___ ___ ____________ ____________ ____________
| \ / | | __________| | __________| | ________ |
| |\ \ / /| | | |__________ | | ________ | |________| |
| | \ \/ / | | | __________| | | |______ | | ________ |
| | \ / | | | |__________ | |________| | | | | |
|_| \/ |_| |____________| |____________| |_| |_|
___ ___ ____________ _____ _
| \ / | | ________ | | _ \ | |
| |\ \ / /| | | |________| | | | \ \ | |
| | \ \/ / | | | ________ | | | \ \ | |
| | \ / | | | | | | | | \ \_| |
|_| \/ |_| |_| |_| |_| \_____|
____________________________
|___ _____ _____ ___|
| | | | | |
| | | | | |
___| |_____| |_____| |___
|____________________________|
FAQ/Walkthrough--Version 1.4 (7/30/01)
by Shy Ranger (
[email protected])
------------------------------------------------------------------------
TABLE OF CONTENTS
(This is the outline for the Mega Man III FAQ/Walkthrough.)
I. Disclaimer--*DONE*
II. Version updates (never done)
III. Intro--*DONE*
IV. Bios--*DONE*
V. Story--*DONE*
VI. Gameplay--*DONE*
VII. Controls--*DONE*
VIII. Items--*DONE*
IX. Weapons--*DONE*
X. Friends--*DONE*
XI. Complete walkthrough--*DONE*
XII. 1-Up locations--*DONE*
XIII. E-Tank locations--*DONE*
XIV. Boss strategies--*DONE*
XV. Enemy info chart--*DONE*
XVI. Password list--*DONE*
XVII. FAQ (never done)
XVIII. Credits (never done)
XIX. Outro--*DONE*
------------------------------------------------------------------------
I. DISCLAIMER
(This section legally protects this FAQ/Walkthrough as my property.)
This FAQ/Walkthrough is copyright 2001 Shy Ranger (hereafter referred to
as "me"). None of it may be copied, reproduced, altered, or deleted in
any way without express consent from me. If you wish to contact me over
this matter, please use the following e-mail address:
(
[email protected]).
Mega Man III, Mega Man, and all related characters and indicia are
trademarks, registered trademarks, property, and/or copyright Capcom.
None of the above are owned by me.
This FAQ/Walkthrough may only be found at (www.gamefaqs.com). If it is
found anywhere else without my permission, please contact me. Everything
possible will be done by me to keep this FAQ/Walkthrough at only
(www.gamefaqs.com).
Copyright 2001 Shy Ranger (Garrett Carter).
------------------------------------------------------------------------
II. VERSION UPDATES
(This section covers updates to the FAQ/Walkthrough.)
7/6/01 Version 0.1: Started FAQ/Walkthrough from scratch. Disclaimer,
Intro, Bios, Story, Controls, Items, Weapons, Friends, 1-Up locations,
and E-Tank locations done. Mega Man III ASCII art, Complete walkthrough,
Enemy info chart, and Outro added. (Nothing on-line yet.)
7/10/01 Version 0.5: Enemy info chart done. (Nothing on-line yet.)
7/20/01 Version 0.6: Refined the grammar of FAQ/Walkthrough. Gameplay,
Boss strategies, and Password list added. Complete walkthrough done from
the start up through Punk. (Nothing on-line yet.)
7/21/01 Version 0.7: Revised the look of FAQ/Walkthrough. Gameplay and
Password list done. Boss strategies done from the start up through Punk.
(Nothing on-line yet.)
7/22/01 Version 0.8: Complete walkthrough and Boss strategies done.
(Nothing on-line yet.)
7/24/01 Version 0.9: Cleaned up the grammar, spelling, and structure of
FAQ/Walkthrough. Table of Contents, FAQ, and Credits added. Outro done.
(Nothing on-line yet.)
7/25/01 Version 1.0: FAQ/Walkthrough sent in to www.gamefaqs.com.
7/26/01 Version 1.1: Improved enemy strategies within FAQ/Walkthrough.
Altered and improved the structure of many sections of FAQ/Walkthrough.
7/27/01 Version 1.2: Expanded Complete walkthrough and Boss strategies.
FAQ/Walkthrough again sent in to www.gamefaqs.com.
7/29/01 Version 1.3: Revised the overall frame of FAQ/Walkthrough.
7/30/01 Version 1.4: Expanded Items, Weapons, Complete walkthrough, and
Boss strategies. FAQ/Walkthrough again sent in to www.gamefaqs.com.
------------------------------------------------------------------------
III. INTRO
(This section introduces Mega Man III for the Game Boy.)
So, what exactly IS Mega Man III? It's arguably the best Game Boy game
ever, that's what it is (at least, in my opinion...)! Released by Capcom
(creator of the Mega Man series) in 1992, Mega Man III is the third in a
series of five Mega Man games on Game Boy. The first four, including
III, all include four bosses each from two different NES Mega Man games.
III includes four bosses from MM3 and four bosses from MM4. (Notice that
numbers indicate a game for the NES and that Roman numerals indicate a
game for Game Boy.) The return of familiar friends and enemies, combined
with the different stage layouts and new bosses specially created for
the Game Boy version, make Mega Man III stand out among video games,
along with the other Mega Man games for Game Boy. However, Mega Man III
is without a shadow of a doubt the most interesting game of the series.
So without further ado, let's get to the game!
------------------------------------------------------------------------
IV. BIOS
(This section introduces the important characters in the game.)
MEGA MAN
Mega Man is just your average, everyday robot--just a titanium robot
that has a wickedly powerful arm cannon (the Mega Buster), an admirable
jumping ability, and a speedy slide. Mega Man has been around since the
1980's and still continues to star in games even today. Capcom really
had a stroke of genius when they created this little guy. Originally
named Rock, he chose to become Mega Man when Dr. Wily first appeared,
giving up his peaceful lifestyle to get outfitted with the best in robot
weaponry and defense technology. Now, with the chargeable Mega Buster,
he has an even better chance against Wily's devilish creations.
DR. THOMAS XAVIER LIGHT
Dr. Light is Mega Man's creator. A peace-loving scientist, Light
designed Rock as the second of his human-like robot creations. When Wily
showed up, he allowed Rock to become Mega Man and gave him the best
technological advances on the planet. His genius is exceeded only by his
immense desire for peace.
DR. ALBERT WILY
Dr. Wily used to be Dr. Light's partner, but Light's superior genius
made Wily jealous. So, he stole six of Light's robots and used them to
try to conquer the world. However, Mega Man stopped him then as well as
numerous other times. Now, Wily has yet again resurrected eight of his
own former creations in an attempt to either stall or destroy Mega Man
while he finishes his latest destruction masterpiece.
RUSH
Rush is Mega Man's robotic dog. Dr. Light recently created him to aid
Mega Man in stopping Dr. Wily and his Robot Masters. Rush can usually
transform into different modes of transportation to assist Mega Man.
FLIP-TOP / EDDIE
Flip-Top, now referred to as "Eddie," is a small robot designed as a
"carrying case" for items. Not long after he created Rush, Dr. Light
created Eddie to periodically bring Mega Man items during his travels.
------------------------------------------------------------------------
V. STORY
(This section tells the plot of the game.)
(The below story is taken directly from the MMIII manual.)
AN OCEAN OF TROUBLE!
"Light to Mega Man! Light to Mega Man! Come in Mega Man!"
"We have a CODE: RED emergency off our northern coast. Dr. Wily has
taken control of an oil platform and is drilling through the earth's
crust. He plans to tap the energy generated by the earth's magma to fuel
his newest robotic monstrosity! We need you to go in and melt this robot
down to size."
"My intelligence sources say that Dr. Wily has eight of your old foes
waiting for you, so I'll have Rush and Flip-Top meet you there. Get
going and good luck."
"Light out."
------------------------------------------------------------------------
VI. GAMEPLAY
(This section outlines the gameplay of Mega Man III.)
You are Mega Man, and your job is to take out every single robot that
you meet (except Rush and Eddie) on your way to stopping Dr. Wily. Mega
Man has a variety of moves--he can shoot, charge his Mega Buster to a
second and third level, jump, slide, run, and climb ladders.
Additionally, he can acquire the weapons of the Robot Masters he
encounters on his mission. Mega Man's robotic dog, Rush; and his
"suitcase" buddy, Eddie; assist him when they can. As Mega Man, you must
make your way through the Robot Masters' stages, defeating a multitude
of enemies along the way. Spikes and pits, which will both instantly
kill you, also abound in these stages. Every time you defeat an enemy,
there exists a chance that it will drop an item of some sort. However,
Mega Man isn't invincible; he has an energy bar and starts with 3 lives.
Enemies hitting Mega Man will damage him and knock him backwards--avoid
this scenario near pits. Thankfully, you'll start flashing once you're
hit and flash for a short while. While flashing, you're invincible--you
can even stand on spikes and stay alive. However, this effect doesn't
last very long, so get off of the spikes fast! Once you finally complete
a Robot Master's stage, enter his room and defeat him to gain his
weapon. Each weapon is the weakness of a different Robot Master, and
finding out each boss's specific weakness makes the game easier. At the
very beginning of the game, you can only go to the four stages of the
Mega Man 3 bosses. Defeating all four of them (and the brief mid-stage
in Wily's Castle that immediately follows) will allow access to the four
stages of the Mega Man 4 bosses. Destroying all four of them will take
Mega Man to a battle in Wily's Castle with Punk, a mean machine whose
weapon Mega Man will definitely need. Wily's Castle aboard his captured
oil platform awaits after Punk. Deep inside of this dangerous castle
lies the final battle (of the game, anyway) with ol' Dr. Wily himself.
Ready? Then let's go!
------------------------------------------------------------------------
VII. CONTROLS
(This section explains all of the controls necessary to play the game.)
MAIN MENU:
Control Pad Up/Down: Moves the arrow up or down. If the arrow is
moved up while it's on "GAME START," it will go to "PASS WORD"; and
similarly, if the arrow is moved down while it's on "PASS WORD," it will
go to "GAME START."
Start Button: Selects either "GAME START" or "PASS WORD" depending
on which one the arrow is pointing at. GAME START begins the game at the
first stage select screen, while PASS WORD leads to the password screen.
PASSWORD SCREEN:
Control Pad Up/Down/Right/Left: Moves the cursor up, down, right,
or left.
A Button: Enters a dot into the selected space on the grid,
providing that no dot is already there.
B Button: Erases a dot from the selected space on the grid,
providing that a dot is already there.
***IMPORTANT NOTE: The manual states that pushing the A Button a second
time will erase a dot. This is incorrect. Also, the manual states that
you have to push the Start Button once all 5 dots have been entered in
order to enter the password. This is also incorrect.***
(Once 5 dots have been entered, the game will check to see if the
password is correct. If it is correct, the game will resume at the place
the password was given. If it is incorrect, the main menu will return.)
STAGE SELECT:
Control Pad Up/Down/Right/Left: Moves the selector up, down,
right, or left.
Start Button/A Button: Selects the currently highlighted Robot
Master, even if the Robot Master has already been defeated.
(If the Robot Master has been defeated and his stage is re-entered, then
the stage will play as normal, except that Mega Man will teleport out of
the stage upon entering the destroyed Robot Master's lair.)
STAGE:
Control Pad Right/Left: Moves Mega Man right or left. Hold the
button down to run continuously--not recommended next to a wall. ^_^
Control Pad Up/Down: Moves Mega Man up or down on a ladder. Hold
the button down to climb continuously (at least until the ladder ends).
Start Button: Brings up the status screen.
A Button: Makes Mega Man jump. Hold the button down to jump higher
(a little higher than two blocks). Mega Man can jump while moving.
B Button: Makes Mega Man shoot the currently selected weapon. If
using the Mega Buster (the normal weapon), hold the button down to
charge the Mega Buster. Releasing the button during the first charge
phase shoots a larger, faster shot with the same power as the normal
shot. Releasing the button during the second charge phase shoots a
longer, even larger shot with three times the power of the normal shot
and the same speed as the "first charge" shot. Mega Man can both shoot
and/or charge while jumping and/or moving. Whenever Mega Man is using
the Mega Buster, only three of the normal shots can be on the screen at
the same time. Once three shots are on the screen, no more shots can be
fired until one shot leaves (but the Mega Buster can be charged).
Control Pad Down+A Button: Pushing the A Button while holding the
Down button down makes Mega Man slide approximately half a screen
length. This technique is the only way to get past some obstacles and/or
spikes; additionally, it makes Mega Man go much faster for a limited
time. Mega Man cannot jump or shoot during a slide; however, he can
charge his Mega Buster and bring up the status screen.
STATUS SCREEN:
Control Pad Up/Down/Right/Left: Moves the selector up, down,
right, or left.
Start Button/A Button: Selects the currently highlighted weapon or
Rush function, then closes the status screen. Also, uses an E-Tank if EN
is highlighted and if Mega Man has any.
GAME BOY:
Power switch On/Off: Turns the Game Boy on or off.
Select Button+Start Button+A Button+B Button: Pushing all four of
these buttons down at the same time resets the Game Boy.
------------------------------------------------------------------------
VIII. ITEMS
(This section describes the items Mega Man will find in the game.)
***IMPORTANT NOTE: Both Mega Man's health bar and special weapon bar
have 19 bars of energy. When a special weapon bar runs out, the weapon
must be refilled or it is no longer usable. When the health bar runs
out, Mega Man dies. Thus, health has priority over weapons--if you're
low on health, try to find some weak enemies to kill. Chances are that
at least one of the enemies will drop a type of energy pellet.***
(All of these items, excluding E-Tanks, may be dropped by enemies when
they are killed. Also, Eddie will always give you one of these items.)
Small Energy Pellet--This small orb will refill 2 bars of Mega Man's
health. Somewhat common.
Large Energy Pellet--This large orb will refill 10 bars of Mega Man's
health. Not very common.
Small Weapon Capsule--This small object will refill 2 bars of the
currently selected special weapon (including either Rush adaptor).
Fairly common.
Large Weapon Capsule--This large object will refill 10 bars of the
currently selected special weapon (including either Rush adaptor).
Somewhat common.
1-Up--This item, shaped just like Mega Man's head, will give Mega Man
another life. Extremely rare.
E-Tank (EN)--This item, shaped just like a can with an E on it, will be
stored until it is needed (it appears on the status screen--up to four
E-Tanks can be stored in this manner). Using it will refill all 19 bars
of Mega Man's health. Pretty rare.
------------------------------------------------------------------------
IX. WEAPONS
(This section describes the weapons Mega Man will acquire in the game.)
SEARCH SNAKE (SN): Mega Man shoots out a small snake that travels along
the ground and up and down walls, searching out enemies. Useful for
destroying saws and ground-hugging enemies. It uses 1 bar of weapon
energy for every 2 uses.
GEMINI LASER (GE): Mega Man shoots out a slow, long laser that bounces
off of surfaces at 45-degree angles. After a period of time, the laser
will leave the screen if it hasn't hit an enemy. Useful for destroying
high-endurance enemies. It uses 2 bars of weapon energy for every 1 use.
SHADOW BLADE (SH): Mega Man shoots out a throwing star that travels
almost half the length of the screen before rebounding and returning to
him (unless it hits an enemy). The star can be thrown in five different
directions: right, left, up, up-right, and up-left. Hold the Control Pad
in the desired direction to throw the star that way. Useful for
destroying enemies in both hard-to-reach places and tricky situations.
It uses 1 bar of weapon energy for every 2 uses.
SPARK SHOCK (SP): Mega Man shoots out a small orb of electricity that
paralyzes many enemies. Useful for paralyzing both vacuum cleaners and
spiked jumpers alike. It uses 1 bar of weapon energy for every 1 use.
DUST CRUSHER (DU): Mega Man shoots out a block of dust that splits into
four smaller parts thrown in four different 45-degree angles upon
contact with an enemy. Useful for destroying a group of small enemies
all at once. It uses 1 bar of weapon energy for every 1 use.
SKULL BARRIER (SK): Mega Man creates a force field of four small skulls
that rotate around him, reflecting enemy shots and damaging enemies he
comes in contact with. The shield can only take so much damage before it
disappears (coming in contact with an enemy destroys the shield
instantly); however, if it is never hit, it will never run out. Useful
for protection from regular shots. It uses 2 bars of weapon energy for
every 1 use.
DIVE MISSILE (DI): Mega Man shoots out a homing missile with a fairly
good homing capability, following its target in all directions. Useful
for destroying far-away, inaccessible, or hard-to-reach enemies. It uses
1 bar of weapon energy for every 1 use.
DRILL BOMB (DR): Mega Man shoots out a drill-shaped bomb that explodes
upon contact with anything. Additionally, pushing the B button while the
bomb is traveling will detonate it. The bomb can be used to blow up
certain walls. Useful for destroying certain walls or a small group of
weak enemies. It uses 1 bar of weapon energy for every 1 use.
SCREW CRUSHER (PU): Mega Man shoots out a spinning saw that curves at a
sharp upward angle before traveling downward at almost the same angle.
Useful for destroying both airborne enemies and enemies below Mega Man.
It uses 1 bar of weapon energy for every 8 uses.
------------------------------------------------------------------------
X. FRIENDS
(This section describes Mega Man's friends and their roles in the game.)
RUSH: Rush can transform into two different types of contraptions once
Mega Man acquires his two adaptors. Snake Man carries the Rush Coil, and
Dust Man carries the Rush Jet. Defeating them will gain not only their
respective weapon but also their respective Rush adaptor. Both adaptors
have a weapon bar and show up on the status screen just like a weapon
does. If Rush is activated (i.e. if he appears on-screen) but not used,
he will disappear and teleport away after a short while.
Rush Coil (RC): Rush transforms into a springboard that can send Mega
Man much higher than a normal jump can. Since Rush can safely stand on
spikes, placing Rush Coil on spikes will help avoid instant death. Just
beware of spikes on the ceiling if Rush Coil is used in this way! Rush
teleports away after Mega Man hops on him. Rush Coil uses 2 bars of
weapon energy for every 1 use.
Rush Jet (RJ): Rush transforms into a jet that Mega Man can jump onto
and ride. Mega Man can shoot while he's on Rush Jet; however, he can't
charge up the Mega Buster. Unfortunately, Rush Jet cannot be steered,
slowed, or sped up--he simply flies in a straight line at a constant
speed. However, he's quite invaluable for getting across certain traps
or cruising above all the danger on the ground. Rush teleports away if
he runs into an obstacle other than an enemy (remember this!). Rush Jet
continuously drains 1 bar of weapon energy as it is used; thankfully, it
does last quite a long time.
EDDIE: Eddie appears in certain stages on particular screens to deliver
an item to Mega Man. He will randomly give Mega Man any one of the six
items in the game. Below are the various locations of Eddie:
Snake Man: 8th screen; left side.
Gemini Man: N/A
Shadow Man: N/A
Spark Man: N/A
Dust Man: N/A
Skull Man: 4th screen; left side.
Dive Man: 11th screen; left side.
Drill Man: 7th screen; left side.
Wily's Castle: 19th screen; right side.
------------------------------------------------------------------------
XI. COMPLETE WALKTHROUGH
(This section is a guide to the game.)
***IMPORTANT NOTE: The first four stages and the second four stages may
be played in any order. However, the order below gives both Rush
adaptors as early as possible, making the game easier and allowing
access to all 1-Ups and E-Tanks as soon as possible. Other boss orders
are perfectly fine, though.***
(When you reach a mid-point in a stage, you will continue from that
screen if you die. Otherwise, you will continue from the very beginning
of the stage.)
MEGA MAN 3 BOSSES
SNAKE MAN (lower-left corner)
1st screen: Simply make your way to the ladder at the right side of the
screen, killing enemies along the way and grabbing any powerups they
might leave behind. Whenever you have time, try to charge up the Mega
Buster. This way, you'll be prepared to kill the more powerful enemies.
2nd screen: Kill the Hammer Joe by shooting it when its eye is open.
3rd screen: Destroy the giant snake by shooting its head.
4th screen: Grab the large energy pellet (if you're injured) and go on.
5th screen: Kill the Hammer Joe by shooting it when its eye is open.
6th screen: Destroy the giant snake by shooting its head.
7th screen: The springboarding freaks are invincible until they launch
themselves into the air--shoot them once they land behind you.
8th screen: Eddie!
9th screen (MID-POINT): Beware of the first pit on this screen--if you
jump without looking, you might smash into the flying bomb droppers and
fall into the pit. First, jump toward the pit and curve left, back to
the ledge, so that both flying bomb droppers come and go. Then, jump.
10th screen: Don't rush toward the ladder or the flying bomb droppers
might smash you with their bombs--wait until both of them are out of
their ammo, then go.
11th screen: Kill the Hammer Joe by shooting it when its eye is open.
12th screen: There is much to do on this screen, so don't waste any
time! First, kill the flying bomb dropper ASAP. Climb to the top of the
ladder you're on (almost off the top of the screen). Wait until the
ladder jaws open at the bottom of the second ladder, then jump to that
ladder and climb up on top of it ASAP. Edge right until Mega Man's left
foot is at least three pixels off of the ladder and jump over to the
invaluable E-Tank. Afterwards, jump back to the ladder in the same
fashion and continue up the first ladder.
13th screen: Quickly slide to the right as soon as you reach ground (off
of the ladder) to avoid the bombs of the infamous flying bomb droppers.
Also, watch out for a bouncing freak on the first ledge, a flying bomb
dropper on the second ledge, a bouncing freak on the fourth ledge, a
bouncing freak and a flying bomb dropper on the seventh ledge, a flying
bomb dropper on the eighth ledge, a bouncing freak on the tenth ledge,
and a bouncing freak on the twelfth ledge--all of these enemies will
knock you into the long pit if they smash into you. Clear the last long
jump to reach Snake Man's lair.
SNAKE MAN
Pattern: Snake Man runs back and forth, jumping over the ledges he
encounters. Occasionally, he'll leap up and release two snakes.
Weakness: Spark Shock (SP)--7 hits
Strategy: If you have the Spark Shock, simply blast Snake Man whenever
he's not flashing from a previous hit and you should win easily. If you
only have the Mega Buster, charge it up before entering Snake Man's
room. Blast him ASAP, then charge up and jump to the middle ledge.
Always try to jump over Snake Man from the middle ledge--if you get hit,
try to be hit by his snakes since they do less damage than Snake Man
does. Keep your Mega Buster charged and keep blasting him. With a little
skill, he'll fall before you will.
Acquired: Search Snake (SN) / Rush Coil (RC)
GEMINI MAN (upper-right corner)
1st screen: Keep your Mega Buster charged since the dragonflies and
penguins are challenging with regular shots alone. Charge up before
dropping down to the next screen.
2nd screen: Try to destroy the bouncing Met before it reaches Mega Man--
if necessary, however, slide underneath it (not an easy task).
3rd screen: Dragonflies abound on this screen, so keep your Mega Buster
charged. Watch out for the penguin up the stairs at the end of the
screen. Charge up before dropping down to the next screen.
4th screen: Blast the frog and slide to the exit of the screen before
the dragonfly drops down and smashes into you.
5th screen (MID-POINT): There is an E-Tank on this screen. If you have
Rush Coil, spring up to the high ledge and shoot through the eggs to get
to it. Afterwards, drop down and continue through the eggs to reach the
ladder at the end of the screen.
6th screen: Kill the frogs ASAP.
7th screen: The giant penguins are tough to kill, so use the mini
penguins to refill your health if you need to. Also, watch out for more
dragonflies.
8th screen: Use the one-block ledge to reach the large weapon capsule
(if you need it).
9th screen: On this screen, the dragonflies and the spikes present a
double problem--use extreme caution and stay charged up. Beware
especially of a frog on the third one-block ledge and dragonflies above
the fourth one-block ledge and the lone two-block ledge. Gemini Man's
lair awaits after the long jump off of the two-block ledge.
GEMINI MAN
Pattern: Gemini Man immediately splits himself into two Gemini Men, and
his clone leaps over to the other edge of the screen. While one Gemini
Man runs across the screen to the right, the other will leap over to the
left side. Whenever you shoot, the one on the floor will shoot a normal
shot at you. After you take off 9 energy bars from the Gemini Men, they
will fuse back into Gemini Man. Now, Gemini Man will run around,
shooting his Gemini Laser and jumping whenever you shoot at him.
Weakness: Search Snake (SN)--7 hits
Strategy: If you have the Search Snake, shoot either of the Gemini Men
while jumping to avoid them and their shots--afterwards, simply shoot
the lone Gemini Man. If you only have the Mega Buster, never shoot the
Gemini Men with a single shot, as that will cause them to shoot at you.
Instead, use fully charged Mega Buster shots (charge up before you enter
the room to nail him with a blast right off the bat). Once there is only
one Gemini Man, avoid the Gemini Laser as best as you can while hitting
him with fully charged shots.
Acquired: Gemini Laser (GE)
SHADOW MAN (lower-right corner)
1st screen: Jump on either detonator, steer clear of the explosion, and
drop down to the next screen.
2nd screen: Drop down to the next screen.
3rd screen: Slide to the left as soon as you land on the detonator to
avoid the blast and leave the screen.
4th screen: Kill the frog and the bouncing Met.
5th screen: Quickly kill the frog.
6th screen: This screen introduces the darkness generators--be sure to
destroy them; otherwise, you won't be able to see anything except for
Mega Man and the enemies. There are a total of three darkness projectors
on the screen.
7th screen (MID-POINT): Drop down to the next screen.
8th screen: Knock off the frog/dragonfly combos, then proceed. Charge up
before jumping to each ledge above the lava in order to easily kill the
parachuters that suddenly drop down from above. Afterwards, destroy the
darkness projector that will appear and continue on.
9th screen: Drop down to the next screen.
10th screen: Take out the bouncing Met, then enter Shadow Man's lair.
SHADOW MAN
Pattern: Shadow Man will jump twice once you enter his room, then either
slide speedily toward you or throw two of his stars--one straight out,
one diagonally-upward. Afterwards, he will always jump three times
before making his next move.
Weakness: Gemini Laser (GE)--7 hits
Strategy: If you have the Gemini Laser, simply shoot Shadow Man while
dodging his slides. If you only have the Mega Buster, charge up before
entering his room and release the blast right after his first jump. Keep
using fully charged shots on him while dodging him and his stars.
Acquired: Shadow Blade (SH)
SPARK MAN (upper-left corner)
1st screen: The electric beam generators can't be killed; however, their
beam will break shortly. Jump between them before their beam returns.
2nd screen: If you don't have enough time to kill the bouncing Met,
simply climb back down the ladder (but not off-screen!) and wait until
it heads back the other way before attacking it again.
3rd screen: A rather hard jump awaits you on this screen. First off, get
rid of the concrete block and run to the edge of the ledge you're on--
Mega Man's left foot will need to be barely on the ledge; otherwise, the
next concrete block will knock you into the pit. Move his left foot at
least one pixel off of the ledge and make the jump. Destroy the flying
plugs along your way.
4th screen: Kill the Hammer Joe by shooting it when its eye is open.
5th screen (MID-POINT): Use Rush Coil (if you have it) to get up to the
E-Tank. Next come the rising platforms. The first set isn't too hard--
just don't jump full height off of the second platform. For the second
set, make a tiny hop down to the platform and make a full-height jump
over to the ledge. The fourth set isn't too hard--just don't jump full
height off of the ledge or the second platform. For the fifth set, don't
make full-height jumps off of either platform. For the sixth set, make a
tiny hop down to the platform and make a full-height jump over to the
ledge. Kill the Hammer Joe at the end of this screen in the traditional
fashion. Stay to the left as you leave the screen, or else you'll die.
6th screen: Get toward the center of the screen as you fall.
7th screen: Maneuver between the first and second detonators.
8th screen: Maneuver between the first and second detonators.
9th screen: Maneuver between the second and third detonators.
10th screen: Land on the middle detonator; jump when its timer reads 0.
11th screen: Just walk off the ledge and drop down to the next screen.
12th screen: Hold left at the end of your first slide to avoid hitting
the spike on the ceiling. Jump over the first concrete block and destroy
the second and third ones. Make a full-height jump off of the rising
platform over to the ledge. Jump over the fourth concrete block and use
the edge of the ledge to reach the next ledge, then destroy the fifth
concrete block. Stay to the right as you drop down to the next screen,
or else you might die.
13th screen: Kill the Hammer Joe by shooting it when its eye is open.
14th screen: Make a half-height jump to the rising platform; otherwise,
you'll likely hit the spikes on the ceiling. Make another half-height
jump to reach the ledge. Kill the Hammer Joe at the end of this screen
in the traditional fashion to reach the door to Spark Man's lair.
SPARK MAN
Pattern: Spark Man will jump back and forth to each ledge. Occasionally,
he'll stop and either shoot out tiny sparks in all eight directions or
charge up a large spark and shoot it toward you.
Weakness: Shadow Blade (SH)--7 hits
Strategy: If you have the Shadow Blade, simply whack Spark Man whenever
he's not flashing from the previous hit. If you only have the Mega
Buster, charge up before entering the room and jump to the first step
before releasing your blast. Stay up against the middle ledge whenever
possible--Spark Man won't touch you when he lands or jumps. Keep
smacking him with fully charged shots and stay out of the way of his
little sparks and large spark.
Acquired: Spark Shock (SP)
MID-STAGE (center)
***IMPORTANT NOTE: This stage is only accessible after the first four
Robot Masters have been defeated. Clearing this stage leads to the
second four Robot Masters--you can't go back to the first four stages
once you clear this.***
The first set of disappearing platforms is easy to get past. For the
second set, jump onto the disappearing block and over to the open-and-
drop ledge, then jump straight up off of the open-and-drop platform and
curve right to the next ledge. For the third set, jump onto the open-
and-drop platform, then jump straight up off of it and over to the
disappearing block. Once you are there, quickly jump off of the block
over to Giant Suzy's hallway.
GIANT SUZY
Pattern: Giant Suzy will always go back and forth across the room,
either by sliding or bouncing. Whenever it bounces, it shakes the room
and interrupts Mega Man's movement. Occasionally, it will climb the wall
and travel on the ceiling for a while.
Weakness: Spark Shock (SP)--10 hits
Strategy: Use either the Spark Shock or charged Mega Buster shots (if
Spark Shock runs out) on Giant Suzy. Jump over Giant Suzy if it slides
toward you, and slide under it if it bounces toward you on either the
floor or the ceiling--if it bounces, time your slides well since it will
interrupt your current movement when it hits the room. If it slides
along the ceiling, jump up and shoot it. You may need to use an E-Tank
in this difficult battle. After Giant Suzy falls, enter the next room.
Enter the teleporter...
MEGA MAN 4 BOSSES
DUST MAN (lower-right corner)
1st screen: Kill the up-and-down flier before jumping across the pit.
2nd screen: Kill the jumping Met and move on.
3rd screen: Try to take the upper path, killing any on-screen up-and-
down fliers before leaping across any of the pits. Watch out for the
flying shield as soon as you jump down from the high ledge.
4th screen: Make sure Mega Man's right foot is at least three pixels off
of the ledge before jumping across to the large energy pellet.
5th screen: Kill the spinning Met while dodging the jumping Met's shots.
6th screen: Paralyze the spiked jumper with Spark Shock before killing
it.
7th screen: Paralyze the spiked jumper with Spark Shock before killing
it.
8th screen: Charge up before making the jump so you can kill the
spinning Met as soon as you land.
9th screen: Wait to jump until the jumping Met jumps so you can kill it,
then jump over and kill the spinning Met. Proceed.
10th screen: Don't climb off the ladder until the flying shield passes,
then climb off and nail it. Repeat if necessary.
11th screen (MID-POINT): Get rid of enough of the first set of dust
blocks to avoid getting crushed by either the low ceiling or any
remaining dust blocks. Destroy all of the second set. Dash over and
destroy as much of the third set as possible, then hurry back;
otherwise, you'll be crushed. Repeat until you clear a path for Mega
Man. Get rid of enough of the fourth set so that you won't be crushed,
and destroy nearly all of the fifth set to get through without a
scratch. Head down the ladder ASAP, or you'll be squashed.
12th screen: To easily dispatch of the flying shield, charge up while on
the ladder and jump down when the shield passes. Quickly shoot it in the
back and use the step to get back up to the ladder. Repeat this process
to destroy the shield, and go on from there.
13th screen: Kill the up-and-down fliers and the jumping Met, then shoot
the vacuum cleaner with Spark Shock to temporarily paralyze it. Jump
over and destroy it while it's paralyzed, then keep going. If you have
the Drill Bomb, getting the 1-Up will be easy--just cross the lower part
and go back across the upper path to retrieve it. If you only have Rush
Coil, place it carefully on the ledge and spring up. The lower path is
easy to pass if you always place Mega Man's left foot at least one pixel
off of the ledge before jumping over to the subsequent ledge.
14th screen: Be patient while destroying the flying shield--it may take
a few trips up and down the ladder before the shield falls. Cross the
spikes in the same manner that you crossed the pits on the last screen.
15th screen: Paralyze the vacuum cleaner with Spark Shock before killing
it.
16th screen: First, knock off the shield attacker. Next, place Rush Coil
as far out onto the spikes as possible and bounce off of his left side
over to the ledge--this may take a few tries since it is a very
difficult maneuver. Put Rush Coil on the spikes again to bounce up to
the ladder.
17th screen: If you choose to go after the large energy capsule, make
sure you have Rush Coil still available--you'll need to place him on the
extreme right side of the crater you're in to be able to bounce up and
out of it. Afterward, be prepared to take down the oncoming spiked
jumper--as always, first paralyze it with Spark Shock before killing it
with the Mega Buster.
18th screen: Pick a side (the right side is easier) and fall down.
19th screen: Go down.
20th screen: Go down.
21st screen: Go down.
22nd screen: Go down.
23rd screen: Jump over and take out the spinning Met, then slide through
the low tunnel and face the flying shield. Dust Man's lair is right
after that.
DUST MAN
Pattern: Dust Man will jump back and forth across the room, always
crossing half of the room with each jump. Occasionally, he will shoot
out a number of dust blocks or try to vacuum you (he's invincible while
he vacuums--remember this).
Weakness: Drill Bomb (DR)--10 hits
Strategy: If you have the Drill Bomb, simply bomb Dust Man whenever he's
not vacuuming and dodge his jumps. If you only have the Mega Buster,
charge up before entering his room and blast him ASAP. Avoid his jumps
and slide away when he tries to vacuum you. If he shoots his dust
blocks, jump just as they get near you to avoid the four-way explosion
that results. With a little practice, you can take down Dust Man without
getting hurt at all.
Acquired: Dust Crusher (DU) / Rush Jet (RJ)
SKULL MAN (upper-right corner)
1st screen: Take out all of the enemies as quickly as you can.
2nd screen: Kill the Skeleton Joe with a fully charged shot.
3rd screen: Whenever you spot a bat, kill it before leaping onto the
next ledge. If you don't, the bat may knock you onto the spikes.
4th screen: Eddie!
5th screen: The jump to the high narrow ledge is harder than it looks.
When you get to the E-Tank, kill the bats before using Rush Coil or Rush
Jet to retrieve it. Wait until the flying spike moves before going down.
6th screen (MID-POINT): Just go left and up the ladder.
7th screen: Make your way past the flying spikes and shooting skulls.
When you reach the part with the flying shield, get down on the lower
ledges and pop up whenever you get a clear shot.
8th screen: Kill the Skeleton Joe with a fully charged shot.
9th screen: If you have the Drill Bomb, you can blow up the wall and get
the large weapon capsule. Rush Coil comes in very "handy" here. ^_^
(Sorry, inside joke.)
10th screen: If you have the Drill Bomb, you can blow up the wall and
get the large energy pellet.
11th screen: Keep your Mega Buster charged since there are so many
Skeleton Joes here. Once you get through this grueling area, you'll be
at the door to Skull Man's lair.
SKULL MAN
Pattern: Skull Man will jump toward your exact location. Occasionally,
when he lands he either will use his shield or will shoot out six normal
shots toward your current location.
Weakness: Dust Crusher (DU)--7 hits
Strategy: If you have the Dust Crusher, simply shoot Skull Man whenever
his shield's down. If you only have the Mega Buster, nail him whenever
his shield's down and try your best to avoid his jumps and shots.
Acquired: Skull Barrier (SK)
DIVE MAN (upper-left corner)
1st screen: Destroy the fishes as you head right.
2nd screen: Since Mega Man jumps higher underwater, make sure you don't
hit the spikes on the ceiling or along the wall.
3rd screen: Kill the whale ASAP.
4th screen: Use short hops and half-height jumps to work your way
through the spike maze. Jump over the first clawed swimmer and slide
under the second one.
5th screen: Just avoid the spikes and get to the ladder.
6th screen: Use three Search Snakes on the saw and get the large energy
pellet. Then, simply go up the ladder.
7th screen: Paralyze the spiked jumper with Spark Shock before killing
it.
8th screen (MID-POINT): Go left and drop down.
9th screen: Kill the whale ASAP.
10th screen: Get through the spike maze, making sure to kill the mantas.
11th screen: Eddie!
12th screen: Only jump over spikes or clawed swimmers when the water
level is high, and kill every manta you see. When you get to the part
where spikes are floating on the water, wait until they rise to go past-
-but be sure to jump over the spikes on the ground right afterward. Move
close to the floating bombs to set them off, then back away or you'll be
caught in the explosion. Jump over the first clawed swimmer (in the set
of two) and slide under the second one. This is, in my opinion, one of
the hardest areas in the game.
13th screen: Leap over the spikes (but make sure not to hit the lone
spike in the corner.
14th screen: Set off the floating bombs and enter Dive Man's lair.
DIVE MAN
Pattern: Dive Man will "torpedo" toward your exact location.
Occasionally, he'll stop and shoot out two homing missiles.
Weakness: Dust Crusher (DU)--7 hits; Skull Barrier (SK)--7 hits
Strategy: Now you have a choice. You can use the Skull Barrier and try
to whack him with it, or you can use the Dust Crusher and try to shoot
him with it. Personally, I prefer the long-distance Dust Crusher. If you
only have the Mega Buster, charge up before entering his room and blast
him ASAP. Jump to avoid him and stay close to him to maneuver around his
missiles while you keep hitting him over and over.
Acquired: Dive Missile (DI)
DRILL MAN (lower-left corner)
1st screen: Immediately charge up and jump onto the left side of the
step. Nail the sudden flying shield once it turns around. Keep going,
pummeling the jumping Mets and helicopters in the process.
2nd screen: Move left to intercept the helicopters as they come down.
3rd screen: Use Rush Coil or Rush Jet to get up to the 1-Up. Kill the
Hammer Joe in the traditional fashion and jump across the rotating spine
blocks when the spines are sideways. Kill the Hammer Joe and flying
shields as you progress through the area.
4th screen: Dispatch of the bats and grab the large energy pellet.
5th screen: Stay to the left to avoid the spikes. When you land on the
ledge, select Rush Coil. As soon as the spines on the rotating spine
block are sideways, stick Rush Coil next to you and bounce up and to the
right. Leap off of the open-and-drop platform and get over to the
rotating spine block. Fall past the block as the spines turn vertically.
6th screen: Fall. ^_^
7th screen: Eddie!
8th screen: Stick Rush Coil on the spikes and fall down to the E-Tanks.
You'll bounce up to safety. Fall down the left side of the screen.
9th screen: Stay to the left--use Rush Jet if you chose the right side.
10th screen: Destroy all of the enemies here and go on.
11th screen: Slide to the left and try to avoid the boulders.
12th screen (MID-POINT): Shoot all of the boulders that come out of the
tubes. Once you're on top of the middle detonator, jump up when it gets
to 0 and hold right. Kill the Hammer Joe in the traditional fashion and
use Rush Coil to take his path. Shoot any more boulders on your way.
13th screen: Wait until the spines on the rotating spine block are
vertical before sliding through the low tunnel.
14th screen: Take out the jumping Mets and any boulders you run into.
Kill the spiked jumper guarding Drill Man's lair by paralyzing it with
the Spark Shock before switching to the Mega Buster to take it down.
DRILL MAN
Pattern: Drill Man will run back and forth across the room, launching
bombs at you. Occasionally, he'll stop and drill underground (he's
invincible while he's drilling) only to appear soon afterward underneath
your current location.
Weakness: Dive Missile (DI)--7 hits
Strategy: If you have the Dive Missile, simply shoot him whenever he's
not drilling into the ground. If you only have the Mega Buster, charge
up before entering his room and blast him whenever he's above ground.
Jump over him and his bombs and keep whacking him.
Acquired: Drill Bomb (DR)
WILY'S CASTLE (center)
Upon entering the mid-stage again, exit the teleporter and head right.
Eventually, you'll go into battle with Punk.
PUNK
Pattern: Punk will roll into an invincible saw and dash at you either
low or high. Once he unrolls, he'll throw up to four saws right at you.
The saws might be aimed either straight or directionally downward.
Weakness: Mega Buster (P)--7 fully-charged shots; 19 regular hits
Strategy: Enter this battle with your Mega Buster fully charged so that
you can blast Punk ASAP. If he dashes at you low, jump over him; if he
dashes at you high, slide under him. Jump over his saws and keep hitting
him. Eventually, his straight-trajectory saws will be too high to jump
over, forcing you to slide under them instead of jump over them. Keep
going back and forth as Punk does, and soon you should have the victory.
Just in case, bring E-Tanks along--you'll more than likely need some for
Wily's Castle anyway. Once you beat Punk, you'll go to the oil platform
that holds Wily's Castle.
Acquired: Screw Crusher (PU)
1st screen: Personally, I love the music of this stage--it rocks! ^_^
The first Skeleton Joe can hit you as soon as you teleport in--so hurry
up and get moving, taking out that and the other enemies along the way.
2nd screen: Time your shots to take out the shield cannons.
3rd screen: Leap down once the flying shields turn around and shoot them
in the back, then jump back up to the ladder and climb to safety. Repeat
until the flying shields die.
4th screen: Don't grab the large weapon capsule unless you need it.
5th screen: For the open-and-drop platforms, either jump across if
you're confident enough or use Rush Jet to fly above the spikes. Once
you get to the long row of spikes, put Rush Jet about 1/3 of the way up
to the low pipe on the ceiling. That way, you'll fly in-between the
spike rows both on the floor and on the ceiling. Destroy the parachuters
along the way, but make sure to jump off Rush Jet before Rush hits the
ledge at the end and leaves. Once you reach the end ledge (after leaping
off Rush Jet), switch to the Dive Missile. Use the Dive Missile to
destroy the darkness generators, then slide under the low spikes. This
is one of the toughest areas in this stage, in my opinion.
6th screen: Stay on the ladder and switch to the Shadow Blade. Throw one
up at each running grenade when it jumps.
7th screen: Kill the Hammer Joe in the traditional fashion and avoid the
ladder jaws as you climb upward.
8th screen: Quickly climb up and get between the ladder jaws before they
close, then climb up again and stay between them as they close again.
Finally, climb upward out of the area once they open again.
9th screen: Kill the Skeleton Joe before it hits you with its bone.
10th screen: Since the flying shields are hard to hit with the Mega
Buster alone, use 4 Shadow Blades, 2 Dive Missiles, or 4 Screw Crushers
to take down each one. Once they're gone, go up the ladder.
11th screen (MID-POINT): Destroy the up-and-down fliers and the Hammer
Joe in the traditional fashions, then go up the ladder at the end.
12th screen: Paralyze the vacuum cleaner with Spark Shock before killing
it.
13th screen: Watch the positions of the spikes carefully and slide under
the pipes whenever the spikes are below the floor--don't get crushed!
14th screen: Kill those annoying frogs.
15th screen: Either jump across on the open-and-drop platform, or use
Rush Jet and fly across the spikes.
16th screen: Kill those annoying bouncing freaks.
17th screen: Either jump across on the detonator, or use Rush Jet and
fly across the spikes.
18th screen: First, kill the running grenade. Next, use Drill Bomb on
the wall guarding the E-Tank and small energy pellet. After that, use
either Rush Coil or Rush Jet to bounce up and grab the two items.
Finally, just leave.
19th screen: Eddie!
20th screen (MID-POINT): Simple--destroy all of the Mets and move on.
21st screen: Paralyze the vacuum cleaner with Spark Shock before killing
it.
22nd screen: Stay on the ladder and kill the bouncing Met from up there.
23rd screen: Kill the bouncing freak and use either Rush Coil or Rush
Jet to nab the large energy pellet. Afterwards, just drop down.
24th screen: Kill the Hammer Joe guarding Giant Suzy's hallway.
GIANT SUZY
Pattern: Giant Suzy will always go back and forth across the room,
either by sliding or bouncing. Whenever it bounces, it shakes the room
and interrupts Mega Man's movement. Occasionally, it will climb the wall
and travel on the ceiling for a while.
Weakness: Spark Shock (SP)--10 hits
Strategy: Use either the Spark Shock or charged Mega Buster shots (if
Spark Shock runs out) on Giant Suzy. Jump over Giant Suzy if it slides
toward you, and slide under it if it bounces toward you on either the
floor or the ceiling--if it bounces, time your slides well since it will
interrupt your current movement when it hits the room. If it slides
along the ceiling, jump up and shoot it. You may need to use an E-Tank
in this difficult battle. After Giant Suzy falls, enter the next room.
Prepare to move on...
25th screen: Kill the duo of the shield cannon and the shooting skull.
26th screen: Annihilate the two Mets.
27th screen: Kill the Hammer Joe in the traditional fashion. Paralyze
the vacuum cleaner with Spark Shock before killing it.
28th screen: Obliterate the three Mets.
29th screen: Use either three Search Snakes or three Dive Missiles on
the saw to kill it.
30th screen: Destroy the bouncing Met and use either Rush Coil or Rush
Jet to get the two small energy pellets.
31st screen (MID-POINT): Welcome to the last screen! You've fought long
and hard to get here, so savor the moment--for only a moment. First off,
kill the saw with either three Search Snakes or three Dive Missiles.
Next, place Rush Coil on the set of two spikes and bounce off of him up
to the ledge. Take out the spiked jumper once you're up on the ledge by
paralyzing it with Spark Shock before using the Mega Buster to destroy
it. Shoot the boulder that comes out of the boulder tube, then kill the
Hammer Joe that appears soon after the tube in the traditional fashion.
Congratulations, you're at the door to Dr. Wily's lair! ^_^ Enter......
WILY PART 1
Pattern: Wily's monstrous machine will rise into the air and slam down
on the opposite side of the screen, launching two missiles as soon as it
lands and shutting its eyes. As it rises again, its eyes will open--the
eyes are the machine's weak spot, and they're only vulnerable open.
Weakness: Mega Buster (P)--7 fully-charged shots
Strategy: OK, time to get serious! Shoot the big machine's eyes with a
fully charged Mega Buster shot every time it lands. As soon as it rises
to slam down again, slide twice in its direction--this maneuver should
evade the missiles and the machine as well. With a little luck, you
won't even get hurt at all while facing the first part of this big lug.
WILY PART 2
Pattern: Wily's monstrous machine will simply sit where it is and chuck
powerful, invincible balls at you. The cockpit is now the weak spot.
Weakness: Screw Crusher (PU)--19 hits
Strategy: Wily's ticked off now. Now, he just sits there lookin' ugly
while his big machine spits out large balls toward you. Switch to the
Screw Crusher. Once the balls' paths overlap, run up and quickly shoot
Wily with a Screw Crusher--repeat this until the Screw Crusher starts to
bounce off the ball closest to Mega Man. Then, retreat and wait for your
next round of attacks. Bringing E-Tanks into this difficult fight would
be a rather good idea, especially if you get hit by Wily's balls a lot.
19 hits with the Screw Crusher equals victory!
Congratulations! You've won! Check out the ending and throw a party! ^_^
------------------------------------------------------------------------
XII. 1-UP LOCATIONS
(This section details the locations of 1-Ups in the game.)
Snake Man: 0
Gemini Man: 0
Shadow Man: 0
Spark Man: 0
Mid-stage: 0
Dust Man: 1
Required Weapons: Rush Coil OR Rush Jet OR Drill Bomb
On the 13th screen, there is a 1-Up on a high ledge with a bombable wall
on one side of it. Either use Rush Coil (very carefully...) to bounce up
to the 1-Up, use Rush Jet to fly across the chasm to the 1-Up, or use
the Drill Bomb from the other side to blow up the wall and get the 1-Up.
***RECOMMENDED METHOD: Drill Bomb***
Skull Man: 0
Dive Man: 0
Drill Man: 1
Required Weapons: Rush Coil OR Rush Jet
On the 3rd screen, there is a 1-Up on a high ledge at the beginning of
the screen, in the upper-left corner. Bounce up with Rush Coil or fly
over with Rush Jet to get it. Then, simply descend from the platform.
***RECOMMENDED METHOD: Rush Coil***
Wily's Castle: 0
------------------------------------------------------------------------
XIII. E-TANK LOCATIONS
(This section details the locations of E-Tanks in the game.)
Snake Man: 1
Required weapons: None
On the 12th screen, there is an E-Tank on a one-block ledge near the
upper-right corner of the screen. To get the E-Tank, defeat the flying
enemy and climb to the top of the first ladder, almost off the screen.
When the ladder enemy opens its jaws at the bottom of the second ladder,
jump to that ladder and grab onto it. Climb it to the top and move right
until Mega Man's left foot is at least three pixels off of the ladder.
Jump over to the ledge, grab the E-Tank, and return to the ladder.
Gemini Man: 1
Required weapons: Rush Coil
On the 5th screen, there is an E-Tank on a high ledge near the beginning
of the screen. Use Rush Coil to bounce up to the ledge, then shoot all
of the eggs blocking the way. Slide into the passageway and nab the E-
Tank, then slide back out.
Shadow Man: 0
Spark Man: 1
Required weapons: Rush Coil
On the 5th screen, there is an E-Tank right at the beginning of the
screen in the upper-left corner. Kill the bouncing Met and use Rush Coil
to retrieve the E-Tank, then jump down.
Mid-stage: 0
Dust Man: 0
Skull Man: 1
Required weapons: Rush Coil OR Rush Jet
On the 5th screen, there is an E-Tank on a high ledge right about in the
middle of the screen. Either use Rush Coil to bounce up to the ledge, or
use Rush Jet from the ledge over to the right to fly over to the ledge.
Afterward, just fall back down (but hold right so that Mega Man doesn't
fall into the pit!).
***RECOMMENDED METHOD: Rush Coil***
Dive Man: 0
Drill Man: 2
Required weapons: None OR Rush Coil
On the 8th screen, there are two E-Tanks side by side on the bottom
open-and-drop platform, just above a small field of spikes. Either jump
down and grab the E-Tanks then INSTANTLY jump back up to the ledge, or
place Rush Coil on the spikes beneath the ledge and drop down. When the
platform opens and drops Mega Man, he'll simply bounce up off of Rush.
Maneuver back to the ledge then.
***RECOMMENDED METHOD: Rush Coil***
Wily's Castle: 1
Required weapons: Drill Bomb AND Rush Coil / Rush Jet
On the 18th screen, there is an E-Tank behind a bombable wall attached
to a ledge in the upper-left corner of the screen. First, jump up and
bomb the wall. Then, either use Rush Coil to bounce up and take it or
use Rush Jet to fly over and get it. Afterward, just fall back down.
***RECOMMENDED METHOD: Drill Bomb AND Rush Coil***
------------------------------------------------------------------------
XIV. BOSS STRATEGIES
(This section groups all of the boss strategies into one place.)
SNAKE MAN
Pattern: Snake Man runs back and forth, jumping over the ledges he
encounters. Occasionally, he'll leap up and release two snakes.
Weakness: Spark Shock (SP)--7 hits
Strategy: If you have the Spark Shock, simply blast Snake Man whenever
he's not flashing from a previous hit and you should win easily. If you
only have the Mega Buster, charge it up before entering Snake Man's
room. Blast him ASAP, then charge up and jump to the middle ledge.
Always try to jump over Snake Man from the middle ledge--if you get hit,
try to be hit by his snakes since they do less damage than Snake Man
does. Keep your Mega Buster charged and keep blasting him. With a little
skill, he'll fall before you will.
Acquired: Search Snake (SN) / Rush Coil (RC)
GEMINI MAN
Pattern: Gemini Man immediately splits himself into two Gemini Men, and
his clone leaps over to the other edge of the screen. While one Gemini
Man runs across the screen to the right, the other will leap over to the
left side. Whenever you shoot, the one on the floor will shoot a normal
shot at you. After you take off 9 energy bars from the Gemini Men, they
will fuse back into Gemini Man. Now, Gemini Man will run around,
shooting his Gemini Laser and jumping whenever you shoot at him.
Weakness: Search Snake (SN)--7 hits
Strategy: If you have the Search Snake, shoot either of the Gemini Men
while jumping to avoid them and their shots--afterwards, simply shoot
the lone Gemini Man. If you only have the Mega Buster, never shoot the
Gemini Men with a single shot, as that will cause them to shoot at you.
Instead, use fully charged Mega Buster shots (charge up before you enter
the room to nail him with a blast right off the bat). Once there is only
one Gemini Man, avoid the Gemini Laser as best as you can while hitting
him with fully charged shots.
Acquired: Gemini Laser (GE)
SHADOW MAN
Pattern: Shadow Man will jump twice once you enter his room, then either
slide speedily toward you or throw two of his stars--one straight out,
one diagonally-upward. Afterwards, he will always jump three times
before making his next move.
Weakness: Gemini Laser (GE)--7 hits
Strategy: If you have the Gemini Laser, simply shoot Shadow Man while
dodging his slides. If you only have the Mega Buster, charge up before
entering his room and release the blast right after his first jump. Keep
using fully charged shots on him while dodging him and his stars.
Acquired: Shadow Blade (SH)
SPARK MAN
Pattern: Spark Man will jump back and forth to each ledge. Occasionally,
he'll stop and either shoot out tiny sparks in all eight directions or
charge up a large spark and shoot it toward you.
Weakness: Shadow Blade (SH)--7 hits
Strategy: If you have the Shadow Blade, simply whack Spark Man whenever
he's not flashing from the previous hit. If you only have the Mega
Buster, charge up before entering the room and jump to the first step
before releasing your blast. Stay up against the middle ledge whenever
possible--Spark Man won't touch you when he lands or jumps. Keep
smacking him with fully charged shots and stay out of the way of his
little sparks and large spark.
Acquired: Spark Shock (SP)
GIANT SUZY
Pattern: Giant Suzy will always go back and forth across the room,
either by sliding or bouncing. Whenever it bounces, it shakes the room
and interrupts Mega Man's movement. Occasionally, it will climb the wall
and travel on the ceiling for a while.
Weakness: Spark Shock (SP)--10 hits
Strategy: Use either the Spark Shock or charged Mega Buster shots (if
Spark Shock runs out) on Giant Suzy. Jump over Giant Suzy if it slides
toward you, and slide under it if it bounces toward you on either the
floor or the ceiling--if it bounces, time your slides well since it will
interrupt your current movement when it hits the room. If it slides
along the ceiling, jump up and shoot it. You may need to use an E-Tank
in this difficult battle. After Giant Suzy falls, enter the next room.
DUST MAN
Pattern: Dust Man will jump back and forth across the room, always
crossing half of the room with each jump. Occasionally, he will shoot
out a number of dust blocks or try to vacuum you (he's invincible while
he vacuums--remember this).
Weakness: Drill Bomb (DR)--10 hits
Strategy: If you have the Drill Bomb, simply bomb Dust Man whenever he's
not vacuuming and dodge his jumps. If you only have the Mega Buster,
charge up before entering his room and blast him ASAP. Avoid his jumps
and slide away when he tries to vacuum you. If he shoots his dust
blocks, jump just as they get near you to avoid the four-way explosion
that results. With a little practice, you can take down Dust Man without
getting hurt at all.
Acquired: Dust Crusher (DU) / Rush Jet (RJ)
SKULL MAN
Pattern: Skull Man will jump toward your exact location. Occasionally,
when he lands he either will use his shield or will shoot out six normal
shots toward your current location.
Weakness: Dust Crusher (DU)--7 hits
Strategy: If you have the Dust Crusher, simply shoot Skull Man whenever
his shield's down. If you only have the Mega Buster, nail him whenever
his shield's down and try your best to avoid his jumps and shots.
Acquired: Skull Barrier (SK)
DIVE MAN
Pattern: Dive Man will "torpedo" toward your exact location.
Occasionally, he'll stop and shoot out two homing missiles.
Weakness: Dust Crusher (DU)--7 hits; Skull Barrier (SK)--7 hits
Strategy: Now you have a choice. You can use the Skull Barrier and try
to whack him with it, or you can use the Dust Crusher and try to shoot
him with it. Personally, I prefer the long-distance Dust Crusher. If you
only have the Mega Buster, charge up before entering his room and blast
him ASAP. Jump to avoid him and stay close to him to maneuver around his
missiles while you keep hitting him over and over.
Acquired: Dive Missile (DI)
DRILL MAN
Pattern: Drill Man will run back and forth across the room, launching
bombs at you. Occasionally, he'll stop and drill underground (he's
invincible while he's drilling) only to appear soon afterward underneath
your current location.
Weakness: Dive Missile (DI)--7 hits
Strategy: If you have the Dive Missile, simply shoot him whenever he's
not drilling into the ground. If you only have the Mega Buster, charge
up before entering his room and blast him whenever he's above ground.
Jump over him and his bombs and keep whacking him.
Acquired: Drill Bomb (DR)
PUNK
Pattern: Punk will roll into an invincible saw and dash at you either
low or high. Once he unrolls, he'll throw up to four saws right at you.
The saws might be aimed either straight or directionally downward.
Weakness: Mega Buster (P)--7 fully-charged shots; 19 regular hits
Strategy: Enter this battle with your Mega Buster fully charged so that
you can blast Punk ASAP. If he dashes at you low, jump over him; if he
dashes at you high, slide under him. Jump over his saws and keep hitting
him. Eventually, his straight-trajectory saws will be too high to jump
over, forcing you to slide under them instead of jump over them. Keep
going back and forth as Punk does, and soon you should have the victory.
Just in case, bring E-Tanks along--you'll more than likely need some for
Wily's Castle anyway. Once you beat Punk, you'll go to the oil platform
that holds Wily's Castle.
Acquired: Screw Crusher (PU)
WILY PART 1
Pattern: Wily's monstrous machine will rise into the air and slam down
on the opposite side of the screen, launching two missiles as soon as it
lands and shutting its eyes. As it rises again, its eyes will open--the
eyes are the machine's weak spot, and they're only vulnerable open.
Weakness: Mega Buster (P)--7 fully-charged shots
Strategy: OK, time to get serious! Shoot the big machine's eyes with a
fully charged Mega Buster shot every time it lands. As soon as it rises
to slam down again, slide twice in its direction--this maneuver should
evade the missiles and the machine as well. With a little luck, you
won't even get hurt at all while facing the first part of this big lug.
WILY PART 2
Pattern: Wily's monstrous machine will simply sit where it is and chuck
powerful, invincible balls at you. The cockpit is now the weak spot.
Weakness: Screw Crusher (PU)--19 hits
Strategy: Wily's ticked off now. Now, he just sits there lookin' ugly
while his big machine spits out large balls toward you. Switch to the
Screw Crusher. Once the balls' paths overlap, run up and quickly shoot
Wily with a Screw Crusher--repeat this until the Screw Crusher starts to
bounce off the ball closest to Mega Man. Then, retreat and wait for your
next round of attacks. Bringing E-Tanks into this difficult fight would
be a rather good idea, especially if you get hit by Wily's balls a lot.
19 hits with the Screw Crusher equals victory!
------------------------------------------------------------------------
XV. ENEMY INFO CHART
(This section contains critical info on every enemy in the game.)
***IMPORTANT NOTE: I am not using the game's name for an enemy unless it
is a well-established name (e.g. Mets, Hammer Joes, Skeleton Joes).
Besides, a lot of the game's names for enemies are rather confusing.***
(The numbers for each enemy correspond to three things. The first number
is how many normal shots the enemy takes to kill. The second number is
how many bars of energy the enemy hurts Mega Man. The third number is
how many bars of energy the enemy's shots hurt Mega Man. If the enemy
does not shoot, then a hyphen "-" will replace the third number.)
SNAKE MAN
Snake heads: 2/4/2
Bouncing freaks: 1/2/-
Hammer Joes: 8/4/2
Giant snakes: 10/8/2
Flying bomb droppers: 1/2/4
Springboarding freaks: 3/4/-
Springboarding freaks' springboards: 1/2/-
Ladder jaws: -/4/- (This enemy is unkillable.)
SNAKE MAN: 19/5/3
GEMINI MAN
Dragonflies: 3/3/-
Penguins: 4/6/-
Penguins' eggs: 1/2 OR 6/- (2 as an egg; 6 as an explosion.)
Bouncing Mets: 7/6/-
Frogs: 1/3/-
Tadpole eggs: 1/-/- (Shooting the egg with a normal shot releases a
tadpole; shooting the egg with a fully charged shot destroys the egg.)
Tadpoles: 1/2/-
Giant penguins: 10/8/-
Mini penguins: 1/2/-
GEMINI MAN: 19/5/1 OR 5 (1 for the normal shot; 5 for the Gemini Laser.)
SHADOW MAN
Detonators: -/6/- (To destroy this, jump on top of it. The 6 is the
damage it does when it explodes.)
Frogs: 1/3/-
Bouncing Mets: 7/6/-
Darkness projectors: 3/3/-
Running grenades: 1/4 OR 6/- (4 as a running grenade; 6 as an
explosion.)
Dragonflies: 3/3/-
Parachuters: 3/4/-
SHADOW MAN: 19/4/3
SPARK MAN
Electric beam generators: -/3/3 (This enemy is unkillable.)
Bouncing Mets: 7/6/-
Concrete blocks: 8/8/- (This isn't an enemy; it's a concrete block
falling from a tube. If it lands on you, it damages you.)
Flying plugs: 1/4/2
Hammer Joes: 8/4/2
Detonators: -/6/- (To destroy this, jump on top of it. The 6 is the
damage it does when it explodes.)
SPARK MAN: 19/4/1 OR 3 (1 for the little shot; 3 for the big shot.)
MID-STAGE
GIANT SUZY: 19/6/-
DUST MAN
Jumping Mets: 1/3/2
Up-and-down fliers: 1/2/-
Flying shields: 4/4/-
Spinning Mets: 3/3/2
Spiked jumpers: 14/8/-
Vacuum cleaners: 12/6/2
DUST MAN: 19/6/4
SKULL MAN
Ball cannons: 4/6/-
Balls: 1/1/-
Flying spikes: 1/4/-
Bats: 2/3/-
Skeleton Joes: -/4/2 (To destroy this, shoot it with a fully charged
shot.)
Worms: 2/4/-
Shooting skulls: 3/6/2
SKULL MAN: 19/3/1
DIVE MAN
Fishes: 1/4/-
Snorkeling Mets: 1/3/2
Whales: 14/6/1 OR 2 (1 for the wheels; 2 for the missiles.)
Clawed swimmers: -/4/- (This enemy is unkillable.)
Saws: -/3/- (To destroy this, shoot it with 3 Dive Missiles or 3 Search
Snakes.)
Spiked jumpers: 14/8/-
Manta rays: 2/6/-
Floating bombs: -/6/- (To destroy this, move near it. It will soon
explode.)
DIVE MAN: 19/4/- (Dive Man's missiles: 1/3/-)
DRILL MAN
Flying shields: 4/4/-
Jumping Mets: 1/3/2
Helicopters: 1/4/2
Hammer Joes: 8/4/2
Rotating spine blocks: -/4/- (This isn't an enemy; it's a block with
rotating spines on it. If the spines touch you, they damage you.)
Bats: 2/3/-
Boulders: 1/3/- (This isn't an enemy; it's a boulder falling out of a
tube. If it hits the ground, it splits into five pieces that scatter.)
Boulder pieces: 1/2/- (This isn't an enemy; it's a boulder piece.)
Shield cannons: 1/4/2
Detonators: -/6/- (To destroy this, jump on top of it. The 6 is the
damage it does when it explodes.)
Spiked jumpers: 14/8/-
DRILL MAN: 19/6/3
WILY'S CASTLE
PUNK: 19/8/6
Skeleton Joes: -/4/2 (To destroy this, shoot it with a fully charged
shot.)
Shooting skulls: 3/6/2
Shield cannons: 1/4/2
Flying shields: 4/4/-
Bats: 2/3/-
Ball cannons: 4/6/-
Balls: 1/1/-
Flying plugs: 1/4/2
Parachuters: 3/4/-
Darkness projectors: 3/3/-
Running grenades: 1/4 OR 6/- (4 as a running grenade; 6 as an
explosion.)
Ladder jaws: -/4/- (This enemy is unkillable.)
Hammer Joes: 8/4/2
Up-and-down fliers: 1/2/-
Concrete blocks: 8/8/- (This isn't an enemy; it's a concrete block
falling from a tube. If it lands on you, it damages you.)
Vacuum cleaners: 12/6/2
Spinning Mets: 3/3/2
Frogs: 1/3/-
Bouncing freaks: 1/2/-
Detonators: -/6/- (To destroy this, jump on top of it. The 6 is the
damage it does when it explodes.)
Jumping Mets: 1/3/2
Bouncing Mets: 7/6/-
GIANT SUZY: 19/6/-
Running Mets: 1/3/2
Mets: 1/3/2
Saws: -/3/- (To destroy this, shoot it with 3 Dive Missiles or 3 Search
Snakes.)
Spiked jumpers: 14/8/-
Boulders: 1/3/- (This isn't an enemy; it's a boulder falling out of a
tube. If it hits the ground, it splits into five pieces that scatter.)
Boulder pieces: 1/2/- (This isn't an enemy; it's a boulder piece.)
WILY PART 1: -/5/- (To destroy this, shoot it with 7 fully charged
shots.) (Wily Part 1's Missiles: 1/2/-)
WILY PART 2: -/5/2 (To destroy this, shoot it with 19 Screw Crushers.)
------------------------------------------------------------------------
XVI. PASSWORD LIST
(This section contains every password for Mega Man III.)
(The names next to the passwords indicate which Robot Masters are dead
at the time of the password--note that all passwords given at the MM4
bosses imply that all of the MM3 bosses are dead already. Keep in mind
that the final password only takes you up to Punk and not beyond him.)
MM3 Bosses Password Set
A0 B0 B1 B3 D3 MM3 Stage Select (no MM3 bosses beaten)
A0 A1 A3 B3 D2 Snake Man
A1 A3 B3 C0 D1 Gemini Man
A0 C0 C1 C3 D3 Shadow Man
A2 B3 C0 C3 D2 Spark Man
A2 B2 D1 D2 D3 Snake Man; Gemini Man
B3 C1 C3 D1 D2 Snake Man; Shadow Man
A0 B0 B3 D0 D1 Snake Man; Spark Man
B0 B1 C0 C3 D2 Gemini Man; Shadow Man
B1 C0 C2 C3 D1 Gemini Man; Spark Man
B1 C0 C3 D2 D3 Shadow Man; Spark Man
A1 A3 B1 B3 D1 Snake Man; Gemini Man; Shadow Man
A2 B1 C3 D2 D3 Snake Man; Gemini Man; Spark Man
A3 B3 C2 C3 D2 Snake Man; Shadow Man; Spark Man
A0 A1 A3 B0 C0 Gemini Man; Shadow Man; Spark Man
Mid-stage Password
A1 B0 B1 C1 D1 Snake Man; Gemini Man; Shadow Man; Spark Man
MM4 Bosses Password Set
A2 B1 B2 C0 D1 MM4 Stage Select (no MM4 bosses beaten)
A2 A3 B3 C0 C3 Dust Man
B0 B1 C2 D0 D3 Skull Man
B0 B3 C0 C1 D2 Dive Man
A1 B0 C0 C1 D3 Drill Man
A1 B3 C2 C3 D3 Dust Man; Skull Man
A2 B3 C0 D0 D3 Dust Man; Dive Man
A0 B1 C0 C1 D2 Dust Man; Drill Man
A0 A3 C1 C2 D1 Skull Man; Dive Man
A1 B2 C2 D0 D3 Skull Man; Drill Man
B0 C0 C1 C3 D0 Dive Man; Drill Man
A1 A2 B3 C2 D3 Dust Man; Skull Man; Dive Man
A0 A3 B0 B3 D2 Dust Man; Skull Man; Drill Man
B0 B1 B3 C1 D0 Dust Man; Dive Man; Drill Man
A1 B0 B3 C1 D0 Skull Man; Dive Man; Drill Man
Wily's Castle Password (Final Password)
A0 B0 B2 C1 C2 Dust Man; Skull Man; Dive Man; Drill Man
------------------------------------------------------------------------
XVII. FAQ
(This section will answer any questions anyone has e-mailed me.)
***IMPORTANT NOTE: If you e-mail me a question that is already answered
in the rest of this FAQ/Walkthrough, then I won't answer it here.
Instead, I'll reply to you telling you what section the answer is in.***
------------------------------------------------------------------------
XVIII. CREDITS
(This section thanks people who helped with this FAQ/Walkthrough.)
Shy Ranger (
[email protected])
Me. After all, I played the game and wrote this thing! ^_^
God (no e-mail provided, duh! :P)
For getting me to not be so lazy this summer and to do various things--
like write this FAQ/Walkthrough!
My parents (no, you can't have their e-mails)
For raising me as their child, for buying me my Game Boy from my cousin,
and for purchasing Mega Man III from Toys'R'Us back in January 1993.
CJayC (website:
http://www.gamefaqs.com)
For hosting this FAQ/Walkthrough, as well as countless others. Kudos!
(If you would like to have your name and/or e-mail in the credits, send
in something you feel should be in this FAQ/Walkthrough! I'll add your
name and/or e-mail to the credits and explain what you contributed.)
------------------------------------------------------------------------
XIX. OUTRO
(This section contains my closing comments on this FAQ/Walkthrough.)
Well, it's been a long, hard road for me writing this FAQ/Walkthrough.
Question to myself: am I satisfied? Answer: YES. I certainly hope that
all of you who read this guide will learn something about Mega Man III,
anything from the best way to nab a 1-Up to a strategy for beating a
particular boss. Any and all feedback about this document is welcome--
especially if you either have a question that this doesn't cover, or you
have found a website besides www.gamefaqs.com that hosts this document.
A big "thank you" to everyone who took the time to read this document.
Once again, I'll say that Mega Man III is THE Game Boy game of all time.
Kudos to Capcom for making this game! To everyone...see ya! ^_^
Thus, we come to the end of the Mega Man III FAQ/Walkthrough...
THE END
Copyright 2001 Shy Ranger. ^_^