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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.
---------------------------------------------------------------------------
THE HEROES
---------------------------------------------------------------------------
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.
-----
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
---------------------------------------------------------------------------
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.
---------------------------------------------------------------------------
RIGHTOT'S SHOP
---------------------------------------------------------------------------
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.
---------------------------------------------------------------------------
THE CDS
---------------------------------------------------------------------------
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.
---------------------------------------------------------------------------
HELPFUL HINT
---------------------------------------------------------------------------
You can make text appear instantly on the screen by pressing the 'Start'
button, and skip through the dialogue sequences by pressing it repeatedly.
---------------------------------------------------------------------------
THE BOSSES
---------------------------------------------------------------------------
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
---------------------------------------------------------------------------
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.
---------------------------------------------------------------------------
THE HEROES
---------------------------------------------------------------------------
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.
-----
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.
---------------------------------------------------------------------------
SPECIAL WEAPONS
---------------------------------------------------------------------------
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.
---------------------------------------------------------------------------
RIGHTOT'S SHOP
---------------------------------------------------------------------------
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.
---------------------------------------------------------------------------
THE CDS
---------------------------------------------------------------------------
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.
---------------------------------------------------------------------------
HELPFUL HINT
---------------------------------------------------------------------------
You can make text appear instantly on the screen by pressing the 'Start'
button, and skip through the dialogue sequences by pressing it repeatedly.
---------------------------------------------------------------------------
THE BOSSES
---------------------------------------------------------------------------
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
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