| Here is a complete guide for Mega Man & Bass. Choose the tab you want in order to view its content. |

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Release
Date: Japan: 1998/2002 USA: 2003 Europe: 2003 |
Developer: Capcom |
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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 |
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| Japan (Game Boy Advance) | ||
| Front | Back | Media |
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| Japan (Wonder Swan) | ||
| Front | Back | Media |
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| America | ||
| Front | Back | Media |
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| Europe | ||
| Front | Back | Media |
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...
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
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 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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.|
Mega Man's Items |
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Extra Life Cost: 50 Bolts |
This will give you an extra life. |
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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. |
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Exit Device Cost: 50 Bolts |
This device will allow you to exit a level that you have already defeated a boss in. |
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Spike Saver Cost: 10 Bolts |
This will allow you to take damage from deadly spikes once without losing a life. |
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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. |
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Surprise Shell Cost: 60 Bolts |
You will find the Surprise Shell somewhere in the next level and it will give you a powerup. |
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Weakness Detector Cost: 50 Bolts |
This will allow Roll to tell you what the boss' weakness is in a level. |
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Super Recover Cost: 200 Bolts |
When you pick up energy refill capsules, they will give you more energy than normal. |
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Critical Boost Cost: 200 Bolts |
This will enable you to fire stronger shots with the Rock Buster when your energy is low. |
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Auto Charge Cost: 50 Bolts |
This will allow you to automatically charge the Rock Buster without holding down fire. |
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Generator Cost: 200 Bolts |
This will enable special weapons to use up less energy when fired than normal. |
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Energy Transfer Cost: 300 Bolts |
This will allow damage you receive to be converted into weapon energy and will refill any special weapon. |
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Shield Boost Cost: 300 Bolts |
This will allow damage you receive to be lesser than normal. |
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Auto Recover Cost: 450 Bolts |
This will allow you to slowly regain energy while standing still. |
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Heavy Charge Cost: 150 Bolts |
This will allow the Mega Buster to be charged up much faster than normal. |
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CD Finder Cost: 300 Bolts |
This will allow buried CD's to sparkle so that you can pinpoint their location on the screen. |
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Scanner Cost: 100 Bolts |
This will allow Roll to tell you how many CDs are left in a level. |
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Beat Shield Cost: 300 Bolts |
This will allow you to be protected against any attacks from enemies. |
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Eddie Cost: 150 Bolts |
Eddie will appear and give you several random powerup items. |
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Rush Search Cost: 100 Bolts |
Rush will appear and dig in the ground in front of you to search for any hidden powerups. |
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Bass' items |
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Extra Life Cost: 50 Bolts |
This will give you an extra life. |
|
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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. |
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Exit Device Cost: 50 Bolts |
This device will allow you to exit a level that you have already defeated a boss in. |
|
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Spike Saver Cost: 10 Bolts |
This will allow you to take damage from deadly spikes once without losing a life. |
|
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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. |
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Surprise Shell Cost: 60 Bolts |
You will find the Surprise Shell somewhere in the next level and it will give you a powerup. |
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Weakness Detector Cost: 50 Bolts |
This will allow Roll to tell you what the boss' weakness is in a level. |
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Super Recover Cost: 200 Bolts |
When you pick up energy refill capsules, they will give you more energy than normal. |
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Critical Boost Cost: 200 Bolts |
This will enable you to fire stronger shots with the Rock Buster when your energy is low. |
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Horizontal Slider Cost: 100 Bolts |
This will allow Bass to dash further than normal. |
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Super Booster Cost: 100 Bolts |
This will allow Bass to climb ladders faster than normal. |
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Generator Cost: 200 Bolts |
This will enable special weapons to use up less energy when fired than normal. |
|
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Energy Transfer Cost: 300 Bolts |
This will allow damage you receive to be converted into weapon energy and will refill any special weapon. |
|
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Shield Boost Cost: 300 Bolts |
This will allow damage you receive to be lower than normal. |
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Super Shot Cost: 300 Bolts |
This will allow Bass to shoot bigger, stronger shots than normal. |
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Hyper Shot Cost: 300 Bolts |
Bass' shots will be weaker, but they will be able to shoot through walls. |
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Scanner Cost: 100 Bolts |
This will allow Roll to tell you how many CDs are left in a level. |
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Gospel (Treble) Boost Cost: 200 Bolts |
Bass can call Treble and merge with him to allow Bass to fly. |
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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.
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.
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.
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.
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.
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.
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.
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.
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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Need: Mega Man, Rush
Search Stage: Dynamo Man Dig in the middle of the pathway that leads to the mini-boss. |
| #040. Crystalman |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Need: Mega Man, Rush
Search Stage: Tengu Man This CD is buried under the shielded enemy just before Tengu Man's room. |
| #091. Beat |
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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 |
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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 |
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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 |
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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) |
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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) |
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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 |
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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) |
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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 |
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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) |
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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. |