Megaman Walkthrought

Megaman

Let’s take the cleanest line—the one that saves lives and sanity while serving up the right tools exactly when you need them. In Mega Man on the NES—call him Rockman, the Blue Bomber, Mega Man—the Robot Master order is half the clear. Below you’ll get a guided, no-fluff route with exact rooms, traps, and each boss’s pressure point.

Pain-free route with no skips

Open with Cut Man, then Elec Man, then Ice Man, Fire Man, Bomb Man, and finish with Guts Man. After Guts, make a quick return to Elec Man’s stage to grab the Magnet Beam—without it, Wily’s Castle isn’t truly open. This order gives you Rolling Cutter for Elec, Thunder Beam for Ice, Ice Slasher for Fire, Fire Storm for Bomb, and Hyper Bomb for Guts. Exactly how the Blue Bomber likes it.

Cut Man: warm-up and your first trophy

Expect vertical shafts and tight corridors right away. Ladders climb you up while fliers and Mets in hard hats keep spawning. Don’t rush the springy step platforms—enemies like to respawn behind you. Near the upper sections, it’s easy to farm small energy capsules if you reach the boss a bit scuffed. In wide hallways, keep your Buster shots at mid-height so you clip fliers before they slip into that screen-edge blind spot.

Cut Man plays fair: hop—scissor toss, brief pause—hop again. Keep him two to three Mega Buster shots away, take a small step back on each toss, and don’t let yourself get cornered. After the win, Rolling Cutter will pay off almost immediately.

Elec Man: careful ladders and a mental note for the stash

Here come the nerve-testing ladders with zapping gates. The electric “curtains” pulse on rhythm—count the cycles and pass on the quiet beat. Mid-stage you’ll spot a stash blocked by Super Arm bricks—that’s where the Magnet Beam lives. Mark it mentally: we’ll return with Guts’s power and yoink that platform-maker. For now, keep climbing.

Right before the boss, you’ll face a long vertical shaft with “turret posts.” Pick them off from a safe rung; don’t face-tank them up close. Enter Elec with Rolling Cutter: three clean hits humble him before he can turn the room into a shower of volts. Duck under his diagonal bolts and snap a Cutter as he turns—textbook stuff.

Ice Man: disappearing blocks and water

Slippery floors and the classic vanish blocks. On the first “stairway from thin air,” don’t jump by sound—only on actual appearance; rushing desyncs the cycle. The turret cannons on platforms are perfect Thunder Beam targets through walls—those diagonals reach anything “hiding.” In the water section, don’t fight the current—make light taps on the D-pad and aim your jump at the top lip of each platform. On Footholder “helicopters,” don’t get greedy—wait till one is right above, microstep, jump, then correct instantly. With Thunder Beam, Ice Man melts: slip shots between his triple bursts and park the beam on his hitbox.

Fire Man: douse the lanes and the host

Those fire-wall corridors are trivial with Ice Slasher. Freeze the pillar—dash through; don’t stand inside the hitbox since the ice window is short. In heavy-turret stretches, conserve health—break the covering flame rhythm, then Ice Slasher the shields and finish with the Buster. Versus Fire Man, the same ice wins: one freeze to lock him, a second and third to seal the badge. His wave counter only bites if you’re cornered, so hold center stage.

Bomb Man: baits and bomb timers

Long flats, Sniper Joes with shields, and springy jumpers—don’t play hero. Crack a Joe’s guard in two beats: wait for his shot, step in, fire, step out; repeat. Fire Storm mows down swarms—the flaming shield splashes clear lanes. Bomb Man folds fast to Fire Storm, but even Buster-only is comfy if you keep range and jump his bombs on timing: bomb rolls in—step back, hop the blast ring, two shots, repeat.

Guts Man: mine carts and quake jumps

The opening room is the trickster: hanging platforms with trap gaps. The trick is to jump a hair before the rail “click,” not earlier. Use a short hop at the edge to desync the rhythm and avoid dumping into the pit. Below, Mets sit on ledges; don’t waste Hyper Bomb here—save it for the big guy. Guts hops and shakes the screen, nudging your footing. Plant a Hyper Bomb where he’ll land: step toward the jump arc, drop the bomb at his toes, back off—the detonation nails the timing. Two to three clean plants and the badge is yours.

Now for that Elec Man errand: return mid-stage to the gray brick wall. With Super Arm, pull and toss the top two blocks—Magnet Beam sits right behind. Test it on the spot: lay a couple glowing platforms and conserve ammo—it’s priceless in the castle.

Dr. Wily’s Castle: four stages and lots of voltage

Wily Stage 1 opens with a Big Eye. You can slip under a low hop, but if it parks across the hallway, Ice Slasher freezes it long enough to walk through untouched. Next, long turret corridors—Thunder Beam through walls saves time and health. Boss is the Yellow Devil. Classic patternwork: memorize the piece order, duck the lows, hop the highs. When the “eye” opens, pin a Thunder Beam dead center. If you’re feeling retro, the Select pause trick still works: hit Select on beam impact to stack damage ticks, and he melts faster than planned.

Wily Stage 2 is lots of vertical and two mini-rematches. You’ll see Cut Man and Elec Man on the way—Rolling Cutter and Thunder Beam delete them fast; swap weapons on the fly and refill with dropped capsules. The boss is Copy Robot, Mega Man’s doppelgänger. Don’t turn it into a track meet: pin him to a platform lip and lean on Fire Storm—the shield sparks deal steady contact damage while he mirrors your moves. Extra motion only hurts you here.

Wily Stage 3 is water and the CWU-01P blue cores. Before the boss, save a few Magnet Beam placements for two nasty spawn spots. In the fight, Thunder Beam is king: stand on the center platform and fire diagonals, catching the bubbly modules on their arcs. No panic—one core at a time; don’t jump into the drink unless you must—straight shots delete anything lining up horizontally.

Wily Stage 4 is quick rematches and the final machine. On the way you’ll meet Bomb Man and Fire Man back-to-back—same script as before: Fire Storm for Bomb, Ice Slasher for Fire. On Wily Machine-1, first break the “nose” with Fire Storm while standing just below its firing line so you don’t eat return shots. When the armor drops and the cockpit shows, swap to Thunder Beam and tag the center. Keep your distance, don’t get greedy, and watch your meter—better to bank one last beam for the finish than run the room empty.

This whole route leans into the boss weakness web and spares you from suffering through disappearing blocks without Magnet Beam. If you ever dip on health or weapon energy, swing back to friendly farm screens—the ones with fliers or Mets that respawn fast. That way Rockman reaches Wily’s skull without the stress, and you get the exact NES Mega Man run people used to swear by—correct doors, proper weaknesses, and a couple honest tricks like the Yellow Devil pause glitch for dessert.

Megaman Walkthrought Video


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