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Walkthroughs: Megaman: Dr. Wily's Revenge, Shadowflare.inc

Megaman: Dr. Wily's Revenge

If you've been playing the NES games up to this point, you'll find that the setup of the robot masters is a little different. Rather than 8 robots to choose from, you only start with 4; Cutman, Iceman, Elecman, and Fireman. You'll fight the other 4 robot masters later.

My recomended order may seem surprising to those who have played MM1; Elecman, Iceman, Fireman, Cutman. Don't worry, Elecman is much easier than the previous game. Iceman and Fireman also seem a bit toned down. Cutman, however, is much harder to beat, which is why I don't suggest fighting him first. I thought the weapons you get reflected this as well. The Thunder Beam doesn't seem to have as much kick as before, while the Rolling Cutter mows down nearly everything in it's path!

Elecman Stage

The first part of this stage has few real enemies. Instead, there are those appearing/disappearing platforms, along with fans to try and blow you off them. You can jump straight up to avoid the fans' current, then just watch the platforms to figure the pattern out.

You'll encounter an area much like in Airman's level in MM2, a large chasm with Lightning Lords floating around. Like before, shoot them, and ride the cloud to the next one.

You'll have to climb a rather large shaft with electrical turrets firing at you. Just be patient, and move only when your path is clear.

BigEyes are back, but they work a little differently. They are only vulernable when they're jumping, but they don't take as many hits to destroy.

Elecman: Elecman is a pushover compared to his NES counterpart. Just stay in the center of the room. He should jump over you and run towards you, when he does, jump over him. You're likely to just end up playing leapfrog with him throught the entire fight. Of course, keep nailing him with plasma shots as you do this. He may not even get a chance to use the Thunder Beam. Even if he does, it won't hurt you as much as before.

Iceman Stage

You'll be greeted to this level by Bunby Helis. Take them one at a time, and shoot them before they get a chance to start dive-bombing you.

There are a few sections of this level with ice blocks that melt as you stand on them. Cross these areas as quickly as possible.

There are two areas where you must use the falling icicles to cross the spike pits. Memorize the pattern of icicles, then cross. If you need to reset them, simply leave the screen and return.

Sniper Joes and Scworms inhabit the final stretch, which is filled with holes. Combine this with the slippery surface, and it's not difficult to get thrown into a pit. Again,patience is the key, taking your enemies one at a time. The Thunder Beam may help out here.

Iceman: Iceman fights more or less the same as before, only now, he just shoots two Ice Slashers at a time instead of three. They still do lots of damage, though, so don't underestimate him. If you use the plasma gun, just jump the bottom Slasher and let the top one go over your head, and keep shooting. If you have the Thunder Beam, it's the same as before; three hits and he's history.

Fireman Stage

Chankey's are back, but they work differently than in MM1. They simply drop out of chutes on the ceiling, and they can't be destroyed. They typically do this directly over lava pools, so make sure you aren't knocked in.

You'll also encounter the Chankey Makers from Quickman's level. They're pretty tough, and take several normal shots to destroy. Either freeze them with the Ice Slacher and finish them, or nial them with the Thunder Beam.

Like in MM1, Ice Slasher can freeze the flamethrowers and use the flame as a temporary platform. You must do this to get the large energy capsule near the midway point.

Near the end of the stage, there are two segments wth flames rushing along the ground. Again, the Ice Slasher is your saving grace.

Fireman: Fireman, like Elecman, seems a little out of practice compared to last time. He only shoots one fireball at a time, and it doesn't set fire to the floor like it used to. You can beat him easilly enough with the plasma cannon. The Ice Slasher will only hasten his demise.

Cutman Stage

You'll be introduced to a brand new enemy here; Cutting Wheels. These contraptions look like buzzsaws with eyes. They are stationary until you get close enough, then they go into a frenzy. Try to pick them off from a distance.

Metalman's conveyer belts make a reappearence in this stage, which can cause a few inconveniences in a few places. Try to get the 1-Up at the beginning of the level, even if it may take a couple of tries.

Sniper Joes and Big Eyes also frequent this stage, but you now have an advantage with the Ice Slasher. Freeze them in their moment of vulernability and finish them with the plasma cannon.

Super Cutters also work differently from before. When you approach one, it begins to rotate in a counter-clockwise circle. You still can't destroy it, but you can freeze it and move on.

Cutman: Unlike the others, Cutman is actually harder than he was in his NES incarnation. It's difficult to avoid running into him or his Rolling Cutter, and it does a considerable amount of damage. The Fire Storm will even the odds for the most part. It's a much greater challenge to try the plasma cannon.

Dr. Wily: 1st Station

You'll get the Carry item after defeating the first four robot masters, and you'll be using it a lot in this stage to avoid impaling yourself on spikes, as well as the easy 1-Up at the beginning of this stage.

Most of your enemies should be those you've encountered before. Take care of them in the same way as before.

You'll come across a couple of corridors where you'll fight the Moles from Metalman's stage again. The Rolling Cutter will rip right through them, and they should drop enough energy ro refill it again.

At the final free-fall, use the Carry to make sure you fall right down the middle to avoid landing on spikes. At the bottom of the shaft, you'll see a teleporter room, but you don't fight the first four robot masters again (In fact, MMW4 and MMW5 are the only two Game Boy games where you fight the robot masters a second time). Here is where you fight the next set of RMs.

Flashman: Flashman is a decent one to conquer first. (There's no stage, by the way, just the boss.) Flashman fights in pretty much the same way as before, only there are no stairs, just a flat floor. Plus, he seems a little better protected. Luckilly, the Ice Slasher will still take him out quickly. If you beat Heatman already, use charged Atomic Fire shots.

Quickman: Like last time, use the Time Stopper to drain half of his health, then finish him with the Fire Storm or normal plasma shots. Actually, Fire Storm works well, since if he runs into you while the flame shield is on, he'll take damage as well.

Bubbleman: Bubbleman is weak against Quick Boomerangs, but you don't neccessarilly need them. Like before, his attacks are slow and not too powerful. In fact, you can fight him first with just the plasma cannon if you want. Oddly enough, the Thunder Beam has no effect on him. Go fig.

Heatman: Like before, Heatman is succeptable to Bubble Lead, but for some reason, Ice Slasher doesn't phase him. He's just as predictable as before, however, so he shouldn't give you much trouble anyways.

Enker: After all four are defeated, a fifth teleporter opens up. Step inside to fight Enker, Wily's first Megaman Killer. Enker follows a simple pattern, however, and it should be easy to follow after a while. He jumps and/or runs to the other side of the room, where he holds his lance up. He's open to attack at this time, but he'll abosorb all damage you do to him and release an energy shot; the more damage you do to him, the stronger the shot. It should be easy enough to jump over, however. Enker will then repeat the process. He only takes damage from the plasma cannon, so just keep shooting him until he's gone. After defeating Enker, Wily will escape to his space fort.

Dr. Wily: 2nd Station

This is a lot like the first station, in that you'll fight nearly all of the enemies you've encountered before. There are a couple of differences, however. The Sniper Joes and Metalls are more mobile, so keep that in mind.

Early on, use Carry to get on top of the stack of ice blocks, and stand on it until it melts away.

There are a couple of segments where you must cross large spike pits on the appearing/disappearing blocks. It's hard to give an exact strategy, so you'll probably have to get yourself with the pattern. The really hard one is the second set. When on the platform closest to the spikes, count to three, then jump straight up so you're in time for the next block to appear. You may be able to use Carry as a safety net.

BigEyes are now easy. Freeze them with the Ice Slasher, then two Bubble Lead shots will destroy them.

There's one corridor that's filled with Super Cutters and Cutting Wheels. Use the Time Stopper if things get hairy.

Charged Atomic Fire shots will destroy certain walls guarding power-ups.

There's a decent vertical portion swarming with Pipis. The Fire Storm does well protecting you here.

Dr. Wily: You'll fight Dr. Wily in a large mech resembling his own head. The mouth will open, spitting out and endless supply of Cutting Wheels. Two fully-charged Atomic Fire shots to the lower jaw will take out that portion. Quick Boomerangs work alright as well. When that section is destroyed, a large claw and laser cannon will appear from the mech. Equip Enker's Mirror Buster and use it to reflect the laser's shots back at Wily (Your other weapons won't even dent the mech's armor, so don't even try). Avoid the claw at all costs.

Ending: Wily does the ususal grovel, then the space station blows up. Megaman escapes on a ship, but we don't know what happened to Wily (Oh yeah, he won't be back...).