_______ _______ /\ /\ | ____|| _ | /\ / \/ \ | |____ | |_| | / \ / \ | ____||__ | / __ \ / /\/\ \ | |____ _| | / /__\ \ /___/ \___\|_______| |______|/________\ __ ___ /\ /\ /\ / \ / / / \/ \ / \ / \/ / / \ / __ \ / / / /\/\ \ / /__\ \ / /\ / /___/ \___\/________\/___/ \__/ (Behold the bad Ascii!) ________________________________________ | Hello my name is: | |----------------------------------------| | Basic Guide V 0.6 | | For Mega man: Wily Wars on Genesis | | By Kurtis "Fragnarok" Seid | |________________________________________| Content: 1. Updates 2. Intro 3. Mega man |General notes| |Robot masters| |Wily's fortress| |Weapons and items| 4. Mega man 2 |General notes| |Robot masters| |Wily's fortress| |Weapons and items| 5. Mega man 3 |General notes| |Robot masters| |Doc robot| |Wily's fortress| |Weapons and items| 6. Wily tower |General notes| |Robot masters| |Wily's fortress| 7. Pro action replay codes |Unfreeze codes| |Infinite codes| |Slot modify codes| |Modifier digits| |Other codes| 8. Credits 9. Legal stuff 1. Updates ----------------------------------------------------------------------- V 0.6 Fixed a few things here and there. V 0.5 More PAR codes coming out the wahzoo! V 0.4 Besides mandatory tweaking this guide is more or less done. V 0.3 3/5 of the way done with MM3. V 0.2 Added more stuff about MM2 and WT. V 0.1 Got this thing started, not much but it's still a start. 2. Intro ----------------------------------------------------------------------- Wily wars is a remake of the first 3 Mega man games for the NES. Not only does this Genesis release include 3 of the greatest games in the history of the world but also the exclusive mini game Wily tower. This game had been sitting in my "To beat" pile for almost a year now and with a lack of anything else to do I decide to finally play it. After a few days I fished all 3 original games and the bonus mini game and wanted to see if there was any info about this game. After much searching I could only find one, and that one version wasn't even a handy dandy file but rather a web page. I said no to this great injustice and set out to make the world know more about the Wily wars. Hopefully this guide will do just that. If you have gone legally insane or just want to spam me I can be reached at Cortesdragon@hotmail.com. 3. Mega man ----------------------------------------------------------------------- |General notes| The game went through a few changes compared to its US release. Here are some of those changes: The intro is now that of the Japanese version and has the same theme as Mega man 3's title. The "Clean pause" has been removed so you can no longer use the "Pause resume" trick. Some enemies seem to move slower than before. You can now save your progress instead of starting from the very beginning. Mega man is more prone to falling off edges. Some enemies have either been strengthened or weakened a bit. You can step on spikes while flashing. You can not scroll items back on to the screen. |Robot masters| Bomb man Stage notes: None really, his stage is pretty strait forward. Boss: Bomb man is one of the easiest bosses to kill with Mega man's Mega buster but if you want to make it even simpler use Fire storm which does almost twice as much damage. Weapon gained: Hyper bombs Guts man Stage notes: The first part of the stage requires you to jump from platforms that can drop you off the screen. If you don't want to deal with these you can also use the Magnet beam to skip it. Boss: When Guts man lands the ground will shake and cause Mega man to fall down, to prevent this simply jump when Guts man is about to land. When he is stationary throw a hyper bomb at him for the best damage. Weapon gained: Super arm Cut man Stage notes: There are a lot of blocks that can be thrown with the super arm, however using them is pretty much a waste. Boss: Although Cut man is the weakest to the Mega buster doesn't mean he is the easiest to kill with it. Use the Super arm to chuck the two blocks in his room which should kill him. If you miss or don't have enough weapon energy you will have to resort to the Mega buster or Fire storm. Weapon gained: Rolling cutter Elec man Stage notes: The stage is completely vertical meaning that if you get pushed you could land a few screens lower then you were before. On one screen there is the blue gizmo called the Magnet beam which is blocked by a few blocks. Use Super arm to throw them or Thunder beam to break them. Boss: Ignore the blocks that are in his room, although it does more damage then the Mega buster there are better ways to kill him. The Rolling cutter does the most damage against Elec man, only about three should do it. Weapon gained: Thunder beam Ice man Stage notes: This place is much more slippery then the other stages, use the Magnet beam to lessen the hassle. Boss: Thunder beam does the most damage to him, just fire at him then dodge his ice slashes. Hyper bombs also work but aren't nearly as strong. Weapon gained: Ice slasher Fire man Stage notes: The flames can be frozen with the Ice slasher, this makes for good stepping stones. Boss: Ice slasher is his best weakness, you can just sit back, fire, then dodge his attacks. Weapon gained: Fire storm |Wily's fortress| 1st stage Stage notes: This stage requires you to have the Magnet beam to get through a few of the rooms, if you don't have it then you are screwed. Boss: The rock monster(Later renamed the Yellow devil) will stay on one side of the room for a few seconds before breaking up into pieces and flying across the room, you can simply dodge them or use the magnet beam to aid you. When he reforms hit his eye with Thunder beam which does the most damage. Seeing as the Pause-Resume trick was removed this battle will be alot harder then the original. 2nd stage Stage notes: You will have to refight Cut man then Elec man in this stage. You can use the same strategy on Elec man but because there are no blocks you will have to use the Mega buster or Fire storm on Cut man. Boss: Like with the rock monster you can't cheat in this game but don't worry your clone is still easy enough to kill with Thunder beam, Fire storm and/or Hyper bombs. 3rd stage Stage notes: There is a large duct that will push you forward while enemies come at you, it's best to blast them instead of trying to dodge them. Boss: The Orbs will come out one by one as you kill them, each more deadly then the last. Because there are so few blocks you should hold off using them till the end and take out the first few with the Mega buster. 4th stage Stage notes: You will have to refight Bomb man, Fire man, Ice man, then Guts man. Before the long stream of battles there is a shuriken shaped item sitting on a ledge that will restore all of your health and weapon power, you'll need this. Boss: When the panel is over Wily's ship shoot Fire storm at it. When the panel breaks off Wily's energy will refill. In this state everything ceppt Hyper storm, Ice slasher and Super arm(Duh) do the same amount of damage to him so it's your choice. |Weapons and items| Mega buster Mega man's standard pea shooter weapon, weak but effective. Up to 3 bullets can be on the screen at once. Cost: Free Hyper bombs Throws a bomb that explodes a few seconds later. Cost: 2 units Super arm Picks up blocks. When a block is in your hands press the fire button again to throw it. When playing Wily tower Mega man can not slide while holding a block. Cost: 1 unit Rolling cutter A pair of scissors that will boomerang back to Mega man. Cost: 1 unit Thunder beam Lightning that shoots forward, up and down at the same time. Breaks blocks. Cost: 1 unit Ice slasher Fires a single ice blade forward. Cost: 1 unit Fire storm Shoots a bolt of fire forward and surrounds Mega man in a blaze. Cost: 1 unit Magnet beam Creates platforms that disappear a few seconds latter. Hold down the fire button to make the platforms longer. Cost: 2 units, 2 additional units per expansion. 4. Mega man 2 ----------------------------------------------------------------------- |General notes| The game went through a few changes compared to its US release. Here are some of those changes: The game is permanently set to difficult setting. You can no longer make Mega man invincible to enemy attacks by bringing up the menu. You can not change the back round stars to birds. Some enemies seem to move slower than before. You can now save your progress; Using passwords is no longer an option. Mega man is more prone to falling off edges. Some enemies have either been strengthened or weakened a bit. Bosses are now invincible for a few seconds after being hit. |Robot masters| Air man Stage notes: If you destroy the cloud riders only their tops will blow off leaving the clouds to pilfer. Boss: His tornadoes are very easy to jump over so no need to worry about them. Leaf shield does a massive amount of damage to him; the Mega buster, Atomic fire and Quick boomerangs also get the job done. Weapon gained: Air shooter Item gained: Item 2 Crash man Stage notes: You can make the jumping in this level way less of a hassle by using Item 1 or Item 2. Boss: He is extremely easy with the Air shooter, just fire when he jumps to take off almost have his energy. Weapon gained: Crash bombs Flash man Stage notes: There are a few walls here that can only be blown up with Crash bombs. The ground is like ice so you might want to use the items to make it easier. Boss: Flash man will mainly just jump around but sometimes will freeze Mega man in place before blasting him with a swarm of bullets. When you have control over Mega use Metal blades for the most damage, Crash bombs also work well. Weapon gained: Time stopper Item gained: Item 3 Quick man Stage notes: The beams here will kill you in one hit, you can use Time stopper to prevent them from showing up. Boss: Every two weapon energy units of Time stopper will do one damage to Quick man, this can add up to half a bar. Use Crash bombs or Air shooter to finish him off. Weapon gained: Quick boomerang Metal man Stage notes: In some parts where those drills are coming from the roof and floor you can some times simply run without stopping to get by them. Boss: The Quick boomerang does a lot of damage to Metal man but he is easy enough to destroy with the Mega buster. Try Metal blades on him >:) Weapon gained: Metal blade Bubble man Stage notes: There are alot of one hit kill spikes in this level, tap the jump key instead of pressing it to keep yourself from dying. Boss: The roof of Bubble man's chamber is lined with spikes so don't jump too high. He will float around, fire a bullet, then shoot two bubbles before repeating. The Metal blade is your best chose but the normal Mega buster works too. Weapon gained: Bubble lead Heat man Stage notes: The shrill disappearing-reappearing blocks from Ice man and Elec man's stage are here and this time they are over one hit kill lava, Item 2 will make this much less a bitch. Boss: When Heat man blazes to the other side jump over him then hit him with Bubble lead when he reforms. Weapon gained: Atomic fire Item gained: Item 1 Wood man Stage notes: You can use Time stopper to make it so the fire breathing dogs won't even appear. Boss: A charged Atomic fire will kill him instantly when his shield is down. When his shield is up you can also try using Crash bombs which can stack alot of damage. Weapon gained: Leaf shield |Wily's Fortress| 1st stage Stage notes: The ladder that seems out of reach can be climbed with item 1, just fire 3 of them to get across. Boss: The dragon will chase you for awhile, jump or use item 2 to get away. When you reach the area where you can actually fight back stand on the top block so you can fall on the lower ones in case you are hit, then aim for his head with the Quick boomerangs. 2nd stage Stage notes: You'll want to make use of all three of you items in this stage so make sure they are relatively full. Boss: Although bubble lead does the most damage to the walls it's very annoying to hit them with it so use Metal blades instead. 3rd stage Stage notes: Be cautious when jumping over some pits, for they harvest giant piranhas just waiting to eat Mega man. Also there is a rather long drop full of spikes but you can most likely get through it by holding left. Boss: Two lanes wide, Gutsdozer is 64 tons of American pride. It's actually safe enough to jump on top of his tank like legs, once there hit him in the head with Quick boomerangs. 4th stage Stage notes: There are a few "False floors" in this stage so use Bubble lead to see if you can walk on them. Boss: You will absolutely need full Crash bomb energy due to the fact it's the only thing that can damage the blasters. Destroy only the two walls that directly guard them and use Item 1 or Item 3 to reach the rest. 5th stage Stage notes: You will have to fight all 8 robot masters via teleporters and you all know what that means, bad Ascii time! - _______________________ |H_E|___|___|___|___|F_L| |A_I|___|___|___|___|M_E| |W_O|___|B_U|Q_U|___|C_R| Boss: Wily isn't too hard, just dodge then blast his cockpit with Atomic fire, Crash bombs or Metal blades. 6th stage Stage notes: When you get to the dripping blood just run and never look back to not even take a scratch. Boss: The monster flies around in a infinity pattern, just jump over him when he swings by then drop Bubble lead on him, the only that does any damage to him. |Weapons and items| Mega buster Mega man's standard pea shooter weapon, weak but effective. Up to 3 bullets can be on the screen at once. Cost: Free Air shooter Fires three twisters upward. Cost: 2 units Crash bombs If they hit a wall they will blow off a few seconds later. If they hit an enemy they will explode on impact. They can also be used to destroy some noticeable walls. Cost: 4 units Time stopper Freezes all enemy activity but doesn't prevent Mega man from being harmed. Cost: 1 unit per second Quick boomerang Fires a small boomerang that will return to Mega man. A whole stream of them can be on the screen at one time. Cost: 1/8 of a unit Metal blade Chucks a gear in any direction, just hold the way you want it to go on your D-pad. Cost: 1/4 of a unit Bubble lead Fires bubbles that drop to the ground and roll. Two can be fired at once. Cost: 1/2 of a unit Atomic fire Shoots a ball of fire. It can be charged to fire a larger, stronger ball. Cost: 1 unit normally, 6 units partially charged, 10 units fully charged Leaf shield Covers Mega man in spinning leaves. Press the D-pad to launch it. Cost: 2 units Item 1 Makes platforms that float up before disappearing. Max of 3 at a time. Cost: 2 units Item 2 Makes a jet board that automatically flies in a strait line. Cost: 1 unit per second Item 3 Makes a machine that bounces on the ground until it hits a wall, which when it reaches will climb up. Cost: 1 unit per second 5. Mega man 3 ----------------------------------------------------------------------- |General notes| The game went through a few changes compared to its US release. Here are some of those changes: The intro is now that of the Japanese version. None of the cool 2nd controller cheats work anymore. Some enemies can not be destroyed by scrolling them off screen. Some enemies seem to move slower than before. You can now save your progress; Using passwords is no longer an option. Mega man is more prone to falling off edges. Some enemies have either been strengthened or weakened a bit. Bosses are now invincible for a few seconds after being hit. |Robot masters| Magnet man Stage notes: You'll have your first meeting with Proto man in this stage. He has a pretty easy pattern, all you need to do is slide under him when he jumps over then hit him with the Mega buster. There are more of your favorite vanishing blocks here so use the Rush coil or Rush jet if you're sick of them. Boss: His magnets will seek you out but even if you get hurt he can easily be taken down with the Mega buster; Shadow blades or Spark shock would be a better choice though. Weapon gained: Magnet missile Hard man Stage notes: Although Proto man's tactics are the same the battlefield isn't. However what may seem like a disadvantage can actually be helpful. Mainly try to stay on the opposite of whatever side he is on then shoot through the ground with your Mega buster. Boss: Blast him with Magnet missiles before he can get started then dodge his fists as they come at you. He can also jump into the air and land with Guts man like effects. Weapon gained: Hard knuckle Top man Stage notes: If you don't know already Mega man can hold on to the end of a ladder and shoot some of the higher enemies. This info might be useful when fighting some of the fat top dudes. You can also get a few power ups if you use Rush coil or Rush jet here or there. Boss: Just jump when his 3 tops come at you then again when he himself does. When he is finally finished hit him with Hard knuckles, heck the Mega buster works fine enough. Weapon gained: Top spin Shadow man Stage notes: Proto will show up but the battle is still the same as in Magnet man's stage. There are weird machines stuck to the roof that can turn the lights off, hit them with Magnet missiles or anything that can reach them to make it light again. Boss notes: He is not the speed demon he was in the original version but he is still deadly. However no mater how much of a fighter Shadow man is he is still no match for the dance styling of the Top spin, just wait until he is in the air then wreck him up. Weapon gained: Shadow blades Item gained: Rush marine Snake man Stage notes: Nothing too special besides having to fight to very easy mini bosses, just jump over their shoots then aim for their head with the Mega buster. Boss: Snake man runs and jumps around his room a bit before unleashing his snakes on you. Try to avoid them as best you can then nail the snake master with Needle cannon; Shadow blades and Hard knuckle can also do alot of damage. Weapon gained: Search snake Gemini man Stage notes: There is a low bank of water so you can use the Rush marine for some added firepower or the Rush jet to just fly over it. Proto man will also show up but he will merely stair blankly at you for a few seconds before leaving. Boss: Although Gemini man splits apart only one of his halves can be damaged, but unless you are prone to memory lapses then you should know which one is which. Fire a Search snake when ready but be warned, he will match everyone of Mega's attacks with his own Gemini buster. Weapon gained: Gemini laser. Needle man Stage notes: Pretty basic level, just don't forget that Mega man now has the ability to slide in order to avoid a few hazards. Boss: Another pathetic easy to dodge boss. Make good use of your jumps and slides then reprise on him with your Gemini laser. Weapon gained: Needle cannon Item gained: Rush jet Spark man Stage notes: There are some annoying lifting cans that can launch Mega man into spikes, once you start hearing the little zooming sound jump off those things to avoid a lost life. Look out for falling crap that can crush Mega man as well. Boss: This freak will do more hopping around before letting out some easily dodgeable projectiles. Your best bet is Shadow blades but Hard knuckles and Needle cannon will also do. Weapon gained: Spark shock |Doc robot| Shadow man Stage notes: Spikes and trap doors galore have been added. You'll need to be extra careful on your jumps if you want to destroy the light controls. Sub boss: There are no cheap tricks anymore when fighting Wood man. Your best hope is to hit him as much as you can with the Needle cannon when his shield is down due to the fact that nothing can get by while it is up. Boss: Top spin will do a lot of damage to Heat man but it will probably do the same to Mega man. This time around you'll have to get a bit closer to hit Heat man with Shadow blades, making it so you'll have to jump much faster than before. Gemini man Stage notes: Don't destroy all of the escargot or you'll be forced to use Rush coil or Rush jet to get by. There is a long river that can only be crossed with the Rush jet or Rush Marine, make sure to get the Energy capsule or you'll have to switch between vehicles. Sub boss: Due to Doc robot's size it's hard to jump over Flash man, not even the slide will help you much. Cuss you can't rapid fire in this remake Gemini lasers will work well on him. Boss: Both Bubble man and his arena are pretty much the same as in MM2 so don't jump too hard. Shadow blades do a nice amount of damage but you might want to stand back and fire with Spark shock. Needle man Stage notes: This stage requires you too use the Rush jet a lot. Like with the revisited Gemini man stage make sure to pick up the Energy power ups or risk falling to your death. Sub boss: Air man is still the fat bastard he always was. While Magnet missile worked wonders in the original you're stuck with Spark shock this time around. Boss: You'll need to launch the Hard knuckle just right if you want to hit the airborne Crash man. You can also try Top spin if you have a death wish. Spark man Stage notes: A lot more cans and crap then the last time through here plus a lot of spikes including a shaft that looks like it was ripped from MM2. You can kill the ladder climbers easily with Shadow blades or Gemini laser. Sub boss: Don't assume that the Shadow blades can do the same amount of damage as the Metal blades, cuss they only do 1/14 of what you expected against Metal man. This time around Magnet missile should work. Boss: Quick man now has bulk to his advantage and what is even worse is you'll have to plant the slow moving Search snakes under him to do much damage. |Wily's fortress| Proto man's stage Stage notes: Yeah I know this isn't part of Wily's fortress but I'm too lazy to make a whole bloody shrine to one fight with Proto. Boss: Proto man has a full joe helmet now but it doesn't aid him at all. Mainly use the strategy as you did in Hard man's stage and blast through the walls. 1st stage Stage notes: There are a lot of places were you will need Rush in all his forms, but while the Rush coil and/or Rush jet are mandatory you might not want to waste the Rush marine. Boss: The turtle maker is immune to attacks so target its creations with Shadow blades. Although the twisters don't directly harm you they can push you into your foe. 2nd stage Stage notes: There are trap doors and spikes that need careful jumping to get by, or just screw it all and use the Rush jet. Boss: The rock monster/Yellow devil is pretty much the same as he was in MM1. The Hard knuckles aren't as good as Thunder beam but the Rush jet is a lot more controllable then the cruddy Magnet beam. 3rd stage Stage notes: The game designers really want to promote Rush, don't they? You'll want to use his coil and jet forms alot to avoid all of the one hit kill spikes. Boss: The teleporters will scramble who is the real clone(Does that even make sense?) so you'll have to figure out which one of to hit by firing a Search snake. Once you got the damageable in site hit him with Top spin or more snakes. 4th stage Stage notes: More boss hatches means more of my fabulous bad ascii- _______________________ |N_E|___|___|___|___|S_N| |M_A|___|___|___|___|S_P| |G_E|___|H_A|T_O|___|S_H| 5th stage Stage notes: Just make sure to refill your weapon energy, primarily Top spin, Shadow blade, and your Rush stuff. Boss: You can take the gun out pretty easily with Spark shot. When it comes time to fight the Wily robot wait till it comes down to hit it with Hard knuckle or just jump on Rush jet if you are impatient. 6th stage The trash men wield the awesome power of Spark man's patent crap so kill them before they can go Guts man on your ass. Boss: It's too hard to hit Gamma with Hard knuckle in the Wily wars version so you will have to rely on Shadow blades. Like Shadow man Wily himself is no match for Mega man's prancing so drop on him with a good Top spin. |Weapons and items| Mega buster Mega man's standard pea shooter weapon, weak but effective. Up to 3 bullets can be on the screen at once. Cost: Free Magnet missile A missile that will change its direction to hit a target. Up to two at a time. Cost: 2 units Hard knuckle Fires a large fist forward. It can be used to destroy obvious barriers. Cost: 2 units Top spin Allows Mega man to do a spin attack while jumping. Cost: 1 unit per hit Shadow blades Shoots a shuriken a short ways in one of five directions before returning to Mega. Cost: 1/2 of a unit Search snake Drops a snake on the ground which can crawl up or down walls. Two snakes can be fired at once. Cost: 1/2 of a unit Gemini laser A relatively slow beam that can bounce off walls. Cost: 2 units Needle cannon Produces a rapid fire blast of spikes. Cost: 1/4 of a unit Spark shock Simply a large spark is fired forward. Cost: 1/2 of a unit Rush coil Summons Rush, jump on his back to be launched into the air. Cost: 2 units Rush marine Summons Rush, jump in him to ride in a submarine that can float under water, jump, and even has its own buster. Cost: 1 unit per second Rush jet Summons Rush, jump on his back to ride a jet board that has full control. Cost: 1 unit per second 6. Wily tower ----------------------------------------------------------------------- |General notes| After beating all 3 original games on one file the Wily tower mini game will open. If this doesn't seem to work you can check sites like Zohpar(Look in the credits)for trouble shooting ;) In this game you are pitted against three strange Robot masters who guard Wily's tower. Unlike most games Mega man starts with all the weapons and items he acquired in his past adventures. Due to limited space however he can only take 8 of his 22 weapons and 3 of his 6 items on each adventure. Chose wisely or be screwed. As a general note the following will be priceless on your quest: Hyper bombs Thunder beam Crash bombs Metal blade Hard knuckle Magnet beam Rush jet While these will be pointless: Top spin Magnet missile Search snake Gemini laser Item 2 It doesn't matter what order you go in because the bosses give you jack nothing! |Robot masters| Mega water sponge Stage notes: Classic under water stage so the Rush marine might do you some good. This level is equipped to the bone with spikes, just don't press the jump button too hard and you should survive. There are a few Hard knuckle smashable walls. Boss: When he gets on his little platform throw a Hyper bomb up there and just concentrate on dodging his ammo. You can just stand on one side and not worry about the spikes. Buster rod god Stage notes: Stereotypical jungle in the mountains with many robots that resemble animals and rockets. Crash bombs can destroy a few walls. Boss: His lance isn't even long enough to reach you if you stay on the other side of the room, but you'll need to jump in to throw a Hyper bomb at him. Although the blade will harm you the shaft seems to do nothing. Oh and no you can't kill him in this round. Hyper storm hog Stage notes: There is an abusive number of flail joes, trap doors and spikes lying around here so watch out and/or use Item 1, Magnet beam or Rush jet to help you. More breakable walls for your Hard knuckle can be found here as well. Boss: He has twice the energy of any other robot master but he is still easy. Any time he is relatively stationary(Such as when he is sucking and blowing) hit him with any kind of bomb for a lot of damage, hell the Mega buster even works. Don't be fooled by the spikes in his room, they aren't instant death, though they still hurt alot. |Wily's fortress| 1st stage Stage notes: You can take an alternate path if you blow up a few walls with the crash bombs. Also if you opt to go that way you can use the Super arm to get a few power ups. Boss: You'll need to use the spring to even reach the salamander's head, but once air born blast him with Ice slasher or Bubble lead for the most punishment. 2nd stage Stage notes: Some one had a sick mind when making this stage. You can use the Rush marine in the first part of the level, while later on you might want to make use of Time stopper and Hard knuckle. Rush jet and/or Magnet beam will also be useful. Boss: You can only hurt the ball when he opens his eyes to shoot Gemini laser like lasers at you. When it comes time to attack him blast him with Thunder beam. 3rd stage Stage notes: What's with Capcom's fetish with monkeys and fat men? Anyway you can take an alternate path by using Hard knuckle and one of your platform items. Boss: Noting that his lance sucked Busta Rogey is now equipped with his own buster("Buster buster" maybe?) but it's pretty easy to dodge. Try to stay on the highest platform when they start falling then hit BRG with Air shooter when you get a clean shot. 4th stage Stage notes: Nothing too special besides Proto man showing up for no reason other than to blow up the floor. Boss: At the start of the battle jump on the blocks to get Mega higher so you can hit the cannon with Crash bombs or Thunder beam. When the robot's legs blow off wait till its hands are flat on the ground then use them as stepping stones to hit the head with Hard knuckle. Once only Wily's pod is left hit it with Thunder beam or Shadow blade or anything that can actually reach him. 7. Pro action replay codes ----------------------------------------------------------------------- |Unfreeze codes| Placed after any infinite code to prevent it from pausing the game and refilling on its own. Health recovery FFAD96:1C00 Weapon recovery FFAD98:1C00 |Infinite codes| Lives FFCB38:0900 Health FFA3FE:001C Hyper bomb FFCB40:001C Super arm FFCB48:001C Rolling cutter FFCB50:001C Thunder beam FFCB44:001C Ice slasher FFCB4C:001C Fire storm FFCB54:001C Air shooter FFCB60:001C Crash bomb FFCB7C:001C Time stopper FFCB74:001C Quick boomerang FFCB6C:001C Metal blade FFCB78:001C Bubble lead FFCB68:001C Atomic fire FFCB5C:001C Leaf shield FFCB64:001C Magnet missile FFCB90:001C Hard knuckle FFCB98:001C Top spin FFCB9C:001C Shadow blade FFCBA8:001C Search snake FFCBA0:001C Gemini laser FFCB94:001C Needle cannon FFCB8C:001C Spark shock FFCBA4:001C Magnet beam FFCB58:001C Item 1 FFCB80:001C Item 2 FFCB84:001C Item 3 FFCB88:001C Rush coil FFCBAC:001C Rush jet FFCBB4:001C Rush marine FFCBB0:001C |Slot modify codes| Replace "??" with a modifier digit. Weapon 1 FFCBBE:??00 Weapon 2 FFCBC0:??00 Weapon 3 FFCBC2:??00 Weapon 4 FFCBC4:??00 Weapon 5 FFCBC6:??00 Weapon 6 FFCBC8:??00 Weapon 7 FFCBCA:??00 Weapon 8 FFCBCC:??00 |Modifier digits| Hyper bomb 01 Super arm 03 Rolling cutter 05 Thunder beam 02 Ice slasher 04 Fire storm 06 Air shooter 09 Crash bomber 10 Time stopper 0E Quick boomerang 0C Metal blade 0F Bubble lead 0B Atomic fire 08 Leaf shield 0A Magnet missile 15 Hard knuckle 17 Top spin 18 Shadow blade 1B Search snake 19 Gemini laser 16 Needle cannon 14 Spark shock 1A Magnet beam 07 Item 1 11 Item 2 12 Item 3 13 Rush coil 1C Rush jet 1E Rush marine 1D |Other codes| Can walk on spikes FFA436:0500 8. Credits ----------------------------------------------------------------------- http://www.zophar.net for help about gaining the Wily tower http://www.mmhp.net for some info about various places Old soggy copy of Nintendo power for a few tips GameFAQs poster terry bogard for the PAR codes Nintendo STRATEGIES for really inaccurate info and Capcom's most likely outdated address Whatever site I got my copy from Bloodlust software, they be pimpin Stephane Dallongeville, he/she be pimpin to a lesser extant The webmaster of whatever site this file randomly lands on Sega for bringing this game here via the ill faded Sega channel Capcom for making this game Me for making your day brighter then it could have ever been 9. Legal stuff ----------------------------------------------------------------------- This document is copyright 2001, 2002 by Kurtis Seid Wily wars is copyright 1993 Capcom. Current sites this FAQs has infected: www.GameFAQs.com Distribution or plagiarism of this document without the consent of the author will result in your sorry arse being shot out of a catapult.