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.






 

 
Story:
During Mega Man's previous battles against Wily and Bass, Wily had attempted to destroy Bass for fear of his growing dis-loyalty to Wily. As Dr. Wily plans a new attack against Mega Man with a new super-robot known as 'King', Bass feels that his time working for Wily has ended, and seeks revenge for his attempted murder. Although Bass still has his rivalries against Mega Man, he teams up with the Blue Bomber on a quest to defeat Wily and his new robot for good. Eight new Robot Masters have arisen, including two that Mega Man has fought previously. Mega Man & Bass must defeat all eight masters before confronting King himself, then the final showdown with Wily will happen, determining who truly is the stronger robot of the two - Mega Man or Bass.
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 (Rockman):
Mega Man is Dr Light's greatest robotic creation. His advanced defense and weaponry systems make him one of the most powerful robots in existence. Half-human, half-robot, Mega Man has his own feelings and a strong will. He believes that humans and robots should live in peace with each other, and he will defend all who are innocent against evil, no matter if they are human or mechanical. He is well known as the hero who defended the world from the evil Dr. Wily and has countlessly thwarted Wily's evil plans. Mega Man has vowed to stop Dr. Wily and will pursue him wherever he goes to defeat the mad scientist once and for all.

Bass (Forte):
Bass was originally created by Dr. Wily to rival Mega Man's power and skill. During Mega Man VII, Bass was fighting against Mega Man and vowed to destroy him, no matter the cost. He failed, and lost confidence in his abilities. This time he's back for revenge against Dr. Wily after Wily tried to destroy Bass during Mega Man VIII. Bass believes that he is, and always will be a stronger robot to Mega Man and is willing to prove this. He may not be as strong-willed as Mega Man and not very friendly at times, but he believes in what is right and has also vowed to eliminate Dr. Wily once and for all.

Protoman (Blues):
Protoman is another robotic creation of Dr. Light's. He only makes a short appearance during the game, and often helps out when fighting King. A strong and tough robot, Protoman will defend the innocent the best he can and will do what he can to help defeat Dr. Wily.

King:
King is Dr. Wily's top robotic officer and newest creation. King leads Dr. Wily's army against the humans and is willing to assist Dr. Wily in taking over the world. King steals the 100 data cd's from the museum to help Dr. Wily use them to restore the countless amount of Robot Masters Mega Man has defeated in the past, leaving Mega Man and Bass to find and retrieve them. A strong warrior, he will fight Mega Man and Bass to the end, but his fate will be different depending on which character you're using. When using Mega Man, he may not seem so evil once you defeat him...

Rush:
Rush is back, but he only helps out Mega Man in one way during the game. Designed to be Mega Man's K9 partner, Rush was created by Dr. Light to assist Mega Man in his travels. This time Rush can dig up certain items from the ground and can help Mega Man retrieve hidden data cd's.

Treble:
Treble is Bass' robotic K9 partner. Also created by Dr. Wily, Treble assists Bass much like Rush does with Mega Man. Treble can merge with Bass, giving him mechanical wings and the ability to fly over dangerous areas.

Auto:
Auto is Dr. Light's mechanic robot that can help Mega Man and Bass out by selling important items to them. He has a friendly personality, but some of the prices for certain items are a bit steep. He only accepts bolts for payment, which can be gained from defeating enemies in various stages. Don't be too put off by his prices, as the items he sells are very important and can assist you in many ways.

Roll:
Roll is the household robot created by Dr. Light to be Mega Man's companion before he was converted to a war robot. (that's where the name Rock comes from, Rock and Roll). She assists Mega Man and Bass by providing information about the level they are in, the bosses' weakness and how many data cd's are left in a stage.

Dr. Light:
Dr. Light is the brilliant scientist behind Mega Man's creation. He originally created Mega Man to be a household robot, but converted him to a war robot when Dr. Wily began his rampage. Dr. Light believes in Mega Man's abilities and knows that he is strong at heart and can get the job done. He often gives you messages during the game according to how many data cd's you have found.

Dr. Wily:
Dr. Wily is back... again. He uses his new robot design, King, to command all of his army to take control of the city, and it first seems that King is the mastermind behind the attacks, but it is actually Dr. Wily up to his old tricks. Dr. Wily will reveal himself once you defeat King. As usual, he will be difficult to defeat, but as always, he has his weaknesses.
Green Slime:
Guide:
You will find the Green Slime at the end of the museum level. It will not move around at all during this battle. It will often fire out green blobs that will fly and slide towards you. Jump over them to avoid them. To destroy it, shoot at the large eye in the center of the body and the slime surrounding it will peel away for a short time allowing you to fire at the eye. It will then close up again. Keep shooting at the eye when it is exposed and this battle should be over quickly.
Weakness: Mega/Bass Buster.

Cold Man:
Guide:
Cold Man should be the first boss you take on. He will often create and ice wall and push it towards you. When it hits the wall, it will bounce back towards him. If it hits you it will cause damage, so dodge it by jumping over it as it slides past you. He will also often fire out a small cloud which will fly towards you. If it catches you, you won't be able to fire or jump for a few seconds, leaving you open to the ice wall attack. He will also sometimes make an ice wave to come out of the ground and it will freeze you if it hits you. To defeat him, use the Lightning Bolt if you have it, or use the Rock/Forte Buster if you don't. Keep shooting him as he makes the ice walls and jump behind him if he jumps forward to ensure that the wall won't hit you. Shoot the small cloud when it appears. Cold Man shouldn't be too difficult to defeat.
Weakness: Lightning Bolt.
Weapon Received: Ice Wall.

Burner Man:
Guide:
Burner Man can be difficult to beat the first time. He will constantly be charging across the ground to try and push you into the spikes. Jump over him as he passes to avoid him. He will also sometimes jump up and hover in the air for a few seconds. He will then fly down straight at you. Dodge him by sliding/dashing away when he charges. He will also often jump up and fire out three bear traps that will stop you from moving if you touch one. Once the traps are set, he will slowly jump across the screen firing his wave burner weapon. He will also often stand still and throw bombs at you. To defeat him, use the Ice Wall. When he is going to fly at you from above, create the wall and stand next to it so that he will fly through it and take damage. When he throws bombs or is firing his wave burner, create the wall and push it towards him. It will push him away from you, so follow him to see him land on the spikes and take damage. You can also damage him by creating the wall as he dashes across the room and flies through it. After some practice he shouldn't be too hard to beat.
Weakness: Ice Wall.
Weapon Received: Wave Burner.

Pirate Man:
Guide:
You will fight Pirate Man underwater. He will jump down in a bubble and attack. He will begin by firing out three remote mine projectiles which will fly towards your direction. Dodge them by jumping over them and staying away from their explosions. He will also often encase himself in a bubble and bounce around the screen to try and ram you. If the water level of the room becomes low, he will pump it back up to the top of the screen. To defeat him, use the Wave Burner. When underwater it will only fire out bubbles, but it will still damage him. Keep shooting him while dodging his projectiles and by staying close and firing as he creates the bubble, you should burst the bubble and cause damage before he can fly around the room.
Weakness: Wave Burner.
Weapon Received: Remote Mine.

Ground Man:
Guide:
Ground Man will tunnel into the room and attack. He will jump at you and become an small tank with his drills pointed straight out and he will try to ram you as he charges across the room. He will also often dig into the ground and jump up under you. He will sometimes fire out his spread drill weapon which will split into smaller drills if you shoot it. He will also often jump up into the roof and you can see him moving around in the roof. As he moves above you, quickly slide or dash to the side as a huge drill will shoot down above you. He will do this about three times before jumping down. To defeat him, use the Remote Mine. When you shoot it at him it will stick to him. Fire a second time to detonate it. Hitting him successfully will take some practice, but make sure that you only set the mine off when he is at his normal form, not the tank.
Weakness: Remote Mine.
Weapon Received: Spread Drill.

Tengu Man:
Guide:
Tengu Man will fly down out of the sky and attack. He will be constantly flying around the top of the screen. He will often charge across the screen and try to fly through you. Dodge him by jumping over him as he passes. He will also sometimes fire out his tengu blade which will grab you in a tornado and take you over to the hole and try to drop you into it. He will also sometimes fly down and shoot his tengu blade towards you which will cause damage. To defeat him, use the Spread Drill. When he begins to fly down to the ground, shoot a drill at him and he will fall to the ground. He will then fly back up to the top of the screen and fly around again. Wait until he lowers again before firing.
Weakness: Spread Drill.
Weapon Received: Tengu Blade.

Magic Man:
Guide:
Magic Man will use a spotlight to make his grand entrance. He will charge across the screen to try and hit you, and will often fire out large blue balls that will become the little men if you shoot them. If this happens, just shoot the little men to destroy them. He will also often fire out his magic card which will steal some of your health if it hits you, so jump over it when it flies at you. He will also sometimes jump up and shoot down an orange ball at you which will explode on impact and three little birds will fly out and fly around the room. To defeat him, use the Tengu Blade. An effective way is to dash/slide when using the weapon so that you charge at him and fly through him causing damage. Otherwise, just keep shooting him as he dashes across the room.
Weakness: Tengu Blade.
Weapon Received: Magic Card.

Astro Man:
Guide:
Astro Man will make a nice little entrance through some sort of teleport wall. He will be constantly flying around the room to try and ram into you. He will also often disappear and reappear in another location. When he moves to the center of the screen, the two small balls rotating around him will fly down in formation and try to hit you. He will then fly around the room and shoot small green energy balls at you. He will fly to one corner and create a clone of himself which will also fire at you. He will then fly to the other corner and create a second clone. He will also often fly down and shoot out small mine-type enemies which will jump out of the ground until you destroy them. He will make three of them before teleporting again. To defeat him, use the Magic Card. Shoot up as he flies above you and when he flies low. Don't shoot him as he makes the mine enemies as it won't work. Shoot him when he creates his clones to reduce the amount of enemy fire you'll have to dodge.
Weakness: Magic Card.
Weapon Received: Copy Vision.

Dynamo Man:
Guide:
Dynamo Man can be difficult at times. He will appear at the top of the screen and attack. He will start by jumping towards you, and will then charge back and forth across the screen. Jump over him with he dashes around. He will often fire out three energy balls, one which will fly at you and the other two will fly up to the ceiling and cause huge lightning bolts to shoot down. He will also sometimes jump across the screen and fire out five energy balls which will one at a time fly towards you. He can also fire out large electric walls which will fly across the screen towards you which can be only be destroyed by the clone's fire. Often he will jump up to the top of the screen and enter a small chamber which will regain his energy. Jump on the platforms that appear and destroy the two panels beside him to bring him back down. To defeat him, use the Copy Vision. When he stops dashing, create the clone to fire at him as he shoots his energy balls. When the clone is active, the energy balls will home in on it and cause no damage! Make sure to destroy the two panels when he jumps to the top of the screen.
Weakness: Copy Vision.
Weapon Received: Lightning Bolt.

The following bosses will be encountered in King's fortress.

Conveyer Belt:
Guide:
The conveyer belt boss takes up the entire space of the room. The actual machine consists of a platform attached to a large ball-shaped object and is suspended above lava. A robot monkey will often jump down and hang from the wire while throwing rocks at you. Occasionally the ball-shaped object will fire two missiles out at you. Small mines will also often jump out of the lava and roll across the screen. To defeat this boss, use the Copy Vision. First, create the clone in front of the ball-shaped part and then jump onto the platform. You will notice that it will fall and the ball will rise. A creature will pop its head out of the object and will be hit by the clone's fire. This is the bosses' weak point. Dodge the missiles it fires and just ignore the monkey, as it will often throw rocks at the clone, and not at you! Repeat the process to defeat the boss. Make sure that you don't fall into the lava as the platform can fall all the way into it.
Weakness: Copy Vision.

King Tank:
Guide:
The King Tank will not be easy to beat. First, it will often fire out shots from the main cannon mounted on the front, it will also often shoot out large bombs that will fall down from the top of the screen. It will also occasionally open up its rear hatch and spew out the little men that immobilize you if they touch you. If you are on the same platform as the Tank it will also often charge at you to slam you against the walls. To defeat it, first shoot the cannon when it fires at you and eventually you will destroy it. Next, shoot the rear hatch when it opens and it will eventually blow up. Remember to stay below the tank often as it can only reach you with its bombs when you're below it. Once the gun and hatch are gone, shoot the upper part that opens when it fires bombs. Once the three parts are destroyed, the tank will explode. You will only need to use the Rock/Forte Buster against the tank.
Weakness: Mega/Bass Buster.

King Fighter Carrier:
Guide:
The Fighter Carrier is more difficult to beat than the tank. Here you will have to be constantly jumping across the small platforms that rise from the ground to stay in the battle. The ship will come down and part of it will come off, revealing its weak point. It has three main attacks, one where its front cannon will open and will eventually shoot out a huge red beam which is difficult to dodge, but if you are using Mega Man, use Beat to shield him from the blast, and if you're using Bass, keep shooting the gun and you should quickly destroy it before it can fire. The ship will also launch missiles shaped like fists which will destroy any platforms they hit. It will often fire out powerups encased in bubbles, but it will also shoot out bombs which when set off, will create a blinding flash and you won't be able to see anything for a few seconds. To defeat it, use the Rock/Forte Buster and keep shooting the small silver head of the ship. It will take a long time, but just don't stop shooting it and it will eventually explode.
Weakness: Mega/Bass Buster.

King Part 1:
Guide:
You will fight King soon after the Fighter Carrier. He will have two main attacks. His first will be the most annoying, as he will use his shield and absorb the shots you fire at him. He will then shoot back a large energy beam at you which causes heavy damage. Try not to shoot his shield. He will also often move his shield and fire out huge 'x' shaped projectiles which cause heavy damage as well, so try to dash/slide out of their way as they fly towards you. He will also sometimes jump across the screen. To defeat him, use the Rock/Forte Buster on him when he fires out the projectiles. Try to dodge them as best you can, and eventually Protoman will appear.
Weakness: Mega/Bass Buster.

King Part 2:
Guide:
Once Protoman destroys King's shield, he will take out his axe and continue to fight you. He will now charge at you spinning his axe in an effort to cut you down. He will also slash at you if you come too close to him. He will be constantly jumping around the screen. To defeat him, use the Lightning Bolt. When he is electrocuted, wait for him to go back to normal before firing again. Also make sure to use the Generator item to reduce the amount of weapon energy spent each time you fire so that you will have enough to finish him off.
Weakness: Lightning Bolt.

Mega King:
Guide:
King will now enter the combined robot form of the two previous bosses and become difficult to beat. The attacks he will use are similar to the ones that the King tank and Fighter Carrier used, so you shouldn't be taken by surprise much here. If you are using Mega Man, a platform will appear and you can use this to shoot charged shots at King's head to damage him. If you are using Bass you'll need to do a double-jump to reach him. If the small red cannon appears out of the chest, use the Beat shield with Mega Man to avoid the massive blast it will fire, or destroy the cannon quickly with Bass. If you can't reach him with Bass, fire diagonal shots at him and when at the right position you should hit him. Be careful of the bombs he fires out, as there isn't much room to move around in. King's fate once you beat him will be different depending on which character you're using.
Weakness: Mega/Bass Buster.

Before battling Dr Wily, you will have to fight the first eight bosses again in a certain order. Refer to the guides above to defeat them again.

Dr Wily Part 1:
Guide:
Dr Wily's forms will be similar versions of the forms he had in Mega Man VIII, but he will have new attacks. The first form is a large skull-ship, which will often fire out two missiles which you must jump over to avoid. It will also fire out a large buzz-saw projectile which will fly across the floor or bounce around the room. Jump or slide under it to avoid it. If the ship begins to vibrate, it will fly forward to try and hit you. Using Mega Man, slide under him and quickly slide back under him when he flies back to the right. If you're using Bass, stay on the left and double-jump up to avoid him. Once he stops moving, he will fire out small blue projectiles which you can dodge by jumping and sliding out of their way. It will also often charge up energy in its mouth and fire out a large beam. Dodge it by waiting a few seconds and then jumping up to avoid it. To defeat him, use a charged shot or normal fire on the cockpit of the ship where you can see Dr Wily's face. This is his only weak point. Don't be too relaxed when you beat him, as the battle isn't over yet.
Weakness: Mega/Bass Buster.

Dr Wily Part 2:
Guide:
When using Mega Man, Dr Wily's final form will be extremely difficult to beat. He will be constantly teleporting around the room. He will fire out one of three different types of attacks when he appears. One is four white energy balls that will fly toward you, so avoid them by dashing or sliding away from them as they fly toward you. He will also often fire out several energy balls that will fly out in a strange formation. Try to dodge them by staying in one of the gaps they leave open. He will also sometimes fire out four small bombs that will home in on you and explode on contact. Destroy them before they can hit you. To defeat Dr Wily, wait until he teleports low to the ground, and then shoot his face in the cockpit with the Magic Card. Using Bass, you can double-jump to reach him when he is higher, but with Mega Man you'll just have to wait until he is low enough. Once you beat him the ending will be different for Mega Man or Bass.
Weakness: Magic Card.

Mega Man's Items

Extra Life
Cost: 50 Bolts
 
This will give you an extra life.
Energy Balancer 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 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 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 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.
 
Mega/Bass Buster:
The Rock/Forte Buster is Mega Man's/Bass' primary weapon. This weapon will be available from the beginning of the game. Each one will have different abilities. Mega Man's can charge up to allow him to fire a large blue blast which is much stronger than normal blasts and can heavily damage targets. His shots can also pass through solid walls. Bass' weapon can be fired rapidly and in different directions to aim at enemies above or below.


Ice Wall:
The Ice Wall is gained once you defeat Cold Man. This weapon will create a solid ice wall in front of you which can be pushed and will slide forward and smash through enemies. After a few seconds it will crumble and break. The wall can also be used as a platform to stand on and reach higher areas. If timed correctly, you can push it and ride on top of it as it slides across the ground.


Wave Burner:
The Wave Burner is gained after you defeat Burner Man. This weapon will blow out a short flame which will fan out in front of you and will burn anything that comes within its range. When used underwater, this weapon can be used to move floating spikes and blow bubbles into enemies. It can also be used to melt ice blocks in certain levels.



Remote Mine:
The Remote Mine is gained after Pirate Man is defeated. This weapon will fire out a small mine and its direction can be partially altered by pressing down or up when it is moving forward. Once the mine hits something, it will attach itself to it. When you press fire a second time, the mine will detonate and damage anything in the range of its explosion.



Spread Drill:
The Spread Drill is gained once you defeat Ground Man. When fired, a large drill will fire out straight ahead and will damage anything it touches. If you press fire as it is flying forward, the drill will split into two smaller drills, and into four smaller drills if you press fire again. This can also be used to destroy certain blocks in some levels to reach secret areas.



Tengu Blade:
The Tengu Blade is gained once Tengu Man is defeated. This weapon will fire out a spinning blade that will fly straight ahead and damage anything it hits. If you dash/slide forward while using this weapon, Mega Man/Bass will charge forward and damage anything they hit.




Magic Card:
The Magic Card is gained once you defeat Magic Man. This weapon can be fired straight ahead or straight up above you, allowing you to hit enemies directly above you. It will also allow you to retrieve powerups normally out of reach.





Copy Vision:
The Copy Vision is gained once Astro Man is defeated. This weapon will allow Mega Man/Bass to create a clone of themselves that will fire shots straight ahead. The clone is invincible but will only remain active for a few seconds before disappearing and can also attract enemy fire while you slip by.



Lightning Bolt:
The Lightning Bolt is gained once you defeat Dynamo Man. This weapon will allow Mega Man/Bass to release a huge electric attack by firing down lightning bolts that will damage or destroy any enemy on screen. This can be very effective for destroying enemies that surround you and are difficult to destroy.





 
Name Picture Description
#001. Rockman Megaman 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 Napalmman Need: Mega Man, Rush Search
Stage: Dynamo Man
Dig in the middle of the pathway that leads to the mini-boss.
 
#040. Crystalman 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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.
 
#094. Dr Wily 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.
 
#095. Forte (Bass) 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.
 
#096. Gospel (Treble) 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.
 
#097. King 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.
 
#098. Blues (Protoman) 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.
 
#099. Duo 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.
 
#100. Rockman & Forte (Mega Man & Bass) 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.
 
 
Erase CD Data:
In the Game Boy Advance version of this game you can erase the CD database by simply highlighting Continue, hold L + R + Start + Select, then A to erase or B to cancel.
Mega Man’s Ending:
Mega Man goes home dejected that he had to destroy King, but when he arrives, he discovers a letter that King sent him. In the letter, King states that he is still active and has turned away from evil for good.

Bass’ Ending:
Bass’ ending features Wily talking about creating a King II to replace the King that Bass destroyed. But Proto Man shows up and blows the plans to smithereens. Bass, who is annoyed at Wily for building King to begin with, doesn’t try to stop him. Wily rants at this, but can’t do much about it. Proto Man tells Bass that Bass will never defeat Mega Man because he is fighting only for himself, whereas Mega Man fights to protect the people who are important to him. (This comes up in the Power Fighters as well.) Then Proto Man tosses a “see you” and vanishes.