Dr Wily Part One!
Dr Wily Stage 1 Overview- The beginning of the end of
the game, this is where the game starts to really step up
it’s challenge. Incorporating various elements of the
Robot Masters’ stages, a mix of enemies and traps await
you. A tough boss always commands this level, so make sure
you keep a healthy amount of Thunder Beam ammo present, as
well as a full supply of Magnet Beam energy handy for a
certain portion of the stage just before the boss fight.
Health, weapons energy, and 1ups will all become even more
rare from here on out, so if you feel the need to stock up
on 1ups, go back to some of the RM stages, such as
Bombman’s. You’ll have to fight whatever Robot Master from
that level all over again, so be sure you’re feeling
confident.
Dr Wily Stage 1 Enemies- Big Eye, Kamadohma, Foot
Holder
Dr Wily Stage 1 Walkthrough- Right off the bat,
you’ll start in a large grassy field with a series of Big
Eye robots bounding towards you. Use the Ice Slasher on
them as they make a high jump and slip past them. Be sure
to not waste time and risk health by fighting them now, as
plenty of difficult challenges will be found in the
fortress. After slipping by three of the big lugs, and
climbing a small set of bumps in the road, the fortress
will be blocked off from entry by some giant blocks. Use
the Super Arm here and not the Thunder Beam to get them
out of you way.
Inside the fort, a series of three flame towers make
climbing over a set of stairs really difficult. Some
people use the Ice Slasher to try and freeze two at once,
but you’ll be here all day and waste a whole lot of ammo
trying to get it just right and you’ll probably lose some
health in the process. Instead, get the Magnet Beam ready
and stand at the very edge of the first flame tower pit
and fire the beam as the fire returns to the floor. You’ll
have to be very quick as the fire stays in the floor for a
second and the Magnet Beam will disappear shortly, so be
very fast. You’ll have to repeat the process all over
again for the second fire pit, but the third can be simply
jumped over when the flame is in the ground. This part of
the level can be nerve wracking, but don’t let it
intimidate you.
Climb the ladder to the next screen and you’ll find
yourself in a room with deadly spikes lining the floor
(where does Wily get his carpeting done, anyways?) and a
seemingly impossible to get large health item. Drop off
the ledge after getting to the top of the ladder and
decide if you need to waste very valuable Magnet Beam
energy to get that health. If you do, you should use no
more than three platforms to reach that health using an
alternating patter of right, left, right until you can
grab it. After the health pick up (or if you decide you
don’t need it), navigate over the spike pit and up the
ladder.
As soon as the screen changes and before you can get off
the ladder entirely, three Kamadohmas will be right there
and ready to pounce. Here is where the Fire Storm comes in
handy, as it’s protective aura will keep them from harming
you and will likely take the three amigos out in a single
shot. Keep going forward and you’ll see another large
health pick up in a small hallway at the top of the
screen, which is blocked off by two giant blocks and
guarded by two Kamadohmas. Again, you really need to
decide of this is worth it. If it is, use the Thunder Beam
while jumping straight up in front of the blocks to
destroy them and nail the two baddies inside, and form a
platform with the Magnet Beam to reach the item. Down
below, use the Super Arm to clear the path of the rest of
the blocks, and be ready for any reformed Kamadohmas that
have come back now that the screen has traveled backwards.
After that, head down the ladder to the next screen.
In here, a zigzag set of platforms, laced with a heaping
dose of spikes in between some platforms, make your path
to the next ladder a bit more difficult. Adding to this,
some Killer Bombs will be swarming towards you from the
right side of the screen. At this point, you will have to
make absolutely certain that your Magnet Beam is well
stocked (full energy if possible), and that your Thunder
Beam has plenty of ammo as well. Take a risk and start
offing some Killer Bombs carefully to grab some ammo if
you need it before heading down and into a huge chasm with
spikes lining both the floor and ceiling. Your old buddies
the Foot Holders will be here lend you some infuriating
help. Just be sure not to let them pin you to the ceiling
and watch your jumps. I highly recommend avoiding using
the Magnet Beam at this point, as tempting as it is.
Once across the spiky pit, two small ammo items lay in
front of the exit ladder, so be absolutely certain the
Magnet Beam is full. I stress this because if you’re
playing the Wily Wars version of the game, pick ups do not
reappear once you exit and reenter a screen like they
would in the old NES version, making the following screen
much more difficult than ever before. If you planned
appropriately, ammo shouldn’t be much of a concern at this
point.
This screen maybe the single most frustrating screen in
the entire game, and there aren’t even any enemies. When
you climb off the ladder, a tall column will block the
path ahead, with a tight passage way to it’s top.
Precision aiming with the Magnet Beam is needed to get up
there, and usually three well placed platforms will get
you up there. But, be prepared to fall a few times just in
case, as it’s really easy to slip off them. This is why
full ammo for this item is essential going into this room.
Once you’ve made it the top of the column, drop down, but
be sure to avoid the small, Megaman-sized hole right at
the foot of the column. There’s more space to use the
Magnet Beam here to reach the ladder, so fret not anymore.
The next screen above looks a lot like the one screen
earlier with the three Kamadohmas attacking you as you
left the ladder, but luckily no baddies are in sight.
Unfortunately, this leads to an even worse enemy as the
screen scrolls forward.
Boss Fight: Yellow Devil- One of the most famous
mini-bosses in all of the Megaman games, the Yellow Devil
(sometimes called the Rock Monster in the West) comes out
of nowhere to attack you. Walk to the right side of the
screen and a series of blocks will appear from just off
the left side of the screen in a set pattern. The entire
key to fighting the Devil successfully lies in memorizing
the pattern of the blocks as the boss moves from one side
of the screen to the other. You cannot harm the Yellow
Devil at this point, so save your weapons energy for when
his body finally forms and his eye opens to shoot you with
a few shots of plasma. The Thunder Beam is the weapon to
go to town on his eye, so I hope you didn’t waste all of
that ammo in the stage.
In the NES version, you can always use the “select trick”
to cheat against the Devil, and it is possible to destroy
him using a single shot if you work fast enough. If you’re
playing the WW version, you’re out of luck and you’ll have
to kill him the old fashioned way by actually playing the
way the programmers intended. Sucks for you.
The pattern of floating blocks is always the same. The
blocks themselves move about as quickly as Fireman’s Fire
Storm, and are always about two blocks’ width apart from
each other. There are five different heights to the
blocks’ movement, and I’ll say that the highest block will
be “1”, the second highest will be “2”, the middle will be
“3”, the forth- which is eye-level with Megaman and has to
be jumped over- is “4”, and the lowest, which is at
Megaman’s feet, is “5”. The following pattern will be what
is shown at the start of the battle as the Yellow Devil
comes in from the left side of the screen. The pattern
will be the same when he moves from the right side to the
left, only the blocks will of course travel in the
opposite direction.
2, 3, 2, 4, 3, 2, 4, 5, 1, 2, 3, 5, 4, 2, 4, 3, 5, 1, 3
Memorize that and avoid getting hit while using the
Thunder Beam on his eye when you get the chance, and this
endurance match will be yours.
Next Stage: Dr Wily’s Castle
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