Mega Man 8 Speedrunning Compendium

Table of Contents

General Stuff

Yadokargo (Intro Boss)

Ururuun (Grenade Midboss)

Grenade Man

Frost Man

Shiriko da Gama (Tengu Midboss)

Tengu Man

Sisi Roll (Clown Midboss)

Clown Climb (Final Screen)

Clown Man

Cut Man (Mid-Stage, Saturn Only)

Duo (Mid-Stage)

Astro Puzzle Rooms

Astro Man

Gorone (Aqua Midboss)

Aqua Man

Gearna Eye (Sword Midboss)

Sword Man

Wood Man (Search Midboss, Saturn Only)

Search Man

Atetemino (Wily 1)

Wily 2

Bliking (Wily 2)

Wily 3

Forte (Wily 3)

Green Devil (Wily 3)

Wily Machine VIII (Wily 4)

Wily Capsule Great (Wily 4)

Doctor Light’s Shop

Bolt Locations

Buster Only

Version Differences

Other Useful/Not Useful Stuff

Special Thanks

General Stuff

Yadokargo (Intro Boss)

HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

2:3:6

8

2:1

1

4

4

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

40

4

1

4

3

6

Damage Values:

Contact

Crab Punch

Crab Squeeze

Crab Bombs

3

2

2x2

3

The strat for Yadokargo is to kick one ball to open him, and then mash balls into his hitbox.  

Ururuun (Grenade Midboss)

HP: 32

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:2:3

3

1:3

2

3

3

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

16

2

3

2

1

2

Damage Values:

Contact

Junk

Falling Junk

Ball of Junk

3

3

4

3

Your location in the boss room is believed to affect the chance of Ururuun diving. By staying around the center area of the room we’ve concluded from extensive testing that this lowers the chance of a dive. However this is just speculatory and could be a case of still having too small a sample size.  Depending on if Ururuun is on the left or the right side of the room, we recommend standing in these approximate locations:

EmuHawk_2017-08-25_13-34-16.png

EmuHawk_2017-08-25_13-35-11.png

Grenade Man

HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:2:3

1

1:1

2

1

4*

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

0

1

1

1

1

2

Damage Values:

Contact

Flash Bomb

Dash Attack

Small Grenades

Girders

4

5

5

3

4

*Reflecting Grenade Man’s Flash Bombs with Thunder Claw will deal the same amount of damage as a direct hit.

The Buster fight with Grenade Man is difficult to optimize.  Using half-charges is advisable, since they deal 2 damage and take less time to charge.  However, we also recommend opening with a full buster charge, and using a full buster charge after Grenade uses Crazy Destroyer, as this reduces the amount of charge shots needed by one.

The fastest Grenade pattern involves him using horizontal Flash Bombs, since he remains on the ground for longer when using that attack.  You can increase your chances of getting this pattern by being on the opposite side of the room from Grenade when he chooses an attack.  However, keep in mind you can only get this attack twice in a row, as he will always dash on his 3rd attack.

It is possible to double hit Grenade Man in the refight by hitting him on exactly the same frame with a reflected Flash Bomb and a Thunder Claw.  However, we currently have no setup to do this in RTA.

If Grenade Man is killed on the fall in the second fight, his health pickup will despawn and you will teleport out immediately.

Frost Man

HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:2:3

1

1:1

3

1

1

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

0

0

3

1

1

2

Damage Values:

Contact

Ice Wave

Tackle

Ice Punch

Block Drop

Block Crush

5

2 + stun

4

5

2

3

We recommend using Flash Bomb on Frost due to it immediately hitting him out of i-frames.  Note that, due to Frost having 40 HP, opening with a full buster charge or a lemon does not speed up the fight - you have to hit the boss at least 14 times no matter what.

Shiriko da Gama (Tengu Midboss)

HP: 33

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:1.5:3

3

1:1

0.5

2

2

A. Crush

W. Balloon

F. Sword

H. Sniper

Eddie

Beat

11

2

0.5

2

3

3

Auto

Rush

3

1.5

Damage Values:

Contact

Energy Balls

Laser

4

4

16

The best strategy for this midboss involves Beat.  If you have Beat entering the boss, then the fight is simply holding down a charge to position Beat correctly, and placing him inside the midboss.  Make sure you are damage boosting on the boss itself, as contact damage does significantly less than the laser.

If you get unlucky and don’t get Beat immediately, remember you can spawn additional party balls by being at half HP or less.  If you get to the boss and still don’t have Beat, we recommend using half-charged Buster shots.

Tengu Man


HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

2:3:4

1

2:1

1

6

1

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

0

1

2

1

1

2

Damage Values:

Contact

Tornado Hold

Tengu Blade

Wind Ball

Tengu Dive

5

0+stun

3+3

4-6+stun

5

The strat for Tengu involves using Ice Wave to hit him, even when he’s not on the ground.  Beginners can often find this difficult and awkward.  Thankfully, Tengu Man takes extra damage from the Mega Buster, so one easy alternative strategy is to use half Buster charges until he comes down, and then hit him with Ice Wave.

For a much more advanced strat, check out this video.

Also here’s a funny thing with Tengu and Ice Wave.

Sisi Roll (Clown Midboss)


HP: 32

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:2:3

3

1:2

2

3

3

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

16

2

3

2

1

2

Damage Values:

Contact

Mini Sisi Roll

Toy Soldiers

4

3

0+stun

We recommend using Mega Ball on Sisi Roll.  You can either drop it on him or kick it at him - whatever’s easiest to hit him out of i-frames.

Clown Climb (Final Screen)

clown climb.png

For a tutorial on the full skip, click here.

Clown Man


HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:2:3

1

1:4***

1

1

1

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

0

1

1

1

1

2

Damage Values:

Contact

Trapeze Kick

Thunder Carnival

Thunder Claw

Wall Strike

4

4

5

2-4 + stun

3

***The second damage value is actually very important on Clown Man, since his weakness is ONLY the tornado part of Tornado Hold, not the fan.  Hitting him with the fan part will only deal 1 damage.  To facilitate this, if Clown Man is on the ground, hit him with a half/full Buster charge to put him in i-frames, THEN drop the tornado on him.

(Needs Testing!) Your position relative to Clown Man is believed to have an effect on his pattern.  If Clown Man is on the ground and you are behind/above him, it seems (based on a relatively small sample size) that he is less likely to use Thunder Carnival.  This strategy needs extensive testing.

Cut Man (Mid-Stage, Saturn Only)

HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

2:3:4

4

2:3

3

4

4

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

6

4

4

3

2

3

Damage Values:

Contact

Rolling Cutter

7

5

Cut takes increased damage from many weapons - it’s personal preference which weapon dealing 4 damage you use.  Defeating Cut rewards you with a bolt.

Duo (Mid-Stage)


HP: 15

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:1:2

1

1:1

1

1

1

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

---

---

---

---

1

---

Damage Values:

Contact

Get Ready

Energy Fist

4

4

6

Since everything deals 1 damage to Duo (barring full Buster charges), the most important thing in this fight is keeping Duo in i-frames - in whatever way is possible.  For a slightly optimized fight, you can try a “cf-0”-esque strat.  The easiest way to do this is to mitigate charge time by hitting Duo with a Flash Bomb and letting that keep him in i-frames, then hit him with the charge when the Flash Bomb runs out.  

Astro Puzzle Rooms

Click here for tutorial on skipping the first puzzle room. (NOT RECOMMENDED).

It should be noted that when doing puzzle room skip, the pillar does not initially start at its highest point. This means getting the skip first try is a one frame window. However you can lower and raise the pillar which wastes around ~3 seconds to make the trick into a 3 frame window which is much more consistent. A first try puzzle skip with the easier method will save about ~4 seconds. A comparison can be viewed here.

Left is the starting position of the pillar, right is after lowering and raising it once.

Click here for a video guide through the first puzzle room.

Click here for a video guide through the second puzzle room.

Astro Man


HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:1:3

1

1:1

2

1

1

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

0

1

1

3

1

2

Damage Values:

Contact

Orb Contact

Star Projectile

Astro Crush

6

4

6

6

For the first fight with Astro Man, we recommend using Flash Bomb (his soft weakness).  The hardest part of this fight for beginners seems to be dealing with his Astro Crushes.  If you have the HP, you can damage boost through them to jump up and hit him with a Flash Bomb.  If you don’t, the easiest way to avoid it is to note where he stops teleporting, and then stand directly under him - that’s the safe spot.

For the second fight with Astro, it’s easy enough to stunlock him with Homing Sniper.  If he begins by teleporting you can either tap shoot a few times or hold down shoot to target him - the game resets his pattern every time he is targeted by Homing Sniper.

Astro’s health in the refight is also awkward, since he has 40 HP and Homing Sniper does 3.  You can try to mitigate this by ball jumping and hitting him with a lemon at the start, but this strat leaves you vulnerable to getting an unlucky pattern.  

Gorone (Aqua Midboss)


HP: 20

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:1.5:2

2

1:---

2

2

2

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

2

0.5

2

2

---

1

Damage Values:

Contact

Ball Drop

Fist Punch

5

4

5

Gorone is a big idiot.  He can dive at any point while making a decision, and his movement is also quite sporadic.  Nearly every weapon does 2 damage against him, so we recommend using whatever weapon is convenient to hit him depending on his position.  For example, if he is above you, Astro Crush works nicely; whereas if he is below you, Ice Wave is a good choice.

Aqua Man


HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:1:2

1

1:1

1

1

1

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

8

1

1

1

1

2

Damage Values:

Contact

Water Balloon

Water Cannon

Water Column

Column Splash

6

6

7

8

6

Crush -> Full Charge -> Repeat.  Just be careful not to Crush too early.

Gearna Eye (Sword Midboss)


HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:2:3

3

1:---

4

4

3

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

6

5

1

2

1

---

Damage Values:

Contact

Fireballs

Hammer Smash

4

4

all

Click here for a tutorial on a (mostly) consistent 2-cycle.

Sword Man


HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:1:3

1

1:1

1

2

1

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

0

4

1

1

1

2

Damage Values:

Contact

Contact (Upper)

Contact (Lower)

Fire Slash

7

7

1

8

Flame Sword

Fire Column

Stone Drop

4

10

6

Click here for a tutorial on Sword “manipulation” and limiting spins.

Wood Man (Search Midboss, Saturn Only)

HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:2:3

1

1:1

1

2

2

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

4

0

4

---

1

2

Damage Values:

Contact

Leaf Shield

Leaves

8

8

4

Flame Sword the boss until he dies.  You can pierce his Leaf Shield if you are close enough.  Defeating Wood Man rewards you with a bolt (taken from the Flash Bomb room of Sword Man).

Search Man


HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:1:3

1

1:1

1

1

1

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

0

1

4

1

1

2

Damage Values:

Contact

H. Sniper

Bouncy

D. Storm

Decoy

Missile

5

4

5

3

5

3

Fairly self-explanatory boss.  The fastest pattern involves no bushes.  Don’t forget you can hit Search Man with Flame Sword before he moves in the second fight.

Atetemino (Wily 1)


HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:1:2

6

1:0

1

1

1

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

0

1

0

0

---

2

Damage Values:

Contact

Green Box

Missile

Yellow Box

Purple Box

3

6

4

6

6

Purple Bomb

Mini Atetemino

Fake Atetemino

Shockwave

4

5

6

6

Note that optimizing this fight requires destroying all four components of the boss as quickly as possible, as the next set will begin to spawn only after all elements of the previous set are gone.

Your speed and other factors when hitting the boss door to Atetemino will determine how far Mega Man walks into the room. The further left you are, the tighter the window for getting early hit. To do the early hit, place the right side of Mega Man’s helmet on the red line, and mash square while holding up.

Buster Only: In this fight you are required to have purchased arrow shot. When Atetemino drops crates you want to fire a fully charged buster shot at them and have the arrow ricochet off the crate and into the boss. This is a very tricky and technical fight.

Wily 2

Click here for a video detailing beginner/advanced strats for the start of Wily 2.

For the death warp in the autoscroller, make sure you are damage boosting on enemies throughout the autoscroller until you have 6 or less HP.  Then, position yourself here:

chrome_2017-08-25_11-16-21.png

To die as soon as the Cline comes on screen - this will warp you 15 or so seconds ahead in the autoscroller.  Make sure you aren’t at 0 lives attempting this.  There is a free extra life above the door to the boss corridor in Wily 1 if you need it.

Bliking (Wily 2)


HP: 40 (20 per wing, 0 in tail)

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:1:1.5

1.5

1:---

1

1.5

2.5

A. Crush

W. Balloon

F. Sword

H. Sniper

Beat

Eddie

12

1

2.5

1

2

2

Auto

Rush

2

1.5

Damage Values:

Body

Wings

Tail

Mine

Missile

Lasers

6

3

3

6

4

4

The fight with Bliking involves Astro Crushing and using full charged Buster shots.  

If Bliking opens everything (visual cue given by the engines revving and the flames expanding), you’ll want to use three Astro Crushes.  This pattern is best, as it can result in a two cycle.

If Bliking opens his wings normally, then the strat varies slightly depending on how many times he’s opened.  If he’s on his first or second time opening, use a Buster charge and then a Crush.  If it’s his third and final time opening, use two Astro crushes.

If Bliking opens his tail, you got bad luck.  Roll again.

Thunder claw is the best backup for Bliking, if you accidently run out of Astro Crush.

Wily 3

Click here for a video detailing beginner/advanced strats for the first half of Wily 3.

Forte (Wily 3)


HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:1:2

1

1:1

1

1

1

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

3

1

0

0

1

2

Damage Values:

Contact

Feel It!

Horizontal Buster

Anything Else

2

6

5

4

The fight with Forte and Gospel is very similar to the fight with Duo.  Aside from Astro Crush and full Buster charges, everything does 1 damage to the boss.  Thus,  the most important thing in this fight is keeping Forte in i-frames - in whatever way is possible.  You can also employ the same “cf0”-esque strat from the Duo fight where you mitigate Buster charge time with a Flash Bomb.  Finally, if Forte uses his big laser attack, he is generally too high to hit with a Flash Bomb or Buster.  Thus, we recommend Astro Crush whenever he uses this attack (you can hit him with two Crushes per laser).

In the categories where you have access to High Speed Charge (40 Bolts/Buster Only), you should ignore flash bombs entirely and just spam fully charged buster shots on Forte.

When the fight ends, Forte must move to his final position before the dialogue starts.  He moves very slowly when moving horizontally.  Thus, we recommend not ending the fight until Forte is relatively close to the correct x-position, at least.

Green Devil (Wily 3)


HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:1:2

1

1:0

1

0

5

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

0

0

1

1

2

0

Damage Values:

Body Contact

Eye Contact

Spike

Wave

Blob

4

3

5

6

4

Green Devil’s pattern is random, but he should be 2-cycled every time if you execute properly.  Between cycles, he can do nothing, do 1-4 waves, or pull spikes up from the ground.  We hypothesize that the “classic devil” pattern can only be done when the boss has <20 HP, which is why it is rarely seen in runs.

If you hit Green Devil with Flash Bomb too early, his hitbox won't have extended outward all the way. This means that your Flash Bomb will be too close to his eye and deal damage after he's open, causing him to immediately close. The way to avoid this is to wait for him to do a little jiggle after he's fully reformed. The jiggle should be extremely obvious if you're aware of it.

For the Buster Only fight, you begin each cycle with a full Arrow Shot to open Green Devil up.  Then, hit the eye with one full charge, one half charge, and then one full charge.  Repeat as necessary.

(Needs Testing!) Green Devil can be manipulated by standing a very specific distance from him as he’s ending his first cycle. The visual cue used it lining up the dark pixel Mega Man’s left foot while firing with the edge of the grate as indicated by the red line. This distance can be used to manipulate Green Devil into instantly reforming from any location, however since the position he respawns in changes, different visual cues are needed.

Wily Machine VIII (Wily 4)


HP: 40 (Mouth Cannon: 5)

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:1:2

0

1:0

1

1

1

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

4

2

2

0

1

0

Damage Chart:

Contact

Blade

Blade Bounce

Laser

Small Ball

Purple Ball

3

4

4

6

3

5

Wily Machine can be defeated quickly with either Flame Sword or Water Balloon.  Most runners will use Flame Sword, but Water Balloon can make it easier to dodge if you’re struggling.  We recommend Flame Sword, as the sword makes it easy to hit Wily Machine out of i-frames, and also trivial to close his mouth when he starts the laser.  To dodge, you can try switching right twice to Astro Crush and abuse the invincibility it grants you.  

Wily Capsule Great (Wily 4)

HP: 40

Damage Chart:

M. Buster

M. Ball

T. Hold

F. Bomb

I. Wave

T. Claw

1:1:2

0

1:0

2

0

0

A. Crush

W. Balloon

F. Sword

H. Sniper

R. Bike

R. Bomber

0

1

2

0

0

0

Damage Values:

Contact

Homing Balls

4 Ball Spin

8 Ball Spin

Falling Energy

3

3

3

6

5

Use Flash Bomb, while Mega Ball jumping up to hit Capsule if necessary.  Don’t forget you have Rush Medic if you need it!

Doctor Light’s Shop

Here’s a list of items available for purchase in the shop and how much they cost.  The first set of items is available immediately:

The second set of items become available after defeating Duo:

Bolt Locations

In the following images, red numbers denote the order of the bolts gathered on the first visit.  Yellow numbers denote the order of bolts gathered on the second visit (if applicable).  Green numbers denote an optional bolt (see Bolt Duplication for more info).

Intro Stage

intro stage.png

Full sized image

All three of the bolts in the Intro stage are in the underground section accessed by pushing the third Ammoner onto the button.

Grenade Man

grenade first bolt.png

Full-sized image

For the first bolt in Grenade, you should break the boxes in the above order (indicated in white) to access the bolt as quickly as possible.

grenade second bolt.png

Full-sized image

grenade third bolt.png

Full-sized image

grenade last bolts.png

Full-sized image.  Make sure to take Rush Bike all the way to Bolt #4 in the first visit.

Frost Man

frost auto 1.png

Full-sized image

Near the end of the second tinted section of the first autoscroller, take the top route to get the bolt.

frost auto 2.png

Full-sized image

After the third set of falling platforms on the first autoscroller, simply hold right while falling to get the bolt.

frost second half.png

Full-sized image.  On the first visit, use the ice block marked with a black star to access the third bolt.  On the second visit, use Hyper Slider to reach the first bolt on foot, then hop on Rush Bike.

frost vertical.png

Full-sized image.  On the first visit, use Flash Bomb to quickly access the fourth bolt.  On the second visit, use Astro Crush to break the ice, then Flash Bomb to access the bolt.

Tengu Man

tengu first bolt.png

Full-sized image. Before the first bubble room, either ride the high platform up or ball jump up to grab the bolt.

tengu mid.png

Full-sized image.  On the first visit, hold right and down after the midboss to grab the bolt.  The second visit can be skipped if you are attempting the bolt duplication in Sword.  Otherwise, use Homing Sniper on the labelled section of the ceiling and grab the bolt as it falls.

tengu last bolt.png

Full-sized image.  After the second bubble room, take the bottom path on the second set of platforms to grab the bolt.

Clown Man

clown first.png

Full-sized image.  Hop across the gap at the end with Rush Bike.  If you fail it the first time, you get a second chance on the revisit.  If you fail it twice, it’s best to exit and re-enter.

clown second.png

Full-sized image.  Near the start of the second half of Clown, slide past the Joe.  If you fall down, you can ball jump back up.

clown revisit.png

Full-sized image.  Break the barrel with Flame Sword, and then ball jump over to the second bolt.

clown climb.png

Full-sized image.  Use the block denoted with a white star on the left to access the area with the bolt.  The second white star block will take you back to the first.

Duo (Mid-Stage)

midstage.png

Full-sized image.  Both bolts in Duo’s stage are up the first ladder.  To get to the right one quickly, use Thunder Claw to swing across.  Note that the second bolt is not as located in the Saturn version - it is moved slightly to the Cut Man fight.

Astro Man

astro puzzle 1.png

Full-sized image.  See the video guides (WIP) for a route through the room.

astro auto.png

Full-sized image.  Near the end of the autoscroller, hop off the ladder and slide left.

astro second half.png

Full-sized image.  Located near the end of the first screen of the second half of Astro.

astro puzzle 2.png

Full-sized image.  See the video guides (WIP) for a route through the puzzle room.

Aqua Man

Important Note: If you are entering this stage with the intention of collecting all four bolts, make sure you have no extra lives when beginning the second half of the stage.  A game over abuse is required to collect the pair of bolts on the alternate paths.

aqua 1.png

Full-sized image.  Use Astro Crush to smash the broken ceiling below the first bolt and raise the water level.  Use Tornado Hold on the spike guarding the second bolt.  On the pass where you raise the water level, make sure you take the lower path out of this section of the stage.

aqua 2.png

Full-sized image.  On the lower path, about halfway down the fall.  Once you collect the bolt on this path, you’ll want to ball jump into the spikes and use the game over to return to the midpoint (this path is slightly longer than the other one).

aqua 3.png

Full-sized image.  On the upper path, after three bomb blocks.

Sword Man

sword flash.png

Full-sized image.  In the first screen of the Flash Bomb room.  Note that this bolt can be duplicated - see the section below on Bolt Duplication.  This bolt is notably not in the Saturn version, as it is moved to Wood Man’s fight.

sword thunder.png

Full-sized image.  Near the end of the Thunder Claw room.

sword alt.png

Full-sized image.  As you come down the final lavafall, Flash Bomb the brown rocks and jump up to grab the ladder.  After grabbing the bolt, the teleport will place you in front of the boss door.

Search Man

search 1.png

Full-sized image.  Before the first party ball, hop down and slide under the ledge.

search 2 3.png

Full-sized image.  Up and then use Flame Sword to break the spiked bush to approach the bolt from the right.  Potential re-route: go bottom route and tornado ball jump up (needs testing).

search 4.png

Full-sized image.  Grapple the pegs with Thunder Claw to swing across.

Buster Only

Version Differences

 

Other Useful/Not Useful Stuff

Special Thanks

If this knowledge basis was useful in any way, be sure to say thank you to the following people: