Nes:
Megaman
Extra damage:
Use the Cutman blade or Elecman beam to hit an opponent. Rapidly tap Start or Select
repeatedly when your opponent is hit by the weapon to allow the single hit to be counted
as multiple attacks.
Mega Man 2Birds:
Select a starting level, press Start, then immediately hold A + B
and press the D-pad in the direction of the displayed Boss. The stars in the
background will change into birds.
Longer jumps:
Rapidly tap Start when jumping to remain in the air longer.
Super password:
Enter A5 B2 B4 C1 C3 C5 D4 D5 E2 as a password for all weapons, items, and four
energy tanks.
Quick Boomerang:
Enter A1 E1 D2 C3 B4 B5 E2 E4 D5 as a password to obtain the energy efficient
Quick Boomerang. The letters "P" and "Q" should appear to the right of
the password.
Hint: Defeating Quickman:
The enemy robot clones operate on flat, uninterrupted rooms in the fifth Skull Castle
Stage. Quick Man was specifically programmed for this room. His room in his own stage has
two 2-stage rises. Due to this, he seems to run in place for about three seconds on the
upside of a step or wall. Use this as an opportunity to deliver a few well-placed Arm
Cannon shots.
Hint: Defeating level 4 Boss:
There are two ways to kill the Dr. Willy level 4 Boss. One way is to use
Clash/Crashman's weapon on the walls and the Boss, but you will not have enough left to
defeat the Boss (you must keep getting hit and die). When you start back at the check
point, find some more weapon energy to fill up Clash/Crashman's weapon. Return to the
Boss. The ones you destroyed are gone, but the walls will remain. You now should be able
to defeat the Boss. The other way is make sure you have some #1 and #3 remaining. Use #1
to fly up, shoot the one on the right, jump down, shoot that one, use #3 on the wall, go
up, head to the bottom right, use one on the wall and the Boss, shoot the ones on the
left, then use #1 and fly up. Use the last bit of energy remaining on the last one.
Hint: Robot Masters' weaknesses:
As with all Megaman games, each Robot Master can take a certain number of hits from
each weapon. Some are impervious to other weapons (bullet, missile, Atomic Fire). In the
fifth Skull Castle stage (or throughout the game), learn what weapons do the best damage
to a specific Boss.
Metalman can be defeated with one
hit from his own Metal Blades (which only use half of an energy unit each). Metalman is
also easily defeated by about six to fourteen Quick Boomerangs.
Crashman can be defeated by running
in an infinity symbol pattern (an elongated sideways figure 8) and shooting him with
either an Arm Cannon or Quick Boomerang shot fourteen times or the Air Shooter twice.
Airman can only take two to three
Leaf Shields into his intake valves. Wait until he fires his salvo of 3 Air Shooter
attacks. He then jumps to the other side of the room to continue his assault. Hit him from
behind. His tornadoes are bulletproof.
Flashman can be fooled into walking
into a Crash Bomb placed into the left wall. Wait on the upside the until he reaches you.
Place the bomb when he is two thirds of the way there. If he reaches you, stay there. Even
with the Time Stopper on, the damage you do to him will more than make up for what he does
to you. If it works on time, it will only take one Bomb. Otherwise, It may take two or
three attempts.
If you make a direct hit with Crash
Bombs on Woodman's orbiting Leaf Shield, you will take him out faster than you would with
the Metal Blades. One to two hits on the shield itself will defeat him. If you hit him
through the leaves, it will take more hits and weapon energy. If you use Metal Blades, it
will take more than two weapon units worth to blast an unshielded Wood Man.
If you do not mind being birthday
cake pink, Quick Boomerangs will easily take out Metal Man and Bubbleman. Bubbleman can
also be taken out by Metal Blades as he descends from his swim.
Heatman (the giant yellow flip-top
lighter) can be cooled off with the Air Shooter, Arm Cannon (P), or Bubble Lead. Use him
as a toreador or matador uses a bull. After a direct hit, he flames up and turns into a
three-stage fire missile, aimed at your last spot before his conversion. Leap over him and
counter his attack with an immediate direct hit, which forces him to perform the same feat
again. Continue this bullfighting technique until this "heat wave" dies down.
Quickman can be defeated by using
his weakness (see "Quickman's Flaw") against him and/or using the Time Stopper
(F) in the room. It hurts him to be slowed down or have his program halted. If you can
successfully "super-charge" up (hold B until the flashing weapons meter
changes from a yellow flash, to a light blue flash, to an intense white flash) the Atomic
Fire (H) and hit Quick Man with it, he can be defeated in two hits, removing eight units
of white-hot weapons energy each. Do not worry, as you have twenty-eight energy units in
all.
Hint: Recommended order:
The other NES Megaman games have a easiest order in which to defeat the marauding
robots. This one is no exception. The order is as follows:
Bubbleman
Flashman: With two to three Bubble Lead (B) hits.
Quickman: With all of the Time Stopper (F) and approximately seven Arm Cannon (P) shots.
Metalman: With approximately seven or so Quick Boomerangs (Q).
Woodman: With approximately seven Metal Blades (M).
Airman: With two to three Launchable Leaf Shields (W).
Crashman: With two direct Air Shooter (A) hits.
Heatman: With about four to seven Bubble Lead (B) hits or four Air Shooter (A) hits.
Hint: Alternate versions:
There are two versions of Mega Man 2: Version 1.0 and Version 1.1. Version 1.0
features Crashman in the stage selection screen but erroneously refers to Clashman in the
instruction booklet. There is a flaw in Japanese-English translations where Japan has no
equivalent for "R" or "V", forcing them to occasionally use
"L" or "B" as replacements. This is why in Version 1.1 Crashman, who
wears a crash helmet and whose stage consists of crash stunt-oriented robots, is referred
to as Clashman. This mistake is also made in Mega Man 2 for the Game Boy.
Hint: Unlimited Atomic Heat in
Crash Man's stage:
After you defeat Heat Man, or if you happen to have his weapon, go to Crash Man's
stage. In the very first area where you are teleported, climb the first two ladders, jump
on the highest pipe, and select the Atomic Heat. Run to the wall and begin pressing A
+ B rapidly (try not to charge), jumping and shooting facing the wall. You must
have some Atomic Heat weapon energy in order for it to work. If it does not work and you
cannot fire anymore, just get a weapon refill from the enemies around that area and try
again. If done correctly, your Atomic Heat will automatically refill itself and you will
never run out no matter how long you charge. This trick will not work on any other stage
or using any other weapon.
| Level |
Password |
| Airman |
A1 B5 C3 C4 C5 E1 E2
E3 E4 |
| Bubbleman |
A1 B2 B5 C3 C4 E1 E2
E3 E4 |
| Quickman |
A1 B2 B5 C3 C4 E2 E3
E4 E5 |
| Heatman |
A1 B2 C3 C4 D3 E2 E3
E4 E5 |
| Woodman |
A1 B2 C4 D1 D3 E2 E3
E4 E5 |
| Metalman |
A2 B1 B3 C1 C4 C5 E3
E4 E5 |
| Flashman |
A1 B2 B4 C1 D1 D3 E2
E3 E5 |
| Clashman |
A1 B2 B4 C1 D1 D3 E2
E3 E5 |
| Dr Willy |
A1 B2 B4 C1 C5 D1 E3
E5 |
|