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Database FAQ for Rockman & Forte
VERSION 1.0 07/02/98
I decided that some of the Database Discs were hard to find in this game, and
since there isn't a FAQ for this game to be found on the Internet (currently),
I wrote up this FAQ on how to get all 100 CDs.
I wrote this with Rockman in mind, so all the methods will be meant for
Rockman, unless otherwise stated. I asume that you have Rush Search and the
CD SPARKS powerup that enables you to see sparks on the ground where a CD is
hidden. Also, when I say 'dig it up', use Rush Search on the spot. When
Rush is digging, he might be interupted by an enemy, but still have the CD!
Just listen for the 'CD sound', or check the Database to make sure you got it.
Make sure you buy the auto-charge shot with Rockman, and also the little-tv
screen (that contacts Roll) and the spot-light thingy (that causes Roll to
tell you how many CDs are still in a level).
And with Forte, buy the Gospel Boost Upgrade and the two other items mentioned
above.
Legend:
------------------------------------------------------------------------------
Guard Joe: A Guard Joe is a green man with a shield that either jumps,
shoots at you or drops a grenade in front of you.
The term was invented by Mandi Paugh.
Floating Those floating guys that always seem to hit you when you're
Cannon: above spikes or a bottomless pit.
Cannon: A huge green cannon that shoots huge green spheres at you.
Bubble Bat: A bat that looks like a round, black ball when it's resting.
Spinning A penguin that spins slowly on the spot until it sees you and
Penguin: uses rockets to slide into you.
Ice Dispenser: A machine that spits out ice. There are also some that spit
out bricks.
Explodable Usually two blocks stacked on top of each other with a wick
Blocks: that you can light with the Wave Burner
Heads: Found in Groundman's level, they cause the spike walls/ceilings
/floors to close in a notch (about one Rockman width).
Clawarm: These guys plod around or swing back and forth with their
extendable claw arms
Rhino-type Huge robots that look like a mechanical rhinoceros. They either
shoot three rockets at you or their horn right in your face!
(Robo)snails: Found in Pirateman's level. When you shoot them in the face,
they roll up and fall down. They are hard to hit because they
move fast when they're in the water.
Cylindrical These slow-moving robots move in on you from holes in the
robots: background.
Metool: A yellow, hard-hat wearing robot that is found in ALL Rockman
games. It shoots at you when you come close.
------------------------------------------------------------------------------
CD# Name Location Method
------------------------------------------------------------------------------
001 Rockman Dynamoman This one is buried on a platform between
(Megaman) two rows of spikes. When you enter the
room, a long ladder leads upwads and one of
those floating robots is shooting at you.
ANYWAY, use the Ice Wall to ride to the
platform on the right and dig up the CD.
002 Roll Coldman Right after the sheet ice and those pesky
floating cannons, there will be a visible
CD in the upper right of the screen before
you fall down the shaft. Get this CD with
Forte(double jump), it's much easier than
with Rockman. If not, use the Ice Wall and
use it as a stepping stool.
003 Cutman Magicman Even before Rockman teleports down into
this level, you'll see sparks towards the
left of the screen. Dig as left as poss-
ible to get this CD.
004 Gutsman Burnerman Get this one with Forte. You know that
long drop that comes after the rhino-type
robot and the pesky robobirds? And you see
that CD sitting beside an energy capsule?
Well, don't just look at it, double jump to
your right and get it!
005 Iceman Coldman Later in the level, you will come to an
area with many penguins and ice block
dispensers. You might not see the sparks,
because the white sky hides them very
well, but the CD is inside a platform
between two of the ice block dispensers.
006 Bombman Tenguman When the first part of the stage stops
scrolling, you'll see the sparks on the
last ledge. Dig up the CD.
007 Fireman Astroman Later in the level, you'll come to a room
with an energy capsule enclosed inside a
compartment, a wall-shooter robot, and
sparks on the ground. Dig up the CD.
008 Elecman Dynamoman This CD is buried in a low ledge of a room
where there are blue explosive block above
and to the right of you. It's just hard
to explain, but in any case, you'll see
sparks on the ledge, so just stand beside
it and use Rush.
009 Metalman Magicman Bugger, bugger, bugger! A skull lift is
blocking this visible CD. With Rockman,
you can get yourself hit, slide on the
spikes during invincibility time, and get
the CD. Have fun getting out of this mess,
though. With Forte, fall off the lift when
it's at its high point, and double jump
left to the CD. It's easier continuing on
with him.
010 Airman Tenguman In the LARGE room, go up the first ladder
by getting on the second green balloon.
Destroy the birds and ride an Ice Wall to
the left where the birds were. Climb the
ladder to the top and go right. You'll see
sparks on the very right of this ledge.
Dig up the CD.
011 Bubbleman Pirateman You'll see this one when you're climbing up
a ladder. Go destroy that Clawarm Robot on
top then go around and get it. Remember,
you can only destroy those clams from the
front.
012 Quickman Dynamoman You have to be QUICK to get this one (heh
heh). On the very last conveyor belt,
slide like the wind to get this falling CD.
You might not get it the first try, I had
to try MANY times to get this one!!
013 Crashman Groundman In the second room with the ceiling spike
thing, shoot the second head and slide
underneath the second ladder. Then quickly
shoot the three Heads to get this CD. Make
sure that you have the Spike Item for
safety!
014 Flashman Coldman The first visible CD in Coldman's stage,
get it by shooting the ice block with
Spread Drill.
015 Heatman Burnerman This one's a bugger to get. A little after
the spears section, you'll find a room with
one of those rhino-type robots, and
underneath it the ground sparks. Simple,
just dig it up, right? WRONG! Pesky
robo-birds will constantly fly right into
Rush. Just keep shooting them and keep
trying until he pulls it out!
016 Woodman Burnerman Where those large robots drop the fire
bombs, you'll eventually see a high
platform with sparks happening. Use the
Ice Wall to get up there and dig away.
017 Needleman Groundman You can see this CD sitting beside a pit of
spikes in the third caterpillar room. Get
hit by it, and use the invincible time to
grab the CD. OR use the Spikes Item to
walk across the spikes. OR double jump to
it with Forte. Either way, you'll get the
CD! =)
018 Magnetman Dynamoman After the last dark room, you'll see sparks
right near where the Metool is. Dig on the
far left of that platform to get the CD.
019 Geminiman Astroman After the first set of disappearing blocks
and the ladder right after it, you'll see
sparks right where one of those hole croco-
diles is waiting! Destroy the robot with
the Ice Wall and proceed to dig up the CD.
020 Hardman Burnerman Go up the long room with all the hidden
gaps in the ground and you'll find this CD.
It's near the top, by that electric barrier
robot. Use an Ice Wall right below it and
jump up to snag it.
021 Topman Magicman After the first revolving-spike block area,
you'll enter a room where a Clawarm Robot
is hobbling down towards you. You may also
notice sparks right above you. After taking
care of the robot, go up to where the sparks
were. Wait for the revolving block to turn
so that spikes are on the left and on the
top of it. Now WALK underneath it and use
Rush.
022 Snakeman Tenguman The first visible CD on the bottom ledge.
Watch out for that cloud robot, it will
cause you to fall!
023 Sparkman Dynamoman In the second room, you'll see the CD in
the top-right. Don't destroy the blocks,
just use an Ice Wall to get up and then
slide to get the CD.
024 Shadowman Astroman You'll come to a room with disappearing
blocks that lead upwards. After the spike
pit midway through the room, just the left
path of blocks that lead to the upper left
of the room. When you make it to the very
top, press up to grab onto an invisible
ladder. Proceed up to the CD.
025 Brightman Dynamoman Get this one with Forte. After the Guard
Joe, look out for a high ladder. Get up
there with a dash-double jump or with the
Gospel Boost Upgrade. When you've climbed
up, you'll have to face about 3-4 electric
barrier robots, but I find them no problem
with Forte's diagonal shooting abilities.
Keep walking left where you'll find
Explosive Blocks. Light the wick with the
Wave Burner and the CD is yours!
026 Toadman Museum During the rainy part of this level, look
out for a Guard Joe: sparks will appear
underneath him. Dig it up, and remember
the exact spot, or Rush will dig up some
junk!
027 Drillman Groundman (Drillman-Groundman: same diff?) In the
third room with the closing spike wall, be
sure to have the Spike Item handy. Shoot
the first two heads and then go THRU the
spikes to get this CD.
028 Pharaohman Groundman In the first room with the falling spike
ceiling, shoot the bottom right Head (that
causes the ceiling to fall a notch), and go
down the ladder. Keep falling through the
VERSION 1.0 07/02/98
I decided that some of the Database Discs were hard to find in this game, and
since there isn't a FAQ for this game to be found on the Internet (currently),
I wrote up this FAQ on how to get all 100 CDs.
I wrote this with Rockman in mind, so all the methods will be meant for
Rockman, unless otherwise stated. I asume that you have Rush Search and the
CD SPARKS powerup that enables you to see sparks on the ground where a CD is
hidden. Also, when I say 'dig it up', use Rush Search on the spot. When
Rush is digging, he might be interupted by an enemy, but still have the CD!
Just listen for the 'CD sound', or check the Database to make sure you got it.
Make sure you buy the auto-charge shot with Rockman, and also the little-tv
screen (that contacts Roll) and the spot-light thingy (that causes Roll to
tell you how many CDs are still in a level).
And with Forte, buy the Gospel Boost Upgrade and the two other items mentioned
above.
Legend:
------------------------------------------------------------------------------
Guard Joe: A Guard Joe is a green man with a shield that either jumps,
shoots at you or drops a grenade in front of you.
The term was invented by Mandi Paugh.
Floating Those floating guys that always seem to hit you when you're
Cannon: above spikes or a bottomless pit.
Cannon: A huge green cannon that shoots huge green spheres at you.
Bubble Bat: A bat that looks like a round, black ball when it's resting.
Spinning A penguin that spins slowly on the spot until it sees you and
Penguin: uses rockets to slide into you.
Ice Dispenser: A machine that spits out ice. There are also some that spit
out bricks.
Explodable Usually two blocks stacked on top of each other with a wick
Blocks: that you can light with the Wave Burner
Heads: Found in Groundman's level, they cause the spike walls/ceilings
/floors to close in a notch (about one Rockman width).
Clawarm: These guys plod around or swing back and forth with their
extendable claw arms
Rhino-type Huge robots that look like a mechanical rhinoceros. They either
shoot three rockets at you or their horn right in your face!
(Robo)snails: Found in Pirateman's level. When you shoot them in the face,
they roll up and fall down. They are hard to hit because they
move fast when they're in the water.
Cylindrical These slow-moving robots move in on you from holes in the
robots: background.
Metool: A yellow, hard-hat wearing robot that is found in ALL Rockman
games. It shoots at you when you come close.
------------------------------------------------------------------------------
CD# Name Location Method
------------------------------------------------------------------------------
001 Rockman Dynamoman This one is buried on a platform between
(Megaman) two rows of spikes. When you enter the
room, a long ladder leads upwads and one of
those floating robots is shooting at you.
ANYWAY, use the Ice Wall to ride to the
platform on the right and dig up the CD.
002 Roll Coldman Right after the sheet ice and those pesky
floating cannons, there will be a visible
CD in the upper right of the screen before
you fall down the shaft. Get this CD with
Forte(double jump), it's much easier than
with Rockman. If not, use the Ice Wall and
use it as a stepping stool.
003 Cutman Magicman Even before Rockman teleports down into
this level, you'll see sparks towards the
left of the screen. Dig as left as poss-
ible to get this CD.
004 Gutsman Burnerman Get this one with Forte. You know that
long drop that comes after the rhino-type
robot and the pesky robobirds? And you see
that CD sitting beside an energy capsule?
Well, don't just look at it, double jump to
your right and get it!
005 Iceman Coldman Later in the level, you will come to an
area with many penguins and ice block
dispensers. You might not see the sparks,
because the white sky hides them very
well, but the CD is inside a platform
between two of the ice block dispensers.
006 Bombman Tenguman When the first part of the stage stops
scrolling, you'll see the sparks on the
last ledge. Dig up the CD.
007 Fireman Astroman Later in the level, you'll come to a room
with an energy capsule enclosed inside a
compartment, a wall-shooter robot, and
sparks on the ground. Dig up the CD.
008 Elecman Dynamoman This CD is buried in a low ledge of a room
where there are blue explosive block above
and to the right of you. It's just hard
to explain, but in any case, you'll see
sparks on the ledge, so just stand beside
it and use Rush.
009 Metalman Magicman Bugger, bugger, bugger! A skull lift is
blocking this visible CD. With Rockman,
you can get yourself hit, slide on the
spikes during invincibility time, and get
the CD. Have fun getting out of this mess,
though. With Forte, fall off the lift when
it's at its high point, and double jump
left to the CD. It's easier continuing on
with him.
010 Airman Tenguman In the LARGE room, go up the first ladder
by getting on the second green balloon.
Destroy the birds and ride an Ice Wall to
the left where the birds were. Climb the
ladder to the top and go right. You'll see
sparks on the very right of this ledge.
Dig up the CD.
011 Bubbleman Pirateman You'll see this one when you're climbing up
a ladder. Go destroy that Clawarm Robot on
top then go around and get it. Remember,
you can only destroy those clams from the
front.
012 Quickman Dynamoman You have to be QUICK to get this one (heh
heh). On the very last conveyor belt,
slide like the wind to get this falling CD.
You might not get it the first try, I had
to try MANY times to get this one!!
013 Crashman Groundman In the second room with the ceiling spike
thing, shoot the second head and slide
underneath the second ladder. Then quickly
shoot the three Heads to get this CD. Make
sure that you have the Spike Item for
safety!
014 Flashman Coldman The first visible CD in Coldman's stage,
get it by shooting the ice block with
Spread Drill.
015 Heatman Burnerman This one's a bugger to get. A little after
the spears section, you'll find a room with
one of those rhino-type robots, and
underneath it the ground sparks. Simple,
just dig it up, right? WRONG! Pesky
robo-birds will constantly fly right into
Rush. Just keep shooting them and keep
trying until he pulls it out!
016 Woodman Burnerman Where those large robots drop the fire
bombs, you'll eventually see a high
platform with sparks happening. Use the
Ice Wall to get up there and dig away.
017 Needleman Groundman You can see this CD sitting beside a pit of
spikes in the third caterpillar room. Get
hit by it, and use the invincible time to
grab the CD. OR use the Spikes Item to
walk across the spikes. OR double jump to
it with Forte. Either way, you'll get the
CD! =)
018 Magnetman Dynamoman After the last dark room, you'll see sparks
right near where the Metool is. Dig on the
far left of that platform to get the CD.
019 Geminiman Astroman After the first set of disappearing blocks
and the ladder right after it, you'll see
sparks right where one of those hole croco-
diles is waiting! Destroy the robot with
the Ice Wall and proceed to dig up the CD.
020 Hardman Burnerman Go up the long room with all the hidden
gaps in the ground and you'll find this CD.
It's near the top, by that electric barrier
robot. Use an Ice Wall right below it and
jump up to snag it.
021 Topman Magicman After the first revolving-spike block area,
you'll enter a room where a Clawarm Robot
is hobbling down towards you. You may also
notice sparks right above you. After taking
care of the robot, go up to where the sparks
were. Wait for the revolving block to turn
so that spikes are on the left and on the
top of it. Now WALK underneath it and use
Rush.
022 Snakeman Tenguman The first visible CD on the bottom ledge.
Watch out for that cloud robot, it will
cause you to fall!
023 Sparkman Dynamoman In the second room, you'll see the CD in
the top-right. Don't destroy the blocks,
just use an Ice Wall to get up and then
slide to get the CD.
024 Shadowman Astroman You'll come to a room with disappearing
blocks that lead upwards. After the spike
pit midway through the room, just the left
path of blocks that lead to the upper left
of the room. When you make it to the very
top, press up to grab onto an invisible
ladder. Proceed up to the CD.
025 Brightman Dynamoman Get this one with Forte. After the Guard
Joe, look out for a high ladder. Get up
there with a dash-double jump or with the
Gospel Boost Upgrade. When you've climbed
up, you'll have to face about 3-4 electric
barrier robots, but I find them no problem
with Forte's diagonal shooting abilities.
Keep walking left where you'll find
Explosive Blocks. Light the wick with the
Wave Burner and the CD is yours!
026 Toadman Museum During the rainy part of this level, look
out for a Guard Joe: sparks will appear
underneath him. Dig it up, and remember
the exact spot, or Rush will dig up some
junk!
027 Drillman Groundman (Drillman-Groundman: same diff?) In the
third room with the closing spike wall, be
sure to have the Spike Item handy. Shoot
the first two heads and then go THRU the
spikes to get this CD.
028 Pharaohman Groundman In the first room with the falling spike
ceiling, shoot the bottom right Head (that
causes the ceiling to fall a notch), and go
down the ladder. Keep falling through the
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