--------------------------------------------------------------------------- --------------------------------------------------------------------------- Rockman & Forte Strategy Guide (v.1.1, 7/15/98) Copyright (C) Kuno Christoffel (deva@mail.wizard.net, www.wizard.net/~deva) Small amounts of unknowing assistance provided by RankinDrk@aol.com. Rockman, Forte and Rockman & Forte are all registered trademarks of Capcom (www.capcom.co.jp). This Strategy Guide was written for non-profit purposes. All I ask is for fame, glory and adulation. Please don't rip my work off. Please do point out inaccuracies or mistakes. Please don't claim to be the genius who discovered any of information you picked up from this document. Please do tell me what that damn "Counter Attack" does. Tanks. --------------------------------------------------------------------------- THE HEROES --------------------------------------------------------------------------- ROCKMAN: The little blue guy. Power 1: Rock Buster. Hit the fire button to fire in the direction you're facing. Hold down the fire button to charge a level 2 or 3 shot, then release to fire it. This can happen automatically with one of Rightot's items. Power 2: Slide. Hold 'down' and whatever direction you want to slide, then hit the jump button. ----- FORTE: The little black guy. He is *not* a fish. Power 1: Forte Buster. Hold any direction key (except down) or any combination of direction keys to make Forte fire in that direction. Hold down the fire button to make Forte rapid-fire; while rapid-firing, Forte cannot walk, but he can jump forward or backwards. Power 2: Double-Jump. By hitting the jump button while jumping or falling, Forte will jump again. Power 3: Dash. Hit the dash button to make Forte run forward. Power 4: Dash-Jump. While dashing, hit the jump button to make Forte execute a *powerful* jump. --------------------------------------------------------------------------- SPECIAL WEAPONS --------------------------------------------------------------------------- Ice Wall: Creates a wall of ice in front of you. If you push the wall, it will gather momentum and slide forward, damaging everything in it's path. If the wall contacts an obstacle, it will bounce off and slide in the other direction. You can stand on top of the wall to reach high ledges, and you can stand on it while it's in motion to cross spiked floors. Underwater, the Ice Wall will float upwards, and you can ride on it. Enemies that are flat against the ground will be hit as the wall passes over them. Won from Coldman. Copy Vision: Creates an "energy-based multiple" (WOW!) of Rockman/Forte wherever they happen to be when it's activated (yes, this includes standing in thin air). The copy will fire it's cannon forward until it dissipates. In addition, homing shots will track the copy, instead of you. Won from Astroman. Spread Drill: Fires a large drill forward; the weight of the drill will quickly drag it downwards. Hitting fire while the drill is in flight will cause it to bisect into two smaller, faster, lighter drills. Hitting fire a third time will bisect both halves into four tiny, speedy drillettes. Those round blocks made of ice or stone can be drilled through with it. Won from Groundman. Wave Burner: Bathes the area in front of you with flames. Can be used to destroy those large flame-symbol blocks by lighting their fuses, and will melt certain ice blocks. Underwater, the Wave Burner will make a whirlpool that can be used to move mines or propel you when you're in a bubble. Won from Burnerman. Remote Mine: After firing the Remote Mine, the up and down keys may be used to steer it. When it contacts a wall or enemy, it will stick to them, and you may hit the fire button again to detonate it. Won from Pirateman. Lightning Bolt: Calls down electrical blasts to hit everything on the screen. While using the bolt, you are invulnerable to enemy attacks, and will hang in the air if you do it during a jump. This is good for avoiding attacks you couldn't dodge otherwise... Won from Dynamoman. Tengu Blade: Fires an energy slash forwards. Dashing or sliding with the Tengu Blade active will cause Rockman/Forte to hit enemies they contact with it. If the blade hits a wall, it will ricochet off. Won from Tenguman. Magic Card: Fires a card forwards or upwards which then returns. Any power-ups the card contacts will be brought back as well. Won from Magicman. Gospel Boost: (Forte only) Gospel teleports in and fuses with Forte. While fusion lasts, Forte can fly (but not climb ladders) and simultaneously fire powered-up shots forward, forward-up and forward-down. Must be bought from Rightot. Rush Search: (Rockman only) Rush teleports down next to Rockman and digs in the ground. If any enemies hit Rush while he's digging, he will teleport out before finishing. Must be bought from Rightot. Beat: (Rockman only) Beat will fly in and drop a barrier over Rockman. The barrier will drain energy continuously until it dissipates or is shut off. Must be bought from Rightot. Eddie: (Rockman only) Eddie will fly in and deliver up to three items (each item drains approximately 1/5 of the power bar) to Rockman. Must be bought from Rightot. --------------------------------------------------------------------------- RIGHTOT'S SHOP --------------------------------------------------------------------------- NOTE: Not all items are available immediately. Row two appears after three robots are defeated, and rows three and four after six robots are gone. List reads left-to-right, up-down. Item One: Spare Body. Gives you a one-up. 50 bolts. Item Two: Energy Balancer. Uses weapon energy capsules to fuel special weapons even when they're unselected. 120 Bolts Item Three: Exit Parts. Select to teleport out of an already-cleared stage. 50 bolts. Item Four: Shock Guard. Protects you from instant-kill spikes; one use only. 10 bolts. Item Five: Transceiver. Calls Roll-chan. 100 bolts. Item Six: Item Presenter. Randomly appears to give you a life energy capsule. "Gamble" on whether or not you'll need it. 60 bolts. ----- Item Seven: Enemy Analyzer. Transceiver power-up parts tell you the enemy's weak point (in Japanese, of course). 50 bolts. Item Eight: Super Recover. Increases the amount of energy that capsules give you. 200 bolts. Item Nine: Counter Attack. Increases your "luck" when you're in a "pinch". No, really, that's what it says. 200 bolts. Item Ten: (Rockman only) Auto Charger. Automatically charges the Rock Buster. 50 bolts. Item Ten: (Forte only) High-Speed Dash. Speeds up Forte's dash. 100 bolts. Item Eleven: (Rockman only) Eddie. Allows you to call Eddie to deliver power-ups. 150 bolts. Item Eleven: (Forte only) Step Booster. Gives you a boost when climbing ladders. 100 bolts. Item Twelve: (Rockman only) Rush Search. Allows you to call Rush to dig for items. 100 bolts. Item Twelve: (Forte only) Gospel Boost. Allows you to call Gospel for fusion. 200 bolts. ----- Item Thirteen: Energy Saver. Special weapons use less energy when fired. 200 bolts. Item Fourteen: Damage Absorber. Refuels special weapons when you take damage. 300 bolts. Item Fifteen: Power Armor. Special armor decreases damage you take. 300 bolts. Item Sixteen: (Rockman only) Auto Recover. Gradually refills your life meter. 450 bolts. Item Sixteen: (Forte only) Super Buster. Increases the power of the Forte Buster's shots. 300 bolts. Item Seventeen: (Rockman only) High-Speed Charge. Increases the speed with which the Rock Buster charges up. 150 bolts. Item Seventeen: (Forte only) Hyper Buster. Allows Forte to shoot through walls. 300 bolts. Item Eighteen: (Rockman only) Beat. Allows you to summon Beat to drop a barrier around you. 300 bolts. Item Eighteen: (Forte only... sorta) CD Counter. Allows Roll to tell you the number of CDs left in the level when you call. 100 bolts. ----- Item Nineteen: (Rockman only... sorta) CD Counter. Allows Roll to tell you the number of CDs left in the level. Yes, it's annoying to have to list it twice. 100 bolts. Item Twenty: (Rockman only) CD Finder. Makes sparkles temporarily appear where CDs are buried underground. 300 bolts. --------------------------------------------------------------------------- THE CDS --------------------------------------------------------------------------- What, do I look like a masochist? Somebody (2 somebodies I know of) already did it, anyways. If you find them all, then it enables Blues as a playable character, and shows you a special ending cinema of Dr. Wily building Zero and sending him out on his infamous rampage. Just kidding, you don't get anything for finding all 100 CDs. Scratch that. There was a contest, in Japan, with some manner of prize going to the people who got all 100... I think. Something like the one that went on with Rockman Battle & Chase. But, even if there was, *you* couldn't have entered and I think it's over now, anyways. Sorry. --------------------------------------------------------------------------- HELPFUL HINT --------------------------------------------------------------------------- You can make text appear instantly on the screen by pressing the 'Start' button, and skip through the dialogue sequences by pressing it repeatedly. --------------------------------------------------------------------------- THE BOSSES --------------------------------------------------------------------------- GREEN DEVIL Weakness: Oh, take a wild guess. As Forte, use the double-jump to hover at eye level, continuously firing forward to strip away the slime and hit his eye. As Rockman, charge up to a level 3 shot and fire it at eye level to strip away the slime, then shoot the eye before the ooze returns. Attack 1: Little blobs detach themselves from the Green Devil and slide towards you. Ignore them, jump over them, or shoot them. Attack 2: Does not separate into little pieces and fly across the screen at you in a way that's nearly impossible to avoid. Aren't you glad? ----- GROUNDMAN Weakness: Remote Mine, Rock/Forte Buster Fire at him while he's in robot mode. Attack 1: Groundman flies up into the ceiling. He tunnels through the ceiling until he's above you, and drills down. Slide or dash out of the way as soon as he comes overhead. He will drill down at you two more times, then come back to ground level. Attack 2: Groundman dives into the ground. He tunnels to a random spot, and surfaces, then jumps in a random direction. Try to predict where he'll come up, and be somewhere else. This is a good time to shoot him. Attack 3: Groundman fires the Spread Drill at you. If it's in one piece when it gets near you, you can slide under it (as Rockman). If you're Forte, you can double-jump over the drills. Attack 4: Groundman transforms into a drill-studded tank (anybody remember the Technobots' drill-guy? I owned that toy... 6_6) and drives back and forth across the room 3 times. Jump over him as he passes. When he converts back to robot mode, he'll dive underground. ----- TENGUMAN Weakness: Spread Drill Fire at him while he's flying back and forth in the air. If you time your attacks right, he won't even get the chance to hit you! Attack 1: Flies back and forth through the air. Solution? Stay on the *ground*. Attack 2: Creates a whirlwind that carries you off the edge of the platform and drops you. Jump up when you see it coming, so you have time to fall back onto the platform. Or, you can use the Spread Drill to destroy the Tengu Blade that's causing it. Attack 3: Dashes back and forth across the area trying to ram you. Jump over him or give him a faceful of Spread Drill. ----- MAGICMAN Weakness: Tengu Blade When he approaches you, slash him with the Tengu Blade. You'll know you're doing it right when he gets "cut". Attack 1: Dashes back and forth. Jump over him or just cut the cards! Attack 2: Throws the Magic Card at you. Jump over it as it goes past, and again when it boomerangs back. BEWARE! If it hits you it will steal a large life energy capsule and restore some of Magicman's power! Attack 3: Leaps up into the air and tosses a ball at you. Little doves will hatch from it and fly at you. Jump over the ball, then jump up to throw the doves off the track. Attack 4: Fires magic bolts at you. Jump over them. Attack 5: Conjures up one of those obnoxious toy soldiers. Blast it ASAP. ----- ASTROMAN Weakness: Magic Card Keep throwing Magic Cards at him as soon as the invincibility from your last attack wears off. Attack 1: Moves to the center of the room; his two spheres fly down to the bottom corners of the room, cruise along the floor, then fly back up to him. Stand in one of the corners and dodge the sphere as it comes by. Attack 2: Flies from one corner of the ceiling to the other, with a flight path that dips down to the floor. Stand out of his way. Sometimes, he will launch an astral blast at you, which you should jump to avoid. More annoying, he will use the copy vision to leave a duplicate of himself in the corner before he leaves. You must hit it with a magic card to dissipate it. Attack 3: Cruises along the floor, creating three floating enemies which will impede your progress until you destroy them. Annoyingly, Astroman is invulnerable while he's doing this. ----- DYANMOMAN Weakness: Copy Vision Spend most of the fight hitting him with the Rock/Forte Buster, then try to aim your copies so that they're firing at Dynamoman. Attack 1: Jumps at you, then runs back and forth, then jumps across the room. Just dash or slide under him as he jumps, then jump over him as he passes, then run under when he jumps again. Attack 2: When he jumps across the room, he may leave an arc of energy balls hanging there. The balls will then try to hit you, unless you have a copy active. Attack 3: While standing in a corner, he will launch several floating dynamos towards you. If you have a copy active between you and him, he will take out most of them. If you're Rockman, slide under the low-flying ones the copy misses. Attack 4: While standing in a corner, he will begin to gather energy, then use the Lightning Bolt. Sucks to be you. To add insult to injury, he can't be harmed while doing so. Attack 5: Once his life energy gets low, Dynamoman's harness will lower from the ceiling, and platforms will appear halfway up the walls. He will jump into the harness, and begin to refuel! You must *quickly* jump onto one of the platforms, then jump up and create a copy placed so that it can hit the harness where it connects to the ceiling, hopefully destroying it before he recovers *too* much. ----- COLDMAN Weakness: Lightning Bolt, Rock/Forte Buster Just shoot at him whenever he's open. If you're having trouble, wait until the part of the fight where he launches the cloud-guys, and then let him have it with the Lightning Bolt. Attack 1: Creates an Ice Wall and slides it towards you. Stay near the opposite edge of the room and leap over it as it hits the wall and bounces off. Attack 2: Freezes you in place. You can avoid this by staying near the walls. Attack 3: Launches a cloud-guy which homes in on you. If he catches you, your movement and jumping will be hampered, and you can't shoot anymore. Try to blast it as it's descending towards you. ----- BURNERMAN Weakness: Ice Wall Hit him with the Ice Wall whenever he's moving slowly. Try to run after it, since if you see him land on the spikes, he takes *lots* of damage. Attack 1: Rushes back and forth across the platform. Stay near the edges and jump over him as he gets nearby. Attack 2: Jumps up into the air, and dives down at you. Slide or dash out of his way, and jump over him as he begins to dash around again. Attack 3: Jumps up into the air and throws three bear traps into the ground. If you step on one, you'll be held in place until you break free. After he lands, Burnerman will begin to slowly advance towards you, bathing the area in front of him with the Wave Burner. This is a good time to hit him with the Ice Wall; the wall will also destroy any bear traps it passes over. Attack 4: Stands in one place and throws three propane canisters forward with increasing force; they will explode when they land or hit you. This is also a good time to use the Ice Wall. ----- PIRATEMAN Weakness: Wave Burner Hit him whenever you can get close enough. Attack 1: Fires off three Remote Mines. You can try to jump over or duck under them, but you -will- take damage during this attack. I hate that. Attack 2: Creates a bubble around himself and flies around the room. The Wave Burner will burst his bubble (how droll). Attack 3: Stands still and refills the water level in the room. Not much of an attack, but he makes an easy target. ----- GATEWAY TO KING In this section, you must use each special weapon once to destroy eight crystal cubes. LIGHTNING COPY BOLT VISION ICE REMOTE WALL MINE SPREAD WAVE DRILL BURNER TENGU MAGIC BLADE CARD ----- PULLEY CONTRAPTION Weakness: Rock/Forte Buster Stand on the platform over the lava pool. As the counterweight rises, a robot's head will poke out from under it. *This* is what you have to shoot. Time your shots so that as the platform rises without you on it, the counterweight will drop onto them. Attack 1: A monkey will drop down and climb along the rope stretched between the two pulleys, throwing coconuts at you. Shoot him right before he throws them. When he does a booty-slap, that's the sign that he won't trouble you for a little while. Attack 2: A penguin will jump out of the lava pool, run to the counterweight, and then run back into the pool. It's only dangerous if it comes out while you're shooting the robot. Attack 3: The counterweight will fire two missiles to the left. If you're on the platform and you jump, they're easy to avoid. ----- KING ROLLER Weakness: Rock/Forte Buster, Copy Vision, Remote Mine, Gospel Boost (optional) You must destroy three parts of the Roller to disable it: the machine gun on the front, the hatch on the back, and the mine launcher on top. Attack 1: The machine gun strafes the area in front of the Roller. If you're Rockman, attach a Remote Mine to the front of the Roller, then go underground to avoid it's shots. As Forte, use the Gospel Boost and fly up to the top left corner of the field; constantly fire, and most of the downwards shots will hit the gun. Attack 2: A hatch on the back opens up, and several toy soldiers jump out and try to get you. Stand on top of the right-side ladder and fire as fast as you can, destroying the soldiers as they jump out and scoring several hits on the Roller. After a few moments, the Roller will try to ram you, so climb down the stairs before that happens. Attack 3: The top of the Roller opens up, and it fires five mines into the air that drop down at whatever your current position was when they came on-screen. They will detonate upon hitting the platform, but they fire blasts downward that even hit you when you're underground. Right before the Roller starts to launch them, jump up and use the Copy Vision so that it will fire into the mine launcher. Attack 4: The Roller will rev it's motor for a second, then rush towards the wall, crushing anything in it's way. Get underground as soon as you know it's coming. ----- KING JETTER Weakness: Rock/Forte Buster, Remote Mine (optional) Constantly fire at the Jet while moving from platform to platform. Note that if the next platform is either at the same height or lower than the one you're standing on, you can just walk onto it. Attack 1: A small hatch opens up on the Jet, revealing a sparkling crystal. If you don't destroy it in time, it will damage you no matter where you are. Either hit it a bunch with the Rock/Forte Buster, or fire a Remote Mine at it. If you detonate the mine so that the crystal is carried through the blast field, it will shatter with one hit. Attack 2: A large, iron fist comes out of the Jet and launches itself at you. Any platforms the fist connects with will be destroyed. Just try to jump over it, and hope you don't wind up in thin air. Immediately after, it fires *another* fist as well. They can be destroyed if you shoot them enough. Attack 3: The Jet sends out a bunch of bubbles at you, most of which contain power-up capsules, but some of which contain... thingies. There's a little happy chime when you shoot/ contact them, so... ----- KING (Phase 1) Weakness: He's invincible! *Invincible*, I tell you! B'WAHAHAHAHAHAHA! After the third round of "X" firing, the battle ends. Attack 1: Stands still, holding his shield up. Any shots that hit the shield will be magnified and reflected back at you (if you don't believe me, a test subject will be along shortly). After a little while, he'll adjust his cape and you can shoot him then if you really need to feel productive, but then the shield goes back up. Attack 2: Jumps backwards, then starts firing off "X"s from his chest. The first two will curve downwards, the third upwards, the forth downwards and the fifth upwards. You can jump and slide over and under them as Rockman, or just fuse with Gospel and fly above them. ----- KING (Phase 2) Weakness: Rock/Forte Buster Hit him in the pause between jumps. Attack 1: Jumps towards you, then chops in the direction of his jump. Slide or dash under him, then turn around and shoot. Attack 2: Jumps towards you, then *jumps* *again* right away. Pay close attention and slide or dash under him both times. Attack 3: Fires a laser from his forehead that bounces around the room. Hope really hard that he doesn't do so. While the laser is active, he'll jump around, but won't chop at you. ----- MEGA-KING (As Rockman) Weakness: Rock Buster, Lightning Bolt (optional), Remote Mine (optional) Jump up while on the platform and hit the cockpit with level 3 shots. Attack 1: Launches five mines that drop down on top of you, like the King Roller. Just stand underneath the platform, and they'll detonate harmlessly above you. Attack 2: Opens up the hatchway and reveals the crystal. Hit it with a Remote Mine and detonate it when the robot is moving forward. Attack 3: His left hand flips up, and he fires two energy balls from his wrist that circle around you and do damage. Either shoot them (nearly impossible), or use the Lightning Bolt to destroy them. As a bonus, the Lightning Bolt will take off a bar or two of Mega-King's life energy. Attack 4: Revs up his motor and tries to ram you. If you're on top of (or, sickeningly for Forte fans, *underneath*) the platform, he won't come close. ----- MEGA-KING (As Forte) Weakness: Forte Buster, Lightning Bolt (optional), Remote Mine (optional) This is tricky. Jump up and forwards towards King, firing in an up- forward direction, trying to hit the cockpit, then veer away from him as you come down so you don't land on him. Attack 1: Launches five mines that drop down on top of you, like the King Roller. Rush back and forth to dodge them. Attack 2: Opens up the hatchway and reveals the crystal. Hit it with a Remote Mine and detonate it while the robot is moving forward. Attack 3: His left hand flips up, and he fires two energy balls from his wrist that circle around you and do damage. Either shoot them (which is easy with Forte's rapid-fire), or use the Lightning Bolt to destroy them. As a bonus, the Lightning Bolt will take off a bar or two of Mega-King's life energy. Attack 4: Revs up his motor and tries to ram you. Use the double-jump when he gets close. ----- WILY MACHINE Weakness: Rock/Forte Buster Shoot Dr. W. through the eye of the skull. Attack 1: Flies down close to the ground and shoots a big laser beam out of the skull's mouth. Jump over it. Attack 2: Flies down near the ground, then moves back and forth across the area repeatedly. Slide under him as Rockman, or double- jump as Forte. Attack 3: Detaches the spiked wheel and sends it rolling at you. Jump over it. Attack 4: Launches six energy balls forward in a spread pattern. Jump over and slide under them. Attack 5: Fires two missiles at you. Jump over them or shoot them. ----- WILY CAPSULE Weakness: Rock/Forte Buster, Copy Vision (optional) The Capsule will vanish and reappear in a spot around the chamber. When it materializes, jump up and shoot the cockpit. It will then initiate one of it's attacks, and vanish again. Attack 1: Generates four energy balls which begin traveling along a straight line towards wherever you were when they were fired. Jump upwards as they appear, and they'll go over your head. Attack 2: Surrounds itself with energy balls, and sends them moving outwards in a spiral pattern. Stay as far from the Capsule as possible, and try to position yourself in one of the gaps between the balls. Attack 3: Sends out four homing mines. Either shoot them before they reach you, or use the Copy Vision to make them stop chasing you. --------------------------------------------------------------------------- ---------------------------------------------------------------------------