Bravoman/Stage 2

Once the background has reappeared behind Beraboh Man and his energy bar at the bottom of the screen has refilled, start running to the right and punch the Unbaba, then crouch down and headbutt the Mogura Drill before standing up and kicking another Unbaba, crouching down and headbutting another Mogura Drill and punching two more just before three pipes standing next to each other. Don't forget to collect the Fuku the Mogura Drills have left behind before jumping onto them, crouching down and headbutting three more Unbaba. Continue running to the right, then crouch down to headbutt three more Mogura Drills just before a telephone box with a Baninga on top of it. Kick the Baninga twice to kill it, then jump onto the telephone box to collect the Fuku it has left behind. Continue running to the right until you come to a building with a Mokera on top of it. This mole-like robot will fire its head at Beraboh Man when it sees him and instantly grow a replacement one before making its way down the side of the building towards him. While it is doing this, kick it three times to kill it and collect the Fuku it has left behind. By now, Fukubiki Man should be appearing to give Beraboh Man his first powerup; it will either be an Atom or a Kobushi due to the early stage of the game. Once you have jumped onto the building to collect it, continue to the right until you come to a building with several pipes on top of it. Once you have jumped onto it, a Dokanga will emerge from the first pipe; give it a punch to kill it before jumping onto the pipe and collecting the Fuku it has left behind. Another one will emerge from the tallest pipe of a four-pipe staircase soon after, and a third will emerge from the tallest pipe of a five-pipe staircase just before a Tekyuu moving up and down in a fixed position. Once you have made it to the other side of the Tekyuu, continue to the right until you see a Magneiza NP1. These magnetic robots do not move, but will occasionally open their mouths to emit a magnetic force field that will pull Beraboh Man towards them if he is in their range. Punch it twice to kill it, then collect the Fuku it has left behind before continuing to the right, crouching down and headbutting another Dokanga just before two more Tekyuu moving left and right in a fixed position. Once you have made it to the other side of these Tekyuu, there are three Totems stacked on top of each other. Kick the blue one, then jump if it comes ricocheting back at you. If the powerup Fukubiki Man left behind earlier was an Atom, its effect will have worn off by now - so you will have to punch the green one and crouch if it comes ricocheting back, then headbutt the red one and jump if it comes ricocheting back. However, if it was a Kobushi, you may want to leave them for a while, because the axes they spit at Beraboh Man can be blocked for extra points - and when Ugo 401 decides to come after you, you will easily be able to take care of him. Just before the end of the stage, you will have to fight Black Beraboh for the first time. Punch him in the face six times to defeat him, then collect the Fuku he has left behind. At the end of the stage, Fukubiki Man will greet Beraboh Man and give him one Onigiri energy bonus for every ten Fuku he has collected during the stage. Once he has cycled away, Beraboh Man will proceed to the third stage - which is the first of the Ocean variety.