_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
/ Mega Man III FAQ/Walkthrough v1.3 Beta \
/ By: Tom Baker of Dark Arachnid Productions \
< Official v1.3 Beta Release Date: 6/17/2000 >
\
http://cyberturf.com/darkarachnid/index.html /
\_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _/
_____________________________________________________
/ \
<- - NOTE that v1.3 is a beta, and is still being revised. - ->
\ Consult website for further releases or updates. /
\___________________________________________________/
=============================================================
Pre-use information . .
=============================================================
o This file is roughly 35 give or take Kilobytes (kb) in size.
o It is best viewed @ 800 x 600 Pixels (dpi) on your monitor.
o System Requirements: It's a text file for god's sake.
=============================================================
Revision History
=============================================================
o v1.1 Released - June 11, 2000 All basic info is intact.
by reading this, you should get a good concept of how
to play the game, beat bosses, get weapons, etc. However,
no visual aids. Look for those in 1.2
o v1.2 Released - June 14, 2000 After a little editing, I've
gone over it, and put in a few visual aids. However, when
I closed, saved and reopened the file.. THE VISUAL AIDS
MESSED UP! So I moved everything to the left.
o v1.3 Released - June 19, 2000 Should be the whole kit and
caboodle. (Let's skadoodle)
=============================================================
Table of Contents . . .
=============================================================
File Map . . . .
Chapter 0 - Pre-use information, Revision history, Table of
contents.
Chapter 1 - Preface
Chapter 2 - Mega Man's Journey
Chapter 3 - Controls, and the Menu
0 Appendix 1-A
0 Appendix 1-B
0 Appendix 1-C
Chapter 4 - The Cast of Characters
A. The Good Guys
B. The Bad Guys
Chapter 5 - Items/Powerups/Rush Utilities
Chapter 6 - Stages/Bosses
0 Appendix 2
A. Magnet Man
B. Hard Man
C. Top Man
D. Shadow Man
E. Snake Man
F. Spark Man
G. Gemini Man
H. Needle Man
Chapter 7 - Doc Robot
0 Appendix 3
0 Appendix 4
Chapter 8 - Dr. Wily's Fortress
A. Stage One
B. Stage Two
C. Stage Three
D. Stage Four
E. Stage Five
F. Stage Six (the final countdown)
Chapter 9 - Ending
Chapter 10- Frequently Asked Questions (FAQ)
Chapter 11- Game Genie Codes/Passwords/Cheats
0 Appendix 5
Chapter 12- About Us
Chapter 13- Copyright Information/Credits
=============================================================
Chapter One: Preface
=============================================================
Hello everyone! Tom of the DA team, saying I hope this file
helps you a whole lot during your journey through Mega Man 3. It
is one of my favorites for the old 8 bit nintendo, so I
decided to write a walkthrough for it, just in case any of you
are having trouble. Although this game looks easy, In some cases
it isn't. A couple of good pointers about this game, before we
get started, are that this is the first edition that had Rush,
(MM's Dog) and Protoman! (MM's brother) He often tries to kill him..
This file, as mentioned before is 35 Kilobytes (not big at all) and
best viewed at 800 x 600 on your monitor, trust me or otherwise
it looks like crap. Let's just get on with this, shall we?
==============================================================
Chapter Two: Mega Man's Journey
==============================================================
Dr. Wily, the mad robot scientist, and former partner of Dr.
Light, is at it again. He has created a team of eight robots,
to finally put a stop to Mega Man, Dr. Light's robot to fight
against evil. Although Wily's past two attempts failed, he's
got some more trickery up his sleeve. Your mission is to seek
and destroy all eight robots, and stop Dr. Wily at once. Good
luck to you and Megaman in this third adventure of the series.
==============================================================
Chapter Three: Controls, and the Menu
==============================================================
Directional Pad - Controls Megaman. Left makes Megaman walk
left. Right makes Megaman walk right, Down has no use. Up has
No use. A combination of down, left and "B" will make MM slide
left. A combination of down, right, and "B" will make MM slide
right. The "A" Button makes Megaman Jump. The "B" Button makes
Megaman shoot with a specified weapon. The "Start" button brings
up the Menu. The Menu window shows your current status on how
much energy you have left (next to the "P") symbol. It also shows
how many lives Megaman currently has (0-9). And it shows how many
energy tanks Megaman has. (See Chapter 5) The bars next to the
two-letter symbols show how much ammo is left in that particular
weapon. An Icon is provided to show you what weapon you are
dealing with. Each small vertical marking is a unit. If the
entire bar goes black, you have nothing left from that particular
weapon. If it is full of yellow, you have all of that weapon.
And everything in between, and so on. Get it? Good. Proceed
below. . .
See Appendix 1 (A, B, C) for info on the menu and controller usage
0 Menu: As told above, the menu displays status, on your energy,
how much use is left in your weapon, and how many lives/energy
tanks you have left.
0 In Appendix 1-A, it shows the basic menu. When you get six
weapons, you can gain access to the second menu. Simply because
the first menu can't hold everything. Appendix 1-A Definitions;
little smiley face = Extra lives left. "E" tank = energy tank.
In this particular case, this guy has 2 left. You might notice
that the "P" is not a weapon, it is your neutral state, and the
P means "Power", I guess. If you are FULL of energy, the "P"
bar will be entirely full of units. The "=" is a unit in my
illustration. The same works for all your weapons. In the first
menu, it shows your Needle Shot (NE), your Magnet Missiles (MA)
your Gemini Lazers (GE), Hard Knuckles (HA) and your Top Spins
(TO). This guy might need to slow down on the magnet missiles,
in case he meets up with Hard Man! And it wouldn't hurt him to
find a large energy pellet here or there. Or maybe use one of his
two energy tanks.
0 In appendix 1-B it shows everything you get after the first menu
is full. You can get to that by hitting the little "NEXT" sign,
with an arrow below it. This menu shows how much Search Snake (SN),
Spark Shock (SP), Shadow Blade (SH), Rush Coil (RC), Rush Marine
(RM), and Rush Jet (RJ) you have. When the meter runs down, you've
got less of it. When it's full, you've got plenty to boot. But be
warned, those rush utilities, especially the rush jet DRINK weapon
meter units. (As defined above)
VISUAL AIDS "I could pull something better out of my.. HEY KIDS!"
==================================================================
= P |======= | GE |=================| * * =
= --- 06=
= NE|============= | HA |=================| =
= NEXT +-+ =
= | MA|= | TO |=================| |E| 02=
= \ / +-+ =
==================================================================
Appendix 1-A
==================================================================
= SN|================| RC |=================| =
= =
= SP|=============== | RM |=============== | =
= NEXT =
= | SH|================| RJ |=================| =
= \ / =
==================================================================
Appendix 1-B
==================================== Forgive me if it's not
= | = Perfect, but its been
= - + - == == O O = A damn long time since
= | SELECT & A B = I've seen a Nintendo
= D-PAD START = Controller!! :) *LOL*
====================================
Appendix 1-C
==============================================================
Chapter Four: The Cast of Chracters
==============================================================
A. The Good Guys . . .
Megaman - The Blue Bomber! Our Hero!
Rush - Man's (or in this case) Robot's best friend..
Dr. Light - Doctor that builds machines to fight against evil
Roll - Given probably the least recognition for a major
character. Maybe not that major. Megaman's sister
Protoman - The Red Whistler! Reprogrammed by Dr. Wily to
destroy Megaman at all costs. Even if he is his
brother. Find out later in the game, or this
walkthrough to find out why I put him in the good list.
B. The Bad Guys . . .
Dr. Wily - Archvillain. Deranged robot engineer that tries to
take over the world. Another Jerry Springer deal.
Protoman - But he is trying to kill him for the most part . . .
8 Robots - Magnet Man, Hard Man, Top Man, Snake Man, Spark Man,
Shadow Man, Gemini Man, Needle Man. These robots
are designed to destroy Megaman by any means neccessary!
Your side-mission, to turn these guys into scrap piles.
Doc Robot- Defines the operation that 8 robots from Mega Man 2
were risen from the alloy grave, in Dr. Wily's big plan
to put Megaman to an end!
==============================================================
Chapter Five: Items/Powerups/Rush Utilities
==============================================================
o Small energy pellet - small spherical object that blinks black
and yellow. Restores 6 units of Megaman's Health
o Large energy pellet - large spherical object that blinks black
and yellow. Restores 12 units of Megaman's Health
o Small weapon pellet - By default is a blue small object that
refills 4 units of Megaman's weapon usage back into the bar
(If you use one of your other weapons, the pellets will be
the same color as your suit. Same system with Large weapon
pellets.
o Large weapon pellet - By default is a blue large object that
refills 8 units of Megaman's weapon usage back into the bar
o "E" Tank - Energy Tank. Maximum capacity is 9. These are
helpful little tools that refill ALL of Megaman's health.
One used at a time.
o "?" Tank - Mostly seen toward the end of the game. Shoot
the "?" tank to reveal what is inside. Can be any powerup.
o 1-up - Megaman's face that restores 1 life. Maximum capacity
is 9. Color is determined by what type of weapon Megaman is
using. Same principle with weapon pellets. (see above)
Rush Utilities . . .
0 Rush is Megaman's cyborg canine companion that ventures alongside
him throughout the game. He is a real lifesaver in some places.
Rush is programmed to three types of utilities which are treated
as a weapon. (see above for information on weapon pellets, etc)
0 Rush Coil - you start with this little miracle. Rush coil acts
as a small trampoline when you need to get to a higher ledge.
0 Rush Jet - Obtained after defeating Needle Man. Use him to ride
him like a hoverboard from "Back to the Future 3" However, the
difference with this is that you can go as high or low as you
want. Beware however Rush Jet drinks weapon fuel. I'm talkin like
2 units/second! No kiddin! You might want to be sure there are
enemies where you can shoot and obtain weapon pellets, cause
no doubt in my mind, you will definitely need to recharge someway
0 Rush Marine - This is Awesome! Use Rush Marine underwater and
it acts like a small submarine! Shoot by pressing "B" as usual.
Can only be used underwater. This is obtained after defeating
Shadow Man. (Should be your 4th journey)
==============================================================
Chapter Six: Stages/Bosses
==============================================================
Start up the game. You are given eight choices. It looks a lot
like The Brady Bunch! *LOL* Despite that, How do you know who
to go to first? Take this below chart (Appendix 2) into view.
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| Your guide to the robots . . . |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| Number | Boss | Weapon Given when defeated . . |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 1 | Magnet Man | Magnet Missile |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 2 | Hard Man | Hard Knuckle |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 3 | Top Man | Top Spin |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 4 | Shadow Man | Shadow Blade (& Rush marine) |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 5 | Snake Man | Search Snake |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 6 | Spark Man | Spark Shock |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 7 | Gemini Man | Gemini Lazer |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 8 | Needle Man | Needle Shot (& Rush Jet) |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
Appendix Two
Ok now that that is out of the way, that is the path you shall
take throughout the game. However, some may choose to go another
way that is fine, but the weapons given when you defeat a boss
is the most effective to the next boss on the list. Meaning,
the weapon will take the most dammage out of the boss, rather
than any other. *NOTE* To beat Magnet Man most effectively,
use your regular shots, because you have nothing at that time.
A. Magnet Man
Get ready to kick some ass and take some names! This is Megaman's
first level of the game. Be careful of the flying magnet type
creatures that pull you up in the air. Continue right and go
down the ladder. What the..? Everything's still? That is for the
next three seconds. You will meet a sub-boss named "Protoman".
Protoman appears in a few spots in this game. He attacks by
jumping and shooting. My advice to beat him is to slide under him
when he
jumps andshoots or jump over his shots and land a couple of
shots when you can. He's not that hard. Protoman is a cyborg
just like Megaman, and is actually his BROTHER! "Hey then why
is my brother trying to kill me? Is this like Cain and Abel?!?"
Haha, no not exactly. Protoman was reprogrammed by Dr. Wily
to manipulate Megaman and all the forces of good by using his
evil flute. He knows no better, I guess. Protoman gets his name
by meaning that he was the first version of what Megaman turned
out to be by Dr. Light, before Wily took him and reprogrammed him
and whatnot. OK. Defeat Protoman, and go down the hole. Meet a
large robot like creature and blast the living hell out of it.
Jump over its attacks, and move on. Work your way through the
elements and finally you are at Magnet Man. Magnet Man himself
fires magnet missiles into the air and they come down on you
by seeking your heat. Quickly slide to avoid being hit by the
missiles. Land as many shots as you can on the Boss. Magnet Man
also gets constipated at times, er not exactly. The boss is
sending an electromagnetic field to bring Megaman towards him.
Run the other way as much possible to avoid this. A very simple
boss is Magnet Man. Become victorious, and recieve the "Magnet
Missile". This weapon is basically the same as what he was using
except you only fire one missile, in a horizontal row rather
than three.
B. Hard Man
Next, go to Hard Man stage. This is a construction site type
level and by far is roughly pretty hard, because of your
current circumstances. Anyway, you will meet enemies in this
level such as the classic little helmet guys that shoot three
shots at you, and bear trap type things, that you must slide
to avoid being chomped. Also, a bee will drop a cocoon of
five robot bees onto you, which are treasure troves of powerups
if neccessary. Work your way through the level, and meet Hard
Man. Hard Man attacks by shooting his arms at you which can
drain energy if you're not careful. He also jumps into the air
and makes a touchdown to create a giant earthquake. The quake
immobilizes Megaman, rendering Hard Man free to use any attack
he wants. Be sure to equip "Magnet Missile" because it is the
most efficient against Hard Man. Blast Hard Man about 10 times
with the Magnet Missile and you will reign over him. Doing so
will also grant you the "Hard Knuckle" Utility. This weapon
allows you to fire a rocket powered fist at your enemies.
C. Top Man
After the smoke clears, and everything's said and done, venture
on over to Top Man stage. In this level, you will meet up with
a giant robotic bobcat, that is somewhat difficult to beat, and
small tops that drain 2 units of energy per hit. Make your way
through the level, as I trust you can. Finally, you meet up
with Top Man. Equip the Hard Missile. You should be in navy blue,
and dark gray. Fire missiles at him as he is acting as a tornado
toward you. Top man also sends small tops at you, as seen
previously in the level. Win, and recieve the Top Spin. This
wapon is unique, in that you do not fire anything. Hitting the
"B" button will command Megaman to spin like a top. At first I
could not understand what this was for. Also notice using it,
will not drain any weapon usage from the weapon bar! Well..
that is until you meet enemies. The Top Spin is very useful
to defeat enemies like the bees seen in Hard Man stage, or
instances when many enemies surround you. Hit the "B" button, and
based on how many enemies you defeat, thats how many weapon
units disappear from your weapon bar. All in all, a pretty neat weapon!
But in the long run, what a lame name for such a "vicious" robot!
Come on, TOP? That's a childrens toy for gods sake!
D. Shadow Man
The stage in itself can be very tricky. The enemies in this level
are those little men who throw things at you, and are armored so
they can be annoying. You will come to a major part in this level
where everything goes black. Before it does, be sure to look at
your surroundings to get a glimpse of whats up ahead. Pits can
be tricky as well. Shadow Man himself is very quick, and can be
compared to Quick Man (Megaman 2) or Boomer Kuwanger (Megaman X)
Shadow Man attacks by throwing a number of ninja stars in the air,
which can drain your energy very quickly if you don't watch it.
Slide under him when he jumps in the air, and land shots with your
Spark Shot, and he should be no problem from the particular point
that you get his attacks down. Defeat Shadow Man and recieve
the Rush Marine (defined above). You also get the Shadow Blade. Not
only do you get his weapon, but you get the second rush utility!
That is the Rush Marine! (see Rush utilities section)
E. Snake Man
This is the home of a reptile like robot, and by far is one of the
best of the game. Be sure you've got your Top Spin before coming
into this level. You will meet a sub-boss a giant snake, (2) who's
body swerves to throw you off balance, while shooting fireballs at
you. Get level with his face and shoot away. You will also see small
snakes. Get through the obstacles, and when you meet up with Snake
Man himself, defeat him by using the Top Spin just as he jumps over
the highest block, in the center of the battle room. He will also
shoot mechanical snakes to seek you out. When you defeat Snake Man
you will recieve the "Search Snake" weapon, which gives you a green
and white suit, and you shoot small mechanical snakes, similar to what
Snake Man, himself used.
F. Spark Man
Spark Man is also pretty difficult. Get through the level, which
consists of various enemies which use electricity-based attacks.
Nothing really that complex about this stage. Spark Man, however
will give you a run for your money. Be sure to have the Search
Snake weapon equipped before entering the battle. It might be
a good idea to bring a couple of energy tanks along, just in case.
Fire the snakes and let them search Spark Man out. Spark Man
himself charges a giant surge ball which takes lots of energy
away if Megaman comes in contact with it. He also shoots a ring
of small surges which expands, and goes all over the screen.
Make Megaman jump in between 2 spark balls, and then fire away
at Spark Man as usual. Spark Man also jumps far and wide as well.
Since there is no room to slide, just get within corners of terrain
in the battle room to avoid being hit by Spark Man. When victorious,
Spark Man gives you his ammo which is called "Spark Surge" Which deploys
small sparks, and your suit is colored bright orange and white.
G. Gemini Man
This stage is sort of like an underground cave, with bodies of water
througout the level. Good thing you've got your Rush Marine! You'll
need it. Protoman also meets you in this level toward the beginning
of the cave. Defeat him again, and go below to the cave. Make your
way through this level and then you're at the boss. QUICKLY equip the
Shadow Blade, if you already haven't. The shadow blade is effective
in that it goes upward and diagonally, to meet Gemini Man's high
jumps he takes. Gemini Man fires lazers at you, which you must weave
or slide out of its path by any means neccessary. The lazer does not
go away for about 5-10 seconds, and it can richochet off walls.
If that isn't enough to avoid, Gemini Man is still jumping and shooting.
Sliding is the best policy for this boss, because of the lazers he shoots.
Be sure to slide, or even jump, and then land as many shots with the
Shadow Blade as needed. When you are victorious, you will get the Gemini
Lazer, it is my personal favorite weapon out of the entire game. It looks
awesome too!
H. Needle Man
The last boss you will have to face in the normal levels is Needle Man.
Needle Man can destroy you very quickly under normal circumstances.
However, if you've got the Gemini Lazer adaptation, this guy is a breeze.
I swear it is 2-3 shots with the lazer, and hes history. Thus, rendering
Needle Man as one of the most overrated in the game. Go ahead and destroy
Needle Man and get the Needle Shot. You will be dark gray and orange,
and you fire a variety of needles. This being the last weapon you get,
will not be effective on any of the other bosses. You also get the third
Rush utility, and my personal favorite of the three, the Rush Jet! (see Rush
Utilities section) Now, onto Dr. Wily, to defeat the mad doctor, and
save the day!!!!!!! But.. Wait! What the hell?!?!?!
==============================================================
Chapter Seven: Doc Robot
==============================================================
Oh man. Is it 1988 all over again? Is Reagan the President?
AHHHH!!!!!!! OH NO! WHAT IS GOIN ON? No.. But you've got the
original badboys from Megaman Two on your case now! Dr. Wily
brought em back from the dead, just for you! "Oh boy..."
you're probably thinking, but cheer up! I've got another one
of those damn charts (appendix three), and killin these guys
should be a breeze. Take notice that you do not get any powers
from these guys, although the Quick Boomerang would be pretty
cool! Oh well. Anyway . . .
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| How to defeat the Doc Robots in a breeze . . |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| Number | Robot | Reccommended Weapon . . |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 1 | Wood Man | Snake Search (Snake Man) |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 2 | Heat Man | Top Spin (Top Man) |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 3 | Air Man | Spark Shot (Spark Man) |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 4 | Crash Man | Hard Knuckle (Hard Man) |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 5 | Flash Man | Needle Shot (Needle Man) |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 6 | Bubble Man | Shadow Blade (Shadow Man) |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 7 | Metal Man | Magnet Missile (Magnet Man) |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 8 | Quick Man | Gemini Lazer (Gemini Man) |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
Appendix Three
Now for some additional help, here are the stages these robots
reside on. (Appendix Four) The numbers are based on the
chart above. So for example, 1/2 = wood man and heat man . . .
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| Where the robots are . . |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| Robot(s) | Stage |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 1/2 | Shadow Man Stage |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 3/4 | Needle Man Stage |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 5/6 | Gemini Man Stage |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| 7/8 | Spark Man Stage |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
Appendix Four
There. I dont know how much that helps, but whatever . . . . .
==============================================================
Chapter Eight: Dr. Wily's Fortress
==============================================================
Before going onto Dr. Wily's Fortress, remember that there are five
substages, before beating "The Man" himself, and the game.
A. Stage One
To your left is a 1-up. Equip the Rush coil and get over the ledge,
to get the extra man. You will see lots of these in Dr. Wily's fortress.
In this stage, there is a major body of water, with spikes. It is
best to equip the Rush Marine utility to easily get past this part.
The boss of this level is a robotic turtle generator. After firing at the
turtles, they will jump out of their shells and swim around. The shells
are then explosive, so do not touch them. Kill the turtles swimming around
to take 1/5 of the boss' energy units at a time. do this five times, and
you have beat the boss. Note that the turtles swim more faster when you
have killed one at a time. The fifth is the fastest. Take notice of the
jets that shoot from the floor and the ceiling. They can be a nuisance
in that they (could) bring you closer to the turtles' path. All in all,
pretty easy however.
B. Stage Two
In this level, the boss is a giant clay figure, VERY similar to the one
in stage 3 of Dr. Wily's fortress in the first Mega Man game released in
1987. The clay man breaks up into pixels and shifts to one end of the screen.
And then recreates himself. When he is whole, shoot the eye of the clay
robot as much as possible. I reccomend using the Needle Shot, or the gemini
lazer. This robot is pretty hard in a way, in that every pixel that shifts
can hurt you. When he moves from right to left, he will break up in pixels
and move to the other side, and recreate himself when all of the pieces are
there for about 3 seconds. Then, he will move from left to right. The way
he does this, is that the square pieces break up in vertical rows and bounce
five at a time over to the other side. This happens very fast. I would
definitely reccomend that you have at least 2 or 3 energy tanks. You will
need to refill your energy once or twice.
C. Stage Three
When you first drop into this level, you will see a couple of powerups.
go for em. The boss in this level (bosses).. is everybody listening?
SURPRISE! is ALL 8 ROBOTS ALL OVER AGAIN!!! oh CRAP!!!! Refer to the
chart above, on hints on how to beat the robots if you haven't got them
down already. Note: this time, the robots do NOT leave any kind of power,
but they will leave a large energy pellet. That can be very useful.
Somehow, before going into this, I would reccomend having as many energy
tanks as you can.
D. Stage Four
This level is pretty typical as usual. Just kill some bosses and dodge some
obstacles, and youre there. "There" being the boss. The Boss is...
This just gets weirder every minute... Its YOU! You are cloned, three times.
The three clones are on 3 floors, shooting and running back and forth.
However, two of the clones are invisible, and one of them is the one
you can shoot, and actually take units off the enemy's energy bar.
Go ahead and use whatever weapon you like. It really doesn't matter because
all of the boss' power took an equal amount of dammage off megaman. So just
go for it with whatever weapon you choose.
E. Stage Five
You're almost there! Hang in there partner! In this level, you see the first
edition of Dr. Wily. He's got a mechanism which has 2 hydraulic beams on
the right and left of him. They are connected to a giant spike, which steps
into the ground. He shifts from left to right, doing this. A triple-shot
like gun fires many shots at Mega Man. Be sure to have some energy tanks
here as well. at least 4-5. Shoot the triple-shot machine on the bottom
to drain the boss' energy. When you have completed this level, and beat this
boss, the screen will flash black and white. You have brought Dr. Wily to his
knees! He is pleading forgiveness. Megaman goes up to him, and What?
he's a freakin DUMMY!! His head is springing back and forth as you go to the
next level....
F. Stage Six (The Final Showdown)
Youre dropped into a basic room with five powerups. Get them with the best
of your ability, using your rush tools. Then go to the room on your right.
This is the boss room. The Boss is a giant machine that takes up most of the
background! However, he's all hype. Just go to the ledge to the right of his
face and fire away with the Shadow Blade. About halfway through the energy bar,
SURPRISE (AGAIN)!! It's Dr. Wily! The energy bar is suddenly recharged! There is
also a giant arm moving along the bottom of the screen that has spikes on top, and
on the knuckles. The SPikes, like all spikes can IMMEDIATELY kill you, so avoid them
by all means neccessary. However, you have to get on the hand to get ontop of the
ledge. Notice that there is a second ledge right beside Wily's operating chamber.
You will have to jump left in the air, and fire a search snake. This is the only
weapon that will rid Wily for good. Once you have taken the risks into consideration,
and gotten aware of your surroundings, this should be no problem at all.
Be sure you have plenty of search snakes to boot. Remember: First part, Shadow
Blade. Second Part: Search Snake. BE SURE to have these weapon bars FULL to the GILLS!
After defeating Dr. Wily, sit back and enjoy the rest of this 8-bit ending happiness.
==============================================================
Chapter Nine: Ending
==============================================================
Why is this important? It's really not, but its a big part of the game.
During the end sequence, you have no control. So as I've said before, just
put the controller down and relax. Maybe even wipe the sweat off your
palms! LOL! Anyway, You're in Dr. Light's lab. Light informs you that
you were saved by.. *GASP* Protoman? Maybe hes got love for ya after all!
You are seen running through some kind of field with natural scenery.
Funny how in the year 20XX or whatever this is, in an age where robots
outnumber humans, there is still nature! You are shown a journal of all
Dr. Bright's creations. I assume he was a doctor in the past Mega Man editions,
but I really can't remember. A few to remember, ROLL, Mega Man's sister!
and Protoman, Megaman's brother. A balloon is up in the tree, and Protoman
is in the sky.
==============================================================
Chapter Ten: Frequently Asked Questions (FAQ)
==============================================================
Well maybe these questions aren't frequently asked, but oh well.
I figure they might help you out during the course of the game.
Q. Can I click on my face during the stage select? What is that
for?
A. No. That is just a cursor type thing. However, when you have
defeated all 8 robots, and all 8 megaman2 recreations, that
will be accessible as Dr. Wily's fortress.
Q. Can I click on a robot once I've beat the robot?
A. No you can not. In other versions, I, II (not sure)
IV, and so on, yes it is possible, but for some reason
Capcom just didn't want to put it into Mega Man III.
Q. How many lives can I get?
A. As defined in the walkthrough, nine is the maximum. Same
applies for energy tanks.
Q. At Dr Wily's fortress, when I fight all the guys over again,
will their own power have a equal or greater effect on them?
A. Nope. Use the weapon the robot before them gave to you.
Q. Are there any secret rooms in this game?
A. No there are not. In the Mega Man X series for Super Nintendo,
they started making these secret rooms for Dr. Light capsules,
to upgrade your weaponry, armor, etc. And they might have
slipped a few into the later Megaman games for the NES, IE 4, 5, 6
but i am not sure. I will look into it when I make walkthroughs
for those games, but for now, not sure.
Q. There is no score on this game, why not?
A. Why the hell should there be score in Mega Man? It's pointless.
I guess Capcom thought the same thing, so that's why they took it out
after Mega Man I. (1987)
Q. Do the Doc Robot recreations give you any powers?
A. No they do not.
Q. Does Protoman have a power that I can recieve?
A. No.
Q. How long did it take for you to make this FAQ?
A. About Eight hours :)
Q. How many times do I meet Protoman in the game, and where?
A. Three times. Magnet Man stage, Gemini Man stage, and Shadow
Man stage. (I could be wrong, and I am about 10% sure of that,
so refer to the game.)
Q. I Have a question that isn't listed here. Can I contact
you for any other question I might have?
A. Yes. You can e-mail me at
[email protected]. I will
go to the best of my ability to look it up for you.
==============================================================
Chapter Eleven: Game Genie Codes/Passwords/Cheats . . .
==============================================================
Now if you are one of those people who just wanna take the easy
way out, that's understandable. Below are some game genie codes
and passwords that might help you out.
Freeze the Robot Masters
First off, let the robot fall to the ground as usual. Then, wait
that 2 seconds for the energy bar to fill up. Then, get someone
or you can do it, to hold "A" on controller 2. this will set off
a glitch to where the robot will stop moving altogether! Then,
shoot him at your leisure. Note that Megaman will freeze as well.
So put yourself in a position first, where you are in reach to
shoot the boss. I personally think this is a great big waste
of time. Just use the weapon the robot before him left you, and
you should have it done in no time. But whatever . . .
High Jump
If you want to jump high without using your Rush Coil, just hold
right on the second controller's Directional Pad. You will jump
extra high.
"Bottomless". Yeah right. . .
If you mastered the high jump trick (which isn't that hard to do)
Then, hold right on the D-Pad when you are in a hole. You will not
die! In fact, you will be able to move around in the hole. If you
continue doing this, however, your life will drain, but nonetheless
you will still be alive. This code is too much worry to me, but
oh well.
Slow Motion
Hold up on controller two, to bring the game to molasses speed. I don't
know why you would want to do this. Mega Man 3 has some pretty lame
cheats without the Game Genie. . .
Passwords!
Oh boy those good ol' passwords that the Mega Man series has to offer.
In Mega Man 3, it is a grid, coordinate type thing with blue and red
dots. X-axis has A - F and the Y-axis has 1-6, making 36 slots to use.
It might be X axis with 1-6, and the Y axis with A-F. I'm not good in math.
Dont let that confuse you though, its as easy as 123 to use the password
system. If you have more trouble, observe the below illustration (Appendix
Five) to help you out.
Lets say you wanted to plot a password of, say . . Red - A1
Blue- A5
Of course, that does nothing, but you get the idea. The below shows
how that password would be plotted.
0 First, go to your red/blue window. Select your dot color.
0 Then plot them in the graph by hitting B. or it might be A, i am not
in front of my NES right now. But anyway..
0 The "END" window is what you hit when you are finished. If the code
you entered was right, you will proceed to what the code is for. If
it was incorrect, however, you will be given a message that says you
didn't do it right (not in those exact words)
A B C D E F
+ - + - + - + - + - + - +
1 | X | | | | | |
+ - + - + - + - + - + - + + - + - +
2 | | | | | | | | X | Y |
+ - + - + - + - + - + - + + - + - +
3 | | | | | | | X = blue dot
+ - + - + - + - + - + - + Y = red dot
4 | | | | | | |
+ - + - + - + - + - + - + + - + - +
5 | Y | | | | | | | |
+ - + - + - + - + - + - + | E N D |
6 | | | | | | | | |
+ - + - + - + - + - + - + + - + - +
Appendix Five
Here are a bunch of passwords that work. Note that you can have your
own personal password! When you get a game over, choose "Password" and
you will be given a set of coordinates to plot. Reset the game, go to
"Password", plot those in, and you should be right back where you started.
(Magnifico!)
*THANKS TO IGN'S GAMESAGES.com!*
All weapons, All Items, 9 ETs, no Doc Robots Blue: A3 B5 D3 F4 Red: A6
All weapons, All Items, 9ETs, Dr. Wily Stage 1 Blue: A1 A3 B2 B5 D3 F4 Red: A6 E1
Spark Man defeated Red: C5, F4
Snake Man defeated Red: C5, F6
Needle Man defeated Red: D3, E6 (Rush Jet Included)
Hard Man defeated Red: C4, E6
Top Man defeated Red: A3, C5
Gemini Man defeated Red: B5, C5
Magnet Man defeated Red: C5, F5
Shadow Man defeated Red: C5, D6 (Rush Marine Included)
Game Genie Codes
What is a Game Genie? You may have heard of a Game Shark? Its kinda like
that. It toggles these mishaps in the course of the game to your advantage.
(some to your disadvantage). This was Galoob's attempt to get into the
videogame industry, and it worked! Millions bought this revolutionary new
tool. It was a slot that you slipped your game cartridge into, before putting
it into the nes game bay. Galoob also released models for the Sega Genesis,
and the Super Nintendo. Now that you have some background on what that is,
here are the codes.
1 Life - AENKKAZA
6 Lives- IENKKAZA
9 Lives- AENKKAZE
1 Life after continue - PAOONPZA
6 Lives after continue - IAOONPZA
9 Lives after continue - AEEGXLPA
Infinite Lives - YEUKOTGA
High Jumps - ASXSTLGP
Long Slides - NNKIALEE
Fast Slides - GXVAAASA
Faster Megaman - NYKGXSGK
Mega Fast Megaman - ZAKGNIPA
You should have a handbook that has codes in it, but just in case you lost
it or something, there you go. Also, emulators such as Nesticle or Nesten, etc
have the game genie plugin built into it as a patch file. Thats what I assume
many of you have, unless you STILL have your nearly 20 year old NES, and for
that I honor you! lol I sold mine in a garage sale about 6 years ago, and bought
both the Genesis and the SNES. It took up until 1994 to get my SNES? Geez...
Anyway . . . "Wait.. Twenty years? IS it that damn old?" Well yes and no.
It was released in Japan in the very early 80's, I believe 1982 or 1983. However,
Americans couldn't get the system until around 1986. And I got mine when I was
four years old, that christmas morning on December 25, 1988. (Ahh.. memories)
*NOTE* You can get an NES emulator at www.emulationzone.org
*NOTE* You can get roms (or games) at www.nes.cx (cx? yeah i didnt know either)
I wont go into information about how to use emulators and roms, but you
can see that on the site.
==============================================================
Chapter Twelve: About us
==============================================================
Darkarachnid(TM) is a brand new orginization, headed by five
game playing experts. We hope to bring you many walkthroughs,
codes, cheats, hints, and news, which you can see on our
website! Once again, thank you for choosing Dark Arachnid!
==============================================================
Chapter Thirteen: Copyright Information/Credits
==============================================================
First off, I want to thank IGN.com for giving me some of the
information that was needed to put this together! This walkthrough
took me roughly Eight hours and twenty minutes to compile, edit,
revise, and decorate as needed.
TIME STARTED 7:10 PM - - - - - - - - - - - TIME ENDED 3:00 AM
A couple of things to consider, this game guide was brought to you
by Dark Arachnid productions. (C) 2000 For more game walkthroughs,
whether they be already made, or what's to come, you can refer
to the site, www.cyberturf.com/darkarachnid. If you decide to put
this file up on your website, please credit Dark Arachnid produc-
tions as it is our work, and not yours! :-/
Also take consideration that this game itself, (Mega Man 3) is (C)
1990, Capcom USA. (www.capcom.com) And was liscensed to nintendo.
(www.nintendo.com) The Megaman series is (C) 1987 - present, Capcom
USA. (www.capcom.com)
PeAcE OuT :-)
(C) 1999-2000 Darkarachnid Productions . . .
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P R O D U C T I O N S
"From Pacman to Rayman, we're behind you 100%!"
[email protected] -
http://cyberturf.com/darkarachnid/index.html