Here is a complete guide for Mega Man & Bass. Choose the tab you want in order to view its content. |
Release
Date: Japan: 1998/2002 USA: 2003 Europe: 2003 |
Developer: Capcom |
Systems: Super Nintendo Game Boy Advance |
Genre: Action |
Game Specs:
You have the choice of either using Mega Man or Bass for the entire game, once
you choose a character you'll won't be able to switch to the other. Both
characters have different endings for the game, so you'll definitely want to
play through the game with as both characters to experience the full storyline.
Rush and Treble will be along for the ride, both having a special ability to aid
Mega Man and Bass in their travels. Auto's shop will have loads of new items
available, once again requiring bolts to purchase. Huge stages, tough bosses,
and challenging gameplay make this one tough game, more so in that there aren't
any energy tanks available, so you'll need plenty of skill to make it through
this one - the final battle against Dr. Wily will be the most challenging battle
ever!
Intro:
As the final Rockman (Mega Man) title to appear on the Super Famicom, the
Japan-only release of Rockman & Forte brought the action back to the SFC after
the PSX release of Mega Man 8. Bringing along the graphics, sound and gameplay
of the PSX game, R&F continues the elite storyline with a new playable
character.
Japan (Super Famicom) | ||
Front | Back | Media |
Japan (Game Boy Advance) | ||
Front | Back | Media |
Japan (Wonder Swan) | ||
Front | Back | Media |
America | ||
Front | Back | Media |
Europe | ||
Front | Back | Media |
Mega Man's Items |
||
Extra Life Cost: 50 Bolts |
This will give you an extra life. | |
Energy Balancer Cost: 120 Bolts |
This will allow the weapon with the lowest energy to be re-filled when you pick up a weapon energy refill capsule. | |
Exit Device Cost: 50 Bolts |
This device will allow you to exit a level that you have already defeated a boss in. | |
Spike Saver Cost: 10 Bolts |
This will allow you to take damage from deadly spikes once without losing a life. | |
TV Phone Cost: 100 Bolts |
This will allow you to call Roll within a level so that she can give you advice about that level. | |
Surprise Shell Cost: 60 Bolts |
You will find the Surprise Shell somewhere in the next level and it will give you a powerup. | |
Weakness Detector Cost: 50 Bolts |
This will allow Roll to tell you what the boss' weakness is in a level. | |
Super Recover Cost: 200 Bolts |
When you pick up energy refill capsules, they will give you more energy than normal. | |
Critical Boost Cost: 200 Bolts |
This will enable you to fire stronger shots with the Rock Buster when your energy is low. | |
Auto Charge Cost: 50 Bolts |
This will allow you to automatically charge the Rock Buster without holding down fire. | |
Generator Cost: 200 Bolts |
This will enable special weapons to use up less energy when fired than normal. | |
Energy Transfer Cost: 300 Bolts |
This will allow damage you receive to be converted into weapon energy and will refill any special weapon. | |
Shield Boost Cost: 300 Bolts |
This will allow damage you receive to be lesser than normal. | |
Auto Recover Cost: 450 Bolts |
This will allow you to slowly regain energy while standing still. | |
Heavy Charge Cost: 150 Bolts |
This will allow the Mega Buster to be charged up much faster than normal. | |
CD Finder Cost: 300 Bolts |
This will allow buried CD's to sparkle so that you can pinpoint their location on the screen. | |
Scanner Cost: 100 Bolts |
This will allow Roll to tell you how many CDs are left in a level. |
Beat Shield Cost: 300 Bolts |
This will allow you to be protected against any attacks from enemies. | ||
Eddie Cost: 150 Bolts |
Eddie will appear and give you several random powerup items. | ||
Rush Search Cost: 100 Bolts |
Rush will appear and dig in the ground in front of you to search for any hidden powerups. |
Bass' items |
||
Extra Life Cost: 50 Bolts |
This will give you an extra life. | |
Energy Balancer Cost: 120 Bolts |
This will allow the weapon with the lowest energy to be re-filled when you pick up a weapon energy refill capsule. | |
Exit Device Cost: 50 Bolts |
This device will allow you to exit a level that you have already defeated a boss in. | |
Spike Saver Cost: 10 Bolts |
This will allow you to take damage from deadly spikes once without losing a life. | |
TV Phone Cost: 100 Bolts |
This will allow you to call Roll within a level so that she can give you advice about that level. | |
Surprise Shell Cost: 60 Bolts |
You will find the Surprise Shell somewhere in the next level and it will give you a powerup. | |
Weakness Detector Cost: 50 Bolts |
This will allow Roll to tell you what the boss' weakness is in a level. | |
Super Recover Cost: 200 Bolts |
When you pick up energy refill capsules, they will give you more energy than normal. | |
Critical Boost Cost: 200 Bolts |
This will enable you to fire stronger shots with the Rock Buster when your energy is low. | |
Horizontal Slider Cost: 100 Bolts |
This will allow Bass to dash further than normal. | |
Super Booster Cost: 100 Bolts |
This will allow Bass to climb ladders faster than normal. | |
Generator Cost: 200 Bolts |
This will enable special weapons to use up less energy when fired than normal. | |
Energy Transfer Cost: 300 Bolts |
This will allow damage you receive to be converted into weapon energy and will refill any special weapon. | |
Shield Boost Cost: 300 Bolts |
This will allow damage you receive to be lower than normal. | |
Super Shot Cost: 300 Bolts |
This will allow Bass to shoot bigger, stronger shots than normal. | |
Hyper Shot Cost: 300 Bolts |
Bass' shots will be weaker, but they will be able to shoot through walls. | |
Scanner Cost: 100 Bolts |
This will allow Roll to tell you how many CDs are left in a level. |
Gospel (Treble) Boost Cost: 200 Bolts |
Bass can call Treble and merge with him to allow Bass to fly. |
Name | Picture | Description |
#001. Rockman |
Need: Mega Man, Rush
Search Stage: Dynamo Man Go past the long series of conveyer belts at the start of the level and above the area with spikes on the floor. Go to the right, then go down the ladder back to the area with spikes on the floor. The CD is buried in the middle part of the platform to the left. |
|
#002. Roll |
Need: Mega Man or
Bass Stage: Cold Man At the end of the area with falling ice platforms over the spikes, jump up to the last platform on the right wall and the CD will be in clear view. |
|
#003. Cutman |
Need: Mega Man, Rush
Search Stage: Magic Man As soon as you begin the level, dig in the left corner of the screen to find the CD. |
|
#004. Gutsman |
Need: Bass Stage: Burner Man Just after the area with bombing birds and the large creature that fires out missiles, drop down the large hole to the left and use Bass' double-jump to reach the CD in the wall on the right. |
|
#005. Iceman |
Need: Mega Man, Rush
Search Stage: Cold Man At the final long area of the stage, dig on the platform between the first and second ice block machines. |
|
#006. Bombman |
Need: Mega Man, Rush
Search Stage: Tengu Man At the end of the auto-scrolling area at the start of the stage, dig on the last floating platform to find it. |
|
#007. Fireman |
Need: Mega Man, Rush
Search Stage: Astro Man Two screens after the puzzle-type mini boss in the gray colored room, dig in the area that you land on when you fall off the ledge. |
|
#008. Elecman |
Need: Mega Man, Rush
Search Stage: Dynamo Man Near the start of the stage, go to the room with a single cylinder-shaped enemy floating towards you from the left of two blue explosive blocks to the right. The CD is buried on a platform to the left. |
|
#009. Metalman |
Need: Mega Man or
Bass Stage: Magic Man You can see the CD immediately after the large Lion coin enemy which smashes blocks. In the room a skull lift will block the way, so if you are using Mega Man slide towards the CD when the lift is at its lowest or double-jump around the lift if using Bass. |
|
#010. Airman |
Need: Mega Man, Rush
Search Stage: Tengu Man In the room with green balloons, jump on the second balloon, climb the ladder and use the Ice Wall to get across the spikes to the left and then go up the ladder. Dig at the far right side of the platform to find the CD. |
|
#011. Bubbleman |
Need: Mega Man or
Bass Stage: Pirate Man Found within the first half of the stage, in the long straight indoor area. You can see it as you enter the room via a ladder, so you will have to go to the far right and come back to the left to reach it. |
|
#012. Quickman |
Need: Mega Man or
Bass Stage: Dynamo Man Towards the end of the stage, between a high up conveyer belt with a spiked ceiling and a lower belt on the ground to the right of it, you will see the CD fall from the ceiling into the hole below. To get it before it disappears, stay on the conveyer belt to the left of the higher one to make it speed up and then run or dash to the right to grab the CD in time. If you miss you can go back to the left and try again. |
|
#013. Crashman |
Need: Mega Man or
Bass Stage: Ground Man In the second room with the totem heads, first shoot the head that opens the door (the red one). Proceed as usual until you reach the three totem heads at the end. Use the Wave Burner on them to destroy them quickly and run through, grabbing the CD behind the third head, and then jump up to the exit door before the spikes rise too high. |
|
#014. Flashman |
Need: Mega Man or
Bass Stage: Cold Man Near the start of the stage, go up and while on the ladder there is a ledge with an energy capsule and a CD behind an ice block. Use the Wave Burner to melt the block to reach the CD. |
|
#015. Heatman |
Need: Mega Man, Rush
Search Stage: Burner Man In the area with the dive-bombing birds, dig on the left side of the small area below the large creature firing missiles. This CD is difficult to get as the birds can damage Rush and he will escape, so try to lure the birds away from him while he digs. |
|
#016. Woodman |
Need: Mega Man, Rush
Search Stage: Burner Man In the forested area near the end of the stage, destroy the last large napalming cylinder then use the Ice Wall to jump to the square platform on the left. The CD is buried in the middle of the platform. |
|
#017. Needleman |
Need: Mega Man or
Bass Stage: Ground Man This CD can be seen in the second screen with the giant orange centipede. Use the double-jump with Bass or the Ice Wall with Mega Man to reach it. |
|
#018. Magnetman |
Need: Mega Man, Rush
Search Stage: Dynamo Man Found on the screen after the dark rooms, dig in the ground where the enemy is to uncover it. |
|
#019. Geminiman |
Need: Mega Man, Rush
Search Stage: Astro Man At the bottom of the long vertical area with the vanishing blocks, dig to the left at the area the moving hole begins. |
|
#020. Hardman |
Need: Mega Man or
Bass Stage: Burner Man This CD is partially visible in the long vertical area, lying on a platform directly under the first electric wall you encounter. If using Bass, double-jump to it or use the Ice Wall with Mega Man to reach it. |
|
#021. Topman |
Need: Mega Man, Rush
Search Stage: Magic Man In the second vertical area with the rotating blocks under the first rotating block and a little to the left is the buried CD. |
|
#022. Snakeman |
Need: Mega Man or
Bass Stage: Tengu Man This CD is in clear view on a platform at the very start of the stage. You shouldn't miss it. |
|
#023. Sparkman |
Need: Mega Man Stage: Dynamo Man At the end of the first stretch in this stage, use the Ice Wall to jump up to a higher platform. Slide across to reach the CD. |
|
#024. Shadowman |
Need: Mega Man or
Bass Stage: Astro Man Near the middle of the stage is the large vertical area with vanishing blocks. When you see the two sets of blocks, one leading to the left and the other to the right, take the left path and press up when you reach the top of the screen to grab hold of a hidden ladder which will lead to the CD. (If you have the Treble Boost here, you can fly higher up in the room to get CD #95). |
|
#025. Brightman |
Need: Bass, Treble
Boost Stage: Dynamo Man In the long area with moving conveyer belts in the first half of the stage, there is a high ledge with a ladder leading up above an exploding block. Use the Treble Boost to reach the ladder, and then destroy the electric walls in the next room and ignite the dynamite with the Wave Burner to reach the CD. |
|
#026. Toadman |
Need: Mega Man, Rush
Search Stage: Intro Stage In the area where it is raining, dig in the spot where the shielded enemy is standing, just before the end of the stage. |
|
#027. Drillman |
Need: Mega Man or
Bass Stage: Ground Man The CD in the third room of the totem heads is protected by the large moving spikes by the time you reach it. Use the Spike Saver to cross through them, grab the CD and quickly walk back through the spikes before you stop flashing. |
|
#028. Pharaohman |
Need: Mega Man or
Bass Stage: Ground Man In the first room of the totem heads, there is one set into the floor. If you have Bass then diagonally shoot it or use the Ice Wall with Mega Man. Go down the ladder that appears and fall through the quicksand below. The chest you see on the left contains the CD. |
|
#029. Ringman |
Need: Mega Man, Rush
Search Stage: Astro Man On the second horizontal area at the start of the stage dig for the CD in the middle of the platform the shielded enemy is standing on. |
|
#030. Dustman |
Need: Bass, Treble
Boost Stage: Magic Man In the vertical train area in the second half of this stage, use the Treble Boost to fly under and to the left of the uppermost track. The CD will be waiting on a ledge. |
|
#031. Diveman |
Need: Mega Man, Rush
Search Stage: Pirate Man Near the start of the stage is an area filled with spike balls and an upper and lower path to take. Go down the lower one and use the Wave Burner to push a lone spike ball to one side. Dig below in the area the spike ball was in to find the CD. |
|
#032. Skullman |
Need: Mega Man, Rush
Search Stage: Tengu Man At the end of the large area with the green balloons there are two routes, an upper and lower one. Take the lower one and in the next room dig on the highest platform to find the CD. |
|
#033. Gravityman |
Need: Mega Man Stage: Dynamo Man After the long series of conveyer belts at the start of the stage and above an area with spikes on the floor is another large area. In the top left corner, slide across to get the CD but slide back quickly to avoid hitting the spikes. |
|
#034. Waveman |
Need: Mega Man or
Bass Stage: Pirate Man In the area with the platforms that create bubbles, jump on a bubble and float to the top left corner or use the Ice Wall to float up. The CD is in the treasure chest in the top left corner. |
|
#035. Stoneman |
Need: Bass Stage: Ground Man Halfway through the area with the worms that destroy the ground near the end of the stage is a ladder in the ceiling. Use the double-jump to reach it, the second chest in the room it leads to will have the CD. |
|
#036. Gyroman |
Need: Bass Stage: Tengu Man Make your way to the right wall of the area with all the green balloons and spikes, and you should see the CD sitting on a ledge about halfway up the wall. Double-jump to reach it. |
|
#037. Starman |
Need: Mega Man Stage: Astro Man Straight after the first puzzle-type mini boss the CD will be visible on a ledge to the left. You can use the Ice Wall to jump directly to the upper platform to reach it, but if you use the Wave Burner on the ice block to the right you will also find CD #58. |
|
#038. Chargeman |
Need: Bass Stage: Magic Man In the area with the horizontal trains, the second platform over the fourth train track will have the CD. Double-jump up to it to reach the CD. |
|
#039. Napalmman |
Need: Mega Man, Rush
Search Stage: Dynamo Man Dig in the middle of the pathway that leads to the mini-boss. |
|
#040. Crystalman |
Need: Mega Man, Rush
Search Stage: Cold Man In the part where the ice platforms crumble when you step on them, find the area where a ladder leads up to a platform. The lower platform to the right of it has the buried CD. |
|
#041. Blizzardman |
Need: Mega Man or
Bass Stage: Cold Man At the very start of the stage to the left you will see an ice block. Melt it with the Wave Burner to find the CD. |
|
#042. Centaurman |
Need: Mega Man, Rush
Search Stage: Pirate Man In the downward vertical area after the long horizontal area, go to the area where two shellfish are swimming around in opposite directions. Dig in the center of the platform that is under the enclosed energy capsule to find the CD. |
|
#043. Flameman |
Need: Mega Man, Rush
Search Stage: Burner Man At the end of the first part of the stage, dig on the grassy ground close to the lower-right hand corner below the ladder to find the CD. |
|
#044. Knightman |
Need: Mega Man Stage: Cold Man In the screen directly below where CD #2 was and before the mini-boss, slide through the narrow passage to find the CD. |
|
#045. Plantman |
Need: Mega Man or
Bass Stage: Burner Man Just after the area with spears coming out of the background is a downward drop. You'll immediately fall into a room with the CD to the left guarded by two enemies. |
|
#046. Tomahawkman |
Need: Mega Man, Rush
Search Stage: Tengu Man In the first room with the cylinder-shaped enemies floating around, dig on the left side of the orange platform to find the CD. |
|
#047. Windman |
Need: Mega Man or
Bass Stage: Tengu Man In the area with the floating green balloons, jump on the second balloon from the left. Climb up the ladder, and then jump to the right and land on a platform. Either double-jump, use a spike saver or Ice Wall to reach the rightmost platform with the CD on it. |
|
#048. Yamatoman |
Need: Mega Man or
Bass Stage: Astro Man Near the end of the long area at the start of the stage is an overhanging platform with a CD on another platform below it. If you are using Mega Man, use a falling Ice Wall as a stepping stone to reach it, or use a falling double-jump with Bass to reach it. |
|
#049. Freezeman |
Need: Mega Man Stage: Cold Man Stay on the left wall straight after beating the mini-boss to land on an ice platform with a small opening below it. When the platform breaks, slide to the left opening and you will see the CD on a ledge in the next room. |
|
#050. Junkman |
Need: Mega Man, Rush
Search Stage: Magic Man In the large vertical train area in the second half of the stage, dig on the left side of the fourth track down to find the CD. |
|
#051. Burstman |
Need: Mega Man or
Bass Stage: Ground Man Found near the start of the stage in the area with the long vertical drop. It is clearly seen on the second platform down. Bass can just drop down to it, Mega Man will need to jump to the platform below it and climb up a ladder hidden by the sandfall. |
|
#052. Cloudman |
Need: Mega Man or
Bass Stage: Tengu Man Found near the end of the stage, next to one of the cloud enemies. You shouldn't miss it. |
|
#053. Springman |
Need: Mega Man or
Bass Stage: Dynamo Man At the start of the stage, keep going right until you can't go any further. The CD is right next to a tall ladder near you. |
|
#054. Slashman |
Need: Mega Man or
Bass Stage: Burner Man When you see the first enemy in the stage who jumps around like a grasshopper, jump through the right wall to find a secret room. Use Bass' double-jump or the Ice Wall with Mega Man to reach the CD. |
|
#055. Shademan |
Need: Mega Man or
Bass Stage: Ground Man Near the start of the stage, in the part with the long vertical drop the CD will be partially visible on the right, under the spiked platform. |
|
#056. Turboman |
Need: Mega Man or
Bass Stage: Magic Man Found after the vertical area with revolving blocks. Destroy the little men wandering around first. Walk into the wall on the right side of the small pit where they were to find the hidden CD. (Also note that if you dig directly below this CD, you'll find CD #60!) |
|
#057. Tenguman |
Need: Bass Stage: Tengu Man In the area with spikes and green balloons, take the upper right path. Defeat the enemy in the next room, and then the room after it has a CD on a platform in the bottom-right corner. Use the double-jump to reach it. |
|
#058. Astroman |
Need: Mega Man or
Bass Stage: Astro Man Straight after the first puzzle-type mini-boss is a platform with an ice block on it. Melt the ice block with the Wave Burner to find the CD. |
|
#059. Swordman |
Need: Mega Man or
Bass Stage: Ground Man In the first room with the totem heads, destroy the one in the floor with the Ice Wall or diagonal shots. Go down the ladder and down the quicksand to find CD #28. Keep going and on the lower-right corner of the screen you'll see a chest that contains this CD. |
|
#060. Clownman |
Need: Mega Man, Rush
Search Stage: Magic Man Found right after the area with revolving blocks. Destroy the little men and dig to the right below CD #56 to find this CD. |
|
#061. Searchman |
Need: Bass, Treble
Boost Stage: Burner Man Near the start of this stage is a long vertical climb with hidden holes in the floor. At the top is a bed of spikes with the CD on the left side. Use the Treble Boost to fly over to it and you can then continue to the left to find CD #86. |
|
#062. Frostman |
Need: Mega Man Stage: Cold Man Hold left after beating the mini-boss and slide into the hidden room where you found CD #49. Go down the next hole and you can find this CD in the water pool. |
|
#063. Grenademan |
Need: Mega Man or
Bass Stage: Dynamo Man Just after the dark room is a CD in clear view high up on a platform. (This is the same room CD #18 is buried in.) |
|
#064. Aquaman |
Need: Mega Man, Rush
Search Stage: Pirate Man At the very start of the stage, shoot the second shellfish you encounter off its platform, then dig where it was sitting to find the CD. |
|
#065. Enker |
Need: Mega Man, Rush
Search Stage: Astro Man Found between the first and second mini-bosses, on the same screen as the single vanishing block. Dig on the upper platform which has a flashing light to the right of the ladder to find the CD. |
|
#066. Quint |
Need: Mega Man, Rush
Search Stage: Magic Man On the fourth train ride near the start of the stage jump onto the third platform with spikes underneath and dig in the middle of it to find this CD. |
|
#067. Punk |
Need: Mega Man or
Bass Stage: Cold Man In the second half of the stage in the water area, go under the water and then left as far as you can. The CD will be in clear view. |
|
#068. Ballade |
Need: Mega Man or
Bass Stage: Magic Man In the second half of the stage there is a long vertical room with two paths to take via the skull lifts. Go up the left path, the CD will be on a ledge at the top. |
|
#069. Earth |
Need: Bass Stage: Astro Man At the start of the stage, go to the end of the second horizontal area. A large pillar of explosives with its fuse hanging off the side of the platform covers the CD. Jump off the side of the platform, ignite the fuse with the Wave Burner and then jump back up using Bass' double-jump to get the CD. |
|
#070. Mercury |
Need: Mega Man, Rush
Search Stage: Pirate Man In the area with the large whales, dig on the right side of the platform between the slicer on the floor and the shellfish creature to find the CD. |
|
#071. Venus |
Need: Mega Man or
Bass Stage: Pirate Man After the long horizontal indoor area where CD #11 was located, go down a screen and you'll see the CD on the floor to the right. |
|
#072. Mars |
Need: Mega Man or
Bass Stage: Tengu Man About halfway through this stage, the CD lays directly behind the floating dragon on the middle platform. |
|
#073. Jupiter |
Need: Bass, Treble
Boost Stage: Tengu Man In the area with spikes and green balloons, go up the upper right path. Eventually you'll find the CD and an energy capsule across a small gap. Use the double-jump or Treble Boost to reach it. |
|
#074. Saturn |
Need: Mega Man or
Bass Stage: Astro Man Near the start of the stage is an enclosed room with a high ledge and a fallible platform over a hole. Use the platform to jump up to the ledge where the CD is waiting. |
|
#075. Uranus |
Need: Mega Man Stage: Ground Man At the start of the stage, jump up to the platform closest to the small yellow hard-hat enemy and slide to the left. The CD is hidden behind the falling sand. |
|
#076. Pluto |
Need: Mega Man, Rush
Search Stage: Burner Man Near the start of the stage, directly under the first ball-throwing enemy you find is the CD buried in the ground. |
|
#077. Neptune |
Need: Mega Man, Rush
Search Stage: Pirate Man This CD is in the large area with the floating spike balls and the machines that create bubble when you step on them. Float to the top center of the area in a bubble or use the Ice Wall. The CD is buried under a chest at the top of a long vertical platform. |
|
#078. Sungod |
Need: Mega Man or
Bass Stage: Ground Man After making your way through the area with the metal plates that flip around when you step on them, do down the large tunnel just before the rooms with the totem heads. The treasure chest behind the dynamite wall has the CD. |
|
#079. Busterrod G |
Need: Mega Man or
Bass Stage: Astro Man Found in the area between the mini bosses right after the single vanishing block directly over the first moving hole enemy. A green protrusion from the roof hides the CD. Jump through it to find the CD. |
|
#080. Megawater S |
Need: Bass Stage: Pirate Man Found in the first room filled with spikes. Use the only ladder to climb out of the water then jump to the rightmost platform. Use a dash-jump and jump to the right and then another jump in mid-air to clear the spike balls. The CD is up on a higher ledge to the right. |
|
#081. Hyperstorm H |
Need: Mega Man Stage: Burner Man Just after the area with the dive-bombing birds, drop down the long vertical shaft and go to the left. Use the Spread Drill to break the dark stone block, then slide through to reach the CD. (You can then CD #97 here as well.) |
|
#082. Dynamoman |
Need: Mega Man or
Bass Stage: Dynamo Man After the first area of conveyer belts is an area with a dynamite fuse with the CD behind the wall. Ignite the fuse by firing the Wave Burner through the wall and then go around to get the CD. |
|
#083. Coldman |
Need: Mega Man or
Bass Stage: Cold Man At the end of the stage after the last ice block machine is a single stationary ice block. Melt it with the Wave Burner to uncover the CD. |
|
#084. Groundman |
Need: Mega Man, Rush
Search Stage: Ground Man Just before the end of the stage in the area with the jumping fish that destroy the ground is a shielded enemy and below him lies the buried CD. This CD is probably the hardest to get in the game as when you see the area where it is buried a fish will almost automatically destroy the ground in which it lies. One way to get the CD is to use the Wave Burner to destroy the shielded enemy and then the fish, then quickly call Rush to dig up the CD before the fish appears again. If you aim correctly, Rush can stand on the solid ground next to the CD and still dig it up even if the ground under it is destroyed. This one might take a few tries to retrieve. |
|
#085. Pirateman |
Need: Mega Man or
Bass Stage: Pirate Man In the large area with the bubble-making machines and spike balls, ride a bubble on an Ice Wall to the top right corner to a treasure chest which holds the CD. |
|
#086. Burnerman |
Need: Bass, Treble
Boost Stage: Burner Man Near the start of the stage is a long vertical room with hidden holes in the floors with spikes below them. At the top of the room is a spike bed where CD #61 is located. Use the Treble Boost to fly to the left and enter a room where this CD rests on the far left wall. |
|
#087. Magicman |
Need: Mega Man, Rush
Search Stage: Magic Man When you leave the Loin coin's room, the CD is on a platform directly above you. Go around to make it to the platform and then dig in the area close to the wall. |
|
#088. Dr Light |
Need: Mega Man or
Bass Stage: Cold Man On the screen immediately after the mini boss, use the Wave Burner on the ice block to the right to uncover the CD. |
|
#089. Rush |
Need: Mega Man, Rush
Search Stage: Dynamo Man In the area with the long series of conveyer belts in the first half of the stage, dig under the lone shielded enemy to find the CD. |
|
#090. Eddie |
Need: Mega Man, Rush
Search Stage: Tengu Man This CD is buried under the shielded enemy just before Tengu Man's room. |
|
#091. Beat |
Need: Mega Man, Rush
Search Stage: Ground Man Near the start of the stage in the long vertical area, dig in the area that the fourth enemy with the hard hat is to the left of spikes to find the CD. |
|
#092. Tango |
Need: Mega Man, Rush
Search Stage: Intro Stage In the area where the large platform is rising and lowering in and out of the water, dig on the area under the third cannon to find the CD. |
|
#093. Auto |
Need: Mega Man, Rush
Search Stage: Ground Man In the room with the second giant orange centipede, dig to the left of the energy and weapon capsule in the small alcove for the CD. |
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#094. Dr Wily |
Need: Mega Man or
Bass Stage: Cold Man Near the start of the stage is a room with a rotating penguin and two energy capsules in the roof. Walk through the wall on the right to find the hidden room with the CD. |
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#095. Forte (Bass) |
Need: Bass, Treble
Boost Stage: Astro Man Once you find CD #24 above the vertical area with the vanishing blocks, use the Treble Boost to reach this CD high up on a ledge. |
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#096. Gospel (Treble) |
Need: Mega Man or
Bass Stage: Tengu Man Found near the start of the stage at the end of the auto-scrolling area. Use the double-jump or Ice Wall to jump up to the top of the platform on the far right. There is a hidden ladder above it leading to the CD. |
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#097. King |
Need: Mega Man Stage: Burner Man After you drop down into the jungle area after the room with the dive-bombing birds, go to the left where CD #81 is found. Use the Spread Drill to break the block to gain entrance to the room. Ignite the fuse on the dynamite with the Wave Burner to get to the extra life. Use the Ice Wall to jump up to it and then walk into the wall on the right to find the hidden CD. |
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#098. Blues (Protoman) |
Need: Mega Man, Rush
Search Stage: Magic Man In the room with the Loin coin creature, wait until it destroys all the blocks in the room and then dig on the right side of the room to uncover the CD. Destroy the Loin coin to allow Rush to dig safely. |
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#099. Duo |
Need: Mega Man, Rush
Search Stage: Dynamo Man Located in the first dark room of the stage. Dig on the floating platform in the center to reveal it. |
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#100. Rockman & Forte (Mega Man & Bass) |
Need: Mega Man, Rush
Search Stage: Intro Stage In the third area of the stage with the drill objects coming out of the floor and ceiling, dig in the area where you would land after dropping off the higher ledge. Shoot any passing drills to keep Rush safe while he digs for it. |