster, so you'll get a chance to learn how its shots work--and how to
    avoid them--while you do battle with the octopus on the bottom and move your
    way up.  After one more quick fish and a mine, it's on to the next room, the
    halfway point of the stage (you'll continue from here from now on if you lose
    a life).
    Here's the bubble room!  Just like in Wave Man's stage from Mega Man 5, you've
    got an array of large and small bubbles to ride up to the further areas of the
    stage.  From right to left, the bubbles come out in order; small, large, small,
    small, large.  Large bubbles are slower but safer, never popping and serving as
    ideal platforms to ride on to the next screen.  Smaller bubbles are faster but
    may only be used as quick stepping stones which you must immediately jump off
    once you land on or else they will pop and send you way back down to the first
    bubble room.  You can technically ride them up to the next screen as well, but
    I wouldn't advise it.  Anyway, jump on the far right big bubble and ride on up.
    You'll get some bubble-riding practice on the next screen as a couple fast
    drill-nosed fish will fly through from the left as you rise; shoot at them as 
    you jump to the left big bubble to avoid the spikes, and remember to stay light
    footed on the small bubbles.  The next screen contains thee of the speedy fish
    but is otherwise quite safe; if you ride the left big bubble to near the very
    top of the screen, you can make a daring leap all the way to the one on the
    right easily (which you'll need to do to avoid spikes on the next screen up).
    If you're confident of your bubble-hopping skills you can use the two smaller
    ones to reach a large Screw on the left, but otherwise proceed to your right.
    After a fairly safe room you'll climb a ladder to reach a corridor with a
    single wall crawler to your left and a series of water-filled platforms that
    periodically jet out of either wall, in a specific pattern from bottom to top.
    Destroy the crawler from its lowest point and memorize how the platforms come
    out; practice in this room as much as you like before proceeding, because the
    next few chambers will have similar puzzles.  Also take note of how the water
    level inside the platforms clues you to how long they will last before
    dissipating.  Move upward to reach a more tricky platform puzzle with spikes
    littering the bottom of the screen.  Make sure you have a plan before moving
    forward; check out the bottom two platforms and realize their pattern.  If you
    run and jump on both at the right time you can easily reach the right-hand rest
    but be careful not to let the platform moving out just above it push you off.
    It's also possible to summon Rush on the spikes on the bottom and time your
    Coil jump so that you land on the uppermost platform from the left, and reach
    the ladder easily.  The next room is the toughest, but it's really not as hard
    as it may seem.  You obviously can't use Rush here, so get ready to do some
    platform-hopping.  Just remember--stick to the left!  It may seem dangerous but
    with some quick hops on all platforms from bottom to top focussing on reaching
    the left wall as soon as possible makes this room much easier. 
    Sent in by anonymous:
    "For Splash Woman's zone, in the rooms with the flying water-filled platforms,
    it's possible to use the rush coil to make things easier. Put rush on the right
    of the beginning platform, where there aren't spikes so close directly above,
    and bounce to land on the third flying platform. You won't hit the spikes,
    and it makes things a fair bit easier."
    Get past this point and it's only a couple small rooms with simple enemies and
    then the Boss Door.  Oooh, just like Mega Man 2 but with a "Dr. L" symbol?
    Very nice!
     * WARNING!            *
    Ahh, the first boss!  According to this guide, anyway!  Luckily, she's the
    weakest Master there is to your Mega Buster, taking double the damage from it
    any other Master would, so she's great to start off with.  After her flashy
    intro, Splash Woman will proceed to sit on her trident and sing adorably while
    swishing back and forth across the screen, moving upwards.  As she does so,
    schools of three yellow fish will enter the screen in quick succession from
    one side then the opposite, three schools in total.  They can be destroyed or
    avoided, though it'll take a bit of practice to be able to evade both Splash
    and her minions at once at this point.  Since she takes so much damage from
    your trusty Buster, though, it's easy to just tough it out with her as long as
    you don't take *too* many unneeded hits.  Once at the top of the screen, she
    will point her trident fiercely downwards and quickly unleash shot after shot
    of Laster Trident, her signature weapon.  It's not really that difficult to
    avoid simply by moving back and forth, but if you've got her on the ropes you
    can jump and hit her at the apex of your leap.  After 6 shots she'll pause for
    and instant and then thrust straight downward with her mighty fork, all the way
    to the bottom of the screen--this is her most deadly attack, so be sure to
    avoid it at all costs!  At this point she'll set herself back up for the siren
    song and continue a pattern like this throughout the fight.  Just try to avoid
    her more damaging attacks while pelting her as often as possible with your
    Buster and you should win out.
    Your prize will be the Laser Trident, which shoots a rather basic, but powerful
    projectile straight forward; it's stronger than the Mega Buster though not
    quite as rapid-firing, takes very little weapon energy and eats through
    shields, not to mention destroys special blocks you'll find later in your
    journey.  Not bad at all, it's a special weapon you'll find yourself using very
    If this was indeed your first Master defeated, you'll now be treated to a short
    cutscene expanding the story introduced in the prologue movie.  Press Start to
    skip it or watch the whole thing--either way, you'll be sent to the Stage
    Select screen once again and get the chance to spend some of your shiny new
    Screws at the shop or just proceed to the next stage.
     - 2-02  Concrete Man -
    And if you want to choose your next stage according to the Master weakest to
    the weapon you just acquired, Concrete's your man!  Upon entering the stage
    witih its scenery and catchy tune preceded by a short drum beat, you may get
    flashbacks to Wood Man from Mega Man 2--and with a lot of close-quarters
    combat, a couple tricky pit traps and a trio of big minibosses one after the
    other, it's easy to tell that old Master was likely Concrete's inspiration.
    Move to your right and you'll quickly face legions of rock-holding birds,
    flying swiftly from the right (or from the left if you backtrack).  They'll
    drop their mini-boulders near you and once they contact the ground they'll
    split into smaller rock-shrapnel, so be ready to jump and fire rapidly to get
    rid of them all.  Once you reach the pits further on the right, LOOK before you
    leap!  Small capsule-shaped bots will fly upwards when you near the  pit and
    occasionally open up and shoot at you.  You'll want to destroy them on their
    upward initial flight and quickly jump over the pit as another will briskly
    spawn if you take too much time.  At the end of the screen you'll face a cannon
    enemy that slowly aims toward you while lobbing large, explosive orbs which can
    be destroyed, followed by a ladder upward.  As a note, if you have the Jewel
    Satellite before facing Concrete Man, it makes this entire first room much
    This next room is highly reminiscent of the first room of Elec Man's stage in
    Mega Man 1.  You have two Spikes (those annoying, mostly invincible ground
    based enemies in just about every Mega Man game) on two platforms jutting out
    of the opposite walls; you can shoot them to freeze them, but it's possible to
    just quickly hop all the way up without ever being touched.  Black Hole Bomb
    or Tornado Blow can destroy them completely if need be, though.  The next room
    has an easy 1-up to reach on the top left, and you'll definitely want it for
    the one truly challenging portion of this stage which is just ahead--the robot
    Wood Man's triplet of fire dogs may have been annoying in their own right, but
    these guys are just deadly.  The first one introduces you to the concept of the
    miniboss you are about to come very accustomed to, giving you a ladder on the
    left that basically guarantees a free kill.  Simply climb to the top and fire
    at the elephant's face to dispose of it, but you may want to study its attack
    patterns first.  It will blast a large red ball forward and then proceed to
    immediately suck it back to its snouth once it reaches the far left of the
    screen.. and this suction works rather powerfully on Mega Man, as well.  You'll
    want to practice jumping over the ball on both its rolls while trying to stay
    in the same small area (around the middle of the screen would be best)-you'll
    see why soon enough.  The next room, and second elephant, has no ladder and a
    green ball that works a bit differently.  It'll instead bounce to the left
    instead of rolling, but once reacing the screen's edge the action is basically
    the same.  The safest spot to dodge the bouncing ball is actually just in front
    of it, this guarantees an evasion each time.  This one's not too hard.
    Now, the third room and final elephant is the really tricky part!  You have a
    red ball-equipped elephant just like the first, but no ladder, and two pits
    in the floor!  It may not seem that difficult, but trust me and the countless
    players who've already died multiple times in this room--being hit ONE time, at
    ANY point in the room to the left of the elephant, while he's suctioining the
    ball pretty much GUARANTEES a death!  You'll be taking damage and won't be able
    to control yourself during your knockback animation while the elephant vacuums
    you right into a hole!  I hope you practice on the first one well enough,
    because it's really going to be put to the test here.  The trick is to move to
    the middle platform and slowly shoot at the elephant when you get the chance..
    above all, stay calm!  Your main goal is to survive, and to no matter what,
    always dodge the ball, especially during its return roll!  Even if you only get
    one shot off on the elephant each round, it's worth it--the halfway point is
    just past this room.  The Laser Trident may actually come in handy here as
    even though it can't destroy an elephant in as low a flat time as the Mega
    Buster fired rapidly can, in your patient one-or-two-shot rounds it will take
    less overall shots to take it down with your new weapon.
    If you have the Magma Bazooka it makes all three elephants wonderfully easy to
    defeat; rush them with a shotgunned, charged Magma Bazooka and then rapidly
    fire a couple non-charged shots and they'll be decimated.  This even works very
    well on the final Elephant, as you can jump toward him and quickly destroy him
    as soon as he sends the red ball to the left.  The Concrete Shot,
    interestingly, is also an extremely effective weapon here, downing them in five
    shots and can be shot rapidly at close range.
    Anyway, after THAT ordeal, you come to a small room with a ceiling spider which
    will lower itself and bounce around when approached, as well as a large Energy
    Pellet only obtainable if you have the Hornet Chaser and the first of many
    floors found in the later half of this stage which have a 'fake' block; you'll
    notice that one block is the inverse 'lego-like' shape of the others, and
    that's the one you'll want to avoid, as you'll fall through if you attempt to
    step on it.  Continue down a room to the actual halfway point and then BEAR
    RIGHT as you fall to the next room below it for a large Screw.  If you miss it
    you can still just destroy the green cannon and use Rush Coil to reach it,
    though.  As you move right across this room be sure to jump each time you reach
    the waterfalls that obstruct your view, as many of them conceal pits.  When you
    approach the second green cannon, jump up on the concealed platform behind the
    first waterfall then drop down to the visible platform to finish it off before
    leaping clean over to the floor on the right side.  Destroy the cannon in the
    next room before climbing up and remember which blocks to avoid.  The above
    room is actually the long final area before the boss.  Stay cool as you fight
    off the palm tree enemies, they'll hop and lob bullets in both directions if
    you near them but otherwise they're harmless.  Take the top path for a couple
    small screws or the middle for some small Energy Pellets.  Past this is a large
    Weapon Pellet that you'll want to grab if your Laser Trident is low at all on
    energy; don't waste a Rush Coil, just ride the upwards platform nearby to reach
    it.  After this is the final stretch of the stage, a series of upwards and
    downwards-flying platforms that is somewhat reminiscent of the end of Top Man's
    stage in Mega Man 3.  Quickly jump off the downward-falling green ones while
    riding the upward-flying red ones as high as you wish to make the subsequent
    jump easier.  You'll have to ride the next-to-last one pretty high to make it
    to the final green one, from which you can quickly jump to reach safety and,
    finally, the boss.  (The Rush Jet can help a lot in this last room if you have
     * WARNING!            *
    Upon entering his chamber, Concrete Man will clench his fists together as his
    health bar fills and immediately proceed with his assault, which is made up of
    three different moves which he'll use relentlessly in any random order he so
    pleases.  He can and will:
    A) Shoulder charge across the room towards you directly into a wall and knock
    himself back a bit
    B) Jump up and forward into the air, then come crashing down E. Honda-style to
    the ground, causing a quake which renders Megaman helpless for a moment unless
    you jump just before he lands
    C) Blast three globs of concrete that arc low-to-high towards you, solidifying
    into solid blocks if they touch the ground or solidifying Mega Man into a solid
    statue if any of them hit him
    You can get out of the concrete shell if you press buttons rapidly but you'll
    have to be *very* quick to both achieve this and dodge his next assault.  It's
    also possible to destroy the Concrete Shots with your Laser Trident, though it
    may take a bit of practice to get the timing for this down.  You'll want to
    equip your Trident and pummel him with it in rapid succession any time you
    get the chance; make sure to jump over his charges and hit him up to three
    times as he bonks himself into a wall.  Make absolutely sure you're in the air
    when he lands or his next attack is sure to hit you, and they're all VERY
    powerful.  His Concrete Shot's the hardest move in his repertoire to dodge;
    just try to  move toward the opposite wall and jump over the furthest-moving
    one as it nears you, or destroy them with your Laser Trident.
    Written by manosrules: "The reason I was writing was I had a small tip to
    contribute to the fight against concreteman.  If he shoots his concrete shot
    then jumps, you can stand on the block of concrete and not have to worry about
    being stunned from his landing.  It's a small miracle against him, but it's
    very nice for getting a few pot shots on him."
    Winning will grant you the Concrete Shot.  Despite its funny name, basic color
    scheme and drab graphic of a simple grey blob, it's one of the most versatile
    and useful weapons in the game.  Not only does it do  huge damage, but it
    creates blocks that can be used as platforms and it freezes and stops certain
    tricky hazards throughout the game.
     - 2-03  Galaxy Man -
    With his fruity intro and flashing multicolored body as if he'd just touched a
    Super Star, you know this one's going to be interesting.  You teleport into a
    stage very reminiscent of Star Man's from Mega Man 5, but unfortunately you're
    not going to find any low gravity here.  While listening to the funky beats,
    move right to be assaulted by a troupe of small green UFOs that move
    surprisingly predictably and are simple to defeat.  A bit further in you'll
    encounter some Mets--and yes, they're Mega Man 1 style Mets!  No movement
    whatsoever other than opening up to shoot (and be shot) and no silly Met
    gimmicks (save for one very funny one we'll see later).  Move forward past the
    simple platforming area to climb up to a room with an interesting new twist:
    teleport boxes!  Jump in one and you'll come out another in the room, shot
    straight upwards into the air.  Luckily, this duo is simple to understand and
    prepares you for what to expect out of later ones.  Jump in the left, come out
    and fall back into the right, then come out the left again and onto the ladder.
    This next corridor seems simple enough, and even has a nice large Energy Pellet
    on the top le---OOOHMYGOSHWAAAAAAAH!  Oh yes, yes indeed. The most terrifying
    enemy in this entire game if not Mega Man history.  A shockingly sudden, loud
    helicopter noice will fill your ears as a yellow grappling robot will dive
    lightning-fast from the top of the screen and pick you up, hastily carrying you
    to the right at full speed.  You can jump and shoot while it's holding you, but
    it won't actually let go until it feels like it.  You can get these to fall
    before running into their grasp, but until you know where one is this can be
    tricky to do.  Of course, you can also use the Jewel Satellite to make them
    think twice about diving toward you, but if you're following the order of this
    guide you probably don't have that yet.  Now, if you've got your nerves back
    together, grab the pellet if you want and advance to the right--very carefully.
    Jump over the spike pit and try to land on the very left tip of the platform if
    you want to avoid further manhandling by the grapplers.  One will drop down
    just slightly into this platform and if you're grabbed by it you'll have to
    carefully time your jumps with its movement so that you pass over the next few
    spike pits unharmed.  At the very beginning of the second spike pit after
    having grabbed you it'll float away, so you'll have to be bearing right as you
    jump to make it all the way.  Near the very end of this platform another one
    will drop, so be careful.  There are a couple final spike pits right next to
    each other immediately following that grappler that are especially tricky to
    get past when under its control.  A third one will drop down near the beginning
    of the final platform of the room to try and force you to fall down the end of
    the corridor instead of climbing down the ladder--which, while not immediately
    deadly, will set you up for being impaled by the spikes on the far right of the
    room below if you don't hold left while falling. Destroy the Met and fall to
    the right into the next room to avoid yet another bed of spikes and traverse
    another chamber of green UFOs before coming to a spectacular little maze of
    teleportation boxes set precariously above a long bottomless pit.
    Jumping into the first box teleports you to to the second, immediately right
    and up in the air, and falling back into it returns you to the first box.  The
    third box will teleport you to the last, and you must maneuver yourself around
    it and onto the platform under it without falling to pass through.  Re-enering
    the last box will send you back to the third, which will shoot you straight
    into the second, starting you back all over again.  Once you pass this little
    puzzle, head right into a room full of... giant floating green eyeballs.  They
    look kind of like little blobs of the Rock Monster/Yellow Devil from Mega Man
    1, and interestingly the two versions of this enemy are green and yellow just
    like the two notorious Devil bosses fromthe series.  Shooting one a couple of
    times will cause it to abruptly split into three smaller blobs that each propel
    slightly in a random direction, so be careful.  The Concrete Shot will destroy
    them completely, so using that would be a good idea here--but don't waste too
    much as you'll want some for the boss.  The next room contains the yellow
    variations which are fundamentally the same at first but split instead into
    four smaller blobs which all tend to propel in a similar direction rather than
    all over the place.  Defeat both of these and use Rush Coil on the middle plat-
    form to reach the extra life on the far right before proceeding. The next room
    contains a couple more as well as the Shield Attackers' (presumably) first Mega
    Man 9 appearance; these basic, classic enemies move back and forth in a simple
    pattern and can only be damaged from behind.  But remember, the Laster Trident
    is capable of piercing shields, so use that to your advantage.
    This next room seems safe enough.  There is a grappler bot but it doesn't seem
    to be dangerous as it simply runs you into a wall on the right side.. but
    remember its position!  There are spikes on the second platform on which you
    have to run back to the left, and he'll spawn again and smash you into them if
    you aren't careful.  He spawns just a bit right of the ladder up to the third
    platform, so be sure to spawn him before he grabs you.  Go up through an easy
    room with some easy Screws to obtain, into the final room of the stage.  On the
    left are a set of powerups and a wall of spikes, but remember that the
    grapplers only run you to the right.  There IS a grappler that will drop down
    just to the right of either powerup and run you to inevitable doom on the right
    wall, though, so make sure to get him out of the way if you need the items. To
    the right is one last puzzle, another maze of teleport boxes.  Jump around the
    first to grab a large Screw if you're daring, then move into the maze.
    The first box takes you to the second, and vice-versa.  The third takes you to
    the sixth.  The fourth takes you to the seventh.  The fifth takes you to the
    eigth, which leads you to the boss door.  There are UFOs constantly spawning in
    the top of this area but if you're careful you don't have to worry about them.
    Once you're finished, on to...
     * WARNING!          *
     *  BOSS: GALAXY MAN *
    Yesh, do that flashy dance for us one more time.  Galaxy Man is honestly one of
    the simplest bosses to learn;  he only has two tactics, which he uses randomly.
    He'll either hop up into a small UFO form and fly forward slowly arcing up, or
    jump way up to the top of the screen and release a small Galaxy Bomb which will
    slowly move left and right, faintly 'homing' in on you until it reaches just
    above Mega Man's head, at which point it'll explode into a miniature black hole
    and vacuum you in while Galaxy Man teleport underneath it and goads you on.  If
    he hops slightly and is about to dash, if you're like me, you'll REALLY want to
    slide under him!  But alas, your best option is to jump towards and over him
    just as he begins his dash.  If he leaps into the air, be prepared to run back
    and forth, attempting to be as close to the opposite side of the screen as the
    Black Hole Bomb as possible once it reaches its bursting point.  It's easy to
    turn around and quickly blast Galaxy Man several times while he's sitting
    pretty underneath his little sinkhole in the cosmos if you're far enough away
    that you're not at risk.  His weakness happens to be the Concrete Shot which is
    likely the most difficult weapon in the game to hit him with, but considering
    his fairly simple attack patterns anything more would have perhaps made him too
    easy.  It actually does have a neat special effect, though; if you manage to
    nail his Black Hold Bomb with a Concrete Shot, it'll freeze and dissipate and
    yet Galaxy Man will teleport down to the ground and pose anyway, giving you
    several easy, free shots to his mug.  If you find this difficult or are low on
    Concrete Shot juice, alternatives to nailing him in the air include Tornado
    Blow and Hornet Chaster (the Chaser being a favorite alternative of mine for
    this battle even if it does only a point of damage at a time).
    You'll earn the Black Hole Bomb, which is pretty much as awesomely powerful as
    it sounds.  Press fire to release a small ball that you can control freely then
    fire again to morph it into a little black  hole you can call your own--eating
    anything but the largest enemies in one hit and devouring any and all
    projectile-based shots IN THE GAME.  Luckily, it still drops helpful items for
    you to collect from whatever it destroys.
     - 2-04  Jewel Man -
    Another flashy boss, this pink Top Man lookalike adorned with an array of gems
    and jewels prances for you to come take him on at the end of his fancy stage.
    Yep, this guy's as hetero as Hard Man, that's for sure.  Anyway, this stage is
    actually very easy on the eyes, offering lots of smooth, cool colors and a gem-
    infested crust of earth to look at while you're being pummeled by the various
    rock-and-jewel based enemies, the fierce miniboss and the myriad of spike and
    pit-based traps.  Star your perilous journey by moving down into a small hall
    full of Mets that leads out into a large room of cannons, rock-filled minecarts
    that spill painful pebbles upon being hit and four explosive ones in the
    immediate area when destroyed, and... dollar bills that float featherlike to
    the ground and then turn into tiny, spinning spiked wheels of death upon
    touching the floor.  Yeah.  There's not much I can say about this room other
    than the fact that you'll want to use Laser Trident to take out the bills once
    they reach the floor as they'll be too short for the Mega Buster, and you may
    want to try out your Black Hole  Bomb here and see the marvel of it eating
    anything and everything in its path.
    Down in the next room are three of the ceiling spiders you may have first
    encountered in Concrete Man's stage.  They only take two hits, but their wily
    movements can leave you in bruises if you aren't careful.  They move to the
    floor when approaches and proceed to pounce wildly around thereafter until
    destroyed.  The best plan of action is to quickly pop two Mega Buster rounds
    into them just as they land, but the spider on the bottom will cut loose before
    you can reach him, so you may want to land a Black Hole Bomb on him or slice
    him with a Laser Trident while dropping down if you're already weak from the
    previous room.  The room below contains two more, even trickier spiders; one
    on the far left wall that will drop too fast for you to kill when approached
    and another on the bottom in a small chamber.  You can dispatch the spider on
    the left by jumping and shooting it from where you fell into the room, but the
    bottom one will require you to lead it to the right then quickly run left and
    drop down, killing it before it reachest you.  Proceed to the right and greet
    what may be your new worst nightmare; momentum-based platforms in an 8-bit
    game!  Jumping on these, they sway lightly back and forth and seem to function
    as normal platforms, but running back and forth of them will cause them to
    swing in increasingly wide arcs the more you do so to a certain point.  You'll
    have to "power up" many of these to reach the next platform, so you'd better
    destroy the Spike with a Galaxy Bomb or Concrete Shot and practice on the first
    platform before moving forward.  The first couple are easy enough, but the
    third will require a very wide-arcing swing to reach the fourth.  This final
    platform you actually DON'T want to swing too far, into the spikes on the right
    hand wall.  It's actually best to allow the platform to 'calm down' and inch to
    the right edge of the platform in its default position, then make a hefty leap
    to the 'boss door' to avoid both the spikes and the pit below.
    And here comes one of the most surprisingly challenging minibosses I've ever
    had the pleasure of facing.  You come to a room with boulders lining the
    ceiling, and in no time tremors shake the chamber and boulders begin to loosely
    fall from top to bottom.  They'll fall in a fairly easy-to-recognize little
    pattern but they come FAST so you have to stay on your toes.  At the end of the
    barrage comes a boulder-shaped robot with an angry disposition that will land
    with a heavy thud, shocking you similar to a Concrete Man stomp if you're not
    in the air while it lands.  The boulder with stay put for a second or two
    before rolling at lightspeed toward whichever side of it you happen to be, and
    back up the wall into the boulder nest on the ceiling.  Trails of dust will
    then rustle from the boulders and that dust's stopping point will clue you in
    to where exactly the boulder bot will drop next round.  The only time you
    really have to attack the guy at all is during his pause phase just after
    landing, and then just for a second and only if you didn't get caught by his
    quake--it's a very tricky miniboss that took me many attempts to truly
    conqueor, but once you know how he works and have a little practice he actually
    becomes quite simple to beat.  Note that Concrete Shot DESTROYS him, but you
    must be very close-ranged to hit him with it.
    Sent in by Blackmage0_15:
    Also, you can use your Hornet Chaser on the Evil Boulder so that it hits him as
    the boulders start dropping to automatically make him drop. They home in
    wherever he is, and this makes fighting him simple, as you don't have to
    memorize where he is, as well as stopping his attack. Watch out when he comes
    down though, he still shakes the ground on impact. (A lå Hard Man)
    Out of the back of this chamber we have our halfway point immediately followed
    by a room of three diamond-shaped flying enemies that are sort of like a mix
    between the Flying Shells (aerial Mets) of Mega Man 1 and the Peris of Mega Man
    5.  They fly around in an invincible diamond state for a bit then stop, open
    their eyes, and shoot a projectile at you; of course only damageable when eyes
    are exposed... well, unless you hit them with something silly-powerful like,
    say, Black Hole Bomb, which these three like to group up perfectly for.  Down
    below we have a couple more miine cart enemies, and watch out for the first
    couple of pits as they have more of those capsule pit-lurking enemies from
    Concrete Man's stage inside!  Past a couple more pits is another momentum
    platform flanked on the right side with a platform covered in every are but the
    one you can walk on with spikes.  The trick here is to build up near-maximum
    momentum and them simply walk off the right edge onto the ground below.  You'll
    be rewarded--well, if you have the Hornet Chaser already--with an extra life
    and large Energy Pellet nestled in the stone below.  After a couple more
    diamond flyers and an easy-to-avoid Spike you fall into one last deadly trap
    room Jewel Man has up his sleeve.  A momentum platform in the middle of a room
    littered witih spikes, with the only way to the next room being a shaft
    directly below the center of the platform.  Of course, you have to move the
    platform left and right far enough that you can quicklky jump down into the
    shaft without hitting the spikes.. which, needless to say, can be a pain.  It
    could very well be worth buying a Shock Guard for this stage and avoiding every
    spike up to this point as best you can just to purposely use it here and skip
    the challenge, but this whole game's pretty much a big challenge, so it can't
    hurt to try it the old fashioned way.  Too much, at least.  The best way I can
    describe to do it is to build a lot of momentum as best you can without leaving
    the relative center of the platform, and once you have it going jump when the
    platform's just above the center of the hole--lightly--so that it will swing to
    either side and allow you through.  It may take a little bit of midair
    maneuvering but it's that or be spike food.
    Sent in by Master Espeon:
    "Also for the spike room in Jewel Man's stage (with the single tethered
    platform), you can run left a bit, then right (or vice versa) and jump off when
    you're above the hole.  That way the platform will swing far and you won't have
    to maneuver yourself much when falling."
    The last room has a lot of spiders and dollar enemies but after the last few
    rooms they should pose little threat compared to all the one-hit wonders you've
    just passed.  At the very end is your (perhaps) first encounter with the
    stomping enemies that are this game's equivalent to Mega Man 1's mighty Big
    Eye; they aren't as.. big, and don't respawn as easily (thankfully), but they
    do MONSTER damage and take a boatload of shots to go down.  Rapid firing while
    moving slowly backwards with the Mega Buster works, but it's usually worth it
    to just wreck it with a few well-placed Concrete Shots if you have the energy
    to spare.  I've found that the Laser Trident also works quite well against
    these guys.
     * WARNING!         *
     *  BOSS: JEWEL MAN *
    And here's the prettyboy himself.  After such a hellish stage, it's only a nice
    reward that the boss is quite simple and straightforward.  Basically, he will
    call forth a Jewel Satellite, surrounding himself with four rotating diamonds
    that protect him from your shots and make his 'size' big enough that you can't
    easily jump over him.  The real trick to this guy is that when you press the
    jump button, at ALL, even a tiny bit, he'll leap high into the air, allowing
    you to pass over him--it's a lot like how you could 'control' Gemini Man and
    Freeze Man in past Mega Man games with your shot button, only this time it's
    jump.  Also, each time you shoot one of his precious diamonds it will fly off
    towards you, weakening his defenses but giving you something else to worry
    about dodging.  Periodically if you haven't shot off all his diamonds he'll
    blast them off himself, sending each one that was left, one at a time in quick
    succession, in your general direction, and re-summon his full-capacity shield.
    It's overall pretty simple to beat him any way once you get the jump trick
    down, but the really easy way is to come equipped with Black Hole Bomb.  Not
    only does it do a lot of damage to him, not only can you coax him into being
    hit by it several times per use with the jumping, but it eats up his jewels,
    whether they're being shot at you or being ripped right off his orbit.
    I've found a very effective way to beat him, even in under 10 seconds, without
    having to use the BHB trick, too; set a Bomb off in front of you just as the
    battle starts; let him run into it and IMMEDITELY jump, so that he'll jump and
    fall right back onto it; he'll then hit the left well, turn around and hit the
    bomb again; jump immediately and he should land on it again for a total of 4
    hits!  Try and repeat this as bast you can for the opposite side and he'll be
    down very quickly.
    And for finishing this frustrating-yet-beautiful stage you receive the Jewel
    Satellite, quite frankly the best thing to happen to Mega Man shield weapons
    since Junk Shield.  It takes infinite hits from enemies it can destroy in one
    hit, it reflects projectiles back whence they came, and you can shoot it off at
    will at no extra cost (except the cost of re-summoning the shield if need be).
    If this was, in fact, your fourth boss, you'll receive an odd gear-shaped item
    upon defeat of it.  This triggers another cutscene once you choose Stage Select
    that details further points in the plot before allowing you to tackle your
    fifth Master.
     - 2-05  Plug Man -
    Here we have perhaps the overall most odd Master of the new bunch, a top-heavy
    purple guy with a rubber-looking helmet whose theme is... electrical plugs.
    Yeah, like the kind you plug into electrical sockets at home.  Kinda like Spark
    Man with a face like Dynamo Man, but a million times less cool than either of
    them--at least until you hear his catchy tune and play his totally sweet,
    unique stage--and very likely get totalled by him in the boss room unless you
    brought his weakness weapon with lots of energy.
    You begin your electric trek by quickly happening upon the first pipe-shaped
    Telly/Pipe Bomber generator in the game, and you can by all means activate your
    fresh Jewel Satellite under it to collect a neverending amount of Screws, lives
    and powerups as long as you want to stay idle.  There are faster areas of two
    Tellys at once in other parts of the game, but this one is the easiest to
    access.  Continue right to reach a simple platforming section made slightly
    more dangerous by the presence of a few amoeba-esque yellow electrical enemies
    that travel continously around whatever platform they're attached to.  They're
    invincible to the Mega Buster and many other weapons but the Jewel Satellite
    effortlessly absorbs them (and you can use other weapons such as the Black Hole
    Bomb if you, for whatever reason, don't have it yet).  The end of this room
    holds the fabled large Screw nestles in between two platforms that many viewers
    of the early gameplay footage of Mega Man 9 spotted and claimed to have proof
    that the slide was indeed obtainable in the game somehow, but alas, 'twas but a
    cruel joke and the only way to actually obtain that Screw is with the Hornet
    Chaser.. as Mega Man, at least.  Upwards is a simple room with two more
    electric blobs followed by a simple room with some Mets and a cannon... and...
    and... oh yes, disappearing blocks!  Many a Mega Man fan's bane, these phasing
    block puzzles are present in some form in just about every game and are very
    imposing to the new player--but with enough experience, practice and
    memorization anyone can surpass them with flying colors.  Just have patience
    and study them, and tune yourself to the rhythm at which the blocks appear and
    disappear.  You'll get by!  The second set of them in this room has one tough
    spot--when the path splits, you'll have to be FAST to take the upper route, or
    else you'll be shunned from the platform by an annoyingly-placed block.  It may
    be safer to just fall to the lower route unless you're speedrunning.  Finally
    we come a block puzzle that's entirely skippable, but beating it will net you a
    big Screw and an Extra Life, and it's really not difficult at all.  You can use
    the Rush Coil to skip most of the first set, and though the second looks
    dangerous, it's really quite easy.
    Fall down from here to reach what seems like a safe room but actually contains
    two hologram machines that looks like they're part of the background.  Walking
    in front of one will produce a black and grey 'anti' Mega Man that will chase
    you relentlessly across and down platforms and make meager jumps that can allow
    it to follow you up low rises as well.  You can destroy it with a couple Mega
    Buster shots but it's almost certain you'll take damage if you attmpt this.
    Again the savior in this stage, the Jewel Satellite will end them effortlessly
    if they approach you with it activated but remember that this is a tough boss
    and that weapon is his weakness, so don't overuse it unless you have a Mystery
    Tank handy.  Fall down to reach a dark room with more holograms and, glee, yet
    more block puzzles.  It'd be a wise idea to activate the Jewel Satellite at the
    beginning of this room to make like a bit easier as you make your way past the
    various hazards.  Midways through the first block puzzle you'll have to wait a
    bit and make a leap of faith from the second to third and then immediately jump
    straight up to the fourth.  In the third block puzzle, you'll actually want to
    fall from the third block to the set of two that appear on either side of the
    lone one at the bottom of the screen then quickly run across and jump to the
    seventh overall block to survive.  You'll be able to jump to safety on the
    right from here but if you wait and jump to the left wall just as the next
    block wave appears, and then wait to jump straight up just as the next wave
    after THAT appears, you'll be able to climb to a jumble of small Screws
    surrounding an Energy Tank.  Or, well, you could just take the easy lower path,
    obliterate all the mega-clones with Jewel Satellite and then Rush Coil up to
    the goodies.  Interestingly, if you spawn some clones on the bottom path here
    and then jump up onto and run along the path above it you can actually run them
    into a bed of spikes at the end of the lower hallway which will actually
    destroy them, after which you can pick up the goodies down there at will!  Past
    a final few clones lies a wondrous platform covered in Telly-spawning pipes
    that can actually produce the unheard-of number of three onscreen at a time.
    In addition to being able to nab a very easy big Screw at the top of the
    platform, you can stand at the very bottom-right section underneath the two
    parallel pipes on the right-hand side with the Jewel Satellite activated and be
    fed a constant stream of Tellys from which to get any number of powerups--and
    it's a great way to refill your Satelllite itself for the battle ahead as well.
    Did I say you might want to save your Weapon Energy?  Well, I meant only if you
    were in a rush or on Time Trials, heh heh.
    The next room up contains one last simple block puzzle, but it's a real kicker
    in that if you don't make the leap up to the top level perfectly you're pretty
    much guaranteed a death (or loss of a Shock Guard) on the spikes below.
    However, if you make it, you're rewarded witih a free extra life, so it's kind
    of fair.  Head up once more to reach the final room, a simple chamber with a
    few more electric blobs and a big stomper at the end.  I'd advise just using
    a Black Hole Bomb to dispatch the blobs and take out the stomper with Concrete
    Shot, then head to the boss.
     * WARNING!        *
     *  BOSS: PLUG MAN *
    This strangely-named, strangely-shaped fellow will quickly remove all ill
    thoughts you may have once had of him when he rips you a new one with his
    fast-moving, tricky to doge Plug Balls and crazy constant jumps in his funky
    shaped chamber.  Like Snake Man on acid, he jumps around his room while
    releasing Plug Ball after Plug Ball (as disgusting as that may sound), each of
    which will crawl along the floor, up the wall and across the ceiling before you
    can crack a joke at the name.  Once they meet up with Mega Man vertically while
    traversing the ceiling (i.e. you're directly under them) they will quickly drop
    straight down and finally out of existence--that is, except for their brothers
    who are constantly coming out of Plug Man's buster cannon (yeah, it's really
    difficult not to make this sound strange).  But seriously, he's a tough boss.
    Even if he pretty much just does one thing at a constant rate, it's really very
    difficult to dodge all the stuff going on at once--and each hit Plug inflicts
    on you does really substantial damage.  So unless you have a Guard Power Up and
    some E-Tanks, what do you do?  Use the power of one of the EASIEST Masters, of
    course!  The Jewel Satellite, as infinitely useful as it was in Plug Man's
    stage, is even more useful against the boss.  Not only does it deflect all the
    Balls he could ever throw at you (snort) but coming in contact with him with
    one on will, although dissipate the shield itself, take a huge chunk out of his
    health.  The amount of health he uses is actually proportionate to the amount
    of Weapon Energy each Satellite takes to use, so you need to make every hit
    count to make this a truly easy battle--but it's not that that's very difficult
    seeing as Plug Man isn't quite maneuverable enough to get out of a large flying
    Jewel Satellite's way most of the time and they'll even deflect his shots while
    whisking forward.  Basically, you want to start the battle by immediately
    activating then tossing several Satellites, and once he's near you, just get
    close to him and activate one after the other in his face; they'll instantly
    disappear and trade chunks of Weapon Energy for boss health, and in no time
    he'll be down.  One of the easiest bosses to get the Quick Draw challenge for,
    this is.
    The Weapon you receive?  Well, of course, it's the hilarious Plug Ball, aptly
    turning Mega Man a vibrant pink color.  In fact, though, this weapon isn't much
    of a joke as it not only crawls along floors, walls and ceilings, but fires
    extremely quickly and TRAVELS even more quickly, takes almost no Weapon Energy
    per shot, and does totally decent damage.  The only downside is it fires
    STRAIGHT downwards and is only useful to grounded enemies or ones attached to
    or touching a wall or ceiling in some way.
    If this was your fifth boss (or whatever ends up being your fifth boss defeated
    if not) upon picking Stage Select you will be treated to another cutscene, but
    this time a happier one than the last.  Auto has been kind enough to refit Rush
    with his Jet parts of long past, giving you access to one of the most handy
    pieces of equipment in all that is Mega Man: the Rush Jet!  Unfortunately not
    the insane, free-form version of Mega Man 3, it instead takes the route of the
    later games in the series by providing you with a forward-moving platform that
    can be tilted up or down gradually.  However, in Mega Man 9, you can summon it
    even from midair, and if you use it quickly after a Rush Coil boost you can
    breeze past difficult areas with your head in the clouds!  It may take a bit of
    practice, but this is an amazing technique!
     - 2-06  Tornado Man -
    Now, just after receiving Rush Jet, we get to play the stage that it's perhaps
    the most useful for.  Tornado Man's quite popular both for his smooth looks and
    catchy themesong used in the origiinal trailer for Mega Man 9 and confused by
    many to be the main themesong of the game for a time.  With great visuals, some
    very interesting enemies and obstacles and one of the best music tracks the
    game has to offer, it's all the least you could be offered when confronting
    what is likely the most difficult Master level in the game.
    After watching Tornado Man's cool intro pose, you're dumped headfirst into an
    aerial-themed level and immediately forced to climb upwards; little more can be
    said about the inevitable plethora of bottomless pits and tests of platforming
    prowess.  The second room is very simple but contains one of the most
    interesting and cool enemies, a little hot air balloon bot that hovers steadily
    while occasionally pelting you with a small projectile.  There are two ways to
    defeat it; blasting its face thrice is the safer way, but more time-consuming,
    and causes the balloon to rise safely into the atmosphere.. but popping the
    balloon itself with your Buster will cause the bot to spin around out of
    control, circling around in wide arcs a couple times before leaving the screen.
    It's potentially hazardous but extremely fun to me and disposes of the enemy in
    one clean hit--although the Concrete Shot will do the same without any dodging
    to fuss about.  Another screen up you will find a funky little platform that
    you'll be seeing a whole lot of throughout this stage.  This battery-looking
    cylinger moving back and forth across a wire seems enough like a normal moving
    platform, but jumping on it will cause Megaman to spin around vertically,
    almost in a pseudo-3d fashion, with feet staying adhered to the platform.  Now,
    this isn't too bad--you just need to remember that jumping while Mega Man's in
    the upper three frames of the spin animation will have him jump up as normal
    and jumping in the lower three frames will send him plummeting downwards.
    However, you'll quickly realize that you won't get much time to think about it
    on many of these platforms later, and it may be a better, although more risky
    approach to instead bunny-hop on top of the platform over and over to ensure
    you're staying on the top end and jumping normally except when other action is
    required.  As with most strange contraptions in this game, you can use this
    first sighting to practice and get a feel for how it works, as you are quickly
    thrust into having to use them as if they were the only platforms in the game.
    Up again and you find another balloon enemy followed by, you guessed it, a big
    fat platforming section composed almost entirely of those new spinny battery
    things.  Now, this would be a great time to try that Rush Coil + Rush Jet
    combination maneuver, but if you don't have the Jet yet or would rather man it
    up the hard way, get on the nearest battery and start riding.  Bunny-hopping
    generally makes a lot of this section easier for me, but except when dealing
    with spikes along the platform trail you can generally just spin around and be
    patient.  There are a couple areas in which bunny hopping makes timing for
    leaping to the next platform much easier, and some areas in which it's heavily
    inhibited by the presence of spikes, so choose your moves wisely.  There are a
    few places in which it's much easier to drop down from the platform to a lower
    one instead of attempting to jump it, so keep an eye out for those.  If you're
    using Rush Jet, try to stick near the middle of the screen and memorize the
    locations of spikes; even if you die a time or two, knowing this will later
    make this section much easier to pass.  And, if you used the Coil+Jet trick,
    stay at the VERY TOP of the screen until just past the spikes near the top,
    then move down so that you won't bump the even higher set against the top of
    the screen a bit later.  There's a rest platform near the end of this whole
    mess of a section, and once you reach it, I urge you to use Rush Jet here if
    you haven't already.  Veer down as soon as you hop on so you don't bump your
    head on the spikes and then you're home free.  After a few balloons the room's
    end offers you the small reward of a large energy capsule that you should feed
    Rush for his performance as a wonderful jetsledrobotdog and move down.
    This next area's fairly straightforward, but be very wary of the extra-slippery
    ice platforms.  The weather's changing suddenly; it's like an 8-bit version of
    Cloud Man's stage from Mega Man 7 but without the weatherdoll bots.  Move past
    the next few chilly screens, readying your Laser Trident to deal with the
    Shield Attackers, then meet your first beefed-up Mega Man 9 version of Sniper
    Joe in the far right room.  These guys are blood-red and equipped with what
    looks like an uzi instead of their standard fare of a standard arm cannon!
    While they may seem intimidating, and they certainly are more difficult to beat
    than they used to be with your Mega Buster, there are a few tricks to make life
    easier against them if you have some Master Weapons.  Needless to say Black
    Hole Bomb destroys them and Laser Trident removes the fear of counterattack as
    it can pierce through their shields while they defend, but perhaps the coolest
    way to dispatch them is using a Jewel Satellite and watching what happens when
    they try to machinegun you to death.  Freakin' sweet!  Now move up to find a
    Met, a Joe and a big Screw easily reachable with Rush Coil.  And then up once
    more to reach...
    ...a rainy area, filling out the three weather conditions of Cloud Man rather
    nicely.  The rain here actually pushes you back as you jump, exactly like Toad
    Man's stage in Mega Man 4, so be prepared to make some really crazy jumps.  You
    can use Rush Jet again but you'll have to contend for the skies against
    regularly falling umbrella enemies and it may get hairy up there.  An
    alternative is to activate the Jewel Satellite again which happens to absorb
    falling umbrellas quite well and track forward, using Rush adaptors when
    absolutely necessary (i.e. the next jump looks freaking terrifying).  It can be
    unnerving since you walk at normal speed but jump at half, but luckily many of
    the small grey cluods below the platforms hide footholds that can help you
    across.  At the end is a set of three more spinny platforms with spikes
    underneath, which can actually spell a quick victory if you have a Shock Guard
    to spare; otherwise summon Rush Jet one last time on the last platform if he
    has any energy left, and make an easy escape to the end of the room.
    This next room actually has rain flowing the OPPOSITE way, making your jumps
    quite longer when facing right.  Though the obstacles are greater in this final
    stretch, I find this room much less scary and stressful than the last to be
    perfectly honest.  Move forward and Rush Coil up to the upper platforms for an
    easy 1-Up.  If you somehow have managed to keep a good amount of Rush Jet
    energy up to this point you can use it form the extra life platform to make the
    last room a good deal easier but you have to remember to constantly fire to
    protect yourself from the umbrellas.  Jewel Shield and fancy footwork will also
    get you by, and allow the slightly more daring to reach a big Screw near the
    bottom of the screen at the end of the platform section; though it would be
    much safer to attain from a higher foothold if you have Hornet Chasers to
    retrieve it for you.  Finally, you'll reach the boss door with one last leap.
     * WARNING!           *
    And here's our man once again, showing off his sweet moves before beating the
    crap out of you with barrage after barrage of tornadoes and bodyslams.  Like
    Burst Man before him (geez, this guy and his stage sure remind me of a lot of
    Robot Masters) Tornado Man has an array of spikes nestled in little gaps in the
    top of his chamber whicih he will try to force you up into with his wind power
    when he's not using it to simply cause damage to you.  Upfront, Tornado Man is
    a very intimidating boss, summoning mini-whirlwinds up from all over the place
    to do you in in between running around the room and slamming into you with his
    little personal ridable twister.  On the contrary, he's rather simple to avoid
    if you know what you're doing, but you have to be careful not to splatter
    against the ceiling spikes when you're doing well.  Basically, Tornado Man will
    immediately fly into the air in a small tornado and begin to summon barrages of
    small green storms from the bottom to top of the screen, always four in a row.
    Just keep moving in one direction and they'll never be able to hit you, and
    while he's summoning them like this you can jump in the air easily to shoot at
    him if you have the guts--but make sure you don't hit any of the spikes if you
    attempt it!  After a few rounds of this, he'll drop forcefully toward you in an
    attempt to crush you, but with, again, a solid run in one direction, he'll
    never aim his descent with much accuracy.  Of course, sometimes you won't have
    all the room to keep running in long stretches and dodge both him and the ever-
    continuing waves of tornadoes at once, so you can 'trick' the tornadoes into
    coming up where you were at one poin while rapidly moving around to cause
    others to follow suit and create a pattern that should be evadable with some
    prowess.  Now, his weakness weapon is the very unlikely Plug Ball; a weapon
    good against anything but airborne enemies being the weakness of the airborne
    Master?  Go figure.  Surprisingly, it works incredibly well, though; he's hit
    easily by it on the ground, and he tends to fly up very close to his own
    ceiling, at which point a Plug Ball climbing toward him from any angle is sure
    to connect.  What's more, they cause his Tornado Blow attacks to disintigrate
    instantly on contact--and since you don't have to jump to use the Ball
    effectively, you can concentrate on attacking him safely from the ground when
    he's causing havoc in the air.
    Upon defeat Tornado Man will relinquish his Tornado Blow, Mega Man 9's full-
    screen saturation attack.  It will pick up just about any normal enemy in the
    entire game from any point onscreen and lift them up and out of the game, never
    to be seen again (until the next time you spawn it or reenter that room).  It
    actually can be activated while moving forward and will proceed to pick off any
    further enemies that appear onscreen during its entire animation, which
    lasts for a bit, making it somewhat of a combination of Rain Flush and Gravity
    Hold for you oldschoolers out there.  It even does damage to things that it
    can't otherwise destroy in one hit, so it's never useless to use.  Of course,
    it comes at a cost, though, draining Weapon Energy faster than any other weapon
    in the game.
     - 2-07  Magma Man -
    Upon entering this fiery domain you'll instantly be taken aback by the bright,
    powerful colors and flowing lava immediately ahead; it's going to be a bumpy
    ride, but with all the experience and equipment you've attained up to this
    point it shouldn't seem daunting!
    Move forward to quickly be assaulted by flying welding mask enemies that try to
    push you off platforms with their flamethrower.  Thrash them with your Laser
    Trident to get them out of your face and try to take the airborne platform
    when you reach it to skip having to deal with one of them.  The little fire
    spout robots in the lava at the end of the room can be eradicated quickly with
    Plug Ball, and though the jump across the last lava pool to the ladder is very
    difficult normally, you can actually summon Rush into the lava below to help
    you reach it!  Now that's one faithful dog!  You'll meet fire tote enemies in
    the upper room but they're quite simple to overcome, especially susceptible to
    Concrete Shots.  Up again you'll meet more welding maskers, and then... ooh,
    that noise just doesn't sound good at all, does it?  These giant vats of magma
    (that remind me more of Lava Reef zone from Sonic and Knuckles more than
    anything from Mega Man, though they seem to be big, fat, less-scary versions of
    the Quick Beams seen in Quick Man and Turbo Man's stages in the past) make a
    decidedly alarming noise and are quite deadly to the touch, but they move so
    slowly they shouldn't be a problem.  If you are having trouble, you can
    actually 'freeze' them with the Concrete Shot which keeps any more from pouring
    out until unfrozen, but make sure you freeze it such that you can proceed and
    aren't blocked by your own concrete creation.  A few more welding masks and
    you're at a safe zone with another totem and a big Screw to be found.
    (NOTE: Instread of rewriting this entire section at the time being I'm just
    going to point out here that thanks to J.S. via e-mail I've discovered that it
    is possible to DESTROY the magma beams by first freezing them with Concrete
    Shot and then decimating them with Laser Trident.  Very handy!)
    Drop down and you'll find yourself in a pitch black room with a pair of ominous
    white eyes staring at you, just like those golems from Plant Man's stage in
    Mega Man 6.  What appears is the fire dragon made up of giant versions of Fire
    Man's old Tackle Fire enemies, that likes to spit them out at you and leave
    trails of burning flame at a rapid pace.  It's very difficult to actually dodge
    all its attacks and the best course of action is generally to defeat it in as
    little time as possible.  The Black Hole Boms is the weapon of choice for this,
    as it actually rips the Tackle Fires right off the dragon's body, exposing
    nothing but a mechanical spine underneath and leaving the dragon to fly away,
    sad-faced, and return with his power renewed.  It just takes a few well-placed
    hits to take it down this way, and each time you strip it bare it won't attack
    anymore for that round through the screen, so if you're skilled you can defeat
    it quickly without taking any damage.  A good alternative weapon to try is the
    Hornet Chaser, as firing it quickly when the dragon's onscreen will have it
    downed in just a couple run-throughs if you're fast.
    I've discovered that the Tornado Blow will also rip the flames off of the
    dragon in a similar fashion to Black Hole Bomb, but since we're gonna want as
    much Tornado Blow energy as we can muster for the boss and BHB can be used as
    much as we need to for less of a Weapon Energy cost it's generally the better
    idea here.
    The following room is a relatively simple dual-layered corridor filled with
    fire spout bots and flame totems; you'll want to take the high road for the
    extra life at the end.  Safely remove the fire spout with a Plug Ball and the
    totem with a Black Hole Bomb and drop down to your left, using Rush Jet or a
    Concrete Shot to make your way safely across the last lava pool.  Watch out in
    the next room for a magma vat directly above the lava pool, and proceed
    upwards.  This room is full of many magma vats close together, but it's really
    no challenge to pass with some patience.  The easiest way to reach the large
    Energy Pellet at the end is to turn around and freeze the magma beam with a
    Concrete Shot when it's at a low point, creating a safe platform to and from
    the Pellet.  Dispose of a couple more fire spouts (you may want to use one last
    Concrete Shot or Rush adapter to traverse the last lava pit) and you've reached
    the boss. 
     * WARNING!         *
     *  BOSS: MAGMA MAN *
    Magma Man, the big, hulking robot with powerful flames bursting from the top
    of his body, jumping around and blasting you with huge, shotgun-like bursts
    of superheated fire... Well, yeah, it seems tough, but he actually has a very
    simple attack pattern.  He'll jump, and shoot in midair.  Then jump, and shoot
    in midair.  And... that's pretty much it.  Sometimes he'll shoot just as he's
    jumping, mixing it up just enough to get you off-guard.  You can sometimes
    trick him into jumping over you again and again between platforms at the bottom
    of the stage or up and down a single 'step' of terrain, but he'll eventually
    make a short jump and crush you.  You'll have to learn his patterns of shot
    timing to stand a chance against him with your Mega Buster--though they seem
    erratic he seems to have a pattern, and remember that low jumps have delayed
    shots and high jumps have instant shots; keeping him around the bottom of his
    corridor, jumping back and forth across the two nearest platforms seems to be
    the easiest way to 'confuse' him into an easy enough pattern, though it'll take
    practice to do it right..  Now, his weakness weapon makes this whole mess a lot
    easier to deal with; Tornado Blow, being a saturation attack,  couldnn't miss
    him if you tried, and each time you use it it not only blows his blasts right
    off the screen but it actually puts out the flame on his head which causes his
    shots to become smaller and weaker until he refuels himself.  Keeping him
    periodically pelted with this attack ensures a very easy victory.
    It's very, very tricky, but actually possible to hit him twice with one Tornado
    Blow in order to actually defeat him without having to switch back to another
    weapon.  The key is to use it JUST as he's beginning a leap, such that the 'low
    to high' sweep of the T. Blow catches him both at a low and high point--it's
    extremely difficult but can make the fight with him just a bit easier.
    The Magma Bazooka comes into your posession with this win, and it's a mighty
    weapon indeed to have in your arsenal.  Shot normally it releases a three-shot
    blast of small fireballs that travel simultaneously forward, angled upward and
    angled down in a 'shotgun' like fashion.  However, you can actually charge up
    the weapon much like Heat Man's Atomic Fire, only much faster.  This grows the
    shots substantially and makes them more powerful and easier to hit with, but
    it also causes the shot to take a bit more Weapon Energy than normal.  You can
    shotgun enemies at close range with this weapon to do up to three times damage,
    which can be very devastating when charged up.
     - 2-08  Hornet Man -
    What a chestpiece on that robot.  No, I haven't selected Splash Woman again,
    I'm talking about Hornet Man!  A huge, out-of-place looking beehive covering
    his upper body... do hornets even make honey?  Ah, well, anyway, this stage
    greets you with a catchy melody (aren't they all?) and a flower-laden grassy
    scenery.  This ain't no Blast Hornet, that's for sure.  Moving forward we'll
    find our old friend, the minecart (which is probably more of a wheelbarrow
    full of dirt in this stage), followed by a flowerpot that shoots annoying
    homing missiles in the shape of tulips to track you down.  Moving on to the
    next screen we find this stage's patented gimmick platform, this time in the
    form of a giant, mechanical, yellow party blower.  You have to jump on the flat
    section and shoot the rolled up portion with any weapon to get it to 'blow' out
    and unravel; you then have only a short time to reach the end and jump to the
    ladder before it rolls up, rolling initially all the way back to the beginning
    portion and knocking off anyone who took too long (there's no way to land on
    the rolled up portion, so you have to wait until it unravels to its natural
    position again).  Yet again, I urge you to practice with this and learn how it
    works as you will be seeing more of them soon.
    (Note: Since I've found that Tornado Blow increases jump height while in use,
    I've found it's perfect for nabbing the large Screw at the beginning of this
    screen without having to worry about the Rush Jet tactic, but if you lack the
    Blow at this point it's still your best option)
    The next room immediately reveals a large Screw on the top left, but it's
    guarded somewhat by spikes nearby, making an ascent with Rush Coil dangerous.
    Move right and be prepared to be surprised by the lightning-fast scissor enemy
    that will quickly fly, in two separate halves, toward you from the upper-right
    and lower-right corners of the screen and form into a whole scissor which not
    only dashes toward you and off the screen but boomerangs BACK for one last
    attempt before finally disappearing.  The Jewel Satellite makes quick work of
    them, but you should fight a couple to really understand their attack pattern
    first.  Anyway, once you've disposed of that one way or another, turn around
    near the edge of the first platform and summon Rush Jet then ride it, bearing
    upwards, and jump off at the end to safely reach the Screw before proceeding to
    the right.  This next room contains a bit of a predicament; a large cannon on
    the right that refuses to fire, and a floor that seems impossible to pass
    through.  You must shoot at the cannon to activate it, and it will proceed to
    launch three large orbs, one after the other, toward whatever position you were
    in at the time at which the orb was launched.  Basically, you have to get the
    orbs to fall where you'd like the floor to be destroyed, while also avoiding
    them so as not to be damaged in the process.  You'll obviously want to try to
    make a path on the left side for the big Screw at the bottom of the screen, and
    again in the next room you'll want to fall through the lower-left section,
    bearing left and shooting rapidly as you do so so that you'll hit another
    cannon on the next screen down.  Activate this cannon and stay near the lower
    left to open up a gap with an extra life inside, or if you failed to do so on
    the initial drop, hit it with a weapon like the Magma Bazooka.  This last
    cannon-based screen always shocks me at first, it looks like you're falling
    into a bed of spikes but once the screen fully scrolls a safe floor will be
    revealed.  Well, kinds safe, as you have to blow up the middle just right if
    you want a clean drop down from here.
    Once below, you'll enter a clock-like room with a series of eight platforms
    arranged around the room circularly with a 'clock hand' composed of flowers
    constantly spinning cloclwise around.  Touching the flower 'hand' will cause
    damage, and you must destroy flower-based miniboss enemy that randomly appears
    on any given platform while avoiding its own petal projectiles, the hand and
    the spikes littering the floor.  Beating this miniboss with the Mega Buster
    alone without taking any damage or dying may prove your platforming
    superiority, but don't get discouraged if you get hit by the hand a couple
    times during the battle, especially along the lower set of platforms which are
    tricky to maneuvre beyond without taking damage or hitting the spikes.
    Remember that just one shot of any kind will cause the boss to stop shooting
    petals and stop momentarily, defenseless, before reappearing on another
    platform and trying again.  The Tornado Blow is by far the best weapon for
    this, as you simply have to worry about avoiding the flower clock-hand while
    attacking the miniboss as soon as it appears; it won't be able to hit you with
    projectiles as they'll be blown away and it'll stop shooting them until it
    reappears anyway, and a good 4 or so shots with Tornado Blow destroys it.
    (Note: It's actually possible to jump left over the clock hand from the top to
    the top-left platform as it passes, even without a Tornado Blow, but it's
    much easier with one)
    Defeating the miniboss opens a path on the lower-left of the screen leading to
    the halfway point, and a platform puzzle involving those party blowers.
    Remember to be FAST in this area, as taking too long on any platform can
    sentence you to a spikey death.  Also understand that the Jewel Satellite won't
    help you here, as coming in contact with the party blowers' rolled portion will
    cancel it out and you have to shoot it anyway to proceed.  Tornado Blow won't
    do much good either, as it will open the blowers early and pretty much screw
    you over.  Your options are pretty much to use your Mega Buster and hope you're
    quick enough on the draw to destroy the scissors before they can knock you off,
    or... use the Rush Jet.   You can use him from the left side of the corridor,
    fly to the top of the screen and just shoot often for safety and reach the end
    with no problems at all provided you have at least nearly a full tank of
    energy for him.  The next room contains another 'wheelbarrow' as well as a
    flowerpot similar to the ones at the beginning of the stage, only this time it
    shoots... cacti.  And then the next room hast a host of various ones, all easy
    prey to a couple Gravity Holds or Tornado Blows.  The end of the stage has a
    big stomper and an easy 1-Up, but collecting it causes the stomper to respawn,
    so be ready with your Concrete Shot.  Now to the boss door...
     * WARNING!          *
     *  BOSS: HORNET MAN *
    Here's Hornet Man, and we promptly get shown exactly what use that crazy
    honeycomb is.  He'll float into the air, releasing a triplet of robotic bees
    (or hornets, technically), presumably from each of those silly oversized
    hexagons, which line up vertically in front of him and then proceed to fly
    toward you... somewhat slowly, then stop in midflight.  But they're not done
    yet--they'll fly toward you again, and stop.. yet again, and then once more and
    fly on off the screen.  They're like sneaky slow little versions of Wily's
    insane projectiles from the end of Mega Man 7.. but, well, nowhere near as
    frightening.  Anyway, they ARE destructable, though it will take two Buster
    shots per hornet which can be a lot to ask for when you're in the middle of a
    boss fight and he's summoning them in swarms rather often.  In between Hornet
    Chasers, Hornet Man will drop to the ground and leap across to the other side
    of the stage, quite easily avoidable, but made more frustrating when you
    constantly have hoardes of bees on your tail.  Weapons such as the Black Hole
    Bomb and Tornado Blow can put them out of commission, but they don't do much
    damage to Hornet Man himself.  Magma Bazooka is your answer to that--its
    shotgun effect can take out an entire set of three bees at once, and quickly
    charging it up then blasting Hornet Man himself with it as he scrambles across
    the stage does substantial damage.  Repeat this process until he's toast.
    Your most humble reward is possibly the cutest weapon in Mega Man history.  The
    Hornet Chaser releases a little bee at an upward angle that spins around and
    homes in on the nearest enemy or item in the vicinity, either retrieving the
    item for you or sacrificing itself on the enemy.  They can pass through smaller
    enemies, destroying them and remaining unharmed, though, and if that enemy
    drops a consumeable the bee will grab it at the same time and boomerang it back
    to you.  You can shoot these rapidly, three onscreen at a time, and they take
    minimal weapon energy, but are rather weak offensively.  And I realize I should
    probably call them hornets, but 'bee' just sounds right somehow.
    Now, if this was your 8th and final Robot Master defeated, or whichever one
    happened to be, it will drop a blue memory chip upon defeat.  Once you pick
    Stage Select after this, you'll once again be treated to a cutscene, even
    further explaining the story and, DUN DUNNN, exposing Dr. Wily as the true
    culprit behind the recent robot attacks and revealing him as the true enemy of
    the game.  Absolutely mindblowing.  Anyway, from now on, when you go to the
    Stage Select menu on this saved game the screen will flash several times and
    Mega Man's face in the center will be replaced by the good old Dr. W sign.  And
    thus begins your latest assault on Wily's 395th Skull Fortress.  At least we
    know where he got the funds this time...
    Now, I would highly, HIGHLY advise going to the Hints section and reading up
    about how to get fast Screws, as unless you plan on a lot of Game Overs and
    starting over from the beginning of the castle many times you will need to be
    *VERY* prepared.  And I'm talking E-tanks, an M-tank, three Beat Calls and
    Shock Guards, and at least 5 or 6 lives.  You're gonna need all the help you
    can get mowing through four of the toughest Wily stages you've ever seen.
     - 2-09  Wily's Fortress 1 -
    Upon selecting the big W you will be treated to a VERY familiar cutscene with
    VERY familiar music.  As if straight from Mega Man 2, here's Wily's rockin'
    castle, with an awesomely fun first stage with totally gnarly tunes just as
    good as the ever-so-popular MM2 version to back it up.
    I'm no longer going to attempt to explain enemies in detail or drone on about
    simple things that you surely are very aware of by now past this point.  From
    here on, it's just going to be a concise play-by-play on how to lay the
    smackdown on Wily and his new pad, and we're gonna do it in style.  I'll do it
    room-by-room, separated by paragraphs.
    To start, activate your Jewel Satellite.  Everything up to the end of this
    area is devoured by it, and it'll just make your life a lot easier.  Once you
    reach the large shield bot, change to the Laser Trident and quickly stab it 5
    times to do it in.  The odd platform at the end of the screen can be activated
    with the Tornado Blow, so use it and ride on up.
    You can try and grab the powerups on the upper-right but I wouldn't worry about
    them; I'll tell you why later.  Just activate the platforms and jump to the
    left about halfway up, then up to the next room we go.
    Grab the Weapon Pellet to your left, activate the platform, grab the next
    Pellet, etc.  This section is very simple, just make sure you don't somehow
    mess up and run out of Tornado Blow energy (but you shouldn't).  It's very easy
    to jump to the platform with the 1-Up; grab it, fall to the next platform, and
    don't even bother activating it, just jump on up to the next platform and climb
    Just take out these drones with your Laser Trident.  Note the awesome lightning
    effect in the background.
    One Tornado Blow will take care of these palm trees in a flash.  Move on up.
    Another magma dragon miniboss.  Use Black Hole Bomb or spam Hornet Chaser.
    Actually, if you're very fast, BHB-ing the dragon just as it appears
    (and allowing it to strip its flames) then quickly switching to Chaser and
    blasting him just a couple times with it can kill him on his FIRST fly through.
    In this room, grab the extra life with Hornet Chaser IF you need it.
    Otherwise, just leave it alone, as this is the halfway point of the stage and
    if you die later you can grab it then.  This room has two Tellys so you can sit
    around here with Jewel Satellite and refill your energy and weapons quickly.
    This next room contains a horizontal magma beam chute that you must freeze at
    the right moment with Concrete Shot and run across.  It's not difficult, but..
    ..The next room is notorious for dismaying many a player.  There are two ways
    to defeat it; the first, 'normal' way is to immediately jump up on top of the
    left chute, freeze the magma beam when it's reached out pretty far, and get
    ready to freeze the second beam fairly quickly (but when it's reached far
    enough out to you that you can reach it, jump on it and reach the ladder above
    in time); jump on top and either go for the far-right ladder or try and turn
    around and freeze the third beam and climb up the left ladder for an Energy
    Tank and a dead end if you REALLY need it.  Now, the simpler way is to climb up
    with Rush Coil equipped and IMMEDIATELY summon him, jump up and try your best
    to grab the middle ladder.  It's quite difficult but the cleanest and fastest
    way past this room.  Also, remember, if you ever run low on Concrete Shot just
    go back down to the halfway point and kill Tellys for energy.
    Another strategy I've found once I realized that the Laser Trident destroys
    frozen magma beams is to, again, jump onto the left vat, wait for the right
    (2nd) beam to come forward, freeze it and destroy it so that when it comes out
    again it'll be independent of the previous pattern and you'll be able to use it
    much more easily as a safer platform to jump up to any ladder you choose.
    Sent in by Tahngarth
    "I found a surefire way to get through this room quickly without using the
    concrete shot. Have the Rush Coil selected before entering the room. As you
    enter, immediately use the rush coil and bounce up to the left most ladder.
    You will just barely beat the bottom lava flow. Go up to the next screen, to
    the top of the ladder segment you're on and face right before climbing back
    down to the previous room. Select the rush jet and hang off the very edge of
    the ladder until you almost fall off, and activate the rush jet. You'll be able
    to ride it to the other side of the room and grab the far right ladder. It
    sounds complicated, but I think it's faster. You certainly are allowed to use
    the C.Shot to stop the lava flows in WILY'S STAGE ONLY for the conservationist
    challenge, but this allows you to even skip doing that."
    The room between the tough room and the upper room with the E-tank and dead-end
    does have one last magma chute, so be careful of that.  If you used Rush and
    took the middle ladder, you'll have to wait for the magma beam and then jump
    from the top of the middle ladder to the far right one to continue.
    Up a room and we have a combination of gimmicks form Jewel Man and Galaxy Man.
    It's quite simple, just build up some momentum and jump into the right teleport
    And this room's a joke.  Just use Rush Jet on both the lower and upper levels.
    Toss a Black Hole Bomb up from the bottom level to dispose of the palm trees
    in this room, then climb up.  Alternatively, you can Rush Coil from the bottom
    left platform.
    This is it--just Laser Trident the shield bot and you're at the boss.
     * WARNING!              *
    For lack of a better name until I can find the official ones, I'll just call
    these Wily bosses the best thing I can come up with to suit their appearance.
    This is basically a set of four robots each on the far right side of the room,
    each with a spiked ball in front of them that's deady to the touch, pushing it
    slowly forward with shots.  Honestly, there's no weapon that's especially
    useful against these guys, and there's not a whole lot of strategy involved.
    Weapons like the Magma Bazooka and Tornado Crush can push back multiple balls
    at once but it's generally not worth it.  The Plug Ball can be useful for the
    boss, as it's extremely rapid-shooting and knocks back the balls just a bit
    further per shot than the Mega Buster, so that's the closest thing to an
    alternative here.  Basically, you will just want to use your Buster and treat
    this almost like a semi-dangerous minigame.  Just pick a row and start blasting
    the snot out of the spiked ball, pushing it back into the bot and destroying
    it.  Each bot destroyed takes a couple slivers off the boss's health bar, and
    it's quickly replaced by another bot, either blue or red; red ones shoot more
    slowly but their shots are stronger and push the ball further forward.  If you
    allow any ball to reach the far left side, it will revert back to the middle,
    but the bot that was pushing it will begin to shoot triangular blasts toward
    you that are dodgeable but become increasingly annoying the more bots you allow
    this luxury.  It can be very difficult to keep all the balls from reaching the
    left side but it's best to not let more than one or two do so at any given time
    if at all possible.  When the boss nears death, certain rows will cease
    producing further bots, until you're left with only one and the boss's health
    finally reaches zero.  Everything left explodes.  Good game.
     - 2-10  Wily's Fortress 2 -
    You enter a green metallic-looking area that's very similar to many of the
    'middle' areas of Wily Fortresses of yore, providing you with a free large
    Weapon Pellet to either side.  The music is very catchy here and really reminds
    me of Double Dragon for some reason.
    Anyway, move up the left ladder to nab a 1-Up with Rush Coil while avoiding
    some Mets.
    In the next room, a well-placed Black Hole Bomb will take care of all the
    electro-blobs.  The lower jumps here are a bit tricky, you have to make sure
    you hit the bottom of the upper platform on your leap.
    Sent in by Andrew Rivera:
    "I found that if you use a Rush Coil when you first get up on the ladder and
    aim it towards the first platform/block, you don't have to use a Black Hole
    Concrete Shot or Black Hole Bomb the eye blob and move past both the upper
    paths with Rush Jet.
    The green hologram-producing flying enemies here like to produce 'fake' blocks
    and just fly on by.  An easy way to make all rooms like this simpler is to re-
    enter them with the Tornado Blow equipped and instantly use it to wipe them
    away before they can mess with anything.  Jump during Tornado Blow's effect to
    most quickly and easily advance upwards, but don't use it again if you miss the
    chance; use a Rush Coil or Concrete Block instead.
    The hologrammers here don't really do anything destructive, just blow away the
    Joe with a Black Hole Bomb, Jewel Satellite or some Laser Tridents before
    You'll probably want to Tornado Blow this room, effectively making it
    ridiculously simple.  Another option would be the Rush Jet.
    The easiest way to pass this room is to stand just on the vertical 'seam' in
    the floor near the left edge of the screen and shoot a Concrete Block to the
    right.  It will make a platform perfeclty on top of the left formation of
    spikes and allow you to easily reach the next room.  If you're daring, however,
    it's possible to pass through with just a very well-placed jump.
    Another flower miniboss from Hornet Man's stage.  Tornado Blow and if you don't
    have full TB energy finish it off with some Mega Buster shots or a Magma
    Move down and collect the powerups, then go into the water.
    Skip the upper octopus and obliterate the lower one with Black Hole Bomb.  You
    can easily traverse the dangerous-looking lower path with Rush Jet to collect
    an Energy Tank, but the round-trip back and forth will take most of his energy
    from full.  For the upper path, evade the first few mines and Black Hole Bomb
    the last two.
    Jump up a bit above the upper platform in the next room to spawn a drill fish,
    then simply walk to the next room.
    This room has a lot of spikes and and a lot of walls destructable via the Laser
    Trident.  Make your way to the right, collecting any powerups you'd like, and
    fall down the pit leading back to the large Weapon Capsule.  Go back and
    collect it, but pay heed that those groups of two drill fish will reapwn very
    rapidly if you run back and forth in the right spot.  Activate your Jewel
    Satellite and run back and forth about half a screen left of the set of two
    spiked balls low near the ground.  You can spawn and destroy the groups very
    quickly and easily recharge all your health and Weapon Energy right here for
    the battles ahead.  When you're ready to proceed, Laser Trident the block in
    the middle of the vertical column to the right, stand on the left edge of the
    ledge where that block used to be and blast a Concrete Shot.  It should land
    on the left edge of the platform to the lower right, making it a bit safer to 
    land on.  It's hard but possible to summon Rush Jet just inside the cavity left
    by the green block here and make this part much less dangerous, but can be time
    consuming to get it to happen just right so that he's both summoned and you can
    fit.  Blast the last green block under the ladder and try to jump UNDER the
    ceiling.  If you bear right, you should make it every time.
    Jump once on the far right side to spawn a couple drill fish, then proceed up.
    Tornado Blow this room.  Proceed left.
    There are many small yellow UFOs in the next set of rooms.  You may be tempted
    to Tornado Blow or Black Hole Bomb, but there's not really a point.  Just
    proceed up, then drop bearing right as you fall to slip into a shortcut to pass
    some unnecessary ladder climbing.  Move up to the next screen again, blast the
    wall climber from behind the wall, move up and dispose of the big stomper
    simply with your Mega Buster.
    One more big stomper and then the boss.  Get ready!
     * WARNING!                *
    This huge battleship is composed of three sections each with a separate health
    meter--the tail, the underbelly and the head.  You enter from the right and
    fight it right to left, starting with the tail.  An incredibly fun boss, if I
    say so myself.
    To start with the tail; it'll float up and down on the left side of the screen,
    periodically opening a compartment from which it will launch three homing
    missiles towards you.  These are difficult to evade but can be destroyed with
    just a single Mega Buster shot.  The tail is only vulnerable when the
    compartment is open to shoot, but it takes decent damage from your Mega Buster
    (two per shot) so as long as you keep destroying the missiles before they reach
    you and pummel the tail when it's open and low enough to hit this won't take
    very long or be very difficult.  The easy way, however, is to use the Hornet
    Chaser.  Your hornets will intercept and pass through the homing missiles, lock
    on to the compartment and spin around it until it opens, and then deal two
    damage a pop to it when it opens.
    The next phase is the underbelly; you move underneath the spike-laden stomach
    of the craft and on either side is a pod that opens up to release a small shark
    bot that will move forward briskly and is nearly unavoidable due to the low
    ceiling you have to work with (hitting your head on the bell will do a good
    deal of damage).  The best way to beat this with your Buster would be to
    constantly destroy the small sharks just as they spawn and only jump to shoot
    at the pods when the battleship has raised to near its peak velocity.  You'll
    also want to alternate between pods as often as possible, as being left with
    one pod produces a constant stream of mini-sharks that are very difficult to
    deal with.  Of course, this phase has an easier option, as well.  Equip the
    Magma Bazooka and charge it before unleashing it near whichever pod is spitting
    out sharks.  It will not only destroy the mini-shark but the upper-tilted blast
    will deal substantial damage to the pods' health meter.
    Finally, you move to the left and final phase, the head of the shark.  The
    craft will continue to hover up and down, intermittently opening its mouth to
    deliver a volley of several laser blasts straight out to the left.  These can
    be difficult to dodge, but unless you're low on health your only goal at this
    point should be to destroy the thing as fast as possible.  Laser Tridents do
    the job, slicing through its health bar like butter.  You can have it down
    easily within two rounds of it opening its mouth.
    As an end note; since I didn't make it very clear, ALL phases of this boss are
    weak to the Laser Trident, it's just the some other weapons are technically
    easier to use on specific forms.  If you'd rather kill it faster, generally the
    Trident is best at least against the first and third forms, while Hornet Chaser
    is safer.  The second form is definitely best with Magma Bazooka or, as
    detailed in the below strategy, Tornado Blow, though.
    Sent in by Master Espeon:
    "The second part of the shark battleship is easiest with tornado blow.
    Personally, I use three and then destroy the hatches with one buster shot each.
    And as for the third part, even though hornet chasers only do two damage per
    hit, they can hit even when the hatch opens high, and you can focus on
    Sent in by Chris Sucevich:
    "Just saw something cool happen. On the head of the shark boss in Wily Stage 2
    using the black hole bomb it will actually suck in the laser blasts and do
    damage at the same time. Makes this even easier and you don't even really need
    to move and inch."
    And that's that.
     - 2-11  Wily's Fortress 3 -
    Now we're getting deep.  With a darker color tone and more menacing-sounding
    tunes, we know we're in the belly of the beast at this point and there's no
    turning back.
    The first room contains a couple big stompers.  Mega Buster or Concrete Shot.
    This next room contains a new gimmick--antigravity rooms.  You're constantly
    floating upwards, and the only way to move left or right is by shooting.
    You'll move softly in the direction opposite of which you shot, and move faster
    the more times you shoot in the same direction.  You can slow yourself down by
    shooting in the direction you're moving.  The first room is simple, just blast
    yourself all the way to the far right wall, and ride up.
    And up.
    And up.
    And up.  Once you reach the ceiling hear, blast yourself left and climb the
    Move right across a simple room of Shield Attackers, diamond flyers and spikes.
    Then down a room with one diamond flyer and a couple powerups.  Fall down the
    right path for some Weapon Pellets.  If you miss them, you can get back up with
    a well-aimed Rush Coil.  Climb down the right ladder for a large Weapon Pellet,
    then fall down the left shaft.
    Press on, taking out the Shield Attackers then activating a Jewel Satellite for
    the Joes later on in the corridor.
    Another antigravity section.  Move up the left side, avoiding the blob.  If you
    go too far right past the spikes, note that a grabber will scare the pants off
    Move up further, bearing left, but not hugging the left wall; a couple blocks
    from it.
    And again.
    Here, turn left and make sure you spawn the grabber (that hopefully won't grab
    you if you're in the right position) before pressing right.  You'll want to
    push right hard quickly to avoid the spikes, and to grab the M-tank.  Then push
    left, having already spawned the grabber (hopefully) you've saved yourself the
    trouble of the most annoying and jump-from-your-seat part of the game.  If you
    didn't spawn it, equip and use a Jewel Satellite just after shooting enough
    Mega Buster shots to push left hard, so that the grabber will fall onto your
    Sent in by Nate Rice:
    "So I have a suggested tip for stage 3 of Wily's fortress in the game. In
    the second antigrav lift, to get the M tank, let the grabber grab you on the
    lower opportunity. It;ll take you straight to it, and it lets you go in a
    position to safely reach the ladder, if you spam on the fire button."
    Well, that makes THAT part a lot easier!  Now, on up the ladder:
    This room is hilarious.  Three extra lives for all your troubles--only two of
    them hurt you!  They're freaking Mets hiding under Extra Life-shaped helmets..
    how rude!  The life on the left is actually real, though, so be sure to grab
    it.  Move right, beating up the Mets and cannons; this is a tricky cannon
    section, remember that Concrete Shot and Black Hole Bomb destroy them quickly.
    Once you reach the Joe, activate a Jewel Satellite, which will aid you
    a great deal in traversing the Joe and Met-infested remaining platforms.
    Defeat the last big stomper in the game, and fall down to a VERTICAL boss door.
    Haven't seen one of those since Bomb Man unless I'm forgetting something.  Now,
    get ready for one of the deadliest boss fights in the game...
    (Oh, and if you die on the boss, you respawn on the little ledge above the
    first door, so don't worry)
     * WARNING!           *
    Oh yes, the Yellow Devil and the Green Devil.  Both at once.  Except... not
    quite.  It's more like the Yellow and Green gooey substances that were left
    over after Mega Man destroyed each of them at least twice apiece.
    The green blob starts at the lower left and has the 'eye' initially.  The
    yellow one starts at the upper right.  They will proceed to 'trade' blocks with
    each other like a funky co-opping Yellow Devil that seems like insanity at
    first, but with time and observation it becomes rather obvious that this guy's
    nothing compared to, say, the hellish original Yellow Devil fight from Mega Man
    1.  Starting from the 'front' and working towards the 'back', each blob will
    trade block-sized blobs to each other; halfway through the second 'line' of
    blobs, out will pop the eye, which is susceptible to damage only when
    travelling through the air during this short period.  Needless to say, it's a
    long and tedious fight with most weapons, but not when you know its weakness.
    Unleash a Black Hole Bomb just in front of the eye after the first 'row' of
    blobs have completed their transfer and watch as the eye falls for it every
    single time, moving out and instantly being heavily damaged by the black hole
    right in front of its face.  This makes actually damaging the boss the easy
    part and leaves you to worry about dodging the blobs as they fly about.  Lucky
    for you, they fly in the same pattern EVERY SINGLE TIME, only switching the
    positions of the main blobs themselves after evrey transfer is totally
    completed.  You'll learn the patterns more and more as you fight the boss and
    understand that most of the transfers can be easily evaded by simply standing
    near the center of the platform and jumping at the right time... or by standing
    under them.
    Oh, and the Galaxy Bomb pause/unpause trick is fantastic for this.  With some
    practice, you can hit him 2-3 times each round and regularly destroy him on the
    second--but with a LOT of practice, it's actually possible to hit him 4, or
    even 5 times in one round and destroy him completely the first time his eye
    pops out!  It takes pinpoint timing, but it helps a lot for getting this guy
    over with as quickly as possible.
    Next--the conclusion!
     - 2-12  Wily's Fortress 4 -
    Ah, the final stage.  That tell-tale skull.  Here awaits your final battle,
    with all that you'd expect with this being a new Classic Mega Man game and all.
    Moving through this small stage, you'll encounter little more than very simple
    platforming segments, a few Mets, scattered powerups and a unique obstacle in
    the form of force fields which can only be stopped by a well-placed Concrete
    Shot.  These actually do little damage, even less if you  use your Guard  Power
    Up for this stage (a smart move), and with the scattered Energy Pellets and the
    fact you'll want to save some Concrete Shot energy you may not want to even
    bother witih stopping most of these.  The last one is a very long one just
    before a high jump, so you'll definitely want to Concrete it, though, to both
    avoid damage and create a platform to get up there.  You'll drop down to a
    small room with a couple large Pellets on the left side you can quickly grab
    with Rush Jet, and a corridor leading straight down decorated with the classic
    "Dr. W" signs.  Oh, whatever could be down here?  I haven't the foggiest idea?
     * WARNING!                        *
    Oh ho ho.  Our old friend, our old pal!  The teleporter room!  The one
    component that ties together most every Mega Man game from most series on most
    every platform, the Teleporter Room.  The Boss Doors.  The Master Rematch.
    It's here, folks, and it works like it always has.  Enter the rooms in any
    order you wish, exploit the Bosses' weaknesses and receive a large Energy
    Pellet to keep you going after each victory.  Once all 8 Masters are defeated
    again, the door of destiny to the final battle awaits.  Now without further
    adieu, the teleporter map:
    |[G]_       _[P]|
    |               |
    |[C]  _____  [T]|
    |               |
    |[S] [J] [H] [M]|
    (Note: you CAN unlock Boss-related Challenges here!)
    Counter-clockwise from the top-left, we have Galaxy Man, Concrete Man, Splash
    Woman, Jewel Man, Hornet Man, Magma Man, Tornado Man, and Plug Man.  Just in
    case you need a refresher course, the weaknesses are as follows:
    Galaxy Man - Concrete Shot
    Concrete Man - Laser Trident
    Splash Woman - Mega Buster or Hornet Chaser
    Jewel Man - Black Hole Bomb
    Hornet Man - Magma Bazooka
    Magma Man - Tornado Blow
    Tornado Man - Plug Ball
    Plug Man - Jewel Satellite
    Once you've finished off the last of them, the final teleporter opens in the
    top-middle portion of the screen.  Entering you will take you into battle
     * WARNING!                   *
    Lo and behold!  It's the Wilymachine, Mk IX!  Or Mk X, if you count Megaman and
    Bass as well.  Now, this is a REALLY interesting and honestly very fun battle.
    As per usual, Wily's in a large, skull-faced mechanical tank of a vehicle,
    launching bouncing orbs of death in your direction. Only this time, instead of
    energy orbs you must dodge, they're egg-like objects that you get to play ping
    pong against Wily with.  You shoot them with your Mega Buster to send them back
    towards Wily, and they crack a bit upon contacting his ship.  On the third time
    back the egg will explode, and it has to explode near the skull-shaped face of
    the ship to do damage to it.  It is a bit time-consuming but a rather fun warm
    up to the "real" phases of the final boss hereafter.  (It's weird, but isn't
    this battle kind of strangely like a very cartoony, very Mega Man-like homage
    to Link vs. Ganon in various Zelda games playing tennis with a ball of
    (Note: I've found that when Wily's close to the egg it's best to hit it from
    its lowest point, whereas if he's far away hit it from its highest point; this
    will virtually guarantee a direct hit every time)
     * WARNING!                   *
    Destroying the skull and revealing Dr. Wily himself at the controls and, in
    more detail, that this Wilymachine is in fact modeled after a dinosaur for some
    reason, he'll begin his assault anew by moving directly towards you and
    unleashing a low fire shot that arcs up very similar to the fire dog minibosses
    from Mega Man 2.  After this he'll float into the air and move back and forth,
    attempting, obviously, to squash you flat.  You generally want to run to the
    right to taunt him in that direction then make a mad dash for the left so that
    he sits down far away and gives you a great opportunity to blast  his mug
    several times.  His fire is possible to dodge with a well-timed jump when it's
    from far away, but when he dashes up close and use it I'm NOW COMPLETELY SURE
    how to escape it due to the massive number of emails I received concerning
    various strategies for this boss as detailed below.
    Oh, and his weakness is Concrete Shot.
    Update:  BOY, did I get a lot of emails giving me strategies for this guy!  I
    hope all the readers are able to beat him perfectly now with all this good
    Sent in by Combo:
    "Anyway, thought I could provide a nice addition to your strategy for phase 2
    of Wily.  When he zooms in real close to you and launches the flamethrower, it
    is actually possible to jump over it if you time it perfectly (i.e. jump at the
    last possible moment and come down as close to Wily as you can).  There is an
    easier way to deal with this, however.  Right as he is about to launch the
    flames (watch for him the open his mouth), jump and swing Mega Man to the left.
     This will fake out Wily and cause him to launch the flames right over your
    head while you're on the ground!  Simple.  You could probably do this at any
    point during the fight, just jump to fake him out before he shoots the flames."
    Sent in by Johnathan Toliver:
    ""The fire breath attack is actually avoidable, but there's a trick to it.
    1) When Wily comes down from flying in the air, STAND CLOSE TO HIM. As you see
    him getting ready to unleash the flames, JUMP AWAY.
    2) When Wily backs up then charges to the left, wait til he stops, then time
    your jump so you're coming down as his fire is starting.
    In both cases, Wily launches the flames at your position, so if you're not
    there long, he'll miss! In instance #1, the fire should drop but then rise up
    behind you.  In the case of #2, the idea is to get his fire arch to barely
    drop below the 'chin' of his dinosaur machine so you can safely stand
    underneath. I hope this helps!"
    Sent in by John P. Walsh:
    "Simply be in the air at the same time that the mouth opens.  Then Wily will
    aim his flames in the air instead of at the ground and you can just stand
    safely beneath them."
    Sent in by Master Esperon:
    "You can avoid the close flamethrower from Wily's second phase the same way you
    can from afar, but it's so tricky I wouldn't suggest it.  I suggest jumping
    high just before or during when the mouth opens, then just... falling.  The
    flames will go over your head."
    Unbelievably, I got one more email detailing a different method no one's even
    thought of that I've noticed:
    Sent in by Michael P. Murphy:
    "As for avoiding the close-up flames during phase 2 of Dr. Wily - if you have
    any energy left in your Black Hole Bomb special weapon (or if you have a
    mystery tank), you can fire one right at the mouth of the dinosaur-bot and
    it'll eat the fireballs right up. Pretty simple, made beating that phase easy,
    particularly since having full energy for the Black Hole Bomb will run the full
    course for phase 2 (or just about) if you're able to use the Concrete Shot
    when he's stationary after dropping down and trying to crush you."
    Now, we should all know how to wreck this guy.  But alas, there is one more
     * WARNING!                      *
    Ahahahaha.  The pod tactic again.  For the last, like, 7 games, it's been the
    pod tactic.  Fighting Dr. Wily in a combat-modified version of his little
    escape pod, he'll randomly disappear and reappear around the room while
    shooting at you with various shapes and sizes of energy orbs that tend to hurt
    quite a bit and make for a challenging final boss but after this many times
    it's just getting silly.  Of course, it was just right for a classic Mega Man
    game, but I was kinda expecting something near like the alien hologram from
    Mega Man 2... oh well.
    Now, let's get down to business.  Wily's in a small pod, disappearing and
    reappearing, shooting at you with various shapes and sizes of energy orbs that
    tend to hurt quite a bit (a-hyuck).  This time, a lot of them are really scary,
    but it's nothing compared to Mega Man 7's ridiculous fiinal boss.  This one's
    only bad because you have to fight all these phases, but with all the Energy
    potentially at your disposal as well as a potential use of the Guard Power Up
    item, it's not like he has much of a chance here.
    His attacks include:
    A) Four purple balls shot in four directions from his pod; directly left and
    right, and diagonally down-left and down-right.  They will all home in on you
    slightly and fly off the screen.  You'll want to basically run in a single
    direction, drawing them all into a tight bunch, and try to jump over them as
    they speed towards you.  If he's high in the air, you can simply run to one
    side of the chamber.
    B) He charges electricity at the center of his machine then launches six
    electrical orange balls that all work simlarly to Plug Balls.  Three fall
    straight downward then crawl along the floor in your direction while the other
    three fly horizontally from his ship to your direction and fall down if you get
    near them.  Try to run away from it, turn around and jump over the lower ones..
    then turn back around and run away from the upper ones.
    C) He'll simply reappear and disappear quickly, as if taunting you.
    And that's all I've ever gotten out of him.  Now, about actually beating him..
    Similar to past games, you can defeat him with just your Mega Buster, but it's
    weak and many times he will appear too high on the screen to be hit by it.
    The funny thing is, every single special weapon in the game works on him, for
    at least one point of damage, so you can technically use whatever you like
    best--though, some work better than others.  Namely, these:
    Magma Bazooka can hit him up high and if you manage to shotgun him with it
    (even uncharged) it will do multiple units of damage to him depending on how
    many hit.  A good choice.
    Black Hole Bomb will only do one unit of damage but will eat all of his shots
    if you place it right.  Yes, it eats all of the last boss's shots.
    Tornado Blow, again, only does one point of damage, but doesn't need good
    placing to blow all his shots off the screen.  Both this and Blach Hole Bomb
    would be excellent for playing defensively if you, say, were attemtping
    something akin to the Mr. Perfect challenge.
    Hornet Chaser does only one unit of damage, but is quite likely the single
    easiest weapon to hit him with other than Tornado Blow.  This is probably
    overall the optimum weapon of choice for battling this version of Wily.
    Plug Ball is... his weakness.  Yes, one hit from the pink wonder ball with the
    crazy name will do a (comparatively) massive amount of 4 damage.  However, as
    you may have guesses, he will have to be low to the ground and you'll have to
    put yourself in harm's way to use it.  It may be possible to make better use of
    it with such tactics as using Rush Coil then switching to this to hit him
    higher in the air, or using a Black Hole Bomb or Tornado Blow and quickly
    switching to this for more damage and a safe hit.
    Aaand there you go.  By now you have everything you need to beat Wily,
    especially if you stocked up on supplies and still have enough E-tanks by the
    time you reach him to tough it out.  He should fall fairly quickly with all
    these weapons and tactics.... and then....
    Well, then there's the ENDING!  It's spectacular!  It's tremendous!  It's
    satisfying!  You'll laugh!  You'll cry!  You'll probably enjoy it to some
    degree!  In all honesty, I was very satisfied with the ending and some parts of
    it are just gold--things that longtime Mega Man fans will definitely enjoy.
    But then comes the credits, which are more awesome in this game than any Mega
    Man before it.  You'll love it.
    And then, after the credits roll and all the lights go down.. you're asked to
    save your game.  This "New Game +" style of feature will provide you with a new
    file that retains, at least, all the Screws you earned during the playthrough.
    So you can start fresh, able to immediately buy lots of goodies and powerups to
    make unlocking some of those pesky Challenges a lot easier.  Oh, and now you
    should have access to Time Trials, allowing you to choose any stage up to the
    final Wily fortress to speedrun and practice.  Especially useful is picking
    Wily 4 to get quick access to all the bosses to practice on anytime you like.
     - 2-13  Boss Mini-Guide -
    For the impatient and the folks that just want to quickly find a boss's
    weakness, I've created this mini-guide to give you help on what's best used to
    defeat all the Masters, Wily bosses and minibosses throughout the game.  If you
    need help in a tricky part of a stage, just turn back to the walkthrough.
    ((Robot Masters))
    Splash Woman
    Weakness: Mega Buster or Hornet Chaser
    Weakness Effect: The Chasers will rip through the fish she summons and easily
                     hit her atop the screen as you focus on dodging her Tridents
    Concrete Man
    Weakness: Laser Trident
    Weakness Effect: The Trident can be used to destroy his Concrete Shots even
                     before they form into blocks if timed right
    Galaxy Man
    Weakness: Concrete Shot
    Weakness Effect: His Black Hole Bomb can be frozen before or even during its
                     vortex effect, causing Galaxy Man to stand there defenselessly
    Jewel Man
    Weakness: Black Hole Bomb
    Weakness Effect: Eats his Jewel Satellite right off him and can be used to hit
                     him multiple times in one use if manipulated correctly
    Plug Man
    Weakness: Jewel Satellite
    Weakness Effect: Deflects any and all Plug Balls he shoots, whether they're on
                     the ground or falling from the air
    Tornado Man
    Weakness: Plug Ball
    Weakness Effect: Negates his Tornado Blow whirlwinds and can hit him on the
                     ceiling when he flies high enough
    Magma Man
    Weakness: Tornado Blow
    Weakness Effect: Sweeps away all of his shots while putting out his flames; he
                     is severely weakened for a bit, causing his bullets to be much
                     smaller and weaker, and is a sitting duck for a moment when
                     refuelling his fire
    Hornet Man
    Weakness: Magma Bazooka
    Weakness Effect: The Bazooka is set up perfectly to take out all three summoned
                     bees at once; Hornet Man will then take overkill damage from a
                     shotgunned, charged Bazooka blast
    ((Wily Bosses))
    Spike Crusher
    Weakness: Mega Buster, Plug Ball
    Weakness Effect: The Plug Ball will push back the spiked orbs faster than the
                     Mega Buster.  The Magma Bazooka and Tornado Blow can also be
                     used to push back multiple balls at once
    Shark Battleship
    Weakness: Laser Trident
    Weakness Effect: All three phases are most weak to Laser Trident though most
                     weapons, including the Mega Buster, can be used to deal at
                     least 2 units of damage at once.  The Hornet Chaser is a good
                     alternative for the first phase especially and the Magma
                     Bazooka or Tornado Blow are ideal for the second phase
    Dual Devils
    Weakness: Black Hole Bomb
    Weakness Effect: Set up to be in vortex phase as the eye is about to leave the
                     blob makes this the easiest weapon to use against the boss,
                     and with the quick BHB trick you can kill it in record speed
    Dr. Wily, Phase 1
    Weakness: Mega Buster
    Weakness Effect: None really, the 'weakness' in question is really Wily's own
                     egg bomb and the Mega Buster is the easiest and most efficient
                     way of batting it back and forth
    Dr. Wily, Phase 2
    Weakness: Concrete Shot
    Weakness Effect: None, it simply does the most damage of any weapon
    Dr. Wily, Phase 3
    Weakness: Plug Ball
    Weakness Effect: None, again, it simply does the most damage
    Robotic Elephant
    Weakness: Magma Bazooka, Concrete Shot
    Weakness Effect: A couple charged Magma Bazookas to the face take this miniboss
                     out with the greatest speed, you can even rush the third one
                     and have it destroyed before being damaged in any way.  Though
                     you won't have it your first time through Concrete Man's
                     stage, Concrete Shot is very powerful against these guys as
    Evil Boulder
    Weakness: Hornet Chaser, Concrete Shot, Plug Ball
    Weakness Effect: The Hornet Chaser will root out the Evil Boulder and force it
                     to fall even before its rock-tumbling animation ends; the
                     Concrete Shot thusly destroys it extremely quickly, and Plug
                     Ball is a decent alternative that can climb up and hit it if
                     it escapes up the wall
    Flame Dragon
    Weakness: Black Hole Bomb, Tornado Blow
    Weakness Effect: The most obvious weakness to any miniboss I've found, the
                     Black Hole Bomb actually rips the flames right off the
                     dragon's body and leaves little more than a spine and a sad
                     dragon that will not attack until its next run.  The Hornet
                     Chaser is also a decent weapon here but will require lots of
                     spamming and is  best to supplement BHB once it's done its job
                     in hopes of finishing off the dragon in a single run
                     I've found that Tornado Blow also does the same thing as BHB,
                     though it's probably a better idea to waste less Weapon Energy
                     and go with Black Hole Bomb
    Flower Clock
    Weakness: Tornado Blow, Magma Bazooka
    Weakness Effect: A full bar of Tornado Blow will have this miniboss destroyed
                     by the last shot, but what's more, the jump boost you get from
                     the weapon will allow you to jump over the flower clock's hand
                     from the top to the top-left platform as it's travelling
                     between them.  The Magma Bazooka will also devastate this
                     miniboss if you're skilled enough to get off a good few
                     shotgunned charged shots of it off
     = III) Equipment = 
     - 3-01  Weapons and Adapters -
    You begin the game with only the Mega Buster and Rush Coil, but receive a
    weapon each time you defeat a Robot Master.  You also earn the Rush Jet after
    beating 5 Masters.  Here I list the weapon, where it's obtained, the Weapon
    Energy cost in pixels, a description, and some pros and cons.
    <<Mega Buster - Starting Item>>
    WE Cost: 0
    The trusty weapon Mega Man begins the game with in every installment.  In the
    years since his last adventure, it seems to have lost its ability to charge
    up--but the damage from normal shots seems more powerful, a la the earlier
    games.  Up to three shots can be fired at a time, it's reasonably fast, travels
    horizontally and is effective in some way against most every enemy in the game.
    +Takes no Weapon Energy.  Obviously, this is the greatest pro, as it ensures
     infinite use with no fear of running out of ammo
    +Very easy to use and aim
    +Rapid firing
    -Very basic weapon.  Not especially great in any situation or against any
    <<Magma Bazooka - Magma Man>>
    WE Cost: 1/2 normally, 3 when charged up
    This flaming projectile travels in three directions at once; forward, angled up
    and angled down.  You can fire it at close range to shotgun the enemy with all
    three shots at once for more damage.  It can also be charged up much like Heat
    Man's Atomic Fire from Mega Man 2, but in a much shorter time.
    +The only special weapon capable of being charged up
    +Shoots in three directions, capable of hitting enemies in front, above or
    +'Shotgunning' enemies with multiple shots, especially when charges, makes this
     the most powerful weapon in the game as far as raw damage output
    -Takes more Weapon Energy than some of the other more 'basic' weapons like the
     Laser Trident, and even more when charged up, which is how it'll often be
    -Shotgunning enemies as you'll often want to try and do can make it very
     dangerous to use
    <<Hornet Chaser - Hornet Man>>
    WE Cost: 1
    Fires a small hornet that travels at an upward angle for a bit and then homes
    in on the nearest enemy or item.  It will explode on contact with an enemy
    unless it's an enemy that the Chaser destroys in one hit or it's the final hit
    said enemy could take; in such a case, the Chaser will either continue flying
    in the same direction until it reaches the end of the screen or hits something
    that causes it to explode, or, if the enemy dropped an item, it will boomerang
    back to you with that item.  It can be used to retrieve stray items throughout
    stages as well, except Energy and Mystery Tanks (but including Extra Lives and
    Large Screws!).  You can have up to three on-screen at a time.
    +Uses little weapon energy
    +Can be fired rapidly, up to three shots onscreen at a time.
    +Homes in on enemies
    +Can be used to pick up and bring back stray items from killed enemies or in
     the stage
    -Very weak, likely the overall least damaging weapon in the game
    -Moves slowly, so even with homing effect it can be difficult to hit defensive
     or fast-moving enemies
    -Homing effect sometimes doesn't work as you'd like it to when multiple enemies
     and items that it could potentially home in on exist onscreen
    <<Black Hole Bomb - Galaxy Man>>
    WE Cost: 4
    This powerful tool will release a small, slow-moving orb that you can control
    freely.  Pressing the fire button again will cause it to erupt into a miniature
    black hole, sucking any nearby enemies or projectiles into oblivion.  This
    includes any small or medium-sized enemy in the game, even otherwise completely
    invincible ones; and includes ALL projectiles, including those from bosses,
    even the final boss!  Not to mention it usually does damage to enemies it isn't
    able to absorb.
    +Immensely powerful, though it doesn't do much raw damage to larger enemies
     like the Magma Bazooka or Concrete Shot, it devours any and all smaller or
     medium-sized enemies and even leaves behind their drops
    +Able to destroy ANY smaller enemy, including otherwise completely invincible
     ones, required for the World Warrior Challenge
    +Eats any and all projectile shots, even from bosses
    +The way it's used gives you a lot of control over when and how to use it, and
     it can be used to clear rooms safely before even advancing through them
    +Can be set in front of you, in front of a large enemy or at certain key points
     in a room or against a boss to 'shield' you from shots and spawned enemies
    -Takes a decent amount of Weapon Energy
    -Very long time between shots unless you pause/unpause
    -Slow and clumsy to use when you need to act fast
    -Completely harmless until you activate it after firing it
    <<Tornado Blow - Tornado Man>>
    WE Cost: 7
    One tap of the fire button with this weapon will summon an array of green
    tornadoes from the bottom of the screen, sweeping up to the top very quickly.
    It will carry with it any on-screen enemy with few exceptions (such as
    minibosses).  If it can't completely remove an enemy, it will usually damage
    it.  As a very useful side-effect, while the tornadoes are onscreen Mega Man
    can jump a good deal higher than normal just like during the fight with Tornado
    Man; needless to say, this can be a great alternative to Rush Coil, especially
    in speedrunning settings.  It can also be used to activate the propeller
    platforms in Wily 1.  Interesting to note, you can move forward while the
    weapon is active and it will continuously wipe out any enemy that comes
    onscreen during this time, like Rain Flush in Mega Man 4 (but generally more
    effective).  Interesting to note, it will not destroy or wipe out the mine
    enemies from Splash Woman's stage or Wily 2, but simply push them up to the
    +Pretty much 1-hit-KOs most any enemy in the game that isn't a boss
    +Deals damage to any enemy it doesn't KO
    +Gives you an enhanced jumping ability while in effect
    +Can destroy any enemy that comes onscreen while it's active, not just the ones
     that were there when it was first activated
    +Can propel certain platforms in Wily 1
    +Wipes the screen free of projectiles
    -Takes easily the greatest amount of Weapon Energy in the game
    -Throws enemies off the screen, taking any powerups they may have dropped with
    -Will not destroy water mine enemies or certain very large enemies
    -Unconfirmed, but I believe enemies destroyed with this weapon do not count
     toward Challenges such as World Warrior and the 'x enemies destroyed'
    <<Jewel Satellite - Jewel Man>>
    WE Cost: 4
    One of the most powerful shield weapons in Mega Man history, this rotating
    barrier will completely shield you from smaller enemies and never dissipates
    unless you run into an enemy it doesn't destroy in a single hit, purposely fire
    it or leave the edge of the screen.  It also reflects most projectiles,
    returning them back to their source for a great amount of damage.  It can be
    fired forward by pressing the fire button once it's already summoned, which
    takes no extra Weapon Energy.
    +Stays on forever until it's blocked or absorbed by a strong enemy, fired off
     or you advance to the next screen
    +Absorbs any 'small' enemy that would normally take 1-2 Mega Buster shots.
    +Can be used to easily and quickly 'farm' Screws and other powerups at various
    +Reflects most small projectiles, which then travel back whence they came and
     actually damaging enemies they hit
    -Not very efficient with the Weapon Energy, it takes some of the most per use
     in the game
    -All but useless on larger enemies that 'absorb' it, the number of Satellites
     required to destroy such an enemy is terribly counterproductive
    -All but useless when facing an enemy whose projectiles devour it, such as Wily
    <<Laser Trident - Splash Woman>>
    WE Cost: 1/2
    Likely the overall most efficient weapon in the game, the Laser Trident fires a
    simple, forward-moving projectile in the shape of a trident for miniscule
    amounts of Weapon Energy.  Large, fast-moving and fairly rapid-firing, this can
    be substituted for the Mega Buster in most situations and does a bit more
    damage to most enemies.  Its most unique feature is the ability to pass
    completely through most shields, making any enemy who hides behind a shield
    much easiet and giving you the ability to shoot behind things such as covered
    Mets.  This is also the weapon that breaks through the thick destructable
    walls found in certain areas.
    +Very energy efficient
    +Very simple to use
    +In many ways, like a simply upgraded Mega Buster
    +Eats through shields and other defense mechanisms
    +Passes through enemies
    +Large enough to hit enemies too low to the ground for the Mega Buster
    +Can destroy certain destructable blocks as well as magma beams frozen with
     Concrete Shot
    -Quite basic, not especially effective against many types of enemy damage-wise
     though often moreso than the Mega Buster and rarely INeffective
    -Since it slices through enemies and obstacles, despite the fact it's fairly
     rapid-firing it won't hit enemies as rapidly as, say, a barrage of Mega Buster
     shots or close-range Concrete Shot bullets
    <<Plug Ball - Plug Man>>
    WE Cost: 1/2
    The lovechild of the Bubble Lead and Quick Boomerang weapons from Mega Man 2,
    this releases a small ball that trails along the ground... down walls... UP
    walls.. and across ceilings.  It travels extremely fast and can be fired
    quickly, but it falls straight to the groung upon firing much like Mega Man 8's
    Ice Wave, so it can be very difficult to hit airborne enemies with.
    +The most efficient weapon in the game, it can be difficult to actually run out
     of Weapon Energy for this one
    +Extremely quick-firing and quick-moving once fired
    +Crawls along all floors, walls and ceilings
    +Surprisingly powerful or effective against a large number of enemies, though
     it can be difficult to hit many types with it
    -Virtually impossible to use against most airborne enemies or enemies that
     aren't attached to a surface
    -Can be difficult to go where you want it to due to the way it crawls along
    -Too many rogue Plug Balls wandering around the screen, as only three can be
     onscreen at once, can make you defenseless unless you pause/unpause to wipe
     them offscreen
    -The initial shot, even from midair, moves rapidly straight toward the ground,
     which can make it very difficult to hit a wide variety of enemies unless you
     have a good strategy or the terrain on your side
    -The name and coloring of this weapon may turn off many players to using it
    <<Concrete Shot - Concrete Man>>
    WE Cost: 2
    Fires a blob of concrete that lobs forward and down until hitting the enemy or
    an obstacle.  Upon hitting an enemy it simply does a great deal of damage, but
    if it hits a wall or floor it will create a small block that Mega Man can use
    as a platform until it crumbles a short time later.  This can be used to climb
    up the sides of walls or create small platforms across beds of spikes or other
    hazards.  Interestingly it will freeze the large magma beams which can then be
    used as platforms similarly to freezing the flame pillars with ice weapons in
    previous Mega Man games.  It can also stop the force fields near the end of the
    game momentarily.
    +Extremely powerful and capable of being fired very rapidly if absorbed by a
     large enemy, it's ideal for taking out most bigger bots
    +Instantly destroys most small or medium-sized enemies, encasing them in a
     concrete block
    +Can be used to create temporary blocks useful as platforms to cross dangerous
     terrain, used as small stepping stones or climb up the side of walls
    +Can freeze magma beams temporarily
    +Can stop forcefields temporarily
    -Not very energy efficient, especially considering how quickly it can
     potentially be fired and how often you'll probably be using it for its various
     utility functions
    -Very, very difficult to aim, you're virtually required to use it from a very
     close range
    -Platforms created with it last VERY briefly and must be used immediately
    -Enemies turned into a block with this weapon will not drop items
    <<Rush Coil - Starting Item>>
    WE Cost: 2 once jumped on
    Since Mega Man 3, most games have had this basic Rush adapter in some form.  It
    summons Rush, Mega Man's robotic dog, directly in front of where he's facing,
    and, if it's an applicable spot, he will stand there wildly wagging his tail.
    Jumping on his back will then catapault you into the air with a springboard--
    much higher in Mega Man 9 than any installment I can think of, in fact.  It's
    surprising where all you can use Rush, even on dangerous lava fields, and he'll
    do his job!
    <<Rush Jet - Obtain after defeating your 5th Robot Master>>
    WE Cost: About 2 per second while riding
    This ever-helpful Rush adapter will, like Coil, summon Rush in front of the
    direction you're facing; even in midair!  He'll stop and transform into a
    canine hoverjet, moving forward once you jump on him through the air on his own
    while being coaxed higher or lower with the up and down buttons.  Very useful
    for crossing long chasms or hazards or just as a platform, it constantly drains
    energy when in use and moving so beware.
     - 3-02  Items and Powerups -
    Some items drop by a chance when you destroy an enemy.  Small Screws, Energy
    Pellets and Weapon Pellets are common while large Energy Pellets, Weapon
    Pellets and especially Extra Lives are more rare.  Some are only found in
    certain hard-to-reach spots of a stage or from Eddie, such as the Large Screw.
    Yet more are only found in shops.  I've listed what the item costs (if
    applicable), where each it can be found as well as a description of its
    appearance and use.
    ((Instant-Use Items))
    These items are often found in a stage or from destroying an enemy and take
    effect immediately.
    [[Small Screw - Enemy Drop, Find in Stage, Receive from Eddie]]
    A tiny screw.
    It's worth two Screws' worth of currency.
    [[Large Screw - Find in Stage, Receive from Eddie]]
    A large screw, almost identical to the large Bolts of Mega Man 7.
    Worth twenty Screws' worth of currency.  These are rare and NEVER drop from
    enemies unlike large Bolts would in older Mega Man games.
    [[Small Energy Pellet - Enemy Drop, Find in Stage, Receive from Eddie]]
    A small, flashing black-and-white orb.
    It restores a tiny portion of health.
    [[Large Energy Pellet - Enemy Drop, Find in Stage, Receive from Eddie]]
    A larger, outlined flashing black-and-white orb.
    It restores a hefty portion of health.
    [[Small Weapon Pellet - Enemy Drop, Find in Stage, Receive from Eddie]]
    A small, flashing blue-and-cyan box.
    It restores a tiny portion of Weapon Energy for the selected weapon.
    [[Large Weapon Pellet - Enemy Drop, Find in Stage, Receive from Eddie]]
    A larger, rectangular flashing blue-and-cyan box.
    It restores a hefty portion of Weapon Energy for the selected weapon.
    [[Extra Life - Enemy Drop, Find in Stage, Buy in Shop, Receive from Eddie]]
    Cost: 20 Screws
    This looks like a large, smiling Mega Man head.
    Also known as a Spare Body, it adds an extra life to your total, up to 9 (and
    remember "Life 0" counts, so 9 Extra Lives in the menu means you actually have
    10 total lives).  Note that I also tend to call them 1-Ups from time to time.
    ((Usable 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 - Find in Stage, Buy in Shop]]
    Cost: 30 Screws
    A blue can with an E on the front.
    This is added to your pause menu inventory and can be used at any time to
    restore your health meter to full.  You can hold up to 9 total.
    [[Mystery Tank - Find in Stage, Buy in Shop]]
    Cost: 50 Screws
    A blue can with an M on the front.
    There is only one of these in the game findable in a stage that I know,
    otherwise you must buy them in the shop.  This is added to your inventory next
    to your E-Tanks, and is used in the same way; it refills all your health and
    all the Weapon Energy for all your weapons and adapters.  It also has another,
    secret function, hence the "Mystery"; if you use it when all your health and
    ammo is at max capacity, you'll get hear a positive sound and when you leave
    your menu all on-screen enemies will instantly be destroyed and turned into
    Extra Lives!  You can only hold one of these.
    [[Eddie Call - Buy in Shop]]
    Cost: 50 Screws
    An image of Eddie, the small, red, package-shaped robot.
    Using this item will call down Eddie (aka Flip-top) who will toss you a total
    of 5 random items ranging from small pellets to Large Screws and Extra Lives!
    In the old games he would sometimes drop an E-Tank though I have yet to get
    one from this item; I'm not sure if it never happens or is very rare. You can
    only hold one of these.
    (Note: Eddie can actually be called IN BATTLE, even during the final boss!
    If you're lucky, he'll act as a sort of mini-M-tank in the head of a fight!)
    [[Guard Power Up - Buy in Shop]]
    Cost: 100 Screws
    An action symbol with the number "1/2" inside.
    This expensive but extremely useful item will, upon use, grant Mega Man double
    armor, or cause everything to do half the damage to him that it normally would.
    It affects the entire stage you use it in and even dying won't remove its
    ((Passive 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 - Buy in Shop]]
    Cost: 50 Screws
    An image of Beat, the small, blue bird that aids Mega Man in many games.
    Having one of these will cause Beat to fly in and pick you up if you ever fall
    into a hole, afterwards fluttering upwards while you can control him left or
    right and cause him to drop you if you press the jump button.  He will even
    come back for you again if you fall into a hole from his clutches back into a
    hole, but each fall will use up a Beat Call.  You can carry up to 3 of these.
    [[Shock Guard - Buy in Shop]]
    Cost: 50 Screws
    An image of a blue boot on top of two floor spikes.
    These will protect you from spikes; instead of dying instantly upon touching
    a spike, Mega Man will simply be 'hit' as if by a normal source of damage and
    knocked back a bit, even becoming invincible for a moment, but take no actual
    damage.  Each time you touch a spike with this in your inventory, it takes one
    away.  You can hold up to 3.  They also work on lava!
    [[Energy Balancer - Buy in Shop]]
    Cost: 100 Screws
    A small mechanical contraption with an orb-like object on the upper-left.
    The only truly permanent item, once you buy this you have it for the remainder
    of that playthrough.  Carrying this makes it so when you pick up a Weapon
    Pellet with your Mega Buster or a weapon with full Weapon Energy equipped, the
    energy that the pellet would have refilled will go directly to the weapon with
    the least energy currently in your inventory.  Picking up a Weapon Pellet with
    a weapon with even a sliver of energy gone will force it to refill that weapon,
    [[Hairstyle Book - Buy in Shop]]
    Cost: 20 Screws
    A book with a bushy-haired face on the cover, presumably Rock.
    Buying this will immediately remove Mega Man's helmet, allowing his hair to
    flow freely a la Mega Man 2's title screen.  It even changes the portrait of
    Mega Man in the center of the Stage Select screen.  This actually causes you to
    take DOUBLE damage, so it's mostly for a challenge (both figuratively and
    [[Helmet - Buy in Shop]]
    Cost: 20 Screws
    Mega Man's trusty blue helmet.
    You can only buy this once you've already bought the Hairstyle Book.  It
    returns Mega Man's original look, and defense, to him if you'd rather not have
    to die to get your helmet back.
    [[Roll Costume - Buy in Shop]]
    Cost: 200 Screws
    An image of Roll's face.
    The description would lead you to believe that this grants you a costume of
    Roll in which you can play, but in fact it actually changes hers--from the
    default 'old school' NES Mega Man style to an 8-bit rendition of her newer
    style a la Mega Man 8 or Marvel vs. Capcom.  It's only a cosmetic change and
    doesn't affect anything, but it is needed for a Challenge.  Interestingly, the
    game remembers if you bought the item and keeps the outfit for her on all
    subsequent visits to the Shop in that save as well as throughout all cutscenes.
     - 3-03  Shop -
    There is a Shop in the game in Dr. Light's Lab in which Auto and Roll will sell
    you a variety of useful items, some of which are rarely found in the stages but
    most of which are uniquely available from the Shop.  To enter the shop, select
    the house icon at the bottom of the Stage Select screen and confirm.  You can
    buy items here with a Screw currency system similar to the Bolts of the past
    few Mega Man games or the P-chips of the later few Mega Man games for Game Boy.
    Available items:
    Extra Life - 20 Screws
    Energy Tank - 30 Screws
    Mystery Tank - 50 Screws
    Eddie Call - 50 Screws
    Beat Call - 50 Screws
    Energy Balancer - 100 Screws
    Guard Power Up - 100 Screws
    Shock Guard - 50 Screws
    Roll Costume - 200 Screws
    Hairstyle Book - 20 Screws
    Helmet - 20 Screws (only if you have the Hairstyle Book)
     = IV) Extras = 
    In this section you'll find information about the extra features of the game
    such as the 50 Challenges and Downloadable Content, as well as a general hints-
    and-tips collection.
     - 4-01  Challenges -
    In the box is the challenge itself and its description straight from the game
    itself.  Below the box, if applicable, is any helpful strategy I can think of
    to ease in achieving the challenge as well as extra info if needed, or just a
    little insight about things I at least know *not* to do.
    If I note that I'm not sure if a strategy works, that's a call-out for people
    to either try it and see or e-mail me if they already know--or I myself am
    planning on trying it.
    Thanks to J.S. via e-mail for giving me lots of new info on many of these
    Challenges!  For him and any future contributors, I will list the contrib in
    question in parenthesis at the end of the challenge info.
    |01 WALTZ                                 |
    |Clear the game in 120 minutes or less.   |
    |                                         |
    |02 TANGO                                 |
    |Clear the game in 90 minutes or less.    |
    |                                         |
    |03 JITTERBUG                             |
    |Clear the game in 60 minutes or less.    |
    |                                         |
    For all of these first three Challenges, you can unlock all three at once if
    you finish the game in under 60 minutes before finishing in 90 or 120; likewise
    the first two if you complete it in 90 before 120.
    |04 BUST A MOVE                           |
    |Don't miss with the Mega Buster and clear|
    |the game.                                |
    This one is very frustrating.  Basically, beat Splash Woman ASAP and make sure
    you do NOT miss a single shot in her stage (may be best to just avoid enemies
    until you reach her, bring an E-tank or two and only blast her from very close
    range to make sure you don't miss) and then rely on Laser Trident and other
    weapons as you unlock them, never again using the Mega Buster to ensure you
    never 'miss' with it.  Quite the opposite of the 'Conservationalist' Challenge,
    you'll want to try and clear the whole game with nothing BUT Special Weapons.
    Obviously, you'll want to always keep M-tanks handy just in case.  And be sure
    to save after every stage you beat without missing with (or using at all) your
    Mega Buster.  
    As a note, realize that even Mega Buster shots while using Rush DO count for
    this, and even for bosses like the Spike Crushers and Wily Phase 1 I reccommend
    using any other weapon in your arsenal just to be completely safe.  As an
    example, I once ONLY used the Mega Buster after Splash Woman's stage whilst
    playfully pelting the Dual Devils (that absorb Mega Buster shots, so I didn't
    think they'd count as misses) with my Buster and failed to get the achievement;
    on the next reload, I used NO M. Buster through the whole castle and got it.
    I may have accidentally messed up somewhere else that I didn't recall, but I'd
    highly advise being on the safe side.
    |05 HEADBANGING                           |
    |Defeat 8 bosses without your helmet.     |
    |                                         |
    Lose your helmet by buying the Hairstyle Book in the shop.  Dying gives you
    back your helmet, so you'll have to buy the book again each time you mess up.
    |06 BUNNY HOP                             |
    |Clear any stage jumping 50 times or less.|
    |                                         |
    "Note that to complete this challenge you have to kill the boss as well, so you
    cannot do it on a completed stage." (J.S.)
    "For 'Bunny Hop', I got it on Galaxy Man's stage.  I don't think I jumped many
    more times than 30 or so, and Galaxy Man is a boss that's easy enough to fight
    without jumping." (Master Espeon)
    |07 MR. TRIGGER HAPPY                     |
    |Clear the game with more than 500 Mega   |
    |Buster shots.                            |
    This one's too easy.
    |08 DOUBLE TROUBLE                        |
    |Visit all stages twice and clear the     |
    |game.                                    |
    "It appears that you have to visit each stage exactly twice. Any more and you
    will not complete the challenge." (J.S.)
    |09 MR. PERFECT                           |
    |Clear the game without getting damaged.  |
    |                                         |
    The big one.  This is doubtlessly the most difficult Challenge, and good luck
    to anyone who tries it.  I'd suggest making liberal use of the Jewel Satellite,
    Black Hole Bomb and Tornado Blow special weapons.  And definitely, surely save
    after each stage you complete without getting hit.
    I'd say to try this as your final Challenge (with the possible exception of
    "Truly Hardcore").  By then, you'll know the game enough to be able to attempt
    it, but you can also truly let loose, assuring yourself there are NO rules to
    follow except DO NOT GET HIT.  So constantly use all your special weapons (at
    least up to Wily's fortress), take your time, and memorize everything as best
    you can.
    |10 INVINCIBLE                            |
    |Clear the game without dying.            |
    |                                         |
    This shouldn't be difficult if you collect enough Screws to keep at maximum
    capacity your Beat Calls, Shock Guards and E-Tanks.  Remember to save after
    each stage you complete without dying and reload if you ever do take a kill.
    |11 ALMOST INVINCIBLE                     |
    |Clear the game without continuing.       |
    |                                         |
    Just keep your lives at 9 all the time.  Protective items and Tanks will ensure
    you lose minimal lives, even through Wily's Fortress.
    |12 NO COFFEE BREAK                       |
    |Clear the game without using any Energy  |
    |or Mystery Tanks.                        |
    Just pretend you're playing Mega Man 1.  Or 8.
    Guard Power Ups and Eddie Calls are your friends.
    |13 AIR SHOES                             |
    |Clear the game without falling into any  |
    |holes.                                   |
    "For the challenge air shoes, you cannot use beat at all either.  I was able to
    get the invincible challenge while still not getting air shoes, so no beat
    calling allowed." (manosrules)
    |14 MEGA DIET                             |
    |Clear the game without picking up more   |
    |than 8 energy pellets.                   |
    "The 8 energy pellets challenge: this really means you can't pick up ANY energy
    pellets throughout the game. Why? in Wily's Castle 4, each of the robot masters
    drops an energy pellet which you MUST collect to exit the room. Thus defeating
    each of these bosses uses up your allotment of 8 energy pellets. You'll also
    notice that there is one energy pellet that seems impossible to avoid which
    would ruin this challenge in Wily's Castle 3. Use the Hornet Chaser from a
    distance, have the hornet pick up the energy pellet, then pause the game when
    the pellet is at a point where you can jump over it. This is really tricky to
    do, but is necissary for the challenge."
    "Oh, one thing I forgot to mention: when attempting the no energy pellet
    challenge, people will probably want to avoid using Gem Satellite when
    possible- Since this lets you kill enemes by running into them, it can lead to
    accidentally picking up energy pellets, thus failing the challenge."
     - Tahngarth
    |15 ENCORE                                |
    |Clear 4 stages using the same special    |
    |weapon.                                  |
    To complete this Challenge, you must use NO weapon or adapter, including the
    Mega Buster or Rush, ONLY one specific special weapon, during four entire
    stages including the boss.  You don't actually have to have the weapon equipped
    at any point in the stage except for the boss technically, and it doesn't
    matter if you accidentally equip another weapon or item; what matters is that
    you only press FIRE with the special weapon in question equipped.
    By far the easiest way to do this is to get the Laser Trident and then tackle
    Concrete Man, Galaxy Man, Jewel Man and Magma Man.
    |16 PEACEKEEPER                           |
    |Clear the game by defeating the fewest   |
    |number of enemies possible.              |
    "I am pretty sure that you cannot kill any enemies at all besides the bosses
    and mini bosses that you are forced to kill. However, you CAN kill any of the
    projectiles that the bosses send out, e.g. Splash Woman's fish or Hornet Man's
    hornets. You can also let the under-water mines blow themselves up, and the
    shadow mega mans on plug man's stage run into the spikes." (J.S.)
    This Challenge is far easier if you use LOTS of Guard Power Ups and Energy
    Tanks so that you can simply walk through most the enemies you would have
    otherwise fought.  A good trick I've found is to keep Rush Coil equipped at all
    times (except of course when fighting bosses/minibosses) so in case you get
    trigger happy you'll summon Rush instead, who'll hopefully be a good enough
    reminder that you shouldn't kill whatever it was you were about to.
    |17 CONSERVATIONALIST                     |
    |Clear the game by using the least amount |
    |of weapon energy possible.               |
    "For the conservationalist challenge, you must not use any weapon energy at all
    in the 8 regular stages. You are only allowed to use certain weapons on certain
    screens where weapons are required to pass obsticales in Dr. Wily's castle.
    C.Shot on the lava flows, tornado blow on the fan platforms, laser trident on
    the concrete bricks that block your path." (Tahngarth)
    |18 FAREWELL TO ARMS                      |
    |Clear 4 stages without using a special   |
    |weapon.                                  |
    "For some reason, you have to finish the game before this challenge will be
    completed." (J.S.)
    To complete this Challenge, you must clear 4 stages using NOTHING but your Mega
    Buster.  That includes Rush adapters!  You can, however, use items such as
    |19 GAMER'S DAY                           |
    |Clear the game 5 times in 1 day.         |
    |                                         |
    This counts even if any or all of the 'game clears' are just loads from saves
    already at Wily's fortress in which you only finish the final stages.
    |20 DAILY DOSE                            |
    |Clear the game once a day for 3 days.    |
    |                                         |
    I'm not going to mess with my system clock to see if that affects this, but
    feel free to clue me in if it does.
    |21 WHOMP WILY!                           |
    |Clear the game once.                     |
    |                                         |
    It's impossible not to get this one if you simply finish the gmae.
    |22 TRULY ADDICTED!                       |
    |Clear the game for the 10th time.        |
    |                                         |
    |23 TRULY HARDCORE!                       |
    |Clear the game for the 30th time.        |
    |                                         |
    Again, these two count if you just load saves at Wily and finish the game.
    |24 CONQUEROR                             |
    |Defeat your 100th enemy.                 |
    |                                         |
    |25 VANQUISHER                            |
    |Defeat your 500th enemy.                 |
    |                                         |
    |26 DESTROYER                             |
    |Defeat your 1000th enemy.                |
    |                                         |
    If you're having trouble with this or the previous two, try the fast screws
    trick in the Hints section.
    |27 WORLD WARRIOR                         |
    |Defeat every type of enemy.              |
    |                                         |
    "For the challenge to defeat every type of enemy, this includes many enemies
    that cannot be defeated by ordinary shots. the thin moving things on the floor
    in concrete man's stage, the black spiky bombs in splash woman's stage, etc.
    These need to be destroyed too, and you can kill them with the black hole
    bomb." (Tahngarth)
    "Here are some commonly missed enemies:
    1. The under-water mines. Use the Black Hole Bomb on them.
    2. The balloon enemies on Tornado Man's stage, make sure you kill the head
       underneath instead of just piercing the balloon itself.
    3. The flashing balls that follow the ground on Plug Man's stage. They can be
       killed with Jewel Shield.
    4. The grabber enemies on Galaxy Man's stage and Wily Castle 3
    5. Another one that I am not sure counts or not, is the lava beams on Magma
       Man's level and Wily Castle 1. You can freeze them with Concrete and then
       destroy them with Laser Trident" (J.S.)
    "For 'World Warrior' I... honesly went overboard trying to get that.
    Black hole bomb is your best friend there.  You know those things that zoom on
    the ground when you're at level with them?  Black hole bomb!  The mines at
    Splash Woman's?  Black hole bomb!  I honestly haven't a clue if the plant
    missiles count toward this or not, or rocks, but as I said, I went overboard.
    I'd suggest at least mentioning the first two enemies mentioned here.  Also,
    it's rewarded after defeating Wily, so I think it has to be done on that
    specific run through of the game." (Master Espeon)
    |28 TRUSTY SIDEARM                        |
    |Defeat the 8 bosses with the Mega Buster.|
    |                                         |
    "This can also be done on Wily Castle 4." (J.S.)
    |29 PACK RAT                              |
    |Collect 999 screws.                      |
    |                                         |
    You need to get all 999 without buying anything.  Try the fast screws trick in
    the Hints section.
    |30 VALUED CUSTOMER                       |
    |Purchase all items.                      |
    |                                         |
    "Make sure you buy both the hairstyle and the helmet." (J.S.)
    You must buy ALL items AT ONCE.  That basically means that you need to make a
    'New Game +' with at least 680 Screws, go into the shop, and buy everything at
    once--including the helmet.
    |31 SHOP A HOLIC                          |
    |Purchase 30 items or more.               |
    |                                         |
    This must be done during a single playthrough.  The easiest way to do it is to
    simply accumulate 600+ Screws and buy the Hairstyle Book and Helmet over and
    |32 LAST MAN STANDING                     |
    |Defeat all bosses with only one pixel of |
    |energy left.                             |
    Okay, after actually ATTAINING this Challenge, I've decided to completely TRASH
    my old little strategy and make a new, detailed one from scratch for this
    extremely picky and tough little thing.  My old strategy guessed that you only
    needed to perform "Survivor" for the 8 Robot Masters.. when in fact, it's EVERY
    boss in the game.  All on the SAME FILE.
    First of all, you're gonna wanna kill the 8 Robot Masters with 1 pixel of life
    left on your FIRST go at them, so you don't have to worry about it when going
    through Wily's fortress later.  The trick is to have a file with a TON of
    Screws to load as a New Game Plus (we're talking 999 or close) and buy a Guard
    Power Up before each and every stage and use it at the beginning of that stage.
    For Splash Woman and Magma Man, you can reach them with full energy and take 1
    point of damage from their fish or Tornado Blow-weakened Magma Bazooka,
    respectively, and then just let any of their other attacks hit you for a solid
    2 damage until you're at 1 pixel of energy.  For every other Master, you'll
    want to make sure you have an odd amount of health before you face them (easily
    done by just having full health when you reach them then taking 1 damage from a
    small enemy) as every Master attack in the game I can think of does exactly two
    pixels of damage with a Guard Power Up on aside from the fish and weak Bazooka.
    And of course, you'll want to take the Master to one hit from destruction
    before you start getting yourself to 1 pixel and finish them as you're in your
    invincibility animation just as that 1-pixel-left hit connects.
    Now, for the Wily bosses; you'll only have one Guard Power Up here and I'd
    suggest, unsurprisingly, saving it for Wily himself.
    Spike Crusher: This one's really easy. Just come to him with full health; his
    shots will do 3 pixels a hit so you'll end up with 1 at the end.  Just beat him
    ASAP, leaving one bot left, and push its ball all the way up until you have the
    required 1 pixel left then finish it.
    Shark Battleship: For this one, you'll want to come in with 2 damage taken;
    easiest if you get hit by the shrapnel from the wall crawler's orb a couple
    rooms before the boss at full health.  Use Hornet Chasers on the first form and
    Tornado Blow/Magma Bazooka on the second to ensure taking no damage, then on
    the third rip him to near-death with Laser Tridents while taking damage
    purposely from his own lasers until you're at 1 pixel before destroying him.
    Dual Devils: This is possibly the trickiest in the game.  You want to reach it
    with three pixels missing from your energy bar, and the easiest way to achieve
    this without wasting your Guard Power Up is to take a hit from the Shield
    Attackers just before the halfway point, then make sure NOT to get hit or heal
    in any way until the boss.  Yeah, you'll have to use a Hornet Chaser on that
    Energy Pellet and jump over it like with the Mega Diet challenge.  Now, make
    sure you have him within one shot of death from the Black Hole Bomb, get to one
    pixel with a BHB unloaded in his face and make SURE you dodge everything until
    he comes out and dies.
    NOTE: Do NOT use your Guard Power Up at the beginning of Wily 4 as you usually
    would!  Read below to find out why!
    Dr. Wily: Now, you don't have to worry about doing this with any of the Robot
    Master rematches if you did it the first time on this savefile, and only the
    final form of Wily to boot.  Now, here's my trick.  Proceed as normal all the
    way up to Wily Phase 2, the fire-breathing dino phase.  Get him down to near
    death, then use an E-tank (if you're not already at full health); run into his
    machine ONE TIME, this should deal 5 pixels of damage to you.  Quickly finish
    him while invincible, and use your Guard Power Up now!  This way, all of Wily's
    final phase's attacks will do exactly 2 pixels of damage to you, and you should
    be good enough to beat him without dying or needing to use an E-tank if you're
    going after this Challenge.  Get him to exactly 1 pixel of life ASAP; pure Plug
    Ball hits will do the job as they do 3 pixels to him, or other weapons which
    all do 1.  Have him get you to 1 pixel left, and finish him off with a Tornado
    Blow!  Foolproof!  Congratulations, you've got one of the most difficult
    Challenges in Mega Man 9!
    |33 SURVIVOR                              |
    |Defeat one boss with only one pixel of   |
    |energy left.                             |
    See above, but, thankfully, only for one single boss.
    |34 HARD ROCK                             |
    |Reach a boss's room without getting      |
    |damaged.                                 |
    This is very likely the easiest to do on Galaxy Man's stage with the Jewel
    |35 HEAVY METAL                           |
    |Reach a boss's room without shooting.    |
    |                                         |
    This is by far the easiest in Splash Woman's stage, I'd say.  The only remotely
    difficult part of her stage to pass without shooting is the first water
    platform room with the wall crawler, and you can think of it as 'enhancing' the
    |36 SPEED METAL                           |
    |Reach a boss's room without stopping     |
    |once.                                    |
    There have been several accounts, including from myself, that this Challenge
    seems to be almost randomly granted despite definitely 'stopping' at several
    points in a stage.  It's even been confirmed that you can go backwards in the
    given stage and still get this.. AND pause to switch weapons.  There seems to
    be a consensus that it has something to do with either not dying a single time
    in a stage, or without stopping a certain number of times despite the in-game
    description of the Challenge.
    |37 FANTASTIC 9                           |
    |Accumulate 9 lives.                      |
    |                                         |
    Try the M-tank trick or fast Screws tricks.
    |38 FULLY UNLOADED                        |
    |Hit a boss with all special weapons      |
    |before defeating it.                     |
    This is only possible once you've actually beaten all 8 normal bosses.  It's
    easiest to achieve during the Wily's Fortress 2 boss or the final boss.
    |39 BLUE BOMBER                           |
    |Defeat a boss without getting damaged.   |
    |                                         |
    Likely easiest on Jewel Man with the Black Hole Bomb.
    |40 ECO FIGHTER                           |
    |Defeat a boss with only the Mega Buster. |
    |                                         |
    I've had this Challenge for as long as I remember, so I can't go back and check
    if it's automatically granted surefire by the first Master you kill (since you
    HAVE no other weapons than the Mega Buster to kill it with) or if you must kill
    a boss with the Buster once you've accumulated another weapon.  If the latter,
    the best boss to go after for this would be Splash Woman or Galaxy Man.
    "With the eco fighter achievement, you get it the first boss you defeat ever.
    No special tricks for this one." (manosrules)
    |41 MARATHON FIGHT                        |
    |Fight a boss for 10 minutes.             |
    |                                         |
    This may sound easy enough, but remember you must SURIVE for 10 minutes.  For
    me, the easiest boss to attain this Challenge on would be Galaxy Man.
    "One very easy way to do this is on Wily's first form. The rocks are easy to
    avoid if you don't shoot them." (J.S.)
    Recall that you have to actually FINISH the fight, too, for this Challenge to
    be awarded!  If you try it on Wily Phase 1, that means you have to beat the
    entire final battle1
    |42 QUICK DRAW G                          |
    |Defeat Galaxy Man 10 seconds or less.    |
    |                                         |
    This one is notoriously difficult because Galaxy Man likes to spend a lot of
    time in the air and out of reach while using the Black Hole Bomb.  A couple
    options include using the Tornado Blow or Hornet Chasers until his Bomb is low
    enough to Concrete Shot and summon him.
    "This is the only Quick Draw challenge I had trouble with. Because Galaxy Man
    spends so much time in the air out of reach, it can be hard to kill him
    quickly. However, one thing you can do is use the Rush Coil to bounce up to his
    level, then quickly switch to the Concrete Shot and get a couple hits in."
    "You can use Concrete on his black holes too. I aced him by concrete shotting
    the black hole before it even deployed, and then Galaxy will still appear where
     he would have under where the bhb was. So I just faced that area locked and
    loaded, and pumped him with Concrete shot, careful to space the shots rather
    than rapid fire so as not to hit him during invinicibility frames, especially
    since Concrete shot is rather expensive. But since you do like 3 or 4 damage
    with each shot and each shot only costs you 2 pixels, you should have plenty
    enough to kill off his bhb's and get enough shots in to kill him. If you don't
    miss at all starting with a full tank, you should have about 6-8 pixels of
    Concrete left, so there's some room for error. But doing that will get you
    about 3 or 4 hits on his first jump, and if he's dumb enough to use his dash
    attack, that's another 3 or 4 hits you can get with Concrete, and he's toast.
    Polish off with Hornets or Tornado if you want when he runs away."
    |43 QUICK DRAW C                          |
    |Defeat Concrete Man in 10 seconds or     |
    |less.                                    |
    Quite franky, the best course of action is to just spam Laser Trident over and
    |44 QUICK DRAW S                          |
    |Defeat Splash Woman in 10 seconds or     |
    |less.                                    |
    Again, just fire Hornet Chasers as fast as possible.
    |45 QUICK DRAW H                          |
    |Defeat Hornet Man in 10 seconds or less. |
    |                                         |
    He takes a lot more damage if you shotgun him from close range with a charged
    Magma Bazooka.
    |46 QUICK DRAW J                          |
    |Defeat Jewel Man in 10 seconds or less.  |
    |                                         |
    You can 'trick' him into getting hit up to three times by a single Black Hole
    Bomb; jump just as he's hitting it, he'll land and hit it again, turn around at
    a wall and hit it a third time.  The BHB reuse trick can also help.
    |47 QUICK DRAW P                          |
    |Defeat Plug Man in 10 seconds or less.   |
    |                                         |
    By far easiest if you just activate the shield in his face over and over.
    |48 QUICK DRAW T                          |
    |Defeat Tornado Man in 10 seconds or less.|
    |                                         |
    Remember that you CAN hit him in the air when he's not near a wall or ceiling
    with Plug Balls, you just have to be in his face.  When he's using Tornado Blow
    you can jump much higher which helps with this, but of course watch for the
    |49 QUICK DRAW M                          |
    |Defeat Magma Man in 10 seconds or less.  |
    |                                         |
    Deplete your Tornado Blow energy quickly then switch to the Mega Buster or
    Laser Trident to finish him off while he recharges.
    |50 QUICK DRAW X                          |
    |Defeat the final boss in 180 seconds or  |
    |less.                                    |
    This one definitely isn't hard because they give you so much time.  The more
    you fight Phase 1 the easier it becomes to time the shots right; spamming
    Concrete Shot in Phase 2 makes it end very quickly; and in Phase 3 you only
    need 3 or 4 low-to-the-ground appearances to really eat him up with Plug Ball.
    If he spawns way up in the air toss some Tornado Blows, Hornet Chasers or Magma
    Bazookas; you can also try using Rush Coil and quickly switching to Plug Ball
    but this is hard to pull off just right.
     - 4-02  Downloadable Content -
    As of this writing, there is no DLC (Downloadable content) available for the
    game yet.  However, a good deal of it (if not ALL of it) has been revealed and
    should be coming throughout the month of October.  I will likely have create
    new sections detailing each DLC option as it becomes available.  Here are the
    currently known details:
    ((Proto Man Mode))
    Wii Point Cost: 200
    Release Date: NA October 6, 2008
                  EU October 10, 2008
    Play the game as Proto Man. There are a number of differences between Proto Man
    Mode and the normal game; most notably, Proto Man has no story cutscenes or
    shop to speak of, giving it a feel more similar to the older Mega Man games. He
    also has the ability to charge up his buster and slide, like Mega Man did in
    the later games.  However, there's a lot more to it--here's the pros and cons
    of Proto Man Mode:
    +You can charge up his default weapon, the P. Buster.  The resulting charged
     shot is quite powerful, large enough to hit low-to-the-ground enemies on equal
     elevation such as Spikes, and can pass through weaker enemies.  Its appearance
     is that of a red version of the charged shot from Mega Man 4, and the 'charge
     up noise' goes away once you're fully charged, eliminating a LOT of annoyance
     that Mega Man's version had.
    +Proto Man has a shield that he'll hold out in front of himself in the air as
     long as he's not firing.  This actually REFLECTS many shots similarly to Jewel
     Satellite, and will absorb many larger projectiles.  Very useful!
    +Proto Man can slide.  Obviously, this makes a lot of things easier and faster,
     and is a boon to anyone used to any Mega Man game past 2.
    +You begin the game with BOTH of Proto Man's Proto Adapters, his alternative to
     Rush.  The Proto Coil and Proto Jet function just like his brother's Rush
     adapters, but they look different; the Proto Coil is a simple springboard that
     is arguably easier to judge where to land on for it to propel you upward than
     the Rush Coil, and the Proto Jet is a near-exact repilca of Item-2 from Mega
     Man 2 (kinda makes me wish he had the three Items fromthat game instead).
     Instead of teleporting away after use like Rush, they simply explode.  And,
     again, you BEGIN THE GAME with his Jet adapter as well.
    +A lot of cool cosmetic changes; you have Proto Man's face in the middle of the
     Stage Select screen and instead of looking at the cursor his shades will flash
     each time you move it.  You hear his famous whistle each time you warp into a
     stage while "READY" flashes onscreen, which is very cool.  The extra lives are
     shaped like his head, and he has a way better jump animation than his brother
     in my opinion.  When you receive a new weapon, he has his own cool animation
     for that, too.  Oh, and his scarf is forever flowing awesomely in the breeze.
     And the Mega Man holograms in Plug Man's stage are now Proto Man ones.
    -He takes a lot more damage than Mega Man--about 2x as much, like Mega without
     his helmet on.  You'll need finesse and to make a lot of use of his slide
     ability against bosses to rock the game as Proto Man.
    -He's knocked back slightly further horizontally when taking a hit than Mega
     Man.  Utilizing his shield on small platforms would be a good idea.
    -He can only have two shots onscreen at a time, so while he has a Charge Shot
     he isn't quite as quick a shooter as his brother.
    -There's no shop to speak of, and of course, no Screws either.  This means no
     Energy Tanks, Mystery Tanks, Beat Calls, Shock Guards, or even the Energy
     Balancer, sadly... except for the in-stage E-tanks and M-tank found in Plug
     Man's stage, Wily 1, 2 and 3 respectively.  You'll have to be playing a lot
     of Plug Man's stage if you want to stock up for Wily.
    -You can't unlock any Challenges as Proto Man.
    Overall, though, it's quite awesome still, especially for us longtime Mega Man
    --and especially Proto Man fans.  It's really more of a little fanservice thing
    and challenging/fresh way to go through the game again than anything.
    ((Endless Attack))
    Wii Point Cost: 300
    Release Date: NA October 6, 2008
                  EU October 10, 2008
    This mode will throw you into the middle of an endless, seemingly randomly
    generated maze of challenging rooms with nothing but your Mega Buster, special
    weapons and Rush adapters to help you get as far as you can, with the top ten
    farthest adventurers being displayed on a world record for all to see.  It will
    drop you at a random starting location every time, and the progression is
    random.  Every few rooms you'll find a teleporter that leads to an area with a
    different design and gimmick; the 'goal' is to go from the red teleporters to
    the blue teleporters, though each room within each area counts, not just the
    whole area.  Enemies rarely drop powerups compared to normal, and you'll have
    to get as far as your can with your default loadout--and obviously, there's no
    shop items to help you along your way.  This is very, very challenging, and
    even if you have no plans of getting on the Top 10, it's a great mode to mess
    around on a break from the main game and an excellent way to build your skill.
    Many of the screens are based directly off areas from earlier Mega Man games,
    such as Heat Man's insane block puzzle (even with the extra life at the end,
    which is actually a hidden Met) and the first room of Wily 1 from Mega Man 1.
    You'll occasionally even fight bosses, though from all I've seen it's only
    stanard Robot Masters from Mega Man 9.
     *Though enemies seem to drop items far more rarely than normal in this mode,
      you should still take every opportunity to restock on health and Weapon
      Energy when you find a place to do so such as on respawning drill fish.
      Remember, though, that you have no Energy Balancer!
     *On that note, make use of all your weapons as best you can any time you might
      need them!  It can only be so long before you find another area where you can
      restock, though it may take awhile.
     *Be patient!  It's not a race, you have infinite time, it's just a test of how
      FAR you can get.  Though it may seem like forever to reach the Top 10 if you
      go slowly, the skills you'll earn by taking your time, examining the
      situation and proceeding carefully will carry on through all your future
      attempts and Mega Man gameplay in general, not to mention slow and steady
      will always get you more rooms completed in the end.
     *There are only so many rooms, and you'll often revisit one or more you had
      already earlier in the run after a boss.  Technically, the more you memorize
      this plethora of possible rooms, the better of a score you'll be able to
     *Every 30 rooms, you fight a boss.  This is why you might want to try to keep
      the Weapon Energy for important/useful weapons such as Tornado Blow and Jewel
      Satellite high as though they're extremely useful in the rooms the bosses
      they're strong against are especially tough.  The boss will drop a large
      Energy Pellet after defeat, just like in Wily 4.
    ((Special Stage))
    Wii Point Cost: 100
    Release Date: NA October 20, 2008
                  EU October 24, 2008
    Gives you another Time Attack stage to try, including a new boss battle!
    Results will be displayed in the Rankings. Not compatible with Challenges.
    This stage is quite lengthy and very challenging, full of minibosses and even a
    fight with the Shark Battleship midway through the stage (as if it's a miniboss
    as well); there's a whole new set of graphics and a very catchy new background
    tune, and even a brand new boss at the end, Fake Man, the policeman robot Wily
    created during the storyline.
    ((Hero Mode))
    Wii Point Cost: 100
    Release Date: NA October 20, 2008
                  EU October 24, 2008
    Play the game with a more difficult level of enemy distribution. Not compatible
    with Rankings or Challenges.
    This is the complete, normal main story mode--with Screws, the shop, the story
    and cutscenes and ending, everything.  However, you'll notice a 'HERO MODE'
    label underneath Mega Man's mugshoton the Stage Select screen as well as on
    saved games from this mode, and the enemy and powerup distribution are vastly
    changed from what they were in the original story mode.  As you may guess, this
    is technically the 'difficult' mode of the game, but unlike Mega Man 2's
    "Difficult" setting, all the bosses are the same and you take the same amount
    of damage as per usual; the only real difference is enemy and powerup
    placement, as well as a few puzzle elements such as Plug Man's disappearing
    platforms and Galaxy Man's teleporters.  Despite no actual new stage layouts or
    bossfights, and no change to the shop or story, this is different and
    challenging enough to be worth a try for Mega Man fanatics, though some may
    want to skip it and just grab Superhero Mode.  Interestingly, due to the fact
    that the birds fly extremely high on the screen in Concrete Man's stage in this
    mode, the fast Screws trick is more difficult to do to the point at which it's
    almost not worth it.
    ((Superhero Mode))
    Wii Point Cost: 100
    Release Date: NA October 20, 2008
                  EU October 24, 2008
    Play the game with a super difficult level of enemy distribution. Not
    compatible with Rankings or Challenges.
    Of course, this is much the same as Hero Mode, only far, far tougher.
    The changes just between Hero and Superhero mode are even vaster than the
    changes between normal and Hero mode, so be prepared for almost a completely
    new experience as you traverse through rooms absolutely INFESTED with all
    manner of baddies, devastatingly tricky traps, and powerup placement that's
    almost a joke (expect nearly EVERY 1-Up you find to be a Met fake, and many
    Big Screws and such replaced by things like small Energy Pellets). This mode
    even goes so far as to alter which enemies appear in which stage, i.e. adding
    hologram Mega Man and flame totem enemies to Jewel Man's stage.
     - 4-03  Hints, Tips and Secrets -
    * The FASTEST way by far I've found to quickly accumulate extra lives and
      Screws is as follows: Enter Concrete Man's stage and deploy a Jewel
      Satellite.  Move to the second small rise in the floor over a waterfall
      (perhaps 5 seconds' walk into the stage) and move to the seam between the
      third and fourth concrete blocks that make up the platform.  Now move and
      jump back and forth across this seam and a constant barrage of rock-lobbing
      birds should spawn from either side of the screen, giving you a constant
      flow of powerups and screws.  This is also a very easy way to grab the
      'enemies destroyed' achievements.  An alternative is to use the Black Hole
      Bomb, instead of the Jewel Satellite here, which is very satisfying and fun
      to watch, but overall not as efficient.
      Note that in Hero Mode this is highly ineffective due to the altitude at
      which the birds fly, but in Superhero Mode it's still possible, just easiest
      a bit further into the stage, near the beginning of the first black and white
      striped ledge.  Also, a great alternative in Superhero Mode is to use Jewel
      Satellite in Galaxy Man's stage in the room with a huge wave of UFOs on the
      bottom half of the screen and three yellow blobs on the top half.
    * Similar tactics to the one above can be used anytime a weak enemy can be
      spawned by moving back and forth at a certain part of a screen with the Jewel
      Satellite to not only gain lives and Screws but energy to refill your health
      and weapons.  One example is the water area of Wily's Fortress 2 with the
      breakable blocks.  At the very bottom of this area, in the long path you can
      run back through to reach a large Weapon Capsule, many pairs of the fast
      fish-bots will spawn if you move back and forth at certain key areas.  You
      can very quickly refill yourself for the battles ahead here.  Likewise, any
      area with Pipe Bombers (aka Tellys, the small, spinning purple bots) can be
      turned into a rest stop by standing nearby with the Jewel Satellite.
    * It's been pointed out that the Telly spawn area in Plug Man's stage is such a
      great example of the perfect place in the game to go do other stuff while
      farming Screws and other powerups that I've decided to make it its own hint.
      Near the end of Plug Man's stage, after the block puzzles in the dark room
      full of hologram screens, there is a large platform covered in Telly pipes
      with a big Screw sitting on top.  If you stand at the very bottom-right
      corner with a Jewel Satellite activated, directly underneath the right edge
      of the two parallel pipes on the right side of the platform, a continuous
      stream of three Tellys will rain down directly onto you, such that all their
      powerups will fall right onto Mega Man.  And since it's near the end of the
      stage, it's easy to move from here to Plug Man's chamber so that you can save
      your game.
        ---Credit: Martino Wolff
      "I just have a little extra to add to the auto-screw-gathering tip with the
      Tellies on Plug Man's stage:  If you stand just up on the lip of the ledge
      under the 2 parallel pipes instead of in the corner on the lower part, each
      Telly will basically count as double since as soon as the one coming from
      above hits your shield, another Telly will pop out of the lower pipe and
      immediately be destroyed.  It definitely seemed to speed things up for me."
        ---Credit: Eric Pearson
    * Almost every weapon has a special secondary use or ability such as the Hornet
      Chaser's ability to retrieve items and the Concrete Shot's ability to create
      small platforms, freeze magma and stop forcefields.  Refer to the Weapons
      section for more information.
    * The Rush Coil and Rush Jet can be used in conjunction to amazing effect.  Use
      Rush Coil and while bulleting through the air, access and use Rush Jet.  If
      you timed it right, you'll move further up in the air just enough to be able
      to land on the Jet once summoned, and will have a sky-high platform with
      which to cross huge sections of stage with no hassle.  Not only does this
      make the game itself much easier at several points, but it's integral for
      time trials!
        ---Credit: AnimeRPGFan on the GameFAQs boards
    * If you need to practice on a certain boss or unlock a Challenge pertaining
      to him, remember that you can instantly access the final stage and rematches
      with all the Bosses from the Time Attack menu--assuming you've
      finished the game.
    * Covered in ink?  Simply access and leave the pause menu and you're all clean!
    * The Black Hole Bomb has a simple glitch/trick that can make it a lot more
      useful, especially against bosses weak to it such as Jewel Man or the Dual
      Devils.  You know how it kind of just stays onscreen for a few seconds after
      eruption and only the initial touch of it will hurt a boss?  Well, just enter
      and leave your pause menu and it'll be reset--you can use it again
      immediately.  Honestly, using this trick against the Dual Devils makes it
      seem even more like Mega Man 1, using the Thunder Beam with the pause trick
      to defeat the Yellow Devil...
    * It's actually worth noting that EVERY weapon or item, when in use, will
      disappear if you pause and unpause.  This is what allows for such tricks as
      rapid Black Hole Bombs and combining Rush Coil with Tornado Blow or Rush Jet,
      but can also be very dangerous when using it in the middle of having a Rush
      Jet or Jewel Satellite activated.
    * Interestingly, pressing Select to 'pause' the game while looking at the
      Challenges menu does NOT cause shots, Rush, Jewel Satellite, etc. to
      disappear on unpause.  So it'd be better to use that in a case in which you
      actually want to pause the game for a bit and not force a weapon or item to
      go poof when you come back.
    * Did you know it's actually possible to destroy the huge magma beams that
      plague Magma Man's stage and Wily 1?  First, freeze them with Concrete Shot
      then, while frozen, blast them with a Laser Trident.  Sayonara!
        ---Credit: J.S.
    * It's mentioned at the end of the walkthrough but worth noting here; once you
      finish the game and watch the credit, you're prompted to save your game. Save
      it on an empty slot if applicable--the save created will be a fresh, new game
      with no Masters defeated and no items other than what you normally start
      with, but you'll have all the Screws you collected in the previous
      playthrough.  You'll want to beat the game with 999 screws once and create a
      save like this to always have as a 'fresh start' to attempt challenges that
      require finishing the game, start to finish, under certain conditions.
    * One way to make those tough, 'finish the game under certain conditions'
      challenges easier, such as Invincible, Mr. Perfect or Mega Diet, realize that
      you CAN save the game every time you complete a stage successfully and it'll
      keep what you've done; i.e. you can complete a stage without getting hit one
      single time, save the game, and then if you get hit on the next stage you can
      simply reload that save to try again without having to start from the
      beginning.  Of course, you'll have to beat all four Wily stages without
      screwing up, though.
    * Rush Coil combined with Tornado Blow will allow for some insanely high jumps.
      To do this correctly, you must pause immediately after springing from a Rush
      Coil, swap to Tornado Blow, then use it during your rise for increased
        ---Credit: Master Espeon
    * Just in case you were wondering, Mega Man's life bar as well as all Weapon
      Energy bars and boss life bars are composed of exactly 28 units, seemingly
      referred to officially as 'pixels'.  This means that it will take exactly 28
      hits to kill most bosses with the Mega Buster or a weapon it's not weak to,
      or 14 hits to kill Splash Woman or any of the Shark Battleship's forms with
      the Mega Buster or most other weapons, etc.
    * In Proto Man mode, releasing a charged shot while in the clutches of a
      grabber bot (Galaxy Man's stage, Wily 3, etc.) while jumping will actually
      destroy it!  Handy, huh?
    * Can't figure out how to get to the teleporter just before the boss door in
      Galaxy Man's stage on Superhero Mode?  Well, just remember--sometimes
      grabbers can be your friends!
     = V) The End = 
     - 5-01  Credits -
    --Thanks to all the readers that send feedback about and information for this
      guide, as well as all potential future contributors--feel free to give me any
      error corrections or new information!
        ==Martino Wolff
        ==Wes Kitty
        ==Russell Littlefield, aka manosrules
        ==Grant Dotter, aka Tahngarth
        ==Johnathan Toliver
        ==John P. Walsh
        ==Master Espeon
        ==Chris Sucevich
        ==Nate Rice
        ==Andrew Rivera
        ==Eric Pearson
        ==And everyone wishing me to credit them anonymously, or whose names I have
          forgotten, thank you very very much for anything and everything you've
          done to help this become such a rockin' Mega Man 9 guide!
    --Thanks to the Mega Man Knowledge Base (http://megaman.wikia.com/) which I
      used to gather and doublecheck some of the information used in this guide.
      Also sites such as Gonintendo.com and Wikipedia.com to doublecheck some dates
      and such (don't worry, I always trace sources if I use something from a site
      like Wikipedia).
    --Thanks to GameFAQs for accpeting this guide and GamersHell, Cheat Code
      Central and all other great sites willing to host the guide and being
      thoughtful enough to ask permission!
    --Thanks to Capcom/Inti Creates and Keiji Inafune for creating and releasing
      a true dream come true to us longtime Mega Man fans, and Mr. Inafune
      especially for coming up with the Blue Bomber in the first place.
     - 5-02  Copyright -
    (c) Copyright 2008 Justin Morgan
    This guide may only be used with permission from and credit to the author.
    Mega Man and all related characters, names, etc. copyright Capcom.
     - 5-03  Contact Information -
    Be sure to send suggestions, additional hints and tips, spelling or grammatical
    error alerts, and anything else you can think of to me!
    E-mail: jkm553(at)gmail(dot)com

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