Site hosted by Angelfire.com: Build your free website today!
Walkthroughs: Megaman 2, Shadowflare.inc

Megaman 2

Interesting that the US version of this game added a difficulty selection. Basically, the "Difficult" version was the original version of the game; the "Normal" mode was toned down a lot. Your attacks do twice as much damage to enemies as in the original game, plus the crabs in Bubbleman's stage don't lose their shells when hit and the can-tower thingies in Crashman and Metalman's stages die on the first hit instead of collapsing and reforming. If you're new to the game, by all means, select Normal. Of course, being a MM vet, I find myself selecting Difficult every time...

An old Nintendo Power review of MM2 posted this order: Bubbleman, Flashman, Quickman, Metalman, Woodman, Airman, Crashman, Heatman. I suppose it isn't too bad, but it's somewhat misleading, as many of the robots aren't as weak against the preceding robot's weapons as they are against others. Metal Blades work good on Woodman, but Atomic Fire is much better. Crash Bombs don't even work on Heatman; neither does Atomic Fire on Bubbleman. Another peev is the fact that you don't have any special items neccessary to aquire the out-of-the-way power-ups in Flashman and Metalman's stages. So, I designed a much better order; one that I hope is more newbie-friendly: Airman, Crashman, Flashman, Quickman, Metalman, Bubbleman, Heatman, Woodman. There's even a mini-walkthrough for Airman's stage in the manual, so that makes it all the better for a first stage.

As for the special items you recieve from Dr. Light: Item 1 is a floating platform that slowly rises a little before disappearing. You get it after beating Heatman. Item 2 is a jet sled that alows you to cross dangerous terrain. You get it after beating Airman. Item 3 is a wall-walking platform that lets you scale high walls. You get it after beating Flashman.

Airman Stage

The Air Tikkis only appear when you get close. You can't destroy them, but that's a good thing, because you'll be using them as platforms to cross the great chasms that cover this stage. As you stand on them, however, the Tikkis will release mini-Goblins, which converge on you and will try to knock you off the Tikki. Also, be careful of the Tikki's horns, which move up and down at set intervals.

An almost constant menace throughout this stage are the Pipis, birds carrying eggs that when dropped, release a swarm of little birds that swarm around Megaman. Try to shoot the egg before that happens. They also use the clouds as cover when approaching, so keep a sharp eye out and be carful when jumping from ledge to ledge. They sometimes appear in conjunction with Fan Fiends, which adds an extra danger among the numerous pits. Watch your footing!

There's another chasm that must be crossed that's patroled by Lightning Lords. These robots sit on hovering clouds and hurl lightning bolts at you. Shoot them, then hop on their clouds to cross the gap.

The last stretch can be a little tricky. Pipis swarm through the area while Fan Fiends will try and blow you off a ledge. Don't let this happen! Destroy the Fiends and Pipi eggs as soon as they appear.

Airman: Airman follows a simple pattern, but you should still be prepared to take a few hits. He starts by blowing a set of Air Shooters, covering the room. The tornadoes will block your shots, but you may still be able to find a gap to shoot through. Airman's fan will blow the tornadoes off the screen before calling another set. After three sets of tornadoes, Airman hops over to the other side of the room, and repeats the process. This is your best chance to hit him with everything you've got. If you happen to have the Leaf Shield, that will take him out in just a few hits, but you'll have to wait for a clear shot.

Crashman Stage

There's one portion where you'll have to ride a track platform through a Telly-infested area. This area is easiest with the Leaf Shield, but you can still make it as long as you shoot the Tellys at every opportunity.

There's one huge vertical section with ladders that you must climb. when the ladders branch, go right. There are Pipis in this area, and you'll probably take some hits from the mini-Pipis, but just keep climbing and you'll be fine.

At the top of this huge section, there's an Energy Tank. Jump down and grab it, then use Item 2 to get back to where you were. Use it again to reach the ladder on the left and climb it for a 1-Up.

Crashman: Crashman is a formidable opponent. He counters whenever you shoot at him by jumping and firing a Crash Bomb back at you. Otherwise, he just runs back and forth, jumping to fire a Crash Bomb only every once in a while. The best way to beat him is to just fire the Air Shooter at him; he'll jump right into the shot, and it does a huge amount of damage. 2-3 hits will be it for him. If you want to fight him with the plasma gun, just make sure you're constantly moving, and jump when firing.

Flashman Stage

The floor is very slippery, so watch your step.

There are a couple of power-ups to be gained here by using the Crash Bomb to destroy the walls. I guess it's up to you to determine whether the power-ups are worth the huge amounts of energy the Crash Bomb uses, however.

Sniper Joes are back, and now they patrol the area on large hopping mechs. The Air Shooter is the fastest way to destroy the mechs, then take out the Joes in the same manner as in MM1, only fire once they lower their shields.

Rather than slip and fall of these steps leading to a precious Energy Tank, just use Item 2. That's what you have it for!

Flashman: Flashman would be difficult if it weren't for his weak armor. Nearly any weapon can take him out with ease, but the best one is the Crash Bomb if you use it right. Plant one on a stair in the room and try to lure Flashman over to it. With any luck, he'll walk over it right as it's exploding, doing a tremendous amount of damage. If you do that to him one or two more times, he's finished. If you see him get ready for the Time Stopper, jump as high as you can so his plasma shots will go under you.

Quickman Stage

Much of this stage involves free-falling down shafts armed with Force Beams that will kill you in one hit. On the first shaft, veer to the right when you get the chance to get some goodies.

The halfway point is darkened, and is inhabited by Changkey Makers, large pot-shaped robots that hurl fireballs. The Air Shooter will blow them out easily, but they're what keep that section lit up, so if you destroy them, the lights go back out.

The second Force Beam shaft is even longer and deadlier than the first. It may take several tries before you get the pattern to dodge the beams. You can try the Time Stopper if you get impatient, but you might want to keep it for later...

Quickman: Quickman's speed makes him a not-so-easy target, and his Quick Boomerangs are tough to avoid. Using the Time Stopper on him will sap half of his energy. With only half energy, finish him with Crash Bombs or Atomic Fire.

Metalman Stage

You'll be greeted to the stage by metal smashers. They do lots of damage if you get hit, so be careful not to get squished.

After the crushers, you'll enter an area overrun by Moles, small drilling robots. They come in endless numbers, so just destroy the ones that are in your way and move on. You can also just use the Time Stopper and get past them that way.

Item 1 or 2 will get you a 1-Up near the halfway point.

Pirobots are small pink clown-looking robots that ride around on large gears. Ignore the bot, and destroy the gear to eliminate them both. Crash Bombs work especially well here.

There's an Energy Tank to be found near the end of the stage, but you'll need Item 1 or 2, or you'll have to kill yourself after aquiring it.

Metalman: Metalman fights in a fairly easy pattern. He just stands there, for the most part, until you shoot at him. He then jumps and throws up to three Metal Blades. If you get too close to him, he'll jump to the other side of the room. When the screen flashes, the conveyer belt in the room had changed directions. Metalman is easy enough to fight with the plasma cannon, as long as you're patient, and are good at dodging. The easy way is to just run up to him and pummel him with Quick Boomerangs.

Bubbleman Stage

Croakers spit out sets of three mini-Croakers. If all of them die, the big one will send out three more. Try to leave a single mini-Croaker alive until you take out the big one.

The hermit crab robots move slowly back & forth until you shoot them. They then shed their shell and move much faster. They are now too low to the ground to reach with the plasma cannon, so you'll have to use a special weapon of some kind to finish them. (note: this doesn't happen in the "Normal" mode)

To destroy the big angler, aim for the lantern. Metal Blades or Quick Boomerangs work especialy well.

Be careful underwater; you can jump much higher, making it very easy to impale yourself on the spikes on the ceiling.

Snappers inhabit the final stretch. Be careful that one doesn't knock you into a pit. Use the Time Stopper to get by faster.

Bubbleman: Bubbleman shouldn't give anyone much trouble, even if you're just using the plasma cannon. He moves very slowly, making him easy to hit, and his Bubble Lead moves slowly as well. Just be aware that he'll fire plasma shots at you if you're aligned horizontally with him. If you're using Metal Blades, this fight will be over before you know it.

Heatman Stage

Tellys are back, popping out of the holes in the wall. Be very careful that one doesn't knock you into the lava!

The appearing/disappearing blocks are back, and they're worse than ever! Not only must you climb a couple of pillars using them (you can also take out some portions with a Crash Bomb), but there's a gigantic chasm you have to cross. Item 2 is a huge lifesaver here!

Small mechanoids called Springers also inhabit this area. They behave exactly like the Gabyoals from MM1. You'll also need a special weapon to destroy them; Quick Boomerangs work best.

Heatman: Heatman is a cinch to beat compared to his stage, though you may need a little patience if you're using the plasma cannon. Heatman will toss sets of three fireballs which explode into a flame column when they hit the ground. He keeps doing this until you shoot him. He then engulfs himself in flames (he's invincible during this time), and streaks across the room to wherever you're standing. Just jump over him, and he'll go back to tossing fireballs. The Bubble Lead will greatly hasten this fight, taking him out in roughly 3-5 hits.

Woodman Stage

Another recurring enemy debuts here: Battontons (aka Battons, Bubble Bats) These things start out as invicible black orbs for a moment or two, until they open up into a bat-like creature. They fly at you until they hit you, then fly up and curl into their ball again. They're fairly easy to destroy, just a slight nuiscance.

Robbits also frequent this stage. These rabbit-looking robots hop around launching carrot-shaped missiles at you. Shoot them quickly before they get a chance.

You'll enventually fight three Flame Dogs in succession. These large mechanical mutts breath long tongues of flames at you. Jump over them as best you can, and shoot them in the head with Metal Blades or Quick Boomerangs.

In the sky area, there are more Pipis that assault you, along with Mecha-Monkeys, which swing on the branch under your feet before leaping up to attack. Angle your Metal Blades downwar to hit them before they have the chance.

In the final stretch, large chicken-looking robots called Cooks will stampede you. If you stand still, they will be most likely to jump over you. You can also destroy them easilly with Crash Bombs.

Woodman: Woodman will probably give you a decent fight. Although he fights in a pattern as well, it's a pretty deadly one. He starts off using the Leaf Shield, which protects you from most of your weapons (Crash Bombs will penetrate it). He thens throws four leaves into the air, which fall down in certain areas in the room, and throws the shield at you at the same time. He then takes a hop forward and repeats. It's tough to avoid the falling leaves and the shield at the same time, but if you don't think you can jump over the shield, try to let yourself get hit by a falling leaf; I think it does less damage. While you're doing this, charge the Atomic Fire, and let him have it once you have an open shot. Only one or two fully-charged shots will make charcoal out of him.

Dr. Wily: 1st Station

Pipis will roll out Wily's red carpet for you. Just shoot the eggs before they hit the ground, like before.

There are a few walls that you must scale with Item 1 or 3. I suggest 3, because you'll want to save Item 1 energy for later.

The large gap between two ladders is where you want to use Item 1. Stay as low as possible on the ladder and use the first one, then just make new ones to get across before you hit the ceiling. As you climb that ladder, you'll pass some Tellys, but don't stop to fight them, just continue straight up and they'll all miss you.

The Mech-Dragon is one of this game's most irritating bosses. You'll first encounter him as you jump from tiny platform to tiny platform across a darkened chasm. He'll drop down behind you and chase you to the right. Stay as far ahead as you can, since you die instantly if you touch the Dragon's body. When you reach a cluster of three small platforms, the real fight begins. The Dragon wil breath fire at you, hoping to knock you off a platform, as well as try to ram you with his body, which still kills you. Use Quick Boomerangs and stand on the upper platform while hitting the Dragon in the head. If he shoots fire or charges, fall back to the lower platfrom directly behind you. Keep pummeling him with boomerangs, and this fight shouldn't last long.

Dr. Wily: 2nd Station

Take advantage of the large weapon energy at the beginning of this level to recharge any weapons that need it. Just don't get stomped on by the Prop-Tops.

Use Item 2 to cross the large spike pit (You should have enough energy as long as it's full), but don't jump to the first ladder you see; take the shorter one right after. You won't have to use three Crash Bombs to open the path, and you'll get plenty of energy and other goodies.

The next section is a looooong, narrow corridor with lots of Moles. Now is a good opportunity to refill any weapons of items back to full energy.

One of the last sections features more Metal Smashers. Some are close together and are difficult to make it through unscathed. If you do get hit, there's a health capsule right before the end that you can reach with Item 1.

The boss of this section is a series of robots that come out of the wall and attack one by one. The Bubble Lead will take out each one in a single hit, but you must wait for the robots to form completely before you can damage them.

Dr. Wily: 3rd Station

This stage is somewhat short and straight forward. Just watch it in the free-fall section with the spiked walls. That section may take a couple of tries to remember where the spikes appear ahead of time. The giant fish that jump from pits can only be destroyed with Quick Boomerangs, but you should be able to just jump right over them.

This boss is the Guts-Dozer. It looks like a gigantic version of Gutsman from the torso up, and it's attached to a large tank-like apparatus. Luckilly, the Dozer doesn't do much; it just moves back & forth, shooting Mettaurs at you from the hatch on its stomach. Hop on the front of the Dozer, and smack the top of th head with as many Quick Bomerangs as you can. Keep that up, and it should go down without any trouble.

Dr. Wily: 4th Station

The first part of this level features many false floors. They look solid enough, but you can fall right through them. The best way to tell where the real floor is is to fire a Bubble Lead shot. The bubble will travel along the real floor, and fall through where its fake.

The second half consists mainly of Crashman's track platforms, this time, over spikes, while still being assaulted by Tellys. Use the Leaf Shield to keep the Tellys at bay, and you should be okay. On the fourth and final track, use Item 2 to get across.

The next boss can be frustrating if you go about it wrong. It is made up of five Super Turrets, that can only be destroyed by a single Crash Bomb. The really bad news is, they are protected further by those special walls that, again, only Crash Bombs will destroy. Unfortunately, you only have 7 Bombs to work with. Answer? Only destroy the walls that totally block the turrets. Use Item 1 or 3 to reach the others. Another way to handle it, if you have extra lives, is to destroy all of the walls, then deliberatly kill yourself. When you respawn, find a spot to just kill Tellys over and over until you get enough weapon energy to refill the Crash Bombs, then take out the turrets. Their shots hurt quite a bit also, so you may have to use an energy tank.

Dr. Wily: 5th Station

This stage only consists of a teleporter room, where you must fight all eight robot masters again. I suggest you save some of your special weapons for the battles to come, namely the Atomic Fire and Bubble Lead (and you're more than likely to be out of Crash Bombs). Many of the robot masters are succeptable to Metal Blades, and since they use so little energy, use them to take out Flashman, Bubbleman, and Woodman. Use Time Stopper on Quickman, finishing him with the plasma cannon. Then Air Shooter on Heatman and Crashman, and Leaf Shield on Airman. The picture above maps out the teleporters for you.

Dr. Wily: After dispatching the robot masters again, you'll fight Wily in a new mech, similar to the one from MM1. Two fully-charged Atomic Fire shots will destroy the front piece. Then, aim for the cockpit with Metal Blades until the craft explodes.

Dr. Wily: 6th Station

A short, but potentially deadly stage. Acid drips from the ceiling here, which does lots of damage if you get hit. Take your time, though, and you'll be fine.

Dr... Wily?: For the final boss, Wily will appear to morph into a genaric alien-looking creature. It's actually a holographic projector, but it's still a formidable opponent. It flys in a figure-eight pattern firing powerful plasma bursts at you. Plus, the Bubble Lead is the only weapon that will do any damage! That's why I stressed earlier that you conserve it as best you can. Patience is the name of the game here. Just dodge until you have a clear shot without getting hit in return. Be careful that you don't miss; you can't afford to waste ammo here!

Ending: The lights come on and we see the "alien" was actually a holographic projecter. The device falls to the ground and explodes as Wily surrenders once again. Next, we see Megaman walking home as his armor changes to the colors of some of his weapons to compliment his surroundings.