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                                   MEGA MAN 6
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       Complete Guide for Mega Man 6 on the NES Nintendo Entertainment System
                      Version 0.40 Released January 09, 2002
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                          By Colin Moriarty (CMoriarty)
                    E-Mail Address: cmoriarty311@cs.com
                                AIM: CMoriarty311
             http://www.gamefaqs.com/features/recognition/4280.html
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This FAQ, and all 11 other of my FAQ/Walkthroughs, are now dedicated to the over
6,000 innocent people killed in the World Trade Center and Pentagon terrorist
attacks in New York City, New York, and Washington, D.C., on September 11, 2001. To
all of the innocent working people, and FDNY Firemen, as well as other emergency
workers, you will always be remembered. We won't stop until we bring these
criminals to justice, your deaths were NOT IN VAIN! God Bless America, death to all
terrorists of all races everywhere.

PLEASE NOTE: This document was created using Microsoft Word with a 7" width, and is
best viewed using either your browser (preferably MSIE 5.0 or higher), and a screen
setting of 800x600 pixels or more. If the guide seems jumbled up and not quite
right looking, it's not the guide, but your screen and computer settings. If you do
experience this problem, you probably have your screen settings on 640x480 pixels
or less, which is rare but hey, it could be you. Sorry about whatever problems this
may cause.

Table of Contents:
~~~~~ ~~ ~~~~~~~~

I.)    Disclaimer and Legal Information
II.)   Versions of the Guide
III.)  Introduction to the Guide
IV.)   Storyline and Plot
V.)    Controls
VI.)   Characters
VII.)  Robot Masters
VIII.) Beat Adaptor ("BEAT" Pieces)
IX.)   *WALKTHROUGH*
X.)    Ending
XI.)   Weapons
XII.)  Rush Adaptors
XIII.) Items
XIV.)  Damage Chart
XV.)   Password Compelation
XVI.)  Special Thanks, About the Author and Closing Notes

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                   SECTION I - Disclaimer and Legal Information
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This guide/FAQ/walkthrough is copyrighted (c) 2002 to Colin Moriarty, and is the
intellectual property of Colin Moriarty. This guide/FAQ/walkthrough is only to be
found on GameFAQs (http://www.gamefaqs.com). If you are reading and/or found this
file ANYWHERE else but GameFAQs, please contact the author, Colin Moriarty,
immidiately, at cmoriarty311@cs.com. This guide/FAQ/walkthrough is protected under
International Copyright Laws, and it is prohibited to take any piece of this
document and reproduce it in anyway without the written consent of the author,
Colin Moriarty. Any website or other medium found to have this document without
permission will be dealt with to the fullest extent of the law.

Please don't e-mail me and ask to have this document on your webpage. It's too
frustrating for me to keep track of all of the webpages that have my document(s) on
their page, especially the smaller, domain-less fan sites. GameFAQs
(www.gamefaqs.com) is the only, and I repeat, THE ONLY webpage allowed to have this
document on his website, GameFAQs.com. CjayC, owner and operator of GameFAQs is the
only person allowed to use this document on a webpage, so please, I repeat once
more, no e-mails regarding using this document on your webpage. If you do e-mail me
about it, your e-mail will be promptly erased and ignored.

You ARE allowed to download this off of GameFAQs and keep it on your computer's
harddrive for personal use, as long as the document is no edited or otherwise
distributed except for personal use. You can even print out the entire FAQ or
portions therein to share with a friend who also needs help in the game. Just
please don't distribute it as your own, sell it for profit, et cetera. Well, you
guys get the idea.

Onward.

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                      SECTION II - Versions of this Guide
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The current version of this guide, as in, the version of this guide you are now
reading, is version 0.40. More updates to come, my friends.

-Current Version - Version 0.40 (V0.40)

-Released - January 09, 2002

-Percentage Done - 40%

-Version Encompases... - All of the sections 'cept the walkthrough are done... the
walkthrough is done to an extent, however.

-Comments - Not much... just expect an update in the coming days!

P A S T   V E R S I O N S

NONE at this time.

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                      SECTION III - Introduction to the Guide
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Welcome to this guide for Mega Man 6 for your NES Nintendo Entertainment System.
You'll find, I guarantee, that this guide/FAQ/walkthrough, whatever you choose to
call it, will be the most comprehensive one for Mega Man 6 on the Internet, and on
GameFAQs, guaranteed. It will have everything, and more, you'll need to beat this
game in good time, with very little to no trouble.

I find the Mega Man games/series very easy, but people in general can't touch the
experience I have with the series, and hence have some (and sometimes a lot) of
trouble with the games, and that's why I choose to write FAQs, not only for Mega
Man games, but games in general - to help people that don't have the experience in
a game that I do, exactly how I look on GameFAQs for help with games that other
writers have more experience with than I do. It's like two sides of the coins.

So enjoy the guide, it's here for your help and usage. Any questions, comments, or
suggestions can be e-mailed to me, Colin Moriarty, at cmoriarty311@cs.com
...onward.

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                         SECTION IV - Storyline and Plot
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While the Mega Man series, especially with the six Mega Man games on the NES, are
hardly known for their stellar storylines, they do exist, in anycase. Mega Man 6's
story goes a little something like this.

When you turn on your NES, you'll get a screen that looks like-a this:

  (c) Capcom Co. Ltd.   1993
(c) Capcom U.S.A., Inc.   1993

    Licensed by Nintendo


[Screen 2]


      CAPCOM
     PRESENTS


NOW... by the time you get to screen 3, the storyline begins, so I'm just going to
copy it from the game, copyrighted to Capcom, (c) 1993, naturally, and anything in
brackets describes the scenery. I do this because some people have messed up
cartridges and/or ROMs and can't enjoy the game to it's full extent. This is why I
consider this to be the most complete guide for Mega Man 6 you can get... it's
very, very in-depth. Here we go:


"In the year 20XX AD..."

[as the picture changes, you see changing pictures of the eight Robot Masters going
and changing in this order - Yamato Man, Tomahawk Man, Centaur Man, Plant Man, Wind
Man, Knight Man, Flame Man, and Blizzard Man - as the text below goes onto the
screen...]

"The first annual robot tournament was held with 8 of the world's most powerful
robots. But..."

[from here, after "But..." appears, a picture of Mr. X on the left and an angry
Mega Man on the right, facing each other, appears, and the text below appears under
it.]

"Mr. X, the sponsor of the tournament, took control of the robots and began to take
over the world."

Mega Man: "Mr X!! Why!?"

[after Mega Man's words, a pic of Mr. X appears as he looks down on the world
appears and the words below appear under it.]

Mr. X: "It's time to tell you the truth. I've been manipulating that fool, Dr. Wily
from the beginning. But now I no longer need Dr. Wily's help. Come and face my
power, Mega Man!"

[after this, a picture of Mega Man and his dog, Rush, appear, and the text below
appears under it.]

Mega Man: We'll stop you! Follow me, Rush!"

[then the game screen appears, and it looks like this]

         MEGA
          MAN
           VI

  >Press Start  [picture of the
   Password      world is here.]

      (c) Capcom 1993

So there is your plot and storyline. Onto the next section.

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                              SECTION V - Controls
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The controls are very basic for this game, as is the NES controller. Below is an
ASCII replica of the controller for the NES, followed by in-depth directions for
each button.

                  _______________________________
                 |                               |
                 |   _               Nintendo    |
                 | _| |_                         |
                 ||_ o _| SELECT START           |
                 |  |_|    [ ]   [ ]     o    o  |
                 |                      o o  o o |
                 |_______________________o_A__o_B|

Directional Buttons - (located on the extreme left hand corner of the
controller; shaped like a plus sign.) Used to direct Mega Man in four different
directions. Used for walking and directing jumps, climbs, and in some
instances, the way a weapon is shot.

Select - (located to the right of the directional buttons, and to the left of
the start button.) No use in Mega Man 6.

Start - (located to the right of the Select button, and to the left of the A
and B button.) Used to make the menu appear on the screen so you can pick a
weapon and/or Rush item.

A Button - (located to the right of the Start button, and to the left of the B
button.) Primary use is to make Mega Man jump, although it can also be used to
pick items/weapons on the menu. Also, press A, while holding down to make Mega Man
slide.

B Button - (located on the extreme right hand corner of the controller; to the
right of the A button.) Primarily used to make Mega Man shoot his currently
selected weapon, although it can also be used to pick items/weapons on the
menu. Additionally, if you hold down the B button, Mega Man will charge a shot up
and shoot it stronger and bigger. A small power shot is worth one damage (like a
regular shot), a medium sized shot is worth two damage, and a super shot, big in
size, is worth three damage. Use this addition often, it is VERY useful.

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                             SECTION VI - Characters
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Below is a list of characters and their bios. Characters DO NOT include the eight
Robot Masters. See the next section, SECTION VII, for bios on the Robot Masters.

***SPOILERS ARE PRESENT IN THE ACCOMPANYING TEXT WITH THE BIOS BELOW. READ ON AT
YOUR OWN RISK***

............................

Name: Mega Man
Number: #001
Weapon: Mega Buster
Height: 4'4"
Strength: ???
Dexterity: ???
Intelligence: ???
Agility: ???
Stamina: ???
Difficulty: N/A
Overall: ???

Mega Man appears in this game, the sixth and final installment of Mega Man on the
NES Nintendo Entertainment System. He has no new special quirks and features in
this game like he did in Mega Man 3 (with the slide) and Mega Man 4 (with the super
shot). He's your regular old Mega Man in this game. You'll find that he has an
easier time with this game then you think, however. =) This is his EASIEST
installment, and one he conquers very easily over and over again. =P

............................

Name: Protoman
Number: #000
Weapon: Arm Cannon
Height: 4'2"
Strength: ???
Dexterity: ???
Intelligence: ???
Agility: ???
Stamina: ???
Difficulty: N/A
Overall: ???

Protoman is in this game, but briefly. On Tomahawk Man's stage, you get the item
called the Energy Balancer, which is a rare item, many people don't even realize it
exists in the game. However, once you do acquire it, guess who's there to give it
to a brotha. Your boy, Proto. =)

............................

Name: Mr. X
Number: N/A
Weapon: Dr. Wily/His Creations
Height: 4'7"
Strength: ???
Dexterity: ???
Intelligence: ???
Agility: ???
Stamina: ???
Difficulty: N/A
Overall: ???

Mr. X is the baddie in this edition of Mega Man, but he's really Dr. Wily in
disguise. He adapts this form of Mr. X so that he can sponsor and run the First
Annual Robot Show, and steal the top robots that are shown at the show, for his
sixth quest in world domination. Can Mega Man stop Mr. X, and what will Mega Man do
when he finds out that Mr. X is, indeed, Dr. Wily!? Play the game, get through it,
and you'll find out, friends. =)

............................


Name: Dr. Wily
Number: None
Weapon: His Creations
Height: 4'7"
Strength: ???
Dexterity: ???
Intelligence: ???
Agility: ???
Stamina: ???
Difficulty: N/A
Overall: ???

Yes, Dr. Wily is in this game. As you'll know, or will know after reading this, if
you haven't beaten the game or gotten the gist of the storyline before reading
this, Mr. X is actually Dr. Wily in disguise, trying to distract and scare Mega
Man. Little does he know that after he's caught this time, he's headed to jail. =)

............................

Name: Dr. Light
Number: None
Weapon: Mega Man
Height: 4'6"
Strength: ???
Dexterity: ???
Intelligence: ???
Agility: ???
Stamina: ???
Difficulty: N/A
Overall: ???

Dr. Light doesn't play a huge part in this game at all, except for the ending.
However, he's there. Dr. Light, for those of you who are not into Mega Man like I
am and other people are, is Mega Man's creator, as well as former boss of Dr. Wily
and the creator of Protoman, Mega Man, Rush, Roll, Ice Man, Fire Man, Cut Man, Elec
Man, Bomb Man, and Guts Man (the last six found as the baddies in the original Mega
Man game on the NES, released in 1987). There's your lowdown on Light. =P

............................

Name: Rush
Number: None
Weapon: Various Mechanisms used more as helping tools for Mega Man
Height: N/A
Strength: ???
Dexterity: ???
Intelligence: ???
Agility: ???
Stamina: ???
Difficulty: N/A
Overall: ???

Rush is the really big change in this sixth installment of Mega Man on the NES.
Instead of Rush actually changing his form from a dog to a jet, or a Marine, or
whatever, Rush actually changed forms and physically attaches himself to Mega Man's
body, giving Mega Man 2 new abilities - Rush Jet and Rush Power. This is what
changes this game from the other versions, or at least, part of it anyway. I think
it's a very innovative change in Rush.

............................

Name: Beat
Number: None
Weapon: His Beak...?
Height: N/A
Strength: ???
Dexterity: ???
Intelligence: ???
Agility: ???
Stamina: ???
Difficulty: N/A
Overall: ???

Beat makes his second and final NES Mega Man appearance in Mega Man 6. This bird is
just as annoying to acquire as he was in Mega Man 5, and you have to collect half
of the pieces you did in Mega Man 5! The pieces B E A T, that spell out his name,
Beat, need to be found, after defeating the "true version" of the four robot
masters that hold the four pieces of Beat. Good luck. (see the walkthrough for the
true paths to the Beat pieces).

............................

Name: Roll
Number: None
Weapon: None
Height: 4'2"
Strength: ???
Dexterity: ???
Intelligence: ???
Agility: ???
Stamina: ???
Difficulty: N/A
Overall: ???

Originally Mega Man's counterpart when Mega Man was still Rock, Roll is a
housekeeping robot created by Dr. Light for household use. Roll seems to be a
sister of Mega Man's in some instances and a "lover" in others, so it is quite
bizarre. She's basically in the ending, and that's about it.

............................

Name: Eddie aka "Fliptop"
Number: None
Weapon: None
Height: 1'2"
Strength: ???
Dexterity: ???
Intelligence: ???
Agility: ???
Stamina: ???
Difficulty: N/A
Overall: ???

"Fliptop" (although his real name is Eddie) makes his third appearance in Mega Man
6. His basic use, as built by Dr. Light, is to supply Mega Man with needed supplies
on his missions, and then go back to the lab. However, the items he gives you are
quite random. Sometimes he'll give you a simple weapon energy pellet or energy
pellet, while othertimes he'll bless you with an extra life, or even an E-Tank.

............................

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                          SECTION VII - Robot Masters
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Below is a list of the Robot Masters in the game and their bios.

***SPOILERS ARE PRESENT IN THE ACCOMPANYING TEXT WITH THE BIOS BELOW. READ ON AT
YOUR OWN RISK***

Below are the bios for the eight Robot Masters that appear in the game, but you
shouldn't go any farther until you understand 100% that the numbers next to the
various stats for the Robot Masters are gotten through some simple and some
difficult calculations I perform, so please, I'd prefer you didn't e-mail me asking
to find out how I got them, just trust in me that they are accurate and reliable.
In anycase, here's how you read the Robot Master bios.

 _____________________________________________________________________________
|  How to read the Character Profiles...                                      |
|                                                                             |
|                                                                             |
|  Name: The Robots' Name                                                     |
|  Number: His Number of Creation                                             |
|  Weapon: His Primary Weapon                                                 |
|  Primary Weakness: The weapon the robot master is most weak against         |
|  Height: The Robots' Height                                                 |
|  Strength: How Strong the Robot Is                                          |
|  Dexterity: How Well the Robot Uses His Weapon/Ability                      |
|  Intelligence: How Intelligent the Robot Is/How Smartly He Attacks          |
|  Agility: How Quick the Robot Is                                            |
|  Stamina: How Able-Bodied the Robot Is                                      |
|  Difficulty: How Difficult the Robot Is to Defeat In Battle                 |
|  Overall: Strength + Dexterity + Intelligence + Agility + Stamina +         |
|  Difficulty = The Total Number [divided by] 6                               |
|_____________________________________________________________________________|

 ________________________
|  Scoring:              |
|                        |
|  99-90 = Excellent     |
|  89-80 = Very Good     |
|  79-70 = Above Average |
|  69-60 = Average       |
|  59-50 = Below Average |
|  49-40 = Bad           |
|  39-30 = Very Bad      |
|  29-00 = Terrible      |
|________________________|

(these are in the order that I suggest you initially defeat the Robot Masters)

............................

Name: Flame Man
Number: #043
Weapon: Flame Blast
Primary Weakness: Blizzard Attack
Height: 4'6"
Strength: 64
Dexterity: 77
Intelligence: 71
Agility: 55
Stamina: 65
Difficulty: 55
Overall: 65 (average)

Flame Man, the third Robot Master in the Mega Man series that is fire-based, is
probably the strongest of them all, but still relativly easy, nevertheless. He uses
a clone of Mega Man 2's Heat Man's Atomic Fire, which shoots a stream of fire in
front of himself that goes up and then down, then disappears. He shoots multiples
of these at Mega Man, then jumps around his lair trying to do bodily damage to Mega
Man. While you should be weary of his attacks, he's one of the easiest Robot
Masters to beat in the game with the simple Mega Buster.

............................

Name: Blizzard Man
Number: #041
Weapon: Blizzard Attack
Primary Weakness: Flame Blast
Height: 5'0"
Strength: 75
Dexterity: 85
Intelligence: 75
Agility: 81
Stamina: 72
Difficulty: 70
Overall: 76 (above average)

Blizzard Man is a very unique Robot Master, one of the best designed in the game.
He is on a pair of skis, and skis around his lair, trying to collide with Mega Man.
His major attack, however, comes in the form of a humongous snowball... literally.
He'll roll into a snowball and fly across his lair at Mega Man, doing pretty
massive damage. He can be cooled off pretty quickly, however, by use of the Flame
Blast gotten from defeating Flame Man. Douse him in flames to quickly end his
freezing reign. Also be careful of his ability to cause Blizzard-like conditions at
will, which can be an annoyance and do good damage as well.

............................

Name: Plant Man
Number: #045
Weapon: Plant Barrier
Primary Weakness: Blizzard Attack
Height: 4'6"
Strength: 44
Dexterity: 61
Intelligence: 60
Agility: 65
Stamina: 56
Difficulty: 40
Overall: 54 (below average)

This fierce jungle-living robot (not) is probably the lamest Robot Master in the
history of the Mega Man series, even more than Number Man in Mega Man Battle
Network (no, I'm not kidding). However, hence, we have to beat this guy anyway and
obtain his weapon. Plant Man possesses the fourth shield/barrier weapon in the
series (after Wood Man, Skull Man, and Star Man), and his is just as useless when
you get it as the others' were. Plant Man can easily be destroyed by use of the
Blizzard Attack, but be aware of his plasma shots that come from his arm cannon as
he lowers his shield. He is only vulnerable to attack when he lowers this shield,
so keep that in mind as you attack him around his lair.

............................

Name: Tomahawk Man
Number: #046
Weapon: Silver Tomahawk
Primary Weakness: Plant Barrier
Height: 4'8"
Strength: 83
Dexterity: 90
Intelligence: 91
Agility: 56
Stamina: 81
Difficulty: 84
Overall: 81 (very good)

Tomahawk Man is the hardest Robot Master to defeat in the game, hands down, and has
two primary weapons to use against you. Although his main weapon, his Silver
Tomahawk, shoots out and upwards and does massive damage to Mega Man, he can also
shoot metal feathers out of his headpiece at Mega Man, which shoot out fast, then
slow down, making them very hard to avoid, and cause many a casualty. =) To defeat
him easily, equip ye ole Plant Barrier and collide the shield with Tomahawk Man
himself to damage the Native American Robot Master(tm) himself. =D His weapon is the
most valuable weapon to have on your quest as well, so keep that in mind.

............................

Name: Yamato Man
Number: #048
Weapon: Yamato Spear
Primary Weakness: Silver Tomahawk
Height: 4'7"
Strength: 81
Dexterity: 79
Intelligence: 75
Agility: 74
Stamina: 77
Difficulty: 70
Overall: 76 (above average)

No one quite knows what Yamato means, but we know that there is a Yamato Man in
this game. =) Yamato Man is equipped with a spear in hand, and, here's a little
tidbid of useless Mega Man knowledge for you (hell, all of it is useless, don't
fool yourself), he's the only Robot Master in Mega Man 1-8, as well as Rockman and
Forte, to be equipped with an actual weapon; that is, a weapon that he has in his
hand, if you see what I mean. If you have no idea what I'm talking about, go look
at a picture and you'll see. In anycase, Yamato Man is pretty simple if you have
the weapon he's weak to, the Silver Tomahawk. As he jumps around his lair in a
fairly monotanous fashion, he'll throw his spear at you, and when he does this, he
has no weapon to attack you with. This is his time of vulnerability. Nail the crap
out of him with a Silver Tomahawk or two, and repeat this process until he's a pile
of nails, bolts, metal, et cetera.

............................

Name: Knight Man
Number: #044
Weapon: Knight Crush
Primary Weakness: Yamato Spear
Height: 4'5"
Strength: 77
Dexterity: 88
Intelligence: 90
Agility: 51
Stamina: 68
Difficulty: 65
Overall: 73 (above average)

Knight Man is a cool Robot Master, well designed, et cetera, and has a unique
weapon called the Knight Crush. He hurls a mace, ball and chain like weapon out of
his arm cannon (that's attached to his arm cannon by a chain, hence my ball and
chain analogy), and then the ball and chain mechanism comes-a flying back at him,
to reuse again. It might sound confusing, he might even sound hard, but he's not,
trust me. All you really need to know here is that that's the only way he can
really damage you. You can jump in between he and his ball and chain attack to
shoot at him, then go back to a defensive position. He also carries a shield to
protect himself, making him only vulnerable when he tosses the ball and chain,
lowering his shield. Using the Yamato Spear on him could be a good way in taking
him out of the program for good.

............................

Name: Centaur Man
Number: #042
Weapon: Centaur Flash
Primary Weakness: Knight Crush
Height: 4'1"
Strength: 60
Dexterity: 65
Intelligence: 82
Agility: 73
Stamina: 77
Difficulty: 75
Overall: 72 (above average)

Centuar Man has the most interesting design of all Robot Masters. He's not built to
look humanoid in stature - instead, he truly IS a robotic centaur; half man and
half horse. Doesn't mean he's anything special, he's actually quite easy. He uses a
time stopping mechanism, similar (if not identical) to that of Flash Man's and
Bright Man's, called the Centaur Flash. When he uses this, he freezes Mega Man in
place and fires shots from his arm cannon (which split into multiples upon
collision with a hard wall, et cetera). Additionally, when he feels he's in trouble
with his adversary, he can teleport to another part of his lair randomly and sneak
attack, so bare that in mind as well. Take him out quickly with the use of the
Knight Crush, sending him back to the time of mythology. =)

............................

Name: Wind Man
Number: #047
Weapon: Wind Storm
Primary Weakness: Centuar Flash
Height: 4'7"
Strength: 83
Dexterity: 81
Intelligence: 79
Agility: 84
Stamina: 68
Difficulty: 70
Overall: 78 (above average)

Wind Man is nearly an exact clone of the Mega Man 2 robot master, Air Man, with
mounted fans on his body. The difference is, this robot master is quite a bit
harder, unless you're equipped with the right weapon for the job. Wind Man attacks
with use of similar tornadoes to that of Air Man, but he can also float around his
room almost effortlessly, to a new location. If you equip the Centaur Flash you got
from defeating Centaur Man, then you'll be all set. Simply press the B button every
two seconds and his energy will keep decreasing, and you won't even be touching
him! He's actually quite amazing, indeed, making him the quickest to beat robot
master, and easiest to... but that's only if you have the right tool for the job,
of course.

............................

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                 SECTION VIII - Beat Adaptor ("MEGAMANV" Pieces)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

Beat, Mega Man's robotic bird friend, makes his second appearance in the NES Mega
Man series, originally appearing in Mega Man 5. In Mega Man 5, you had to collect
eight pieces to get Beat in your arsenal - in Mega Man 6, you only need to find 4,
the letters that spell his name, B, E, A, and T, "BEAT."

While that may sound a bit easier then you'd expect, it's not. The four stages that
these letters are found on have a clone boss and a real boss. If you fight the
clone boss, you get his weapon, but not the piece of the BEAT you need! It's
actually a difficult proposition for those new to the game, so follow the
instructions below to get the four pieces that'll lead you to victory.

 ---
| B |
 ---
Stage Found On:
Location:
Strategy:

 ---
| E |
 ---
Stage Found On:
Location:
Strategy:

 ---
| A |
 ---
Stage Found On:
Location:
Strategy:

 ---
| T |
 ---
Stage Found On:
Location:
Strategy:

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                           SECTION IX - *WALKTHROUGH*
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

Here it is, the main part of the guide - the walkthrough. The walkthrough will have
comprehensive and in-depth walkthroughs for each part of each stage in the game,
stage by stage. At the end of each stage walkthrough is a boss strategy to help you
efficiently beat the game with little-to-no difficulty at all.

If you're not looking for spoiler-filled walkthroughs, but just want to know the
order in which to beat the Robot Masters, as well as what to use, here is the order
I recommend. (the order is far more linear than in past Mega Man games, so you'll
definetly want to follow the order I give you.)

Flame Man    ---> Use Mega Buster    ---> Go on to Blizzard Man
Blizzard Man ---> Use Flame Blast    ---> Go on to Plant Man
Plant Man    ---> Use Blizzard Attack---> Go on to Tomahawk Man
Tomahawk Man ---> Use Plant Barrier  ---> Go on to Yamato Man
Yamato Man   ---> Use Silver Tomahawk---> Go on to Knight Man
Knight Man   ---> Use Yamato Spear   ---> Go on to Centaur Man
Centaur Man  ---> Use Knight Crush   ---> Go on to Wind Man
Wind Man     ---> Use Centuar Flash  ---> Go on to Mr. X's Castle

Now below is the in-depth walkthrough, the most IN-DEPTH and COMPLETE walkthrough
for Mega Man 6 anywhere. I hope you enjoy it and find it useful. Before we start,
here are some basic tips to help you through the game...

Tip #1 - TAKE YOUR TIME!

There is nothing worse than not taking your time, rushing, and getting yourself
killed; quickly. Take your time, there is no time limit in the game. Where's the
fire? =)

Tip #2 - CHARGE IT UP!

You should always hold down the B button to have a charged shot ready when using
the Mega Buster to be ready for whatever is ahead of you. Remember, the fully
charged Mega Buster shot is worth 3 damage, so it's worth it to do, trust me. If
you're Mega Man-like coordinated like me, you can run, jump, et cetera, all while
holding down the B button. It takes time, but you should be able to do it with no
problem. Also, unlike in Mega Man 4 and 6, if you get hit when charging/charged up,
you will lose the charge, so be careful to avoid hits while charging or being
charged up, because it's a pain to have to recharge after being hit.

Tip #3 - TAKE YOUR TIME TO TAKE DOWN PASSWORDS

NES consoles are old, and act weird. Everyone knows this... so take down the
passwords the game gives you once in a while, even if you're not going to shut the
game off. You never do know what's going to happen.

Tip #4 - E-TANKS AND M-TANKS... HOW ANNOYING!

You're probably saying to yourself "what!?" Well... E-Tanks and M-Tanks can't be
saved by the password system in this game, so you'll have to get your E-Tanks and
M-Tanks all over again if you shut the game off and start all over again. The
optimum stage to do this on is Stone Man's stage... and even Crystal Man's stage is
good. Just be aware that the password system only remembers the letters you've
collected (out of BEAT) and the robot masters you've defeated - no E-Tanks and M-
Tanks are remembers.

All right... lets do this!

HERE'S THE WALKTHROUGH!!!

After choosing to Start Game, the stage select screen, famous for the Mega Man
series, looks something like this...

 ------   ------   ------
|      | |      | |      |
|      | |      | |      |
|      | |      | |      |
 ------   ------   ------
BLIZZARD   WIND    FLAME
   MAN     MAN      MAN
 ------   ------   ------
|      | | MM's | |      |
|      | | Face | |      |
|      | |      | |      |
 ------   ------   ------
 PLANT            TOMAHAWK
    MAN                MAN
 ------   ------   ------
|      | |      | |      |
|      | |      | |      |
|      | |      | |      |
 ------   ------   ------
YAMATO    KNIGHT  CENTAUR
   MAN      MAN       MAN

First, choose Flame Man's stage, and we're underway!

***** *   ***** ***
STAGE 1 - FLAME MAN
***** *   ***** ***

 ______________________________
|__________       __________   |
|HEIGHT 155|     |WEIGHT  96|  |
|          |
|__________       __________   |
|ATTACK  84|     |DEFENSE 93|  |
|          |
|__________       _____________|
|MOBILE  68|     |THERMAL POWER|
|       |
|         _________            |
|        |OIL FIELD|           |
|                     |
|      _______________         |
|     |MASTER OF FLAME|        |
 

The stage takes place in the Oil Fields, but the background and surrounding areas
make it look more like a Middle Eastern palace. Obviously there is a connection
between the Middle East and oil, however, so it makes sense to a certain degree. In
anycase, as you begin the stage, simply head right a bit. As you head right, to the
bottom is a pit of purple gooey stuff - that stuff isn't hazardous as it is, but
it's oil, which is highly flamable. You'll want to avoid it, and I'll get to why in
a second. So simply jump over the purple stuff onto the orange platform above. Now,
simply jump from the orange platform back to the floor below. Here, a Metool (Hard
Hat), will be waiting for you. Wait for him to shoot his plasma shots at you and
he'll go back into his shell. From here, face him and shoot at him constantly.
He'll eventually peek his head out of that shell of his and try to fire at you.
However, with a constant stream of fire on him he won't be able to do anything of
the sort, and that will take care of him nice and quickly. Then, head right to the
next oil filled ditch and orange platform above. Take the orange platform route
again, jumping over the Metool to your right on the floor below, repeating the
steps we took before. Then simply head right a bit to another oil ditch. Across
from it is another Metool. Shoot him when he's vulnerable out of his shell to
destroy him, then jump into or over the oil pool, heading right again. There is a
platform above you that you can't get through, as you can break the boulder in your
way (you need the Rush Power to do that), so slide under the platform. Press over
as you come out of the slide to avoid going into the pit below, and we can continue
to head right from here.

Now as we head right, enemies from above start appearing. These enemies are orange
and float around dropping fire upon Mega Man's head. These are real dangers to
ignite the oil pools below. Because of this, you should try to destroy all of them
before they get the chance to drop fire into the oil pools, which will ignite them
instantly. Stepping into an ignited oil pool will kill Mega Man instantly as well,
so be careful! The first few you come across as you head right drop fire only over
the platforms and the spike bed below Mega Man as he heads right, so they aren't a
big danger. Kill them if you can as you jump from platform to platform, until you
get to some that are hovering over an oil pool. Charge up your Mega Buster quickly
and fire at them to kill them before that fire hits the pool! If it does, kill the
fire dropper anyway, then procede to your right. You can take the bottom route or
top route here - either way, you're gonna get led to the ladder all the way to the
right, and you're gonna have to cross oil pools either way, both of which are
vulnerable to fire from above. If you need some energy, there's an energy pellet on
the bottom path, surrounded by two oil pools, so take the bottom path if you can.
Either option you take, head right to the ladder and go up it into the next area.

In this next area, face left and charge up your Mega Blaster. There are two wall-
mounted guns in this room, which can shoot in three different directions, so
chances are they have a clean shot at you. With charged up shots, quickly take out
the one facing you, then head left, charge up your Mega Buster again, face right,
and snipe the one on the opposing wall. You can do that by jumping and firing, or
starting to climb the ladder, and then firing. From here, take the ladder to the
left there up into the next area yet again. This area has enemies that are
invulnerable to regular Mega Buster shots, as you can see when you shoot at them
and they reflect off of them. The way to kill these enemies is to charge up your
Mega Buster, and then fire at them with a charged shot to knock them backwards and
destroy them. As you head right, avoid the fire of these enemies and kill the first
two you come across with the manner described above. The third one you come to,
you'll need to do the same thing. However, when you knock him backwards into the
oil pool behind him, he becomes a float on the oil and is invulnerable to fire
droppers' fire, regardless of if the oil pool is engulfed in flames or not. To make
the float move, you have to keep jumping up and down on it, and it'll move
rightward to the next platform. You don't have the Rush Jet adaptor yet so we can't
get that large energy capsule above. From the platform, go right and carefully jump
over the pit in your way up to a higher level, and continue going right. You'll
come across another of the enemies here we fought before, so charge up that Mega
Buster once again and knock him backwards into the oil pool behind him. This time
it's a little bit different - you have fire droppers above, so the oil pool WILL
get engulfed. Just be careful not to let the fire from the fire droppers knock you
into the pool when it's aflame, as it can kill you instantly as I discussed
earlier. Simply jump up and down to get the float to the other side, and you'll
come to an orange platform in the middle of this expansive oil pool. Your float
can't go any further, so dismount it onto the platform in front of you, and charge
up the Mega Buster, firing it at the enemy in front of you once more to get him to
fall into the now-on fire oil pool to your right. Continue on the float to your
right s'more, a short ways to yet another platform, where you repeat what we just
did on the enemy here, and cross the on fire oil pool here as well, to the platform
to your right. From here, go right and kill the fire droppers that you encounter,
or avoid them and their fire as you head right. All the way to the right is a
ladder, which you should take down into the next area.

In this small room, there are three wall mounted guns. Using charged up Mega Buster
shots as we did before, kill all three of them, and keep moving so they can't shoot
accurate shots at you. Once all three guns are destroyed, head to the left of the
room, and go down the ladder there into yet another area. In this corridor, head
right. You can't kill the green and red floor scaling enemy you encounter, so just
avoid him best you can and continue rightward, until you encounter a pretty large
green enemy that shoots fire, which reminds me of an updated version of the fire
shooting enemies in Quick Man's stage in Mega Man 2. Regardless, fire at him with
regular or charged up shots and head right once he's defeated. Again, avoid the
floor scaling enemy by jumping over him, and kill yet another of the green fire
throwing enemies. Heading right, jump over the small oil pool and you'll come
across another green enemy on a platform over an oil pool as you head right. Kill
him quickly before he engulfs the oil pool below in flames. Then, jump up and right
to the next platform, avoiding the floor scaler, and then jump to the platform up
and to your left to revive your health with the energy pellet up there. Go down a
platform, avoid the same floor scaler, and go right to another platform. Kill the
green enemy here as well. Below on the silver floor, you'll notice an E-Tank with a
floor scaler protecting it pretty well. You are going to want that, so time your
fall to the silver floor below so that you can avoid the floor scaler, taking into
account that once you hit the floor, the speed of the floor scaler will accelerate.
Grab the E-Tank, and you have two options. If the green enemy to your left didn't
fry the oil pool to your left, jump into it and quickly re-kill the green enemy
that reappeared to your left before he engulfs it as you stand in it, then work
your way back right. However, if the oil pool to the left is already on fire,
you'll have to suck it up and take some damage from the floor scaler, and head
right to the next set of platforms. Here it gets a little hairy - there are so many
green fire throwers that it's really impossible to kill them all, so just take out
what you can as you jump from platform to platform heading right over the oil
pools. Don't fall into the oil pools! You know what that can lead to. =) Keep
heading right, avoiding what you can, killing what you can't. After you head right
a short ways, you'll be in view of the enemy lair. There is a fire thrower
protecting it, however. Before you jump to the small platform he's on, charge up
the Mega Buster and be ready to fry him mid-jump. Once you clear the way of any
enemies, enter the lair and get ready to engage Flame Man in battle.

++-BOSS BATTLE-++

| *FLAME MAN STRATEGY* |

Flame Man is actually one of the more difficult enemies in the game, especially
with just the Mega Buster. However, for ease of later events, we take him on first,
so get ready to battle him. For those of you who've played Mega Man 2, you've
undoubtidly fought his cousin, the zippo Robot Master known as Heat Man. They have
identical attacks, called fire stacks, which Flame Man shoots out of his arm cannon
via slamming his arm cannon into the ground. When these are shot, they shoot a
ripple of fire pillars shoot across the room, making the path in front of you not
passable, and they are almost impossible to jump unassisted. Also, plasma shots
being shot at the flame pillars get deflected, giving Flame Man an advantage in the
defense department. In addition to this attack, Flame Man can also shoot regular
fireball shots that are slow moving (which makes them hard to avoid, surprisingly),
out of his arm cannon, so watch for that as well. Your best bet in fighting him is
to simply charge up the arm cannon when he jumps around the room, and stay close to
him, which makes him keep jumping. When he lands from a jump, nail him with a
charged up arm cannon shot, and repeat the process, while avoiding his array of
attacks. You shouldn't have to use the E-Tank you acquired in his stage, but just
in case, don't be afraid to use it if you need to.

YOU GOT FLAME BLAST
       AND
    RUSH POWER

~Password Thusfar~                           Current Items/Weapons etc.
 ________________________
|   1   2   3   4   5   6|                           - Rush Power
|                        |                           - Flame Blast
|A  X                    |                             [beat]
|                        |
|B  X           X        |
|                        |
|C                       |
|                        |
|D              X        |
|                        |
|E                      X|
|                        |
|F                       |
|________________________|


***** *   ******** ***
STAGE 2 - BLIZZARD MAN
***** *   ******** ***

 ______________________________
|__________       __________   |
|HEIGHT 163|     |WEIGHT 167|  |
|          |
|__________       __________   |
|ATTACK  86|     |DEFENSE 42|  |
|          |
|__________       ___________  |
|MOBILE 113|     |SOLAR POWER| |
|         |
|       _____________          |
|      |FROZEN ISLAND|         |
|                 |
|       ______________         |
|      |MASTER OF SNOW|        |
 

Blizzard Man's stage is the second on our list now that we've acquired the Flame
Blast from Flame Man. This stage is slippery and snowcovered, so always watch your
step, as there are numerous difficult jumps and such that make it all too easy to
slip to your death! Lets go!

As you begin your journey on Blizzard Man's stage, head right along the snow
covered ground until you come across a seal robot. These robots materialize large
snowballs which they chuck at Mega Man with great speed, so charge up the Mega
Buster and fire at him until he's destroyed to guarantee that you won't have to
deal with sliding under, avoiding, whatever, his snowball attack. To the right of
where the Seal was stationed is a circle with "3" on it, over a pit. These are
actually bombs that are activated when you step upon them. From there, they count
down to 2, then 1, and then explode. You have to know this because they are all
over this stage. So, jump on it or over it in this case (that's one of the few you
don't have to mess with), and continue on your journey going right. You might want
to just activate it to get an idea of how fast it goes off, and the impact radius,
et cetera. Anyway, as you continue rightward, you'll come across a green helicopter
like enemy. Wait until he opens up his mechanism to fly around, which shows the
vulnerable part of his structure, which you can then pound with plasma shots to
destroy him. To his immidiate right is another of the Seal enemies, which you
should kill (avoid his snowballs!). To the left and up of the platform where the
Seal was is a weapon energy pellet which you don't need, because we haven't used
any special weapons yet. So ignore it, and head right s'more, where you'll come
across another Seal not too far from where you killed the previous one. Take him
out as well, then jump up and go right, and you'll see an extra life below you.
Encasing it in its little alcove are two ice barriers, which CAN be destroyed by
use of the Flame Blast. However, jumping in there once the ice barriers are
destroyed isn't the problem, it's jumping out that can prove dangerous, so no
matter how tempting that extra life might look, ignore it and head right. You'll
see a series of bombs in front of you in the air. Jump on the first one, and kill
the helicopter enemy quickly before the bomb explodes underneath you, and then jump
to the next one, to the next, and finally to the last one, and onto the platform to
your right, as they explode behind you. You can take the bottom path, but why?
There's goodies up here, so follow that route instead. Now to your right is another
bomb, which you have to bump into and then walk away from it, let it explode and
allow it to open up that path. Get the energy pellet there to refresh Mega Man's
health, and then go right to another bomb, which you should bump into once more and
walk away from it to let it explode, then simply head allt he way right and jump
down the ditch there into the next area.

When you jump down, quickly hold down the control pad to the left so that you land
in the little alcove to the left there, which seems barren, but it's not! Equip the
Rush Power adaptor you got from defeating Flame Man, and kill the helicopter enemy
there, which is more of a nuisance then anything. Then, power up the adaptor by
holding down B and unleash it on the block in front of you. It'll destroy the
block, leaving you with an extra life. Coolio. =) Now just drop back off of the
platform, down into the next area.

From here, head left on the platform and kill the spinning white enemy traveling
along the platform towards you. Drop down, heading right now, and do the same to an
identical enemy coming at you from the right this time, and head right s'more.
You'll encounter a shield enemy, famous in the later NES Mega Man games. They are
only vulnerable to plasma attacks from the back of the shield, so slide under the
shield, then quickly turn around and procede to fire upon it. If the shield isn't
destroyed via one array of plasma rounds, slide back under it and repeat the
process until it is. Then head right, and avoid the shield patrolling the bottom
path, and quickly jump up and right to the top path. You can't walk much farther
rightward, as in your way are some ice barriers. Being that we have the Flame Blast
from Flame Man, equip it and fire it at the ice barriers to rid the pathway of
them. To the right of the ice barriers' previous position is an E-Tank. Booyah. =)
Then simply go right on this platform, and slide under the ceiling obtrusion back
down to the ground level. Quickly open fire on the white sliding enemy on the
ground you land on, and then jump up a level as you head right, where you'll engage
another shield in battle. Do the same thing (sliding under him, turning around, and
firing, repeating until he is destroyed), and then destroy yet another of the
sliding enemies. As you head right, you'll come across a slew of these two enemies,
which you can destroy all pretty easily. When you come to the end of this area,
destroy the ice block with the Rush Power adaptor to reveal an energy pellet. It
also opens up the area a lot more so you can move around easier. Destroy the
remaining shield enemies and sliding enemies, then go to the ladder to your right
and down into the next area. In this area, this small room, there is but one enemy
to your left, a large squid, green in color, that shoots ice cubes at you which
glide along the ground until hitting a solid object, and more importantly, he
shoots heat sinking missiles with regularity. The icecubes are easy to avoid, the
heat sinkers are not. Your best bet is to open up rapid fire on him to destroy him
as quickly as possible, while avoiding as much damage as you can from his missile
attacks. His missiles can be destroyed by shooting at them, but concentrate your
shots on the enemy at hand. Once he's destroyed, go left to the ladder he was
protecting, and down it.

In this barren room, simply go right and jump over both pits in your way that are
lined on the bottom with the infamous one hit and your dead Mega Man killer spikes.
=) Then go right into the next area. This area is very interesting. It's like a
boat, or a submarine, or something, that constantly submerges then surfaces, making
parts of it underwater at one point and available to jump on at another. The
ceiling is lined with spikes, so you have to be careful with how you jump here.
From the get-go, head right and make sure you don't walk into any area that
submerges itself, lest you want to kill Mega Man. As you head right, kill the green
Sniper Joe in the gattling gun with a few shots, and to his right, equip the Rush
Power adaptor and destroy the two ice blocks there to free up some space. Go back
to the arm cannon and kill another gunning Sniper Joe to your right. There is yet
ANOTHER Sniper Joe below you and to the right. However, the area right in front of
him submerges into spiked water which will kill you instantly. So charge up the arm
cannon and wait for the sub to surface, which should be your cue to jump down and
fire away at Sniper Joe, then quickly jump to where he was before you defeated him,
so that you avoid the spikes where you just were, again escaping death. =) Now as
we head right a bit more, you can go the easy way or the hard way. There is an ice
block that blocks a secret passage through the submarine, so to start off, destroy
the ice block with the Rush Power adaptor. Once it's destroyed, wait until the sub
is out of the water completely, then go right past where the ice block was,
sliding, running, going as fast as you can, to avoid being submerged back into the
water, meeting your doom with the spikes below! Then jump up a level, and collect
the tiny energy pellets as you go right, eventually running into an E-Tank. Woohah!
Now go back the way you came, and jump above where you just were heading right.
Here is where the spike lined ceilings come into play. Carefully navigate this
final part of the submarine area by watching the spikes on the ceiling. Move slowly
and carefully to each gap in the ceiling until you get far enough right where they
are no longer a threat. There are airborne timebombs to your right now. Jump from
one to another until you get to the ladder to the right on the ceiling, moving
quickly so that the bombs don't take you with them. Then simply go up the ladder
into the next area.

In this void area, go up the ladder, and jump into the pit below onto the bomb,
then jump back up to the platform to the left, doing the same thing on the bomb to
the left, and then jumping back up to the ladder above in the lefthand corner. Go
up the ladder into the final area of the stage. (That sounds confusing, but it's
really not. You'll see what I mean when you get there, if you aren't already.)

Once in the next area, another of the green squid robots will greet you. Avoid the
icecubes he shoots at you and destroy what heat sinking missiles you can that he
shoots at you while keeping steady fire on him. Once he's destroyed, head right
into the next area. Blizzard Man's lair is in sight! However, there's a complicated
array of small platforms and timebombs in the way, so what do you do? Jump on the
nearest timebomb first, then quickly jump to the platform right next to it. From
there, jump to the timebomb to your right, and back up on the platform to the right
of THAT one. There are two more bombs left. Jump up and nudge right on the d-pad so
that you hit the topmost bomb. Steady yourself on the ledge you were just on until
it explodes. Then, jump on the final bomb, then back left to the platform you were
just on, letting that one explode as well. Then jump to the platform where the lair
entrance is, and enter it. Lets take on the snow fiend, Blizzard Man!

++-BOSS BATTLE-++

| *BLIZZARD MAN STRATEGY* |

Blizzard Man is an elementary Robot Master to defeat, especially if you have the
Flame Blast that we acquired from Flame Man last stage. Blizzard Man attacks in two
primary ways. He rolls up into a ball (a snowball, quite literally) and shoots
across the room quickly until he hits a wall, where he comes out of that form back
into his normal form. You can jump over that easily. The other form is when he
stands still, doing a swaying motion atop his skis. From this he can shoot razor
sharp snowflakes at you from midair, they appear out of nowhere. This is his
Blizzard Attack. All you have to do is equip the Flame Blast, get in close, and
fire away at him. He can't be damaged when he is in a snowball, so keep that in
mind as you fight him. However, that shouldn't hinder anything. Keep firing away at
him with the Flame Blast, use that E-Tank we got in his stage if you need to
(although you definetly shouldn't have to), and he'll bite the dust eventually!
Then you'll get his Blizzard Attack and we can move on to the next stage.

YOU GOT BLIZZARD ATTACK

~Password Thusfar~                           Current Items/Weapons etc.
 ________________________
|   1   2   3   4   5   6|                           - Rush Power
|                        |                           - Flame Blast
|A  X       X            |                           - Blizzard Attack
|                        |                             [beat]
|B  X                    |
|                        |
|C      X                |
|                        |
|D                       |
|                        |
|E                       |
|                        |
|F                   X   |
|________________________|


MORE COMING SOON!

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                              SECTION X - ENDING
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

COMING SOON!

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                              SECTION XI - WEAPONS
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

The eight weapons you can get in the game are the most important items you can
possibly get in the game, and at some points, they make boss battles easier, and
other times, they are absolutly necessary in defeating a particular boss. Below is
a list of the eight weapons you get in the game, other than your basic Mega Buster
arm cannon weapon, and a short description about them.

[the weapons below are found in alphabetical order]

Weapon Name: BLIZZARD ATTACK
From: Blizzard Man
Description: Blizzard Man's Blizzard Attack is an attack that, once activated,
shoots razor sharp snowflakes from Mega Man's arm cannon, in fours, that go in all
different directions, harming all in it's straight and fast path. It's a useless
weapon to use on conventional enemies, but it's extremly useful to use on Plant Man
to wither his Plant Barrier and defeat him quickly and efficiently. In anycase,
it's a weapon in your arsenal, so use it wisely if you'd like.

Weapon Name: CENTAUR FLASH
From: Centaur Man
Description: Another in a long line of completely useless time stopping weapons,
the Centaur Flash is the third weapon in six Mega Man games to have the power to
freeze time. Flash Man (from Mega Man 2), and Bright Man (from Mega Man 4), also
had this special weapon, that like the above Blizzard Attack, is completely
useless... well, Flash Man's was good in Mega Man 2 for Quick Man's stage, but
that's another story entirely... use the Centaur Flash on Wind Man to quickly take
down the menace and end his reign... otherwise, keep this weapon tucked safely in
the far back of your arsenal.

Weapon Name: FLAME BLAST
From: Flame Man
Description: A weapon nearly identical in nature to the weapon that Heat Man used
in Mega Man 2 (but NOT similar in any way to the weapon you got from beating him,
the Atomic Fire), the Flame Blast is a fairly versatile weapon that covers lots of
ground upon being fired by Flame Man, but not so much when fired by Mega Man. When
you fire the weapon, a fireball shoots out of your arm cannon a short distance and
falls to the ground, where a firewall shoots up from the ground shortly before
disappearing. This weapon's primary use it versus Blizzard Man, but it can be used
with good results simply versing regular old enemies.

Weapon Name: KNIGHT CRUSH
From: Knight Man
Description: The Knight Crush is Knight Man's primary (well, only) weapon. It's
basically a ball and chain, mace-type weapon that Mega Man launches from his arm
cannon. It goes a certain distance, and then returns to Mega Man, like a boomerang.
It's useful because it's strong against many regular enemies, and can penetrate the
armor of stronger enemies. It's primary use should be against that mythological
robot master, Centuar Man, however.

Weapon Name: PLANT BARRIER
From: Plant Man
Description: The Plant Barrier is one of the slew of barrier/shield weapons that
Robot Masters utilize in the Mega Man series. Beginning with Wood Man back in Mega
Man 2, into Skull Man in Mega Man 4, and right up to Star Man in Mega Man 5, Plant
Man is effectivly the fourth Robot Master to use the shield. It's a weak weapon,
not good for much, except moving in close on enemies with it, because it can
momentarily protect you from attack, depending on the enemy you're fighting. You'd
be wisest to simply use it against Tomahawk Man and that's about it. =)

Weapon Name: SILVER TOMAHAWK
From: Tomahawk Man
Description: The most versatile of the weapons in Mega Man 6, you receive the
Silver Tomahawk to use as your own after the defeat of Tomahawk Man. While its
primary use it to kill Yamato Man with it, easily, it's also good to use against
enemies in Mr. X's castle and Dr. Wily's castle, as well as regular old enemies. It
takes an upward path away from Mega Man when shot, so use it wisely against jumping
enemies, or enemies above you, to take them out with ease, far from them to be
safe.

Weapon Name: WIND STORM
From: Wind Man
Description: A cheesy reincarnate of Air Man's weapon in Mega Man 2, Wind Man's
Wind Storm is actually a semi-downgrade from Air Man's Air Shooter, as it only
shoots one tornado, not three. However, these tornadoes are easier to control, as
they shoot along the ground at the enemy, instead of in the air. It's uses are next
to nil, although you'll find a few uses for it in the final castles against bosses
and conventional enemies alike.

Weapon Name: YAMATO SPEAR
From: Yamato Man
Description: The Yamato Spear is the simplest weapon in the game, but it has its
uses, nevertheless. When you shoot it, it comes out of Mega Man's arm cannon as a
plasma-looking shot, but it's actually a spearhead. It's wisest use is against
Knight Man to make quick work out of him, although it can be used in other areas
throughout the game. Not the most inovative weapon, but it has its uses indeed.

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                           SECTION XII - RUSH ADAPTORS
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

One of the really cool things in Mega Man 6 is the change that takes place with the
Rush Adaptors. Instead of being conventional old devices that you have to use like
a machine, as in - jump on him to make him go, Rush actually attaches himself to
you, making him one entity with you. Furthermore, he doesn't take energy anymore,
but you can only use him a limited time before he has to recoup, which isn't much
at all, really. There are only two Rush Adaptors in this game, and they are
below...

[the below list is in alphabetical order]

RUSH JET
Acquired: Defeat Plant Man
Description: When you activate the Rush Jet, Rush attaches himself to Mega Man and
puts two thrusters on his back, making him able to fly about for a limited amount
of time. Because you are no longer restricted by the Rush Jet of yore (you can move
around more now), that's probably why the Rush Coil doesn't appear in this game.
However, you DO have to let the Rush Jet "rest"... as in, once you hit the ground,
the energy of the Rush Jet recoups itself, but if you're midair when it runs out,
you're gonna freefall into whatever's below, so be careful!

RUSH POWER
Acquired: Defeat Flame Man
Description: A new edition to the Rush weapons array, the Rush Power adaptor gives
Mega Man huge boxing glove-like hands that he can use to smash up enemies, and
break through certain walls and barriers as well. You'll know if you can break
through a wall because it'll have cracks and whatnot on it, which is a sure sign of
breaking through. Mega Man can't move fast with this on, and he can't use a powered
up plasma shot, nor can he slide, but he can do some serious damage to enemies in
this state. Use it often, use it wisely!

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                              SECTION XIII - ITEMS
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

- Energy Pellet (white): Restores energy to Mega Man's health meter.
Big ones restore a lot of energy, little ones restore a little bit of
energy.
- Energy Pellet (blue): Restores energy to Mega Man's weapons. Big ones
restore a lot of energy, little ones restore a little bit of energy.
- E-Tank: You can carry as many as nine of these in your inventory. These blue
paintcan-looking items can be stored and used to re-fill your energy meter to
maximum at any time during the game. Especially useful in Dr. Wily's various
stages.
- M-Tank: The M-Tank is an extremly useful item. It's use is to completely fill up
your weapons and your health as well, all at once. If you use it when you have full
energy and weapon energy for everything, you will get an automatic extra life. If
there are enemies when you do that trick on the screen before you pressed start,
they will all turn into extra lives as well. Nifty, no?
- Extra Life: Shaped like Mega Man's head. Pick it up to receive and extra
life!

[OTHER]

- Energy Balancer: The Energy Balancer is a secret item found in the depths of
Tomahawk Man's stage. When you find a secret room, Protoman will come and give you
this weapon, which kind of looks like a G.I.Joe's backpack. =) But that's beside
the point. Once you have this item, running into the blue weapon energy pellets
will refill the weapon that has the lowest energy for it automatically, without it
having to be equipped. Not all that important, but it's handy nevertheless.

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                           SECTION XIV - DAMAGE CHART
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Please note that all numbers are approximate, although I'm positive most, if
not all, numbers are right in this chart.

Before we go onto the damage charts, there are two things I must explain. First
of all, I'll explain how I got these figures, and then I'll explain how to read
the chart.

How these figures were obtained:

These numbers and whatnot on the chart were obtained via careful calculation. I
simply fought every Robot Master with every weapon, including him own. I then
saw how many hits with each weapon it took to kill that Robot Master, and put
the figures on the chart. A -- symbolizes that the Robot Master is immune to
that weapon and that it doesn't effect him in any way.

To read the chart:

Simply line up the name of the robot master on the left side with the robot
master weapon you want to beat him with on the top. There is a key below to
read the symbols.

Key to the Charts:

MM - Mega Man
FM - Flame Man
BM - Blizzard Man
PM - Plant Man
TM - Tomahawk Man
YM - Yamato Man
KM - Knight Man
CM - Centaur Man
WM - Wind Man

[each meter has 28 lines of energy in them, so that'll explain all of the 28s
below.]

Robot Master  MM  FM  BM  PM  TM  YM  KM  CM  WM
-------------------------------------------------
Flame Man     28  28  28  --  28  28  28  --  07
-------------------------------------------------
Blizzard Man  28  07  28  --  28  28  28  --  28
-------------------------------------------------
Plant Man     28  14  07  --  28  28  28  --  28
-------------------------------------------------
Tomahawk Man  28  28  28  07  28  28  28  --  28
-------------------------------------------------
Yamato Man    28  28  28  --  07  28  28  --  28
-------------------------------------------------
Knight Man    28  14  28  --  28  07  28  --  28
-------------------------------------------------
Centaur Man   28  28  28  --  28  28  07  --  28
-------------------------------------------------
Wind Man      28  28  28  --  28  28  28  07  28
-------------------------------------------------


[a fully charged arm cannon shot does three damage to any Robot Master instead of
one damage, making the 28 a 9.3 (or just 9), if you shoot him everytime with a
charged arm cannon.]

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                        SECTION XV - PASSWORD COMPELATION
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Being that I'm the man, I basically have a layout of the password crack system of
Mega Man 6, thank in part for verification of the Mega Man 6 password crack at
www.mmhp.net, the Mega Man Homepage, THE authority on everything Mega Man on the
net. With some simple observations, one can decipher the simple Capcom-made
password system on all of their games.

So why do I give credit to www.mmhp.net? Because I verified my crack with theirs,
found a few mistakes, and fixed them, so THANKS GOES OUT to Mandi Paugh, Thump Chan
and Luc Miron, as they wrote the crack to which I verified and corrected mine to.
Mine was... well... greatly flawed. =P Luc Miron actually appears in the credits of
this game, Mega Man 6, so check it out. His old page, the Mega Man page of yore, as
I call it, was closed in 1998 after Luc's dad tragically died. His page was
unbelievable, and he'll always be remembered.

Okay, so on to the password crack, the password compelation, if you will.

The grid for Mega Man 6 is set up in a six by six grid, 1-6 on one axis and A-F on
the other axis. For such a big grid, only five dots are given to put on the
password grid, so we're working with five possible dots here, that can each mean a
total seven things individually, giving you a whole lot of room for error, so
follow closely.
-----------------------------------------------------------------------------------

The first thing to worry about is that of the Energy Balancer, do you or don't you
want it? =)

To have the Energy Balancer, input to - E5
To go without the Energy Balancer, input to - F5

-----------------------------------------------------------------------------------

Okay so that's easy enough, correct? Now, we have four more to go to. Each of the
following are set up in such a way that one Robot Master is teamed up with another,
and with each team of Robot Masters, a letter of "BEAT" is also with them. They
give you seven input options here, so follow closely. The first of each section
will have passwords corresponding to you having the Energy Balancer and the second
will have passwords corresponding to you not having the Energy Balancer, so use the
right passwords.

-----------------------------------------------------------------------------------

The first dot to concern ourselves with has to do with Flame Man, Centaur Man, and
the letter T of "BEAT."

(with the Energy Balancer):

If you want to just have Flame Man beaten, input to - C4
If you want to just have Centaur Man beaten, input to - D3
If you want to have both Flame Man and Centaur Man beaten, input to - D4
If you want to have Centaur Man and T of "BEAT," input to - F3
If you want to have both Flame Man and Centaur Man beaten, and the T of "BEAT,"
input to - F4
If you don't want to have either Flame Man and Centaur Man beaten, and to not have
the T of "BEAT," input to - C3

(without the Energy Balancer):

If you want to just have Flame Man beaten, input to - A1
If you want to just have Centaur Man beaten, input to - C1
If you want to have both Flame Man and Centaur Man beaten, input to - E1
If you want to have Centaur Man and T of "BEAT," input to - F1
If you want to have both Flame Man and Centuar Man beaten, and the T of "BEAT,"
input to - F3
If you don't want to have either Flame Man and Centaur Man beaten, and to not have
the T of "BEAT," input to - B2

-----------------------------------------------------------------------------------

The second dot to concern ourselves with has to do with Blizzard Man, Tomahawk Man,
and the letter B of "BEAT."

(with the Energy Balancer):

If you want to just have Blizzard Man beaten, input to - A2
If you want to just have Tomahawk Man beaten, input to - B1
If you want to have both Blizzard Man and Tomahawk beaten, input to - B2
If you want to have Tomahawk Man and B of "BEAT," input to - D1
If you want to have both Blizzard Man and Tomahawk Man beaten, and the B of "BEAT,"
input to - D2
If you don't want to have either Blizzard Man and Tomahawk Man beaten, and to not
have the B of "BEAT," input to - A1

(without the Energy Balancer):

If you want to just have Blizzard Man beaten, input to - C2
If you want to just have Tomahawk Man beaten, input to - B2
If you want to have both Blizzard Man and Tomahawk beaten, input to - E4
If you want to have Tomahawk Man and B of "BEAT," input to - D4
If you want to have both Blizzard Man and Tomahawk Man beaten, and the B of "BEAT,"
input to - F4
If you don't want to have either Blizzard Man and Tomahawk Man beaten, and to not
have the B of "BEAT," input to - B2

-----------------------------------------------------------------------------------

The third dot to concern ourselves with has to do with Plant Man, Knight Man, and
the letter A of "BEAT."

(with the Energy Balancer):

If you want to just have Plant Man beaten, input to - A6
If you want to just have Knight Man beaten, input to - B5
If you want to have both Plant Man and Knight Man beaten, input to - B6
If you want to have Knight Man and A of "BEAT," input to - D5
If you want to have both Plant Man and Knight Man beaten, and the A of "BEAT,"
input to - D6
If you don't want to have either Plant Man and Knight Man beaten, and to not have
the A of "BEAT," input to - A5

(without the Energy Balancer):

If you want to just have Plant Man beaten, input to - A4
If you want to just have Knight Man beaten, input to - A5
If you want to have both Plant Man and Knight Man beaten, input to - E3
If you want to have Knight Man and A of "BEAT," input to - C4
If you want to have both Plant Man and Knight Man beaten, and the A of "BEAT,"
input to - E4
If you don't want to have either Plant Man and Knight Man beaten, and to not have
the A of "BEAT," input to - A3

-----------------------------------------------------------------------------------

Finally, the fifth and final dot to concern ourselves with has to do with Wind Man,
Yamato Man, and the letter E of "BEAT."

(with the Energy Balancer):

If you want to just have Wind Man beaten, input to - E2
If you want to just have Yamato Man beaten, input to - F1
If you want to have both Wind Man and Yamato Man beaten, input to - F2
If you want to have Yamato Man and E of "BEAT," input to - B3
If you want to have both Wind Man and Yamato Man beaten, and the E of "BEAT," input
to - B4
If you don't want to have either Wind Man and Yamato Man beaten, and to not have
the E of "BEAT," input to - E1

(without the Energy Balancer):

If you want to just have Wind Man beaten, input to - B3
If you want to just have Yamato Man beaten, input to - B5
If you want to have both Wind Man and Yamato Man beaten, input to - D1
If you want to have Yamato Man and E of "BEAT," input to - D3
If you want to have both Wind Man and Yamato Man beaten, and the E of "BEAT," input
to - D6
If you don't want to have either Wind Man and Yamato Man beaten, and to not have
the E of "BEAT," input to - B1

-----------------------------------------------------------------------------------

So using those, make yourself a password, fool! Enjoy. =)

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
          SECTION XVI - SPECIAL THANKS, ABOUT THE AUTHOR, AND CLOSING NOTES
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

---Special Thanks goes out to:---

*My family (Mom, Dad, Dagan, Dana, and Ali)

*My peeps (Mike, Cody, Corey, Jason, Devin, Graham, and the rest)

*My Favorite Band (311) for keeping me company with background music while playing
through this and basically all videogames.

*Capcom (for making such a great game and such a great series)

*Nintendo (for making the NES way back in '85, my favorite system to this day, even
if I DO have like ten other systems, nextgen and all. You don't get better than the
NES!)

*Luc Miron, Mandi Paugh, Thump Chan and the www.mmhp.net webpage for their password
crack, which I verified my greatly flawed crack with, and used their's to correct
mine. I appreciate it!

---About the Author--- [as of January 09, 2002]

Well... as of the time I'm writing this, I'm in the 12th grade. I live on Long
Island, in New York, about half an hour from New York City. I play ice hockey, I
work at a deli, and I love videogames, especially RPGs. My favorite series for
videogames include the Final Fantasy series (excluding VIII), the Dragon
Warrior/Quest series, the Mega Man series, and the Tales series. I aspire to go to
Northeastern University in the fall of 2002 to study History and Archaeology.

---Closing Notes---

Thanks for reading the guide, and again, any questions, comments, suggestions, or
ideas can and should be sent to me, Colin Moriarty, at cmoriarty311@cs.com. Please,
constructive criticism only, whether it be positive or negative. I don't care which
it is, but please, be polite and above all, constructive.

Thanks for reading.

This walkthrough is copyright (c) Colin Moriarty and should only be found on
GameFAQs at www.gamefaqs.com. CJayC, the owner of GameFAQs, is the ONLY person
permitted to have this on his webpage. Please don't e-mail me, asking to have
this on your webpage, I'm just going to say "no" and I hope you understand that
the reasons for this are too many to be named here. If you found and are
reading this guide on any other site but GameFAQs, please contact me at
cmoriarty311@cs.com immediately. Thank you.

(c) 2002 by Colin Moriarty (cmoriarty311@cs.com) All Rights Reserved

http://www.gamefaqs.com/features/recognition/4280.html




