Database FAQ for Rockman & Forte VERSION 1.0 07/02/98 I decided that some of the Database Discs were hard to find in this game, and since there isn't a FAQ for this game to be found on the Internet (currently), I wrote up this FAQ on how to get all 100 CDs. I wrote this with Rockman in mind, so all the methods will be meant for Rockman, unless otherwise stated. I asume that you have Rush Search and the CD SPARKS powerup that enables you to see sparks on the ground where a CD is hidden. Also, when I say 'dig it up', use Rush Search on the spot. When Rush is digging, he might be interupted by an enemy, but still have the CD! Just listen for the 'CD sound', or check the Database to make sure you got it. Make sure you buy the auto-charge shot with Rockman, and also the little-tv screen (that contacts Roll) and the spot-light thingy (that causes Roll to tell you how many CDs are still in a level). And with Forte, buy the Gospel Boost Upgrade and the two other items mentioned above. Legend: ------------------------------------------------------------------------------ Guard Joe: A Guard Joe is a green man with a shield that either jumps, shoots at you or drops a grenade in front of you. The term was invented by Mandi Paugh. Floating Those floating guys that always seem to hit you when you're Cannon: above spikes or a bottomless pit. Cannon: A huge green cannon that shoots huge green spheres at you. Bubble Bat: A bat that looks like a round, black ball when it's resting. Spinning A penguin that spins slowly on the spot until it sees you and Penguin: uses rockets to slide into you. Ice Dispenser: A machine that spits out ice. There are also some that spit out bricks. Explodable Usually two blocks stacked on top of each other with a wick Blocks: that you can light with the Wave Burner Heads: Found in Groundman's level, they cause the spike walls/ceilings /floors to close in a notch (about one Rockman width). Clawarm: These guys plod around or swing back and forth with their extendable claw arms Rhino-type Huge robots that look like a mechanical rhinoceros. They either shoot three rockets at you or their horn right in your face! (Robo)snails: Found in Pirateman's level. When you shoot them in the face, they roll up and fall down. They are hard to hit because they move fast when they're in the water. Cylindrical These slow-moving robots move in on you from holes in the robots: background. Metool: A yellow, hard-hat wearing robot that is found in ALL Rockman games. It shoots at you when you come close. ------------------------------------------------------------------------------ CD# Name Location Method ------------------------------------------------------------------------------ 001 Rockman Dynamoman This one is buried on a platform between (Megaman) two rows of spikes. When you enter the room, a long ladder leads upwads and one of those floating robots is shooting at you. ANYWAY, use the Ice Wall to ride to the platform on the right and dig up the CD. 002 Roll Coldman Right after the sheet ice and those pesky floating cannons, there will be a visible CD in the upper right of the screen before you fall down the shaft. Get this CD with Forte(double jump), it's much easier than with Rockman. If not, use the Ice Wall and use it as a stepping stool. 003 Cutman Magicman Even before Rockman teleports down into this level, you'll see sparks towards the left of the screen. Dig as left as poss- ible to get this CD. 004 Gutsman Burnerman Get this one with Forte. You know that long drop that comes after the rhino-type robot and the pesky robobirds? And you see that CD sitting beside an energy capsule? Well, don't just look at it, double jump to your right and get it! 005 Iceman Coldman Later in the level, you will come to an area with many penguins and ice block dispensers. You might not see the sparks, because the white sky hides them very well, but the CD is inside a platform between two of the ice block dispensers. 006 Bombman Tenguman When the first part of the stage stops scrolling, you'll see the sparks on the last ledge. Dig up the CD. 007 Fireman Astroman Later in the level, you'll come to a room with an energy capsule enclosed inside a compartment, a wall-shooter robot, and sparks on the ground. Dig up the CD. 008 Elecman Dynamoman This CD is buried in a low ledge of a room where there are blue explosive block above and to the right of you. It's just hard to explain, but in any case, you'll see sparks on the ledge, so just stand beside it and use Rush. 009 Metalman Magicman Bugger, bugger, bugger! A skull lift is blocking this visible CD. With Rockman, you can get yourself hit, slide on the spikes during invincibility time, and get the CD. Have fun getting out of this mess, though. With Forte, fall off the lift when it's at its high point, and double jump left to the CD. It's easier continuing on with him. 010 Airman Tenguman In the LARGE room, go up the first ladder by getting on the second green balloon. Destroy the birds and ride an Ice Wall to the left where the birds were. Climb the ladder to the top and go right. You'll see sparks on the very right of this ledge. Dig up the CD. 011 Bubbleman Pirateman You'll see this one when you're climbing up a ladder. Go destroy that Clawarm Robot on top then go around and get it. Remember, you can only destroy those clams from the front. 012 Quickman Dynamoman You have to be QUICK to get this one (heh heh). On the very last conveyor belt, slide like the wind to get this falling CD. You might not get it the first try, I had to try MANY times to get this one!! 013 Crashman Groundman In the second room with the ceiling spike thing, shoot the second head and slide underneath the second ladder. Then quickly shoot the three Heads to get this CD. Make sure that you have the Spike Item for safety! 014 Flashman Coldman The first visible CD in Coldman's stage, get it by shooting the ice block with Spread Drill. 015 Heatman Burnerman This one's a bugger to get. A little after the spears section, you'll find a room with one of those rhino-type robots, and underneath it the ground sparks. Simple, just dig it up, right? WRONG! Pesky robo-birds will constantly fly right into Rush. Just keep shooting them and keep trying until he pulls it out! 016 Woodman Burnerman Where those large robots drop the fire bombs, you'll eventually see a high platform with sparks happening. Use the Ice Wall to get up there and dig away. 017 Needleman Groundman You can see this CD sitting beside a pit of spikes in the third caterpillar room. Get hit by it, and use the invincible time to grab the CD. OR use the Spikes Item to walk across the spikes. OR double jump to it with Forte. Either way, you'll get the CD! =) 018 Magnetman Dynamoman After the last dark room, you'll see sparks right near where the Metool is. Dig on the far left of that platform to get the CD. 019 Geminiman Astroman After the first set of disappearing blocks and the ladder right after it, you'll see sparks right where one of those hole croco- diles is waiting! Destroy the robot with the Ice Wall and proceed to dig up the CD. 020 Hardman Burnerman Go up the long room with all the hidden gaps in the ground and you'll find this CD. It's near the top, by that electric barrier robot. Use an Ice Wall right below it and jump up to snag it. 021 Topman Magicman After the first revolving-spike block area, you'll enter a room where a Clawarm Robot is hobbling down towards you. You may also notice sparks right above you. After taking care of the robot, go up to where the sparks were. Wait for the revolving block to turn so that spikes are on the left and on the top of it. Now WALK underneath it and use Rush. 022 Snakeman Tenguman The first visible CD on the bottom ledge. Watch out for that cloud robot, it will cause you to fall! 023 Sparkman Dynamoman In the second room, you'll see the CD in the top-right. Don't destroy the blocks, just use an Ice Wall to get up and then slide to get the CD. 024 Shadowman Astroman You'll come to a room with disappearing blocks that lead upwards. After the spike pit midway through the room, just the left path of blocks that lead to the upper left of the room. When you make it to the very top, press up to grab onto an invisible ladder. Proceed up to the CD. 025 Brightman Dynamoman Get this one with Forte. After the Guard Joe, look out for a high ladder. Get up there with a dash-double jump or with the Gospel Boost Upgrade. When you've climbed up, you'll have to face about 3-4 electric barrier robots, but I find them no problem with Forte's diagonal shooting abilities. Keep walking left where you'll find Explosive Blocks. Light the wick with the Wave Burner and the CD is yours! 026 Toadman Museum During the rainy part of this level, look out for a Guard Joe: sparks will appear underneath him. Dig it up, and remember the exact spot, or Rush will dig up some junk! 027 Drillman Groundman (Drillman-Groundman: same diff?) In the third room with the closing spike wall, be sure to have the Spike Item handy. Shoot the first two heads and then go THRU the spikes to get this CD. 028 Pharaohman Groundman In the first room with the falling spike ceiling, shoot the bottom right Head (that causes the ceiling to fall a notch), and go down the ladder. Keep falling through the quick sand, and stay right. You'll come to a box on a platform. Push your Ice Wall to the left, stand on it and jump off it when the sand sheet ISN'T raining on you; that way you can jump higher. 029 Ringman Astroman After the Saturn CD (see #74), you'll come to a Guard Joe. There should be sparks underneath him, so when you're done with him, dig right in the middle part of the platform to get it. 030 Dustman Magicman Get this one with Forte. In the heavy train traffic area, climb the three criss- crossing trains to the upper-left, destroy the Floating Cannon and get this visible CD. It's pretty hard to do this. What I do is I time my fall from the first train track just when the train is about to push me off, and I make sure I land on the middle train (it moves left). Then I double jump over the train above me, destroy the Floating Cannon, land on the middle train as it's about to go into it's garage and then double jump left to the CD. There are other ways, but this way works best for me. 031 Diveman Pirateman Where those squid-robots charge at you, stay towards the bottom. Eventually, you'll come to a room with a single spike- ball in it. Sparks show up underneath it. Move it out of the way using the Wave Burner, then dig. 032 Skullman Tenguman When you're in the LARGE room, stay towards the bottom. Get on the third green balloon and slide right just before you hit the spikes. This should get you on the next ledge. Destroy the birds with a fully charged mega-buster and continue right. You'll come into a room that has sparks happpening right smack in the middle of it. Dig up the CD. 033 Gravityman Dynamoman Get this CD by climbing all the way up after the spike room, and keep on going up and staying left. Get the CD by sliding right then quickly turn back so you don't get kilt! 034 Waveman Pirateman In the LARGE room (you know what I mean), go up to the top left with a bubble, destroy the chest on the left, and get the CD. 035 Stoneman Groundman Get this one with Forte. At the end of the level, you'll see a ladder in the area with the ground drilling robots. Either dash- double jump to reach it or use the Gospel Boost Upgrade to fly up there. The first chest is evil, the second one is the CD. 036 Gyroman Tenguman After following instruction for the Windman CD (see #47), keep riding Ice Walls to the right until you get to a big yellow fan. Then ride the Ice Wall in the air to the right of the room, and when you land you should be right on the CD. 037 Starman Astroman This is in the same room as the Astroman CD (see #58). Just destroy the block on the right (or use Ice Wall) to get to the platform above you. Slide underneath the pillar to get the CD. 038 Chargeman Magicman Get this one with Forte. On about the fourth train, you'll see this CD above you. Rockman can't make an Ice Wall fast enough to get it, but using Forte you can double- jump up to it, simple as that! 039 Napalmman Dynamoman You think you're at the Robot Master when you're in this tight room, you know what I'm talking about. The CD is buried in the middle of the room, so dig away. 040 Crystalman Coldman Found in the hopping bunny area. You'll get some sparks right before the extra life (that's underneath the sheet ice). Dig it up! 041 Blizzardman Coldman Right at the beginning, shoot the ice block to the left with the Spread Drill. 042 Centaurman Pirateman At the bottom of the Robosnail room, sparks will show up over to the right. Slide underneath the snails and dig it up. 043 Flameman Burnerman Right before the ladder in the first area, you'll see sparks at the bottom right. Dig there after destroying the Bubble Bats. 044 Knightman Coldman Get this one by sliding with Rockman in the room right after the Roll CD (right before the Snowman). 045 Plantman Burnerman After the spears section, fall down the hole and make sure you land somewhere in the next room. The CD is sitting in the left part of the room. 046 Tomahalkman Tenguman When you get to the area with those Cylindrical Robots, you'll see sparks almost right above you. Dig up the CD there and keep away the robots so as not to harm Rush while he's digging. 047 Windman Tenguman In the LARGE room, go up the first ladder by getting on the second green balloon. Destroy the cannon and the birds on the left, jump over the spikes on the right, then use the Ice Wall to ride over the second set of spikes to get this CD. 048 Yamatoman Astroman Easy to get with Forte, hard to get with Rockman. You can see the CD right after you beat the first Metool in the level. Shoot an Ice Wall on the platform just before the CD, and ride it. Jump off it just before it falls into the pit to get the CD (have fun getting back!). With Forte, just fall off the platform before the CD, and then do the double jump to get it. 049 Freezeman Coldman After the Snowman, make sure you get the CD inside the block on the right before you proceed to this one. Slide into the hole on the left using the ice sheet. The CD sits right on the platform in the next room, you can't miss it! 050 Junkman Magicman In the heavy train traffic area, you can see sparks after the three criss-crossing trains. The CD is buried right inside the track! Right after the locomotive passes the spot, start digging, and you just MIGHT get away without you or Rush being injured. 051 Burstman Groundman When you enter the second room of the level, you'll see this CD guarded by a robot. Destroy the robot, fall down on the platform below you, jump on the platform on the left, then walk left and climb a ladder that is hidden behind a sheet of sand to get the CD. 052 Cloudman Tenguman Near the end of the stage, where a single Cannon and a Cloud Robot are pitted against you, you'll see the CD on the top right ledge. Just destroy the two robots and get the CD. 053 Springman Dynamoman The third section of this stage contains this CD. Get it by climbing an Ice Wall, or just double jump with Forte when you have the chance. 054 Slashman Burnerman When you get to the room with the jumping piggy-back frog robot, jump to the right, keep walking and you'll fall thru a secret wall and come to a room with one of those big rhino-type robots. Destroy it and climb your Ice Wall to get the CD. 055 Shademan Groundman In the second room of the level, AFTER the two spike pits, stay towards the right. Just before you hit the quick sand pit, a CD waits for you on the far right. Very tricky. 056 Turboman Magicman As you climb the ladder into this room, you'll notice a swinging Clawarm Robot and three of those grabbing robots to the right of you. Deal with them and walk right on the train tracks right into a hidden room and you'll have this CD. 057 Tenguman Tenguman Follow the instructions for the Airman CD (see #10). Then continue right with an Ice Wall and stay towards the top, destroying those cannons as you go. In the next room, a spike-chucking robot will give you problems, but hang in there and continue right. In the next room, the CD will wait for you on the top right. Again, use an Ice Wall. 058 Astroman Astroman You'll know this room when you come to it. There is a visible CD over your head (only possible to get with Rockman), and there is an ice block to the right. Shoot it with Spread Drill to get Astroman's CD. 059 Swordman Groundman Continue the path of CD#28 and you can't miss this one! Bottom right of the screen before you exit the room. 060 Clownman Magicman Actually, this CD is buried right beneath the Turboman CD (see #56). Just use Rush when you're inside this secret room and eventually you'll get the right spot. In fact, the sparks that highlight this buried CD direct you right to both CD #56 and this one! 061 Searchman Burnerman The CD is in the spike pit at the top of the long room with the hidden gaps in the platforms. Use the Spike Item to gain this CD. 062 Frostman Coldman This is the room right after the Freezeman CD (see CD#49). It's right in the water, you practically land on it when you enter the room! 063 Grenademan Dynamoman You'll see this after the last dark room. Just jump to the left to nab it. 064 Aquaman Pirateman Right where the second snail is sitting, sparks will show. Dig up the CD that's buried in the pillar. 065 Enker Astroman After the Guard Joe and blocks that try to shoot you up into the spikes, you'll climb down a ladder and you'll see sparks on a section of the platform that sort of glows. Dig up the CD. 066 Quint Magicman When you're riding one of the first trains, you can see sparks on the bottom of a platform that has spikes at the bottom of it. Destroy the nearby floating robots and dig up the CD. 067 Punk Coldman In the room with all the cannons and sheet ice, let yourself fall down where there aren't any spikes. There is a secret room down there. When you land, go to the left to gain this CD. 068 Ballade Magicman When you enter this room, a Clawarm Robot will be swinging back and forth. Destroy him and choose the right path to go up. When yo get to the gap in the wall, wait for the lift and slide underneath and ride the lift up to get this CD. 069 Earth Astroman You'll come to a large platform where you (Terra) can see the CD underneath you, blocked by some Explodable Blocks. This is very hard to get with Rockman. You have some room to stand beside the blocks; now go to the very edge, turn around, and light the wick with the Wave Burner. With Forte, switch to the Wave Burner, fall down from the platform, turn around, light the wick, and do a double jump before you enter the room below! 070 Mercury Pirateman This is in the room with the big whale-sub that always makes its passes across the room. You can see the sparks when you walk a little bit to the right. Destroy the squid, duck the whale-sub and then dig. The whale will probably injure Rush, but you'll have the CD. 071 Venus Pirateman When you come into a room full of Robosnails, you'll see this one on the bottom right. Walk into the compartment and get it. 072 Mars Tenguman After the LARGE room and all those annoying spike-chucking robots, you'll get to a room with a flying dragon robot in it. Destroy the dragon with two fully charged buster shots, and pick the middle path on the right to get the CD. 073 Jupiter Tenguman Get this one with Forte. If you take the top path of the LARGE room, you'll see this one in a seemingly unreachable area. And while Cylindrical Robots are homing in, you have to get to this ledge before you fall into the next room! Go to the very edge, so that Forte's back foot is barely touching it, jump right and quickly do a double jump just before he falls into the next area. This will take you a loooong time, I assure you, but it's the easiest way of doing it; dashing and jumping proves to be rather difficult. 074 Saturn Astroman You'll fall into this room, and see the CD on the top-left of the screen. Jump on the middle platform and then quickly jump to the CD before the platform falls from underneath you (really easy to get with Forte). 075 Uranus Groundman Behind a sheet of sand near the beginning of the level, slide underneath the platform with Rockman to get the CD. 076 Pluto Burnerman The first rock-chucking robot you meet is standing right on top of the buried CD. You'll see the sparks, so dig up the CD once you've destroyed him (Remote Mine works best) 077 Neptune Pirateman In the LARGE room, use a bubble to get to the mid-top section of the room. There will be an evil-chest that you will have to destroy, but underneath it are sparks. Dig up the CD when the chest is gone. 078 Sungod Groundman After the roaming robots and the Guard Joes (turning floor) you have a choice of going down or right. Go down and get the top- right box by lighting the wick of the Explosive Blocks. 079 Busterrod G Astroman This is the same room as Enker's CD (See #65). Right after the disappearing block, jump into the green wall. You should end up inside a secret compartment. Just run through to get the CD. 080 Megawater S Pirateman Where those squid-robots charge at you, stay towards the top. Eventually, you'll come to a spot where those spikeballs block your way. Let yourself get hit, then slip past them when you're invincible. Get the CD on the top right simply by jumping up. 081 Hyperstorm H Burnerman After falling down the long shaft, and getting a glimps at the CD to the right (get that later with Forte), go to the left. Shoot the bricks with Spread Drill to get the visible CD. 082 Dynamoman Dynamoman When you come to the room with the long ladder and the spikes, climb up it. When you see the CD in the next room, light the wick to get rid of the Explosive Blocks on the other side of the wall, then make your way all around the room to get the CD. Not too hard if you think about it. 083 Coldman Coldman Almost at the end of the level, a lone ice block sits beside a dispenser. Two penguins are spinning closeby. Shoot the block with Spread Drill. 084 Groundman Groundman HARD HARD HARD!! Near the end of the level you'll come to a spot where these drill buggers are digging up the ground! Sparks will be underneath the Guard Joe. Destroy him and keep the drill robot away by repeatedly shooting it when it appears from the ground. Meanwhile, dig up the CD! Have fun with this one: I certainly did! 085 Pirateman Pirateman In the LARGE room, use a bubble to get to the top-right section of the room, avoiding the spikes. It's inside a chest once again. ARrrrrrr, matey. 086 Burnerman Burnerman After getting the Searchman CD (see #61), go left and use the Ice Wall in the next room to slide across the spikes. You'll find the CD to the far left. 087 Magicman Magicman In the room right after the large disc that tries to squash you, you can see sparks right above you. Get up there using the skull lift and destroy the clawarm robot before digging for this CD. 088 Dr.Right Coldman After the Snowman, shoot the block on the (Dr.Light) right with the Spread Drill to get this CD. Then slide into the hole on the left to get 2 more CDs. 089 Rush Dynamoman Surprisingly (?!?) you use Rush to dig this one up. It's in the conveyor section right below a Guard Joe. 090 Eddie Tenguman In the very last area, sparks will show (FlipTop) beneath a Guard Joe. Destroy him and the cloud robot and have Rush dig right where the second fan is. 091 Beat Groundman In the second room of the level, fall down until you come to a Metool beside a mini spike pit. You'll see sparks where the Metool is. Destroy it and unearth the CD. 092 Tango Museum After you finish the first raft ride, look out for sparks. They will appear on the second platform, right under a cannon. Dig it up. 093 Rightot Groundman The second room with the caterpillar robot, (Auto) you should see sparks on the bottom right of the screen. Slide under the platform, collect the powerups and dig near the hole in the bricks. 094 Dr.Wily Coldman There is a secret wall in the room where you meet your first Spinning Penguin. Just walk to the right on the middle platform. It's easier getting this CD with Forte, but you can get hit with Rockman and use the invincibility time to get across the spikes (get hit by the Bubble Bat) 095 Forte Astroman Get this one with Forte. There is a long (Bass) room with disappearing block that leads to a hidden ladder. Just fly to the top left of the area until you get to an opening. Press R or L to switch off Gospel and quickly press up to grab onto a hidden ladder. Now team up with Gospel again and fly to the top of this room. The CD should be sitting at the top right. 096 Gospel Tenguman When the first part of the stage stops (Treble) scrolling, use an Ice Wall on the last ledge to get on the top-right platform. Then jump up on the far-right of it and press up. Yes, another hidden ladder! Last CD I found in the game. 097 King Burnerman Read instruction for #81. Then light the wick of the Explosive Blocks, get up using the Ice Wall, grab the extra life and jump to the right into the hidden compartment to get the CD. 098 Blues Magicman A large disc will try to squash you in this (Protoman) room while removing blocks for you. Avoid it, because you will need energy to get this CD! When you're nearing the bottom, you'll notice sparks. Remember that spot, avoiding the disc as you go down. When the ground is cleared, start the digging process. Try to lure it away by going to the left of the screen. Usually it will go after you, not Rush. 099 Duo Dynamoman This CD is in the first dark room. When you land, you'll see the sparks. Just keep walking left until you can't go any further, and have Rush teleport down and dig up the CD. Watch out, two bubble bats are close by and they will swoop down and injure Rush. 100 Rockman& Museum Hard to see the sparks for this one, but Forte it's right after the two raft rides, in the hallway with the spike robots. Right after the small drop, walk right a little bit, turn around, and dig.