
Mega Man 2
A run-and-gun platformer about Mega Man taking weapons from eight robot masters.
1989

NES #05
NES #05 · 1990 · T
A platformer about Trevor Belmont and his allies climbing toward Dracula's castle.
Konami · 4–7 hrs
A branching campaign with partners who rewrite the route. Trevor is the whip you know; Grant climbs; Sypha deletes crowds; Alucard turns into mist. The hard part is not Dracula — it is picking a path and living with the spirit gauge.
Grant's stab and wall-climb make early vertical stages honest. Swap to Sypha before the clock tower and later magic-weak bosses. Don't carry both if you still miss Trevor's whip arc.
Take the path through the swamp and the sunken ruins to recruit Alucard. His bat form skips whole shafts. The worst ending is skipping partners and whipping Dracula with a raw Trevor.
Walkthrough
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On the web
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The bench
Makers already conjured these. Five of the most-downloaded models tied to this game, from Printables and Thangs.

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