Mega Man 7 Walkthrough

The story of Mega Man 7 is basically the same as every other part in the
series. In a nutshell, Dr. Wily escapes once again and builds eight robots.
If you want to get in-depth, here’s directly from the introduction of the
game.

In the year 20XXAD, the world cheered Mega Man when at long last he captured
and imprisoned Dr. Wily.

But…

Dr. Wily always knew his schemes might end in failure and had planned for
just such an occasion. Four robots had been hidden away and after six months
without being contacted from Dr. Wily, they activate and begin searching for
their master…

The four rampage throughout the city, destroying innocent civilians and
laying waste to the once beautiful forests.

The world cried out for Mega Man to help. To repeat the task he has done so
many times before: To destroy wily once and for all.

Created by Dr. Thomas Light. Mega Man 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.
Mega Man 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.

Mega Man, being the star of the whole series, appears in every single Mega
Man game. He is known as Rock Man in Japan.

Ronald writes:
… “I just wanna argue the point of X not being Mega Man. First of all, X
was tested. Mega Man was not. If X was Mega Man, then why would he be tested
for loyalty and trustworthiness? Second, if you watched the episode of Mega
Man where X went back into the past to save Mega Man and Dr. Light as well as
stop Vile from stealing Titanium, you’d see the big difference between X and
Mega Man. Yes, they have some of the same features, but they were built
almost the same by Dr. Light. What X is that Mega Man is not, is that he is a
robot, but has full capability to think, act, and feel. Mega Man is able to
think like a human, and maybe have feelings, but it’s not full. He’s not
fully human like X. Notice the ending in Mega Man 7, where he stutters, he is
more than a robot. X would have no problem saying that. But also see how X
feels everytime you beat one of his games except X4. I hope this clears some
things up ok? Keep up the good work.”

HolyKnight kills Darkknight writes:
“Dr.Wily made Zero which destroyed Dr.Light’s lab. But Dr.Light was
prepared for this, so he brainwashed, remodeled Mega Man and sealed him in a
capsule. Mega Man X was born. After that, Dr. Cain found X. The other
capsules were hidden in many places which X should find. That’s why when you
want to gain a body armor, Dr. light appears. Why did Sigma become evil? It’s
because of X(that’s why he wants to kill X). X took over finishing the
missions which should be compeleted by Sigma. Cain was so pround of X, whiich
ends up having more time with him. Sigma was left in the dark. Then, he rebels.

“This is all I know. I don’t know much about Zero but he is made by Wily.
Remember what Sigma said in MMX2? He said ‘…but he was doctor’s last
creation.’ Doctor=Wily He=Zero.”

“Mega Man may very well be X. He might not be. There’s no canonical
evidence for or against it. (Miranda Paugh has written a rather insightful
fanfiction about it; I tend to think she might be right.) However, it IS
specified that Dr. Light was testing X because he had created a new kind of
software that would allow a robot to think and feel, but he feared that the
program might have problems that would cause the robot to turn against humans.
Finally, as for Sigma: Sigma did NOT rebel because X was stealing the
spotlight. Sigma rebelled because he was infected by a computer virus
designed by Dr. Wily. (They don’t come right out and SAY it’s Dr. Wily, but
if Wily built Zero, then he wrote the Sigma virus.)”

Following the success of Mega Man, Dr. Light decided to create Roll.
Roll was then virtually Mega Man’s sister. Unlike the Blue Bomber, Roll was
made purposely to maintain the laboratory. With her primary weapon being the
screwdriver arm, she wasn’t really built to battle.

In the games she does appear in, it is only for a very brief time. In Mega
Man 1, she will be at the ending with Dr. Light. In Mega Man 7, she is riding
Auto’s car with Mega Man on the starting level. She may appear in Mega Man 8
too.

Coda Highland writes:
… “Also… Roll is not a half-human either. She isn’t even a living
machine. She’s just a robot (although one that was programmed very well).
Also, she was not built because of Mega Man’s success; she was built at the
same time as Rock as his sister. Rock was later CONVERTED to Mega Man (see
intro to MM2) to fight Wily.”

Auto was created by Dr. Light as well. He was created late in the series
primarily to manage the shop. Mega Man can purchase items at this shop. The
shop can be accessed in Mega Man 7 by pressing SELECT at the enemy select
screen.

Auto only appears in Mega Man 7, where he is the shopkeeper. Find the bolt
that is missing on his head and he’ll cut the prices in half! He may appear
in Mega Man 8 too.

Another creation by the genius, Dr. Light. Eddie was created to assist Mega
Man in his darkest moments. Eddie comes out of nowhere and helps Mega Man
with a special item.

The short, red flip-top robot appears as early as Mega Man 2. He does not
appear in some of the parts after this, but in MM7 he works along side Auto
in the shop. Eddie also appears in the Mega Man TV series where he feeds Mega
Man energy.

Created primarily to go with Mega Man wherever he went. Rush will help Mega
Man reach the many areas that are unreachable with Mega Man’s jumping
capabilities. As Dr. Light’s technology advanced, new ways to use Rush were
invented. Such as Rush Adapter and Rush Search.

Rush was created very early in the series. He appears as early as Mega Man 3,
where he can use Rush Jump, Rush Jet, and Rush Marine. In Mega Man 6/7 he can
become one with Mega Man and create a new powerful robot.

Armed with a larger plasma blaster than Mega Man as well. Bass gets an
S. Adapter of his own later on in Mega Man 7.

Bass first appears in Mega Man 7, where he tricks Mega Man into letting him
into Dr. Light’s laboratory. Bass also appears in Mega Man 8, where he is
Mega Man’s ally.

Dr. Light created Proto Man before Mega Man. Apparently, he is Mega Man’s
mysterious brother who appears in almost every part in the Mega Man series.
He has a mysterious whistle, too. In MM7 he’ll give you some hints and then
there’s a possibility you can get the Proto Shield.

Proto Man appears in almost every part in the series. He is mostly always
hidden in a secret area.

The controls in Mega Man 7 are simple and remain the same throughout the
entire game. You will not have any trouble controlling Mega Man.
[Y] Shoot; Hold to charge-up
[B] Jump; Press twice to use the jet pack if equipped with Super Adapter
[Down + B] Slide; Disabled if using Super Adapter
[L] Cycle left through weapons
[R] Cycle right through weapons
[Start] Status screen

ITEM LOCATIONS
Unlike any of the other Mega Man parts (excluding the X series), Mega Man 7
features a lot more hidden items and weapons to be found. Every item has a
detailed description on how to find it and what it will do.

Rush Search
Found on: Freeze Man’s Stage
Location:
After the screen with the green, shielded robot, you will come to an area
where there is a platform that you can jump on. Do so and proceed across
the other four platforms. You should see it in the vicinity.

Effect:
Rush Search is a new device found only in Mega Man 7. Using it, you can
locate hidden items, paths, or just dig up ordinary items. When Rush does
not bark, it means there is nothing hidden in the area. Otherwise, he will
bark. See the Rush Search section for an extensive, detailed section on
the item.

Exit
Found on: Freeze Man’s Stage
Required: Rush Search
Location:
At the very end of the level, just before the first door to Freeze Man,
take a few steps back and use Rush Search from the edge of the bottom
platform so that he lands on the edge of the top platform. He will dig
it up.

Effect:
Exit will allow you to leave a level at any location, so long as you have
defeated the boss of the level before.

Proto Shield
Found on: Cloud, Turbo, Shade Man Stages
Required: Rush Coil

Location:
If you want Proto Man to hand over his shield, you will first have to find
him in both Cloud Man’s and Turbo Man’s stage.

In Cloud Man’s stage: After the green, shielded robot, you will come to a
room with a ladder hanging from the ceiling. Use Rush Coil to climb up.

In Turbo Man’s stage: When climbing up the ladder with the two platforms
on the left with tire robots on them, proceed past the first one and
continue climbing. As you climb, you will see a long gray object on the
right wall (pay close attention). Right after the gray object, where
the chevrons are, the wall is actually a mirage. You can walk directly
through it by holding right and pressing B.

Once you’ve met him in those two levels, head to Shade Man’s level. When
you get to the pumpkin, destroy the inner core. This is very important.
If you kill the shell, it will not work. I recommend using Thunder Bolt
on the core. After it explodes, leaving a hole in the floor, take a dive
in. Kill the green robot and walk into the wall on the right. Yes, it’s
fake. Enter the door and you will fight Proto Man. Defeat him and you
will receive the ultimate in protection, the Proto Shield ®!

Effect:
The Proto Shield gives Mega Man the ability to deflect bullets. Rather
than hitting him, they will bounce off the shield.

Auto’s Screw
Found on: Spring Man’s Stage
Location:
When you come to the room with the jack-in-the-box type of things (the
ones that change direction upon setting foot on them), make your way to the
top left corner. S. Adapter really comes in handy here. Once there, make
the red box point left. It will destroy the blocked wall on the left and
you will be able to proceed in. The screw is located inside there.

Effect:
When you give the bolt to Auto, he will make all the prices half of what
they were before! Sweet!

Super Adapter
Found on: Cloud, Freeze, Junk, Burst Man Stages
Required: Rush Coil & Freeze Cracker

Location:
To get the Super Adapter, you must collect the letters that spell out
RUSH on the first four levels.

On Burst Man’s Stage: The R can be found very simply in the water section
of the stage. There is absolutely no way you can miss it.

On Cloud Man’s Stage: After you shoot the floating white robot, it will
begin to rain. On the next screen, use Freeze Cracker on the same robot
and the rain will turn to snow. Continue on until you come to the room
with snow-covered platforms. Go on a little and you wlil come to a
ladder. Use Rush Coil to reach it and climb up. Jump on the platforms
to the left to find it.

On Junk Man’s Stage: When you come to the part of the stage with falling
lava, use Freeze Cracker on it. It will break apart and you will be
able to slide underneath. Take the ladder down and use Freeze Cracker
on the flowing lava once again. Go left and grab the letter.

On Freeze Man’s Stage: When you come to a part where there is a ladder that
can only be reached by the Rush Coil with a falling ice platform underneath
it, use Rush Coil to climb up. Jump from one ice platform to the next
very quickly and you will find the letter.

Once you have all letters, check your inventory.

Effect:
The Super Adapter will fuse Mega Man and Rush, giving him great
enhancements. You can now jetpack while in the air by jumping and pressing
B. Mega Man also packs a new weapon. When you charge up and release, a
powerful missile will be shot a short distance and then it will return.

Rocket Punch
Found on: Turbo Man’s Stage
Required: Rush Search & S. Adapter

Location:
Rocket Punch is found near the hidden Proto Man passge. When going up the
ladder, there are two platforms on the left that have tire robots. Destroy
the first one and use the S. Adapter to reach the platform with the lights
on it. Use Rush Search here.

Effect:
The Rocket Punch is a nice upgrade for the S. Adapter. It will make the
missiles fired by the adapter home in on nearby robots. It will also allow
you to travel further when using the jetpack.

Rush Jet
Found on: Junk Man’s Stage
Required: Thunder Bolt & Rush Coil
Location:
When you get to the room with the annoying round robots that move back
and forth, moving faster as you approach them, use Thunder Bolt on the gray
machine with the AC sign above it. The platform will start moving. Take the
one moving up and make sure you jump off of it and onto the SECOND ladder
or Mega Man will soon come to his death. Climb up and use Rush Coil to
jump onto the small ladder above.

Effect:
Rush Jet allows you to reach areas up above that you could not before.
Unlike Mega Man 3, you can only control the vertical movement of the Rush
Jet. You cannot stop or move it left and right. If you tap the opposite
direction while on Rush Jet, it will slow down significantly.

Beat
Found on: Slash Man’s Stage
Required: Scorch Wheel & Rush Coil

Location:
If you didn’t take the hint from Proto man, the idea was to burn down
trees. When you get to the screen with the large trees and insects, use
Scorch Wheel on the very last large tree. A ladder will be revealed. Use
Rush Coil to reach it. Climb up and shoot a charged P. Buster at the
chain to free beat.

Effect:
When you get him, Beat comes equipped with four Beat Whistles. These are
automatically used if you fall into a pit. Beat will rush down and pull you
out of the hole. Be quick to steer Beat towards a paltform or he will
drop you. You can purchase Beat Whistles at Auto’s shop.

Mega Life Piece
Found on: Spring Man’s Stage
Required: Rush Search

Location:
In Spring Man’s stage, two screens before the large room with the red
boxes, you will come to a one screen room (non-scrolling) with three
steps and a ladder going up. Stand on the platform beneath the ladder and
use Rush Search so that it searches on the second step. Keep trying and
you will eventually find it here.

Effect:
Apparently, it is six times as effective as a normal life capsule.

Mega Bolts
Found on: Shade, Turbo, Spring, Cloud, Junk Man Stages
Required: Rush Search

Location:
On Shade Man’s Stage: You have to defeat the inner core of the pumpkin.
After that, go to the secret room before Proto Man (See the Proto Shield
part of this section for more information) and search on the second
step.

On Turbo Man’s Stage: Just above the area with the ladder where you got
Rocket Punch and the secret room with Proto Man, there is a one screen
(non-scrolling) room with a large blue X on the floor. Use Rush Search
here.

On Spring Man’s Stage: Right above the staircase with the mega life
capsule. There are some springs in the left corner that you use to bounce
up to a floating platform in order to reach the next screen. Using Rush
Search on the floating platform reveals another bolt.

On Cloud Man’s Stage: Generally, in the same area before the ladder to
Proto Man. There is a section here where there are two ladders you can
climb. One leads onward and one leads to a dead end with a large life
pellet. Using Rush Search underneath the latter reveals another bolt.

On Junk Man’s Stage: There’s a Mega Bolt in the area past where you got the
RUSH letter (See Super Adapter part of this section). Get past the area
where you use the falling trash to jump across the lava pits and use Rush
Search in front of the first ladder going up.

Effect:
Each Mega BOlt is worth 100 Bolts that can be used in Auto’s Shop.
Also referred to as Hyper Bolts, Turbo Bolts, Huge Bolts, etc.

Energy Balancer
Found on: Shade Man’s Stage
Required: Rush Search

Location:
Defeat the outer shell of the pumpkin and go on until you reach the picture
of Dr. Wily. Use Rush Search underneath it and he will dig it up.

Effect:
The energy balance is extremely useful. Rather than having to select a
weapon when you find a weapon capsule, just grab the capsule and the
balancer will refill the energy of the weapon with the lowest amount
automatically.

DAMAGE CHART
The damage chart shows what weapon damages which robot and how much it
damages the robot by. It can be a useful guide for times you are out of the
primary needed weapon against the robot. You can refer to it to find out what
other weapons work good against the enemy.

TB = Thunder Bolt
FC = Freeze Cracker
DW = Danger Wrap
JS = Junk Shield
NC = Noise Crush
SC = Slash Claw
WC = Wild Coil
SW = Scorch Wheel

* Numbers indicate amount of energy bars taken out from weapon.
* ++ Indicates that it helps the enemy
* — Indicates no effect
* All bosses are damaged by the Mega Buster by 01, charged by 02

Freeze Man 01TB ++FC 01DW 04JS 01NC 01SC 01WC 03SW
Slash Man 01TB 05FC –DW 01JS 01NC 01SC 01WC 03SW
Junk Man 03TB 01FC 01DW –JS 01NC 01SC 01WC –SW
Cloud Man 02TB 01FC 04DW –JS 01NC 01SC 01WC 01SW
Turbo Man ++TB 01FC 01DW 01JS 03NC 01SC 01WC –SW
Spring Man ++TB 01FC 01DW 01JS 01NC 03SC –WC 01SW
Shade Man 01TB 01FC 01DW 01JS ++NC 01SC 03WC 01SW
Burst Man 01TB 03FC –DW 01JS 01NC 01SC 01WC 04SW

ORDER OF ROBOTS
It is vital that you follow the order of stages. If you do, it will be easier
to defeat future bosses because you will have the weapon that they are
weak against. You will have to fight the first boss with the Plasma Buster
alone.

First Four: Burst Man
* Use P. Buster
* Get Danger Wrap

Cloud Man
* Use Danger Wrap
* Get Thunder Bolt

Junk Man
* Use Thunder Bolt
* Get Junk Shield

Freeze Man
* Use Junk Shield
* Get Freeze Cracker

Last Four: Slash Man
* Use Freeze Cracker
* Get Slash Claw

Spring Man
* Use Slash Claw
* Get Wild Coil

Shade Man
* Use Wild Coil
* Get Noise Crush

Turbo Man
* Use Noise Crush
* Get Scorch Wheel

BOSS STRATEGIES
Mini Boss Strategies

Wheel Robot – Intro Level
Suggested Weapon: Plasma Buster

The only weapon you’ll be equipped with on the intro level is the Plasma
Buster, so you don’t have much of a choice. Your best bet is to charge it up,
wait for an for an open spot while evading, and release.

The Wheel Robot has two attacks. One where he just charges at you, attempting
to make a Mega-pancake. Before this happens, the Wheel Robot will jump,
causing a slight quake that will temporarily disable Mega Man. Jump when it is
about to hit the ground and you’ll be safe. After this comes the “spinning
blade” attack, where the robot will launch the metal piece off of his head
and towards the Blue Bomber. Just jump over this and continue. This enemy is
not difficult to defeat at all.

Crab – Burst Man’s Stage
Suggested Weapon: Plasma Buster

There isn’t much strategy needed against the crab. Just keep shooting him
with the charged-up P. Buster. S. Adapter with Rocket Punch works just as
well. When it charges at you, slide underneath. To avoid the purple swirls,
jump over the first two and the crab will fire the third diagonally. The
bubbles can be bursted with the P. Buster.

Tyrannosaurus – Slash Man’s Stage
Suggested Weapon: Thunder Bolt

Since Thunder Bolt fires fast, it’s your best choice. This robot has two
attacks and both are simple to evade. The first one is when it simply
breathes fire. The bot is likely to do this when you’re standing on the
middle platform. If you aren’t, it will shoot out purple plasma blasts which
can be avoided by staying at the far corner to the right. Between each shot
of his, jump and shoot the lower jaw. When tyrannosaurus starts getting
weaker, it will begin to walk faster.

Pumpkin – Shade Man’s Stage
Suggested Weapon: Thunder Bolt

This robot is amazingly easy to defeat. Six waves of Thunder Bolt will
destroy the Inner core. The outside takes about eight. I doubt at all you’ll
have any trouble with this boss. It has two simple attacks and both are
almost the same. It shoots out green slime balls that bounce around
aimlessly. It may also spit them at Mega Man, where you’ll have to jump over.
Remember to read the stage information to see which way you should kill the
pumpkin.

Red Truck – Turbo Man’s Stage
Suggested Weapons: Noise Crush – Thunder Bolt

You may want to save Noise Crush for Turbo Man himself, which is why Thunder
Bolt is marked down too. The S. Adapter with Rocket Punch also works, except
the punch may home in on missiles instead of the truck’s eyes. All you really
have to do here is keep shooting Noise Crush at the eyes. When the missiles
come, either jump over them or shoot them down.

Boss Strategies
Burst Man
Suggested Weapon: Scorch Wheel

Your fingers are going to get awfully tired when fighting this enemy. If
you followed the order of stages, then you’re most likely fighting Burst Man
as the first enemy. Even if you’re not, this can get quite annoying.

First of all, I recommend you get a turbo controller (or if you’re the
emulator type, set the turbo setting on) or your fingers are going
to get stiff. When Burst Man shoots out bubbles shoot them with everything
you’ve got. Do not stop shooting. I’ve noticed the single plasma blasts work
better than the charged up ones on this enemy. Let’s look at the statistics:
It takes around two seconds to fully charge up the Plasma Buster, and only
two single bullets to destroy a bounce (orange/yellow) bubble. Just use
singles when it comes to destroying bubbles. However, the bubbles with bombs
in them can be a little more difficult. They take about 10 single blasts to
pop. I recommend you jump over them as Burst Man shoots them out. If there
are bombs on the ground, avoid them at all costs. They will start to flash
when they’re about to explode.

The bubbles that come up from the bottom should not be a problem. Simply walk
off of them if they happen to bring you up. If you have Scorch Wheel use it
ONLY on Burst Man himself. Do not waste it destroying the bubbles. Thunder
Bolt works best on the bubbles if you are willing to switch weapons every
five seconds.

Cloud Man
Suggested Weapon: Danger Wrap

Without Danger Wrap, you only stand a slight chance of defeating Cloud Man.
I did provide a strategy with the P. Buster for those who are up for the
challenge.

First, the strategy with Danger Wrap. All you gotta do is stand at the edge
of the platform on the left (be sure to not fall off) and use Danger Wrap as
Cloud Man floats up. Don’t use it too early or too late. Press the fire
button as soon as Cloud Man gets up from his fall to be sure to hit him.
Keep it up and Cloud Man will fall to his knees in no time.

Using the Plasma Buster, it will be much more difficult. A boss has around 30
energy bars. Cloud Man only loses 1 if you hit him with a single plasma
blast. He loses 2 if you hit him with a charged up plasma blast.
You have to hit him 15 times with the charged up blast to defeat him. Sound
difficult? Indeed!

Cloud Man has three different attacks. The first attack is when he absorbs
lighting and fires it towards the Blue Bomber. The only thing you can do here
is jump over it. Timing is critical. As soon as you see Cloud Man open his
hand, jump and you’ll be safe. You don’t have to jump in any specific
direction, just jump!

The second attack is much more annoying. Cloud Man will usually combine it
with the first. The second attack has two variations. The rain can either
push you left or right. If it pushes you towards Cloud Man, slide the
opposite direction. Be careful not to slide off the platform. This is a
perfect chance to dish out some pain on Cloud Man. A good strategy is to
charge up while sliding, then quickly turn and release. Be sure to jump over
the lighting bursts on the ground when Cloud Man executes them.

The third is the easiest. Cloud Man follows behind Mega Man, leaving a small
opening for you to slide underneath him. Do just that. This also serves as a
chance to lure Cloud Man to a safer part of the platform.

Junk Man
Suggested Weapon: Thunder Bolt

Using Thunder Bolt, this battle can be won in 30 seconds tops. The strategy
is basically shoot-slide-shoot. Shoot Junk Man, slide under his jump to avoid
the the junk he throws, and repeat. Simple as that.

Are you willing to take the challenge of using Plasma Buster against Junk
Man? When using Plasma Buster the situation with Cloud Man is similar to
this one. Single plasma blast = 1 energy bar lost, charged = 2.
Junk man has three different attacks. These are not in any order.

The first, what I call “The Earthquake,” will cause Junk Man to jump up into
the air and slam into the ground, temporarily disabling Mega Man. Junk will
rain down from the roof which is fairly difficult to avoid, especially if you
can’t walk. The idea is to jump right when Junk Man is about to touch the
ground and you’ll be okay. Then, simply walk away from the junk that falls.

The second is when Junk Man uses a magnetic arm to collect a block of garbage
and throws it at you. This is not very hard to avoid. Simply jump over it.
However, this is only the first part of the attack. The second involves Junk
Man coming from the roof and jumping onto his hunk of junk. This will give
him the Junk Shield, and he’ll use it the way Mega Man uses it when he
acquires it- By absorbing damage and shooting it at Mega Man. Only this time,
he’ll jump on Mega Man a little after. For what it’s worth, the pile of junk
CAN be destroyed but it takes a lot of hits. If you can’t destroy it on time,
just jump over the Junk Shield and continue.

The third is when Junk Man hops over Mega Man and flings a small pile of junk
at him. Just slide under him and you’ll be fine. Look for any open spots to
charge up that buster and fire away.

Freeze Man
Suggested Weapon: Junk Shield

Freeze Man is much more difficult to beat with the Plasma Buster than the
others. I really recommend you have Junk Shield. Just use it and when Freeze
Man comes towards you he’ll get hit. Usually, after this, he’ll throw an ice
cube down, so slide and then jump to avoid being stuck to the ground. Icicles
usually come after this. Freeze Man will run towards you. Jump over him and
slide under the icicles. He’ll usually throw ice balls at you and then repeat
the process.

With the P. Buster, it’s ten times harder. In my opinion, it’s next to
impossible to beat Freeze Man with the P. Buster alone. Freeze Man will not
stop dashing towards you because he is never stunned as he would be with the
Junk Shield. At first, he’ll run towards you and jump twice. Slide under him
and jump to avoid the ice path. If you shoot, Freeze Man will do a small
jump, so be careful!

Ball Robot – Robot Museum
Suggested Weapon: Danger Wrap

This robot seems to only do one thing: bounce around, trying to land on Mega
Man. When you knock off his head he goes ballistic and bounces even faster.

Since the robot only has one attack, it’s really not that difficult to beat
him. You have to wait for an open spot to hit his head. When the robot jumps
and hits the ground, his head will spin. To stop it he’ll put his hands on
it. Right when he removes his hands shoot the Danger Wrap and watch his head
go flying. He will now go bouncing towards the head, which can harm you as
well. Be careful. You may need a W-Tank or two if you tend to miss a lot.

Slash Man
Suggested Weapon: Freeze Cracker

Slash Man can be a difficult opponent even with Freeze Cracker. This is
because he can get away from you quick enough to execute an attack once you
freeze him. Slash Man only has two attacks and both are very deadly.

The first usually occurs right after you freeze Slash Man and he breaks out.
He will jump up into the air and throw down capsules of red gunk that can
cause one of two disabilities. If one happens to fall on Mega Man you will be
disabled from jumping and sliding. If you walk into the red goo when it is on
the floor, you will get stuck. Keep watching them fall and be sure to avoid
them. After this, Slash Man will slide down from the side of the screen and
dash towards Mega Man with his claws out. This can be difficult to avoid.
I recommend jumping but sliding may work in some situations as well.

The second attack is when Slash Man jumps towards Mega Man and then quickly
slashes. Either slide away from Slash Man when he jumps over you or jump to
avoid the slash. Shoot him with Freeze Cracker during this time.

Spring Man
Suggested Weapon: Slash Claw

Spring Man is easy once you get down the strategy. Without it, you will be
dead in no time! Spring Man has three different attacks and they are all easy
to take care of.

When you hit Spring Man with the Slash Claw, he will jump into the air and
use his super-spring punches to try and hit you. The easiest way to avoid
getting hit is to jump after he throws a punch. Timing is critical here.
If you have Slash Claw you can last through the whole battle without him
using the other two attacks.

The second attack is more annoying and deadlier than the first. Spring Man
will fire out two spiked springs that bounce like there’s no tomorrow. But
do not fear them. They can be taken out with two plasma shots.

While the spiked springs are bouncing amok, Spring Man will be jumping around
as well. If you get to close to him he will grab you and throw you into the
air, which will make you crash straight into the roof. This attack causes
most damage.

Shade Man
Suggested Weapon: Wild Coil

Shade Man is probably the easiest to defeat out of the last four. That is, of
course, if you have Wild Coil. Make sure you charge it up for more damage,
but be careful not to make the springs spring too high to hit Shade Man.

Shade Man has two attacks. The first, and most widely used, is when he dives
down and attempts to grab Mega Man. If he does he, will suck your energy
away. When you see that Shade Man is about to do this (he will stop for a
split second) slide away! Also, this is a good chance to release the
charged up Wild Coil.

The second attack is much more deadlier. Shade Man will slowly land on the
ground and release a ray that will freeze Mega Man stiff. These can easily
be jumped over but after that, Shade Man will shoot out the Noise Crush.
This is difficult to avoid, unless you use the Wild Coil which will make
him fly back into the air. Take a few E-tanks along.

Turbo Man
Suggested Weapon: Noise Crush

Turbo Man will writhe in pain as you use the powerful Noise Crush on him. If
you don’t have Noise Crush, you’re literally toast.

Every time you use Noise Crush, Turbo Man will turn into some kind of race
car and come speeding straight into you. The problem with this is that you
can never have correct timing. Turbo Man will always come at you at a
different speed. Be cautious and watch for when it starts to move. You may be
able to avoid getting hit. I’ve noticed that if you listen to the sound of
it, you’ll hear some tire screeching and after that, a sound as if it was
released. As soon as you hear that sound, JUMP to the direction Turbo man
is in.

Bouncing Noise Crush off the walls will help to increase the damage. If Turbo
Man happens to use the scorch wheel on you, you have to be real careful. It
can be very difficult to avoid. Do not attempt to use the P. Buster on Turbo
Man, or he will show you what he’s made of!

Bass – Wily’s Fortress 1
Suggested Weapons: Thunder Bolt – Junk Shield

Bass really isn’t that tough. Thunder Bolt seems to work very well against
him. Junk Shield is also pretty decent. Try staying in once place and jumping
to fire shots at him. When he uses his charged shots jump over them or slide
underneath them. I recommend you bring along an E-tank or two, as the battle
will be close. Bass acts much like Flash Man from MM2, except that he doesn’t
freeze time. He jumps around the platforms and shoots aimlessly. Be careful!
The proto shield can really help here.

Guts Man – Wily’s Fortress 1
Suggested Weapon: Slash Claw

Guts Man is a worthy opponent. He can use two different attacks and on top of
that, the roof is collapsing and Mega Man will be crushed if he doesn’t beat
Guts Man quick enough.

Guts Man’s first, and mostly used attack, is when the large blocks fall from
the top and Guts Man makes them come against you. Use Slash Claw to deflect
them. If you’re close enough they will hit Guts Man. Keep doing this to put
Guts Man out of order once again. You may want to take along some E-tanks.

When Guts Man uses his other attack which is when he comes towards you, grabs
you with his metal pliers and throws you into the roof. Jump towards his head
to avoid getting grabbed. You’ll still get hit but you won’t lose as much
energy as you would if he had grabbed you. As far as I know, you’ll have to
take a bit of damage in this situation.

Bass and Treble – Wily’s Fortress 2
Suggested Weapon: Super Adapter

Make sure you have one or two E-tanks. Bass isn’t as easy as he was before.
Since Bass is using an S. Adapter, you might as well too. Rocket Punch will
help a lot here. Keep charging it up and firing. If Bass is in the air, jump
and fire Bass has a Rocket Punch of his own and it will harm Mega Man more
than Mega Man’s rocket punch against Bass so E-tanks are needed. The gravity
in this room is much lighter, as you can jump higher (as if you were in
water.) If you’re really careful you can kill him without losing a single
capsule of energy.

Mechanical Turtle – Wily’s Fortress 2
Suggested Weapon: Wild Coil

** Alternate, more effective strategy below this one.

Again, you’re going to require an E-tank to replenish your energy unless you
can dodge the flames. When the turtle’s head is out, charge up Wild Coil and
give it all you’ve got. The head will go in sometimes and the turtle will
charge at you. Slide underneath it until the head pops out again. When the
turtle uses the mini-turtle attack, make sure you kill the small turtles or
they will go underground and become pests. I recommend using Thunder Bolt
against them. When the turtle breathes the pink flames, jump over them. It
isn’t that difficult. If they do hit you, they will burn you, freezing you
in one spot and draining your life.

Strategy B, submitted by Gunblade
** Note: Yes, this strategy DOES work. In fact, it works very, very well, according to readers. Use it! =P

“Normally, when you use the Danger Wrap on the turtle itself, it does
laughable damage, and you’re probably better off with the Mega Buster.
However, there is a way to utilize the Danger Wrap to take him out in 4
hits. (Maybe 5, not sure.) What you do is basically wait until the small
turtles pop out. (I’ll call the mini-turtles.) Danger Wrap the first
mini-turtle, and the second one will run into it, allowing you to kill two
with 1 shot. However, when the 3rd one comes out, wait until it comes
closer to you, -then- Danger Wrap it. If done properly, the mechanical
turtle should drop down and not land on the wrapped mini-turtle. Guess
what you do now? =) That’s right, slam the bubble with the mini-turtle in
it straight into the mechanical turtle’s head, and watch it take
off a huge chunk of damage.”

Flying Mask Weapon – Wily’s Fortress 3
Suggested Weapon: Noise Crush
(Alternative, better strategy below this one)

The flying mask is tough! He constantly runs after you shooting missiles,
bombs, and a laser. If the missiles are high, slide. If they’re low, jump.
Walk under the first bomb and jump over the second. When it does the laser
slide all the way to the very right. Wait until the mask goes low, jump and
fire at it’s nose with Noise Crush. Another disadvantage is that you cannot
reflect the noise off of a wall because there aren’t any, so you must use the
small blasts.

Strategy B, submitted by Jonas Ratso
** Note: I recommend you use this strategy. It works a lot better than the
above

“I dont know if you noticed, but the mask is far weaker to the slash claw
than it is to the noise crush. Though it seems hard to hit the mask with the
slash claw initially, standing on the missiles makes it much easier. The
mask goes down a lot faster to the claw, (slash claw does about 5 bars of
damage to it) and it gives the battle a nicer feel, in my opinion.”

Strategy C, submitted by Coda Highland
** Note: I have not verified whether this works as well as the above
strategies or not. You can try it out for yourself if you want.

… “I found, however, that the Junk Shield seems to do a lot of damage, and
it helps guard you against the missiles and the bombs. Just turn on the
shield, jump up near the eyes, and the shield will rotate into them. Unlike
the Slash Claw, this strategy doesn’t require you to be quite as high in the
air, and you don’t have to jump off the missiles.”

Dr. Wily Bot – Wily’s Fortress 4
Suggested Weapon: Thunder Bolt

The main thing to do is to use Thunder Bolt on the eye while avoiding the
steps of the machine. Now and then, the machine will dispatch two
mini-machines which can get annoying. Use the S. Adapter Rocket Punch on them
or just the P. Buster. That should take it out. I hope you’re prepared for
the next battle, it will be the last.

Dr. Wily – Wily’s Fortress 4
Suggested Weapons: Thunder Bolt – Freeze Cracker -Wild Coil (Charged)
(Alternate strategies below this one)
Strategy A, submitted by Gunblade

“When he (Dr. Wily) first appears on the screen, nail him with Freeze
Cracker, then, depending on where he is, quickly do one of the following:

“1. If he is low enough to be hit with a Thunder Bolt, quickly nail him
with one. He won’t fire the yellow/red/blue spheres, but just the 2 large
bolt spheres. Jump over those.

“2. If he is too high, you have some dodging to do. Luckily, the 4 spheres
are much easier to dodge when he is that high. You’ll notice that the
spheres have pauses between movements. When they pause, quickly jump over
the one that is closest to you, and immediately slide away so that the rest
of the spheres will miss you when they start moving again. I can’t explain
exactly where you should stand, but it’s definitely not in the corner. Try
to stand just a bit away from Wily so that you can jump over a sphere the
moment they pause. This shouldn’t be too difficult after some practice.
Of course, don’t forget to jump over the large bolt spheres after.”

Gunblade goes on to write that it is quite possible to get a perfect (full
life remaining) kill against Wily. Give it a shot!

Strategy B

… “I was trying every weapon I had and I noticed that the Freeze Cracker
takes about 2-3 bars of life away. Also, it was easier to hit Dr. Wily with
the F. Cracker because you can control the movement of it, where as the
Thunder Bolt can’t hit him when he is too high and the Rocket Punch doesn’t
inflict the same amount of damage. I recommend having all four E-Tanks,
at least one W-Tank, and an S-Tank” …

Strategy C, submitted by ThunderFist

“The fact that the wild coil can be powered up helps it do a great deal of
damage to Wily’s machine, and if the machine is too high on the screen for
any other weapon to hit, the coil can still hit it if you jump near, just
under and to the left or right of Wily’s machine. When the coil runs out of
power, you’ve done a great deal of damage to Wily’s machine, if you haven’t
fully destroyed it – I’ve destroyed the machine in only a few hits(I think
between 7 and 10) with the powered up wild coil. You just have to be careful
not to waste too many weak shots when powering it back up, or else it will
run out of power. You know what to do then – either switch weapons or use
a weapon tank.”

RUSH SEARCH
This section will explain the various items that Rush will dig up when using
Rush Search. Remember: Using Rush Search frequently increases chances of
getting useful items. Though it may be time consuming, it’ll earn you some
good items.

Useless Items
Apple Core – Bag of Chips
Ball & Chain – Banana Peel
Broken Sunglasses – Bomb*
Crushed Soda Can – Dead Fish
Dentures – Dog Bone
Expensive Watch – Game Boy
Girl Dolly – Green Toy Robot
Old Black Boot – Open Tuna Can
Orange Watering Can – Tire

Useful Items (Random)
Small bolt – Large bolt
Small life pellet – Large life pellet
Small weapon pellet – Large weapon pellet
Extra Life – E-Tank
W-Tank – S-Tank

Useful Items (with locations)
Energy Balancer – Exit Adaptor
Mega Bolt – Mega Life Pellet
Rocket Punch Adaptor

When as useful item is found, Rush will bark and then dig it up. He will
also bark when a hidden location is in the vicinity. Rush Search lands
directly in front of Mega Man’s boot. If it’s not too far, Rush can land on
a lower or higher platform than the one on which Mega Man is standing. Rush
can stand on spikes or molten acid without damage. Rush can also stand on
fragile ice or floor-light traps (Dr. Wily stages) without triggering
effects. If there’s nothing to dig up, Rush will take a nap. To get rid
of him, pause the game and change weapons. Rush can be hurt by most enemies
or enemy fire. When he gets hurt, he teleports away to safety, sometimes
before he gets a chance to dig. Be careful when using it near enemies.