---------------------------------------------------------------------------- -****---****----*****-----****------****-----*** ***-----****-----***---**- -***********----**-------******----******----********----******----****--**- -***-***-***----*****----**--------** **----** ** **----**--**----**-**-**- -***-----***----**-------**--**----******----**----**----******----**--****- -***-----***----*****----******----** **----**----**----**--**----**---***- ---------------------------------------------------------------------------- --------------------------****-----***---**----*****------------------------ -------------------------******----****--**----**--**----------------------- -------------------------**--**----**-**-**----**---**---------------------- -------------------------******----**--****----**--**----------------------- -------------------------**--**----**---***----*****------------------------ ---------------------------------------------------------------------------- ---------------------*********------****------****------****---------------- ---------------------***----***----******----***-------***------------------ ---------------------*********-----**--**-----****------****---------------- ---------------------***----***----******-------***-------***--------------- ---------------------*********-----**--**-----****------****---------------- ---------------------------------------------------------------------------- Megaman & Bass Guide v0.9 By The Proud Canadian March 24, 2003 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ///////////////////////////////////// ------------------------------------)) ((------------------------------------ ///////////////////////////////////// \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [Table Of Contents] 1.Version History 2.Intro -Story -Main Characters 3.The Moves 4.Auto's shop 5.Level Walkthrough -Intro Stage -Coldman's stage -Astroman's stage -Groundman's stage -Burnerman's stage -Pirateman's stage 6.Bosses -Strategies -Weapons 7.FAQ 8.Contacting me 9.Legal Stuff and Credits \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ///////////////////////////////////// ------------------------------------)) ((------------------------------------ ///////////////////////////////////// \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 1. [Version History] Version 0.8 -First version -All section except for walkthrough and final bosses complete -Finished walkthrough for first 4 levels -Finished strategies for first 8 bosses Version 0.9 -Second version -Finished all boss strategies except for Wily and updated previous ones -Finished walkthrough for first 6 levels -Changed some info according to the official English version -Changed story to the one in instruction booklet -Also decided to change/rewrite small things here and there \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ///////////////////////////////////// ------------------------------------)) ((------------------------------------ ///////////////////////////////////// \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 2. [Introduction] Hello and welcome to my Megaman and Bass guide! This is only the second guide I've written so please remember I'm still a beginner at this stuff! This guide is a walkthrough for the game, designed to get you through it, not to collect everything in it, such as the CDs, so I won't be mentioning them in this walkthrough. So, let's get started! Here's the story straight from the instruction booklet. -Story- "A surprise declaration has been received...from the man who took over Wily's base! The message reveals that the illegal trespasser is...KING! King states that any robot who proves himself superior to human beings should rule the Earth! King goes on to include a threat to steal the robot data from the museum. Officials are taking the statements...and the threat...with the most extreme seriousness. Megaman and Bass are sent out on the double to investigate..." -Main Characters- Megaman: If you don't know who this guy is, you shouldn't have bought this game! The Blue bomber returns once again to fight for good and justice. Bass: Come on! Why do you need to read this? His name is in the title! Bass, created for the soul purpose of destroying Megaman, sets his sights on another robot this time, trying to prove once and for all that he's the strongest robot of all! Then, why can't he ever beat a certain blue robot? Protoman: Megaman's mysterious brother, Protoman, appears when needed and then disappears just as quickly. This new "King" robot appears to be more than he can handle, however. Roll: The ever-helpful assistant of Dr. Light, Roll cheers Megaman on in each and every fight against Wily. She can provide clues to help Megaman and Bass in this particular adventure. Rush: This metallic mutt is Megaman's best friend, and can help him by digging up some very useful items! Treble: He is Bass's answer to Rush; Treble can help Bass by fusing with him and giving the hovering ability to Bass in this game. Auto: A robot specializing in repairs and modifications, Auto can sell some very nice upgrades to Megaman and Bass in exchange for precious bolts. Dr. Light: The creator of Megaman, Protoman, Roll, Rush, and many others. Dr. Light has perhaps the most brilliant mind the world has ever seen, and with Wily around, you'll be glad he's there! Dr. Wily: Once Dr. Light's partner, Wily has now become a textbook mad scientist, and he just keeps causing more and more trouble with tons of robot masters and an emergency escape route always handy. King: This new robot seems to have appeared out of nowhere, and he means business! He's taken the CDs containing data on all of the previous robot masters, and he plans to cause some trouble with 'em! \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ///////////////////////////////////// ------------------------------------)) ((------------------------------------ ///////////////////////////////////// \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 3. [The Moves] -Megaman's moves- Walk: Push the D-Pad in either direction to walk. Push it up or down to climb ladders. You can also use the D-pad to control some weapons. Jump: Press A to jump. Megaman can only jump once at a time. Shoot: Press B to shoot. Press and hold B to charge your buster. Megaman can charge up to two levels. Slide: Press B and down on the D-Pad to make Megaman slide. You can use this to get through thin passageways. -Bass's moves- Walk: Push the D-pad in either direction to walk. Push it up or down to climb ladders. You can also use the D-Pad to control some weapons. Jump: Press A to jump. Bass can perform a double jump if you press A again while in the air. Shoot: Hold B to shoot. While holding B you can aim your buster in different directions by pointing the D-Pad in that direction. Note: You can't walk while Bass is shooting. You can jump and dash though. Dash: To dash tap left or right twice on the D-Pad. You can use the dash and then jump to jump further. Combine it with a double jump to reach very far away platforms. -Other actions- Menu: Press start to bring up the menu. Here you can change your weapon (see weapons section), equip different items (see Auto's shop section), and see different stats about your game such as lives and CDs (see CD section). \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ///////////////////////////////////// ------------------------------------)) ((------------------------------------ ///////////////////////////////////// \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 4. [Auto's shop] You can use the bolts you collect in the levels to buy upgrades and items from this shop. At first only the first row will be available. After you beat 3 robot masters the second row is accessible. You can unlock the third row (And the two in the forth row for Megaman) when you defeat 5 robot masters. Some items are different depending on which character you are. Please note that these names are taken from a translated ROM of the Jap. SNES version so there might be some minor differences in the info about them. There are two kinds of items: Permanent and equip. Permanent items are added/used instantly and only one equip item can be used at once. You can change the equipped item in the pause menu. Here's the format for the items: (Item's place on the screen) (Item's name)-(Characters which item is available for) (Type) (Cost) (Description) (Usefulness, from * to ****) 1. Top left-hand corner Spare Body -Both Permanent 50 It's an extra life. Not too complicated! Usefulness: * 2. Second from the left in top row Energy Sort -Both Permanent 120 When you get weapon energy it is added to whatever weapon is lowest on energy. Usefulness: *** 3. Third from the left in the top row Stage exit -Both Permanent 50 You can exit out of any stage that you've beaten the boss of. Usefulness: **** 4. Forth from the left in the top row Shockstep -Both Permanent 10 You can absorb the damage/not be killed from spikes once. Usefulness: ** 5. Fifth from the left in the top row Receiver -Both Permanent 100 Roll will give you hints and details about the level's boss and/or history. Usefulness: **** 6. Sixth from the left in the top row Item holder -Both Permanent 60 There will be a capsule in the level that gives you powerups when you reach it. Usefulness: ** 7. Left-most item in the second row Analyzer -Both Permanent 50 Your receiver will tell you about the boss's weakness. Usefulness: *** 8. Second from the left in the second row Power Boost -Both Equip 200 Energy capsules heal you more. Usefulness: *** 9. Third from the left in the second row Counter -Both Equip 200 When you're weak, you become more powerful. Usefulness: ** 10. Forth from the left in the second row Speed Dash -Bass only Permanent 100 Bass's dash is longer and faster. Usefulness: *** 11. Forth from the left in the second row Auto Charge -Megaman only Equip 50 The Megabuster charges automatically. Usefulness: ** 12. Fifth from the left in the second row Climb Boost -Bass only Permanent 100 You can climb ladders faster. Usefulness: * 13. Fifth from the left in the second row Eddie -Megaman only Permanent (Weapon) 150 Eddie will come and give you a few powerups. Usefulness: ** 14. Sixth from the left in the second row Gospel Boost -Bass only Permanent (Weapon) 200 Gospel will appear and fuse with Bass. While fused, Bass hovers and has a different buster attack. Usefulness: **** 15. Sixth from the left in the second row Rush Search -Megaman only Permanent (Weapon) 100 Rush teleports in and digs up a random item. If used in certain spots, he'll dig up a CD! Usefulness: **** 16. Left-most item in the third row Energy Save -Both Equip 200 Your special weapons use less energy. Usefulness: *** 17. Second from the left in the third row Damage Absorption -Both Equip 300 When you get hit, your weapon with the lowest energy will recover a little bit if it. Usefulness: ** 18. Third from the left in the third row Mega Armor -Both Equip 300 Damage from attacks is reduced a little. Usefulness: *** 19. Forth from the left in the third row Super Buster -Bass only Equip 300 Bass's buster become a little more powerful. Usefulness: **** 20. Forth from the left in the third row Auto Heal -Megaman only Equip 450 As you walk, Megaman slowly recovers health. Usefulness: ** 21. Fifth from the left in the third row Hyper Buster -Bass only Equip 300 Bass's buster can go through things such as walls. Usefulness: ** 22. Fifth from the left in the third row Fast Charge -Megaman only Equip 150 Megaman's buster will charge faster. Usefulness: *** 23. Sixth from the left in the third row CD Counter -Bass only Permanent 100 The receiver will tell you how many CDs remain in a level. Usefulness: **** 24. Sixth from the left in the third row Beat -Megaman only Permanent (Weapon) 300 Beat comes and provides a barrier that will block some attacks. Usefulness: ** 25. Left-most item in the forth row CD Counter -Megaman only Permanent 100 The receiver will tell you how many CDs are left in the level. Usefulness: **** 26. Second from the left in the forth row CD Finder -Megaman only Permanent 300 The ground will sparkle shortly in places where Rush can dig up a CD. Usefulness: **** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ///////////////////////////////////// ------------------------------------)) ((------------------------------------ ///////////////////////////////////// \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 5. [Level Walkthrough] OK, here's the main part of any walkthrough, the actual walkthrough! I'll only tell you the name of the boss here, check the Boss section for tips on beating it. (Note: The #1 rule, that you must always follow, is to just TAKE YOUR TIME. Things are much easier when your relaxed, and not trying to break the world record for button mashing. There aren't any kinds of time limits on this game that I can think of, so you don't have to blaze through a level. Of course, don't overdo it, like when your fighting a boss you kind of have to act quickly.) 1. Intro Stage Ahh! It's a metool! Destroy the first enemy of the game by hitting it when it pops up to attack. Watch out for the drills going through the ground and roof in the next section. Slide or dash your way through. Be careful not to fall in the lava! Just take your time to avoid the flame towers and the falling flames. Another set of drills. Be careful in the water area, and be sure not to jump when the water level is rising. Be sure to slide/dash across the high platforms to get off of them in time. Yet another drill area. Be especially careful in this windy area if you're playing as Megaman, because you have to get on the very edge of the platform to be able to jump across. Also make sure to kill the metool on the last platform you jump onto before you jump there. Kill the shooter guy when he either shoots you or goes to drop a bomb. Keep going and watch the little scene. Boss: Green Devil (See Boss section for strategy and other info) 2. Coldman's Stage Just take your time on the first few platforms and make sure to take out the enemy waiting on the next platform before you jump. Now some easy ladder climbing followed by a trek across some ice. Be sure to jump off and onto the next ice platform before it shatters, even if it means jumping into an enemy. When you get to the spiky area, be sure to take out the flying enemies, as they can easily screw you up and make you die. Megaman players need to time their jump very well to get across. Fall down, grab the powerup, and fight the snowman mini boss. You can only damage him on his head, so aim your shots well. Megaman players can take a small detour if they act quickly enough and slide through the crack on the left. Inside are a few enemies, and I think a CD somewhere. Now we rejoin the main route, and continue to a water area. Once again, Megaman players need to be especially careful here. Halfway through it you can go into an underwater section if you want. Down there are an extra life and a CD if you go backwards; I believe it's buried though. Megaman and Bass players need to be careful because you jump much higher down there. Climb up the ladder, and exit outside. I know I keep saying this, but Megaman players must be extra careful here, as there are a lot of difficult jumps, for one of them, you have to jump onto one of those ice blocks as it's sliding across! Dodge a couple more enemies, and your ready to fight the boss! Boss: Coldman (See boss section) 3. Astroman's Stage We start off with a few jumps, pretty easy. Climb down and take care of the thing on the wall. Be careful with the puddles there, as a jaw will come out of them if you walk over them. Jump over them as they come at you, and jump down. Those blue and yellow platforms fall as soon as you step on them, so watch out. Cross the next area, and be careful not only with the platforms, but with the enemies waiting on the other side of the platforms. The next area is very odd. Enemies will randomly "come out of the shadows" and attack you, so time your jumps to get across right after one appears, so one won't appear in mid-jump. Climb up, kill the things on the wall, and continue. Watch the order in which the lights flash, and then jump on them in that order. Jump down, and you're at the floating platform area. Dash/slide across to avoid being crushed, and when you get to the raised area, time your dash/slide to get across, as the platform becomes level with the floor. Continue down to reach the classic disappearing block area. As Bass, these ones are very easy, and you can skip about half of them. As Megaman, this is a nightmare if you're not good at jumps. Get across the first one, and then you can jump up to the section hanging down, and walk through it. Follow the path the blocks make, and try to keep up, to reach the next part. In this huge vertical room, there are 2 exits: one at the top right, and one at the top left. If your Megaman, don't bother with the left one, because it's next to impossible to get there with him, and you can't even get everything in that secret room as him anyway. Bass requires the Gospel boost the get there, which you probably won't have on your first time though here. If you do however, you can skip the whole block area with it AND reach the secret room. Just watch the pattern they make the first time, and try to follow it the next. In the next room, once again, just follow the pattern, repeat the pattern, and exit. Now you walk into an ambush! You can get rid of the ones on the roof for good, but the jumping dudes keep coming back, so just shoot them and jump. Another rising platform area, dash/slide across to the end of the floor and let the next one take you up; just get off before you hit the roof! All right, we're here, just get ready, and walk through the door. Boss: Astroman (See boss section) 4. Groundman's stage Again, we start will some easy jumping. All throughout this level are those annoying sand falls, and not only do they hinder your jumping, they block hidden holes and passageways, so check them all if you're looking for secrets and CDs. Make your way down the next part, just watch out for spikes. It might be a good idea to use a special weapon here, like the Lightning bolt, to clear out groups of enemies so you land on safe ground. Ah! Quicksand! Don't worry, just jump every now and then to avoid sinking into the unknown. Blast the worm things and continue on. In the next few parts you'll have to watch out for a giant robotic worm-like creature. In the first chamber, simply grab onto the ladder when the worm comes. Then dash/slide to the bottom before the next one comes. Climb down the ladder once the worm wriggles past it in the next room. Jump up and stay on the ledge in the corner right away in room 3. Then get to the other side and continue to a room similar to the first worm one. Same strategy applies here. You have to be quick in the next section. Get into the small compartment in the top corner before the worm does. The next one is different depending on which character you are. Bass players must use the double jump to get to the ledge to dodge the worm, and then exit through the door as quickly as possible. If you're Megaman, dash under the lowest platform once the worm leaves the end of it you're dashing to, then climb up and get through the door. You always fall in the pit here (at least I always have) so just walk up to the sand fall and enter the mini boss fight. Watch where the giant worm-like thing comes out and blast it as many times as you can until it goes back in. Repeat until dead, and then continue through the exit. Make your way up and watch out for the panels that collapse. When you're through with that, go to the right. In the next few rooms you have to destroy the red pillar to open the exit, but each time you destroy a white pillar, a bar of spikes moves a little further up! If you want, you can skip these rooms by taking a secret exit in the first chamber. Bass or Megaman with the Lighting Bolt, Remote mine, or a couple other weapons can access it. Just blast the first two pillars, and then blast the last two! Fall down to enter the secret area. Fall down all the way and then go left. Watch out, there a few "possessed" treasure chests in here, so just don't bother shooting any of them. Exit out, and I'll continue at that part in a minute. Now, back at the regular path, just blast the red pillar to exit. This one's the hardest one, so I'll do my best explaining it. Here' a diagram: *# # # ## X #=White Pillar --I--I-- -- - *=Red Pillar I# I ###- I=Ladder #-#------ ---- X=Door -------------- -=Ground Sorry about the, uh, crappiness of that diagram, they aren't exactly my specialty. Basically, you first blast the white pillar in front of the red one, and then the red one itself. Now drop down the first ladder and blast the one in between the ladders. Stand on the end of the middle platform. The spikes should be getting pretty close now! This is the hardest part, you have to blast the pillar a couple spaces over from the door first to weaken it. Then, you need to jump towards it, and destroy it in mid-air so you land on the space where it use to be. After that, just shoot the one behind it, jump across, and exit! The next part is very easy, so I won't even tell you how to get through it. When you start going right instead of falling, you should see a door higher up behind you. That's where the secret room exits. OK, we're almost there. In the last part, there are more of those jumping drills! They tear up the ground, so blast them before they make too big of a gap for you to jump. After you brave your way though that minefield, it's time for the boss! Boss: Groundman (See boss section) 5. Burnerman's Stage Move through the forest section, killing the bats and sentries as you move along, and exit via the ladder in the top corner. Climb up the ladder and defeat the sniper Joe. Watch out for the hole in the covered part of the floor. Beat the Gutsman-like robot and continue. Another Gutsman robot...and another! Beat them both up and continue through both sections. Now you must make your way up the vertical area. Watch out for the holes on each level. You can use an I. Wall to find out where they are, or you can just take your chances! When you get to the electric robots, be sure to beat both of them so you don't walk into the bottom one! Be careful on the next floor, as there's a hole directly under the electric enemies. Climb up and go right. Another Gutsman, with a bouncing ball! Watch where it bounces, and make your way through, or you can get through by force. Climb up to see yet another! (I get the feeling that there's a Gutsman assembly line somewhere) Beat it the same way, and continue. Great! Now they through spike balls! Watch where the spikes go and attack when you get the chance. In the next area, you have to watch where those spears come out from and dash/slide by before you're impaled! After you get by, fall down. Fall down again. You have to watch it on this next part, because there are those tiny jet robots everywhere! Once you are past it, fall down and go right. Now this is the last part, but it's very annoying. At a few points while you're crossing here, a giant robot will fly in a drop a bomb that creates a "wave" of fire that will rise about 1/3 up the screen. Get to a high platform ASAP when this happens. Finally, destroy the dragon enemy and enter! Boss: Burnerman (See Boss section) 6. Pirateman's Stage You start just outside of his "hideout". Make your way through the first area by shooting those creatures on the side their tentacles are facing. When you get to the spike area with a ladder, take it if you are Bass, but keep going if you are Megaman. Jump across a pit and then slide under the wall as Megaman. Dash and then double jump across the larger pit as Bass. The paths meet up again soon after that. Move on to the next area. Climb the ladder, and then run across the top and fall down at the far right end. Fall down the other ladder, and watch out for the swimming enemies on your way. Fall down to the next area. As you are moving across the next area, you should take note that a giant whale will swim by and damage you if you don't hide in the small lower areas. Keep going and you will get a minefield. There are spikes on the bottom of the area, so be careful. Dodge the spikes and get to the other side. Climb the ladder, and go to the left to meet Pirateman. I'll add more stage guides in the next version! \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ///////////////////////////////////// ------------------------------------)) ((------------------------------------ ///////////////////////////////////// \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 6. [Bosses] -Strategies- Here's the boss section, and here's the format: Boss Name Weakness Weapon Obtained Difficulty (* to ****) Strategy So, let's get started! Green Devil N/A N/A * OK, he's the first boss of the game, what do you expect? Just time your jumps so that you jump over the blobs he launches at you, and time your shots so that you hit the top half of him. Enough said. Coldman Lightning Bolt Ice Wall * This guy's a joke. Jump over his ice walls and blast away. When he launches that cloud thing, be sure to destroy it right away, because they can get really annoying. When he uses that ground freeze move, just keep jumping, and you'll be fine. You should be able to take out this guy on your first or second try, and after some practice, it's no problem to annihilate him without taking any damage! Once you've got the lightning bolt and that energy saver for special weapons, you can take out this guy by repeatedly pressing the fire button! You don't even have to move! Astroman Magic Card Copy Vision ** This guys quick and he's got a few nasty attacks so stay sharp. If he starts swooping back and forth, then stopping to shoot a green blast at each end, and two holograms of him appear on each side, just keep dashing/sliding, it's your best way to dodge them. He often just sways back and forth, trying to hit you, so be ready and make good use of your dash/slide ability. Sometimes he'll blast three holes in the ground. They can get annoying, as those jumping things will pop out of them. Just destroy the enemies in them and the holes will disappear. At least he's more predictable then. He can also send his hovering orb things down to you. It might take few tries, but with some luck and a tiny bit of skill you should conquer him. As always, having Magic Cards, his weakness, helps. Groundman Remote Mine Spread Drill *** This guy can be annoying, but he's nothing compared to some of the upcoming challenges. He usually starts by jumping up into the roof, and then a huge drill will come down. Watch the movement of the dirt to see where he is. Then he'll continue with turning into some tank-like machine and driving back a forth across the room a few times. He also jumps down into the ground and then comes back up. Again, watch the ground to see where he is. He can also shoot his "Spread Drills" at you when he pops up. After a few rounds, you'll get use to dodging his attacks, and he'll be an easy fight. The remote mines will stun him and give you time to get into the best position for his next attack. Burnerman Ice Wall Wave Burner **** OK, I won't lie to you, you'll probably die the first few times you fight this guy. His attacks include dashing back and forth, and jumping into the air and then coming down, sending waves of flame across the ground. He will also use the "wave burner". This is exactly the weapon you acquire from him. He'll try to "spray" you with it and then jump forward and do it again. Now's the best time to use the Ice Wall! Create a block and push it towards him. If it works, he'll be pushed all the way into the spikes on either side and take a fair amount of damage. As with all bosses, the key is to memorize his movements, and react quickly enough. Watch out for the traps you'll see him lay. Although they don't damage you, they hold you in place and you become a sitting duck for his attacks! Pirateman Wave Burner Remote Mine *** These bosses are getting harder and harder! This one moves quickly, and the water affecting your jumping doesn't help either, even if it does make you jump higher. He only has a few attacks: He will shoot the Remote Mines at you in waves of 3 or 4, he will become incased in a bubble and blast himself around the room, and finally, he can change the water level. Dynamoman Copy Vision Lightning Bolt ** He is very easy if you have his weakness. He will dash around the room at first, and then stop to attack you. This is the best time to place a Copy Vision in his face because he won't move for a while and it will take the hit from most of his attacks. He can send a few energy orbs at you, or use them to send lightning down, but the Copy Vision will divert them from you. He can jump over you and leave energy orbs in the air too. Unfortunately, you will have to dodge these yourself. When he has about 1/3 of his energy left, he'll jump back up to the holder thing he came down from in the beginning, and two platforms will appear on the side. Switch back to your buster and shoot the holder things from the platforms to stop him from recharging too much. He may try this a few times, so be ready. Tenguman Spread Drill Tengu Blade ** It could take a few tries to beat this one. He uses that blade in most of his attacks, such as the one where he throws it at the ground, then a small tornado forms above it, and it sweeps across the ground. He can also toss the blade at you. Another attack involves him going off-screen, and then dashing towards you out of nowhere! Just learn his moves, learn how to dodge them, and then kick his butt! He is a snap with the spread drill, as it will stun him and stop his attacks when hit with it. Magicman Tengu Blade Magic Card ** With the Tengu blade, this guy doesn't stand a chance! Just have to hit him with it up close, and then jump because he always shoots one of those cards at you afterwards, or one of those regular energy blasts . Rinse and repeat! You may get hit a few times, but he will surely die before you! If you don't have the weapon yet, you will have to put up with his other attacks, such as throwing a ball that explodes into bird-like enemies! He can also dash into you, and as previously mentioned, throw his "Magic Cards" that you will acquire when you beat him. Note: Before you enter the King/Wily levels, it's best to buy most of the powerups. Weird Monkey and Owl-like contraption thing N/A N/A *** Like the name? This is the first of a few annoying bosses. It's really quite easy, just stand on the platform to make it lower, and raise the counter- weight. Hey, is that an owl? Well, to the best of my knowledge, it is! Just shoot the owl to damage him. Watch out for the monkey that drops down and chucks coconut like objects at you. Just shoot it couple times to make it go away for a while. Now the name makes sense, right? No? Don't worry; it doesn't make much sense to me either! King Tank N/A N/A ** Now that's a better name right? This thing looks deadly, but if you use the right strategy, you can take it out on your first try! It's important to stay in the bottom at all times, unless otherwise stated. You've got to take out three things on this tank to beat it. The gun in the front, the missile launching device on top, and the hatch that can open and toss out those annoying little toys that steal bolts in the back. Destroy the machine gun first by shooting Remote Mines at it when it's closed, and then detonating them when it opens. You may want to use the energy saver item here so you get more shots. After about 6 of those, you won't have to worry about it anymore. Now for the hatch in the back. You can use magic cards and aim up when it opens to damage it. If you are using Bass, just equip the hyper buster and shoot up through the floor at it. Finally, the missile launcher. Equip the energy saver if you haven't already, and switch to the L. Bolt. Whenever you see the camera start to move up (this means that the missile launcher is activating) use the L. Bolt to damage it. As long as you have the energy saver, you shouldn't run out of ammo. King Aircraft N/A N/A *** We now come to the second boss of this level, the King Aircraft. You have to do your best to keep up on the floating platforms or else your history! You have to hit the bubble dome on top to damage it. The aircraft has a few attacks: send out bubbles containing powerups, and the occasional flash capsule towards you, start to charge up a large crystal in the front to attack you with a rather large energy beam, and shoot out flying fists to destroy the platforms! To beat this monstrosity, equip the energy saver again, and switch to the Lightning Bolt. Just keep using it over and over, except when there's a flash capsule waiting on the screen, and do your best to land back on a platform afterwards. It helps to jump up so you have more time to move towards a platform. Just two bolts will destroy the crystal too! After that is used up, your best bet is to simply attack with your buster, and hope you last long enough to beat it. King (Phase 1) N/A N/A * When you start fighting, King is invincible!!! Don't worry, just dodge the X's he launches at you for 3 rounds (the pattern is down, down, up, down, up), and Protoman intervenes. After he blasts away his shield it's time for the real fight to start... King (Phase 2) N/A N/A *** The only reason that this guy is a 3-star boss is because he's harder with Bass. If you are controlling Megaman, he's easy! Equip the super armor as Megaman, and the super buster as Bass and blast away! You can dash/slide under him when he jumps, and just jump out of the way when he swings his axe (his jump will be a little slower when he's going to swing). Occasionally, he will shoot out a purple beam that will bounce around the room for awhile and can be quite annoying. Just keep shooting him and dodging, and his health will run out before you know it as Megaman, or it will seem like he has double his health as Bass. After you beat him, it's revealed that his creator is Wily, and he is "brainwashed" further. Follow the new path and enter his final form... King's Fury N/A N/A *** I came up with that name myself! If you don't like it, just call him whatever you want. Geez, this is like the forth-boss fight in this level! Anyway, this one is a 3-star for the same reasons as the previous one. He's about a 2-star for Megaman, and about a 4-star as Bass. You must hit the bubble dome on top again to damage him. This creation just reuses a couple attacks from the King Tank and the King Aircraft, such as the missile launching attack (hide under the platform as Megaman, and run back and forth as Bass), the crystal attack, and the ramming attack. Oh yeah, there's one new attack, he sends out a few small energy orbs that home in on you. As Megaman, equip the s. armor, jump on the platform, and ride it up to his eye level. I think that you can figure out what to do from there. As Bass, equip the s. buster, and do some praying! You have to find the right spot to a double jump, then shoot towards the upper- right corner of the screen so you hit the bubble dome. It's even harder than it sounds! There are a few weapons that can damage him though, such as the L. Bolt, the R. Mine, and I think that the S. Drill can reach him. So if you want you can equip the energy saver, and fire away as an alternative. -Weapons- Here's the format: Weapon name Weapon's location (defeating a boss or buying) Weapon description Here we go! 1.Ice Wall Defeat Coldman A wall of ice will appear. You can push it forward and have it flatten enemies, or you can push it and then hop on to ride it across spikes or to get a little more jumping distance. 2.Copy Vision Defeat Astroman A clear copy of your character will appear and start shooting. All homing attacks will be aimed at it instead of you. Shots go right through it and it will disappear after a little while. This is great to use when there is an enemy with a ton of firepower in your way. Just place one in front of it, and get to a safe spot. Repeat if necessary. 3.Spread Drill Defeat Groundman A large, slow moving drill will appear. Press the fire button again to make it expand into 2 slightly faster drills. Press it once again to make it turn into 4 quick moving drills. 4.Wave Burner Defeat Burnerman Press and hold the fire button. A flame will come out of your buster. This weapon has limited range, but can be used to light the boxes with flame symbols on them throughout the levels. 5.Remote Mine Defeat Pirateman A mine will appear and start moving straight ahead. You can use the D-Pad to control its movement. When it hits a wall or enemy it will stick to it. Press the fire button again to detonate it. 6.Lightning Bolt Defeat Dynamoman Everything freezes, and your character jumps into the air, causing 4 lightning bolts to strike down the screen, doing fair damage to any enemies that are hit. This attack's energy gets used up fast, but it's still a really good attack. 7.Tengu Blade Defeat Tenguman Your character will shoot a small blade-like object that will move forward in a straight line. You also create a little swish thing in front of yourself that can damage enemies. 8.Magic Card Defeat Magicman A few cards come out of your buster and move forward a bit, then return to you. Any powerups they pass will be carried to you. You can use this in several situations where there's a powerup of some kind behind a wall. 9.Gospel Boost (Bass only) Buy from Auto Gospel appears and fuses with Bass. While fused, Bass hovers, you control the hovering with the D-Pad. Bass also has a different, spread shot buster. While using this, the weapon energy slowly decreases. 10.Rush Search (Megaman only) Buy from Auto Rush comes and digs up something. If he gets hit, he'll teleport away. He will dig up either a powerup or various useless items. If you dig in the right spots, he'll dig up a CD! 11.Beat (Megaman only) Buy from Auto Beat will drop a shield on Megaman. When it gets hit, the weapon energy decreases. It also decreases slowly by itself. When the weapon energy is gone, the shield disappears. 12.Eddie (Megaman only) Buy from Auto Eddie flies in and gives Megaman a few powerups, each one using up weapon energy. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ///////////////////////////////////// ------------------------------------)) ((------------------------------------ ///////////////////////////////////// \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 8. [FAQ] Q: Is this game MM9? A: NO! This game is MM&B, not MM9. It is never stated anywhere on the box or in the game that this is MM9. If you really want to call it that for some reason, then go ahead; just don't call it that on the message boards. There are a lot of people that don't like to see that, and you'll probably get flamed. Q: Who's better, Megaman or Bass? A: Each character has there own strong and weak points, it's best to try them both out to see which one you play better with, or you can just choose which one looks cooler and go with that one. Q: Zero=King 2? A: No, although Wily did create Zero, he's not King 2. Protoman completely destroyed the computer with his blueprints anyway. Q: How do I beat (insert boss name)? A: Check the boss section. Q: How do I get through (insert level name here)? A: Check the level walkthrough. Q: The boss/level isn't in your boss section/level walkthrough! A: Sorry, but you'll have to check another FAQ then, or wait until I update this one. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ///////////////////////////////////// ------------------------------------)) ((------------------------------------ ///////////////////////////////////// \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 9. [Contacting Me] If you'd like to contact me to help with this FAQ in any way, you can reach me through the message boards; my user name is The Proud Canadian. Just post something like: "FAQ info/correction for The Proud Canadian" on the MM&B(GBA) message board and I should respond. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ///////////////////////////////////// ------------------------------------)) ((------------------------------------ ///////////////////////////////////// \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 10. [Legal Stuff and Credits] This FAQ may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Thanks to edgeemu.com for providing me with the Emulator and ROM from which I got nearly all my info. Thanks to Capcom and Nintendo for making the GBA and MM&B for GBA. Their respective trademark and copyright holders own all trademarks and copyrights contained in this document. Copyright 2003 Jake R. Henkie