Wily Battleship (ワイリー戦艦) is a large battleship used by Dr. Wily in Mega Man IV. After Mega Man defeated several enemies in Wily Station and then Ballade, Wily escapes to the Wily Battleship, and Mega Man goes after him. Here, he will go up against more enemies, some more familiar to him than others, including rematches with the eight Robot Masters in the game, before finally confronting Wily.
After defeating Wily Robo Iron Golem, the battleship begins to collapse and Mega Man tries to escape. Ballade appears and sacrifices himself to open a path for Mega Man.
Stages[]
While the Wily Battleship is one large gauntlet of a stage, being the longest stage in the game, it is split up into 2 distinct sections: the outside and the inside. It is also the final stage in the game.
First Section[]

Taking place outside the Wily Battleship's main deck, the first section of the Wily Battleship is essentially a straight line with no hazards or gimmicks. However, it introduces the game's tougher enemies that are exclusive to the Wily Battleship, and features two mid-bosses in the form of Giant Met Cannons, upgraded versions of the enemy from Napalm Man's Stage. The section's boss is the unnamed "Bridge."
Enemies:
Image | Enemy |
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"Bridge" (boss) |
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"Giant Met Cannon" (mid-boss, unique) |
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Jet Bomb |
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Press'n (unique) |
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Gunner Joe (unique) |
There are no valuable pickups to speak of.
Second Section[]

The inside of the Wily Battleship is much longer than the outside section and brings back several enemies that Mega Man has encountered in the past, including the ones recently found outside. The stone platforms seen countless times across the game return here, though for only one setup. These platforms stay in place, but when stood on, they will shake left and right for a second before dropping straight down. They drop 1 full tile of distance and Mega Man will have to learn this in order to progress. A couple of rooms have long spike gaps, where Mega Man is required to use Rush Jet in order to cross them. There are a few valuable goodies hidden by certain flashing blocks, and these can only be destroyed by using Charge Kick. The stage has two boss fight encounters against Hunter, which are spread out across the stage. After the two Hunter battles, the end has a capsule leading to a room that contains a rematch against the eight Robot Masters.
The placements are:
- Top left (Toad Man)
- Center left (Bright Man)
- Bottom left (Pharaoh Man)
- True center (Ring Man)
- Bottom-center (Crystal Man)
- Top right (Napalm Man)
- Center right (Stone Man)
- Bottom right (Charge Man)
Once they are all disposed of, Mega Man gets one final fillup of his weapon ammo before entering one last capsule, leading to a cutscene that pits him against the game's final boss, the Wily Robo Iron Golem.
Enemies:
Image | Enemy |
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Wily UFO (final boss, phase 3) |
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Wily Robo Iron Golem (final boss, phase 1 and 2) |
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Boss Rush |
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Hunter (boss) |
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Mizzile |
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Crystal Joe |
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Gachappon |
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Sumatran |
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Bomb Thrown |
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Cocco |
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Corocoro |
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Press'n (unique) |
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Tatepakkan |
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Gunner Joe (unique) |
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Pukapucker |
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Mummira |
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Foojeen |
Valuable pickups to look out for:
E-Tank and
Mini E-Tank: Immediately after the first wave of Mizziles, these pickups are blocked off inside walls. Mega Man has to jump off the higher of the 2 stone platforms and use Ring Boomerang to grab them.
- Proto Man: After the first Rush Jet room, one of the rooms has a special block on the left side, which only Charge Kick can destroy. It leads to a dead end room with Proto Man, who plays his whistle before giving out either a big health energy, a 1-UP, an E-Tank, or a rare S-energy ball that immediately restores Mega Man's health and all of his weapon energy. He cannot be cheesed: if Mega Man leaves the room without collecting the item Proto Man throws out, he won't return and his item will be gone.
1-UP: In the same room as Proto Man above.
1-UP: In the second Rush Jet room (which is inbetween the two Hunter rooms), this pickup is in plain sight, blocked off inside a wall. Simply use Ring Boomerang to nab it.
1-UP and
E-Tank: In the room before the second Hunter fight, there are several special blocks lined up in a row. Mega Man should use Charge Kick to pierce through them and collect all the goodies, making sure to turn around just before the end, which leads to a bottomless pit.
- Proto Man: In-between the second Hunter room and the capsule leading to the rematches, there is one more special block to pass through on the right wall. It leads to another dead end room with Proto Man (though it should be noted that there are spikes in the middle of the room), who does the same thing has above.
See also[]

Concept art of the Wily Battleship.
Trivia[]
- Though the full size of the Wily Battleship is unknown, the portion of the ship Mega Man infiltrated on foot (without teleporting) was no smaller than 343 meters in length (as extrapolated from the game maps).
Mega Man IV | |
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Robot Masters | |
Bright Man • Toad Man • Pharaoh Man • Ring Man Stone Man • Charge Man • Napalm Man • Crystal Man | |
Other bosses | |
"Satellite Cannon" • Ballade • "Bridge" • Hunter • Wily Robo Iron Golem | |
Special Weapons | |
Flash Stopper • Rain Flush • Pharaoh Shot • Ring Boomerang Power Stone • Charge Kick • Napalm Bomb • Crystal Eye • Ballade Cracker | |
Support items | |
Rush Coil • Rush Jet • Beat | |
Locations | |
Dr. Light's Laboratory • Bright Man Stage • Toad Man Stage • Pharaoh Man Stage • Ring Man Stage Wily Station • Stone Man Stage • Charge Man Stage • Napalm Man Stage • Crystal Man Stage • Wily Battleship | |
Miscellaneous | |
Damage Data Chart • Enemies • Script |