------------------------------------------------------------------------------- ----------------------------------- [ MEGAMAN II] ----------------------------- ---------------------------------[by Ice Queen Zero]--------------------------- ------------------------------------ [ GAMEBOY ]------------------------------- ------------------------------------------------------------------------------- Table of Contents -Introduction -Controls -Story -Enemies -Bosses -Items -Weapons -Walkthrough -Credits -Contact Me o---------------------o INTRODUCTION o---------------------o Now it's on to round 2 for the Gameboy series. You face Dr. Wily once again and this time you fight the remaining MM2 NES bosses and four robots from Megaman 3 NES bosses followed by a fight with Quint. o---------------------o CONTROLS o---------------------o Buster Shot and most weapons: press B Jump: Press A Top Spim: Press B during your jump Climb ladders: Up or Down when overlapping one to grab then use up or down to climb. Slide: Press A while holding the down button on the d-pad. o---------------------o ITEMS o---------------------o Life up ------- Small one gives 2 bars of life and the big one gives 10 bars. Weapon up --------- Same as above except for weapons. 1-up ---- Extra life. O---------------------o ENEMIES - MM2 o---------------------o Bickii ------ Only vulnerable when airborne, these things are similar to the Big Eyes of Megaman 1. They are not as deadly and easier to kill. Have "Su" Bee ------------- Giant Bee that carries an egg sack then drops it. Unlike Pipi, the egg sack is invincible. Chibee ------ Shoots spikes at you then rolls into a ball. Wanaaan ------- These are just jaw traps that pop out if you step on their pods or are above their pods and try to chomp you. Hammer Joe ---------- You can only hit him with his eye open. He swings an Olympic hammer and throws it at you. Kaettekita Monking ------------------ They hang from the ceiling then when close, they jump around. Tama ---- It will send hairballs to attack you then when they are destroyed, its fleas attack you. Metall ------ Invincible when helmet is down but when it lifts its helmet, it will shoot 3 bullets in a 3-way pattern (straight, diagonal up, and diagonal down). Shoot them when they begin to shoot. Komasaburo ---------- Similar to Matasaburo in Megaman. It sends tops from his belly at you. Mecha Kero ---------- Frogs with tails? They just hop around at you and are hard to shoot. Mag Fly ------- Magnets that fly above and lift you off the ground when above you. Low ones are dangerous but the high ones give you a free ride. Giant Springer -------------- Jack-in-the-box like enemy that shoots missiles at you. Unlike the normal ones, they don't speed up when level with you. Peterchy -------- Eyeballs with feet that walk towards you. New Shotman ----------- Rains bullets when above you then shoots three bullets when parallel to you. Yambo ----- A mosquito that flies over your head then comes down to your level and charges at you. Hari Harry ---------- Shoots spikes at you then rolls into a ball. Houdai ------ They open their mouths and drop balls on you. Pickelman Bull -------------- This is really a Metall riding a steam shovel. It takes 3 hits to destroy. Telly ----- They come out of holes and spin their way towards Megaman and home in on him. Pipi and Copipi --------------- Pipi flies by and drops eggs. When the egg hits the ground, a bunch of Copipis home in on Megaman's current spot. Shotman ------- Starts off shooting arched shots forwards then it will lob it shots and make them rain down. Flyboy ------ They wind up the propeller on their heads and try to drop on you then repeat. Springer -------- Jack-in-the box like enemy that moves on the ground and speeds up when level with you. Pierobot -------- Bounces on a gear until Megaman approaches then knocks it down and rolls on it towards Megaman. The gear can be destroyed and to make Pierobot fall through the floor. Mole ---- They pop out of the floor and ceiling and drill into the opposite surface while crossing Megaman's path. The Leaf Shield is a good choice for navigating your way through them. Robbit ------ Hops around and shoots carrots. Cook ---- They run at Megaman and occassionally hop. Try to run under them when they hop. Batton ------ Protects itself when it is closed then home in on Megaman when it flies. Goblin and Puti Goblin ---------------------- Goblins materialize in midair and slowly lift their horns and bring them down. When Megaman uses their heads to stand on, Petit Goblins will come out of the Goblin's ears and attack Megaman. Goblins are indestructible. Scworm ------ They come out of pods then wiggle around for a little while before they dis- appear. Matasaburo ---------- Constantly tries to blow Megaman away. Kaminari Goro ------------- They fly around on moving clouds and lob lightning bolts. o---------------------o BOSSES o---------------------o Metalman -------- During the fight, the floor will change direction as you jump. Metalman throws a lot of Metal Blades as he jumps. Get close and he'll jump to the other side. The Crash Bombers are his weakness in this game. Airman ------ He has a fan in his belly. He'll send tornadoes at you then blow you away. The tornadoes are tough to avoid. Luckily, he died in few hits from Woodman's Leaf Shield. Crashman -------- Every time you shoot at him, he will jump and throw a bomb that explodes after a second. It is too bad that it costs him his life courtesy of some Air Shooter hits. Quickman -------- This guy really moves. He jumps around, runs and sometimes throws boomerangs. He'll run out of control so that gives you a chance to nail him. Fire Storm or Time Stopper are his weaknesses. The ladder will remove half of his energy when Woodman ------- He starts off with a Leaf Shield surrounding him, then throws 4 leaves up that rain down. He'll then throw his shield leaving him vulnerable. You can use Metal Blades to hit him after he throws his shield. Needleman --------- He has 2 attacks you have to watch out for. One is he jumps into the air and throws needles. The other attack, he punches you with a stretching arm if you're close. Magnetman --------- His pattern is very simple. He'll small hop forward then do a regular hop followed by one of these 2 attacks: A magnetic shield that makes him invincible and draws you towards him or he'll do a big jump and launch 3 Magnet Missiles at you. Hardman ------- This guy starts out by shooting 2 Hard Knuckles that track your movements then disappears after the 2nd pass. He then jumps into the sky, turn upside down and try to dive on you. When he lands with his head buried into the ground, he will stun you if you stay on the ground and then repeat his pattern. Topman ------ This guy will throw 3 tops into the air that spin for a second then the tops will attack you depending on your location before they attack. Topman will then spin around and slide towards you to the other side. He will repeat his pattern from there. Quint ----- His weapon is called the Sakugarne. He is very easy to beat. All you got to do is stand in a spot for him to try to hop on you then get close enough to shoot him without getting hit by some falling bombs. Hard Knuckles make short work of him if you aim correctly. He does not explode when defeated. o---------------------o WEAPONS o---------------------o Metal Blade ----------- Otained from Metalman. You can shoot these in 8 directions. It takes 4 of them to use up one bar. Air Shooter ----------- Obtained from Airman. 3 tornadoes fly up into the air. Clash Bomb ---------- Obtained from Clashman. Throw a ring-like object at the wall and when it hits it will latch to the wall and it'll explode a second later. You have 7 of these with a full bar. Leaf Shield ----------- Obtained from Woodman. Shoots 4 leaves circle you then you can shoot in four directions. Needle Cannon ------------- Obtained from Needleman. They shoot high in a high, mid, low, mid pattern. It takes 4 of them to use up one bar. Magnet Missile -------------- Obtained from Magnetman. When you fire one, it attracts to the enemy if the enemy is above or below it when it flies by. Hard Knuckle ------------ Obtained from Hardman. A real powerful fist that can knock out walls that any other weapon would bounce off of. Top Spin -------- Obtained from Topman. You use this every time you jump. The bar usage depends on how long you hold the button. Sakugarne --------- Obtained from Quint. Used as a pogo stick to hop on enemies. =============================================================================== Clashman Weakness: Air Shooter Get: Crash Bomber Rush Coil Enemies: Telly, Pipi, Copipi, Shotman, Blocky Shoot the Tellies as you climb up too levels. Run right and kill the Blocky. It's hard to avoid the part it shoots on the first shot. Climb the ladder on the end and in this area, you can jump high enough to jump on the moving platform then jump to the ladder and climb up. Now ride this tram all the way to the ladder and watch for the Telly.Do it again in the next area. You are now outside. Run right and kill the Blocky and drop down. Get the the large life up if needed and just fall down the right side. You'll miss an E-tank because you started here, thus you can't get it. You will also have spikes to deal with. After falling pass that screen, steer left to avoid the spike. Kill the Shotman who foolishly has its back turned and drop down. Carefully hop the pits while avoiding the Tellies. Climb all the way up the big ladder till you reach a ladder on the left and climb it. Now climb either ladder and you have three ladders to climb, the right leads to an E Tank, the middle is a large life up and the left is the correct path. Climb the second ladder on the left and to take out the Shotman, wait for it to lob it shots and climb down a little and shoot it down. On to Crashman you go. Crashman seems hard at first but there is a pattern. Let him chase you to the corner then jump turn and shoot. He'll jump real high and eat the bullet and give you room to run under him while he misses his Crash Bomber. When he chases you again, the bomb already exploded already so repeat the pattern till he is dead. ---- Metalman Weakness: Clash Bomber Get: Metal Blade Rush Marine Enemies: Pierobot, Mole, Springer, Metall Metalman is the next victim. When you begin, you are on a floor that moves you right. Hop over the Springer and drop down. Be careful not to land on the spikes. Drop to the right again and pull left to avoid the lone spike and drop down the middle and pull right to avoid even more spikes. There is a Pierobot to dispose of. Drop to left and avoid the Springers as you move across the moving floors. Watch out for the spike traps above. Move past them as they go up. Work through the Moles and the lone spike trap and hop over the spike pit onto the moving floor with a Pierobot on it. Kill it and the other 2 Pierobots and climb the ladder. As you are climbing up, take out the Metalls while avoiding their shots. At the top, use the Rush Coil and get the 1-up. Head right along the moving floor, and slide under the low ceiling. Kill the Pierobots on your way to your fight with Metalman. This fight is easier than it seems. Get close to Metalman and use your Crash Bombs. He'll die in four shots. Just be sure to run backwards after every shot. ---- Woodman Weakness: Metal Blade Get: Leaf Shield Enemies: Batton, Robbit, Friender, Cook, Metall, Pipi, Copipi, Houdai Next victim is Woodman. Have Metal Blades equipped at all times. If you do play your cards right, you can beat this stage in 2-5 minutes. Run right and ignore the Battons above and kill the Robbits only. Do this throughout the whole stage (ignore the Battons) except for the part where you are climbing a ladder. When you get to the Friender, pelt it with the Blades and climb down. Kill the Robbit and keep going down. Avoid the needles and kill the Metalls and Houdais and climb up. It's easier to use the Rush Marine. Here's the room where you can't ignore the Battons. Kill them and climb up. Shoot the Cooks with the Metal Blades and the Robbits. Remeber to ignore the Battons and head on to fight Woodman. Too easy, wait for him to throw his shield and unload on him with Metal Blades. He dies in four shots. ---- Airman Weakness: Leaf Shield Get: Air Shooter Rush Jet Enemies: Goblin, Puti Goblin, Kaminarigoro, Scworm, Matasaburo, Pipi, Copipi Run right and kill the eggs that the Pipis drop before they hit the ground and Copipis attack you. Make your way past the Goblins but watch for the horns that come from the top of it and also watch for the Puti Goblins that will come from their ears. After four Goblins, take care of more Pipis before you drop down. Run all the way to the left and slide down the lower path to avoid the Scworm completely. Drop down to the left and drop down again. Run right and kill the Pipis. There will be two sequences of two Goblins and a Matasaburo (a enemy that blows you back). Now you got to kill the Kaminari Goros and ride the clouds all the way to the ladder. Go down and throw Metal Blades down at the Scworms and go for the gate. Another easy fight. Avoid the tornadoes and throw the Leaf Shield. The Leaf Shield hits twice. Avoid the next set of tornadoes because the next Leaf Shield hit will kill Airman. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ You have defeated all Mega Man 2 bosses (the ones appearing in Mega Man 2 for the NES). You are in a castle where you confront Dr. Wily. But before you reach him, you get dropped in a room with 4 pods that lead to a Mega Man 3 boss. Here are the pods Hardman Topman Magnetman Needleman +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Needleman Weakness: Air Shooter Top Spin Get: Needle Cannon Enemies: Hari Harry, Houdai, Metall, Yambo, Hammer Joe, Bickii Choose Needleman first. Get past the Hari Harries and climb up, kill another Hari Harry and keep climbing. Use Metal Blades on the Houdais and use Rush Coil to get on the unreachable platform. Slide in the lower area and head right and kill the Houdais, Metalls, and Yambos and climb down. Drop down the left side and get the 1-up. Avoid the needle and climb down. Avoid all needles and climb up. Kill Hammer Joe and climb the ladder and kill the Bickii on the way to Needleman. It's a little harder this time, avoid his jumps and his needles and nail him with Air Shooters. Seven hits will do the job. Sometimes when you fight him, he'll just keep jumping to the left and leaves himself open for death. --- Magnetman Weakness: Needle Cannon Metal Blade Get: Magnet Missile Enemies: Mag Fly, Shotman, Giant Spinger, Peterchy, New Shotman Gor for Magnetman next. Just make your way to the ladder on the right and climb down. The Magflies are of no threat. Drop down and don't drop to the next screen yet. Shoot Shotman and get the E-Tank. Now drop down the left and start killing the Giant Springers and climb down the ladder. Take out the Peterchies and keep climbing down. The Peterchies appear as Magnets draw you in. Climb down another screen and use the Air Shooter to take out the New Shotman. Use the appearing/diasappearing steps or the Rush Jet to get up there. And go down to the left. From here you can use the Rush Jet or the steps to reach the ladder at the end. Climb all the way up and go down the left to get the goods you passed up if you need them. Then climb all the way back up and this time, go up the ladder and kill the Giant Springer and take on Magnetman. He hops twice and will either throw Magnet Missiles in threes or use his Magnet body to suck you in. Hit him with 7 Needle Cannons to take him out. --- Hardman Weakness: Magnet Missile Get: Hard Knuckle Enemies: Have "Su" Bee, Chibee, Wanaan, Hammer Joe, Kaettekita Monking, Pickelman Bull Next victim is Hardman. Run right and use the Leaf Shield to ward off the Chibees that emerge from the Have "su" Bee's dropped eggsack. Get the E-Tank and cross the Wanaan pit. Climb the ladders, run left and kill the upper Hammer Joe. The lower one is optional if you want the 1-up. Climb the ladder and use Metal Blades on the Monking and you can nail the Kaettekita Monking before he jumps and hangs on the ceiling. Climb the ladder and try to ignore the Hammer Joe. Kill the Kaettekita Monking and climb up. Defeat the Pickelman Bull and just keep moving across the Wanaan pit and Have "su" Bee won't drop its eggsac in time as you reach the gate. Use four Magnet Missile to beat Hardman. All the while, you have Hard Knuckles and Divebombs to avoid. The Knuckles are hard to avoid but the Divebomb is not. If he hits the ground while you are grounded, you'll be stunned. --- Topman Weakness: Hard Knuckle Get: Top Spin Enemies: Pickelman Bull, Mecha Kero, New Shotman, Tama, Komasaburo Last but not least Topman. Run right and kill two Mecha Keros and climb down. Kill the Pickelman Bull and keep going down. It's best to use Rush Marine here to get across the water. Kill the New Shotman and get the large energy up if you need it. Drop down and take out the Tama by shooting its head and dodging its yarnball. Slide down and head right and kill the Pickelman Bulls and get the 1-up. Stay on the ladder and kill the komasaburo and go down. Slide under the Tama and ignore the Komasaburo and climb down and kill the Mecha Keros and use Metal Blades ont he next two Komasaburos. Use the Rush Jets instead of the tops to get across. Kill one more Komasaburo and fight Topman. Five Hard Knuckles defeat Topman, avoid the tops and the Top Spin Charge and he is done for. --- After all 4 bosses are dead, drop down to the left. Quint Weakness: Hard Knuckle Get: Sakugarne It takes six hits with the Hard Knuckle to take him out if you saved them for this fight. Just avoid his Sakugarne hops and the bombs he drops in between jumps. He'll eventually teleport away. --- Dr. Wily Phase 1 Weakness: Sakugarne Dr. Wily Phase 2 Weakness: Sakugarne Dr. Wily Phase 3 Weakness: Sakugarne Enemies: Hammer Joe, Metall, Kaminari Goro, Kaetteka Monking, Pipi, Copipi, Scworm, Giant Springer Run right and kill Hammer Joe and go all the way down. On the way, you'll have to stay on the ladder and let the Metall beneath shoot twice and it will fall down. As soon as you can climb down no more, climb all the way up while avoiding all enemies then climb all the down again. Use the steps to make it to the water and then use the Rush Marine to get to the end of the line and climb the ladder then kill the Kaetteka Monking with Magnet Missiles and climb up. Kill the Giant Springer and use Rush jet to reach the other ladder and climb up. Avoid the spike stompers and spikes below and climb all the way up. Along the way you got Pipis and Kaminari Goros to deal with. Take the Scworms out and prepare for the final fight. 3 Bosses in one. 1st form: avoid the jumps and the bouncing balls and shoot the head. Avoid the missile from its foot and repeat the pattern. 2nd form: Refill and use Sakugarne and bounce on him this he changes form again 3rd form: Refill and keep shooting the head and avoiding the missile and the bombs that fall till he is finished. You win. Password: all bosses and tanks A1,A3,A4,B2,C1,C2,C3,D1,D3 o---------------------o CREDITS o---------------------o GameFAQs and others for hosting You for reading Capcom for making the game o---------------------o CONTACT ME o---------------------o azulfria[at]hotmail[dot]com [at] = @ and [dot] = . Don't want any email bots. Thank you for reading -Ice Queen Zero