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## FAQ

Q: Why can’t the password system save any of the E-Tanks I had while I was playing?

It just doesn't. For some reason, Capcom didn’t add that to this game and the password system reflects that. NONE of the six dots used to make a valid password controls how many E-Tanks you had in a previous start.

## Introduction

### Preamble

The password system is refined further in the fifth game to the Mega Man series. The columns are lettered from A to F, and the rows are numbered from 1 to 6 forming a 6x6 grid totaling 36 empty spaces. The passwords themselves are inputted like a coordinates on a map via dots. This sort of stuff should be second nature if you’ve done basic Cartesian Geometry in math class. There are only six dots used to make a valid password in this game.

Each of the six dots controls two or more Robot Masters or Beat Letters. When you place a dot in the correct place, it will indicate that the Robot Master(s) controlled by that dot is defeated or the Beat Letter is collected. The password system doesn’t check for E-Tanks so you can’t continue with them if you use a password. It also isn’t possible to create a password that lets you start on any of the Dr. Willy stages.

In addition everything so far, you can also use red or blue dots in a password. The red and blue dots have different functions that I’ll explain in simple terms since it’s more complex than that. Basically the blue dots are used for determining which Beat letters you’ve collected. The red dots are used for determining which Robot Master you’ve defeated. One Beat Letter is found in each stage and there are two M’s and two A’s in the game.

 M Found in Gravity Man’s stage E Found in Wave Man’s stage G Found in Stone Man’s stage A Found in Gyro Man’s stage M Found in Star Man’s stage A Found in Charge Man’s stage N Found in Napalm Man’s stage V Found in Crystal Man’s stage

I point out in the tables below the first M (Gravity Man), the second M (Star Man), the first A (Gyro Man) and the second A (Charge Man). This is to make it easier to create passwords. When you get to the blue dot tables there will be two coordinates that you can use. You should use the first one first and the second one if the first one is already used by something else. That should be everything you need to know so I’ll get on with the tables now.

 Crystal Man Defeated D2 Napalm Man Defeated E2 Both Defeated C1 None Defeated B1
 Wave Man Defeated B6 Stone Man Defeated B5 Gravity Man Defeated C6 Wave/Stone Man Defeated C5 Wave/Gravity Man Defeated A5 Stone/Gravity Man Defeated A6 All Defeated F6 None Defeated F5
 Gyro Man Defeated A4 Star Man Defeated F4 Charge Man Defeated F3 Gyro/Star Man Defeated E3 Gyro/Charge Man Defeated E4 Star/Charge Man Defeated A3 All Defeated D4 None Defeated D3
• Use the second coordinate if the first one is occupied.
 First M Collected C6 / E6 E Collected B6 / E6 G Collected B5 / D5 First M/ and E Collected A5 / E5 First M/ and G Collected A6 / D6 E/ and G Collected C5 / D5 All Collected F6 / D6 None Collected F5 / E5
• Use the second coordinate if the first one is occupied.
 First A Collected A4 / C4 Second M Collected F4 / C4 Second A Collected F3 / C3 First A/ and Second M Collected E3 / B3 First A/ and Second A Collected E4 / B4 Second M/ and Second A Collected A3 / C3 All Collected D4 / B4 None Collected D3 / B3
• Use the second coordinate if the first one is occupied.
 N Collected E2 / A2 V Collected D2 / A2 Both Collected C1 / F1 None Collected B1 / F1