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The passwords in Mega Man 4, like the other games, are not so much hardcoded as they are created using certain conditions or switches. Using a 6x6 grid and six circles to mark specific cells, 1947792 different combinations exist (however only 1024 combinations result in a valid password). Each cell on the grid represents a switch that must be paired with other cells correctly to create a valid password. For instance, cells A1 and A2 contain conflicting switches, so by having circles in both of them, you've created an invalid password no matter where the other four circles reside.

Lives and E-tanks cannot be recovered using passwords.

Coordinates[edit]

When referring to number of "weapons", optional adapters are included, however Rush Adapters are not.

A
  • A1: Bright Man and Toad Man destroyed.
  • A2: Bright Man and Toad Man alive.
  • A3: Drill Man and Pharaoh Man alive.
  • A4: Drill Man and Pharaoh Man destroyed.
  • A5: Dust Man and Ring Man alive.
  • A6: if exactly one Robot Master is destroyed or you have acquired exactly one optional adapter, mark this.
B
  • B1: Toad Man destroyed, Bright Man alive.
  • B2: if exactly two Robot Masters are destroyed, you have acquired both optional adapters, or one Robot Master is destroyed and one optional adapter has been collected, mark this.
  • B3: if you have exactly 3 weapons, mark this.
  • B4: Pharaoh Man destroyed, Drill Man alive.
  • B5: Dust Man and Ring Man destroyed.
  • B6: Ring man destroyed, Dust Man alive.
C
  • C1: if you have exactly four weapons, mark this.
  • C2: Bright Man destroyed, Toad Man alive.
  • C3: Drill Man destroyed, Pharaoh Man alive.
  • C4: if you have exactly five weapons, mark this.
  • C5: Dust Man destroyed, Ring Man alive.
  • C6: if you have exactly six weapons, mark this.
D
  • D1: Dive Man and Skull Man alive.
  • D2: if you have exactly seven weapons, mark this.
  • D3: Ballon Adapter acquired, but Wire Adapter not found.
  • D4: Wire Adapter acquired, but Ballon Adapter not found.
  • D5: unused.
  • D6: unused.
E
  • E1: Dive Man destroyed, Skull Man alive.
  • E2: Dive Man and Skull Man destroyed.
  • E3: if you have neither the Ballon Adapter, nor the Wire Adapter, mark this.
  • E4: if you have exactly eight weapons, mark this.
  • E5: unused.
  • E6: if you have exactly nine weapons, mark this.
F
  • F1: if you have all ten weapons, mark this.
  • F2: Skull Man destroyed, Dive Man alive.
  • F3: if you have acquired both the Ballon Adapter and the Wire Adapter, mark this.
  • F4: unused.
  • F5: if you have not acquired any optional adapters, mark this.
  • F6: unused.

Single defeats[edit]

Bright Man defeated
1 2 3 4 5 6
A X X X
B
C X
D X
E X
F
Dive Man defeated
1 2 3 4 5 6
A X X X X
B
C
D
E X X
F
Drill Man defeated
1 2 3 4 5 6
A X X X
B
C X
D X
E X
F
Dust Man defeated
1 2 3 4 5 6
A X X X
B
C X
D X
E X
F
Pharaoh Man defeated
1 2 3 4 5 6
A X X X
B X
C
D X
E X
F
Ring Man defeated
1 2 3 4 5 6
A X X X
B X
C
D X
E X
F
Skull Man defeated
1 2 3 4 5 6
A X X X X
B X
C
D X
E X
F X
Toad Man defeated
1 2 3 4 5 6
A X X X
B X
C
D X
E X
F

Other[edit]

Toad Man and Dive Man defeated
1 2 3 4 5 6
A X X
B X X
C
D
E X X
F
Toad, Dive, Dust defeated
1 2 3 4 5 6
A X
B X X
C X
D
E X X
F
T, Di, Du, Drill defeated
1 2 3 4 5 6
A
B X
C X X X
D
E X X
F
Bright Man, T, Di, Du, Dri defeated
1 2 3 4 5 6
A X
B
C X X X
D
E X X
F
Skull, B, T, Di, Du, Dri defeated
1 2 3 4 5 6
A X
B
C X X X
D
E X X
F
Pharoah, S, B, T, Di, Du, Dri defeated
1 2 3 4 5 6
A X X
B
C X
D X
E X X
F
All defeated
1 2 3 4 5 6
A X X
B X
C
D X
E X X
F