Rockman and Forte

Rockman and Forte

15.10.2013 22:15:04
...
~B
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
quick sand, and stay right. You'll come to
a box on a platform. Push your Ice Wall to
the left, stand on it and jump off it when
the sand sheet ISN'T raining on you; that
way you can jump higher.

029 Ringman Astroman After the Saturn CD (see #74), you'll come
to a Guard Joe. There should be sparks
underneath him, so when you're done with
him, dig right in the middle part of the
platform to get it.

030 Dustman Magicman Get this one with Forte. In the heavy
train traffic area, climb the three criss-
crossing trains to the upper-left, destroy
the Floating Cannon and get this visible
CD. It's pretty hard to do this. What I
do is I time my fall from the first train
track just when the train is about to push
me off, and I make sure I land on the
middle train (it moves left). Then I
double jump over the train above me,
destroy the Floating Cannon, land on the
middle train as it's about to go into it's
garage and then double jump left to the CD.
There are other ways, but this way works
best for me.

031 Diveman Pirateman Where those squid-robots charge at you,
stay towards the bottom. Eventually,
you'll come to a room with a single spike-
ball in it. Sparks show up underneath it.
Move it out of the way using the Wave
Burner, then dig.

032 Skullman Tenguman When you're in the LARGE room, stay towards
the bottom. Get on the third green balloon
and slide right just before you hit the
spikes. This should get you on the next
ledge. Destroy the birds with a fully
charged mega-buster and continue right.
You'll come into a room that has sparks
happpening right smack in the middle of it.
Dig up the CD.

033 Gravityman Dynamoman Get this CD by climbing all the way up
after the spike room, and keep on going up
and staying left. Get the CD by sliding
right then quickly turn back so you don't
get kilt!

034 Waveman Pirateman In the LARGE room (you know what I mean),
go up to the top left with a bubble,
destroy the chest on the left, and get the
CD.

035 Stoneman Groundman Get this one with Forte. At the end of the
level, you'll see a ladder in the area with
the ground drilling robots. Either dash-
double jump to reach it or use the Gospel
Boost Upgrade to fly up there. The first
chest is evil, the second one is the CD.

036 Gyroman Tenguman After following instruction for the Windman
CD (see #47), keep riding Ice Walls to the
right until you get to a big yellow fan.
Then ride the Ice Wall in the air to the
right of the room, and when you land you
should be right on the CD.

037 Starman Astroman This is in the same room as the Astroman CD
(see #58). Just destroy the block on the
right (or use Ice Wall) to get to the
platform above you. Slide underneath the
pillar to get the CD.

038 Chargeman Magicman Get this one with Forte. On about the
fourth train, you'll see this CD above you.
Rockman can't make an Ice Wall fast enough
to get it, but using Forte you can double-
jump up to it, simple as that!

039 Napalmman Dynamoman You think you're at the Robot Master when
you're in this tight room, you know what
I'm talking about. The CD is buried in the
middle of the room, so dig away.

040 Crystalman Coldman Found in the hopping bunny area. You'll
get some sparks right before the extra life
(that's underneath the sheet ice). Dig it
up!

041 Blizzardman Coldman Right at the beginning, shoot the ice block
to the left with the Spread Drill.

042 Centaurman Pirateman At the bottom of the Robosnail room, sparks
will show up over to the right. Slide
underneath the snails and dig it up.

043 Flameman Burnerman Right before the ladder in the first area,
you'll see sparks at the bottom right.
Dig there after destroying the Bubble Bats.

044 Knightman Coldman Get this one by sliding with Rockman in the
room right after the Roll CD (right before
the Snowman).

045 Plantman Burnerman After the spears section, fall down the
hole and make sure you land somewhere in
the next room. The CD is sitting in the
left part of the room.

046 Tomahalkman Tenguman When you get to the area with those
Cylindrical Robots, you'll see sparks
almost right above you. Dig up the CD
there and keep away the robots so as not to
harm Rush while he's digging.

047 Windman Tenguman In the LARGE room, go up the first ladder
by getting on the second green balloon.
Destroy the cannon and the birds on the
left, jump over the spikes on the right,
then use the Ice Wall to ride over the
second set of spikes to get this CD.

048 Yamatoman Astroman Easy to get with Forte, hard to get with
Rockman. You can see the CD right after
you beat the first Metool in the level.
Shoot an Ice Wall on the platform just
before the CD, and ride it. Jump off it
just before it falls into the pit to get
the CD (have fun getting back!). With
Forte, just fall off the platform before
the CD, and then do the double jump to get
it.

049 Freezeman Coldman After the Snowman, make sure you get the
CD inside the block on the right before you
proceed to this one. Slide into the hole
on the left using the ice sheet. The CD
sits right on the platform in the next
room, you can't miss it!

050 Junkman Magicman In the heavy train traffic area, you can
see sparks after the three criss-crossing
trains. The CD is buried right inside the
track! Right after the locomotive passes
the spot, start digging, and you just MIGHT
get away without you or Rush being injured.

051 Burstman Groundman When you enter the second room of the
level, you'll see this CD guarded by a
robot. Destroy the robot, fall down on the
platform below you, jump on the platform on
the left, then walk left and climb a ladder
that is hidden behind a sheet of sand to
get the CD.

052 Cloudman Tenguman Near the end of the stage, where a single
Cannon and a Cloud Robot are pitted against
you, you'll see the CD on the top right
ledge. Just destroy the two robots and get
the CD.

053 Springman Dynamoman The third section of this stage contains
this CD. Get it by climbing an Ice Wall,
or just double jump with Forte when you
have the chance.

054 Slashman Burnerman When you get to the room with the jumping
piggy-back frog robot, jump to the right,
keep walking and you'll fall thru a secret
wall and come to a room with one of those
big rhino-type robots. Destroy it and
climb your Ice Wall to get the CD.

055 Shademan Groundman In the second room of the level, AFTER the
two spike pits, stay towards the right.
Just before you hit the quick sand pit, a
CD waits for you on the far right. Very
tricky.

056 Turboman Magicman As you climb the ladder into this room,
you'll notice a swinging Clawarm Robot and
three of those grabbing robots to the right
of you. Deal with them and walk right on
the train tracks right into a hidden room
and you'll have this CD.

057 Tenguman Tenguman Follow the instructions for the Airman CD
(see #10). Then continue right with an Ice
Wall and stay towards the top, destroying
those cannons as you go. In the next room,
a spike-chucking robot will give you
problems, but hang in there and continue
right. In the next room, the CD will wait
for you on the top right. Again, use an
Ice Wall.

058 Astroman Astroman You'll know this room when you come to it.
There is a visible CD over your head (only
possible to get with Rockman), and there
is an ice block to the right. Shoot it
with Spread Drill to get Astroman's CD.

059 Swordman Groundman Continue the path of CD#28 and you can't
miss this one! Bottom right of the screen
before you exit the room.

060 Clownman Magicman Actually, this CD is buried right beneath
the Turboman CD (see #56). Just use Rush
when you're inside this secret room and
eventually you'll get the right spot. In
fact, the sparks that highlight this buried
CD direct you right to both CD #56 and this
one!

061 Searchman Burnerman The CD is in the spike pit at the top of
the long room with the hidden gaps in the
platforms. Use the Spike Item to gain
this CD.

062 Frostman Coldman This is the room right after the Freezeman
CD (see CD#49). It's right in the water,
you practically land on it when you enter
the room!

063 Grenademan Dynamoman You'll see this after the last dark room.
Just jump to the left to nab it.

064 Aquaman Pirateman Right where the second snail is sitting,
sparks will show. Dig up the CD that's
buried in the pillar.

065 Enker Astroman After the Guard Joe and blocks that try to
shoot you up into the spikes, you'll climb
down a ladder and you'll see sparks on a
section of the platform that sort of glows.
Dig up the CD.

066 Quint Magicman When you're riding one of the first trains,
you can see sparks on the bottom of a
platform that has spikes at the bottom of
it. Destroy the nearby floating robots and
dig up the CD.

067 Punk Coldman In the room with all the cannons and sheet
ice, let yourself fall down where there
aren't any spikes. There is a secret room
down there. When you land, go to the left
to gain this CD.

068 Ballade Magicman When you enter this room, a Clawarm Robot
will be swinging back and forth. Destroy
him and choose the right path to go up.
When yo get to the gap in the wall, wait
for the lift and slide underneath and ride
the lift up to get this CD.

069 Earth Astroman You'll come to a large platform where you
(Terra) can see the CD underneath you, blocked by
some Explodable Blocks. This is very hard
to get with Rockman. You have some room to
stand beside the blocks; now go to the very
edge, turn around, and light the wick with
the Wave Burner. With Forte, switch to the
Wave Burner, fall down from the platform,
turn around, light the wick, and do a
double jump before you enter the room
below!

070 Mercury Pirateman This is in the room with the big whale-sub
that always makes its passes across the
room. You can see the sparks when you walk
a little bit to the right. Destroy the
squid, duck the whale-sub and then dig.
The whale will probably injure Rush, but
you'll have the CD.

071 Venus Pirateman When you come into a room full of
Robosnails, you'll see this one on the
bottom right. Walk into the compartment
and get it.

072 Mars Tenguman After the LARGE room and all those annoying
spike-chucking robots, you'll get to a room
with a flying dragon robot in it. Destroy
the dragon with two fully charged buster
shots, and pick the middle path on the
right to get the CD.

073 Jupiter Tenguman Get this one with Forte. If you take the
top path of the LARGE room, you'll see this
one in a seemingly unreachable area. And
while Cylindrical Robots are homing in, you
have to get to this ledge before you fall
into the next room! Go to the very edge,
so that Forte's back foot is barely
touching it, jump right and quickly do a
double jump just before he falls into the
next area. This will take you a loooong
time, I assure you, but it's the easiest
way of doing it; dashing and jumping proves
to be rather difficult.

074 Saturn Astroman You'll fall into this room, and see the CD
on the top-left of the screen. Jump on the
middle platform and then quickly jump to
the CD before the platform falls from
underneath you (really easy to get with
Forte).

075 Uranus Groundman Behind a sheet of sand near the beginning
of the level, slide underneath the platform
with Rockman to get the CD.

076 Pluto Burnerman The first rock-chucking robot you meet is
standing right on top of the buried CD.
You'll see the sparks, so dig up the CD
once you've destroyed him (Remote Mine
works best)

077 Neptune Pirateman In the LARGE room, use a bubble to get to
the mid-top section of the room. There
will be an evil-chest that you will have to
destroy, but underneath it are sparks. Dig
up the CD when the chest is gone.

078 Sungod Groundman After the roaming robots and the Guard Joes
(turning floor) you have a choice of going
down or right. Go down and get the top-
right box by lighting the wick of the
Explosive Blocks.

079 Busterrod G Astroman This is the same room as Enker's CD (See
#65). Right after the disappearing block,
jump into the green wall. You should end
up inside a secret compartment. Just run
through to get the CD.

080 Megawater S Pirateman Where those squid-robots charge at you,
stay towards the top. Eventually, you'll
come to a spot where those spikeballs block
your way. Let yourself get hit, then slip
past them when you're invincible. Get the
CD on the top right simply by jumping up.

081 Hyperstorm H Burnerman After falling down the long shaft, and
getting a glimps at the CD to the right
(get that later with Forte), go to the
left. Shoot the bricks with Spread Drill
to get the visible CD.

082 Dynamoman Dynamoman When you come to the room with the long
ladder and the spikes, climb up it. When
you see the CD in the next room, light the
wick to get rid of the Explosive Blocks on
the other side of the wall, then make your
way all around the room to get the CD.
Not too hard if you think about it.

083 Coldman Coldman Almost at the end of the level, a lone ice
block sits beside a dispenser. Two
penguins are spinning closeby. Shoot the
block with Spread Drill.

084 Groundman Groundman HARD HARD HARD!! Near the end of the level
you'll come to a spot where these drill
buggers are digging up the ground! Sparks
will be underneath the Guard Joe. Destroy
him and keep the drill robot away by
repeatedly shooting it when it appears from
the ground. Meanwhile, dig up the CD!
Have fun with this one: I certainly did!

085 Pirateman Pirateman In the LARGE room, use a bubble to get to
the top-right section of the room, avoiding
the spikes. It's inside a chest once
again. ARrrrrrr, matey.

086 Burnerman Burnerman After getting the Searchman CD (see #61),
go left and use the Ice Wall in the next
room to slide across the spikes. You'll
find the CD to the far left.

087 Magicman Magicman In the room right after the large disc that
tries to squash you, you can see sparks
right above you. Get up there using the
skull lift and destroy the clawarm robot
before digging for this CD.

088 Dr.Right Coldman After the Snowman, shoot the block on the
(Dr.Light) right with the Spread Drill to get this CD.
Then slide into the hole on the left to
get 2 more CDs.

089 Rush Dynamoman Surprisingly (?!?) you use Rush to dig this
one up. It's in the conveyor section right
below a Guard Joe.

090 Eddie Tenguman In the very last area, sparks will show
(FlipTop) beneath a Guard Joe. Destroy him and the
cloud robot and have Rush dig right where
the second fan is.

091 Beat Groundman In the second room of the level, fall down
until you come to a Metool beside a mini
spike pit. You'll see sparks where the
Metool is. Destroy it and unearth the CD.

092 Tango Museum After you finish the first raft ride, look
out for sparks. They will appear on the
second platform, right under a cannon.
Dig it up.

093 Rightot Groundman The second room with the caterpillar robot,
(Auto) you should see sparks on the bottom right
of the screen. Slide under the platform,
collect the powerups and dig near the hole
in the bricks.

094 Dr.Wily Coldman There is a secret wall in the room where
you meet your first Spinning Penguin. Just
walk to the right on the middle platform.
It's easier getting this CD with Forte,
but you can get hit with Rockman and use
the invincibility time to get across the
spikes (get hit by the Bubble Bat)

095 Forte Astroman Get this one with Forte. There is a long
(Bass) room with disappearing block that leads to
a hidden ladder. Just fly to the top left
of the area until you get to an opening.
Press R or L to switch off Gospel and
quickly press up to grab onto a hidden
ladder. Now team up with Gospel again and
fly to the top of this room. The CD should
be sitting at the top right.

096 Gospel Tenguman When the first part of the stage stops
(Treble) scrolling, use an Ice Wall on the last
ledge to get on the top-right platform.
Then jump up on the far-right of it and
press up. Yes, another hidden ladder!
Last CD I found in the game.

097 King Burnerman Read instruction for #81. Then light the
wick of the Explosive Blocks, get up using
the Ice Wall, grab the extra life and jump
to the right into the hidden compartment to
get the CD.

098 Blues Magicman A large disc will try to squash you in this
(Protoman) room while removing blocks for you. Avoid
it, because you will need energy to get
this CD! When you're nearing the bottom,
you'll notice sparks. Remember that spot,
avoiding the disc as you go down. When the
ground is cleared, start the digging
process. Try to lure it away by going to
the left of the screen. Usually it will go
after you, not Rush.

099 Duo Dynamoman This CD is in the first dark room. When
you land, you'll see the sparks. Just keep
walking left until you can't go any
further, and have Rush teleport down and
dig up the CD. Watch out, two bubble bats
are close by and they will swoop down and
injure Rush.

100 Rockman& Museum Hard to see the sparks for this one, but
Forte it's right after the two raft rides, in
the hallway with the spike robots. Right
after the small drop, walk right a little
bit, turn around, and dig.

 
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