Rockman and Forte

Rockman and Forte

14.10.2013 14:17:22
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Rockman & Forte Strategy Guide (v.1.1, 7/15/98)

Copyright (C) Kuno Christoffel (deva@mail.wizard.net, www.wizard.net/~deva)

Small amounts of unknowing assistance provided by RankinDrk@aol.com.

Rockman, Forte and Rockman & Forte are all registered trademarks of Capcom
(www.capcom.co.jp).

This Strategy Guide was written for non-profit purposes. All I ask is for
fame, glory and adulation. Please don't rip my work off. Please do point
out inaccuracies or mistakes. Please don't claim to be the genius who
discovered any of information you picked up from this document. Please do
tell me what that damn "Counter Attack" does. Tanks.

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THE HEROES
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ROCKMAN: The little blue guy.

Power 1: Rock Buster. Hit the fire button to fire in the direction you're
facing. Hold down the fire button to charge a level 2 or 3 shot,
then release to fire it. This can happen automatically with one
of Rightot's items.

Power 2: Slide. Hold 'down' and whatever direction you want to slide,
then hit the jump button.

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FORTE: The little black guy. He is *not* a fish.

Power 1: Forte Buster. Hold any direction key (except down) or any
combination of direction keys to make Forte fire in that
direction. Hold down the fire button to make Forte rapid-fire;
while rapid-firing, Forte cannot walk, but he can jump forward
or backwards.

Power 2: Double-Jump. By hitting the jump button while jumping or
falling, Forte will jump again.

Power 3: Dash. Hit the dash button to make Forte run forward.

Power 4: Dash-Jump. While dashing, hit the jump button to make Forte
execute a *powerful* jump.

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SPECIAL WEAPONS
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Ice Wall: Creates a wall of ice in front of you. If you push the wall, it
will gather momentum and slide forward, damaging everything in
it's path. If the wall contacts an obstacle, it will bounce off
and slide in the other direction. You can stand on top of the
wall to reach high ledges, and you can stand on it while it's
in motion to cross spiked floors. Underwater, the Ice Wall
will float upwards, and you can ride on it. Enemies that are
flat against the ground will be hit as the wall passes over
them. Won from Coldman.

Copy Vision: Creates an "energy-based multiple" (WOW!) of Rockman/Forte
wherever they happen to be when it's activated (yes, this
includes standing in thin air). The copy will fire it's
cannon forward until it dissipates. In addition, homing
shots will track the copy, instead of you. Won from
Astroman.

Spread Drill: Fires a large drill forward; the weight of the drill will
quickly drag it downwards. Hitting fire while the drill
is in flight will cause it to bisect into two smaller,
faster, lighter drills. Hitting fire a third time will
bisect both halves into four tiny, speedy drillettes.
Those round blocks made of ice or stone can be drilled
through with it. Won from Groundman.

Wave Burner: Bathes the area in front of you with flames. Can be used to
destroy those large flame-symbol blocks by lighting their
fuses, and will melt certain ice blocks. Underwater, the
Wave Burner will make a whirlpool that can be used to move
mines or propel you when you're in a bubble. Won from
Burnerman.

Remote Mine: After firing the Remote Mine, the up and down keys may be
used to steer it. When it contacts a wall or enemy, it
will stick to them, and you may hit the fire button again
to detonate it. Won from Pirateman.

Lightning Bolt: Calls down electrical blasts to hit everything on the
screen. While using the bolt, you are invulnerable to
enemy attacks, and will hang in the air if you do it
during a jump. This is good for avoiding attacks you
couldn't dodge otherwise... Won from Dynamoman.

Tengu Blade: Fires an energy slash forwards. Dashing or sliding with
the Tengu Blade active will cause Rockman/Forte to hit
enemies they contact with it. If the blade hits a wall,
it will ricochet off. Won from Tenguman.

Magic Card: Fires a card forwards or upwards which then returns. Any
power-ups the card contacts will be brought back as well.
Won from Magicman.

Gospel Boost: (Forte only) Gospel teleports in and fuses with Forte.
While fusion lasts, Forte can fly (but not climb ladders)
and simultaneously fire powered-up shots forward,
forward-up and forward-down. Must be bought from Rightot.

Rush Search: (Rockman only) Rush teleports down next to Rockman and digs
in the ground. If any enemies hit Rush while he's digging,
he will teleport out before finishing. Must be bought from
Rightot.

Beat: (Rockman only) Beat will fly in and drop a barrier over Rockman.
The barrier will drain energy continuously until it dissipates or
is shut off. Must be bought from Rightot.

Eddie: (Rockman only) Eddie will fly in and deliver up to three items
(each item drains approximately 1/5 of the power bar) to Rockman.
Must be bought from Rightot.


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RIGHTOT'S SHOP
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NOTE: Not all items are available immediately. Row two appears after three
robots are defeated, and rows three and four after six robots are
gone. List reads left-to-right, up-down.

Item One: Spare Body. Gives you a one-up. 50 bolts.

Item Two: Energy Balancer. Uses weapon energy capsules to fuel special
weapons even when they're unselected. 120 Bolts

Item Three: Exit Parts. Select to teleport out of an already-cleared
stage. 50 bolts.

Item Four: Shock Guard. Protects you from instant-kill spikes; one use
only. 10 bolts.

Item Five: Transceiver. Calls Roll-chan. 100 bolts.

Item Six: Item Presenter. Randomly appears to give you a life energy
capsule. "Gamble" on whether or not you'll need it. 60 bolts.

-----

Item Seven: Enemy Analyzer. Transceiver power-up parts tell you the
enemy's weak point (in Japanese, of course). 50 bolts.

Item Eight: Super Recover. Increases the amount of energy that capsules
give you. 200 bolts.

Item Nine: Counter Attack. Increases your "luck" when you're in a
"pinch". No, really, that's what it says. 200 bolts.

Item Ten: (Rockman only) Auto Charger. Automatically charges the Rock
Buster. 50 bolts.

Item Ten: (Forte only) High-Speed Dash. Speeds up Forte's dash. 100
bolts.

Item Eleven: (Rockman only) Eddie. Allows you to call Eddie to deliver
power-ups. 150 bolts.

Item Eleven: (Forte only) Step Booster. Gives you a boost when climbing
ladders. 100 bolts.

Item Twelve: (Rockman only) Rush Search. Allows you to call Rush to dig
for items. 100 bolts.

Item Twelve: (Forte only) Gospel Boost. Allows you to call Gospel for
fusion. 200 bolts.

-----

Item Thirteen: Energy Saver. Special weapons use less energy when fired.
200 bolts.

Item Fourteen: Damage Absorber. Refuels special weapons when you take
damage. 300 bolts.

Item Fifteen: Power Armor. Special armor decreases damage you take.
300 bolts.

Item Sixteen: (Rockman only) Auto Recover. Gradually refills your life
meter. 450 bolts.

Item Sixteen: (Forte only) Super Buster. Increases the power of the
Forte Buster's shots. 300 bolts.

Item Seventeen: (Rockman only) High-Speed Charge. Increases the speed
with which the Rock Buster charges up. 150 bolts.

Item Seventeen: (Forte only) Hyper Buster. Allows Forte to shoot through
walls. 300 bolts.

Item Eighteen: (Rockman only) Beat. Allows you to summon Beat to drop a
barrier around you. 300 bolts.

Item Eighteen: (Forte only... sorta) CD Counter. Allows Roll to tell
you the number of CDs left in the level when you call.
100 bolts.

-----

Item Nineteen: (Rockman only... sorta) CD Counter. Allows Roll to tell
you the number of CDs left in the level. Yes, it's
annoying to have to list it twice. 100 bolts.

Item Twenty: (Rockman only) CD Finder. Makes sparkles temporarily appear
where CDs are buried underground. 300 bolts.

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THE CDS
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What, do I look like a masochist? Somebody (2 somebodies I know of)
already did it, anyways. If you find them all, then it enables Blues
as a playable character, and shows you a special ending cinema of Dr.
Wily building Zero and sending him out on his infamous rampage.

Just kidding, you don't get anything for finding all 100 CDs.

Scratch that. There was a contest, in Japan, with some manner of prize
going to the people who got all 100... I think. Something like the one
that went on with Rockman Battle & Chase. But, even if there was, *you*
couldn't have entered and I think it's over now, anyways. Sorry.

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HELPFUL HINT
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You can make text appear instantly on the screen by pressing the 'Start'
button, and skip through the dialogue sequences by pressing it repeatedly.

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THE BOSSES
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GREEN DEVIL

Weakness: Oh, take a wild guess.

As Forte, use the double-jump to hover at eye level, continuously firing
forward to strip away the slime and hit his eye. As Rockman, charge up
to a level 3 shot and fire it at eye level to strip away the slime, then
shoot the eye before the ooze returns.

Attack 1: Little blobs detach themselves from the Green Devil and slide
towards you. Ignore them, jump over them, or shoot them.

Attack 2: Does not separate into little pieces and fly across the screen
at you in a way that's nearly impossible to avoid. Aren't you
glad?

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GROUNDMAN

Weakness: Remote Mine, Rock/Forte Buster

Fire at him while he's in robot mode.

Attack 1: Groundman flies up into the ceiling. He tunnels through the
ceiling until he's above you, and drills down. Slide or dash
out of the way as soon as he comes overhead. He will drill
down at you two more times, then come back to ground level.

Attack 2: Groundman dives into the ground. He tunnels to a random spot,
and surfaces, then jumps in a random direction. Try to predict
where he'll come up, and be somewhere else. This is a good
time to shoot him.

Attack 3: Groundman fires the Spread Drill at you. If it's in one
piece when it gets near you, you can slide under it (as
Rockman). If you're Forte, you can double-jump over the
drills.

Attack 4: Groundman transforms into a drill-studded tank (anybody
remember the Technobots' drill-guy? I owned that toy... 6_6)
and drives back and forth across the room 3 times. Jump over
him as he passes. When he converts back to robot mode, he'll
dive underground.

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TENGUMAN

Weakness: Spread Drill

Fire at him while he's flying back and forth in the air. If you time
your attacks right, he won't even get the chance to hit you!

Attack 1: Flies back and forth through the air. Solution? Stay on the
*ground*.

Attack 2: Creates a whirlwind that carries you off the edge of the
platform and drops you. Jump up when you see it coming, so
you have time to fall back onto the platform. Or, you can
use the Spread Drill to destroy the Tengu Blade that's
causing it.

Attack 3: Dashes back and forth across the area trying to ram you.
Jump over him or give him a faceful of Spread Drill.

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MAGICMAN

Weakness: Tengu Blade

When he approaches you, slash him with the Tengu Blade. You'll know
you're doing it right when he gets "cut".

Attack 1: Dashes back and forth. Jump over him or just cut the cards!

Attack 2: Throws the Magic Card at you. Jump over it as it goes past,
and again when it boomerangs back. BEWARE! If it hits you
it will steal a large life energy capsule and restore some
of Magicman's power!

Attack 3: Leaps up into the air and tosses a ball at you. Little doves
will hatch from it and fly at you. Jump over the ball, then
jump up to throw the doves off the track.

Attack 4: Fires magic bolts at you. Jump over them.

Attack 5: Conjures up one of those obnoxious toy soldiers. Blast it
ASAP.

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ASTROMAN

Weakness: Magic Card

Keep throwing Magic Cards at him as soon as the invincibility from your
last attack wears off.

Attack 1: Moves to the center of the room; his two spheres fly down to
the bottom corners of the room, cruise along the floor, then
fly back up to him. Stand in one of the corners and dodge
the sphere as it comes by.

Attack 2: Flies from one corner of the ceiling to the other, with a
flight path that dips down to the floor. Stand out of his
way. Sometimes, he will launch an astral blast at you,
which you should jump to avoid. More annoying, he will use
the copy vision to leave a duplicate of himself in the
corner before he leaves. You must hit it with a magic
card to dissipate it.

Attack 3: Cruises along the floor, creating three floating enemies
which will impede your progress until you destroy them.
Annoyingly, Astroman is invulnerable while he's doing this.

-----

DYANMOMAN

Weakness: Copy Vision

Spend most of the fight hitting him with the Rock/Forte Buster, then
try to aim your copies so that they're firing at Dynamoman.

Attack 1: Jumps at you, then runs back and forth, then jumps across
the room. Just dash or slide under him as he jumps, then
jump over him as he passes, then run under when he jumps
again.

Attack 2: When he jumps across the room, he may leave an arc of energy
balls hanging there. The balls will then try to hit you,
unless you have a copy active.

Attack 3: While standing in a corner, he will launch several floating
dynamos towards you. If you have a copy active between you
and him, he will take out most of them. If you're Rockman,
slide under the low-flying ones the copy misses.

Attack 4: While standing in a corner, he will begin to gather energy,
then use the Lightning Bolt. Sucks to be you. To add insult
to injury, he can't be harmed while doing so.

Attack 5: Once his life energy gets low, Dynamoman's harness will
lower from the ceiling, and platforms will appear halfway
up the walls. He will jump into the harness, and begin to
refuel! You must *quickly* jump onto one of the platforms,
then jump up and create a copy placed so that it can hit the
harness where it connects to the ceiling, hopefully
destroying it before he recovers *too* much.

-----

COLDMAN

Weakness: Lightning Bolt, Rock/Forte Buster

Just shoot at him whenever he's open. If you're having trouble,
wait until the part of the fight where he launches the cloud-guys,
and then let him have it with the Lightning Bolt.

Attack 1: Creates an Ice Wall and slides it towards you. Stay near
the opposite edge of the room and leap over it as it hits
the wall and bounces off.

Attack 2: Freezes you in place. You can avoid this by staying near
the walls.

Attack 3: Launches a cloud-guy which homes in on you. If he catches
you, your movement and jumping will be hampered, and you
can't shoot anymore. Try to blast it as it's descending
towards you.

-----

BURNERMAN

Weakness: Ice Wall

Hit him with the Ice Wall whenever he's moving slowly. Try to run after
it, since if you see him land on the spikes, he takes *lots* of damage.

Attack 1: Rushes back and forth across the platform. Stay near the
edges and jump over him as he gets nearby.

Attack 2: Jumps up into the air, and dives down at you. Slide or dash
out of his way, and jump over him as he begins to dash around
again.

Attack 3: Jumps up into the air and throws three bear traps into the
ground. If you step on one, you'll be held in place until
you break free. After he lands, Burnerman will begin to
slowly advance towards you, bathing the area in front of him
with the Wave Burner. This is a good time to hit him with
the Ice Wall; the wall will also destroy any bear traps it
passes over.

Attack 4: Stands in one place and throws three propane canisters forward
with increasing force; they will explode when they land or hit
you. This is also a good time to use the Ice Wall.

-----

PIRATEMAN

Weakness: Wave Burner

Hit him whenever you can get close enough.

Attack 1: Fires off three Remote Mines. You can try to jump over or
duck under them, but you -will- take damage during this attack.
I hate that.

Attack 2: Creates a bubble around himself and flies around the room.
The Wave Burner will burst his bubble (how droll).

Attack 3: Stands still and refills the water level in the room. Not much
of an attack, but he makes an easy target.

-----

GATEWAY TO KING

In this section, you must use each special weapon once to destroy eight
crystal cubes.


LIGHTNING COPY
BOLT VISION

ICE REMOTE
WALL MINE

SPREAD WAVE
DRILL BURNER

TENGU MAGIC
BLADE CARD

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PULLEY CONTRAPTION

Weakness: Rock/Forte Buster

Stand on the platform over the lava pool. As the counterweight rises,
a robot's head will poke out from under it. *This* is what you have to
shoot. Time your shots so that as the platform rises without you on it,
the counterweight will drop onto them.

Attack 1: A monkey will drop down and climb along the rope stretched
between the two pulleys, throwing coconuts at you. Shoot him
right before he throws them. When he does a booty-slap, that's
the sign that he won't trouble you for a little while.

Attack 2: A penguin will jump out of the lava pool, run to the
counterweight, and then run back into the pool. It's only
dangerous if it comes out while you're shooting the robot.

Attack 3: The counterweight will fire two missiles to the left. If
you're on the platform and you jump, they're easy to avoid.

-----

KING ROLLER

Weakness: Rock/Forte Buster, Copy Vision, Remote Mine, Gospel Boost
(optional)

You must destroy three parts of the Roller to disable it: the machine
gun on the front, the hatch on the back, and the mine launcher on top.

Attack 1: The machine gun strafes the area in front of the Roller.
If you're Rockman, attach a Remote Mine to the front of the
Roller, then go underground to avoid it's shots. As Forte,
use the Gospel Boost and fly up to the top left corner of the
field; constantly fire, and most of the downwards shots will
hit the gun.

Attack 2: A hatch on the back opens up, and several toy soldiers jump
out and try to get you. Stand on top of the right-side ladder
and fire as fast as you can, destroying the soldiers as they
jump out and scoring several hits on the Roller. After a few
moments, the Roller will try to ram you, so climb down the
stairs before that happens.

Attack 3: The top of the Roller opens up, and it fires five mines into
the air that drop down at whatever your current position was
when they came on-screen. They will detonate upon hitting the
platform, but they fire blasts downward that even hit you
when you're underground. Right before the Roller starts to
launch them, jump up and use the Copy Vision so that it will
fire into the mine launcher.

Attack 4: The Roller will rev it's motor for a second, then rush towards
the wall, crushing anything in it's way. Get underground as
soon as you know it's coming.

-----

KING JETTER

Weakness: Rock/Forte Buster, Remote Mine (optional)

Constantly fire at the Jet while moving from platform to platform. Note
that if the next platform is either at the same height or lower than
the one you're standing on, you can just walk onto it.

Attack 1: A small hatch opens up on the Jet, revealing a sparkling
crystal. If you don't destroy it in time, it will damage
you no matter where you are. Either hit it a bunch with
the Rock/Forte Buster, or fire a Remote Mine at it. If you
detonate the mine so that the crystal is carried through the
blast field, it will shatter with one hit.

Attack 2: A large, iron fist comes out of the Jet and launches itself
at you. Any platforms the fist connects with will be
destroyed. Just try to jump over it, and hope you don't
wind up in thin air. Immediately after, it fires *another*
fist as well. They can be destroyed if you shoot them enough.

Attack 3: The Jet sends out a bunch of bubbles at you, most of which
contain power-up capsules, but some of which contain...
thingies. There's a little happy chime when you shoot/
contact them, so...

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KING (Phase 1)

Weakness: He's invincible! *Invincible*, I tell you! B'WAHAHAHAHAHAHA!

After the third round of "X" firing, the battle ends.

Attack 1: Stands still, holding his shield up. Any shots that hit the
shield will be magnified and reflected back at you (if you
don't believe me, a test subject will be along shortly). After
a little while, he'll adjust his cape and you can shoot him
then if you really need to feel productive, but then the
shield goes back up.

Attack 2: Jumps backwards, then starts firing off "X"s from his chest.
The first two will curve downwards, the third upwards, the
forth downwards and the fifth upwards. You can jump and
slide over and under them as Rockman, or just fuse with Gospel
and fly above them.

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KING (Phase 2)

Weakness: Rock/Forte Buster

Hit him in the pause between jumps.

Attack 1: Jumps towards you, then chops in the direction of his jump.
Slide or dash under him, then turn around and shoot.

Attack 2: Jumps towards you, then *jumps* *again* right away. Pay
close attention and slide or dash under him both times.

Attack 3: Fires a laser from his forehead that bounces around the room.
Hope really hard that he doesn't do so. While the laser is
active, he'll jump around, but won't chop at you.

-----

MEGA-KING (As Rockman)

Weakness: Rock Buster, Lightning Bolt (optional), Remote Mine (optional)

Jump up while on the platform and hit the cockpit with level 3 shots.

Attack 1: Launches five mines that drop down on top of you, like the
King Roller. Just stand underneath the platform, and they'll
detonate harmlessly above you.

Attack 2: Opens up the hatchway and reveals the crystal. Hit it with
a Remote Mine and detonate it when the robot is moving forward.

Attack 3: His left hand flips up, and he fires two energy balls from his
wrist that circle around you and do damage. Either shoot them
(nearly impossible), or use the Lightning Bolt to destroy them.
As a bonus, the Lightning Bolt will take off a bar or two of
Mega-King's life energy.

Attack 4: Revs up his motor and tries to ram you. If you're on top of
(or, sickeningly for Forte fans, *underneath*) the platform,
he won't come close.

-----

MEGA-KING (As Forte)

Weakness: Forte Buster, Lightning Bolt (optional), Remote Mine (optional)

This is tricky. Jump up and forwards towards King, firing in an up-
forward direction, trying to hit the cockpit, then veer away from him
as you come down so you don't land on him.

Attack 1: Launches five mines that drop down on top of you, like the
King Roller. Rush back and forth to dodge them.

Attack 2: Opens up the hatchway and reveals the crystal. Hit it with a
Remote Mine and detonate it while the robot is moving forward.

Attack 3: His left hand flips up, and he fires two energy balls from his
wrist that circle around you and do damage. Either shoot them
(which is easy with Forte's rapid-fire), or use the Lightning
Bolt to destroy them. As a bonus, the Lightning Bolt will
take off a bar or two of Mega-King's life energy.

Attack 4: Revs up his motor and tries to ram you. Use the double-jump
when he gets close.

-----

WILY MACHINE

Weakness: Rock/Forte Buster

Shoot Dr. W. through the eye of the skull.

Attack 1: Flies down close to the ground and shoots a big laser beam out
of the skull's mouth. Jump over it.

Attack 2: Flies down near the ground, then moves back and forth across
the area repeatedly. Slide under him as Rockman, or double-
jump as Forte.

Attack 3: Detaches the spiked wheel and sends it rolling at you. Jump
over it.

Attack 4: Launches six energy balls forward in a spread pattern. Jump
over and slide under them.

Attack 5: Fires two missiles at you. Jump over them or shoot them.

-----

WILY CAPSULE

Weakness: Rock/Forte Buster, Copy Vision (optional)

The Capsule will vanish and reappear in a spot around the chamber. When
it materializes, jump up and shoot the cockpit. It will then initiate
one of it's attacks, and vanish again.

Attack 1: Generates four energy balls which begin traveling along a
straight line towards wherever you were when they were fired.
Jump upwards as they appear, and they'll go over your head.

Attack 2: Surrounds itself with energy balls, and sends them moving
outwards in a spiral pattern. Stay as far from the Capsule
as possible, and try to position yourself in one of the gaps
between the balls.

Attack 3: Sends out four homing mines. Either shoot them before they
reach you, or use the Copy Vision to make them stop chasing
you.

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