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    FAQ/Walkthrough by Klaej

    Version: 1.6 | Updated: 05/09/10 | Search Guide | Bookmark Guide

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    *                                                *
    *                  Mega Man 10                   *
    *                                                *
    *                                                *
    *  General FAQ/Walkthrough                       *
    *  Version 1.6                                   *
    *  By Justin Morgan                              *
    *  Created 3/1/2010                              *
    *  Last Updated 5/8/2010                         *
    *                                                *
    Version History:
     0.0 (3/1/2010) - Started the guide.
     1.0 (3/3/2010) - First complete version of the guide.
     1.1 (3/4/2010) - Lots of info about Hard Mode added, as well as some other
                      info here and there and some fixes.
     1.2 (3/6/2010) - Some new hints, fixes, and a bit more information added to
                      the Challenges section.
     1.3 (3/22/2010) - Fixed some GLARING ERRORS and added a bunch of new stuff
                       I've received via email, such as some great new Blade Man
                       strategies and a better way to deal with Commando Man's
                       (Note:  As far as the Downloadable Content, don't expect any
                       detailed information on it until it's actually officially
                       released and I grab it; I'm not gonna pirate, so be patient)
     1.4 (4/8/2010)  - Added info, strategies and new hints all about the DLC
                       released April 5th.
     1.5 (4/9/2010)  - More stuff such as a shield enemy trick I had no idea
                       about until now, and some more Bass info.  There's an
                       important note in the Bass section of "Downloadable Content"
                       that I urge everyone to read and try to help me solve the
                       mystery surrounding Bass' "damage taken" phenomenon.
     1.6 (5/8/2010)  - Special Stage 2 and 3 walkthroughs added, as well as info
                       about Endless Attack--the final bits of DLC.  Info on the
                       new weapons and some new hints added as well.
    = Table of Contents =
    I)     Basics
     1-01  General Information
     1-02  Story
     1-03  Characters
     1-04  Controls
     1-05  Main Menu
    II)    Walkthrough
     2-01 Chill Man
     2-02 Nitro Man
     2-03 Commando Man
     2-04 Blade Man
     2-05 Strike man
     2-06 Sheep Man
     2-07 Pump Man
     2-08 Solar Man
     2-09 Wily 1
     2-10 Wily 2
     2-11 Wily 3
     2-12 Wily 4
     2-13 Wily 5
     2-E Easy Mode
     2-H Hard Mode
     2-P Proto Man Mode
    III)   Equipment
     3-01  Weapons and Adapters
     3-02  Items and Power-Ups
     3-03  Shop
    IV)    Extras
     4-01  Challenges
     4-02  Downloadable Content
     4-03  Hints, Tips and Secrets
    V)     The End
     5-01  Credits
     5-02  Copyright
     5-03  Contact Information
    = I) Basics =
    - 1-01  General Information -
    Title: Mega Man 10 (International)
           Rockman 10: Threat From Outer Space!! (Japan)
    Developers: Inti Creates, Capcom
    Publisher: Capcom
    Genre: Action/Platformer
    ESRB Rating: E - Mild Cartoon Violence
    Release Dates: 
     - Wii (WiiWare)
       - North America: March 1, 2010
       - Europe: March 5, 2010
       - Japan: March 9, 2010
     - Playstation 3 (Playstation Network)
       - North America: March 11, 2010
       - Europe: March 11, 2010
       - Japan: March 9, 2010
     - Xbox 360 (Xbox Live Arcade)
       - North America: March 31, 2010
       - Europe: March 31, 2010
       - Japan: March 31, 2010
     - WiiWare: 1000 Wii Points
     - Playstation Network: $9.99
     - Xbox Live Arcade: 800 Microsoft Points
    Space Required:
     - Wii: 98 blocks
    - 1-02  Story -
    Peace reigns across the world after the events of Mega Man 9 caused the
    menacing Dr. Wily to once again go into hiding.  However, a new thread begins
    to creep through society.. Roboenza, a strange new virus that only affects
    robots, is spreading quickly throughout the world.  People begin to panic as
    their faithful robotic helpers come down with symptoms that mirror the worst
    humanoid flus.  An antidote is being especially difficult to create, as the
    very robots that would be attempting to find one are affected just as well.
    After about a month passes, panic becomes outright fear as many robots affected
    by Roboenza begin going berserk and attempting to take over the world.  What's
    worse, Mega Man's own beloved sister, Roll, begins to show symptoms of the
    virus, and the Blue Bomber, though powerful, has no way to combat a sickness.
    Just about that time, Dr. Wily, longtime nemesis of Mega Man and his creator
    Dr. Light, crash-lands near their laboratory asking for help!  It seems that
    the frenzied robots affected by the virus have even been attacking Wily
    himself, and stolen parts of a machine he'd been developing to create a cure.
    Mega Man has no choice but to hunt down the eight Robot Masters who have each
    taken a piece of the machine in order to help Wily finish the antidote before
    it's too late.  With Dr. Wily's mad genius and Mega Man's legendary battle
    power, they might just have a chance to put an end to Roboenza once and for
    - 1-03 Characters -
    -Mega Man: The main character of the series.  The Blue Bomber.  Originally
    created by Dr. Light as a lab partner robot named Rock, he volunteered himself
    to undergo the transformation into a war machine in order to stop Dr. Wily
    before the events of Mega Man 1.  Time and time again, for years, Mega Man has
    been the hero to stop Dr. Wily and his cohorts' evil plots and save the world.
    -Proto Man: Mega Man's brother, a prototype battle robot created by the
    combined efforts of Dr. Light and Dr. Wily back when they were partners, long
    ago.  He often keeps to himself and doesn't show a sense of duty to the world
    as strong as his brother's, though he often helps Mega Man in more or less
    subtle ways throughout his adventures.  This time, howerver, Proto Man's
    finally stepping into the spotlight and taking on this entire quest right
    alongside his brother.
    -Roll: Mega Man and Proto Man's little sister.  Created around the same time as
    Rock, as a housekeeping robot.  She usually stays around Dr. Light's lab and
    helps Mega Man however she can.. but this time, she's a little under the
    weather.  Her infection with the Roboenza virus has her older brothers up in
    arms ready to find a cure for her before it's too late.
    -Dr. Thomas Light: Robotic supergenius and creator of Mega Man, Roll, Auto,
    Rush, Tango, etc.  Though he doesn't build anywhere near as MANY robots as his
    nemesis and former ally, Dr. Wily, the ones he does build are generally of a
    massively higher quality.  He's a very gentle and caring man and only wants
    what's best for the world, but this time it looks like he's going to have to
    work with the world's most dangerous criminal to achieve that goal.
    -Dr. Albert Wily: The only scientific mind in the world powerful enough to
    rival even that of Dr. Light's.  Once upon a time, he and Dr. Light were
    colleagues, working together to build several robots meant to usher the world
    into a new era of prosperity.  However, Dr. Wily had ulterior motives of
    reprogramming the robots into battle machines and using them to take over the
    world for himself.  Though Mega Man stopped him, he has again and again
    attempted this sinister goal, often going so far as to blackmail other
    scientists, create supplementary personas, play with the minds of otherwise
    innocent robots and any number of other schemes to get things to go his way.
    This time, however, it looks like the tides have turned--Dr. Wily was attacked
    by the berserk robots under the influence of Roboenza and has agreed to work
    toward a cure with the help of his old ally once again.
    -Auto: A lab partner and general maintenance bot built by Dr. Light after Rock
    threw in his wrench to become Mega Man.  This bulky, cheerful green robot will
    go out of his way to build Mega Man the best items and equipment he can with
    the screws and bolts Mega brings back home.  This time's no different, though
    he also wants to build items for Proto Man.. and in order to get his older
    brother to trust him, he's going incognito!
    -Rush: Mega Man's faithful robotic canine companion, created by Dr. Light to
    aid Mega on the field many adventures ago.  Aside from general moral support,
    Rush is able to transform his body into a trampoline, an aerial sled, a
    submarine, and many other things, as well as deliver items to Mega Man on the
    field.  Rush is ready to go with his Coil unit at the beginning of this
    adventure, but it'll take time for Dr. Light to finish working on and reinstall
    his Jet unit.
    -Eddie: Also known as Flip-Top, this small container-shaped red robot is a more
    unique creation of Dr. Light's built for field aid.  His main purpose is to
    teleport to Mega Man's location at regular intervals and resupply him with a
    variety of items.  In this adventure, Mega Man has the ability to call Eddie at
    will with special Eddie Calls made by Auto.
    -Beat: A small, round blue bird created by the robotics genius Dr. Cossack long
    ago to commemorate Mega Man and Proto Man's help for him and his daughter
    against Dr. Wily.  Though small, Beat has had many functions over the years,
    from combat support to aerial attack operations, but perhaps his most
    beloved role is that of a savior from the strange bottomless pits found
    throughout the world.  In this game, Auto can make special Beat Call items for
    either Mega or Proto Man that they will automatically use if they've fallen
    down a pit to call Beat, who will swiftly dive in and save them.
    -Tango: A green robotic cat created by Dr. Light when  Mega Man needed extra
    help combatting the Star Droids long, long ago.  Tango seems to have fallen
    into complacency staying at the lab and lazing about, rarely coming into view
    when Mega Man's on another of his crazy adventures.
    - 1-04  Controls -
    ++ Wii ++
    (Wii Remote)
    Control Pad: Moves the player character left or right, and up or down ladders.
    Also moves the cursor on various menus.
    A Button: Shifts around your Special Weapons, similar to L/R buttons on most
    gamepads.  Shifts backward.
    B Button: Shifts around your Special Weapons, similar to L/R buttons on most
    gamepads.  Shifts forward.
    + Button: The Wii's equivalent to the 'start' button found on most gamepads.
    This makes selections and brings up the equipment menu in stages.
    - Button: On the Stage Select screen, this opens the in-game menu from which
    you can enter the Shop and save your game.  In a stage, this opens a menu which
    allows you to change options, view challenges or exit the game.
    Home button: Opens the Wii Home Menu.
    1 Button: Fires your weapon (if using Type 1 control), servers as the 'cancel'
    button in menus.
    2 Button: Jumps (if using Type 1 control), serves as the 'accept' button in
    (Classic Controller)
    Control Pad: Moves the player character.
    A Button: Jump/Confirm (Type 1 control option used for all these).
    B Button: Fire/Cancel.
    X Button: Fire/Cancel.
    Y Button: Jump/Confirm.
    + Button: Starts game, opens Pause/Menu screen.
    - Button: Opens a menu screen that's different depending on if it's used in a
    stage or on the Stage Select screen.
    Home Button: Brings up Home Menu.
    L Button: Shifts selected Special Weapon backwards.
    R Button: Shifts selected Special Weapon forwards.
    ++ Playstation 3 ++
    ++ Xbox 360 ++
    - 1-05  Main Menu -
    After watching the opening movie (and inputting your name if this is your first
    time playing), the title screen will appear.  Press Start (+ on the Wii) to
    bring up the main menu to access the Main Menu, containing the following
     - NEW GAME: Starts a new game from the beginning.  You may choose your
       character and difficulty after selecting this.
     - LOAD: Resume play from saved data.
     - BACK
    This mode allows you to play specific stages in an attempt to finish them as
    fast as possible.  Only Mega Man may be used, but you begin with all Special
    Weapons.  You can save one replay per stage.
     - STAGE SELECT: Pick a stage to attempt a Time Attack on.  
     - RANKINGS: View individual stage rankings in Time Attack.
     - UPLOAD DATA SELECT: You can upload your time attack times, as well as replay
       data from your time attack runs!
     - RULES: Explains how Time Attack Mode works.
     - BACK
    A special mode unlocked by purchasing it from the Add-On Content menu.  Playing
    as Mega Man and with access to all weapons (including the three special ones if
    you've completed the Special Stages), you're put up against an infinite
    gauntlet of challanging areas, some unique and some recreations of areas from
    Mega Man games past, fighitng a random Robot Master every 30 rooms.  There are
    online rankings for the players with the most rooms cleared in one go.
     - START: Jump into Endless Attack and be placed inside a random room of the
     - RANKINGS: View the top 30 players who've cleared the most rooms.
     - RULES: Explains how Endless Attack Mode works.
     - BACK
    This brings up a list of challenges in Mega Man 10 as well as the rules you
    must follow to complete them.  Mega Man 10 actually has its own challenge MODE
    which you must play to complete most of the challenges, but a few are obtained
    during normal gameplay a la Mega Man 9.
     - CHALLENGIST LIST: A list of 88 special Challenge Mode challenges (page 1)
       and 12 challenges returning from Mega Man 9 (page 2) as well as your
       completion status.  Page 1's challenges can be selected to take you to a
       Challenge Mode course in which you can attempt to rank in the challenge,
       from E (incomplete) to S (perfect).  Page 2 contains challenges that must be
       completed in normal "story mode" gameplay.
     - RULES: Explains the rules of Challenge Mode, particularly the Page 1
       challenges in the Challenge List.
     - BACK
    This brings up a menu to view various top rankings.
     - ALL CLEAR RANKING: Connect to the internet to view the best times completing
       the entireity of the game.  You will see your own personal best at the top
       of the screen, followed by the top 30 worldwide.
     - TIME ATTACK RANKING: Same as All Clear Ranking, except for individual
       stages' rankings.
     - ???????
     - BACK
    This brings up the Options menu.
     - CONTROL TYPE: Switches between two different control schemes for the Fire
       and Jump buttons.
     - PLAYER NAME: Allows you to change the name you input the first time you
       started the game.  This name is seen on online leaderboards for the game.
    This brings up the Downloadable Content menu.  This is extra content for the
    game that you can buy with Wii Points, or whatever currency the console of your
    choice uses.
    (Note:  As of 3/1/10, there is no DLC yet)
    = II) Walkthrough =
    (NOTE: I'll be the first to tell you that one of the best ways in the world to
    get help with a specific stage or boss is to go into the Time Attack records in
    MM10 itself and view the online video data for some of the top records.  This
    will show you how the best of the best players in the world complete the stages
    and bosses, though it's for speed so they won't bother to grab pickups and may
    take damage on purpose to save time, but it can still be very helpful.  Like my
    guide, though, Time Attack only uses Mega Man and only on Normal difficulty)
    First and foremost, let me make it clear that this is a walkthrough for MEGA
    MAN (not Proto Man!) on NORMAL difficulty (not Easy!).  For information on what
    Easy Mode and Proto Man Mode bring to the table, refer Sections 2-E and 2-P,
    Once you select New Game, select yoour character and difficulty, you're taken
    to the Stage Select screen.  Here, you may choose which of the 8 Robot Masters
    to battle, or press Select (- button on the Wii) to enter the menu.  The in-
    game menu allows you to enter the Shop, save the game, return to the Stage
    Select screen or exit the game.  When you're ready, choose the boss you wish to
    fight.  You can refer to the Table of Contents at the beginning of this guide
    to find the number associated with a given stage, and Ctrl + F to jump to it.
    I've prepared the guide in order of the Master easiest with the default weapon
    followed by the Master weakest to the Special Weapon you gain from the first,
    etc.  Generally, the walkthrough is written so that each individual room of a
    stage gets its own paragraph, so if you're stuck on a specific room of a stage,
    just skip that many paragraphs.  Now, let's get started!
    - 2-01 Chill Man -
    As you may have guessed, this is an ice-themed stage, so most of the ground you
    will walk on will be slippery.  You can keep your traction if you jump and move
    in the air before falling instead of trying to move on the ground, but this
    isn't really necessary a lot of the time.  As you walk to the right, you'll
    find a snowman enemy that'll form snow heads above itself and toss them at you.
    If they hit the ground, they'll explode into four bullets that travel in a plus
    formation across the screen.  You can destroy the heads, but they yield no
    drops.  Move further to run into some Shield Attackers; these guys fight just
    like they always do, jetting left and right in a set path.  Their front is
    completely invulnerable to all weaponry except for the Solar Blaze, but their
    back is taken down in four shots from your Mega Buster.  Go right to fight more
    snowmen and then encounter a new type of block that you'd best start to get
    used to.  These four-tile ice blocks will be seen a lot in this stage and later
    in the game, so I'll go over their function; if you LAND on them from above,
    they will crack (it doesn't hurt them if you walk from another parallel
    surface).  If you land on a cracked one, you'll have about half a second to
    react before it shatters.  You can also shoot them; a shot will crack them, and
    another will instantly break them.  Some weapons, such as the Solar Flare, can
    break them in one shot.  Anyway, move forward and purposely hop on the last
    ice block a couple times to fall to the next room.
    Here, just run to the left, avoid shooting or backtracking and hop on the next
    to last block on the left a couple times so that you fall below without hitting
    the Shield Attacker, then break the next block.
    This room's basically the same as the last, but you'll want to run to the far
    right to collect the large screw before falling down.  Destroy the snowman and
    fall again, taking care to make short hops on the last block so you don't hit
    the spikes above.
    In this room, it's a good idea to just break the second block and fall while
    hugging right to get into the alcove with the 1-up.  In order to safely get
    back out without fear of hitting the spikes, let the Shield Attacker hit you so
    you'll be invincible while you climb out.  I'd say a bit of health lost is
    worth an extra life.  Fall down the left shaft, and hug the right wall.
    When you fall down here, if you hugged right like I said, you'll fall into the
    top corridor and get some health to recover you from your purposeful hit above.
    If you didn't make it, just go right a bit and jump up to the top in the gap
    just past the first Octopus Battery.  Proceed right, killing batteries and
    snowmen.  Make sure you exit the room from the top corridor.
    Just run right and up the ladder here.
    Now, if you were in the upper corridor before, you'll climb up to a Weapon Tank
    and a couple timebomb platforms that you can simply run into then back to the
    right wall to avoid damage from.  After this, climb to the next room, defeating
    the batteries and Shield Attacker...
    ...and repeat that in this room.  Don't worry about blowing up the ice blocks.
    Climb up again.
    In this room, you'll see a huge stomper with a tiny stomper trapped by blocks
    of ice.  Both of these enemies can jump on the ice blocks to crack and destroy
    them, just like you.  Start by breaking the ice directly to your left and
    destorying the mini hopper, then get to the left wall, turn around and shoot
    the big hopper as fast as you can.  Destroy the rest of the ice and climb up.
    Now we're outside again.  Destroy the snowmen and proceed right.  You'll meet a
    very annoying bird-type enemy that will fly by in a straight line and drop an
    egg when it meets you vertically.  The egg will then activate a rocket booster
    and blast toward you when it meets you horizontally.  The egg can be destroyed,
    but won't drop items.  Proceed right, jumping and shooting in an attempt to
    destroy the mini hoppers before they destroy your platforms, but take care not
    to accidentally do so yourself when you're on or near them.  When more birds
    fly by, you'll either want to try to time it so that their eggs rocket toward
    you at the apex of a jump and fly safely above you, or turn to the left and
    shoot them.  Proceed right and drop down to the left into the alcove with the
    large energy and weapon capsules.  Immediately turn right and punish the big
    stomper, or wait for him to kill himself by breaking the leftmost ice block,
    then IMMEDIATELY jump to the right one before the mini stomper above comes in
    to break it (which will spell your doom).  Run right, and find the boss door!
    * WARNING         *
    Chill Man will either run or leap across the room--for some reason, he has bad
    traction on ice just like you, so he'll scoot around a bit when he stops.  He's
    really easy to jump over, even his jumps are quite low.  When he stops, he'll
    shoot a couple Chill Spikes, one angled down and one angled up.  If they hit
    you in snowball form, they'll freeze you, and unless you tap the buttons and
    jump away quick he'll pounce you for more damage.  If the snowballs hit a wall
    or floor instead of you, they'll form a small bed of spikes that can hurt a lot
    but are easy to avoid and break after a couple seconds.  Chill Man will repeat
    these few moves over and over in no real pattern at all that I can decipher.
    Sometimes he'll only shoot a single Chill Spike toward the ground, as well.
    The best advice I can give is to keep your distance and be ready to jump over
    him whenever he gets near you.
    His weakness is the Solar Blaze.  The good news is that since the Blaze will
    explode into both directions horizontally and sweep across the screen, since
    Chill Man can't jump very high chances a he'll be hit every time you use it.
    The bad news is it only does 3 units of damage to him, one of the least any
    boss takes from his weakness weapon.  You can stay far away from Chill Man and
    use the explosion waves to hit him every time while you dodge his shots, but
    it's faster to just shoot them in his face so you can end him more quickly.
    Chill Man is one of those bosses that are easy to defeat, but very difficult to
    master.  He doesn't seem to have any rhyme or reason to how far he runs before
    stopping, when he runs, jumps or shoots, or if he'll shoot one bullet or two.
    Luckily, he's probably the simplest boss to just fill full of holes without
    worrying about dying before him.  Of course, this makes his gold crown on
    Challenge Mode one of the most frustrating to achieve, so if you have any tips
    on how to beat him without taking ANY damage, be sure to send me a heads-up.
    - 2-02 Nitro Man -
    Teleporting into a city, you may recognize the music playing from the Mega Man
    10 trailer released a few months before its release.  Move right, and you'll
    face a new type of Roader enemy.  By default it simply drives forward in a
    straight line like Roaders from previous Mega Man games; however, if you
    attempt to destroy it, one of two things will happen depending on if you
    destroy the Roader itself or the cannon on top of its head.  If you destroy the
    Roader, the cannon will fly up and backwards while shooting bullets toward you.
    If you destroy the cannon first, the Roader will speed up tremendously and
    attempt to run you over.  Generally, unless it's a tiny corridor or you need a
    dropped item, it's best to just jump over them.  Continue to the right and
    climb up the ladder, but stop just when Mega Man leans over the top of the
    ladder and hold right while shooting so you can hit the Sniper Joe without it
    being able to hit you.
    In the next room, destroy the Roader and use Rush Coil to collect some screws.
    The next room is the first of several in this stage that consists of a long
    horizontal 'highway' with trucks speeding through.  Keep an eye on the flashing
    lights at the bottom; they'll be red lines when nothing's near, but will turn
    blue and point in the direction of oncoming traffic when something's
    approaching.  In this room, trucks will speed in from the right side.  You'll
    want to jump just a bit after their horn honks and attempt to get on top of
    them; otherwise, they'll smack into you and explode, dealing a lot of damage.
    Try to avoid as many as you can as you make your way right, destroy the flying
    Met and grab the screw by jumping off the roof of a truck.  At the end, either
    wait for a truck or quickly switch to Rush Coil or Jet to reach the ladder.
    This room introduces a new shield charger enemy.  Basically, whenever you see
    one of these, it's going to charge ALL THE WAY across the platform it's on,
    even if it's more than a screen long, until it reaches the end or you stop it.
    Its only weak point is its head, but shooting its shield will knock it back.
    You'll have to jump and shoot both targets rapidly if you want to defeat it
    without getting hit.
    The next room is another truck room, but this time they're coming from the
    left.  Try to jump on one as it's driving by and ride it all the way to the end
    of the room--but be careful, the very last wall before the ladder is covered in
    Next we have the midpoint room, which is safe and has some weapon capsules. Go
    And here we have ANOTHER truck room.  This is by far the most dangerous, having
    trucks with larger trailers (you'll have to jump up again after jumping on the
    truck's head to cross it) and spikes covering the left walls as trucks approach
    from the right.  You're save except for the far left wall when on a truck's
    head, but you'll have to jump on the trailer to proceed.  Only jump up there if
    you're in a space between overhanging walls, and work your way to the right.
    You'll eventually come to a 1-up, which is very difficult to reach unless you
    use Rush Coil.  You may have to take a hit for it.  Next, fall down the small
    chute in the floor to reach the next room.
    Now you're at the final truck room.  This one has the bigger trailer trucks
    coming from the left.  Destroy the flying Met and drop down onto a truck,
    preparing to jump off to a higher platform after a couple seconds of riding.
    Jump right to the platform with energy capsules and then Rush Coil up through
    the hole in the ceiling.  You can run safely to the end of the room here, and
    even collect an Energy Tank.  Fall down the tiny hole next to the tank and then
    another chute to proceed.
    Destroy the Met and activate the bomb platform.  Let it explode and fall
    through the hole it left.
    Jump toward the right, jumping off the rightmost platform when it reaches 0 and
    running into the alcove to grab the screw.  Drop down, easing to just left of
    the center of the room.
    You'll fall on a small safe platform amidst many timebombs.  There are alcoves
    with powerups all over the room; from the safety of the middle platform, plan
    which ones you need before grabbing them and dropping down.
    A small room with a shield charger.  Defeat it, and drop.
    Here's a bumpy road of a room full of Roaders.  Jump from raised section to
    raised section and leap over the Roaders.  Go right to face the first Sniper
    Joe that you can't hide from.  Wait until he points his gun at you, shoot him,
    and jump so that his first spray of three bullets pass under you, then quickly
    shoot and jump again for the next three.  Repeat until he dies, then go right
    to the boss.
    * WARNING         *
    Nitro Man has two moves he can do from the ground, and he'll randomly perform
    either of them at the start of the battle.  His first move is to use his
    trademark Wheel Cutter weapons to assault you; he'll throw one in a high arc
    into the air and then another straight forward.  They'll roll along the ground
    when they hit the floor and then roll up the side of the wall and bounce off
    toward you one final time before dissipating.  He'll throw four like this
    before he does anything else.  His other move is to transform into a motorbike
    and rev up before charging you.  If he does a wheelie, that means he's going to
    drive right past you and up the wall behind you.  If he does this, then when
    he's about to hit the ceiling he'll jump off and throw a pair of Wheel Cutters
    that will bounce around the floor moving toward each other, then stick to the
    floor after about three bounces, run toward opposite walls, then fall off
    toward the middle of the room simultaneously when they reach the ceiling.
    Nitro has one more move, in which he'll turn into a bike and NOT do a wheelie,
    meaning he'll just drive back and forth across the room several times and
    finally do a wheelie at the end, climbing up the wall and tossing two Cutters
    at you.  By far the most dangerous thing in this battle are all the Wheel
    Cutters that will often be bouncing around the room, rolling on the floors and
    walls and falling from the tops of the walls all throughout the battle.  Nitro
    throws them in predictable and easily-dodged patterns and they always follow
    the same patterns themselves, but there can be so many onscreen at once it can
    get very confusing.
    You can destroy them with Nitro's weakness weapon, the Chill Spike, and since
    it takes so little Weapon Energy you don't really have to worry too much about
    running out.  You'll notice that hitting Nitro Man directly with the snowball
    will do minimal damage, though it DOES freeze him, and he's the only boss in
    the game that can be frozen like this. The 'real' way to defeat him with the
    Spike is to plant a trap of spikes on the ground or wall before he runs over
    them in bike form, which deal major damage to him.  Since he only turns into a
    bike sometimes, focus on either destroying his Wheel Cutters or trying to dodge
    them while pelting him with the Mega Buster in the meantime.  Once he turns
    into a bike, plant a Chill Spike on the ground before him.  If he does a
    wheelie, only worry about hitting him with that initial Spike.  If he doesn't,
    you have the opportunity to hit him several times before he climbs up the wall
    and very likely kill him.  Either way, you'll eventually take him down.
    (Note: If you have the Screw Crusher from Special Stage 2, it's somewhat
    effective against Chill Man, though the primary use for this is when he jumps
    up into the air to use his Hard Mode-only special attack.)
    - 2-03 Commando Man -
    You begin in a desert area filled with quicksand.  A little like Pharaoh Man's
    stage, no?  Go to the right and you'll quickly be introduced to a pair of new
    enemies.  One appears to be a red flashing mine on the ground, the other is a
    flying little green beetle.  They actually kind of work as a team.  The land
    mines will explode into robotic antlion dens if they're disturbed by your shots
    or your body.  The beetles will fly down to a bit above your altitude then dash
    to the right, dropping a bomb near the closest mine that will explode into a
    shockwave and disturb the mine.  Try to jump and destroy the beetles before
    they release their bomb, and then jump over the mine.  If the mine does
    activate, wait for the antlion to spit a couple rocks before jumping over the
    pit.  They always lob bombs in the same order; one high and to the left, one
    high and to the right, one low and to the left, and the same for the right--
    then they stop for a second and repeat the pattern, only reversed.  Keep
    fighting through this duo of enemies and make sure not to fall too far under
    the quicksand before you reach the end of the room and have a choice of two
    (Path A: Upper path--to the right)
    You'll enter the first sandstorm room if you take the upper path.  Sandstorms
    will cover the entire area in sand, through which you can only see animated
    sprites (yourself, your weapons and items, enemies, etc); no platforms, spikes,
    pitfalls or background.  The sandstorms also cause a few changes--you're pushed
    in the direction it's going, you can run and jump further and faster in that
    direction but much slower and less far in the opposite direction.  Mets stay
    under their helmets no matter how you may try to disturb them as the sandtorm's
    raging, and parachute enemies will float in the direction of the storm as long
    as they're using their parachute.  You'll want to memorize where the danger
    areas are when you can actually see them, and make sure to stay in safe zones
    while the storm's raging, whether it's trying to run against the storm to stay
    on a safe platform or situating yourself against a wall or raised ledge so that
    the storm can't push you.  Also be wary of the parachute enemies that pop out
    of many of the holes continually when you're near them.  Luckily, Rush Jet is
    affected by the storms as well (that's lucky in the cases in which they're
    blowing to the right, anyway) so if you have it, use it at the beginning of the
    room and move to the top of the screen to quicklky clear the room and avoid any
    Here's a bunch of awesome tips for dealing with sandstorms sent in by
    "On Commando Man Stage, during the tricky sandstorms, there are 3 ways to help
    you keep track of the platforms while the storms are blowing.   You can call
    Rush Coil on a platform.   Don't jump on him but use the fact that you can see
    him during the storm to exactly know where the platform is.   You can run "in
    front of its sprite" to avoid falling.   Also, using a chill spikes can lead to
    the same results by marking the floor.  The spikes can be seen during the
    storms.   Finally, if you have the Wheel Cutter, you can use it as a hook on a
    wall or platform ledge.   Once the storms are over, it will lift you up back on
    the platform."
    Drop down in the next room, there's nothing of note.  Bear left as you fall if
    you want a weapon capsule in the next room.
    Collect the weapon capsule (or don't) and beat the shield attacker, then fall
    Beat the Met and shield attacker, then fall AGAIN...
    (End of Path A)
    (Path B: Lower path)
    You fall into a strangely pink room with a shield attacker and a met.  Destroy
    them and proceed to fall down the left shaft, but hold right as you fall.
    If you hugged the right wall from the room above, you'll enter an alcove with
    some energy.  Drop down from here, dodging the shield attacker.
    Another room with some shield attackers and a met.  Destroy them and move on.
    This next room has a sandstorm coming from the right.  If you need a briefing
    on what sandstorms can do, refer to the first paragraph of Path A above.  Most
    of this room is just littered with mets and simple jump obstacles, but near the
    end you'll find some chasms with parachute bots in them.  Destroy them before
    proceeding, but memorize the short length of time between their rises if you
    stand close and use that information to get past safely.  At the end of the
    room is an Energy Tank perched on a high platform above.  If a sandstorm has
    just passed, use the Rush Coil to reach it.  If you feel one's about to occur,
    stand on the furthest right high ledge, wait for it, and then use its power to
    jump to the E-tank.  When you're done, jump over the spikes on the right and
    move on.
    (End of Path B)
    Anyway, now that you're at the room in which the paths merge, head right and
    outside again to a room that's a bit of a repeat of the first room of the stage
    full of beetles and antlion mines.  Deal with these the same way you did
    earlier, and head right to fight a big stomper.  Let him jump near you, get
    close to him, then run as he jumps to get past him without harm.
    The next room is another sandstorm room, and it's very dangerous; the storm
    blows from the right, and most of the left walls are covered in spikes.  Rush
    Jet isn't as useful here, though you CAN use it; move to the top of the screen
    and shoot to preemptively destroy any parachuters that may get in your way.
    Otherwise, just proceed on foot.  Try to find platforms with safe walls to the
    right, and run against them when the storm blows.  There's a 1-up halfway
    through the room that's easy enough to collect.  Keep going right.
    The next room just has some energy pellets and an antlion on top.  Nothing to
    worry about.
    Now we've got yet another sandstorm room, this time with it blowing from the
    left.  Rush Jet is obviously very useful here, but it can be very frustrating
    and dangerous to reach the safety of the top of the screen with it without
    being intercepted by a parachuter.  Instead, try to hoof it, stopping on the
    longer platforms and running agaiinst the storm when it comes to survive it.
    At the end of the room, you'll come to several large chasms which lack
    parachuters but can be hard just to cross.  The last one, especially, is quite
    impossible without using the sandstorm to your advantage.  If you have the Rush
    Jet, use it on the high, long platform midway through the room to clear the
    rest with ease.  Without it, you'll have to reach the long chasm at the end and
    either use Rush Coil when there's no storm or run and jump with all your might
    when the storm's blowing.
    The last room contains a series of small platforms over quicksand with a big
    stomper on the far side.  Your options are to either quickly fall deliberately
    into the quicksand and jump under the stomper in an attempt to evade him
    completely, or stay on the right ledge and use any weapon that will hit it (any
    special weapon aside from Solar Blaze works, though you probably don't want to
    use too much Wheel Cutter energy as you'll want it for the boss).  When
    finished, proceed through the boss doors.
    * WARNING            *
    He looks massive and daunting, but he's really quite predictable.  The main
    thing to remember is that if he jumps high into the air, he'll cause a quake
    when he lands that will render Mega Man compeltely defenseless for a second.
    He'll jump either high or low and launch a Commando Bomb forward which will
    turn down at a 90-degree angle when it reaches your position.  Run under it
    then get ready to jump about to the point at which it landed to avoid the
    resulting shockwave (it's a shockwave similar to the ones the green beetles'
    bombs produced earlier in the level).  After a couple jumps, he'll shoot a Bomb
    straight forward into the wall behind you, you'll want to stand a couple Mega
    Man lengths away from it to avoid the shockwave.  Sometimes he'll also shoot a
    Bomb so close to the wall even when jumping that it'll explode on the wall
    before it has a chance to hit you.  A good strategy for him is to get close to
    him as soon as possible, then run under him as he jumps and shoots; he can't
    shoot   his bombs behind himself, so he'll always shoot them straight downward
    to the ground and even the shockwave won't be able to reach you if you're
    behind his aerial position.  Jump over his occasional forwad shots from the
    ground and you've got him.
    His weaknes is Wheel Cutter, which can also be held in front of you to absorb
    the bombs he shoots.  You can time it so that the Cutter will roll under him
    just as he lands, or just get in his face and shoot him over and over with
    them; they do huge damage to him outright.  Whether you use cutters or the Mega
    Buster, he's a very predictable and, dare I say, easy boss at the end of one of
    the most frustraing stages.
    - 2-04 Blade Man -
    Entering this stage, with the regal-sounding music, castle theme and shielded
    cannons taken straight from Mega Man 6 in the background, you can't help but
    feel a bit of familiarity to Knight Man's stage years past... but that quickly
    fades as you proceed right and are assaulted by jet-propelled giant axes!
    Defeat the (surprisingly UNshielded) green cannons and greet your axe-faced
    friends with a bullet or three.  They attack by jetting diagonally up and
    toward you, then crashing straight down and repeating.  Continue right until
    you enter the interior of the castle and run into tiny, fast spiders--mini
    versions of the ones you saw in Mega Man 9.  They scuttle across the ceiling,
    back and forth, until you get near them at which point they thread their way to
    the ground and proceed to mercilessly pounce at you.  These guys really follow
    you forever, jumping past spikes and gaps that most enemies would give up near.
    The only fortunate thing about them is that they're very defensively weak and
    only take a couple shots to dispatch.  Make one fall next to you and be ready
    to pelt it with two shots just as it hits the ground.  Defeat a couple more and
    you'll come to a new Spine enemy.. they go back and forth on the ground and are
    invincible to most weapons like Spines in all the other games, but this time
    shooting them doesn't cause them to stop, it actually makes them go crazy and
    spring around while shooting bullets.  Being hit by them causes the same
    effect.  It's best just to jump over them, though you can destroy them with a
    Chill Spike or the shockwave from a Commando Bomb (though you'll want to save
    ammo for that for the boss, and for some items such as the screw at the top of
    this very screen that can only be obtained with a C. Bomb).  Climb up to the
    next room.
    There's an axe and a spine here, as well as some screws you can get with the
    Rush Coil.  Move on up.
    You've got another cannon to deal with, then you're introduced to a couple new
    things.  First, assaulting you from the air is a flying robot head that weaves
    up and down as it flies across the screen.  They seem simple enough and only
    take one shot to defeat, but if you ever come into their line of sight they
    instantly release a large bullet that can be destroyed.  The next object to
    catch your attention is a teeter totter contraption that activates once you
    step onto the elevated platform of it.  This wil cause it to move forward as
    the platforms on it shift positions.  You have to keep jumping back and forth
    to the raised platforms to keep it going, and if you ever leave it alone for
    more than a few seconds without moving it, it'll begin to flash and quickly
    scoot back to its starting point, which can be VERY dangerous.  Move the first
    one to the ledge on the right and then go to the second, shooting your buster
    toward the right side of the screen as you go to destroy the axe bots so they
    can't knock you off.  Reach the end and jump up for some energy capsules; Rush
    Coil up if your platform leaves you, then procees through the ... boss door?
    *Mini-Boss: Tricastle*
    as you enter the room, a green castle with three pairs of eyes will emerge from
    the background.  There are a pair of eyes over the front door, and a pair each
    under cannons on top of the turrets on either side of the castle.  To defeat
    Tricastle, you're going to have to destroy all three pairs of eyes.
    To begin, start shooting the central pair of eyes above the door, the only pair
    that you can reach from the ground with your Mega Buster.  It controls the door
    opening and closing which sends out platforms with which you can reach the
    upper eyes, so destroying it--and the door--can make the next couple pairs
    easier.  Once the door's destroyed, start jumping on the platforms as they
    slide out toward whichever end of the screen you're on and then jump and shoot
    to hurt the turret eyes.  They'll launch bombs at regular intervals, which you
    can be forewarned about by looking at the eyes; when they look at you, they're
    about to launch a bomb to wherever you were standing when their eyes shifted to
    your direction.  Use this to dodge the bombs as best you can.  It seems easier
    to start with the left pair of eyes, and then move to the right side of the
    screen to take care of the right pair after it's defeated.  You can also shoot
    the bombs to stop them, though this can be dangerous.
    The best special weapon for the job is the Solar Blaze, which can hit both the
    top pairs at once and only takes three shots per eye, but Rebound Striker and
    Water Shield are also very useful here, as can Thunder Wool be if you can
    manage to get a cloud just above a pair of eyes.
    Upon destruction, Tricastle'll comically put up a white flag before exploding.
    Move to the right.
    Now we're in a safe room, the midpoint of the stage.  Climb down the ladder.
    This is a small room with steps downward and a couple spiders.  Use the Cutter
    Wheel if you have it to dispatch the lower spider, then switch to the Mega
    Buster for the one on the ceiling and move down.
    A repeat of the last room, though the stairs go up this time and one of the
    spiders is replaced by an axe.  The Wheel Cutter or Rebound Striker are great
    if you don't want to get hit; destroy the 'bots and proceed.
    Defeat the cannon, drop down and to the right, beat a couple spiders and a
    flying head.  Use Rush Coil to grab the bolt, then move right to another teeter
    totter platform.  You'll be assaulted from both sides by flying heads and
    spiders; the Solar Blaze is fantastic here if you have it.  If the orb hits
    even one of the flying heads' projectiles, it'll explode and take out
    everything in both directions, and you can safely plant an orb in front of you
    while going back and forth just to stay safe.  Water Shield is useful, too, as
    is holding Wheel Cutters in front of you as you move back and forth.  After the
    first teeter totter, you can jump above for a Weapon Tank if you have the
    Commando Bombs; otherwise, go down and take care of the spiders, and Rush Coil
    to the energy and weapon capsules above if you need them.  Proceed to another
    teeter totter--there's a 1-up just above you if you have Commando Bombs, but
    it's very tricky to get and required maneuvering of your platforms to just the
    right spot.  I'd say to skip it between the danger and the fact that C. Bombs
    are what the boss just ahead is weak against.  Keep going right and be wary of
    the flying heads until you reach the end of the chasm, at which point you can
    either jump up or go into an alcove for a large energy capsule.  The capsule's
    safe to get if you make sure the right side of the platform's the lower one,
    run in, grab it and run out.  Go right and kill one more axe and then you're at
    the boss door.
    * WARNING         *
    Blade Man, admittingly, is probably the most tricky Robot Master in the game.
    Many people seem to agree.  He only really has one move, which he uses again
    and again, but from so many positions and so quickly that it's just about
    impossible to dodge every time.  I'll try my best to explain it.
    Basically, he'll jump to the right wall, and launch a Triple Blade attack.
    This consists of three purple knives which are simultaneously launched and
    travel at three angles; one straight forward, and another two at increasingly
    lower angles.  He'll then jump to the ceiling in the center of the room, and
    launch another Triple Blade toward your position.  Then he'll jump on the left
    wall and do the same, then onto the floor and just look at you for a moment
    before repeating the process.  Sometimes he'll jump from ceiling to wall to
    ceiling and forget the floor, though I honestly have no idea what triggers
    The basic strategy is to stay in the left corner of the room, next to the boss
    door.  Make a short hop over the middle knife but under the top one to dodge
    his first attack from the right wall, then run right to dodge his ceiling
    attack, and back left under him to dodge his left wall attack.  Note that
    trying to always stay under him, or in any single position won't work, as he'll
    always throw the knives roughly at your position.  You can jump and shoot him
    any time he's on a wall or the floor.
    His weakness is Commando Bomb.  Hitting him directly with it, as with any
    enemy, isn't the best idea, but it does deal more damage to him even this way
    than a Mega Buster shot, and you can hit him on the ceiling.  The strategy is
    to aim for a bae wall or the ceiling where he's ABOUT to jump, as trying to hit
    him with the shockwave a his current position will always miss (unless he's on
    a wall directly over your head).  He takes massive damage from the shockwave
    and can be hit up to two times from it.  With some practice you'll be able to
    nail him every time, except when he jumps from the wall to the ceiling when he
    was supposed to jump to the floor (or vice versa).  Keep in mind that he always
    jumps toward where he's facing, and never jumps from the ceiling to the floor,
    floor to ceiling or wall to wall and you should be able to defeat him.
    Here's a really good strategy sent in by Superfluous Moniker  (nice name!):
    "I found a really easy way to beat Blade Man you might want to add to your
    guide. You can very easily dodge his triple blade attack by simply running
    towards him while he's on the walls. As long as you are not more than half the
    screen away or so and are running towards him, he will miss every time.
    So my strategy is whenever he is on the wall, jump and shoot once then start
    running towards him, his shot will sail overhead. Right after he misses, run
    away from him. If you are close to him after he attacks from the wall he will
    sometimes try to jump down and hit you with his body, it will miss if you're
    running away. If he goes up on the ceiling, stand underneath and just in front
    of him and run behind him when he shoots. He will then go to far wall, rinse
    and repeat.I was able to beat him without taking damage for the gold crown in
    Challenge pretty easily using this strategy, then I did it again without
    taking damage with the Mega Buster for proof of concept. Works like a charm."
    And here's another tip sent in at about the same time, by Zeek:
    "Here's my strategy:
    Charge him.  If he's on a side wall then run towards him until he fires and his
    blades will go over your head harmlessly.  Then start backing off.  If he jumps
    to the ceiling then start running under him (toward the wall he just came
    from).  Again he'll miss you entirely.  If he jumps to the ground you'll
    already be running away from him so he won't reach you.  Turn and get a hit in
    and you can usually get one more as he jumps back to the wall so jump and shoot
    in that direction.  Rinse and repeat and you should beat him flawlessly."
    - 2-05 Strike Man -
    You warp into a huge stadium, playing some really upbeat music... very cool.
    Go right to find some orange baseball 'bots that throw baseballs toward you in
    a low arc that curves and rises upward.  Past them you'll find a spike on the
    ground and a blue baseballer who throws a different kind of curveball; it'll
    curve downward until it's in front of the bot, then stop in midair for a second
    and float toward wherever you're standing.  Destroy him and go forward to a
    huge locker room in which seemingly random lockers will open up to reveal small
    box robots that shoot at you.  It's actually always the same lockers in the
    same pattern, but it can be difficult to memorize.  Blast them or dodge them,
    then climb down.
    This small room has a Spike on the right ledge and three screws on the left.
    Use Cold Spike to destroy the Spike if you have it, then inch to the very left
    of the ledge and jump across the boss door to reach the screws before falling
    *Mini-Boss: The Keeper*
    You fall into a room resembling a soccer (*cough* non-American football) goal
    and a giant robotic head appears above you.  This robot goalkeeper will serve
    as a miniboss before you can proceed.  He'll start by looking either to the
    left or to the right, and from that direction will come a flying soccer ball--
    from the opposite direction, he'll summon a giant metal fist that will proceed
    to punch and knock around the ball.  You can destroy the ball with a couple
    shots, but it's tricky to hit and it always flies around in the same pattern,
    so it's useful to try to memorize and dodge it.  You'll have to jump on top of
    the fist, which will raise up to the top of the goal in time, in order to hit
    the face to destroy the Keeper.  You can just stand on the fist and shoot like
    mad when it's at its highest peak.  The Keeper will then repeat the previous
    action, with in the opposite direction as last time.  After both directions
    have been covered, the Keeper will summon both fists at once and attempt to
    slam them into you, or at least close enough to you for you to be stunned by
    the shockwave they cause and be unable to attack.  Jump to dodge the shockwave
    and get on top of either of the fists to ride them up and punish him.  He'll
    then repeat the same three steps over and over until you score a goal in
    blowing up robotic disembodies face goalies.
    The Commando Bomb is easily the best weapon to dispatch him with; make sure you
    detonate it on the top of the goal next to his face, as directing the missile
    straight into his face will only do minimal damage.  The Water Shield can be
    useful, too, as it will also eat up the rogue soccer balls.
    After his defeat, the ground will collapse on the left side of the screen.
    Jump down to enter a room with a Spine and several screws and energy capsules
    atop him.  Beat him with a Cole Spike if you have it to collect the goodies,
    then go right.  You'll meet a new pair of enemies; ball baskets.  The purple
    ones carry round bouncing balls that they'll lob in your direction, which will
    then bounce at the same arc until they hit something.  The orange ones carry
    American footballs, which will bounce around at strange one-low-one-high
    altitudes with their oblong shape.  Defeat them and go right to find several
    basketball goals with hoops that serve as platforms, more ball baskets and
    Spines.  Take the lower route to collect more screws and energy, then Rush Coil
    up to the next area.
    A blue curveballer on the top left, a weapen capsule on the top right.. and a
    new obstacle.  These soccer ball platforms become activated if you shoot them.
    They have a small startup time so you have a moment of opportunity to jump on
    top after activating them.  You can get used to how they work here to earn
    the weapon capsule and destroy the curveballer before proceeding up.
    (Note: You can also use the Wheel Cutter to activate them while standing on
    Another room with two soccer platforms and a couple screws.  Collect them and
    go on.
    You're back on the outside of the stadium now, with a purple ball basket to
    your left and several SPIKED soccer platforms to your right.  Destroy the
    basket then turn your attention to the balls--obviously, jumping on them hurts,
    and they're stacked so close to each other that it'd be easy to get smushed by
    one if you were slow about your business.  Luckily, you can just shoot buster
    shots as fast as you can while moving under them to get through.  Defeat a
    couple more basket bots and go under another row of spiked balls to fall to the
    next room.
    To get the 1-up in the next room, you have to jump on top of the spiked balls
    so that you don't actually touch the spikes in the middle of any of them.  It's
    much easier if you jump on the edge of the far right one then use the Rush Jet.
    After collecting your prize, make them rise and fall to the second miniboss..
    ..which is just a repeat of the first Keeper robot, except this one has fancy
    electric fencing around the bottom of the left and right sides of the goal and
    the left and right edges of the top.  This doesn't actually make things much
    harder at all, if you have Commando Bombs he's just as easy and fast this time
    and even if you have to rely on your buster the only real difference is that
    you need to run toward his face as his fist moves toward the electricity while
    shooting him.  The major difference is his third move, with the dual fists, has
    changed this time.  Instead of simply smashing, clashing and raising them
    together, he'll smash them on the ground then raise one of them while punching
    across the screen with the other, before raising it as well.  You can get a lot
    of hits this way, but it's trickier than the first.
    After you defeat this Keeper, the right side of his goal busts open to reveal
    the path forward.
    This room's full of ball baskets and absolutely riddled with locker bots.
    Water Shield might not be a bad idea if you have it, otherwise just blast
    through as fast as you can and climb to the next area.
    Here's another small room with two soccer platforms like you saw earlier, but
    this one has a blue curveballer perched atop a tall basketball goal in the
    center of the room.  Activate the right ball and ride to the top, jump off to
    the right to grab the energy, turn around and punish him before moving up.
    The next room has you crawling up to a big locker wall with bunches of locker
    bots that come out two at a time, all of them inhabitting the lower few rows.
    Blast through them, climb the stairs and use the Wheel Cutter to get rid of the
    second purple basket before clobbering the curveballer.  Move right and
    activate the first two soccer balls then quickly jump on the second (nonspiked)
    one then turn around and jump off the edge to receive a bunch of screws.  Fall
    down and proceed, using the last couple platforms to destroy the basket just
    before the boss door.
    * WARNING          *
    This baseball-shaped robot always starts the battle by short-hopping into the
    air and letting a Rebound Striker rip.  This weapon is basically a large ball
    that will bounce around the room like a fast, semi-homing Gemini Laser (if
    you've ever played Mega Man 3).  Jump over it and it'll rebound to the ceiling
    at a 45-degree angle, but then it'll rebound off the ceiling to whatever your
    current position is, back to the ceiling, and back to your current position a
    second time before dissipating.  During this time, Strike Man will jump high
    into the air, roll up into an invincible ball and bounce twice--once high, and
    then a second time low and forward.  This is really the entire pattern, he just
    does these two things over and over again.  Very easy to memorize.
    Triple Blade rips him to shreds, destroys his Rebound Strikers and can even be
    shotgunned in his face for up to triple damage!  I don't think I need to say
    more--he's easy enough with the Mega Buster, but with the Triple Blade you'll
    really score a home run.
    - 2-06 Sheep Man-
    As you enter this stage, you'll notice it's a lot more technologically
    prominent and focusses much more on Sheep Man's electric elemental affinity
    than previous animal-themed bosses like Snake Man, Slash Man and Hornet Man who
    all seemed to share a 'nature'-based theme.  Anyway, head forward to be greeted
    by one of the weirdest and coolest enemies in Mega Man history--giant flying
    computer mouse cursors that 'stretch-select' areas of the background and form
    them into blue panels that fly off in various directions.  Generally, they can
    form squares, whose panels will fly down and toward you; vertical lines, whose
    panels all fly off toward you; and horizontal lines, whose panels all fly down.
    The panels can be destroyed but are numerous and take a bit of punishment,
    forming a good shield for the cursors.  Once you do defeat it, head forward to
    be introduced to a unique new type of obstacle, fizzling floors.  Once you step
    on these platforms, they (as well as anything of he same color connected to
    them, namely spike balls) will fizzle out of existence, giving you about two
    seconds flat to react before there's nothing there anymore.  Keep heading right
    to fight more cursors and a totem pole enemy that emits soundwaves that move
    outward in a V pattern and can bounce off walls.  You can destroy the pillars
    underneath these totems to lower their head to the ground, but they regrow
    fast.  You can also jump on their heads to make them angry, stop them from
    attacking and destroy their pillars.. it's also pretty funny to see!  Either
    way, destroy it and proceed to the next fizzle platform, this one with spikes.
    For the safe route, just let it fizzle away then Rush Coil up to the screws
    above.  If you'd rather go about it more quickly, jump over the spikes and
    to the blue blocks above.  When done, drop down, but stay on the right wall.
    Fall down onto the yellow blocks on the far right.  Jump across and fizzle out
    the blue and green sections, then fall and grab the 1-up and run to the right
    for some screws before jumping the spikes and going down to the next section.
    Fizzle away the blue and yellow floors and stand on the totem's head until he
    shrinks far enough for you to jump to the far left chasm.
    Fall to collect some energy, and look to the right to spot a new enemy.  These
    orange floaters will slowly ease downwards while weaving left and right, moving
    further in the direction they're facing than backward with each weave.  Pass
    them and jump up the fizzle-block stairs, fizzling away as much as you want.
    Drop down to collect some small screws then Rush Coil up to the big screws.
    Go right form here for two more new things to learn; first of all, worry about
    the floater enemy on the far right.  If you allow him to fly to the point at
    which he's vertically parallel to the orange rubble on the ground, he'll
    quickly fall down and attack himself to it, gaining a shield, the ability to
    drop missiles, and change his movement pattern from mostly horizontal to mostly
    vertical.  There are two ways to prevent yourself from having to deal with this
    enemy; either scroll the floater off the screen just as he approaches the
    shield (move backward until he flies off your screen, then forward agai) or
    wait until he flies down and time it so you shoot several buster shots into him
    just as he attaches, at which point he's defenseless for a moment.  Once you've
    taken care of him, shift your attention to the weird limp platforms around the
    screen and motionless conveyer belt you're standing on top of.  To activate the
    platforms, you have to run on the conveyer belt, which causes Mega Man to run
    in place and generate electricity to anything in the room that needs it.  Jump
    off when you've given enough power to the platforms and quickly jump across, or
    up if you need the energy capsule.  Pay attention to the energy meter under the
    platforms--it shows how much time they have left before going limp again, and
    they'll also flash red when they're about to give.
    In this room, just fall and ease left so you avoid the spikes.
    There's a weapon capsule that's very easy to collect in this room, and more
    fizzle blocks.  Fall through and destroy the shield attacker (fizzling away the
    red section will increase his roaming area greatly).
    *Mini-Boss: Octobulb*
    Falling into this room, you'll see a large green contraption with a bulb on top
    in the background, that wastes no time in spitting out two small flying light-
    bulb enemies along with a puff of smoke.  Every time you destroy both of them
    it'll spit out two more, but if you only destroy one it won't bother--make sure
    to do this!  In order to actually hurt the miniboss, you're going to have to
    run on the conveyer belts on the sides of the room to power him up.  You can
    generate up to five electrical pulses by running on a belt, and depending on
    how many you create, he'll stay active more or less time before releasing the
    excess electricity and powering off again.  Four blocks will also form around
    the room when he's powered on to allow you to jump up and attack him.  There
    generally won't be enough time to attack him even once unless you charge at
    least a couple currents up, and he releases the same bolts no matter how much
    you charge him up, so it's best to go for five every time.  Once he's powered,
    jump on the lower block to jump and shoot or the higher blocks to be able to
    stand and shoot him.  After a few seconds, depending on how many charges you
    generated, he'll release the excess electricity--two bolts that start by going
    down the two central wires below his head, then move to the right and up the
    next pair, then right then down, etc. and loop around at the end until they
    reach the bottom of his head again and dissipate.  Just try to keep one small
    bulb alive and memorize the spark patterns (they never change) and continue
    activating and shooting him until he powers down for good.
    The Rebound Striker is quite good against him and can very quickly dispatch him
    by powering up, jumping on a lower platform and filling him with up-angled
    shots, but this takes most of the weapon's energy and leaves little to fight
    Sheep Man himself with unless you have a weapon tank.  The Water Shield is
    decent as it is against all minibosses, and the Triple Blade seems to take care
    of him fairly well.
    When you defeat Octobulb, the floor opens up.  Fall to reach a room full of
    totems and another simple powered-up platform section.  Rush Coil up to the
    screws on the upper platform then jump to the ladder leading to the next room.
    Here, let the floaters attach to their equipment and punish them whil they're
    still on the ground.  The second one will attack to a gun turret that always
    shoots up, down, up, repeat.  You can use Rush Coil to quickly advance past the
    middle section instead of powering a platform.
    And here we are, the beloved return of the disappearing block puzzle from past
    Mega Man games.  Step on the right edge of the blue section to get rid of the
    spikes and memorize the short 4-block puzzle before crossing and climbing the
    Destroy the totems and head right.  If you have Rush Jet, use it on the top
    ledge past the second totem and fly upwards, getting ready to blast a cursor at
    the end of the screen, for easiest passage.  If you don't have it, jump across
    the chasm on the disappearing blocks; it's an easy, short puzzle with no tricks
    before the next safe platform, which has a floater and some energy.  The next
    chasm has a lot of dual blocks that form right next to each other, which
    actually makes things easier.  Near the end, make sure you ease to the block
    that forms just to your left before jumping right, as the rightmost block will
    disappear before the above blocks form.  Defeat the cursor and wait for the
    triple blocks to form over the spikes below before continuing on.
    Fall on the middle set of green blocks, then fizzle away the yellow and red
    sections.  Jump right and collect the weapon capsule, then back left and fizzle
    the LEFT blue section and the green section under it to collect the Weapon
    Fall to the left and fizzle away each colored section, taking care to jump just
    above the yellow spikes as they fizzle so you don't land on the green ones.
    After fizzling away the red section, jump over the shield attacker to claim
    your screw else it'll push you off the edge.
    In the last room, destroy the two cursors (Triple Blade is best for this) and
    move on to the boss doors.
    * WARNING         *
    Sheep Man starts the battle by lighting up with electricity and emitting an
    8-bit 'bah'--this is a sign that he's about to release a shock ball forward
    that bobs up and down in a wave pattern.  Jump over it, and he'll leap into
    the air, transforming into four cloud-like wool tufts.  The tufts will spread
    randomly around the top of the room then lock into position.  Each tuft will
    flash then releae a lightning strike straight down, one at a time, then
    dissipate.  Run to whatever side of the room has the least tufts and watch for
    the flashing to see when you need to jump.  The lightning strikes fork out into
    a wide pool of electricity for a moment when they hit the ground, so you'll
    have to leap into the air to avoid that if you're near any of them.  The last
    remaining tuft will also blast a lightning ball in each direction when hitting
    the ground, so you'll always have to jump to avoid that, and then turn back
    into Sheep Man.  Sheep will proceed to perform either of these two actions over
    and over until the battle is won.  Just remember to get ready to dodge a very
    fast shock ball every time he lights up and 'bah's on the ground and you'll be
    Use the Rebound Striker to elminate Sheep Man's electricity with the power of
    rubber.  Toss a Striker up into Sheep Man just as he forms into the four tufts
    and this move will be cancelled, dealing heavy damage to Sheep and causing him
    to fall  to the ground.  You can also use Strikers to prematurely destroy tufts
    if he manages to split apart before you hit him.
    (Note: If you have the Screw Crusher or Ballade Cracker weapons from the
    Special Stages, they can also be used on Sheep Man once he enters Thunder Wool
    mode to dismiss the clones and deal damage to the "real" tuft of wool.)
    - 2-07 Pump Man -
    You teleport into a disgustingly brown sewer system.. ugh.  Well, you gotta do
    what you gotta do.  Jump down the right side of the platform and hug the right
    This will make you fall to a platform with a screw, and there are two more to
    the left.  Below you is a unique new type of Met on a long platform--it looks
    like the legless Mets from Mega Man 1 and 9, but they're actually blobs this
    time!  The jelly shots they fire aren't painful, but will cause your traction
    to falter, allowing you to only make proper movements from midair until they
    dissipate.  The Met itself can only be damaged just as it's shooting by blasing
    the jelly shot in front of it and then its face with two well-timed shots..it's
    a tiny bit trickier than other Mets.  It even jiggles in its helmet if it
    blocks a shot.  Once you've dealt with it, fall once more to the right.
    You'll find a screw on the bottom of this screen, and there's also a small
    spider to your left.  Destroy it and drop down.
    You come to a long room with several large pipes and valves.  Destroy the
    spider on the ceiling and move right, You'll find your first pool of water, but
    also your first water-related trap.  The water pouring from the pipes overhead
    impedes your jumping--it doesn't actually make you jump shorter, but it pushes
    you down much faster as long as you're in it.  Remembering this will be useful
    for this stage.  Go right to see some tall Telly-like enemies that fly toward
    the nearest short vertical opening between pipes then lock themselves in the
    gap and start to shoot.  They're pretty simple, just destroy them and mosey on
    along.  You'll face more slime mets and waterfalls as you approach a platform
    with screws on it; don't worry about it until you're on the right side of it,
    then you can easily reach it.  Go right once more and take the upper path for
    some screws.  If you have the Rush Jet, use it at the end of the platform with
    the screws and move down a bit so you don't smack into the pipes a screen or so
    to the right, then push up against the current when you pass under them.  If
    you don't have the Jet, hop across the pipes on the bottom of the screen and
    take care to avoid the shrimp enemies which move pretty much identically to the
    prawns in Mega Man 2's Bubble Man stage, though they'll sometimes react to your
    shots by jetting backwards in the water.
    The next screen serves as the beginning of a branching path.
    (Path A - Upper path)
    Jump through the waterfall to the right to enter a room with a spider.  Fall to
    the slime met and Rush Coil to the 1-up, then Rush Coil again to the right of
    the first floating platform to reach the upper route.  This route is full of
    slime mets; remember that you can jump to stop your sliding if you get jelly on
    you.  Jump through the waterfalls and head right.  The Chill Spike is quite
    useful here, as it's the only weapon that can affect the slime mets when
    they're hiding in their helmets.  At the end of the section, it really doesn't
    matter whether you take the upper or lower route to the next screen..
    ..because either way, you'll enter a small room with a couple large screws.
    The only problem with going the lower path is that you'll have to use Rush coil
    to reach the screws.  Climb up when you've got them.
    A trio of large tellies will enter pipe gaps here.  You'll have to climb down
    the ladder to finish off the lower one before you climb back up and fall into
    the gap it leaves.  Run right and defeat more tellies, being sure to take the
    upper path if you want more screws.  Get past a spider and slime met before
    falling to the next room.
    This is a small room with two tellies and a lot of water.  Simple.  Fall to the
    A small room with many slime mets.  Remember their weakness to Chill Spike.
    Another small room with a slime met, a couple spiders and a weapon capsule.
    (End of Path A)
    (Path B - Lower path)
    If you take the lower route, I hope you like water.  You'll fall underwater to
    a fully-waterlogged room with a shrimp and a bunch of small weapon and energy
    capsules.  Fall to the right.
    And fall again.
    And fall once more to collect a large screw.  Defeat the octopus battery to the
    left and pay attention to the machines in this room.  There are two bubble
    machines, which will gradually light up until they're ready to make a bubble,
    then repeat.  You can get inside the bubbles to ride them through the water,
    but the only way to get out of them is to either allow them to touch an
    obstacle or to shoot them several times.
    Fall down and ease right so you don't fall into spikes.  Destroy the batteries,
    but be careful, as you're constantly being pulled to the right in this room.
    Make the jump to the first bubble machine and allow it to encase you.  Hold
    right as you ride it so that you'll fall onto the platform when it pops, and
    defeat the shrimp.  Get in the next bubble, and hole both up and right this
    time so that you fall into--and start climbing--the ladder at the end.
    Climb to the next room and immediately face left to destroy and octopus battery
    that's coming your way.  Climb up and get rid of the next one and a slime met.
    Go right to enter a room full of spikes, shrimp and bubble machines.  This time
    you're being pulled to the left, toward spikes on the walls, and bubbles are
    trying to push you that way, too.  Shoot the bubbles to destroy them in one hit
    from the outside, proceed right and grab the free 1-up.  Destroy the battery
    and two more vertical bubble machines then jump in between the two spike
    columns; it helps to have a Shock Guard here.  Once you hit the floor, allow
    the current to push you into the energy tank before moving forward.
    Here we have a room full of octopus batteries.  Nothing much else to say.
    (End of Path B)
    Once you've reached the merge room, you're at the boss door.
    * WARNING        *
    * BOSS: PUMP MAN *
    Pump Man has the simplest moveset of any Robot Master in the game, but that
    doesn't make him the easiest.
    He'll start by creating a Water Shield around him, one bubble at a time until
    about 8 are circling him.  He'll then proceed to anywhere from one to three
    times before jumping straight up and blasting the shield off the screen in a
    spiral shape.  You can pop the bubbles if you shoot them enough, creating a gap
    that can make his blast easier to dodge, but they take so much punishment and
    he blasts them off so often it's usually not worth it.  You can also get very
    close to him and shoot through the shield to hit him without being hit himself,
    this is very useful if you only have the Mega Buster to fight him with.. but
    only do it when he's forming another shield, not while he's jumping around. (He
    always, always forms a new shield immediately after blasting the old one off)
    Use the Thunder Wool to send a shock to his system.  Though he takes massive
    damage from it and it eats up his shield, it takes a bit of skill to use.
    You can hit him most the time just by using a Thunder Wool between Pump Man and
    yourself and waiting for him to jump into it, but if you want to deal maximum
    damage to him and hit him lots with one Wool you'll have to time it right. He
    stays in the same spot vertially when blasting his shield and making a new one,
    but if you keep stripping his shield with Thunder Wool he'll stop leaping into
    the air and may randomly jump around or reform another shield with no real way
    to know which he'll do next.  The best way to hit him multiple times with every
    Wool is to wait until he launches a shield (which should be at least partially
    dissolved from the last Wool and easy to dodge) then jump up and toss a Wool as
    he's dropping to the ground and making another shield.  He should take at least
    two hits every time.
    (Note:  The Screw Crusher special weapon from Special Stage 2 deals two units
    of damage to Pump Man and can be easier to use than the Thunder Wool in many
    situations, especially on Easy difficulty.)
    - 2-08 Solar Man -
    Welcome to the land of flaming red backgrounds and the catchiest Master theme
    in the game, in my opinion.  Begin your trek by climbing the ladder before you
    and running across the one-way conveyer to the second ladder.
    The next room has several small conveyers, and a new type of enemy.  These
    amoeba blocks will move toward you, stop in midair, split into two, and repeat.
    They split until there are four onscreen, and resume if one or more are
    destroyed.  You have to destroy all of them before they finally stop.  Move on
    up to the next room once you've had enough marvelling at them.  You'll want to
    jump to increase your movement speed across conveyers going the opposite way of
    where you're headed.
    One room up, and we've got another new enemy.  The machine on the right wall
    will introduce itself by launching a homing missile at you.  The only way to
    avoid it is to shoot it out of the air, which luckily is quite easy since it's
    pretty fat and slow.  The machine will then crawl up and down the wall a bit
    before releasing another and so forth, but you should be able to pass it by
    after the initial missile.
    Now we have two amoeba blocks.  You'll notice here that depending on the
    direction of the line across their eye, they'll either split vertically or
    horizontally.  End them and climb up once more.
    Two more amoebas, and yet another new baddie, a solarbeam-blasting flower.
    Defeat the two amoebas and then get used to how this flower works before you
    blow it up, as you'll be seeing a lot of them from now on.  They actually work
    a lot like the Wrecking Ball Joes in Mega Man 3 and Sniper Joes in MM7; they'll
    flash invincibly for a couple seconds, stop for about half a second, then
    instantly release a solar laser beam forward.  After the beam, they'll sit with
    open petals and be vulnerable for a couple more seconds before repeating.  You
    have to score a total of four hits when they're open to defeat them.  Run right
    to find a machine that will shoot waves of four Changkeys (those fireballs with
    eyes from previous Mega Man games) at a time back and forth.  They can be
    destroyed but only a few weapons are powerful enough to do the job in time and
    all four are instantly returned the next time the machine shoots more.  Get in
    between the two spouts of the machine and wait for the flames to pass before
    continuing.  Next you'll fight more Changkey machines and solar flowers, with
    the added bonus of lava (or something similar) covering the ground in some
    places.  This lava actually works just like spikes; falling into it leads to
    instant death, but if you've got invincible frames going from a previous hit
    from an enemy it's safe.  Also, interestingly, Shock Guard items work on it
    just like normal spikes.  Keep trekking right, and at the end of the room jump
    up onto the top platform with the conveyer to nab a 1-up.  Turn and shoot the
    amoeba as it rises; sometimes, the lower amoeba won't reach your buster's
    height, so unless you want to take a hit you should use a weapon like the Wheel
    *Mini-Boss: Suzak and Fenix*
    So, nicknames based off the legendary birds, Suzako and Phoenix.  Basically,
    these orange and purple twins will enter the room with the orange one perched
    in the sky above you and the purple in front of you, closer to the ground.
    The one in the air will proceed to pelt you with small flames, three at a time,
    whose landing spots differ depending on which side of the screen the bird's on,
    so no spot is completely safe.  After one to three or so rounds of this,
    they'll flash briefly (becoming invincible) then blast across the room in the
    form of flames, Heat Man-style--just jump over the lower one to avoid this.
    They'll regularly switch altitudes, too, so you may have them both very near
    death before completely destroying either one.  When there's just one left, it
    will act faster, but otherwise it's the same battle.
    The Water Shield seems to be the best special weapon for the pair, as it
    quenches the flames they shoot and eats them up even faster than it does other
    minibosses.  The Commando Bomb is another nice choce if you can manage to get
    it to explode near a bird without hitting them dead center.  Rolling Striker
    and Wheel Cutter are also good for hitting the one in the air if you need to.
    The next room is a safe midpoint room.  Climb up here.
    Here's a small room with two conveyers and a vertical pair of Changkey
    generators on the left wall.  If you simply climb to the top of the ladder and
    make a leap from the upper conveyer belt to the second ladder, you can bypass
    any pain quickly.
    In the next room, climb in between the two machines and wait for the Changkeys
    to pass before proceeding.
    Here, you're instantly assaulted by another seeking missile drone hanging on a
    ceiling to the right as a solar flower charges up above you.  Turn right and
    shoot the missile before jumping and defeating the flower, then the drone.  Use
    Rush Coil for a screw, then run right for tons of fun with Changkey machines
    and lava.  At the end, when you face the second flower in the room, it's safest
    to stand between the fire machines while fighting it.  Use the elevated ledge
    to fight the third flower, then climb up the ladder.
    You can use Rush Coil to reach the goodies on the top-left of this next room,
    but it's the perfect place to show off the fact that you can scale walls with
    the Wheel Cutter.  Once you're done, climb whichever ladder you prefer while
    dodging the fire.
    In this room, keep climbing the ladders to the right if you have Commando
    Bombs.  Otherwise, climb the ladder on the far left if you want an Energy Tank,
    though you'll have to fall back to this room and climb the ones on the right
    after you grab it.
    Here, you have two sets of Changkey machines AND two solar flowers positioned
    evilly in the safe zones of them both.  If you make your scale speedy, though,
    you can avoid the beams.
    In this room, use your Commando Bomb to break the wall and grab the E-tank, but
    not before getting rid of that annoying seeker drone above you.  Climb up when
    This is a relatively safe room with a seeker drone and a flower.  Defeat them
    and go right, then fall in between the machines to fight the next flower--
    trying to do it from above will cause you to pull your hair out at the fact
    that the changkeys jump just perfectly in time to take all the shots for the
    flower while it's vulnerable.  After this, you're at the boss.
    * WARNING         *
    Solar Man stands firm on the far right ledge for a couple seconds before doing
    anything.  The reason for this is that any time he's standing and not jumping,
    he'll automatically absorb all shots that hit him, both to protect himself and
    to power up his own shots.  The flame on his head will grow if you try to
    attack him, and cause his next attack to be larger and more powerful, so try to
    avoid hitting him when he's on the ground.  He'll eventually leap across the
    room; he always lands perfectly in one of five spaces, either on one of the
    three raised ledges or the short pits in betwee them.  He never jumps
    completely from one high ledge on the end to the other in my experience, so for
    his first jump you should be safe staying on the left ledge, but for his next
    you'll probably need to run under him.  You can judge where he's going to jump
    by paying attention to how high far or near to his current position he moves at
    the very beginning of his leap.  He attacks by throwing either one or two fire-
    balls straight down during his leaps, depending on if he makes a long or short
    leap.  When they hit the ground, they'll split into a couple flame waves that
    travel across the screen in both directions.
    The Water Shield will put his fire out, and quick at that.  Of course, he can't
    absorb it, and you can hit him with it even when he's planted on the ground.
    The best part is that each bubble in the shield can be used to hit him
    separately--though you can't force all of them into his face at once for more
    than one hit like you can other enemies because of his invincibility frames,
    you can barely scrape him with a small number of bubbles, move away until he's
    no longer invincible, and repeat to destroy him with as little as one shield!
    - 2-09 Wily 1 -
    It's raining, it's dreary, and it's playing cool moody music.  Go right and
    jump on the first grey ledge walking to the right edge but not off.  A big
    stomper will jump toward you but get stuck in the puddle below you, unable to
    reach.  Kill it without stepping backwards too much, lest another one spawns.
    Following this is a seeker drone on the ground, then another stomper you can
    easily run under to avoid, and another drone.  After this short section of
    stage, you're already at a boss door.. and no, it's not a miniboss!
    * WARNING                 *
    Okay, this is pretty much the coolest boss in the world.  You walk into a room
    with three orange orbs in the background and a monitor on top of the screen.
    The monitor will show the image of a Robot Master from Mega Man games of
    ancient times, then the corresponding orb will jump down to a predetermined
    position and open up, rendering itself attackable.  The orb on the left
    represents Elec Man (MM1), the middle represents Gemini Man (MM3) and the one
    on the right represents Wood Man (MM2).  Each orb constitues about a third of
    the boss' health meter, and all three have to be destroyed to proceed.  Each
    boss even has their own specific weakness to a specific Special Weapon.
    Elec Man's orb will fall to the right side of the screen then proceed to shoot
    you with Thunder Beams; one low, one high, and another low, before going back
    into the wall.  He's weak to Wheel Cutter, as he was weak to Rolling Cutter in
    the first Mega Man game.
    Wood Man's orb will fall to the right edge of the screen, sit there for a
    second, then summon a Leaf Shield and rain down leaves.  The shield is much
    easier to jump over in this game than it was before, and if you stand just
    under the right side of the left orb (Elec Man's) the leaves will never hit
    you.  He's weak to Triple Blade; even though his main weakness in MM2 was
    Atomic Fire and Solar Blaze CAN pierce his shield.. he was at least somewhat
    weak to Metal Blade.
    Gemini Man drops straight down to the middle of the room, shoots a Gemini Laser
    which bounces around the room and then hovers around in a figure-8 pattern.
    He's weak to Wheel Cutter which acts very similarly to Search Snake, his MM3
    After defeating that trio, walk to the right and enjoy the more upbeat music.
    Fall down the shaft.
    This room has a shield attacker on top of a bunch of fizzle blocks from Sheep
    Man's stage.  Kill the shield and run left to grab a probably much-needed large
    energy capsule.
    The next room has several amoeba blocks and offers the first of several path
    splits in this stage.  At each split, one path is normal, and the other is
    covered by a mine that requires the use of a weapon like the Wheel Cutter if
    you don't want to get hit by it to open the way.
    (Note:  Generally, Path A, the left path, is shorter, but Path B, the right
    path, has more powerups--a 1-Up or Energy Tank depending on the sub-split you
    (Path A - Left path)
    Falling down the shaft on the left, head left to another room.
    Defeat a couple Mets and a Shield Attacker, and go left again.
    Here, Path A splits into two further sub-paths.
    (Path A-1 - Left, spikey path)
    Fall down the spike shaft, easing right.
    And again.
    And again.  Now run to the right, and be prepared to take on a Roader.  Climb
    up the adder and aim left for the Sniper Joe, then on to the next room.
    (End of Path A-1)
    (Path A-2 - Right, mine-covered path)
    Fall, and head right.
    Defeat the two ball baskets and drop down the right shaft.
    Three spiders in this room.  Just fall and destroy them with your buster, the
    last one can be baited to the left a bit before you fall.
    (End of Path A-2)
    In the merge room for Path A, defeat the purple ball basket and go right.
    (End of Path A)
    (Path B - Right path)
    If you fell through the mine-topped rubble at the first split, run to the
    Pass the small room with the totem, shield attacker and met.
    Here, Path B splits into either another mine/rubble-covered hole to the left
    and a plain shaft to the right.
    (Path B-1 - Left, mine-covered path)
    Fall and drop to the left.
    Use the top two fizzle platforms to destoy the Shield Attacker.  Go to the left
    wall before you hit the pink section, whether or not you succeeded in beating
    it, to grab a 1-up and several small powerups.
    (End of Path B-1)
    (Path B-2 - Right, plain shaft)
    Walk left then right to the next room.
    There's a big stomper here.  Let him long-jump toward you, run up to him and
    get ready to run under him when he short-jumps.  Continue to the right and blow
    up the seeker drone before attempting the timebomb puzzle for an E-Tank.  Use
    Rush Coil if you mess up.  If you came to the fortress with 9 E-Tanks and
    haven't used any yet, use one now so it's not wasted.
    Drop down and destroy the purple basket.
    Drop down again, and jump to get rid of the spider before it becomes a
    nuisance.  Defeat the slime met and another spider before heading left.
    Shoot the Sniper Joe's feet from the ladder, grab the pickups around the room
    and kill the shield attacker then head left.
    (End of Path B-2)
    At the Path B merge room, destroy the orange basket and run left.
    (End of Path B)
    And finally, all four possible paths converge on this one room.  Depending on
    how you got here, jump to the right or left to activate the timebomb platform
    then back onto the ledge from which you jumped until it explodes.  Go down.
    * WARNING                 *
    Oh joy, another one of these awesome things!  This time we've got Ring Man
    (MM4) on the left, Napalm Man (MM5) in the middle, and Flame Man (MM6) on the
    Ring Man will drop to the right end of the screen and shoot a Ring Boomerang at
    you.  Jump over it and move close to him to avoid its retraction to him at a 45
    degree angle when he leaps high into the air.  He'll throw another and drop
    down to catch it; just keep your distance and you'll avoid it.  He then runs
    across the screen and repeats from the other side, and his ring will only go as
    far as your position before boomeranging back.  Repeat the above method of
    dodging a couple more times before he retreats.  He's weak to Solar Blaze, a
    similar weapon to Pharaoh Shot, which he was weak to in Mega Man 4.
    Napalm Man drops from the middle to just in front of whatever your position is,
    launches two Napalm Bombs in an upward arc, jumps toward you, and repeats.  To
    dodge him, simply stay next to him until he starts jumping then run under him
    and past his Napalm Bombs.  Do this a few more times while pelting him and
    he'll retreat into the background.  His weakness is the Rebound Striker, which
    is a very similar weapon to his original weakness, Crystal Eye.
    Flame Man drops to the right side of the screen, shoots three fireballs that
    move forward, and makes flame pillars rise from the ground.  Stand just left of
    the left orb (Ring Man's) and the pillars will never hit you, and the flames
    are super easy to jump over.  He's weak to Water Shield.. which has nothing to
    do with his original Wind Storm weakness, but since there's no wind-type weapon
    in this game, I guess they went with what makes the most sense.
    (Note: If you have the weapons from the Special Stages, Mirror Buster is
    perfect against Flame Man and Screw Crusher does some decent damage to Ring
    After defeating the second trio, the middle of the floor will open up to reveal
    a path downwards.
    Drop down and run right to reach a winding corridor full of mouse cursor
    enemies.  Triple Blade eats up the cursors and their panels.  Once you're
    through the top section, drop right to face a spider and a timebomb platform
    covering the drop to the next room.
    Fall straight down, then work your way to the left across timebombs if you want
    a large energy capsule.
    Drop towards the right and time your jumps over the fizzling platforms to avoid
    the spikes just like earlier.  Grab the 1-up and stay in the spot it was in to
    be safe from the shield attacker before you defeat it and go down.
    Ease to the right to avoid the spikes on the walls here.
    Now ease left, and run to the right once you hit the floor.  You'll face a pair
    of cursors that create a double vertical wall of panels, like the ones at the
    very end of Sheep Man's stage.  Pass them with Triple Blade and you'll come to
    a trio of totem enemies set up to look like stairs.. but as far as I know,
    there's no benefit to climbing them, as you just come to a wall.  Blow them up
    and move to a winding corridor full of Roaders.  Destroy the lower section and
    run past the floating cannons they leave behind--the cannons shoot bullets in a
    pattern of a roughly 45-degree-down bullet, then a higher-angled one, then a
    third at the same angle as the first, before disappearing.  Climb the ladder at
    the end.
    You'll be safe from the shield attacker if you stand on the top of the ladder.
    Use the middle platform to aid in dealing with the Sniper Joe.. Solar Blaze can
    cut through his shield, so you may want to use it against some of the more
    annoyingly-placed Joes like this.
    The last room has a big stomper.  Use the strategy of walking under it as you
    destroy it and head to the final set of boss doors in this stage.
    * WARNING                 *
    And for the grand finale, we have quite a trio--Slash Man and Frost Man's first
    8-bit official renditions, and Tornado Man from MM10's predecessor!  On the
    left is Frost Man (MM8), the middle is Slash Man (MM7) and the right is Tornado
    Man (MM9).
    Frost Man drops down in the middle and starts to use Ice Wave on you
    immediately.  Jump over it as it approaches you and blast him before he leaps
    and repeats, which he'll do about three more times before retreating.  He's
    weak to Commando Bomb as he was weak to Flash Bomb in Mega Man 8, but it's not
    easy to hit him with the shockwave since he keeps guarding himself with Ice
    Waves which absorb the missiles.  Try to cause a Bomb to explode just under
    where he's about to land when he jumps.
    Slash Man hops down near you like Napalm Man, waits a couple seconds, then uses
    Slash Claw.  If he corners you, you can jump over the Slash Claw, but remember
    to wait a second after he stops before you jump.  Otherwise, just run around
    and stay away from him.  He's weak to Chill Spike, as he was weak to Freeze
    Cracker in MM7.  However, like Nitro Man, he only takes major damage from the
    spikes on the ground created by the snowballs, and unlike Nitro Man he can't be
    directly frozen by the snow.  Lay a spike trap on the ground away from him then
    stand inside it until he leaps at you after a Slash Claw, then run out of the
    way to see him smash right into it.
    Tornado Man will float straight down and start assaulting you with Tornado
    Blows.  They're tricky to dodge as he'll summon four from the ground up which
    track your movement, but they have gaps between them that you can stand in to
    avoid them.  They also cause you to jump very high when they're in effect, just
    like Mega Man 9, so you can use this to hit him in the air.  He'll rise up and
    shoot another, drop down across the room and shoot another, then rise up and
    shoot a final Blow before retreating.  He's weak to Thunder Wool, as he was
    weak to Plug Ball in MM9, and it's very very easy to kill him with a single
    Wool shot since he stays at the same horizontal position for a long time.
    (Note: If you have the Screw Crusher from Special Stage 2, it's quite effective
    against Tornado Man.)
    Once all three are defeated, you've finally finished the stage and get to move
    on to Wily 2.
    - 2-10 Wily 2 -
    You enter the stage on a set of conveyer belts.  Run to the right and drop down
    for the weapon energy, then quickly run and hop to the left and drop to the ice
    before the mini hopper gets there, and destroy him.  Go right and watch out for
    the hole as it's got parachuters in it.  After this, you'll be able to choose
    between an upper and lower path.  The upper one is more treacherous with spikes
    but it has a weapon tank at the end; the lower has more enemies and pits but
    has a 1-up.  You'll meet a new type of enemy here on either path, a blue siren-
    wielding searchlight robot that flies right to left across the screen.  It will
    reverse the direction of the conveyer belt you're on if it sees you with its
    searchlight.  It's really just a slight nuisance...  If you take the lower
    path, be ready to face a shield charger and small hopper.  After the paths
    merge, hop on two small conveyers and be wary of the hole filled with parachute
    enemies just before you reach the first ice block.  They'll hilariously fly
    straight up into the spikes above and suicide, but they can still intercept you
    if you jump at the wrong time.  Climb up the ladder and ignore the ice block
    path--after defeating a shield charger above, you can simply use a Commando
    Bomb to reach the E-Tank then Rush Coil up to the ladder.
    Jump on top of the ice block next to the ladder here and stand on it while you
    destroy the big stomper.  Rush Coil up to the energy if you need it, then Coil
    again up to the ladder if you miss your jump.
    Destroy the rightmost snowman as soon as you climb the ladder, then climb the
    next ladder and destroy the other snowman.  Grab the powerups and enter the
    boss door.
    It's a repeat of the Suzak and Fenix boss from Solar Man's stage.  Refer to
    that stage's miniboss guide if you need help.  (Water Shield is the weakness)
    In the next room, destroy the solar flower then STOP.  The weird objects on the
    roof turn out to be smashers, and if you're crushed under one it's instant
    death even if you have all the Beat Calls and Shock Guards in the world.  Wait
    for them to smash before proceeding and pay attention to their pattern compared
    to each other; that's how you'll be able to time the smashes of all of these.
    Head right and take out the Spine with a Chill Spike before coming into another
    couple pairs of smashers--both of these will use a right then left pattern.
    Rush Coil up to the energy in the next room if you need it before dropping into
    the next boss door.
    A rematch with Octobulb.  Refer to Sheep Man's stage for the strategy. (Rebound
    Striker is the weakness)
    (Note: There's an M-Tank a couple rooms from here, but it's not easy to get, so
    it's not surefire that you'll grab it.  If you need to use one now, do so, as
    if you do manage to grab the next one it'll only count if you aren't already
    holding one)
    Fall down the shaft Octobulb leaves behind but MAKE SURE you ease to the right
    in this room..
    ..because in this room, there's a set of spikes in the middle that'll get you
    every time if you don't move from where Octobulb dropped you.  The path splits
    into right or left here, but the right one leads to an M-Tank and a safer route
    later.  Ease to the left again just after falling down past the spikes..
    ..to attempt to reach an M-Tank in an alcove.  Fall again.
    And head right in this room.
    The top path is safer here, but the explosions from the cannonballs and bullets
    from the snowmen below you can still reach you.  You also have to worry about
    spike platforms all over the place, and some mets.  The paths meet up again at
    the end of the room, you can jump in the small hole to the upper path for a
    1-up (and a large energy capsule in the next room) if you make a well-placed
    Rush Jet jump.  Go right.
    The top path ends in a large energy capsule.  Leave the totem pole alive but
    shorten him enough that you can jump on his head to help you reach the ladder,
    otherwise use a Rush Jet from the left half of the room.
    Rush Jet to the weapon capsule on the left ledge if you need it, then if you
    missed the large energy below you can drop directly down to grab it.  Either
    jet back from the weapon energy, climb back from the life energy or simply
    start this room if you need either by jumping up and defeating the solar flower
    from the right ledge.  You can climb and tiptoe to the left edge of the upper
    ledge to reach the platform the flower was on, but it's safer and faster just
    to Rush Jet across.  Climb the ladder.
    Another room with those deadly smashers.  Keep an eye on them to see their
    pattern.  The first set goes left-right-middle; walk up to the middle smasher
    just as it smashes then run past it before the left one comes down.  Go right
    and jump over the siren bot to see it smashed by a pillar.. run past the belt
    and next smasher and over a pit to find a smasher situated between a set of
    spikes.  Wait for it to fall before proceeding to a set of conveyers that pull
    you toward a dangerously large pit, with an annoying mini-stomper around it.
    Once you cross the pit, keep jumping on the short conveyer to avoid being
    pulled back as you wait for the next smasher to fall then proceed.  There's
    another mini-stomper here, so be ready to shoot just as you pass the smasher.
    Below you you'll see a soler flower guarding three large weapon capsules, but
    don't worry about it until you're past the large gap with parachuters before
    you.  Once on the other side, turn around, destroy the flower and Rush Jet
    there and back again.  Go right.
    The last room, again, has a big stomper.  Stand up against the right ledge and
    wait for it to jump over you before turning around and getting rid of it.  Rush
    Coil into the top of the Dr. W symbol to find a secret energy capsule then run
    through the boss door.
    * WARNING            *
    After falling through a few empty rooms past the second boss door, you'll come
    to a large black space with an enormous crab creeping in from the right side
    and a series of platforms with spiked bottoms coming in from the left.  You can
    target both the pincers and both the eyeballs, but only the eyes will actually
    deal damage to the boss's health meter.  You can damage the bottom claw and eye
    without worrying about the platforms, but you'll have to jump up on them for
    the higher ones.  Blowing up a claw before its corresponding eye is a good idea
    since the claws can move in front of the eyes and reflect all incoming damage.
    Each eye holds half of the boss's health and once one takes enough damage it'll
    explode, forcing you to focus on the next one.
    The boss has two attacks; the claws can punch out straight forward toward you,
    and after he defends himself his mouth will bubble and he'll shoot out a series
    of bubbles toward you.  Most the bubbles travel forward in a thin cone and can
    easily be stood under, but some of them (about every fifth bubble) will home in
    on your current position (you can point them out because they have a yellow orb
    inside of them).  When he shoots bubbles, drop down under the main bubble
    stream and run back and forth to dodge the yellow ones.  When he attacks with
    his claws (he wobbles his eyes before doing so), jump up to make the bottom
    claw soar above you and stay near the ground so the upper one doesn't hit you.
    Thunder Wool absolutely WRECKS him, dealing massive damage multiple times to
    both eyes at once and very often destroys him in a single hit.  However,
    there's no way to hit him with it (that I know of) without first destroying the
    upper claw.  Jump up on the platforms and focus on ripping it to shreds with
    Triple Blades (some of which may also damage the upper eye), then launch one
    well-placed Thunder Wool and victory is yours.  The Wool lightning strikes also
    completely shield you from its bubbles when it spits them.
    Here's a tip for the Crab Puncher sent in by Jesus Rafael:
    "if you ran out of the Thunder Wool, you can also use the Commando Bomb to
    damage both eyes using shockwave, just shoot in the middle of the robot and the
    shockwave will do the rest. It takes around 4 - 5 shoots to beat the Crab
    Puncher." - Jesus
    And expanding upon this is Sir VG:
    "Using Commando Bomb is actually considerably easier to beat him with.  If you
    aim for the grate that the bubbles come out of, the way will hit both weak
    spots at the same time for massive damage.  It takes 4 properly placed hits to
    kill it.  C. Bomb CAN go through the platforms too!  However, just like other
    weapons, the claws can get in the way.  But this makes for an easy fight,
    especially if you need to switch to Water Shield for the bubbles, which is one
    tap on the R button."
    Man, I never knew about this until these guys gave me a heads up.  Talk about
    hitting its weak point for massive damage!
    - 2-11 Wily 3 -
    After teleporting into this green and purple stage, run right to fight a couple
    Spines and a floater that pretty much spawns already connected to a cannon
    turret.  Make sure you kill the rightmost Spine with a Chill Spike then use the
    ledge it was on to destroy a big stomper across the room.  Rush Coil up to get
    a bunch of weapon energy then drop to the boss door.
    Behind this door isn't actually any kind of boss or miniboss, but rather a
    spike-filled chamber with a new type of platform with which to trverse it.
    This platform has large buttons on either side, and if you step on a button it
    will shift itself toward that end of the room until you step off.  The room
    is still at the beginning, but after a couple seconds you'll start to creep
    upward.  Push the platform to the right, but just barely far enough to pass the
    spikes you can see above you to the left.  For the rest of the room, just keep
    the platform on the left-middle of the screen, watching out for the flying mets
    (you can use a Water Shield here to help with them).  You can basically stand
    on a button of the platform without making it move if you keep jumping.  Once
    you reach the top of the room, a ledge will form leading to a door on the
    right.  Jump on it and go through.
    It leads to a small room with a Sniper Joe in the middle; you can either use
    the gaps in the ground to help against him or just jump over his shots from the
    ledge to the left.
    This is a checkpoint room, if you're wondering about the gap on the right it's
    where you respawn if you die around here.  Fall in the water as near the left
    edge as you can without scraping spikes.
    Ease left in this room..
    ..and more in this one until you hit the ground.  Run right to reach a set of
    teeter totter platforms from Blade Man's stage and be prepared to be assaulted
    by blue shrimp.  Solar Blaze eats through the shrimp in one hit, so keep it at
    the ready as you short-hop back and forth on the platform, taking care not to
    jump too high in the water and hit your head on the spikes on the ceiling.  At
    the end you'll find some free weapon energy and fight a couple slime mets
    before jumping a small spike trap (the low platforms around it may make you
    want to Rush Jet across if you're really scared) and climbinb to the next room.
    This room has a couple tiny platform and a slime met on the ceiling to ruin
    your traction that you really can't do anything about.  From the ladder on the
    right, jump and summon a Rush Jet while you're in midair, but not too high to
    jump up on it (if you do this, just shift back and forth to Jet again).  Jump
    on it and ease it upward to pass the met and reach the left ladder safely.
    There's two spiders and a cannon floater in this room: deal with them all from
    (or just above) the ladder and grab the powerups before entering the next boss
    Again, a button platform in a spide-filled room like before, but this room goes
    much faster.  You'll want to follow the same exact movement pattern as the
    first room, but you'll have to actually move the platform back and forth this
    time--there'll be spikes around either edge of the room, then a set in the
    middle of the room, in a repeating pattern.  Be aware that even if you're under
    invincibility frames from the mets or have Shock Guard items, you can still be
    crushed and killed in one hit if you're smushed below any spikes.  I've found
    that most of this room seems to be safest if you move back to the very left
    edge of the room after the first set of spikes, as many of the ones near the
    wall have at least a tile or two gap between the side of the room and them-
    selves, but near the top you should move back to the right a bit as the last
    couple stretch out from the sides a good deal.  At the top, a couple platforms
    will form for you before the door.
    Make sure you destroy the slime met first if you decide to go down for the 1-up
    or your journey across the spikes will be a lot more difficult.  It may even be
    a good idea to just go to the right first and take care of the solar flower so
    you won't be hit.  Move to the right to fight another flower and drop down.
    This room has a cannon floater and a split path at the bottom.  If you want to
    go through the breakable wall and get the large energy, send a Commando Bomb
    down and to the right before you jump down--you'll never make it if you try to
    hit it on your descent.
    If you took the bombable wall route, you'll be able to grab an E-Tank and large
    weapon energy here, before dropping to another cannon floater and the real boss
    * WARNING          *
    So you fall into a room that looks pretty much identical to the second boss
    from Mega Man 2.  You remember that guy, the room full of blocks that'd jump
    out of the walls two at a time, then form a little bot that tried to fly into
    you?  This boss is like that, except massive--and more like a Yellow Devil boss
    The blocks ALWAYS form in the exact same pattern, so even though you'll
    probably take several hits at first, you'll eventually memorize it.  The trick
    to dodging them is to stand on the LEFTMOST BLOCK of the three SAFE BLOCKS to
    your left.  Safe blocks are pink in color, blocks that form the boss are bluish
    purple.  Let the first couple sets fly over you, then jump over the third block
    which will come from the bottom set of purple blocks on the left wall.  Let the
    next fly safely past you, then get ready to jump above the block just to the
    left of where you're standing, which will raise straight up a bit then go to
    the right.  Stay on your safe block to avoid the next one, then get ready to
    jump above another one from the left.  Stand on your safe block to avoid the
    next block, and the next two pairs.  The final two blocks up on the top of the
    screen WILL force you to move--move ONE BLOCK to the right, the middle of the
    three pink ones, and jump up just as they fall near the ground.  Now, as the
    'eye' of the Devil floats up from the middle of the screen, switch to Thunder
    Wool (or Rebound Striker) if you haven't already.
    The Devil has two attacks.  If it moves to the bottom of the screen, it's going
    to release two laser beams--one low that you can jump over and one high that
    you can stand under.  If it attacks from the top of the screen, it's going to
    shoot a large energy ball.  Stand on one edge of your safe platform until he
    shoots it then run to the other edge--THEN jump directly over where the ball
    lands to dodge the shrapnel of four bullets it creates when it hits the ground.
    While this is going on, launch Thunder Wools or Rebound Strikers.  Thunder Wool
    will hit him twice per use and since he only moves vertically it's really great
    for dealing with him.  However, you can still deal a lot of damage quickly with
    the Rebound Striker by simply tossing it up into his eye over and over.  Either
    way, attack him and dodge his projectiles for a bit then he'll move into the
    lower left section of floor.
    Now his body will go back into the wall, one or two pieces at a time, and it
    moves exactly the opposite as it did the first time--the two blocks at the top
    of the screen will return first, as they came out last when forming the Devil.
    Get to your safe block on the left of the three pink blocks again and get ready
    to quickly jump.  Stand still for the next two pairs and the single block
    following them, jump, stand, jump, stand, and jump (for each of the next
    blocks).  Simply stand still for the last two pairs.
    Now, the eye will appear once again peeking up from under the left side of the
    screen.  What he'll do now is cause every movable block (the purple ones) to
    swing out of their holes about a third of the screen then back in.  What you
    want to do is keep standing on your three safe tiles, but once the two bottom-
    middle 'evil' tiles jump out and back in, jump across to the right three pink
    tiles to avoid the rest.. then go back to the left three.  (Note: You can hit
    him when he's under the ground like this by equipping Triple Blade, jumping and
    shooting him from the opposite side of the screen from the one he's on, but I
    find that this generally isn't worth it unless he's very close to death)
    He's now going to repeat the battle over and over again from the beginning,
    only this time if you don't defeat him the second time he forms, he'll run off
    under the right side of the screen then come up and cause the blocks to bounce
    out from the opposite side as they did the first time.  Besides that, it's the
    same few steps over and over.  With practice, he becomes easier and easier--
    just hang in there!
    - 2-12 Wily 4 -
    (Note: This is the best stage in the game to use a Guard Power Up if you have
    one, in my opinion)
    You come to a room with two ladders, and a lot of weapon energy you can Rush
    Coil up to on either side.  Take the left ladder if you want an extra life and
    a large energy capsule, take the right if you want an E-tank.  The right side
    is full of Changkey fire machines and the left is full of octopus batteries.
    When you reach the top, there'll be a weapon and life energy capsule on either
    side, and a teleport pod in the middle.  You can stand on the roof of the pod
    and Rush Coil to the other side if you need them both.
    Enter the pod to  come to.. what else?  The Teleport Room filled with all the
    Robot Masters in the game like in every other Mega Man!  This might be a good
    time to use your M-Tank if you have one!
    * WARNING             *
    Here's the setup.  It's hilariously simple in this game, it's set up just like
    the Stage Select screen.. but I'll throw it in here anyway for completion.
    |1   2   3|
    |         |
    |4   X   5|
    |         |
    |6   7   8|
    1: Blade Man
    2: Solar Man
    3: Sheep Man
    4: Chill Man
    5: Commando Man
    6: Nitro Man
    7: Strike Man
    8: Pump Man
    X: Wily Machine (after all 8 Robot Masters are destroyed)
    Refer to the boss sections of the stages earlier in the guide if you need help.
    After each boss is defeated, he'll drop a large energy capsule and you're off
    to fight the next until you've beaten all 8, at which point the center teleport
    opens to the true boss of the stage...
    * WARNING            *
    The goold old skull-faced Wily Machine flies in from the right side of the
    screen.. with a pirate hat on for some reason.  It has two attacks, which it
    executes right off the bat and never stops with either.  First, the big mouth
    of the skull will constantly release long missiles which you can jump on as
    platforms.  Secondly, it'll release sets of two smaller missiles that home in
    on you the same as the seeker drones' and can be destroyed with weaponry.  The
    Wily Machine keeps moving up and down to shoot missiles at different altitudes,
    and its only weak point is the eye socket area of the skull.  You can hit this
    with jumps from the ground if it's at low altitude, but you'll have to jump up
    on the long missiles if you want to hit it at a higher altitude.  The basic
    strategy is to stay on the left edge of the screen and focus on destroying the
    homing missiles as they come toward you to avoid damage; you can hit them with
    Solar Blazes and the resulting shot should deal damage to the skull.  If you
    don't care about taking damage (say if you used that Guard Power Up at the
    beginning of the stage) just get up close to him and shoot his face with Solar
    Blaze again and again until the skull explodes, revealing Wily within.
    For the second form, Wily's energy will be completely refilled as he flies to
    the top of the room, shoots a swirling energy ball to your position and flies
    to the left of the screen.  You can't jump or you'll hit Wily, so just run back
    and forth to 'fool' the energy ball and dodge it.  After doing this three
    times, he'll shoot a fourth energy ball then fall to the lower right portion of
    the screen.  Sometimes, as he falls, he'll launch a weird orb to you that'll
    quickly home in on Mega Man and trap him in a little electrical prison,
    freezing him even if he's in midair.  Quickly destroy it with any weapon if
    this happens.  Whether or not he uses it, your goal is to run up under Wily's
    cockpit, where the large, destroyed missile cannon where the skull's mouth used
    to be is; this is the only safe spot from the screen-wiping lightning attack he
    always uses when he comes to the ground like this.  He'll repeat this pattern
    until one of you falls.  The Water Shield is his major weakness, but it doesn't
    absorb any of his attacks, and the Rebound Striker (though it only does one
    unit of damage) is generally much easier to hit him with when he's on the top
    of the screen.  When you defeat this form, the Wily Machine will explode but
    Wily will escape in his capsule.
    - 2-13 Wily 5 -
    Wow, haha!  After like the coolest Wily stage intro in the history of
    everything, you find yourself in a secret space station far, far, FAR above the
    rest of Wily's fortress.  And for some reason, you're upside-down.  And you're
    in zero gravity, so you can jump high and the physics are the same as if you
    were in water.  Run right a bit to find a new.. old enemy.  These little drills
    you may remember from Metal Man's stage in Mega Man 2 are all over the place,
    and they're perfect fodder to kill if you need to replenish your health and
    weapon energy after the gauntles of Wily 4.  This is also probably the easiest
    place in the game to get the Destroyer challenge completed, if you need that.
    Run right and take the lower path if you need a weapon capsule then jump up. Go
    right and loop back around if you need a 1-up.  Head right again and jump high
    above the long wall, but not so high you hit the spikes.  At the edge of the
    room is what looks like an M-tank behind some destructable walls, but remember
    that you're upside down--it's actually a W-tank.  Get it if you need it, and
    climb down.
    A small room with some weapon capsules and a split path.  The path you take
    here doesn't matter at all.
    This room's filled with more drill enemies.  If you keep moving, you'll avoid
    them completely.
    And here we have a couple free bonusses for you. Fall to the right to grab an
    E-tank, then jet across to get the M-tank (that looks like a W-tank)!  Fall
    again when you're done...
    ...to reach the last normal room in your game.  Go through the boss door when
    you're ready to face...
    * WARNING            *
    After falling past several screens of blackness, you fall onto a large platform
    with a beautiful view of the planet behind you.  Waiting for you in this
    chamber is Dr. Wily in his Wily Capsule.. along with his fake Wily bot that,
    for once, he's using simultaneously along with himself to doubleteam you!
    There are a number of differences between the real and fake Wily to make it
    easy to choose the right one.  The fake Wily has a grey complexion and an
    upside-down red triangle on his forehead.  Furthermore, the real Wily will
    periodically sneeze throughout the battle--it seems he's coming down with
    something!  If you ever hit the fake Wily by accident, he'll retaliate with a
    completely undodgeable bullet, and as far as I know he's indestructable.
    Both Wilys will teleport out of visibility and back into it.  They only have a
    few possible patterns with which they'll reappear, but the positions of the
    real and fake ones tend to switch often.  First, they can appear on either side
    of the room, about halfway up.  If this happens, the real Wily will shoot a
    large electric ball downward and to the fake Wily in a short "U" shape.  It's
    very easy to jump over due to the low gravity, but watch out once the fake Wily
    grabs it as he'll toss it back and forth across the screen and cause it to rain
    down more electric balls rapidly.  The trick to dodge it is to move about one
    Mega Man's length away from the real Wily and stand.  Sometimes, the fake Wily
    will instead create the ball and toss it to the real Wily, in which case it'll
    make a taller U shape and the real Wily's ball won't boomerang back.
    The Wilys can also appear in a diagonally or vertically lined up position in
    which case either Wily will create a semicircle of five smaller energy balls
    around the bottom of his capsule, then send them in your direction one at a
    time.  They'll stay where they end up at the edge of the room after attmepting
    to hit you, then home in on your position, one at a time, again after the Wilys
    disappear.. and when they reappear (horizontally lines up this time) the balls
    will finally home in on either of the Wilys' ships and absorb back into him.
    His weakness is the Chill Spike which can be hard to hit him with but not
    overly so due to the low gravity.  There's no use trying to hit him with the
    spikes, obviously, so just toss the snowball at him.
    That's really all there is to it for this fight.  It can be really hard to
    dodge the projectiles without practice, but just use all your Energy Tanks and
    the Mystery Tank you just got if you find yourself in trouble--this is the last
    Congratulations!  You've finished Mega Man 10!  Enjoy the ending, and if this
    is the first time you've completed the game on Normal Mode, you'll unlock Hard
    Mode!  You'll also unlock the "Whomp Wily" challenge, and possibly more
    depending on if you beat the game under certain conditions--check the Challenge
    menu to see all the ones you can unlock.  Now try another mode!
    Speaking of other modes, here's some information on them and their differences
    from Normal Mode.
    - 2-E  Easy Mode -
    Mega Man 10 comes with a free, instantly-available Easy Mode option for players
    new to the Mega Man series.. or even veterans who just want a softer entry
    into an otherwise difficult game, perhaps less frustration.  Here's a rundown
    of what you can expect fromthis mode:
    (Note: This is a comparison of Easy to Normal.  If I refer to something as
    'new', I'm comparing it to Normal MOde, and likewise, something 'old' is
    referring back to Normal)
    -You take less damage in this mode.
    -There are new platforms over nearly ALL of the bare spikes and pitfalls.
    -There are new platforms in many otherwise non-dangerous areas to help with
    tough jumps.
    (Note: Items and enemies fall through these platforms as if there were nothing
    -There are new and more powerful pick-ups, some where old ones were, some in
    totally new locations.
    -The sandstorms in Commando Man's stage last for a much shorter time.
    -Many enemies are replaced by weaker ones.
    -There are less enemies in some areas.
    -Many obstacles are moved around so that they are easier to pass, or there are
    less of them in a group.
    -New ladders are added to bypass some obstacles.
    -Disappearing block puzzles are made simpler and many new blocks are added.
    -Enemies can drop large screws.
    -As far as I can tell every single enemy, boss and miniboss in the game acts
    more slowly and less often.
    -Snowman enemies' tossed heads only explode into vertically-travelling bullets.
    -Shield charger enemies are pushed back further per shot.
    -The parachute enemies hidden in some pitfalls rise much more slowly.
    -Sniper Joes only shoot one set of three bullets insetad of two.
    -Mets of all varieties only shoot one bullet at a time, not three.
    -Spines (the invincible ground rovers) never speed up.
    -The tall Telly enemies that jam themselves into pipes squirt a short-ranged
    water blast instead of shooting a projectile.
    -Just about every enemy that shoots projectiles shoots less often, and some
    projectiles travel more slowly.
    -The Tricastle miniboss releases green platforms at a much slower rate.
    -The Keeper miniboss doesn't use soccer balls, and never brings out both hands
    at once.
    -The Suzak & Fenix miniboss only shoots two fireballs at a time instead of
    -Some bosses are changed in Easy Mode:
    -Blade Man's Triple Blades only consist of two knives when you fight him
    (Double Blade?)
    -Sheep Man's Thunder Wools when you fight him don't spread on the ground, and
    the last one doesn't sent electrical surges out.
    -Pump Man's Water Shields only consist of 4 bubbles, not 8.
    -Solar Man's head flame (and resulting thrown fireballs) is tiny, and he only
    throws one fireball at a time.
    -Nitro Man only launches one Wheel Cutter at a time and never does wheelies.
    -The Block Devil's pieces move much more slowly, and his big energy spheres
    only release two pieces of shrapnel rather than three.  The moving blocks leave
    behind remnants which can be stepped on, so you don't fall through.
    -The Wily Capsule's small electric spheres will only move to your position one
    time before being absorbed back into a capsule.
    -In Wily's Castle, you're given the option to enter the Shop, save the game, go
    to the next section or exit to the title screen after each Wily stage is
    -After defeating all 8 Robot Masters in the Teleport Room (once the teleport to
    the Wily Machine is open), each of the 8 dead teleporters around the room will
    contain a powerup.
    - 2-H  Hard Mode -
    Hard Mode can be unlocked by completing the game on Normal Mode.  It is the
    only way to earn the "Superhero" challenge.  It's much more challenging than
    normal mode and changes many aspects of the game besides simply adding new
    -There are many, many more enemies per room in general.
    -Enemies unique to one stage in Easy and Normal are mixed and matched in all
    kinds of stages in Hard (usually whatever's the most difficult to place at a
    certain spot).
    -In general, every single enemy, miniboss and boss attacks much faster and more
    -All enemies move around much faster.
    -Most items are changed around, many items are replaced with weaker variants.
    -More bubble machines are added to the final bubble machine section of Pump
    Man's stage.
    -Changkey machines are added and moved around in Solar Man's stage.
    -Many of the antlion pits in Commando Man's stage have been changed to bottom-
    less pits (hidden by mines).
    -All but one of the soccer platforms in Strike Man's stage are now spiked.  His
    stage now also contains blue locker enemies and blue antlions.
    -Sheep Man's powerable platforms are far less numerous.
    -The disappearing blocks in Sheep Man's stage have been altered to be much more
    -Enemy drop rates for items seem to be lower.
    -Hopping Sniper Joes from the "Jumping Force" challenge are added to the game.
    -The axe enemies in Blade Man's stage have gone completely berserk.
    -Pipe tellies shoot three bubbles at a time, and can vary the angle.
    -Slime Met jelly stays on you for much longer.
    -Shrimp enemies gain the ability to shoot.
    -Totem enemies now regenerate their height almost instantly.
    -Octobulb can only be charged up to four times.  He also often releases two
    sets of electrical surges at a time (four total).
    -Bosses are given brand new attacks in Hard Mode:
    -Chill Man can now leap to the top-middle of his chamber and summon five large
    snowballs in a semicircle around himself which he launches around a room (they
    form ice spikes).  He also tends to shoot three Chill Spikes at a time.
    -Pump Man can now throw his head pump across the screen very quickly whenever
    he's about to replenish his Water Shield.  It boomerangs back.
    -Solar Man now has the ability to throw three fireballs into the air when he's
    on the ground.  They seek your position as they fall, but otherwise act just
    lke his normal Solar Blaze.  He's always at maximum firepower.
    -Nitro Man's bike mode is ridiculously fast and when he uses it he tends to run
    around you on a short path again and again instead of across the room.
    -Commando Man can now slam his fist into the ground, causing a single shockwave
    to go all the way accross the room while simultaneously stunning you if you're
    on the ground.
    -Blade Man now shoots five Triple Blade knives at once.  He also has a new dash
    attack when he lands on the ground.
    -Strike Man can now fly into the middle of the room, spin around rapidly and
    throw four Rebound Strikers at a time.  He's dizzy briefly after this.
    -Sheep Man's cloud tufts all activate nearly simultaneously, all four spread on
    the ground, and two of the four will launch electric bolts across the ground.
    He also shoots electric bolts across the ground hinmself every time he jumps.
    -Many of the Weapons Archives bosses do more actions per turn (for example,
    Elec Man launched five Thunder Beams instead of three)
    -The Crab Puncher comes out much further from the right wall.  His bubble
    attack lasts longer, and now has three homing bubbles.
    -The Block Devil's blocks move around much, much faster.
    -Wily Capsule's five small shock balls are much faster and bounce around the
    room three times before being absorbed.
    (The Wily Machine seems to be unchanged from Normal)
    -There are many more smashers in Wily 2, and their patterns have been changed.
    - 2-P  Protoman Mode -
    What was completely optional downloadable content in Mega Man 9 is now a full-
    fledged option of its own that can be selected from the very first time you
    play Mega Man 10 at no cost.  Mega Man 10's Proto Man mode is much more
    complete than MM9's, offering several unique changes, but for the most part the
    root gameplay's what you'd expect if you played Proto Man Mode in 9.  Some
    aspects of this mode make the game easier, but for the most part Proto Man mode
    can easily be considered much more challenging than Mega Man mode.  I'd still
    highly suggest you try out both characters whenever possible and not to shy
    away from Proto Man too quickly just because he takes more damage--he has
    plenty of tricks and strengths all his own that help make the game just as fun
    even considering the drawbacks.
    (Note: You cannot submit All Clear rankings with Proto Man.. I'm guessing
    because of the slide)
    -Proto Man comes equipped with the Proto Shield.  When jumping, the small
    shield in front of Proto Man will automatically absorb projectiles fired by
    most enemies.
    -Proto Man can charge up his Proto Buster arm cannon.  Charging it up a bit and
    then releasing the shot will launch a larger version of the normal shot which
    isn't any more powerful but covers more area.  Fully charging (takes about a
    second) and releasing will shoot a comet-shaped charged shot, most similar to
    Mega Man's from Mega Man 4, which not only is taller and wider than a normal
    shot but does much more damage.
    -Proto Man can slide, like Mega Man can in MM3-8.  This speedy move will help
    you dodge many enemies and projectiles and is especially useful in boss fights,
    and can also allow Proto Man to squeeze into short spaces.
    -Proto Man starts with both the Proto Coil and Proto Jet items, which work
    identically to Mega Man's Rush Coil and Jet; he doesn't have to defeat a boss
    for his Jet.
    -Proto Man can only have two arm cannon shots onscreen at one time, compared to
    Mega's three at a time.
    -Proto Man takes twice as much damage from attacks as Mega Man.
    -Proto Man is knocked back a bit further when taking damage than Mega Man.
    -Proto Man's Shop has a different background, different music and different
    characters (including Tango the Cat from Mega Man V on Game Boy!)
    -You hear Proto Man's signature whistle tune at the beginning of each stage,
    as "READY" flashes on the screen.
    = III) Equipment =
    - 3-01  Weapons and Adapters -
    Mega Man begins the game with only the Mega Buster and Rush Coil.  With Proto
    Man, you get the Proto Buster, Proto Coil and Proto Jet.  You'll have to defeat
    Robot Master bosses in order to gain their weapons and fill up your equipment
    menu, and in Mega Man's case, earn the Rush Jet.  Here's a list of all the
    special weapons in the game, as well as their WE (Weapon Energy) cost.
    *Chill Spike - Chill Man*
    WE Cost: 1
    Lobs a snowball forward, which will become a small bed of ice spikes upon
    hitting a floor or wall.  Most enemies will freeze if hit directly by the
    snowball.  Frozen enemies can be passed by safely, re-frozen (and
    simultaneously damaged), or you can switch to another weapon to try and damage
    them even more while they're frozen.  Enemies that hit the spike traps will
    take much more damage than when hit by a snowball.
    *Commando Bomb - Commando Man*
    WE Cost: 3
    Fires a fast-moving missile forward.  The missile can be controlled to make up
    to two 90-degree turns before flying forward until it hits something or goes
    offscreen.  The missile itself does pitiful damage for a high energy cost, but
    the trick is to force it to impact a wall, which will cause it to send large
    shockwaves across the surface to either side.  The shockwave is extremely
    powerful, but difficult to hit anything that isn't attached to the wall, floor
    or ceiling with.  This is also the only weapon that can destroy the miscolored
    false walls you'll see during your adventure.
    *Mega Buster - Starting Item - Mega Man Only*
    WE Cost: 0
    The default weapon for Mega Man.  While not very flashy or very powerful, it's
    suited for a variety of uses, is easy to use and fires very rapidly.  It's a
    good idea to master this weapon, as even after you begin collecting more
    special weapons you'll be falling back on the Buster quite often.  Three shots
    can be onscreen at once, making this one of the most rapid-firing weapons in
    the game.
    *Proto Buster - Starting Item - Proto Man Only*
    WE Cost: 0
    The default weapon for Proto Man.  Like the Mega Buster, it has infinite ammo
    and is a weapon you'll likely be using the most often throughout your
    adventure.  Unlike the Mega Buster, the Fire button can be held down to charge
    this weapon up, ultimately achieving a comet-like projectile that's much larger
    than--and does 3x the damage of--a normal shot.  The drawback is that this
    weapon isn't as rapid-firing as the Mega Buster; only two shots can be onscreen
    at once.
    *Proto Coil - Starting Item - Proto Man Only*
    WE Cost: 2
    Identical to Rush Coil, but summons a plain springboard instead.
    *Proto Jet - Starting Item - Proto Man Only*
    WE Cost: 1
    Identical to the Rush Jet, but summons a plain hoversled instead.
    *Rebound Striker - Strike Man*
    WE Cost: 2
    Fires a bouncing ball forward.  It can be angled up or down by holding that
    direction while firing.  Upon hitting any surface, including shielded enemies,
    it will bound off in the opposite direction and continue bouncing around the
    screen like this until a few seconds go by or it hits something it can damage.
    Up to two can be onscreen at a time, making it a fairly rapid weapon, and great
    for most large enemies and minibosses when you combine its power, rapid-fire
    and directability.
    *Rush Coil - Starting Item - Mega Man Only*
    WE cost: 2
    The only item other than the Mega Buster that Mega Man begins the game with.
    Using it will summon Rush, your faithful robotic dog, just in front of wherever
    you're facing--even if it's onto a bed of spikes, it won't hurt him.  Once
    summoned, Rush will stand in that spot for a few seconds before heading back
    home.  In order to use the Coil, you must jump on Rush's back while he's
    standing.  This will cause a springboard to launch out of his back, and send
    Mega Man flying into the air, nearly an entire screen's vertical length.
    Weapon Energy is only drained once you land on Rush's back, and while he's
    onscreen, the Fire Button will shoot normal Mega Buster shots.
    *Rush Jet - 4th boss - Mega Man Only*
    WE cost: 1
    Mega Man earns this item after the 4th Robot Master you defeat; it doesn't
    matter who, or who you beat before them.  Using it will summon Rush in front of
    you, but instead of standing, he'll morph into a sled-like object that hovers
    in the air in front of you.  Jumping on him will cause him to start moving
    forward, and at this point you can steer him up or down and ride him as long as
    you want until he hits a wall or runs out of energy.  You can use your Mega
    Buster while riding him or while he's onscreen.  You can't move left or right
    at all, even when jumping from atop him, while he's active.  Quick-switching
    to another weapon will immediately cause him to disappear, which can allow you
    to maneuver Mega Man instantly again and conserve his Weapon Energy.  One unit
    of Weapon Energy is drained per half-second or so while he's onscreen AFTER
    you've stepped on him, until he leaves the screen (even if you're knocked off).
    *Solar Blaze - Solar Man*
    WE Cost: 2
    Fires a flaming orb about a fourth of a screen's length in front of you.  After
    about a second, the orb will explode into flame crescents that fly off in
    opposite directions.  The orb can also be forced to explode instantly if it
    hits an obstacle.  The flame crescents pass through enemies and obstacles and
    can be great for fending off enemies on either side or for hitting multiple
    enemies in a line.  Keep in mind that you can only have one shot onscreen at a
    *Thunder Wool - Sheep Man*
    WE Cost: 4
    You'll shoot a little puffy white cloud that lifts into the air and floats
    slightly forward.  If it hits an enemy or obstacle, it'll simply faze out and
    deal a minimal amount of damage.  However, if it manages to reach its apex
    without hitting anything, it'll turn grey and become invincible for the rest of
    its duration, sending down a constant thin stream of lightning for about two
    full seconds.  This stream deals very heavy, rapid damage to anything that
    comes in contact with it.  The lightning can effectively create a shield wall
    between you and any enemies, can if shot high enough it can cover the height of
    the entire screen.  Thunder Wool is the most powerful weapon in the game, but
    by far the most difficult to use.  Two can be onscreen at once.
    *Triple Blade - Blade Man*
    WE Cost: 1
    This weapon will launch a triplet of knives that fly across the screen: one
    straight in front of you, another at a slightly upward angle, and a third at an
    even higher angle (about 45 degrees upward).  If fired from the air, the knives
    will be angled downward instead.  Knives will pass through weaker enemies, and
    can be 'shotgunned' at close range to easily take care of larger enemies.  They
    can even be shotgunned on bosses to cause 3 units of damage at a fairly rapid
    rate even to bosses not weak to the weapon, though doing so can be dangerous.
    For these reasons and its tiny weapon energy cost, Triple Blade can easily be
    considered the most 'general use' special weapon of Mega Man 10; the best
    substitute for your default arm cannon in most situations.
    *Water shield - Pump Man*
    WE Cost: 4
    Summons a circular ring of blue bubbles around your character.  The bubbles
    will pop upon contact with an enemy or projectile, but simultaneously absorb or
    destroy whatever it was that tried to hit you.  Each hit will leave a gap in
    the shield, but one use of the weapon can still benefit you (moving near
    enemies with at least one bubble around you can cause considerable damage to
    them) until every last bubble is dissipated.  Pressing the Fire Button while
    the shield is around you will cause it to launch off in a sweeping circular
    fashion.  This weapon is ideal for many minibosses and large enemies, as it can
    technically deal up to 8-10 hits of damage against such enemies very rapidly.
    (Note: UNLIKE the Jewel Satellite shield weapon in Mega Man 9, this shield does
    NOT pass to other rooms with you.  If you use the Water Shield and enter
    another room, pause the game or switch weapons it will instantly dissipate.)
    *Wheel Cutter - Nitro Man*
    WE Cost: 1
    This unique weapon may look a lot like the legendary Metal Blade, but it works
    a great deal differently.  Shooting it will cause a bladed wheel to fall from
    your character's hand, falling straight downwards until it hits the floor, at
    which point it will rush forward, climbing up any walls it encounters as it
    does so.  They're fairly powerul and very rapid-firing as up to three can be
    onscreen at once.  This weapon has a couple other uses, though; you can hold it
    in front of you as long as you like to create a sort of makeshift frontal
    shield (it'll dissipate after a single hit, though).  Also, and most
    insterestingly, if you hold it in front of you and push into a wall, it'll
    climb right up the wall carrying you along with it!
     -- EXTRA WEAPONS --
    These three special weapons are only attainable by downloading the "Special
    Stage" downloadable content and then finishing them.  They then appear in your
    weapons inventory in the main game and other modes.  Only Mega Man can use
    *Mirror Buster - Enker*
    WE Cost: 1
    A very unique weapon, using it will cause Mega Man to hold his arm cannon in
    front of himself and constantly produce a shield (which takes 0 weapon energy
    to maintain) as long as you keep the button held down.  This shield is useless
    against enemies but its true power is revealed when you use it to absorb an
    enemy's projectile.  Using a single unit of weapon energy, it will absorb the
    projectile and retaliate with a wide, very powerful energy blast similar to the
    most powerful version of Enker's signature attack.  Especially useful against
    Mets, Sniper Joes and those floating heads that counter you when you come into
    their line of vision.
    *Screw Crusher - Punk*
    WE Cost: 1/8
    Yes, that weapon energy cost is read "one-eigth".  You have to fire eight Screw
    Crushers for a single sliver of weapon energy to be removed from this wepaon's
    ammo pool.  It can also be fired extremely rapidly, with up to 4 being allowed
    onscreen at a time.  It's lobbed up at a high arc in front of Mega Man and then
    drops down to the bottom of the screen, straight through the ground (which is
    different from its original incarnation in Mega Man IV GB, if I remember right
    that one bounced around a bit?).  It's only about as strong as the Mega Buster
    per shot unfortunately but has a great number of uses regardless, and happens
    to be by far the most useful Mega Man Killer weapon on a variety of bosses in
    MM10 compared to the others.  It's also ridiculously useful against all the
    minibosses.  Perhaps its major fault is the fact that you can't move while
    firing it on the ground.
    *Ballade Cracker - Ballade*
    WE Cost: 1/2
    Ballade's namesake weapon tosses a floating bomb in any direction you hold,
    except for straight down, even in the air.  It is very energy-efficient, taking
    two shots for a single sliver of weapon energy to deplete, is quite powerful
    and even penetrates shields on shielded enemies.  It's also one of the closest
    weapons to the fan favorite Metal Blade from Mega MaN 2, though it's much
    slower and less rapid-firing, with only one being allowable onscreen at a time.
    Upon hitting any enemy or obstacle it produces a classic Mega Man-style
    explosion which serves as an area effect of damage.  Like the Screw Crusher,
    you can't move while firing it from the ground.  Unfortunately, it can't
    destroy the destructible blocks throughout the game that the Commando Bomb can.
    It's also great for clearing out flames from Changkey fire generators.
    These can only be accessed if you download the Bass "Add-On Content" from the
    main menu then select to play as Bass in the main game.
    *Bass Buster - Starting Item*
    A special kind of buster weapon, it can be fired in all directions except for
    straight down.  It's rapid-firing and instead of having the ability to charge
    up, holding the button will cause Bass to shoot until you stop.  It can have up
    to four shots onscreen at a time, but each shot is weaker than a stanard Mega
    or Proto Buster shot.  It cannot pass through walls, and you cannot move while
    shooting it--only aim.
    *Treble Boost - Starting Item*
    Bass summons his wolf companion, Treble, down in front of him.  Walking into
    Treble will cause the two to fuse together, granting Bass wings with which he
    can fly freely around the room as the weapon energy meter steadily depletes as
    with using the Rush or Proto Jet items.  In addition, while in this mode, Bass
    will fire three shots at a time simultaneously forward and diagonally down and
    upward, though these shots aren't rapid-fire.  These shots can, however, pass
    through walls.
    It may be worth noting that Bass will actually use a weapon identical to the
    Mega Buster if you shoot while Treble is onscreen but before fusing with him.
    This also happens when using the weapon after all its Weapon Energy is
    - 3-02  Items and Powerups -
    You can find a variety of items from enemies, in the Shop or even hidden around
    stages themselves.  You can hold up to 9 of every type of item except for
    Mystery Tanks, Guard Power Ups, and Energy Balancers of which you can only have
    one each at a time.
    ++ Pick-Ups ++
    These items are (in most cases) found in a stage or from destroying an enemy
    and take effect immediately.
     - Small Screw: A tiny Rewards you with two Screws, used as currency in the
       shop.  You can hold up to 999 screws at once.
     - Large Screw: A screw that looks just like the one you can see in the pause
       menu.  Rewards you with 20 Screws, used as currency in the shop.
     - Small Energy Pellet: A small, flashing black-and-white circle.  Restores a
       very small amount of health.
     - Large Energy Pellet: A large, outlined flashing black-and-white orb.
       Restores a large amount of health.
     - Small Weapon Pellet:  A small, flashing cyan-and-blue object.  Restores a
       very small amount of Weapon Energy.
     - Large Weapon Pellet: A large, flashing cyan-and-blue rectangular object.
       Restores a large amount of Weapon Energy.
     - Extra Life:  Also known as 1-up, Spare Body (in the Mega Man universe), etc.
       Grants you an extra attempt at a stage before it's Game Over, with all your
       extra lives being viewable in the pause menu.  It looks like a large head
       representing whichever character you're playing as.  You can have up to 9
       Extra Lives at once.
     - Yashichi: Looks like a reddish circle with a shuriken or pinwheel looking
       object in front of it; you'll recognize it if you've ever reached the final
       stage of Mega Man 1.  Instantly refills all your life and weapon energies
       when you touch it.  (Seemingly only found in Easy Mode)
    ++ Manual Items ++
    These items are rare; some can be found in stages but some must be bought. They
    need to be used from the pause menu in order for them to take effect.
     - Energy Tank: A blue can with a capital E plastered on the front.  Using one
       of these will instantly restore all your life energy.
     - Weapon Tank: a blue can with a capital W on the front.  Using one of these
       will instantly restore all the Weapon Energy of the selected weapon.
     - Mystery Tank: A blue can with a capital M on the front.  Using one of these
       will instantly restore all of BOTH your Life and Weapon energies.  Using one
       at full capacity of all your energies will cause all the on-screen enemies
       to morph into 1-Ups.
     - Guard Power Up: A square panel with a "1/2" symbol inside an action bubble
       on the front.  Using one will cause your character to take only half the
       normal amount of damage from any incoming source for the remainder of the
       stage it's used on.
     - Eddie Call: An image of your pal Eddie, aka Flip-Top.  Using one will summon
       Eddie into the stage in front of you, and after a moment he'll toss you a
       random helpful item.
    (Bass can also buy the Treble Item, which is identical to the Eddie Call)
    ++ Automatic Items ++
    These all must be bought in the shop.  They are always in use once you have
    one of them in your posession unless you lose them or use them up.
     - Beat Call: An image of your faithful bird companion, Beat.  If you fall into
       a hole with at least one of these in your inventory, Beat will swoop in to
       pick you up and attempt to fly you to safety.  You can maneuver him left and
       right, and let go by pressing the Jump button.
     - Shock Guard: A panel with a blue foot above two spikes on the front.  This
       will automatically save you from instant death once per Guard should you
       touch any instant death spikes.  Instead of exploding, you will take a hit
       as if you were hurt by a normal enemy or projectile, but take no damage, and
       still receive the normal post-hit invincibility.
     - Energy Balancer: If you have this in your inventory, you will keep it
       permanently.  It causes Weapon Capsules picked up to automatially fill the
       Weapon Energy of the weapon with the least energy to spare, as long as you
       pick up the Capsule in question while using your default weapon or another
       weapon at full energy.  It looks like a strange little machine consisting of
       a black orb on the upper left and a backwards L-shaped metal bit occupying
       the rest of the space.
    (Bass can also buy the Treble Rescue, which is identical to the Beat Call)
    ++ Other Items ++
    These are special items that don't quite fit any other description.
     - Book of Hairstyles: A book with what appears to be a helmetless Mega Man
       face on the front.  Buying this at the shop will remove Mega Man's helmet,
       allowing you to do some special things such as unlock a challenge.  However,
       it doubles the damage you take.  Can only be obtained as Mega Man.
     - Mega Man Helmet: Mega Man's helmet.  This is only available at the shop
       after buying the Book of Hairstyles.  It will return your helmet and cause
       you to once again receive only the normal amount of damage.  Can only be
       obtained as Mega Man.
    - 3-03  Shop -
    By pressing Select (- button on the Wii) on the stage select screen, or after
    completing a Robot Master stage, you'll have the option to enter the Shop.
    Depending on the character you're using, the Shop will be a bit different.
    As Mega Man:
    Dr. Light and Auto run the shop.
     - 1-up: 20 Screws
     - Energy Tank: 30 Screws
     - Weapon Tank: 30 Screws
     - Mystery Tank: 50 Screws
     - Guard Power Up: 50 Screws
     - Eddie Call: 10 Screws
     - Beat Call: 20 Screws
     - Shock Guard: 20 Screws
     - Energy Balancer: 100 Screws
     - Hairstyle Book: 20 Screws
     - Mega Man Helmet: 20 Screws (if you own the Hairstyle Book)
    As Proto Man:
    Auto with a Met helmet and Tango the cat run the shop.
     - 1-Up: 30 Screws
     - Energy Tank: 40 Screws
     - Weapon Tank: 40 Screws
     - Beat Call: 30 Screws
     - Shock Guard: 30 Screws
     - Energy Balancer: 150 Screws
    As Bass:
    Reggae, Dr. Wily's avian pet that's very rarely-seen throughout the entire Mega
    Man series and almost entirely in Japanese-exclusive titles runs a junkyard
     - 1-up: 30 Screws
     - Energy Tank: 40 Screws
     - Weapon Tank: 40 Screws
     - Treble Item: 20 Screws
     - Treble Rescue: 30 Screws
     - Shock Guard: 30 Screws
     - Energy Balancer: 150 Screws
    = IV) Extras =
    - 4-01  Challenges -
    The challenges in Mega Man 10 are largely different from what you saw in 9.
    Though there are twelve 'normal' challenges obtained the same wasy as in 9,
    though normal gameplay in "Story" mode, the vast majority of challenges in this
    game are actually tackled--and won--by selecting Challenge Mode from the main
    menu and then selecting them from a list.  The basic instructions for each
    challenge is given when you begin the challenge; below are some hints and tips
    to get through each one.
    (Note: If you die on any challenge, you'll simply be taken back to the
    challenge menu)
    *JUMPING CHALLENGES* - Challenges 01-12 all deal with running, climbing and
    jumping.  Mostly jumping.  Hone your platforming skills and get ready to deal
    with lots of spikes and pits!
    -01 STROLLER: Simply run to the right, dodging the Octopus Batteries (or being
    hit by them, you'll still win).  You can't use your arm cannon here.
    -02 CHICKEN RACE: There's no enemies here, but a lot of spikes.  The basic idea
    is to move forward off the ledges slowly enough that you don't smack the spikes
    on the right side; it gets challenging near the end, you have to just inch Mega
    Man to the right pixel by pixel until you fall.
    -03 CLIMBER: You begin by simply scaling a few rooms vertically, but the last
    one has you leaping from gradually-shortening ladder to ladder.  You'll want to
    basically hold Up and Left simultaneously as you jump, but you'll have to let
    go of Up for a split second as you jump off so you won't keep climing the same
    -04 JUMP! JUMP!: Haha, nice reference to Mega Man 8 in the title.  Anyway, this
    is a short, basic jumping challenge.  You have to jump from platform to
    platform across pits that get wider the further you go.  If you have trouble
    with the last few, try to inch as close to the edge as you can before you jump.
    -05 CAREFUL!: Another jump challenge, but this one starts with very wide pits
    from the beginning.  Even worse, there's parachute bots in the first and last
    of the pits--and you can't use any weapons to destroy them!  There's a bit of a
    trick, though.. if you simply run and jump at just the right time, without
    stopping at all, you'll dodge both of the 'chute bots (and the second seems
    pretty much impossible without doing this).  It may take some practice, but
    it's not too bad.
    -06 JUMP MASTER: Yet another jump challenge, though this one's not all about
    pits and long jumps.  Start by jumping into the alcove below you and to the
    left, then make short hops to cross the spikes without hitting your head on the
    ones above.  The last short hop is the most difficult; inch to the very edge of
    the platform before jumping.  Jump over the small spike column then into the
    next alcove, jumping out to the left (enough to jump past the 'lip' above you)
    and then hold right to get on top.  For the last obstacle, inch as far as you
    can to the edge again and jump with all your might to pass the spikes, then
    ease left as you fall to hit the exit.
    -07 SEA BATH: Another jumping challenge, this time underwater.  The first jump
    is simple, just do as long a jump as you can from the edge.  The second is much
    more difficult; ease to the very edge of the platform and try to memorize how
    long you need to press the Jump button in order to just miss the spikes above
    you.  You'll have to hold for that long to the right to pass.
    -08 SCUBA DIE-VING: A rather simple vertical spike shaft challenge.  Just jump
    toward the middle of the shaft and fall; on the third screen, start easing left
    so that you'll land on the exit instead of the chasm.
    -09 SUBMARINE MAN: Basically a repeat of Sea Bath but with more, less difficult
    -10 WORLD ADVENTURER: A jump challenge that puts you against three different
    types of stage hazards.  First, you've got conveyer belts; just run to the very
    edge of the ones pointing to the left before you jump.  Next is the quicksand.
    Run under the spikes until Mega Man's head has been completely underneath the
    sand for about a second, then LIGHTLY tap the Jump button so you come back up
    but not far enough to hit the spikes.  For the ice platforms, simply jump and
    move in midair instead of moving on the platforms themselves so you don't have
    traction problems.  At the end, fall to the short edge of the last platform on
    the right and try to ease to the edge by jumping and landing before you attempt
    the final leap.
    -11 COUNTDOWN: Another jump challenge, this one featuring timebomb platforms.
    Contrary to the challenge rules, you CAN get hit by the blasts and it doesn't
    end the challenge; it can even protect you from the spikes below for a short
    time.  However, for the most part, if this happens, you'll have exhausted a
    platform that you need to complete the challenge, so.. try to hurry.
    -12 SKY JUMPER: One final jump challenge (for now).. featuring disappearing
    blocks!  There's nothing tricky until the end of the second section; from the
    fourth block, you should jump straight up and barely to the right, then run and
    fall immediately right and to the next safe platform before both the final
    simultaneous blocks disappear.  In the third section, jump quickly up from the
    third block, as the fourth appears directly above it, then very quicklky hop
    to the next two to the right as they're simultaneous.. then you're at the end.
    *WEAPONS CHALLENGES* - Challenges 13-25 deal with mastering each of your
    weapons (including the Mega Buster and Rush) by obliterating targets.  You have
    infinite chances to miss, but truly mastering the weapons you should be able to
    hit the  targets in as few shots as possible.  The lone exception is 17 RUSH
    JET, which is more like one last jumping challenge.
    -13 SHOOTER: Finally, a shooting challenge!  This one's paehtic; just fire a
    shot forward, you win!
    -14 GUNNER: Run forward, shooting several targets.  You can't lose.
    -15 SNIPER: Same as Gunner, but some of the targets disappear and reappear.
    -16 RUSH COIL: You have to use the Rush Coil (nothing else is selectable here,
    not even  your Mega Buster) to reach and shoot several disappearing targets
    high in the room.  Eddie will sit at the left edge of the room and drop you
    weapon capsules if you run low on weapon energy.
    -17 RUSH JET: The only challenge before and after itself for a long time that
    doesn't involve target practice.  You have to ride the Rush Jet across a long
    corridor of spikes and reach the goal.  Start by summoning Rush, stepping on
    his back and easing downward.  Jump to grab the weapon capsule then drop back
    onto him and ease upwards.  Ease down just when the ledge ends, fly under the
    low ceiling and start moving upward as soon as you pass it.  Jump off Rush at
    the end just as he hits the wall and fall left into the exit.
    (Note: BE SURE NOT TO PAUSE IN THIS CHALLENGE or Rush will disappear and you'll
    -18 TRIPLE BLADE: The next several challenges put you in a room with only a
    certain special weapon accessible, and lots of targets to destroy that are in
    such a formation that you should be able to destroy them all in very few uses
    of the weapon with some practice.  Eddie sits at the left side of each of these
    rooms to supply you with weapon energy should you run low.
    (Refer to 18 TRIPLE BLADE for 19-25)
    *ENEMY CHALLENGES*  Challenges 26-37 deal with reaching the end of an enemy-
    filled corridor, with the ultimate goal of taking no damage in doing so.  You
    have access to all of your equipment to get past the enemies, but keep in mind
    that actually defeating the enemies, though helpful, has nothing to do with the
    outcome of the challenge; focus on reaching the end while taking no damage!
    -26 FIGHT ON!: Finally, an actual combat scenario.  The goal is to reach the
    exit, but that only gives you a grey crown (think of it as a passing grade, but
    not an A+).  You'll have to avoid damage if you want the gold crown.
    The whole room is full of all kinds of mets; normal mets, slime mets and flying
    mets.  You can use all your weapons and Rush Coil and Jet.
    -27 CANNON BALL 1: The same as 26 FIGHT ON! but with snowmen, antlions and
    -28 CANNON BALL 2: Strike Man-themed repeat, with one green cannon.
    -29 CHARGE FORCE 1: Blade Man-themed, three-room gauntlet.  The last room is
    full of octopus batteries.
    -30 CHARGE FORCE 2: Nitro Man-themed, same room setup as before.
    -31 AIR FORCE 1: Same rooms as before.. missile-egg birds in the first, and
    amoeba blocks/seeker drones in the last two.
    -32 AIR FORCE 2: Green missile beetles and Blade Man's stage's flying heads in
    the first room, mouse cursors in the next two.
    -33 SPECIAL FORCE 1: A new room setup with pits.  There are parachuters in some
    pits, and Sniper Joes which you should use Solar Blaze to safely dispatch.
    -34 SPECIAL FORCE 2: A water-themed arena with pipe tellies and shrimp.
    -35 SPECIAL FORCE 3: The first section is full of conveyer belts and those
    searchlight enemies that reverse their direction.  The second is full of
    floaters from Sheep Man's stage and a cannon and shield they can attach to.
    -36 SPECIAL FORCE 4: A long corridor full of small drill enemies.  They don't
    drop any powerups.
    -37 JUMPING FORCE: A series of three rooms identical to CHARGE FORCE and AIR
    FORCE.  The first room has spiders and a very weird bouncing Sniper Joe at the
    end.  The second has a big stomper, and the third has two mini-stompers.
    *BOSS CHALLENGES* Challenges 38-88 all deal with defeating minibosses and
    bosses on specific difficulties.  The main goal is to destroy them without
    taking damage--but it's also the best way to practice on any boss!
    (Note: Every single challenge 38 to 88, is a fight against a boss or
    miniboss on Easy, Normal, or Hard Mode settings.  You have to at least reach
    the boss on the corresponding difficulty to gain access to the challenge.  You
    get a grey crown for completing the challenge, and a gold crown if you complete
    it without taking any damage.  Refer to the walkthrough above for help.)
    (Note 2: The miniboss challenges are already unlocked on Easy and Normal before
    you even play Story Mode; you only have to unlock the Hard versions of these,
    but you have to unlock everything else on every difficulty.)
    (Note 3: The Weapons Archives challenge for each difficulty can only be
    obtained upon reaching the final Archive room at the very end of stage Wily 1.
    Also, both the Wily Machine and Wily Capsule challenges for each difficulty can
    only be unlocked by finishing the entire game in that difficulty; in addition,
    the Keeper miniboss on Hard can only be unlocked as a challenge if you reach
    the second one in Strike Man's stage, with the electricity.)
    (Note 4: For the Hard versions of each of these, to earn a gold crown, you not
    only need to take no damage, but you must also only use the Mega Buster.)
    -41 THE KEEPER E
    -42 THE KEEPER N
    -43 THE KEEPER H
    -44 OCTOBULB E
    -45 OCTOBULB N
    -46 OCTOBULB H
    -47 SUZAK & FENIX E
    -48 SUZAK & FENIX N
    -49 SUZAK & FENIX H
    -50 BLADE E
    -51 BLADE N
    -52 BLADE H
    -53 PUMP E
    -54 PUMP N
    -55 PUMP H
    -56 COMMANDO E
    -57 COMMANDO N
    -58 COMMANDO H
    -59 CHILL E
    -60 CHILL N
    -61 CHILL H
    -62 SHEEP E
    -63 SHEEP N
    -64 SHEEP H
    -65 STRIKE E
    -66 STRIKE N
    -67 STRIKE H
    -68 NITRO E
    -69 NITRO N
    -70 NITRO H
    -71 SOLAR E
    -72 SOLAR N
    -73 SOLAR H
    -74 W. ARCHIVE E
    -75 W. ARCHIVE N
    -76 W. ARCHIVE H
    These must be achieved when playing the main story mode.  They can be achieved
    on any difficulty with either character.
    -01 WHOMP WILY!: Finish the game once.
    -02 BLUE BOMBER: Finish the game in under an hour.
    -03 SUPERHERO: Clear the game on Hard Mode.
    -04 HARD ROCK: Reach the boss of a stage without taking any damage.
    -05 HEADBANGING: Defeat all 8 Robot Masters as Mega Man without his helmet.
    -06 DESTROYER: Defeat 1000 total enemies.  (Easy to get in Wily 5 if you
    -07 WORLD WARRIOR: Defeat one of every type of enemy.
    Enemies easily missed:
    Birds only found at the end of Chill Man's stage
    Searchlight bots mostly only found at the beginning of Wily 2
    Changkeys (from the flame generators), can be killed with Water Shield
    Both kinds of trucks in Nitro Man's stage, can be killed with Chill Spike
    -08 TRUSTY SIDEARM: Defeat all 8 Robot Masters with your default buster weapon.
    -09 NO COFFEE BREAK: Clear the game using no Energy, Weapon or Mystery Tanks.
    -10 TENACIOUS: Finish the game without continuing (losing all your lives).
    -11 INVINCIBLE: Finish the game without losing a single life.
    -12 MR. PERFECT: Finish the game without taking damage a single time.
    - 4-02  Downloadable Content -
    (Dates and cost apply to the Wii version; 100 Wii Points = $1 US, so use that
    to guage the cost on other consoles)
    + Bass Mode +
    (available April 5, 2010 for 200 Wii Points)
    (IMPORTANT NOTE:  There seems to be a lot of talk around the internet that Bass
    takes half the damage that Mega Man would from a given damage source on a given
    difficulty.  I know for a fact that in general this is not true and that Bass
    in fact takes equal damage to Mega Man, but I have run into a couple instances
    in which I did take much less damage as Bass, such as receiving a glancing blow
    from a big stomper enemy rather than the full damage.  I can't for the life of
    me figure out what triggers this--it doesn't seem to be standing, jumping,
    dashing, or shooting in any given direction, so if you have any information
    regarding the truth behind this half damage phenomenon with Bass I'd love to
    have it!)
    (Note 2: And unless I'm going insane, I just took way more damage than normal
    from a spider enemy when testing things out--again, I have no idea what caused
    it.  I'm wondering if there's some trick to taking half or DOUBLE normal damage
    as Bass, or if we're all just hallucinating about his damage amount..)
    Bass becomes a selectable character when you play the main game, just like
    Proto Man who's available from the beginning.  You may select him when choosing
    your character after selecting "Game Start" from the main menu then selecting
    "New Game".  (Bass will also appear on the Title Screen alongside Mega Man and
    Proto Man)
    Like Proto Man, Bass can't be used in any Challenges, Time Attack mode, or
    Endless mode, but can be used in all three difficulties in the main game.  He
    has many differences in gameplay from Mega Man, as detailed below:
     - Bass can fire in 7 directions; all straight and diagonal directions except
    for down.  He can do this on the ground or in the air.  Of course, this only
    pertains to his default weapon, the Bass Buster.
     - Bass cannot move while shooting with the Bass Buster.
     - Bass cannot shoot through walls with the Bass Buster.
     - Bass has the ability to dash, performed the same way Proto Man slides;
    hold Down and press the Jump button.  This dash slightly increases Bass' move-
    ment speed slightly like Proto Man's Slide but doesn't have the benefit of
    making him 'shorter' during its duration; however, holding Right or Left and
    jumping during a dash will cause Bass to perform a 'dash-jump' causes him to
    travel much faster and farther than with a normal jump, and holding Right or
    Left while falling off a ledge mid-dash will cause a similar boost in velocity.
     - Instead of a Coil item, Bass begins the game with the 'Treble Boost' which
    allows him to fly freely around the screen and shoot in three directions at
     - Bass is able to buy two unique items from the shop, the 'Treble Item' and
    'Treble Rescue'.  They work identically to Mega Man's Eddie Call and Beat Call,
     - You see Bass' face in the middle of the screen on the Stage Select.
     - Bass has his very own shop, complete with Reggae, the rarely-seen pet of Dr.
    Wily as the shopkeeper, and a remix of Bass's Theme as the background music.
     - Like with Proto Man, shop items in Bass mode that are identical to Mega
    Man's variants cost more Screws than with Mega Man.
     - Bass has his own storyline, though there are no cutscenes until after all
    the Robot Masters are defeated.
    (Note: Though Bass can perform most the actions he could in the game Mega Man &
    Bass, he cannot doublejump!  Keep this in mind!)
    + Endless Attack Mode +
    (available April 26, 2010 for 300 Wii Points)
    Endless Attack is similar to the mode with the same name in Mega Man 9; once
    unlocked via the Add-On Content menu you can find this mode as the selection
    that was hidden by ???s on the main menu of the game.  Basiclaly, you are put
    in a random room from the selection of Endless Attack rooms, and you begin your
    trek through an infinite repeat of the same series of rooms in a random order
    (there are many rooms though, so it shouldn't get too boring).  Many rooms or
    sections therein are recreations of rooms from previous Mega Man games, though
    many are unique and new.  Here are some notes about this mode.
     - You may only use Mega Man in Endless Attack.
     - You begin with all special weapons, Rush Coil and Rush Jet.  You may also
       use the three Mega Man Killer wepaons from the Special Stages if you've
       earned them.
     - You have no special items such as E-Tanks or the Energy Balancer, nor can
       you earn them by any means (as far as I know).
     - Each area places you at a red teleporter and has you traverse dangerous
       obstacles and enemies unti you find the blue teleporter that leads to the
       next area.  Each "area" is actually a corridor consisting of 6 "rooms"
       according to the room counter.
     - Every 30 rooms (or 5 areas) you come to a boss, which is a random Robot
       Master from the game.  You can get a hint on who you'll be fighting if you
       pay attention to the scenery (i.e. green grass on the ground means you'll
       fight Strike Man).  Every defeated boss will drop a large energy capsule.
       You fight the Normal difficulty version of each boss (if this ever changes,
       I'm not sure; send me an email if it's the case
    + Special Stage 1 +
    (available April 5, 2010 for 100 Wii Points)
    One of three special stages you can download.  They can only be played in Time
    Attack mode, and therefore only as Mega Man.  They are all quite challenging
    and each have a unique boss at the end complete with a unique weapon you can
    attain; they're the Mega Man Killers from the Game Boy Mega Man (Rockman World)
    series... well, all except Quint, who's not among them.  I'll supply a strategy
    for the stage and boss equivalent to the strategies found in the Walkthrough
    section of the guide.
    Stage 1 is based around Enker, from Mega Man: Dr. Wily's Revenge (Rockman
    You begin in a small room with a drop off to the right.  The music is a remix
    of the Wily Fortress stages from Mega Man: Dr. Wily's Revenge--and a really
    good one at that.  Fall off to the right.
    A room full of Octopus Batteries.  Wait for the vertical ones to fall then make
    quick, short hops to the left and fall before the horizontal one catches up
    with you.
    There's a Sniper Joe on the right edge of a left-moving conveyer.  Destroy him
    in one hit with a well-placed Commando Bomb; it seems to work best if you
    detonate it either just in front of him or far enough away that he's just
    barely in range of the shockwave.   If he doesn't die in a hit, just quickly
    use another and drop down on the right.
    The big stomper in here can be dispatched extremely quickly with the Commando
    Bomb you used in the last room by detonating one on the far left edge of the
    ledge it's behind as you fall then another in the middle of the ledge just as
    it jumps.  Otherwise, shred it with the Triple Blade and drop to the left.
    Now, this room is full of disappearing blocks and timebomb platforms but
    there's no reason not to use the Rush Jet both for safety and to save time.
    Use it on the left edge of the room and just push toward the top of the screen.
    At the end, drop onto the two timebombs then fall to the right.
    Bear left, fall again...
    ...and you should land on the rightmost of a pair of platforms.  The one on the
    left with the small energy capsules is inaccessible without Rush's help.  Get
    them if you truly need them but otherwise fall to the left.
    You should be far enough to the left for the spikes in here not to be of any
    danger.  Fall again, easing toward the left wall.
    And again.  Try to move about a Mega Man's length away from the left wall if
    possible, or just under that.
    Fall down on the timebombs on the bottom left; the one to the right has a count
    of 0 so it's the one you want to hit first, even if simultaneously with the
    other.  If you do it right you can fall down the hole it creates before the
    left one goes off.
    This room's full of long conveyers pointing the opposite of the way you'll be
    heading.  Jump up at the beginning and activate the searchlight bot on purpose
    so that he switches them for you, then head on down.  Ease left as you fall.
    Land on the conveyer and jump left past the spikes.  Try to outrun the search-
    light bot as you don't want to activate this one.  Drop down again.
    Now, this room has a jumping Sniper Joe, followed by Mets on rough terrain and
    finished with a bunch of jumps over spiked pits with floating robot heads at
    the end.  It's actually a perfect room for the Rush Jet; jump and summon Rush
    on the left edge of the screen so that he's high enough in the air that you can
    ease up and safely over the Sniper Joe.  If you simply fly into the ceiling as
    high as you can go none of the other enemies will be able to touch you.  The
    only drawback to using Rush here is, if you used him for the earlier block room
    as well, he'll probably be completely out of energy or close to it.  For the
    next few rooms, quickswitch your weapon to Rush Jet if you find any weapon
    capsules as he still has a couple rooms you'll want to use him after this.
    Three Mets on stairs.  Nothing special, just beat them and drop down on the
    This is probably the most annoying room in this whole stage.  It's not hard,
    just really maddening when you're trying to beat the stage fast.  Basically,
    it's a small cramped room packed with slime mets and Sniper Joes in tight
    corridors.  The best course of action I've found is to equip the Solar Blaze
    and mow through the Joes as fast as you can, ignoring the Mets unless they open
    up as you're trying to pass by.  When you reach the pit at the end of the room,
    ease left as you fall down it.
    If you eased left enough you'll fall onto a small platform.  There's another
    platform on the left wall and some tasty powerups above you.  The easiest way
    to get them is to just use Rush Jet from the right edge of the platform you're
    on and ease up then jump off to the right.  If you're low on Jet energy just
    try and reach the left platform then Rush Coil up to the pickups, and be sure
    to grab a weapon capsule for Rush Jet while you're at it.  When you're done,
    drop off to the left.
    If you're going for good time, go as far left as possible on the right plat-
    form then leap off to the left.
    Fall down the pit to the left here--if you jumped far enough from the right
    platform above you should at least land on the tiembomb safely then fall.
    Activate the Water Shield immediately in this room.  I don't think activating
    or not activating the searchlight bot matters as there's an equal number of
    conveyers going either way.  The Water Shield should absorb enough Changkeys
    as you move to the right, reactivate it if necessary.  Fall down on the right
    Ease slightly to the left as you fall into this room to hit a thin platform.
    Now, hopefully you have some Rush Jet energy left; use him and ease up above
    the Sniper Joe then fall between the spikes into the pit.  Otherwise, take care
    of the Joe with a couple Solar Blazes then make a very difficult leap to his
    platform before dropping.
    This last corridor's filled with drill bits.  Use all the rest of your Water
    Shield to get past them quickly and safely, then switch to the Triple Blade or
    Mega Buster if you run out.  If you're simply attempting to finish this stage
    and aren't going for a perfect time, the end of this corridor's a great place
    to stock up on life (don't worry about weapon energy as the boss is impervious
    to all weapons except the Mega Buster).  When you're done, drop down under that
    good old Dr. W symbol.
    Down through the doors, and say hello for the first time in a good 20 years
    * WARNING     *
    * BOSS: ENKER *
    Enker only has a few moves, but he's so fast and unpredictable that he can be
    quite challenging, especially considering you can't use any E-tanks or similar
    items when fighting him.
    He either dashes or leaps across the room before stopping.  When he executes a
    dash, he'll proceed until he hits a wall.  If he leaps, it will either be
    exactly half the room's length or the whole thing.  Sometimes he'll leap to the
    middle of the room then stop to attack, sometimes he'll leap twice in a row and
    sometimes he'll leap halfway then dash.
    His attack consists of him holding his javelin high into the air for a second
    or two (the time varies randomly) then jabbing it forward and releasing a small
    triangular energy beam before dashing or leaping again, then repeating the
    process.  The best time you can cause any damage to him is while he's holding
    his javelin in the air, and the only weapon that can deal any damage to him at
    all is the Mega Buster.  You'll notice that your shots are sort of 'vacuumed'
    into his javelin when you do attack him in this stance, after which point he'll
    start to glow.  The more shots you fire into his javelin like this the stronger
    and larger his rebuttal will be (very similar to Solar Man's tactic), but this
    is also the easiest way to damage him (you can otherwise as long as he's not
    dashing but trying to ONLY do it like this is obscenely difficult), so you'll
    just have to deal with it and make sure to dodge his counter.
    IF YOU HAVE THE BALLADE CRACKER, use it to deal three times as much damage per
    shot as the Mega Buster.  If you hit Enker with it when he holds up his javelin
    he'll immediately counter with the maximum-sized Mirror Buster blast but it
    makes things far easier to dodge and anticipate.  Considering that Ballade is
    likely the easiest of the three Mega Man Killers to defeat with the Mega Buster
    it's completely logical to go for Special Stage 3 first to make the normally
    super-tough Enker that much easier to defeat.
    Once you've erased Enker, you'll have his weapon, the Mirror Buster, in Time
    Attack mode from then on--as well as the main game WITH MEGA MAN ONLY.
    Remember, they're Mega Man killers, not Proto Man or Bass killers...
    + Special Stage 2 +
    (available April 26, 2010 for 100 Wii Points)
    One of three special stages you can download.  They can only be played in Time
    Attack mode, and therefore only as Mega Man.  They are all quite challenging
    and each have a unique boss at the end complete with a unique weapon you can
    attain; they're the Mega Man Killers from the Game Boy Mega Man (Rockman World)
    series... well, all except Quint, who's not among them.  I'll supply a strategy
    for the stage and boss equivalent to the strategies found in the Walkthrough
    section of the guide.
    Stage 2 is based around Punk, from Mega Man III (Rockman World 3).
    You start in a very yellow and purple area with the rockin' beats of a Punk
    remix from Mega Man III GB.  Head right to face off with purple, orange, then
    purple again basket 'bots from Strike Man's stage.  Feel free to use the Triple
    Blade to make things go faster, and keep it equipped for the next room.
    Drop down the ladder and to your left are a couple floating heads from Sheep
    Man's stage that spawn instantly above a pair of ground turrets.  A perfectly
    placed Triple Blade from the air just as you drop into the room may be able to
    eliminate one of them but count on having to jump and fire one point-blank into
    each of their faces.  Remember that the turrets have to cool down after four
    shots.  Quickswitch to Commando Bomb as you proceed downward.
    Here there'll be a wall of three Shield Attackers stacked on top of one another
    heading to you from the right, and they will go all the way to the left wall.
    The more patient player may want to cling to the ladder, wait for them to turn
    then drop and attack, but to save time just fall and immadiately detonate a
    C. Bomb just in front of you as you hit the floor.  The shockwave will tear
    through the bottom two Shieldies and you can continue without missing a beat.
    (Note: A safer and more surefire way to pass this room a bit faster and with no
    harm done is to detonate a C. Bomb on the left wall intead of the floor, but
    this may slightly hinder your time)
    Down in the next room are a couple amoeba blocks from Solar Man's stage, and a
    small and large weapon capsule up on the upper left of the room--which you
    really won't need, in my opinion.  Go ahead down.
    Now here's the first actually remotely dangerous area of the stage.  It's a
    long horizontal corridor with a lot of pitfalls and spikes.  First, you'll have
    to traverse a series of timebomb platforms; jump up twice, fall from the high
    one to the low one, then keep jumping up to the right platform with a turret
    guy on it (Triple Blade is handy).  You'll see an E-tank below you, I highly
    suggest getting it until you've finished the stage once at least.  Once you've
    grabbed it activate both the bombs to the right then jump across (you might
    want to use Rush Jet just to make sure since this is a slightly tricky jump).
    Once you get all the way to the  part with the seesaw platforms from Blade
    Man's stage atop a spike bed, switch to Rush Jet and move up to the ceiling for
    an easy way, then climb up the ladder.
    Triple Blade through the orange basket and climb on up...
    Just keep climbing in this small room and don't stop for a moment.  You'll be
    able to pass the Sniper Joe and turret without a problem.  Switch to C. Bomb
    during your ascent.
    As soon as you reach the next room hold left and shoot a C. Bomb into the wall
    to instantly destroy the lower Shield Attacker, when you can climb safely past
    the next one.  Moving right you'll come to a series of small chasms with para-
    chuters in most of them.  The Water Shield is quite nice here.  Once you reach
    the Sniper Joe use your Solar Blaze (or the Mirror Buster if you have it) to
    dispatch him.  The very last pit below the ladder has a parachuter that can
    rise to one of two altitudes before deploying its parachute.  Make sure you
    kill it just as it's beginning to rise or else activate a fresh Water Shield as
    you climb the ladder to make sure it doesn't rise into you and force you into
    the pit.
    A purple basket enemy and a free large energy capsule on the upper-right you
    can grab with the Rush Coil.  Nice little room.
    Now we've got those evil crushing pillars from Wily 2.. don't even try to out-
    run the first one unless you're perfect or you'll be crushed absolutely, but
    all the rest of them in the entire room can be run right past without stopping
    SO LONG AS you're able to take care of the Mets without them knocking you back
    any.  By far the best way to get past them I'd say is the Mirror Buster from
    Enker in Special Stage 1, but if you don't have it yet I suppose the Water
    Shield (or well-timed Mega Buster shots) may make due.
    The next room is small and contains a pair of spiders--one on the ceiling and
    one bouncing up to intercept you from the lower left.  Wheel Cutter or Water
    Shield your way past them and grab the energy capsule on the upper left if you
    need it.
    The final room before the boss contains a ceiling spider and a Sniper Joe
    nestled on the very lower right.  Use any weapon to take care of the spider; as
    for the Joe, I've found the fastest thing is smacking him with a Chill Spike
    from the step to the left then jumping over his frozen body to the boss door.
    * WARNING    *
    * BOSS: PUNK *
    Be amazed by the cinematic entrance of Punk from the upper-right ceiling then
    get ready to brawl.
    Punk will jump straight up into the air and toss Screw Crushers at you at a
    rate of one per jump.  They're thrown toward your current position but are very
    easy to avoid.  After throwing a few he'll turn into a spiked ball (reminds me
    of Sonic the Hedghog.. or more particularly Mecha Sonic from Sonic 2/Sonic and
    Knuckles) and hop.
    He'll bounce between one and three times (sometimes a fourth 'short hop' if he
    decides to perform the middle-height attack after the maximum number of
    bounces) and then stop for a very brief moment before spindashing at you.  He
    may stop at any of three altitudes; on the floor in which you can eaily hop
    over him, at the apex of his bounce height in which case you can safely stand
    under him, or about halfway up his bounce in which case you'll have to make a
    very well-timed jump to evade him.  The key is to look closely and train your-
    self to notice his extremely brief stopping pose before he spin-dashes across
    the room at you.
    After dashing across the room he'll start jumping and throwing Screw Crushers
    again.  He'll throw between two and four before turning into a ball again and
    repeats this process ad nauseum.  Make sure you remember to use your E-Tank if
    you got it and just keep pelting him with the Mega Buster.
    Note that getting hit by his spike-ball form is by far the most dangerous thing
    in this battle and it'll take a lot of practice to really be good at dodging
    it.  You may want to switch to Rush Coil through the pause menu to give you an
    advantage every time he turns into the ball on your initial attempt(s) to
    defeat Punk.
    IF YOU HAVE THE MIRROR BUSTER, that's Punk's weakness.  Holding it in front of
    you will not only make avoiding his Screw Crushers a lot easier as the Mirror
    Buster absorbs them, but if you manage to nail him with the reflection wave you
    will deal a small chunk of damage to him.  It can be tough trying to "aim" the
    reflections correctly as he keeps jumping and it's hard to tell if he'll shoot
    two, three or four shots in a given round, but the lucky and the skillful will
    defeat him much faster than with the Mega Buster this way.
    Just like Enker, no special weapons other than his weakness will have any
    effect on him at all; though it may be worth noting that for some strange
    rason Thunder Wool tufts will clash with his Screw Crushers and cause them to
    bounce away...
    Pummeling Punk will get you his signature weapon, the Screw Crusher.  It will
    be lobbed upwards from Mega Man at a high angle then drop down.  It can be shot
    very rapidly and takes an absolutely TINY amount of Weapon Energy to use, so
    small an amount that it takes several shots of the weapon to even remove a
    single sliver from the Weapon Energy bar (it's about time SOME weapon in MM10
    had that function which seemed to be really popular in MM9...)
    Like the Mirror Buster, it can ONLY be used by Mega Man as far as I know, but
    you get to keep it forever in all modes once you've beaten Punk even once.
    + Special Stage 3 +
    (available April 26, 2010 for 100 Wii Points)
    One of three special stages you can download.  They can only be played in Time
    Attack mode, and therefore only as Mega Man.  They are all quite challenging
    and each have a unique boss at the end complete with a unique weapon you can
    attain; they're the Mega Man Killers from the Game Boy Mega Man (Rockman World)
    series... well, all except Quint, who's not among them.  I'll supply a strategy
    for the stage and boss equivalent to the strategies found in the Walkthrough
    section of the guide.
    Stage 3 is based around Ballade, from Mega Man IV (Rockman World 4)
    You start in a dull blue/red/yellow room with the melancholy yet masterful
    remix of Ballade's Theme from Mega Man IV GB playing.  To the right is a series
    of pits between slim vertical pillars protruding from both the bottom and top
    of the screen, making for some tricky jumping.  What's worse, there are para-
    chuters in every single pit except the first and fourth from the left.  The
    last pit has a parachuter on the far right edge and is a tricky jump anyway;
    if you want to be extra safe use Rush Jet but after summoning Rush and before
    jumping on him dispatch the parachuter.  Hold Right as you're pushed off Rush
    by the low ceiling to save yourself.  Run straight and ignore the solar flower,
    and jump to the ladder.  As long as you don't stop the flower won't be able to
    shoot you in time.
    The next room is small and simple but contains a blue basebal 'bot; the ones
    that throw the curveball that stops in midair then hurls itself toward your
    position.  Take him out then head up.
    There's another blue pitcher to the right followed by a spike-floored section
    with a ton of conveyer belts.  All along the room are searchlight bots to
    reverse all the conveyers (which already offer very difficult jumps as it is)
    just to make things that much more difficult.  You'll want to use Rush Jet as
    much as you can here, but be careful not to let the search 'bots knock you off.
    Eventually you'll come to a low-hanging wall with a missile bot on it, followed
    by a few more conveyers and another wall like this.  There's no danger here
    aside from the missile launchers but you may still want to use Rush to help you
    with the tricky jumps.  Past the conveyer section you'll reach a wall of
    stationary spinning missiles with Wily's skull insignia on them.  These are
    harmless by default but create a damaging explosion once hit.  They're actually
    straight from the end stage of Mega Man IV, where you fought Ballade in that
    game.  Keep your distance while ripping through them with Triple Blade.  Stay
    equipped with the Blade as you fall down to the right.
    Take out the spiders with the Triple Blade then fall again.
    Immediately to the left in this room is a false wall of missiles that you can
    destroy for a hidden room containing a large energy capsule and an Energy Tank
    (I highly recommend you take this detour until you've at least completed this
    stage once).  On the upper-right are some small weapon capsules that you should
    not need.  Fall down quickly before the solar flower erupts to the next room
    and equip the Triple Blade again if you switched for whatever reason.
    Take out the big stomper fast with your Blades before you drop.
    The next room drops you right in front of a solar flower tht's about to go off.
    Past it is a large corridor full of orange pitchers, parachuters in pits and
    more solar flowers.  After the enemy-filled section you'll come to more walls
    of missiles but you must take care when destroying these so as not to ruin your
    chance at continuing the stage; many of them form floors under low ceilings
    that you simply must leave intact if you don't want to screw yourself over.
    The safest way to proceed is to use the Wheel Cutter but take extra care not to
    get caught in a blast when destroying the missiles from close range with it.
    There's a large weapon capsule near the end of the room but there's no reason
    to bother with it unless you have the Screw Crusher and happen to be low on
    energy for it.  At the very end, bust the last few missiles before the boss
    door and head on through.
    The room between boss doors here is unique in that it's a wide open space and
    has large weapon and energy capsules up on the corners of the room.  Use Rush
    Coil if you need them then continue to the boss chamber.
    * WARNING       *
    Ballade will fall from above and land in a cool pose as the battle begins.
    His attack patterns are simple to describe, but may take some practice to fight
    well against (though I still consider him the easiest of the three Special
    Stage bosses).  He'll start by making large leaps around the room; every time
    he leaps, he leaves behind a Ballade Cracker bomb, and he leaps between two and
    four times before stopping.  Leaving the bombs alone can make things get really
    hairy as you have to worry about them, when each will explode, and Ballade him-
    self, so destroy them as he leaves them as best you can.
    When he's finished leaping, he'll stop for a split-second and then dash toward
    you at incredible speed.  It's just like watching Punk's spiked ball form to
    see when it stops; you'll have to keep a sharp eye out to see when Ballade will
    decide to dash.  Immediately leap up and over him to avoid him.
    The last of his attacks only happens when you manage to evade one of his dash
    attacks; if you're hit, he'll simply stop at your position then continue his
    leap assaults, but if you jumped over him he'll keep running until he hits a
    wall.  At this point, he'll turn around sharply and simultaneously toss a high-
    speed Ballade Cracker toward the opposite wall.  This can be destroyed just
    like the others but it happens so fast as  you're coming down from a leap that
    it may be better just to make another hop over it as soon as you hit the
    IF YOU HAVE THE SCREW CRUSHER, it's not only Ballade's weakness but is also
    very easy to use against him.  Its lobbing action will make hitting him during
    his high jumps a snap, and it can be shot rapidly enough that it's not too
    terrible at clearing out Ballade Crackers either.  You'll take him down fast
    and easy if you have this weapon.
    Like Enker and Punk, no other special wepaons will cause any harm to him.
    After busting Ballade you earn his coveted Ballade Cracker.  This weapon not
    only has a large ammo reserve causing it to take two shots to even see a sliver
    come off your Weapon Energy meter, but it's powerful and can be launched in any
    direction except for straight down.  Furthermore, it causes splash damage in
    classic Mega Man style when it hits a surface or enemy (think Crash Bomb, Drill
    Bomb, etc).  Like the Mirror Buster and Screw Crusher, it can only be used by
    Mega Man, but can be used forever in all modes once you earn it.
    - 4-03  Hints, Tips and Secrets -
     - The best stage in which to 'grind' for screws is Sheep Man's stage.  Without
       even counting the screws you may obtain from enemies, this stage has a total
       of 124 screws' worth sitting around the map.
     - At the end of Wily stage 2, if you jump above the "Dr. W" symbol that's
       sticking out, you'll go behind it and find a large energy capsule.  This is
       likely a throwback to the secret capsule behind the sign in Wily 2 in MM9,
       which you had to use a Hornet Chaser to obtain.
     - All four minibosses have specific weaknesses, but if all else fails, use
       the Water Shield.  If you stand close to them and activate it, they'll take
       a massive amount of damage and die quickly.
     - The Triple Blade could easily be considered the closest thing to this game's
       Metal Blade or Laser Trident as far as general usability.  It's useful and
       powerful in just about every situation, covers a wide area, can be shot
       fairly rapidly, takes a very small amount of weapon energy to use and is
       equally good for ripping apart small enemies and shotgunning big enemies and
       even bosses for great damage.
     - If one of the parachute enemies that live in pits lands on you while
       floating downward, you can instantly receive whatever item it was carrying
       if any.
     - Keep in mind that you're knocked backwards when you take a hit depending on
       what direction you're facing.  If you're facing right, you're knocked to the
       left, even if you're hit from the left.  Trust me, it's useful to know this.
     - You can inch your character to the edge of a ledge or platform pixel by
       pixel until only the tip half of one foot hangs on.  This is useful to
       remember when you're trying to make a crazy jump, the closer to the edge you
       inch yourself the greater your chances of making it.
     - You can actually use the Wheel Cutter to climb up walls!  If you hold it out
       in front of you and run up against a wall, you'll ascend it until you hit an
     - If you press both L and R at the same time (A and B on the wiimote), your
       weapon will instantly shift back to your default buster no matter where it
       was.  This is great to do before picking up any weapon capsules once you
       have the Energy Balancer.
     - You can unlock all of the Challenge page 2 challenges in Easy Mode, except
       for Superhero.  This is, of course, the easiest way to unlock them if
       you're having trouble otherwise, and actually makes Mr. Perfect a plausible
     - Depending on if you face right or left when you use Water Shield, the
       bubbles will rotate clockwise or counterclockwise respectively.  This is
       very useful to remember when fighting an enemy that you need to aim the
       shield's shot function to hit, such as the Wily Machine's second form.
     - Many normal enemies in the game have sort of 'weaknesses' to weapons despite
       the fact that they all actually take the same base damage from all weapons.
       For example, using a Triple Blade on the ground when coming up against a
       cannon-topped Roader (those one-wheeled enemies) will simultaneously destroy
       both the bottom and top sections at once; Solar Blade eats through the
       shields of any enemies that use them; Chill Spike is the only weapon that
       can affect a Met hiding under its shield; etc.   Experiment!
     - Though I already mentioned it at the beginning of the Walkthrough section,
       one of the very best ways to get help with a specific stage or boss is to
       log into the Rankings for Time Attacks of a given stage and watch the best
       of the best players blaze through a stage and its boss at top speeds.  Of
       course, this only pertains to Mega Man on Normal Mode.
     - There are several tricks to help make the sandstorm areas in Commando Man's
       stage much easier.  First, you can summon Rush (either form, though the Coil
       can be used even if you fight Commando Man early on) and use his sprite's
       position to judge your position; staying near him will help keep you from
       danger.  The Chill Spike can be used for this same purpose, and can be shot
       forward to judge where other platforms are if you're daring.  Lastly, the
       Wheel Cutter can be used to latch onto the sides of platforms and it won't
       lift you up until the storm's over.
       (Thanks to Neodragon3 for these tips!)
     - In the final stage of the game (Wily 5), if you have a Mystery Tank still at
       this point, there are two very useful things you can use it for; either just
       use it normally at the beginning to get yourself to full strength (you find
       another before the end of the stage) or use the drill enemies to quickly
       refill all of your health and ammo, then wait until as many drills as
       possible are on the screen and use your M Tank to turn them all into extra
     - Another hint from Neodragon3, this one for helping with dangerously long
       "In MegaMan 9, I often use the Concrete Shot to make long jumps over a hole
       easier by shooting the Concrete Block on the other side of the hole.   In
       MegaMan 10, when a hole seem difficult and I dont want to miss, I jump using
       the Wheel Cutter.   That way, if you happen to fail, the wheel will lift you
       up back onto the platform.   Both the Concrete Shot and Wheel Cutter can
       reduce the hole lenght by 1 square making things a lot easier."
     - As Bass, try using the Treble Boost and depleting all its energy on purpose.
       Now, go around and attack.  You're using the Mega Buster--three shots on-
       screen at a time, and double the damage of the Bass Buster.  This
       effectively allows you to play as a Mega Man that takes half damage and can
       dash!  Of course, you'll have to avoid picking up weapon capsules, you won't
       be able to actually USE the Treble Boost and in many situations the Bass
       Buster is more useful on its own--but this is still worth noting if you ever
       feel like you need the Mega Buster even though you're playing as Bass.
     - As Bass, you can actually shoot the shields right off Shield Attackers and
       Sniper Joes!  Just keep shooting them from the front and after enough shots
       bounce off, they'll lose their shield.  Shield Attackers--revealed to be
       simple black orbs with eyes--get sad and fly off the screen.  Sniper Joes
       are surprised but continue to fight shieldlessly.
       You can actually also do this as Mega or Proto Man by using the Water Shield
       --thanks to Silvox Fox for this info!
       (I've also had it happen rarely on the middle Shield Attacker in the group
       of three at the beginning of Special Stage 2, with the Commando Bomb's shock
       wave.  It seems any weapon potentially capable of a large amount of rapid
       hits including a perfectly-placed Thunder Wool may be able to do this)
     - In Endless Attack Mode, conservation of health and weapon energy may be
       important, but even more important is taking the time to replenish what you
       have lost; it'll be near impossible to get very far in this mode without
       losing some life or using some special weapons or Rush, so once you do but
       before you get to the next are in which you'll need to use them again (or
       just need to replenish health) be sure to run around the area and kill
       enemies for powerups.  The most ideal area for this is obviously the drill
       bit rooms but any area with many enemies is fine, and even an area without
       much enemy action can be juiced for all it's worth if you're in a pinch by
       moving back and forth between sections to respawn whatever enemies may be
     - In case you were wondering, the special weapons from Enker, Punk and Ballade
       earned from the Special Stages deal only one unit of damage to each normal
       boss except as noted;
       - Chill Man is weak to the Screw Crusher
       - Pump Man is weak to the Screw Crusher
       - Ring Man (Weapons Archive Room 2) is weak to the Screw Crusher
       - Flame Man (Weapons Archive Room 2) is weak to the Mirror Buster
       - Tornado Man (Weapons Archive Room 3) is weak to the Screw Crusher
       - Though not particularly weak to either, both the Screw Crusher and Ballade
         Cracker can be used to destroy Sheep Man's Thunder Wool clones, and deal
         damage to the real one
       - Though not particularly weak against it, the Screw Crusher is ideal for
         hitting the Block Devil when he appears underneath the screen after an
         attack, even moreso than the Triple Blade
       - Strike Man technically takes above average damage from the Mirror Buster
         as does Pump Man in Hard Mode when using it against his boomerang attack,
         though in both these cases it's hardly useful
    --Be sure to e-mail me if you find a cool secret or tip!--
    = V) The End =
    - 5-01  Credits -
    --Big thanks to everyone who's sent me tips, information, error reports, etc.
      for this guide.
      - Jesus Rafael
      - Sir VG
      - Superfluous Moniker
      - Neodragon3
      - Zeek
      - Silvox Fox
      - dungeonconquerorB
    --Thanks to the Mega Man Knowledge Base (http://megaman.wikia.com/) which I
      use to gather and doublecheck some of the information used in this guide.
    --Sites such as Gonintendo.com and Wikipedia.com to doublecheck some dates and
    --Thanks to GameFAQs for obvious reasons.
    --Thanks to Capcom, Inti Creates, and the father of Mega Man, Keiji Inafune,
      for once again gracing us retro Mega Man fans the world over with another
      true 2D masterpiece.  May Mega Man fight for everlasting peace for ages to
    - 5-02  Copyright -
    (c) Copyright 2010 Justin Morgan
    This guide may only be used (outside of personal, private use) with credit
    given to the author.
    Mega Man and all related characters, names, etc. copyright Capcom.
    All other trademarks and copyrights contained in this document are owned by
    their respective trademark and copyright holders.
    - 5-03  Contact Information -
    Be sure to send me suggestions, additional hints and tips, spelling or
    grammatical error alerts, and anything else you can think of!
    (Note: If you send me a hint, error report or anything else you feel should be
    added to my guide, be sure to include the name or alias you would like for me
    to use to credit you in future versions of the guide!)
    E-mail: jkm553(at)gmail(dot)com

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