Mega Man 7 Walkthrough

Intro Stage: Wrecked City
This stage is simple, from the start, head right, defeating the Mettaur and the Bunbi Tanks until you get to the robot that destroyed the city in the intro, a giant steamroller robot named the Mad Grinder. This guy looks imposing, but he's really easy. Avoid his boomarang blade, jump when he slams the ground, and keep hitting him in the head with Charge Shots until he's defeated. After he's defeated, head right, past the wreckage of Bunbi Tanks, Footholders, and Mettaur until you get your first fight with Bass. He's really easy. He just shoots at you, and sometimes jumps. Hit him until he talks a bit, then teleports out.

Frozen Dig Site-Don't Slip!: Freeze Man
From the start, head right and defeat the Peterchy. Head up the ladders to face a Polar Bear that attaks with ice spheres. Defeat it and head right, jumping over the spike pit. Defeat the Shield Attacker and head up the ladder into the actual dig site. Use the icicles dropped from the Icedroppers as platforms to cross the spike pits. Defeat the Shield Attacker and climb up the top ladder. In this room, jump up the ice platforms before they shatter and collect the "H" plate. Now go down and meet an old "friend", Sniper Joe. Defeat him when he's not guarding. Go down and head right. Head across the top platforms to collect the Rush Search, now drop down and head right, ignoring the Gabyoalls and the Ceiling Cannons. You'll find another Polar Bear. This one has a new attack, it rains icicles down from the celing. Defeat it and collect the Energy Tank. Climb up the ladder and you'll find a new enemy: Bombsleds. Defeat them. Before you enter the gate, use Rush Search on a ledge to find an Exit Unit. Now head through the gates. Freeze Man has two attacks. His first one is called Freeze Cracker, where he fires a large snowflake at Mega Man. Beware, as it freezes him in ice for a short time. His other attack is called Freeze Rain, where he makes icicles fall from the ceiling. It can cause Mega Man to stop moving for a bit. Pummel him with Charge Shots until he's defeated.

Giant Chemical Plant-Bomb, Bomber, Bombest: Burst Man
From the start, head right, jumping on the time bombs, but jumping when they reach 0. Next, jump on the 3 time bombs, then making sure

Lost Factory Underlevels-Forgotten Factory: Junk Man
Yup, you're returning to Metal Man's stage, but this time you're going to be in an unexplored area.

Robot Museum: Mid Stage
This is a short stage. You'll beam in. Do you notice the Brainbreaks in the background? Anyway, head right, noticing the Mono Roader on a plaque. You'll be in a containment room. You can see Snake Man, Heat Man, Blizzard Man, Pharaoh Man, Flame Man and Plant Man in the background. Notice the shattered capsule. Hmmm... is this what Wily came here for? Anyways, there are no stage enemies, so proceed to the gates. After the 2 gates, you'll enter a room with some capsules in the background. 2 are shattered, and the other ones containing Ring Man and Skull Man. Anyway, you'll see Wily in his UFO, carrying Guts Man in a claw. So the Mega Man 1 Robot Masters were mass produced! Anyway, he'll escape with Guts Man, making a hole in the celing. You'll see Guts Man later... Before you can chase him, a jester robot, named Mash, will appear to fight you. Mash is very simple. All he does is jump around, trying to crush you. Notice how his head spins around when he lands. Shoot his head and it will come off. It will rebound a bit(it can still hurt you), while Mash's body blindly jumps around. If Mash's body lands where his head is, he wil put it back on. So before that happens, encase the head in Danger Wrap. The bomb will cause Mash to get hit. Keep repeating this and Mash will be defeated. NOTE: Mash's defeat pose varies, unlike the Robot Masters and fortress bosses. You can deliver the last blow to him when he is jumping or standing still.

Intermisson 2: The New Robots
After you beat Mash, you'll teleport back to Dr. Light's lab. He will tell you that Wily has sent out 4 new robots that are causing havoc. You'll beam out. At the stage select, the mugshots of the new Robot Masters will be added. Choose Slash Man first.

Part One: Outer Walls: Rooftop
From the start, head right into the outer walls. Take out the Arc Cannons and jump over the pits, watching out for the Thunder Tellys. After that, you'll go into a platform riding area. You can skip it with Rush Coil, though. Climb up the ladders to enter Blackout Zone: Tower.

Part Two: Blackout Zone: Tower
You will be in the first part of the Blackout Zone. Matasaburos populate this area. Destroy them and jump over the pits, while keeping in mind that the lights turn off at certain spots. At the end, slide under the wall and go down the ladder. In this room, defeat the Wheel Totem and use Rush Coil or Super Adapter to cross the spike pit. Now, you'll be in a long platform room. Use Rush Jet here. Climb up the ladder and enter a short blackout session. Use Super Adapter here. Climb up the ladder, ignore the Energy Tank and enter the door to enter the Awakening Lab and face Bass. This time, Bass has a new attack: his own skull-shaped Charge Shot. Attack him with Charge Shots until he teleports out. Enter the door and head right, destroying the Spyroaches and the Spyroach Nests until you reach and enter the gate to enter Ruined Lab. Guts Man will reappear, but this time with tread legs and a large claw arm, and now with a "G" tagged on to his name. Guts Man G has a few attacks. One attack is the G-Guts Throw, where he dashes at you and throws you at the celing. Another attack is G-Boulder, where he stomps the ground and makes the celing lower a bit(don't worry, it won't crash down all the way) and throws a large boulder at you. It's risky, but you can bat the bolder back at him with Slash Claw. Use Slash Claw and aim for his head. Enjoy the awesome fortress boss death animation.

Part One: Inner Keep: Factory
From the start, head up the ladders, taking out the Arc Cannons.