Rockman And Forte Advance
Faq/Walkthrough 
By: Code Breakers
Version 3.5


*************** Contents ***************

00. Version History
01. Introduction
02. Story
03. Characters
04. Differences
05. Controls
06. Weapons
07. Walkthrough
08. CD Guide
09. Rightot's Shop
10. Enemies List
11. Coming Soon
12. Credits
13. Disclaimer


*************** VERSION HISTORY ***************

Version:

0.5 - Began Faq/Walkthrough

1.0 - Added Story, Characters, Differences, Controls, And Weapons

1.5 - Added Walkthrough

2.0 - Added CD Guide

2.5 - Finished Walkthrough

3.0 - Added Rightot's Shop And Enemies List

3.5 - Finished CD Guide


*************** INTRODUCTION ***************

This is the third FAQ that I elaborate on a game that I like so much and
I also suppose that you do to. If you find some errors, have suggestions
or commentaries, please e-mail me at:

Tepolka_13@hotmail.com  


*************** STORY ***************

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


*************** CHARACTERS ***************

Rockman - The first created half-human/half-robot. Created by Dr. Thomas Light. 
Rockman was created to be the one who can save the world whenever an enemy came 
around,such as Dr. Wily. Technology was advancing at a fast pace and no one knew
what was in store for them... Rockman was created to defend against evil.The first
robot able to make his own decisions. This could only mean good for Dr. Light and
the world.

Forte - Forte and Treble were created as an attempt to copy Rockman and Rush. Dr.
Wily had a great success and created a robot much more powerful than Rockman. Armed
with a much more powerful plasma blaster than Rockman as well.


*************** DIFFERENCES ***************

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

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

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

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


*************** CONTROLS ***************

Here Are The Controls For Rockman And Forte.

Rockman:

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

Forte:

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


*************** WEAPONS ***************

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

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

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

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

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

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

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

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

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

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

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

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


*************** WALKTHROUGH ***************

Stage One. Museum

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

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

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

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

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

Stage Two. Cold Man

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

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

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

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

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

Stage Three. Burner Man

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

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

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

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

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

Stage Four. Pirate Man

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

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

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

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

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

Stage Five. Ground Man

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

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

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

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

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

Stage Six. Tengu Man

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

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

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

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

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

Stage Seven. Magic Man

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

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

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

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

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

Stage Eight. Astro Man

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

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

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

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

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

Stage Nine. Dynamo Man

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

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

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

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

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

Stage Ten. Gateway to King:

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

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

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

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

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

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

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

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

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

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

Stage Eleven. King's Fortress Part One

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

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

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

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

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

Stage Twelve. King's Fortress Part Two

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Stage Thirteen. Wily's Fortress

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

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

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

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

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

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

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

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

Congratulations, You've Beaten Rockman And Forte Advance Aren't You Happy? Sit Back And Watch
Your Ending.

THE END


*************** CD GUIDE ***************

There Are 100 Total CD's And They Can Be Acquired With Megaman And Some With Bass.

----------------------------------------------------------------------------

The following equipment is required to locate and uncover some CD's:

For Megaman:
Rush Search
CD Counter
CD Finder
Reciever

For Bass:
Gospel Boost
CD Counter
Reciever

----------------------------------------------------------------------------

This list is for those who only are missing a few cd's 
here is the list of the CD's in each stage, in order:

Museum: 092, 100, 026
   
Cold Man: 041, 094, 014, 040, 002, 044, 067, 049, 062, 088, 005, 083
 
Astro Man: 048, 074, 029, 069, 058, 037, 007, 065, 079,019,024, 095

Ground Man: 075, 051, 091, 055, 093, 017, 078, 028, 059, 013, 027, 035, 084

Burner Man: 043, 076, 054, 020, 061, 086, 045, 015, 004, 081, 097, 016
 
Pirate Man: 064, 080, 031, 011, 071, 042, 070, 034, 077, 085

Dynamo Man: 023, 053, 008, 089, 025, 033, 082, 001, 039, 099, 063, 018, 012
  
Tengu Man: 002,006,096,010,047,036,057,073,032,072,046,052, 090
  
Magic Man: 003,036,066,098,087,009,068,030,050,021,056,060

----------------------------------------------------------------------------

001 ROCKMAN (Megaman) 
    Stage: Dynamo Man
    Needed: Play as Megaman, CD Equipment
    Travel past the long series of conveyor belts at the stage's beginning,
    and above the area with spikes on the floor. Work your way to the right,
    then down the ladder back to the area with spikes on the floor. The CD
    is buried in the middle of the platform to the left.

002 ROLL
    Stage: Cold Man
    Needed: Nothing
    At the end of the part with falling ice platforms over spikes, simply
    jump to the last ice platform to stable ground. The CD is in clear view.

003 CUTMAN
    Stage: Magic Man
    Needed: Play as Megaman, CD Equipment
    As soon as you start the stage, dig in the lower left corner.

004 GUTSMAN
    Stage: Burner Man
    Needed: Play as Bass
    After the area with the dive-bombing birds and the huge hippo-like enemy
    is a long vertical drop. Hold to the right, and halfway down, use Bass's
    double jump ability to reach a partially hidden platform to the right.
    The CD is in plain view.

005 ICEMAN
    Stage: Cold Man
    Needed: Play as Megaman, CD Equipment
    At the final stretch of the stage, dig on the platform directly between
    the first and second ice machines.

006 BOMBMAN
    Stage: Tengu Man
    Needed: Play as Megaman, CD Equipment
    Located toward the end of the auto-scrolling area at the stage's
    beginning. Dig in the last floating platform.

007 FIREMAN
    Stage: Astro Man
    Needed: Play as Megaman, CD Equipment
    Two screens after the first puzzle-like mini-boss, in the gray-colored
    room, dig in the spot that you land in when you fall off the ledge.

008 ELECMAN
    Stage: Dynamo Man
    Needed: Play as Megaman, CD Equipment
    Near the beginning of the stage, find the room with a single cylinder-
    shaped enemy floating toward you from the left and two blue explosive
    boxes to the right. The CD is buried on a slightly elevated platform to
    the left.

009 METALMAN
    Stage: Magic Man
    Needed: Nothing
    The CD can be seen in the area immediately after the Lion Coin (the big
    stomping guy that smashes blocks), under an overhanging ledge with a
    skull lift in the way. If using Megaman, slide through the opening that
    is created when the lift is at its lowest. If using Bass, use a double-
    jump down around the lift when it is at its highest.

010 AIRMAN
    Stage: Tengu Man
    Needed: Play as Megaman, CD Equipment; Ice Wall or Spike Protector
    In the area with the green balloons, jump on the second green balloon,
    climb the ladder and use an Ice Wall (or just walk on the spikes with
    the Spike Protector) to get across the spikes to the left and then up
    the ladder. Dig at the far right side of that platform for the CD. 

011 BUBBLEMAN
    Stage: Pirate Man
    Needed: Nothing
    Found in the first half of the stage, in the long horizontal area
    indoors. It can be seen next to a clam as the area is entered, but you
    have to go to the far right and then back left through the enclosed area
    to get it. 

012 QUICKMAN
    Stage: Dynamo Man
    Needed: Nothing (but using Bass is easier)
    Right at the end of the stage, between an elevated conveyor belt with a
    spiked ceiling and a lower belt after it, is a CD that falls from the
    ceiling into a pit. To get it before it falls, stay on the conveyor belt
    to the left of elevated belt to make it speed up, then run (dash if you
    have Bass) and jump to get the CD in time. Don't worry; if you fail, you
    can go back and try again.

013 CLASHMAN
    Stage: Ground Man
    Needed: Wave Burner or Spike Protector
    In the second room of the Totem Heads, first shoot the Head that opens
    the door (unless you plan to "Exit" the stage). Destroying the Head in
    front of it will make it more difficult, but not impossible, to escape.
    Proceed as usual until you reach the three Totem Heads at the end. Using
    the Wave Burner (or some other weapon that will cut through the Heads
    quickly), run through them, collecting the CD behind the third Head, and
    jump up to the exit door before the spikes rise enough to touch you.

014 FLASHMAN
    Stage: Cold Man
    Needed: Wave Burner
    Near the beginning of the stage (after CD 094), go up, and while on the
    ladder there is a ledge with an energy capsule and a CD blocked by an
    ice block. Toast the block to get to the items. 

015 HEATMAN
    Stage: Burner Man
    Needed: Play as Megaman, CD Equipment
    In the area with the dive-bombing birds, dig on the left side of the
    platform right under the armored hippo-like enemy. This CD is perhaps
    the second most difficult to get, as the birds sometimes attack Rush but
    cannot be shot at by Megaman.

016 WOODMAN
    Stage: Burner Man
    Needed: Play as Megaman, CD Equipment; Ice Wall
    In the forest near the end of the stage, avoid the last big napalming
    guy, then use an Ice Wall to jump to the square platform to the left (or
    do those in reverse order). The CD is in the middle of the platform.

017 NEEDLEMAN
    Stage: Ground Man
    Needed: Nothing (Bass); or Ice Wall or Spike Protector (Megaman)
    This disc can be seen in the second screen with the giant orange worm.
    Use the double-jump for Bass, or the Ice Wall for Megaman, or the Spike
    Protector if you like to be blatant.

018 MAGNETMAN
    Stage: Dynamo Man
    Needed: Play as Megaman, CD Equipment
    Found on the screen right after the dark rooms; dig in the spot where
    the Hard Hat is to uncover it. (CD 063 is also in this room)

019 GEMINIMAN
    Stage: Astro Man
    Needed: Play as Megaman, CD Equipment
    At the bottom of the long vertical area with Vanishing Blocks, dig to
    the left, in the spot where the Moving Hole starts out.

020 HARDMAN
    Stage: Burner Man
    Needed: Nothing (if playing as Bass) or Ice Wall (if playing as Megaman)
    This CD is partially visible in the long vertical area, found on an
    orange-and-white platform directly under the first Electric Wall you
    encounter. If using Bass, use a double-jump to get up to it. If playing
    as Megaman, use the Ice Wall as a stepladder to get to it.

021 TOPMAN
    Stage: Magic Man
    Needed: Play as Megaman, CD Equipment
    In the second, vertical area with the rotating blocks, dig under and
    slightly to the left of the first rotating block you come to.

022 SNAKEMAN
    Stage: Tengu Man
    Needed: Nothing
    This CD is in clear view on a platform at the very beginning of the
    stage. You can't miss it.

023 SPARKMAN
    Stage: Dynamo Man
    Needed: Play as Megaman, Ice Wall
    At the end of the first stretch of the stage, use the Ice Wall as a
    stepping stone to get to the upper platform. Slide to get the CD.

024 SHADOWMAN
    Stage: Astro Man
    Needed: Nothing
    Located in the middle of the stage, in the vertical area littered with
    Vanishing Blocks. Continue along the upward path the blocks take you
    until the blocks branch into two paths: left and right. Take the left
    path; it leads to the upper-left corner where a hidden ladder leads to a
    new room (don't forget to press UP when you reach the top). In the new
    room, climb the Vanishing Blocks to a platform with the CD. (If you have
    Bass and the Gospel Boost, you can fly higher to get CD 095)

025 BRIGHTMAN
    Stage: Dynamo Man
    Needed: Play as Bass; Gospel Boost or Ice Wall; Wave Burner
    In the area of conveyor belts in the first half of the stage, there is a
    high ledge, above an explosive block, above a pit. Use the Gospel Boost
    or an Ice Block to reach the ledge, then climb the ladder. Destroy the
    Electric Walls and use the Wave Burner to ignite the dynamite in front
    of the CD.

026 TOADMAN
    Stage: Museum
    Needed: Play as Megaman, CD Equipment
    In the rainy area, dig in the spot where the Sniper Joe stands, right
    before the end of the stage.

027 DRILLMAN
    Stage: Ground Man
    Needed: Spike Protector
    The CD in the third, vertical room of the Totem Heads is protected by
    spikes by the time you get to it. Using your own spike protection, just
    walk through the spikes, grab the CD, and walk back out again.

028 PHAROAHMAN
    Stage: Ground Man
    Needed: Nothing (if playing as Bass) or Ice Wall (if playing as Megaman)
    In the first room of the Totem Heads, there is one Head built into the
    floor. Use diagonal shots on it if you have Bass; use an Ice Wall if you
    have Megaman. Go down the ladder that appears, then fall through the
    quicksand in the floor. The chest to the left contains the CD. (Keep
    going to get CD 059)

029 RINGMAN
    Stage: Astro Man
    Needed: Play as Megaman, CD Equipment
    On the second long, horizontal area in the beginning of the stage
    (heading left), dig for the CD in the middle of the platform the Sniper
    Joe is standing on.

030 DUSTMAN
    Stage: Magic Man
    Needed: Play as Bass; Gospel Boost
    In the vertical train area in the second half of the stage, use the
    Gospel Boost to fly under and to the left of the first track. The CD can
    be clearly seen on a ledge to the left.

031 DIVEMAN
    Stage: Pirate Man
    Needed: Play as Megaman, CD Equipment
    Near the beginning of the stage is an area filled with spike-balls and a
    choice between an upper and a lower path to proceed in. Take the lower
    path and use the Wave Burner to knock the lone spike-ball to one side.
    Use Rush Search to dig in the spot where the spike-ball had been.

032 SKULLMAN
    Stage: Tengu Man
    Needed: Play as Megaman, CD Equipment
    At the end of the area with the green balloons, you have a choice
    between the upper route and the lower route. Take the lower route, and
    in the room you immediately come to, the highest platform holds the CD.

033 GRAVITYMAN
    Stage: Dynamo Man
    Needed: Play as Megaman
    After the long series of conveyor belts at the stage's beginning, and
    above an area with spikes on the floor, is another large area. In the
    upper-left corner, slide to get the CD, but slide back quickly enough to
    not hit the spikes to the right.

034 WAVEMAN
    Stage: Pirate Man
    Needed: Nothing
    In the area with the bubble makers, hop in a bubble and float to the top
    left corner. The CD is in the treasure box in the upper-left corner.

035 STONEMAN
    Stage: Ground Man
    Needed: Play as Bass
    Halfway through the area with the worms that destroy the ground (near
    the end of the stage) is a ladder in the ceiling. Double-jump up to it;
    the second chest in the room it leads to contains the CD.

036 GYROMAN
    Stage: Tengu Man
    Needed: Play as Bass
    Double-jump through the area with spikes and green balloons, and make
    work towards the middle of the right wall (about halfway between the
    upper and lower routes). The CD is on a ledge protruding from the wall.
    (The only way I've been able to get this one is by using Bass's double-
    jump, but I suppose it's possible that there's another way.)

037 STARMAN
    Stage: Astro Man
    Needed: Play as Megaman; Ice Wall or Wave Burner
    Immediately after the first puzzle-like mini-boss, this CD can be seen
    on a ledge to the left. It is possible to use an Ice Wall to jump
    directly to the upper platform, but using the Wave Burner on the ice
    block to the right will also get you CD 058.

038 CHARGEMAN
    Stage: Magic Man
    Needed: Play as Bass
    Found at the trains at the beginning of the stage. Look for the second
    platform over the fourth train track (the platform before the one with
    spikes on its bottom), and double-jump onto it. The CD is in clear view.

039 NAPALMMAN
    Stage: Dynamo Man
    Needed: Play as Megaman, CD Equipment
    Dig in the middle of the passageway right before the mini-boss.

040 CRYSTALMAN
    Stage: Cold Man
    Needed: Play as Megaman, CD Equipment
    In the part with fallible ice platforms, find the spot where a ladder
    leads up to an ice platform. The lower platform to the right of it is
    the place to dig.

041 BLIZZARDMAN
    Stage: Cold Man
    Needed: Wave Burner
    At the very beginning of the stage, melt the ice block to the left with
    the Wave Burner to uncover the CD.

042 CENTAURMAN
    Stage: Pirate Man
    Needed: Play as Megaman, CD Equipment
    In the downward vertical area (right after the long horizontal area), go
    to the part where two shellfish are swimming in opposite directions. Dig
    in the center of the platform that is directly under the enclosed energy
    capsule.

043 FLAMEMAN
    Stage: Burner Man
    Needed: Play as Megaman, CD Equipment
    At the end of the first stretch of the stage, dig on the grassy ground
    close to the lower-right corner.

044 KNIGHTMAN
    Stage: Cold Man
    Needed: Play as Megaman
    In the screen directly below CD 002 (and right before the mini-boss),
    simply slide through the narrow passage to get this CD. 

045 PLANTMAN
    Stage: Burner Man
    Needed: Nothing
    Right after the area with spears jabbing out of the walls is a downward
    drop. You'll immediately come to a room with a CD to the left, guarded
    by two enemies.

046 TOMAHAWKMAN
    Stage: Tengu Man
    Needed: Play as Megaman, CD Equipment
    In the first room with the cylinder-shaped enemies that float toward
    you (second half of stage), dig on the left side of the log-shaped
    orange platform.

047 WINDMAN
    Stage: Tengu Man
    Needed: Nothing (Bass); or Ice Wall or Spike Protector (Megaman)
    In the area with floating green balloons, jump on the second green
    balloon from the left. Climb the ladder to the top, and then jump to the
    right and land on a ledge. Use whatever equipment is necessary to reach
    the rightmost ledge with the CD on it.

048 YAMATOMAN
    Stage: Astro Man
    Needed: Nothing (if playing as Bass) or Ice Wall (if playing as Megaman)
    Near the end of the long stretch at the beginning of the level is an
    overhanging ledge with a CD on another ledge beneath it. If using
    Megaman, use a falling Ice Wall as a stepping stone to get to it, or if
    using Bass, simply fall and jump to the ledge in mid-air.

049 FREEZEMAN
    Stage: Cold Man
    Needed: Play as Megaman
    Hold a left immediately after the stage's mini-boss and slide through
    the passage in the wall before the ice platform breaks. The CD is on a
    ledge in this room. (CD 062 can also be found in this secret area)

050 JUNKMAN
    Stage: Magic Man
    Needed: Play as Megaman, CD Equipment
    In the vertical train area in the second half of the stage, the CD is
    buried on the left side of the fourth track down.

051 BURSTMAN
    Stage: Ground Man
    Needed: Nothing
    Found near the beginning of the stage, in the part with the long
    vertical drop. It is clearly visible on the second platform down. Bass
    can just jump to it; Megaman will have to jump to the platform below it
    and climb a ladder hidden by the falling sands.

052 CLOUDMAN
    Stage: Tengu Man
    Needed: Nothing
    Found in the second-to-last room, sitting next to a little cloud enemy,
    it's hard to miss.

053 SPRINGMAN
    Stage: Dynamo Man
    Needed: Nothing (if playing as Bass) or Ice Wall (if playing as Megaman)
    At the beginning of the stage, continue going right until you can't go
    any further. The CD is right next to a tall ladder.

054 SLASHMAN
    Stage: Burner Man
    Needed: Nothing (if playing as Bass) or Ice Wall (if playing as Megaman)
    When you see the first grasshopper-like enemy in the stage, jump through
    the right wall to find a secret room. Use Bass's double jump or the Ice
    Wall if using Megaman to get up to the ledge with the CD.

055 SHADEMAN
    Stage: Ground Man
    Needed: Nothing
    Found near the beginning of the stage, in the part with the long
    vertical drop. The CD is partially visible on the right, under the
    spiked platform. (This CD is visible right after acquiring CD 091)

056 TURBOMAN
    Stage: Magic Man
    Needed: Nothing
    Located right after the vertical area with revolving blocks. Destroy the
    little guys with top hats. Walk into the wall to the right of the track
    they were on to pick up the CD. (Note: CD 060 is located in the ground
    directly beneath this one!)

057 TENGUMAN
    Stage: Tengu Man
    Needed: Play as Bass
    In the area with spikes and green balloons, take the upper-right path.
    Defeat the enemy in the next room, and the room after it has a CD on a
    ledge in the upper-right corner.

058 ASTROMAN
    Stage: Astro Man
    Needed: Wave Burner
    Immediately after the first puzzle-like mini-boss is a ledge with an ice
    block on it. Melt the ice block with the Wave Burner to get the CD. (If
    playing as Megaman, it is then possible to get CD 037)

059 SWORDMAN
    Stage: Ground Man
    Needed: Nothing (if playing as Bass) or Ice Wall (if playing as Megaman)
    In the first room of the Totem Heads, there is one Head built into the
    floor. Use diagonal shots on it if you have Bass; use an Ice Wall if you
    have Megaman. Go down the ladder that appears, then fall through the
    quicksand in the floor. The chest to the left contains CD 028. Go all
    the way down, then right until you see a chest in the lower-right
    corner. That chest contains this CD.

060 CLOWNMAN
    Stage: Magic Man
    Needed: Play as Megaman, CD Equipment
    Located right after the vertical area with revolving blocks. Destroy the
    little guys with top hats. CD 056 is located in the wall to the right.
    Dig in that same location to find this CD.

061 SEARCHMAN
    Stage: Burner Man
    Needed: Play as Bass; Gospel Boost helps
    Close to the beginning of the stage is a long vertical climb with trap
    doors. At the top is a bed of spikes with a CD on its far side. It is
    possible to use Bass's double jump to get it, but it will cost you a
    life. Using the Gospel Boost is more effective and allows you to go
    further left to get CD 086.

062 FROSTMAN
    Stage: Cold Man
    Needed: Play as Megaman
    Hold a left right after the stage's mini-boss and slide through the
    passage in the wall before the ice platform breaks. After picking up CD
    049, fall down to the next room where CD 062 can be found in the water
    pool.

063 GRENADEMAN
    Stage: Dynamo Man
    Needed: Nothing
    Right after the last dark room is a CD in clear view sitting on a high
    surface. (CD 018 is buried under the Hard Hat in this room)

064 AQUAMAN
    Stage: Pirate Man
    Needed: Play as Megaman, CD Equipment
    In the very beginning of the stage, shoot the second shell you encounter
    off its perch, then dig on the tall platform it was sitting on.

065 ENKER
    Stage: Astro Man
    Needed: Play as Megaman, CD Equipment
    Located between the first and second mini-bosses, on the same screen as
    the single Vanishing Block. Dig on the upper platform, to the right of
    the ladder, where the light in the platform is flashing.

066 QUINT
    Stage: Magic Man
    Needed: Play as Megaman, CD Equipment
    During the fourth train ride at the stage's beginning, jump onto and dig
    in the middle of the third platform (the one with spikes on its
    underside). 

067 PUNK
    Stage: Cold Man
    Needed: Nothing
    In the second half of the stage (in the water area), go under water,
    then as far left as possible. The CD will be in plain view.

068 BALLADE
    Stage: Magic Man
    Needed: Nothing
    In the second half of the stage there is a long vertical room with two
    paths to take via skull lifts. Take the left path; the CD is on a ledge
    at the top.

069 EARTH
    Stage: Astro Man
    Needed: Play as Bass, Flame Burner
    At the beginning of the stage, go to the end of the second long,
    horizontal area. Explosives, whose fuse hangs off the edge of a
    platform, block the CD. The only technique I've found is to jump down,
    light the fuse in mid-air, then jump back up to the platform to the
    right.

070 MERCURY
    Stage: Pirate Man
    Needed: Play as Megaman, CD Equipment
    In the area with the whales, dig on the right side of the platform
    between the Floor Slicer and shellfish enemy.

071 VENUS
    Stage: Pirate Man
    Needed: Nothing
    After the long horizontal indoor area mentioned in CD 011's description,
    fall down a screen and you will see this CD resting on the floor to the
    right.

072 MARS
    Stage: Tengu Man
    Needed: Nothing
    About halfway through the stage, this CD sits directly behind the only
    floating dragon found in the level, on the middle platform.

073 JUPITER
    Stage: Tengu Man
    Needed: Play as Bass; Gospel Boost helps
    In the area with spikes and green balloons, take the upper-right path.
    Eventually, you'll see an energy capsule and a CD across a small gap. If
    you use a quick double-jump, you can make it, but if you can't, use the
    Gospel Boost.

074 SATURN
    Stage: Astro Man
    Needed: Nothing
    Close to the beginning of the stage is an enclosed room with a high
    ledge and a fallible platform over a pit. Use the platform to jump to
    the ledge, where this CD is in plain view.

075 URANUS
    Stage: Ground Man
    Needed: Play as Megaman
    At the beginning of the stage, jump on the platform closest to the Hard
    Hat, and slide to the left. The CD is hidden by falling sand.

076 PLUTO
    Stage: Burner Man
    Needed: Play as Megaman, CD Equipment
    Buried near the beginning of the stage, directly under the first ball-
    throwing enemy you encounter.

077 NEPTUNE
    Stage: Pirate Man
    Needed: Play as Megaman, CD Equipment
    This CD can be found in the large area filled with spike-balls and
    bubble-making machines. Hop in a bubble, and float to the top-center of
    the area. The CD is buried under a chest at the top of a platform
    formation shaped somewhat like a telephone pole.

078 SUNGOD
    Stage: Ground Man
    Needed: Wave Burner
    After working your way up through the area with the wobbly metal plates,
    go down before entering the Totem Heads section. The treasure chest
    behind the dynamite wall contains the CD.

079 BUSTERROD G
    Stage: Astro Man
    Needed: Nothing
    Located in the area between the mini-bosses. Right after the single
    Vanishing Block and directly over the first Moving Hole is a green
    protrusion of the wall. It is a secret passage; jump into it to receive
    this CD.

080 MEGAWATER S
    Stage: Pirate Man
    Needed: Play as Bass
    Located in the first spike-filled area of the stage. Use the area's only
    ladder to climb out of the water, then jump onto the rightmost platform.
    Execute a dash-jump to the right, then another jump in mid-air to barely
    clear the spike-balls. The CD rests on a higher ledge slightly to the
    right.

081 HYPERSTORM H
    Stage: Burner Man
    Needed: Play as Megaman, Spread Drill
    After the area with the dive-bombing birds, drop back down into the
    jungle and walk to the left. Use the Spread Drill to break the stone
    block, then slide through the passage to get the CD. (You can also get
    CD 097 in this passage)

082 DYNAMOMAN
    Stage: Dynamo Man
    Needed: Wave Burner
    After the first section of conveyor belts is a section with a dynamite
    fuse with the CD behind a wall. Light the fuse through the wall, then go
    up and around to collect the CD.

083 COLDMAN
    Stage: Cold Man
    Needed: Wave Burner
    At the end of the stage, after the last ice block machine, is an ice
    block, that, upon being burnt, will yield a CD.

084 GROUNDMAN
    Stage: Ground Man
    Needed: Play as Megaman, CD Equipment
    Near the end of the stage, in the area with the fish that erode the
    sand, dig in the spot under the Sniper Joe. This CD is the hardest to
    get because the ground it is buried under is almost immediately
    destroyed, and you only have one chance each time. I suggest using the
    Wave Burner to destroy the fish that erodes it, then quickly using Rush
    Search on the platform. If you aim it right, you can have Rush stand on
    the part of the platform that isn't destroyed, but will still retrieve
    the CD after the part it is buried under has been destroyed.

085 PIRATEMAN
    Stage: Pirate Man
    Needed: Nothing
    In the area with the bubble makers, ride a bubble to the top-right
    corner, where a treasure chest holds the CD.

086 BURNERMAN
    Stage: Burner Man
    Needed: Play as Bass, Gospel Boost
    Close to the beginning of the stage is a long vertical climb with trap
    doors hindering progress. At the top is a bed of spikes where CD 061 is
    located. Use the Gospel Boost to fly over the spikes and into a new room
    to the left. The CD rests at the far-left wall.

087 MAGICMAN
    Stage: Magic Man
    Needed: Play as Megaman, CD Equipment
    When you exit the Lion Coin's lair, the CD is on the platform right
    above you. Go around to get on the platform, then dig in the spot close
    to the wall.

088 DR. THOMAS RIGHT (Dr. Light) 
    Stage: Cold Man
    Needed: Wave Burner
    On the screen right after the snowman mini-boss, use the Wave Burner to
    melt an ice block to the right. It contains the CD.

089 RUSH
    Stage: Dynamo Man
    Needed: Play as Megaman, CD Equipment
    In the area with a long series of conveyor belts in the first half of
    the stage, dig in the spot under the area's only Sniper Joe.

090 EDDIE
    Stage: Tengu Man
    Needed: Play as Megaman, CD Equipment
    This CD is buried at the very end of the level, directly below
    the Sniper Joe that guards the door to the boss.

091 BEAT
    Stage: Ground Man
    Needed: Play as Megaman, CD Equipment
    Near the beginning of the stage, in the long vertical area, dig in the
    spot that the fourth Hard Hat is in (to the left of some spikes).

092 TANGO
    Stage: Museum
    Needed: Play as Megaman, CD Equipment
    In the area with the rising and falling of the landscape over the water,
    dig underneath the third cannon to retrieve the CD.

093 RIGHTOT (Auto) 
    Stage: Ground Man
    Needed: Play as Megaman, CD Equipment
    In the area with the second huge orange worm, dig to the left of the
    area with an energy capsule and weapon capsule (near the hole in the
    wall).

094 DR. ALBERT W. WILY
    Stage: Cold Man
    Needed: Nothing
    Near the beginning of the stage is a room with a penguin and two energy
    capsules in the ceiling. Walk through the wall on the right to find a
    hidden room with a CD in plain view.

095 FORTE (Bass) 
    Stage: Astro Man
    Needed: Play as Bass, Gospel Boost
    See description of CD 024 for directions. After acquiring that CD, use
    the Gospel Boost to reach the upper-right corner, where this CD is on a
    ledge.

096 GOSPEL (Treble) 
    Stage: Tengu Man
    Needed: Nothing (if playing as Bass) or Ice Wall (if playing as Megaman)
    Located in the beginning of the stage, at the end of the auto-scrolling
    area that you start out in. Use an Ice Wall or double-jump to the top
    platform. There is a hidden ladder above it leading to a room with the
    CD.

097 KING
    Stage: Burner Man
    Needed: Play as Megaman, Spread Drill, Wave Burner, Ice Block
    After the area with the dive-bombing birds, drop back down into the
    jungle and walk to the left. Use the Spread Drill to break the stone
    block, then slide through the passage to get CD 081. Use the Wave Burner
    to ignite the dynamite, then use an Ice Block to get to the platform
    with the 1-Up. Jump into the wall to the right of the 1-Up to nab the
    CD.

098 BLUES (Protoman) 
    Stage: Magic Man
    Needed: Play as Megaman, CD Equipment
    In the lair of the Lion Coin (which serves as the stage's mini-boss),
    wait until the blocks are cleared until digging on the right side of the
    ground. Try to destroy the Lion Coin to buy time while Rush digs.

099 DUO
    Stage: Dynamo Man
    Needed: Play as Megaman, CD Equipment
    Found in the first dark room. Dig on the elevated platform in the
    center.

100 ROCKMAN & FORTE
    Stage: Museum
    Needed: Play as Megaman, CD Equipment
    In the third area with drill-like enemies coming out of the walls (right
    after the water section), dig in the spot where you would land after
    falling from the higher ledge. Stay close to Rush to protect him from
    enemies while he digs.


*************** RIGHTOT'S SHOP ***************

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


*************** ENEMIES LIST ***************

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

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

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

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

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

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

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

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

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

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

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

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

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


*************** COMING SOON ***************

I Will Add More Enemies To The Enemy List
And Maybe Add A Seperate Boss Guide.


*************** CREDITS ***************

GameFaqs For Posting This Faq

Me For Writing This Faq And Walkthrough

My Cousin Pancho For Helping Me With The CD Guide And Walkthrough

Capcom Staff For Making This Game And The Megaman And Megaman X Series.


*************** DISCLAIMER ***************

This Faq/Walkthrough Can Only Be Viewed At GameFAqs.com And My Web Site (Coming Soon!}
E-Mail Me If You Want To Put It In Your Site At: Tepolka_13@hotmail.com Thank You.

Copyright (c) 2002 By: Code Breakers All Rights Reserved.