Mega Man And Bass
Delete database:
Press Select + Start + A + B
+ L+ R to delete your database.
Information in this section was contributed by MegaMan111290.
Hint: Use the Mega Buster as Bass:
When playing as Bass, take out one of your special
weapons and deplete all of its energy. Once you have run out of
energy for that weapon, you will shoot Megaman's Buster shots.
Note: You cannot charge your Buster as Megaman does.
Information in this section was contributed by Nicholas DiBartolomeo.
Hint: Recommended Boss order:
Defeat the Bosses in the following order: Cold Man,
Burner Man, Pirate Man, Ground Man, Tengu Man, Magic Man, Astro
Man, then Dynamo Man. Use your normal weapon for Cold Man, Ice
Wall for Burner Man, Web Burner for Pirate Man, Remote Mine for
Ground Man, Spread Drill for Tengu Man, Tengu Blade for Magic
Man, Magic Card for Astro Man, and use Copy Vision for Dynamo
Man.
Information in this section was contributed by Mervyn A. Cabio.
Start with Astro Man, then Dynamo Man, Cold Man, Burner Man, Pirate
Man, Ground Man, Tengu Man, and Magic Man.
Information in this section was contributed by Sam Moore.
Hint: Defeating Burner Man:
When Burner Man is either throwing bombs at you or
using his Wave Burner, use an Ice Wall. He will slide away. Follow
him to see him land on the spikes. Almost one third of his health
will be depleted.
Information in this section was contributed by MegaMan111290.
Hint: Defeating Dr. Wily:
To defeat Dr. Wily's first form in the battle ship
as Bass, keep shooting at the window that you see his face in.
Try equipping the Bass Buster upgrade (not the Bass Buster Bullets
upgrade) you can buy from Auto (Lighttot). When the ship vibrates,
it indicates that he is going to thrush at you in about two seconds.
Dash jump once, and when he is at your side of the screen, jump
a second time as he turns back to the right side. When he vibrates
the second time, he is going to shoot three to five laser balls
at you. When he floats to your side of the screen and the skull
mouth opens up (a little thing charges up) jump two times to avoid
a laser beam. Dodge the two missiles he fires at you or shoot
them at the same time you would jump up to the window to hurt
the ship.
Information in this section was contributed by Eric Morales.
To defeat Dr. Wily's second form as Bass, shoot at his head every
chance you have, without being hurt as often as he would. Try
putting on the armor you bought from Auto to take less damage
from his laserballs and tracking bombs. If you have beaten it
once or twice, try using the Bass Buster upgrade. If both of you
are low in health, try using the Lighting Bold Weapon from Dynamo
Man. Note: He translocates faster after he is past the half-way
health mark; use the weapon wisely. After you defeat Dr. Wily,
he will drop from his ship, get on his hands and knees, and bow
to you several times. The ending will start soon afterwards.
Information in this section was contributed by Eric Morales.
Hint: Defeating Dynamo Man:
Make sure you have the Copy Vision power. Keep shooting
him until he makes one of his powers of energy that follows you.
Enable the Copy Vision power and the energy balls will follow
your copy. When he is getting charged, put one of the copies on
one side, and you will shoot on the other side. Repeat the shooting
process and you will kill him. You will earn Lightning Bolt.
Information in this section was contributed by Juanx16.
Hint: Defeating King:
To defeat Kings' first form, wait until he takes away
his shield and throws his cape. Shoot him now. He will then shoot
rays shaped like "X"s. Jump over these and repeat the
process until Proto Man appears. Proto Man will break King's shield
and he will faint. Then, King will pull out an axe. Equip the
Energy Saver (E. Saver) and use the Lightning Bolt attack. King
will be electrocuted and will not be able to move. Do this until
King's life gauge is depleted. King will leave the room and you
will have to follow him. He will call upon the flying robot and
the tank. They will combine into one big robot fighter. Use your
special weapons to defeat it. Use your Remote Mine attack on the
wheels. This will prevent him from charging at you. The robot
will sometimes shoot homing devices; destroy these before they
get to you. You cannot shoot the cockpit.
Information in this section was contributed by pawspal1.
Use the following trick to defeat King in level 3 with Bass. If
you have any lightning from the last battle with King, use it
on him in level 3. Then, proceed to blast him with a diagonal
shot to the cockpit from your Bass Buster with the Buster upgrade
equipped (not the Bullet upgrade).
Information in this section was contributed by Eathan Talley.
Hint: Defeating King Jet:
Use the following tactic when fighting the King Jet
in King's Fortress 2. When the King Jet prepares to use the laser
(which drains about one third of your health), equip the Blaster
power-up (not the Hyper Buster) and fire at the gem as fast as
possible (with Bass); o, fire charged shots (with Megaman). Watch
out for the fists it fires, as they destroy platforms.
Information in this section was contributed by jordanwhelan.
Hint: Defeating King Tank:
To defeat the King Tank in King's Fortress 2, attack
while it is attacking. Place a remote mine on its hatch in the
back or on its machine gun in the front. Detonate them when it
attacks (get directly behind or in front of it to make it attack).
Then, use Copy Vision to hit its bomb-dropping weapon at its top.
The flying robot is weak against the Spread Drill.
Information in this section was contributed by mega 080.
Hint: Defeating Pirate Man:
Once you get Wave Burner, defeating Pirate Man will
very easy. Just shoot him with the Wave Burner and avoid his remote
minds/attacks.
Information in this section was contributed by prime182.
The best way to defeat Pirate Man is with the Wave Burner. When
he begins to form a bubble around him, wait until he begins to
fly around in it. If you hit him with the Wave Burner after he
begins bouncing around, it will flip him over, knocking him out
of his bubble and giving you extra time to put the hurt on him.
Information in this section was contributed by Spirit Dragon.
Hint: Defeating Sniper Joes:
Unlike the Super Famicom version of the game, the Sniper
Joes (green enemies with a shield that shoot you and throw grenades)
have a less advanced A.I. in the Game Boy Advance version. If
you jump behind one, they will not turn around. This is a great
way to kill them, as long as you clear the jump without being
hit.
Information in this section was contributed by EriShoe.
Hint: Defeating giant creatures:
In some levels there are giant creatures (for example,
a monster throwing giant balls, a Crawler, or a monster with a
drill on its head).To defeat these creatures, press Start
and choose "Ice Wall" (if you have defeated Cold Man).
Use this attack to defeat these creatures.
The drill monster and monster thrower require two Ice Walls to
defeat, and the Crawler only one. Note: This can also be used
against other enemies.
Information in this section was contributed by Johnnathan Melendez.
Hint: Burner Man level: Extra Screws:
Go to the third location where "Now Saving"
appears. After that, just shoot the flying enemies and collect
the Screws, Special Weapon Energy, Lives, and Life Energy.
Information in this section was contributed by DixiePoolShark89.
Hint: Burner Man level: Hidden CD:
When you fall into the area where the Astro Birds are
located, go through the other hole where the Big Blue thing that
shoots fire is found. Instead of going to the right, go left where
you need S. Drill and W. Burner. When you use W. Burner and get
the extra life, go through the wall and you will find a CD.
Information in this section was contributed by TheOne0739.
Hint: Drill Man level: Extra Screws:
When you meet the first giant mechanic worm, place
yourself at the right side of the middle ledge and charge a shot.
When the worm is turning up to your ledge, fire the shot and keep
firing small ones until it dies. Repeat this. It will most likely
leave a small Screw. It can drop a big Screw, as well as other
useful items. This trick also works with Bass, but you must time
the first shots carefully or the worm will run you over.
Information in this section was contributed by Matt Vortex.
Hint: Dynamo Man level: Duo CD:
As Mega Man, after you defeat the mini-Boss you will
see an area with a spotlight. If you have Rushsearch and CD Finder,
jump down and you will see a sparkling spot. Destroy the bats
and have Rush dig at the sparkling spot. You will get a CD. If
you defeated Dynamo Man and have the exit leave. Either complete
the stage or die and save the game. Check your database on number
99 you will see Duo.
Information in this section was contributed by KTESONIC2213.
Hint: Ground Man level: Shortcut:
When playing as Bass, after you find and destroy the
first three Tiki statues that lower the spikes, stand in the place
of where the red one used to be. Shoot down at the ground which
is not the same color as the other areas. You will go down into
the hole, and will soon stop. When this happens, press Down
and go down the ladder into a new room. There will be a chest
in it. Open it to get an extra life. Next, fall in the quicksand.
you should go down fully and fall into another room. Go down and
to the right into the another room, back into the level and skipping
the Tiki bomb part.
Information in this section was contributed by JFS202.
Hint: Magic Man level: Extra life:
When you get near the end of Magic Man's level, there
will be train tracks. Follow them to the other side and go in
to find an extra life.
Information in this section was contributed by Zach Daubner.
Hint: Magic Man level: Hidden CD:
When you are at the train tracks that you can walk
on, go to the very bottom of that area. Then, go to the right
to find another CD.
Information in this section was contributed by TheOne0739.
Hint: Pirate Man level: Push bomb:
Use the Wave Burner move underwater on a spiked bomb,
and it will push it away.
Information in this section was contributed by Connor Duncan.
Hint: Pirate Man level: Hidden CD and extra
life:
As Bass, use Tremble (or T. Boost) after you pass the
whale part and enter the spike bomb part. Find a safe place to
activate Tremble and fly up dodging the spikes until you reach
the top. You will find two chests. Shoot them while in mid-air
then grab the power-ups.
Information in this section was contributed by adrian saquilayan.
Hint: Tengu Man level: Hidden CD:
As Bass, finish the red balloon part. Stop when it
stops moving and go on the top ledge. Do not enter the green balloon
part. Jump up and press Up diagonally. Once there, climb
up and you will enter a room with a CD.
Information in this section was contributed by adrian saquilayan.
Hint: Recommended Boss order:
Use this order to kill the Bosses (with the indicated
weapon) as either Mega Man or Bass.
Information in this section was contributed by Mrmachinegunx2
and MGIRON.
Cold Man: Weakness: Lightning Bolt; Power earned: Ice Wall
Burner Man: Weakness: Ice Wall; Power earned: Wave Burner
Pirate Man: Weakness: Wave Burner; Power earned: Remote Mine
Ground Man: Weakness: Remote Mine; Power earned: Spread Drill
Tengu Man: Weakness: Spread Drill; Power earned: Tengu Blade
Magic Man: Weakness: Tengu Blade; Power earned: Magic Card
Astro Man: Weakness: Magic Card; Power earned: Copy Vision
Dynamo Man: Weakness: Copy Vision; Power earned: Lighting Bolt
Hint: Character recommendations:
Information in this section was contributed
by Ryan Canner.
Mega Man: Can do a dash by pressing Down + A. He
shoots a lot slower than Bass, but can also charge his buster.
Bass: Can shoot five shots very fast and in all directions. Does
his dash by pressing Left or Right and he can do
a double jump by pressing A once to jump, then again in
the air. Bass can also do a very far jump by doing a dash, then
jumping while still in the dash.
Try choosing Bass, then start a new game with Mega Man and collect
all the items you did not get as Bass.
Hint: Moving while shooting Bass Buster:
You can move while shooting the Bass Buster by jumping/double
jump.
Information in this section was contributed by prime182.
Hint: Full life:
Before fighting King, equip the Auto Energy (the one
that gives you a little bit of life every few seconds). When Protoman
comes down to talk to King, do not press A, B, or
Start. Allow the game to idle until your energy is replenished.
Information in this section was contributed by MelloProto.
Hint: Treble use:
When playing as Bass, it is a really very idea to get
Treble before the Groundman level. This helps in this level when
you reach the tiki room with the ladders and the red tiki in the
corner. Bypass the first tiki and go up the stairs. Shoot the
first tiki to your right, then go down the ladder to collect the
extra body. Next, go back up the stairs and destroy the tiki that
is blocking off the red tiki, and the red tiki as well. Then,
go back down the stairs again, activate Treble, and fly up. Destroy
the tikis there and continue until you are hovering over a long
vertical shaft. Then, turn to the left and use the triple shot
to destroy the tikis below, which will allow you to get a disc.
Treble also helps a lot in the Tengoman room.
Information in this section was contributed by JAMES RAMOS.
Hint: Differences from SNES version:
In the original SNES version, the Museum stage has
three jumping fireballs, but in the Game Boy Advance version has
only two of them.
Information in this section was contributed by MP83.
Glitch: Wrong names:
If you look in the manual and in the game, you will
notice that Proto Man is given the name "Blues", Treble
is given the name "Gospel", and Auto is given the name
"Lightott". These names are actually the Japanese names
of the characters translated into English. Mega Man And Bass
was originally released in 1998 in Japan for SNES as Rockman
And Forte.
Information in this section was contributed by Nicholas DiBartolomeo.
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