Rockman and Forte FAQ (e) (SNES)

Rockman & Forte for the SNES

FAQ by Masvega (masvega@hotmail.com)
http://masvega.cjb.net
Version 1.0

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Contents:

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

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1. Version History
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1.0
-The initial release

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

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

Rockman:

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

Forte:

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

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4. Differences between Rockman & Forte
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There are a few differences between Rockman & Forte.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

For Rockman:
Rush Search
CD Counter
CD Finder
Reciever

For Forte:
Gospel Boost
CD Counter
Reciever

Some enemy descriptions:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

And now to the CDs:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

I. The Museum:

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

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

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

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

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

II. Cold Man

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

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

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

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

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

III. Burner Man

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

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

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

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

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

IV. Pirate Man

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

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

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

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

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

V. Ground Man

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

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

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

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

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

VI. Tengu Man

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

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

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

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

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

VII. Magic Man

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

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

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

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

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

VIII. Astro Man

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

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

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

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

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

IX. Dynamo Man

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

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

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

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

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

X. Gateway to King:

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

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

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

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

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

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

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

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

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

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

XI. King's Fortress-Part 1

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

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

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

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

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

XII. King's Fortress-Part 2

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

XIII. Wily's Fortress

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

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

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

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

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

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

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

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

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9. General Tips
--------------------------------------------------------------------------------

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

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

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

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

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

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

This guide is copyright 1999 Masvega.

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

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11. Credits
------------------------------------------------------------------------

I'd like to thank:

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