Mega Man 1 Walkthrough

This is a walkthrough for Mega Man (video game).

BombMan
Start heading east, blasting through the Fleas. You should soon reach an area with pitfalls and pillars. Wait for a Bombomb to fly up from the pitfall and explode, then jump across to the next pillar. Repeat this until you reach a ledge. Get rid of the Screw Bombers and grab the two power-ups. Climb up the ladder. Continue up the ladder, avoiding the Beaks' shots. Ignore the power-up (unless you really need it) and continue climbing up. Head west again. When you see a Sniper Joe, jump. This should trigger him to jump or shoot, meaning you can blast him away. Keep going until you another series of pitfalls. Now you'll face a combination of Killer Bullets and Beaks; trust me, it sounds and looks harder than it really is. After going around the pitfalls, you'll reach an area with Spines. Jump up the blocks and freeze the Spine when he is farthest from you. Now, jump up and climb the ladder. Climb up and jump across the spikes. Make sure that there is a Killer Bullet halfway across the screen when you start jumping, otherwise you could be hit in mid-air and fall into the spikes. Go up the ladder again to reach a similar area. Wait for the Flying Shell to shoot twice, then jump onto the block. Now jump onto the top block and wait for another Flying Shell to get directly under you. Now jump to the next block and to safety. Keep going east, kill the Sniper Joe, and grab a 1-Up. Drop down the hole and follow the path. Kill another Sniper Joe and go through the double gates. Climb down the ladder carefully and move when the Octopus Batteries give you enough room. You'll fall into BombMan's lair. He'll jump over you and start hurling bombs at you. Run halfway across the screen and shoot the Mega Buster at him. When he throws a bomb, jump up and towards the wall opposite Bomb Man to avoid the impact, then run back while shooting. When he jumps back to your side, head to the opposite side and repeat the strategy until he dies. When he's dead, grab the orb for the Hyper Bomb.

GutsMan
Head east and kill the Mets when their face shows. Try to avoid their three-way shots. After killing them, you'll reach a ledge. This part is very tough. Jump onto the green platform and ride on it until you can see another platform below it. Jump onto this one when it is away from the hole in the tracks. When this platform reaches the eastern edge of his tracks, you can see another platform below it. Jump onto this one (beware, there are many pitfalls in the track ). Ride this platform east, jumping over the pitfalls, and jump to the ledge. The only real way to see what I mean is to play here. If you can't do this, skip to CutMan's stage and follow the walkthrough until you get the Magnet Beam. Then come back here and use the Magnet Beam to get across. You'll face a pack of three Bladers. Kill or avoid them and head east. Get the power-up and continue. Kill off the Picket Men (they don't do much damage) as you jump across the ledges. Now drop down and hold left. You'll land on a pillar. Jump across and fall down, this time holding right. Kill the Bladers and grab the two small power-ups. Fall down the middle hole holding left and you should land on a bridge. Jump across to get a 1-Up. Drop down another hole. Avoid or kill the Big Eye and go through the double gates. Follow the tunnel, killing a few Mets. Equip the Hyper Bomb and go through the other gate into GutsMan's lair. He starts off in the right corner, hurling rocks at you. These blocks will shatter into smaller pieces which also hit for damage. To top it off, he jumps up and down repeatedly and when he lands on the ground, he causes an earthquake. You can avoid this if you are in the air, otherwise you will be stunned. Anyway run forward and throw a Hyper Bomb at him. Jump when he does, so you won't be stunned, then throw another bomb at him. 3 bombs should take care of him. Grab the orb to get the Super Arm.

CutMan
Climb up the ladder and shoot the Blader that appears. You'll have to kill some more as you head east. Kill the Beaks and climb up. You'll have to climb up through three more levels, each with three Beaks. Simply avoid their shots and make the appropriate jumps. At the top, you'll see a machine that spits out Super Cutters. Run past and kill the blue Fleas that get in your way. Make your way to an area with ladders and Octopus Batteries. Kill them all and climb up the ladders. Make your way through three more of these floors. Run past the Super Cutters. Head east and kill the Bladers. Grab the big power-up and drop down the ladder. Drop down two more ladders into another big area. Avoid the Big Eye and go through the double gates. Kill the Screw Bombers, equip the Super Arm and cross the second pair of double gates into CutMan's lair. He shoots out the Rolling Cutter then jumps after it. Stay on the ledge until he shoot at you, then jump off. While he's still on the ledge, grab a block and hurl it at him to take away half his life bar. If you can, throw the other one at him to finish the job. Otherwise, wait for a good time and throw it then. Grab the orb to get the Rolling Cutter.

ElecMan
You'll start in an area with four ledges, three with a Spine. One Rolling Cutter will kill one of these guys. Make your way up through this room and the next. Make your way past the electric charges and to the ladder. Get to the ledge and wait. Some Watchers will show up from the bottom and top of the screen. Kill them all off before climbing up the ladder. Same story in the next room. After those two rooms, you'll face a new challenge... well, moderate challenge. Blocks will appear and disappear, leading the way to two ladders. The left ladder leads to weapon power-ups and the exit, the right leads to the exit. So, you should take the left ladder if you used the Rolling Cutter. To get to the left ladder, jump onto the first block, then the second. Wait for the third to appear, then jump, after about half a second, in the direction of the fourth block (northwest). You should land on the fresh block. Quickly jump to the ladder and climb up. Get the power-ups and jump on the block bridge that just appeared. Now, head up. Jump from block to block (ignore the power-up) and climb the ladder. Wait for the Watchers to appear and kill them. You can take either the right or the left ladder, they lead to the same place. Climb up through two more screens to reach an area with a few throwable blocks with an item behind them. Throw the blocks away to get the all-important Magnet Beam (if you don't have the Super Arm, come back here with the Thunder Beam to get the item). Again, you can take either ladder, but I suggest taking the left ladder. Either way, you'll have to watch out for the electric beams that shoot out. Cross a few more rooms to reach a flat area. Head east across the blocks and climb the ladder. Jump over the blocks (they shoot electricity) and climb another ladder. Avoid the Big Eye and go through the double gates. Climb the ladder (watch out for electricity). After two screens of this ladder stuff, you'll reach ElecMan's lair. Immediately jump on the ledge and equip the Rolling Cutter (if you don't jump, he'll hit you with a Thunder Beam). Shoot the Rolling Cutter at him, he'll die after three hits. Grab the orb to get the Thunder Beam.

IceMan
Head east, shooting at the Crazy Razies. When you fall into the water, you'll notice mobility is slow. Who would have guessed? Kill the Pepes while jumping from pillar to pillar. When you get out the water, fall down the hole and onto the slippery ice. Kill the Octopus Batteries and grab the big power-up. Now, fall down the tube and kill the Spine with the Rolling Cutter. Rather than waiting for the blocks to form and jumping up using them, equip the Magnet Beam. Shoot out ledges for you to climb on. Fall down another tube and repeat what you just did to reach the ice ledge. Head east until you reach an open gap. Equip the Magnet Beam, then jump on the Foot Holder. The Foot Holder will start shooting, making it hard for you to jump the next Foot Holder. If you can, use the Magnet Beam to simplify things. Snag the weapon power-up (for the Magnet Beam) and re-equip the Mega Buster. Jump from Foot Holder to Foot Holder, blasting the Pepes, until you reach an ice ledge. Fall down the tube while holding left to grab the 1-Up. Fall down the tube again, also holding down left. Grab the power-ups and drop down to the next room. Avoid the Big Eye and go through the double gates. Kill the Pepes while running through. Equip the Thunder Beam and take the double gates into IceMan's lair. He'll shoot six Ice Slashers at you. Just shoot the Thunder Beam at him, and when it makes contact, press Select rapidly. Each pause/unpause will register new damage, thus killing IceMan quickly. Grab the orb to get the Ice Slasher.

FireMan
You can freeze the walls of flame by using the Ice Slasher. You can even stand on them to jump higher. If you are using the Plasma Cannon on Fire Man, the best method is to just keep shooting and ignore his attacks. If you spend time jumping over his fireballs, he can prove very difficult. If, however, you start at him with full life and just keep shooting, you will defeat him easy. Keep in mind that several of his attacks might make you face the opposite direction, so be sure to keep facing yourself towards him.

Dr. Wily, Stage 1: Yellow Devil
Use the Ice Slasher to freeze the Big Eye early on it this stage. Shoot them with the plasma cannon until they blow up. Use the Ice Slasher again to freeze the fire walls, but you have to time it right, or else you'll block yourself out. It may take several tries. Fortunately, Ice Slasher doesn't take much energy and you won't need it again after this.

You should have the Magnet Beam. Use the magnet beam to bypass the area with the floating platforms with the spikes above and below to be on the safe side. There will be two small weapon energy capsules on the far side. If you are low on magnet beam energy, grab these, climb the latter, and come back down again. The capsules will reappear. Repeat as necessary and be careful not to get shot by the moving platforms.

The room above the floating platforms will require the magnet beam. If you do not have it, you will not be able to proceed.

Use the Thunder Beam against the Yellow Devil. It can inflict a good amount of damage and works quite well combined with the pause/resume trick. (explained on the Mega Man game page)

To defeat the Yellow Devil without using the pause/resume trick, be sure you reach him with full life. His blocks will enter from the left side of the screen. This will most likely be the most difficult barrage of them considering that the player cannot see where they are coming from. Stand near the middle of the screen (so that you don't touch his body when it appears on the right) and ONLY jump over the lower two heights of blocks. To be successful in defeating him, you will need to fight the urge to jump any other blocks, as you will only jump INTO them. There will also be a set of two lower blocks where the player will need to jump over two blocks at one time. Memorize his pattern. It is exactly the same every single time and will never alter. If you pay attention, it can easily be memorized in one or two lives. Use the Thunder Beam to defeat him. Avoid his eye bullet by only shooting once per round. He will shoot at your current location, so if you jump and shoot, he will fire at your jumping height and the bullet will go over your head. If you jump again to shoot, you will get hit by it. -Remember-, any damage done by the Yellow Devil is exactly the same amount of damage you can do to him. However, you can only hurt him once per round and he can hurt you many. Play it safe and only make one attack and then avoid everything else with precision. The biggest tip is fight the urge to jump over blocks that will go over your head.

Dr. Wily, Stage 2: Copy Robot
You will face Cut Man and Elec Man again here. They are no more difficult than they were the first time, with the exception that you cannot use Cut Man's weakness against him, so deal with them accordingly. Then you will face (arguably) the most surprising and most difficult boss in the game: a clone of Mega Man. Use Fire Storm against this Copy Robot, It seems to be the most helpful.

Dr. Wily, Stage 3: CWU-01P
At one point, water will flood in. It makes it so you are pushed forward and can't go back. At the end of this stage, you will face the CWU-01P(s), a group of robots encased in big bubbles, one at a time. Use the Plasma Cannon on the first three, then use the Super Arm to pick up the four blocks at the bottom of the screen to quickly destroy the last of them. Be sure to use the blocks on the last four and not the first four. They get progressively faster, and more difficult. Use your Plasma Cannon on the easy ones.

Dr. Wily, Stage 4: Dr. Wily
Just as a side note, the Guts Man copies are decorative only and they never do anything. Before you enter the teleporter, you will spot an extra life and another symbol resembling a pinwheel, called a Yashichi sitting next to each other. This item will replenish all of your weapon energy if you need it refilled. Grab it, as it's incredibly useful. You need to be careful and avoid the spikes below. To grab the Yashichi, use the Magnet Beam to access and return from the block it is sitting on.

You will face Bomb Man, Fire Man, Ice Man and Guts Man again. Deal with them as you did the first time. Try not to stand in the teleporters for too long while fighting them or you will not be able to jump over their attacks.

Then, it's time for Dr. Wily himself. He'll use a large flying war machine against you.

Phase One

Attack the Wily Machine's weak spot (the red gun) with the Fire Storm, it should work effectively.

Phase Two

When Wily can be seen in the cockpit, hit the dot on the ship with the Rolling Cutter. This works the most. If you're having trouble, use the pause/resume trick.

So there, you've defeated Dr. Wily, and the world is safe...

For now.