================================= ======Mega Man 5 (GB) Guide====== ================================= by Tim : http://megaman.retrofaction.com : tim@megaman-network.com ====== Index: ====== 1. Introduction 2. Boss Weaknesses / Recommended Order 3. Power-Up Uses and Locations 4. Mercury's stage 5. Neptune's stage 6. Mars' stage 7. Venus' stage 8. Dark Moon Strategy 9. Jupiter's stage 10. Saturn's stage 11. Pluto's stage 12. Uranus' stage 13. Terra Strategy 14. Dr. Wily's Space Lab, Stage 1 15. Dr. Wily's Space Lab, Stage 2 16. Final stage 17. Boss Weapons 18. Secrets and Tips 19. Legal ================ 1. Introduction: ================ Welcome to the official Mega Man Network guide for Mega Man V, the fifth installment in the Game Boy Classic subseries. Refer to the index above for an easy reference guide, and go to http://megaman.retrofaction.com/mmc/guides/ to find guides for all of the other games in the Classic Mega Man series. Happy gaming. ======================================= 2. Boss Weaknesses / Recommended Order: ======================================= -Mercury ---------- Mega Arm / Salt Water -Neptune ---------- Mega Arm / Photon Missile -Mars ------------- Salt Water -Venus ------------ Photon Missile -Jupiter ---------- Bubble Bomb -Saturn ----------- Electric Shock -Pluto ------------ Bubble Bomb and Electric Shock -Uranus ----------- Break Dash (PL) -Terra ------------ Deep Digger (UR) =============================== 3. Power-Up Uses and Locations: =============================== Power-Up Use Location / Price --------------------------------------------------- Mega Arm - Fire your fist off at enemies - Start game with it. Tango - Robotic cat that replaces Rush - Start game with it. Power Chips - aka P-Chips, these are like money - Found randomly. Rush Coil - standard springboard - Defeat Venus. Rush Jet - standard jetboard - Defeat Saturn. Energy Tank - refill life meter - Randomly; Light's Lab - 60 P-Chips. Energy Can - four make an Energy Tank - Randomly; Light's Lab - 20 P-Chips. Weapon Tank - refill a weapon meter - Light's Lab - 30 P-Chips. Weapon Refill - refills all your weapons - Light's Lab - 70 P-Chips. Super Tank - refill all life and weapons - Light's Lab - 120 P-Chips. Magnet Hand - Grab items with this - Light's Lab - Clobber Hand - Pound enemies repeatedly - Light's Lab - 100 P-Chips. Energy Balancer - Automatically refills your weapons - Light's lab; 140 P-Chips. Power Generator - Halves the use of your weapon energy - Find 4 crystals in: Jupiter's stage Saturn's stage Pluto's stage Uranus' stage =================== 4. Mercury's Stage: =================== This stage starts off fairly tricky. Move from left to right across the conveyor belts that seem to randomly switch directions, all the while being mindful of the enemies that attack from above as well as the storage cans that drop from the ceiling. At the end, you'll encounter a robot that shoots junk at you. Fire a charged Mega Arm at it to destroy it, then drop down and hold right to get some big P-Chips. Destroy the bird enemy to the left and collect more P-Chips, then carefully fall down the pit. Mega Man's jumps tend to take him to the left or right, so try to curve a little bit away since there are two spikes you have to thread between. Get past them and destroy the next little aerial enemy and head across the next conveyor belt. The robot beyond is on a little bike of sorts; destroy the rider and jump the wheel that speeds at you. Slide under the low bridge into the next room where, if you're quick enough, you can avoid the disappearing robot and climb the ladder. Up top, slide and quickly hold back to the right, then jump to reach the ladder, and climb up some more. Head right over some platforms to reach another bike enemy, then go down the next set of ladders. Fight through the compressor section and climb up the ladder where you need to destroy two robots that throw more junk in arcing patterns. Head right some more, defeat a larger robot that throws junk in a spiral pattern (think the Sparkers in MM3's Spark Man stage), and move on across another short conveyor section. At the end lies a 1-Up that you may want, as well as a tricky jump. Wait until the can drops and you're balancing on the edge before attempting it, otherwise you may miss. Continue into the next room where you can be brave and attempt to get the Energy Tank by sliding to it (or come back later with the Magnet Hand), then head down the next ladder. Defeat another of the large junk throwing robots and jump down while holding left to avoid the nasty spike trap at the bottom. Continue heading down and you'll eventually get to the boss gate. Mercury Strategy ================ To make this fight somewhat easier, think the Yellow Devil when fighting Mercury. Start the fight off by moving in close, dodging his Grab Buster (he steals P-Chips from you if he hits you) attack and fire at him with a charged Mega Arm, then get back to the left. Mercury will dissolve into his liquid state and bounce across the room in three easy to avoid bubbles. Slide under them and fire off another shot when he reassembles, then he'll speed across the room once more in three bubbles, but in a different pattern. Keep up the process of firing charged shots at him when he reassembles himself and you will take him down in no time. =================== 5. Neptune's Stage: =================== Gotta love the music here...Neptune's stage starts off on the top of what may be a sub- marine deck. Just move to the right destroying the small cannons in the way. Eventually you'll reach a larger one that you can simply slide under. Next up is a large hovering mechanoid that fires bullets and missiles at you; it takes three hits from the Mega Arm to defeat. Kill it and move on through the next part, which is merely a recreation of the first section. Once you get to the hole, fall down and enter a mockup of Toad Man's stage (MM4). Head across the piping destroying the dragonfly robots and other enemies in your path. Some of the pipes may burst when you shoot them, so be careful not to get swept away. At the end, just fall down some more tunnels until you reach a section that looks similar to Wave Man (MM5). Dodge the water jets while defeating more of the small dragonfly robots until you drop down some more into an underwater section. Defeat the enemies down here and leap from ledge to ledge, avoiding more water jets until you reach a ladder. Climb up the ladder while avoiding the water jets and get to the top. Head into the next watery section while destroying the enemies that come at you, and avoid the spikes at all costs. Once at the end, slide under the low bridge and leap to the next platform. Now just continue to the right until you reach the boss gate. Neptune Strategy ================ Neptune is the epitome of easy. He starts off leaping at you in a three-jump series. Fire at him with a charged short as he lands the first time, then slide under his next jump, turn and fire again. Neptune should now start his Salt Water attack, just get in close and fire away with charged shots until he stops, then he'll resort to his jump- ing routine. Avoid it again and you should nail him. =============== 6. Mars' Stage: =============== Start off dropping down the various levels, defeating the miscellaneous explosive robots you run across. When you reach the lower level, you'll have to traverse a section with spikes on the ceiling and platforms rising toward the ceiling, but it's not too much hassle. Get past here and proceed through the next few areas, defeating all the rocket and bomb enemies in your path. Along the way you'll meet some of those friendly monkey robots that were such a pain in MM2 and MM3. Clear one more of the platform and spike sections to reach the mini-boss. Tower Platform Strategy ======================= This mini-boss is sort of a recreation of a fortress boss in Mega Man 5. Anyway, wait for the platforms to start coming down, then hop up them to the top level and fire three charged Mega Arm shots at its head to destroy it. Head into the next area, and if you have the Magnet Hand equipped, you can grab another Energy Tank. Then drop down and hold left to gain some energy refills, then lightly tap back to the right to avoid a set of spikes directly beneath you. As you land, defeat the armored turtle at the bottom and head into another, smaller, spike and platform section. Get through it and defeat the armored robot beyond. Drop down and fight another monkey, then another armored robot and climb the ladder. Go up another one, and fight the armored turtle, then use the ladder and some careful slides in addition to the Magnet Hand to score another Energy Tank. Drop down the pit at the end and fight a few rocket enemies. Drop down another level to find more land mines and another turtle. Defeat it to fight another incarnation of the Tower Platform, and use the strategy listed above. After it's gone, head through a final platform section defeating more monkeys, rocket robots, and armored spinners to reach the boss gate. Mars Strategy ============= Provided you get your hits in quickly enough, Mars won't be able to do anything except use his Photon Missile attack, but otherwise watch out for his random bullet and mine attack, the latter of which involves him ramming you and laying mines that blow up and cause you damage. Keep pelting him with Salt Water and he'll go down for the count fairly quickly. ================ 7. Venus' Stage: ================ This stage follows a very straightforward path for the first part. The only major hazard to you is the odd colored bubbles from the ceiling that will drop and attack you. Destroy these with the Mega Arm (if you have the P-Chips, buy the Clobber Hand before this stage). Keep climbing the ladders until you reach two hornets. Slide to the right as they come for you and use the Mega Arm to destroy them as you get past them. Keep going up to face more bubbles. Eventually you'll reach a horizontal section where you must deal with bubble makers. If you get caught, fire rapidly to escape and fire at the makers to destroy them. Further along you'll encounter falling streams of water. Jump only when the streams aren't falling or else you'll be pulled into the pits below. Cross this section and get to the adjoining room where you face a floating enemy that will split twice into smaller enemies. Once its gone, climb the ladder. At the top, you'll deal with some enemies that blow you away or suck you in, so adjust your move- ments to compensate, and continue on. As you keep heading up, you'll have to deal with more falling water streams and splitting enemies. Reach the top and deal with more hornets beyond, and you'll reach a room where Eddie appears. After collecting the power- up, slide down and defeat another bubble makers, then head down to the room with bubbles on the floor. Be careful how you move, if you hold the jump button while going across a large bubble, you'll rocket to the ceiling (and most likely, into the spikes). Climb the ladder at the top and you'll need to keep heading to the right while dealing with the bubble enemies and hornets in your path. You'll find a couple more of the bubble maker enemies and deal with more water streams before reaching another bubble section. This one is laced with spikes, and inherently more difficult. Slide through the more difficult part, and get through here safely to continue onwards. Eventually you will reach one last section where part of the waterfalls block out ledges. Hop from ledge to ledge carefully so as not to get pushed to your death, deal with a few more bubble enemies and you'll be able to climb up to the boss gate. Venus Strategy ============== Venus is incredibly easy, and even more so if you have the Photon Missile. For the most part, he simply inches towards you, occasionally jumping to fire his Bubble Bomb attack. Mega Arm shots tend to be more effective as long range attacks, and the Photon Missile tears him apart at close range. Don't worry about losing much energy, Venus hardly registers on the crash damage meter. ====================== 8. Dark Moon Strategy: ====================== There is no stage leading up to this, only an in-game cinema, but once Dark Moon begins his attack at Terra's command, the battle begins, and it will be a short one at that. Dark Moon is merely a reanimation of the Yellow Devil that's previously appeared in other Mega Man titles. Start off by avoiding the blocks as they fly across the screen, then once Dark Moon shambles across the screen, you should be able to get two good hits from the Mega Arm in on its eye. Keep up this pattern, and dont' worry about the bounc- ing variety of blocks (they always bounce over you) and you'll win in no time. =================== 9. Jupiter's Stage: =================== Head to the right to reach the outer space area. Think Star Man's stage in the zero-g environment. As you make your way through, your primary threats are the magnet-shaped enemies that fire off ground-traveling sparks and other robots that charge up and fire off spark waves (think Joes for these). Once you make it back inside, you'll face a host of enemies that fire damaging fire at you, a couple more Spark Joes and bouncing robots. Remember that there is gravity inside here, so don't expect to go floating about. The next room has another Spark Joe, but ignore it and go down the ladder. Defeat the wasp enemy and refill your life if you need to, then head down some more into another zero-g section. More Spark Joes await as you cross to another inside section. Head into the next room and go up the ladder. Defeat the Spark Joe and grab the powerups, then head right into a bit of a tricky section. The floors are all iced over, so you'll have to keep a close eye on your momentum as you cross the ledges. Get past it, go over and down, then you'll eventually reach another outer space segment. Cross to the other side and get to the path break. The top path leads to a 1-Up and Energy Tank that you can get with the Magnet Hand, so collect these and drop back down. You'll fall through a floor that wasn't there before, so hold left to clear one set of spikes, then hold right to clear the second. Look to your left and see the path leading off. Oval Crystal ============ Head to the left and use the Magnet Hand to easily grab this crystal sitting in plain view across a large pit. Return to the right, and head across some more iced-over platforms full of Spark Joes to reach the boss gate. Jupiter Strategy ================ Jupiter can be a tad annoying as he sticks to the ceiling for pretty much the duration of the battle, and his attacks are pretty nasty too. They consist of his giant beam attack which tries to seek you out and rain down upon you, and an Arm Cannon attack that seems reminscent of Gravity Man. Use the Bubble Bomb on him since it floats up to the ceiling and has a relatively good chance of hitting him. The only thing that tends to aggravate one about this fight is Jupiter's tendency to swoop *just* before the bombs hit him, but this can be eliminated with the right timing. I recommend having at least one Energy Tank for this fight. =================== 10. Saturn's Stage: =================== Start off heading either left or right down the tunnel and head right. You'll quickly encounter the biggest threat in this level - the gravity chambers. Pay attention to the numbers flashing by them as they tell you how much gravity is being affected, whether it be a 0.5 increase or a 2.0 decrease. Just past these are robots that fly about and slow time down. Drop down the tunnel at the end and collect the power-ups. There's a passage leading off to the left. Octagonal Crystal ================= Take a running leap off the right side of this room to clear the large gap and head into the next room. You'll see this crystal blocked off by some blocks, so you must either have the Magnet Hand (easier) or the Deep Digger to remove the blocks. Head back to the right and down. Continue your descent, defeating the enemies as you go. The next hard part comes in the form of more gravity chambers, this time they have pits interspersed in them, making them more fun. Cross this section and drop down at the end, then down some more to reach the real tough part. Now you have the gravity chambers, time-slowing robots, pits, and spiked ceilings. It's almost like Shadow Man's stage from MM3, so carefully make your way across here and you'll meet up with Eddie. Head up the ladders, defeating the enemies until you reach a spring bouncing around. Defeat it and climb up the next ladder, defeating more of the same enemies until you reach another spike, pit, and gravity chamber section. This one is arguably the most difficult of the stage, so be extremely careful as you go through. Grab the energy refill near the end if you need it, and deal with just a few more robots to reach the boss gate. Saturn Strategy =============== Talk about a weapon that massacres its victim...the Electric Shock, when applied to Saturn, drains his energy at an unbelievable rate (three hits is all that's needed to defeat him). Just avoid his Black Hole attack and his jumps and keep latching onto him and you'll bring this Stardroid down in no time. ================== 11. Pluto's Stage: ================== The beginning of this stage is mostly just a vertical descent through a series of rooms. The enemies near the beginning are fairly shielded as well, so progress through here and watch out for the deadly dropping platforms that can really hurt you, and get to the bottom and proceed to the right. Cross a short pit on some breakable blocks and defeat the tunnel robot just to the right by shooting it as it burrows in and out of the walls to clear a new path. Head up the right hand ladder and get to the top, and jump across some more breakable platforms to the next ladder. At the top, head right and cross the rather treacherous section as breakable platforms fall from above and collapse on the flooring. Slide as quickly as possible to clear this area, then head down. Continue to the right across a few more sections full of breakable blocks, and eventually you will reach a second encounter with the burrower robot. Defeat it as before, and go down this time to meet up with everyone's favorite red robot, Protoman! He'll give you a Super Refill and open a new path for you going down that leads directly to the boss gate. Pluto Strategy ============== Now Pluto is indeed tough since he has no real weakness, but the Electric Shock reaches and deals with him quite easily on the ground, and the Bubble Bomb is effective for his aerial stance. He tends to zoom around his room, you can jump over him when he zoom horizontally, and just try to avoid him when he goes diagonally around the room. While he's on the walls, he fires semi-homing shots that really get annoying, but he eventually drops down to where you can electrocute him to death. Bring an Energy Tank to be on the safe side. ================== 12. Uranus' Stage: ================== The immediate obstacle is a set of rotating platforms. Leap across them and fall down the tunnel. Defeat the enemies down here and fall down again to confront the rather- freakish looking mini-boss. Sphinx Head Strategy ==================== Due to the moving floor and height of the Sphinx, this battle can be a tad annoying. The best thing to do is fire charged Mega Arm shots at the head (and they only seem to hit if you're up close) while avoiding the rocks that the machine throws out, both vertically and horizontally, and try at all costs to keep up with the floor. Four charged shots will be enough to take him down. After you defeat the mini-boss, drop down and fight a small monkey, then head right across some more rotating platforms. Deal with the bird-creating enemy and grab the energy refill if you need it, then head up the ladder. The next two sections entail a layout similar to part of Wily's Castle in the NES Mega Man 3 - here you must cross moving sections of walling while surrounded by spikes to reach ladders and continue on up. Fortunately, they move rather slow, so you can get up with relative ease. Eddie will greet you at the top; collect his powerup and go up some more. Kill the seal robot and head across some more rotating platforms while dealing with some more robotic enemies. Diamond Crystal =============== After defeating the lone seal here, use Rush Coil to reach the high ledge, then Break Dash through the walls and hop down to grab this crystal sitting in plain sight. Head back left, defeat the seal again, and drop down, then head right. You'll reach an outdoors section that contains a couple enemies and more rotating platforms. This part is fairly easy, so just head along the path until you reach another seal. If you have the Magnet Hand, you can go for the Energy Tank; otherwise drop down to reach another section with moving walls. Get past it for another Spinix battle. Defeat it, drop down to another monkey, and head right through some more rotating platforms (this time the ceiling is spike-lined). Cross the hazards and climb the ladder at the end. Defeat two more robots to reach the boss gate. Uranus Strategy =============== This Stardroid is a bit tough, since the weapon you're supposed to use doesn't always work as expected. I really recommend using the Mega Arm to throw charged blasts at him. Watch out for Uranus' lethal attacks and you'll be fine. His primary one consists of picking up a piece of rock from the ground and chucking it at you (a la Super Arm). Just jump over these, and slide under Uranus when he leaps at you. For the next phase, stay right in his personal space, since he'll close off the other half of the room - if you aren't on his side, you'll get instantly crushed. When at close range, try Break Dash- ing into him to cause additional damage. Lastly, bring an Energy Tank just in case you need it. =================== 13. Terra Strategy: =================== Like with Dark Moon, this stage instantly starts off as a battle. Terra is quite fast this time around, and can deal considerable damage with his Spark Chaser. Be smart and use the Deep Digger to pick up the blocks from the ground level and toss them at him. Do this enough times and Terra will go down for the count, muttering something about his "master". As if you couldn't see it coming already... ================================== 14. Dr. Wily's Space Lab, Stage 1: ================================== This stage takes place in outer space, and is quite fun as well. You're piloting Rush Jet, and it marks the only time in the game you ever truly get to use the Mega Buster. As you start off, you'll be dodging multitudes of asteroids. After a while, some space robots are thrown into the mix - to avoid them easily, stay in the middle of the screen and do circles around them while firing. After you eliminate them, you accelerate in speed and have to dodge giant Mega Man-murdering lasers. The first one goes high, and the next one goes low, then the pattern repeats. Maneuver around them until they stop and you reach the boss. Lab Guard Gate Strategy ======================= The only place and time to hit it is when it's finished firing the laser. Wait until it does so, then maneuver into place and get off a charged shot or two at the open mouth. Spend the rest of your time dodging the missiles and plasma shots as the Space Lab moves up and down. This boss shouldn't take too long. ================================== 15. Dr. Wily's Space Lab, Stage 2: ================================== This stage is fairly long, mostly because you deal with multiple bosses. As you set down inside the Space Lab, start heading to the right. There's not many enemies besides a couple of Spark Joes here, so just keep headin on through until you reach an area with some blocks you can remove with the Deep Digger. Do so, and use Break Dash to crash through a wall and create a shortcut. Head through this new area defeating the cannons and the Joes until you reach the boss gate. Enker Strategy ============== That's right, he's back. And for that matter, so are Quint, Punk, and Ballade. Aren't you lucky... Enker's surprisingly weaker here than he was in the first Game Boy game, and he's a lot more predictable. The Clobber Hand makes for a quicker battle, as well. Start off dodging whatever his initial attack may be, whether it be charging or leaping, then fire off a charged Mega Arm when he lands. Jump the following lance attack, and dodge his leap or his charge, and repeat this until he's dead. After you defeat Enker, head through the next gate, and use Rush Jet to cross to the other side, then Break Dash through some blocks to meet Protoman. Collect whatever goody he leaves for you, then head back out and leap to the left to use the Deep Digger and get a 1-Up, then drop along the left wall to the bottom. This next section merely has you traveling through a group of Spark Joes to reach the next boss gate, where it's time to gear up for the Quint fight (as if there's really any "gearing up" to do...) Quint Strategy ============== No different than in Mega Man II, except you have the Mega Arm, and can damage him far faster than before. Stay away from the Sakugarne and keep popping charged shots into his head, and slide under his jumping move, and you'll win. Exit the gate and fall down the left wall again. As you reach the bottom, you'll have to slide across some collapsing floors. The first time around you also must deal with some of those annoying dive-bombing birds. Get to the end and Break Dash through the wall to reach an Energy Tank and energy refill, then continue on to the right until you reach another collapsing floor section. Just slide across this part as the wasps don't pose a serious threat, and you'll reach the boss gate leading to Punk. Punk Strategy ============= He's far weaker than his original version, and much easier to beat as well. While he follows the same pattern, he's slower, and he deals less damage. Start off firing a fully charged blast at him, then either slide or jump his following buzzsaw attack. He will then proceed to toss out three easy-to-avoid Screw Crushers, so evade the attack and keep blasting him to oblivion. The drop after Punk gets a bit tricky. Leap off and fall straight down the center. This next area is modeled somewhat after part of Uranus' stage with the moving platforms and the moving spikes. As long as you make one continuous fall down the center, you will make it to the bottom alive and in one piece. Once at the bottom, you'll head right and have to eliminate five cannons; three small and two big. After they're out of the way, you'll reach the boss gate free and clear. Ballade Strategy ================ Ballade too, is toned down from his old version. He rarely, if ever, fires off his Ball- ade Cracker, and spends the majority of the fight just jumping around. Slide under him and fire off charged Mega Arm shots whenever he's in range, and try to jump over his charge attacks. He's not exactly the hardest of battles. After you've eliminated Ballade, exit and fall down the final shaft, this time holding right until you reach the first platform. Fall off after the spike section passes under- neath you, then hold left the rest of the way down. From here, simply head right to reach a teleport that will take you to the room where you re-fight the Stardroids. Here's the layout of the room. Venus Uranus Jupiter Mercury Mars Saturn Neptune Pluto ================ 16. Final Stage: ================ This last stage is chock-full of powerups. Refill any of your more powerful weapons if you think you may need them (the only one you need is Spark Chaser, and it's a good idea to have a Weapon Tank on hand). You can also collect some energy refills and two very nice Energy Tanks along the way. At the end, fall down the long shaft to meet up with Protoman one last time. He'll give you a powerup, then reveal a teleport that leads to the final boss battles. Giant Fist Strategy (1st Battle) ================================ This boss is quite annoying. Simply avoid the fist as it moves around, and pummel the eye when it opens up. Don't let it hit you; the next round is tougher. Giant Fist Strategy (2nd Battle) ================================ Enter the fist...or whatever. The fist gains a new grabbing attack, but otherwise is the same as the last battle. Take it out to warp to the first battle with Wily. Dr. Wily Strategy (1st Battle) ============================== This one is fun. Wily shoots out little projectiles of varying sizes that you should try to avoid. The ones that home in on you, you can slide to avoid them. Watch for Wily to toss a bomb out - you want to knock this back to Wily's side of the room and blow it up so he takes damage. The bombs are tick-marked, so you have that many seconds to shoot the bomb back to Wily, or else you'll take the damage. Destroy this first form to move on to a somewhat tougher battle. Dr. Wily Strategy (2nd Battle) ============================== Watch out for the low ceiling here - it's lined with spikes, and you have to carefully jump while placing charged shots at Wily's cockpit. This fight isn't that hard, but it's a little hair-raising given how easily you can die here. Sunstar Strategy ================ What?! Could it be? The final boss is NOT Wily? Watch the animation as Wily orders Sunstar to destroy you, then watch in amusement as Sunstar fires upon Wily. Laugh now because this last fight can be rather tough. The weapon you want to use is the Spark Chaser, and you want to continually fire it at Sunstar while he's leaping around. The beam will hit him multiple times (like a Gemini Laser on speed), but it also uses a lot of energy. I recommend at least three Energy Tanks and one Weapon Tank so you have enough energy to last you the fight. Destroy Sunstar to beat the game. ================= 17. Boss Weapons: ================= -Mega Arm - Charge up to fire off your fist to damage enemies (Hard Knuckle-like). -Grab Buster - Fire at enemies to latch onto them and steal powerups. -Salt Water - Mega Man fires a burst of water that can damage some machinery. -Photon Missile - Mega Man fires off a short missile that fires straight ahead. -Bubble Bomb - Mega Man fires a bubble that wavers as it goes into the air. It can travel along ceilings. -Electric Shock - Mega Man fires off a sort of grappler that latches onto things and proceeds to electrocute them. Quite a handy weapon. -Black Hole - Mega Man fires something off which doesn't seem to do a whole lot. The descriptions I've read don't shed much light either, so your guess is as good as mine. -Break Dash - Charge it up and Mega Man can dash through certain bricks. -Deep Digger - Mega Man can pick up blocks and chuck them. A remake of the Super Arm. -Spark Chaser - Sort of like the Gemini Laser, but better. Mega Man fires a laser that not only rebounds, but seeks out the target and damages it multiple times. ===================== 18. Secrets and Tips: ===================== 1. Password to Wily's Levels: -RRE- / ET-E- / T-ERE / RETET / -ERRR 2. After defeating most of the Mega Killer mini-bosses in Wily's Castle, there are items that can usually be found on the sides of the room. From Enker, use Rush Jet to fly to the right side to find a room leading to Protoman. You can also grab a 1-Up by flying back to the left and dropping down. From Ballade, there's another room to Protoman on the right hand side as well as rooms with energy in them. Experiment in how to get to them, and use the Deep Digger (UR) to remove obstacles. 3. Lose all your lives, then continue four times in a row to gain a Turbo Accelerator power-up for your Arm Cannon! And if that wasn't enough, continue three more times for another speed power-up! 4. Press Select on the Stage Select Screen to visit Dr. Light's Lab and buy parts. ========== 19. Legal: ========== This guide must always be shown in full form with credit given to the author, and a link and credit must be given to Mega Man Network (http://megaman.retrofaction.com/). All associated characters and games are copyright to Capcom.