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Walkthroughs: Megaman: The Wily Wars, Shadowflare.inc

Megaman: The Wily Wars

Wily Wars is pretty much the Mario All-Stars of the Megaman series. This game includes enhanced versions of MM1-3 as well as a brand new game called Wily Tower, which is unlocked after completing the other three games. Sice I already covered MM1, 2, and 3 elsewhere, this portion will focus on Wily Tower.

Wily Tower is pretty interesting. It's not long, but still neat. You'll first battle the three members of Wily's new Genesis Unit, then go after the Doc himself. Each stage you enter, you'll get to choose any combination of eight weapons from MM1-3, as well as any combo of three special items from MM1-3 (Magnet Beam, Items 1-3, Rush Coil, Marine, and Jet). You'll probably change some weapons to suit the stage you're in, but I commonly have Thunder Beam and Metal Blade in my weapons, and I've never gone wrong with my items consisting of Magnet Beam, Rush Coil, and Rush Jet.

You have only three stages to choose from. You don't acquire weapons from the members of Genesis Unit, so you needn't worry about what order you fight them in.

Buster Rod G Stage

This stage has numerous elements of Snakeman's level. You start off with the floating clouds and missiles, then you'll later fight against Snakeys.

Elements from Woodman's stage are also present here. Actually, all of the stages in this game use enemies and such from MM1-3 as well, so it's all fairly straightforward.

Be sure to bring the Crash Bomb to this stage; you can blow open a wall leading to an Energy Tank.

Buster Rod G: The monkey can be a little tricky, but he still has a pattern. He starts off lunging at you with his staff, and twirling it to try blocking your shots. He'll also jump and lunge, then split into several parts and warp to the other side of the room. Bubble Lead and Air Shooter seem to do the most damage, but they're easily blocked by the staff. I found Quick Boomerangs to yield the best results. Buster Rod will flee when he's beaten.

Mega Water S Stage

This stage is really straight forward. Most of it takes from Bubbleman's stage. Just be sure to bring the Hard Knuckle to knock away a wall leading to an Energy Tank.

Mega Water S: Don't be concerned by the spikes on the floor. Mega Water will spend his time on the platform above them, either firing harpoons at you, or spraying you with a water cannon that pushes you backwards. Ice Slasher is especially devestating, as well as Search Snake. If he puts up a barrier to protect himself, just shoot it a few times to destroy it.

Hyper Storm H Stage

Parts of this stage are overrun by those ladder-crawling bugs. Fire Storm or Leaf Shield do well to keep them at bay.

There are also conveyers. They aren't hard to navigate, but you can also fly Rush across as an alternative.

Near the end of the stage, there's another goodie room that can be accessed with the Hard Knuckle.

Hyper Storm H: Yeow. What a beast; note that Hyper Storm has two health bars. Don't be intimidated, though. He's not that hard. His attacks consist of sucking you into him or blowing you into the spikes on the walls. The spikes don't kill you in one hit, but they still hurt. He'll also try stomping on you while also summoning Mettaurs. Carve him up with Metal Blades or Shadow Blades, and you shouldn't have problems.

Dr. Wily: 1st Station

The Ice Slasher is a must to bring here. There are plenty of those flamethrowers that can be frozen by it.

If you have the Crash Bomb, you can take a different path through the stage. I didn't notice a huge difference in their difficulty, however.

The last part of the stage has Gutsman's track platforms. You can just fly over it with Rush Jet or Magnet beam no problem.

The boss is some kind of large fire serpant. You'll fight it on a wierd spring platform that bounces you higher when you're on the edges. Stay on the opposite side of the platform the serpant is on to avoid the flames it breathes, then boost yourself up and shoot it with Ice Slashers.

Dr. Wily: 2nd Station

There's really not much that stands out in this stage; only a place where the path splits. The top path leads to a section with Pipis and Fan Fiends; the bottom portion has Lightning Lords.

This boss is a sphere that bounces around the room, pausing to fire a pair of lasers very similar to the Gemini Laser. It opens its eyes at this point, which is when its vulernable. The Thunder Beam works best, not only in terms of damage, but its ability to hit it even when it's high in the air. When it's taken enough damage, it'll cover itself in spikes and bounce around even more, but it shouldn't be any more difficult.

Dr. Wily: 3rd Station

A Topman-like section near the beginning. Again, though, another straightforward level.

Once more, there's a fork in the road, this one being able to be accessed with the Hard Knuckle and either Rush Jet or Magnet Beam. Taking the top road leads to a pretty tame section with Pole eggs.

Buster Rod G: He's back, and he fights much differently than before. You'll need to stay on top of all of the collapsing debris in this room while Buster Rod shoots at you to try knocking you off. Since he has no staff to block your shots this time, you can blow him away pretty easily with Air Shooter.

Dr. Wily: 4th Station

This short stage is filled with all kinds of traps; Moles, metal smashers and acid. Just freeze it all with the Time Stopper and run past. At the end, you'll run into Protoman, who will blast open the way to the final battle.

Dr. Wily: Wily fights you in a huge mecha that you'll whittle down little by little. The weakness of this lower portion is the flashing leg joint that also fires homing missiles. Use the rising blocks as a foothold and attack with Crash Bombs. Try to aim slightly below the weak point; that'll cause the bomb to explode, doing a huge amount of damage (The Crash Bomb won't explode if it hits straight on). When that's destroyed, the upper portion is next. When it swings those spikey hand-things at you, jump on top and ride it to the top of the mecha, blasting away the face with Fire Storm. Finally is Wily's saucer, which is probably the easiest form of all. It merely flys around dropping a bomb every so often. Just keep yourself out of the blast range and use Thunder Beam whenever you're underneath.

Ending: Wily runs away, and Megaman gives chase. Eventually, he trips, but he saucer comes and beams him back aboard before Megaman can capture him.