## ##### ##### ##### #%# #%%# #%%## ## #### #%#%# #%# #%%%##%# ## ## ##%%# #%%# #%# #%%%%#%# #### ######%# ## #%%# #%%%# #%%# #%%%%%%# ####%%# #### #%%%%%%%# #%%# #%%%#%%%%# #%%%# #%%%%%%# ###%%# ##%%%# #%####### #%%# #%%%%%%%%# #% %# #%#%%%%# ## #%### #%%%## #%# #%%# #%%#%##%# ##% %# #%##%%%# ###%# #%%%%# #%#### #%# ### #%%%# #%# # #%# #%%%%%# #%# #### ###%%%# #%%%%# #%# #%# ##%# #% %# #%# # #%# #%##### ### ####%%%%%%# #%%%%%# #%#### #%# #%%# ##% %%# #%# #### ## #%%%%%%# #%%%%%# #%%%%# #%# ##%# ##%%%%# ##### #%%%%%%##%%%%%%# #%%%%# #%# #%# ##%%%%%# #%%%%%%##%%%%%%# #%%## #%# #%# #%####### #%%%%%%%%%%%%%%# ##%# # #%%###%# #%# ############################### #%%%#%%%%%#%%%%# ##%# ## #%%%%%%# ### #%%%%%%%%%%%%%%%%%%%%%%%%%%%%%# #%%%##%%%##%%%%# #%##### #%%#### #####%%%%%###%%%%%###%%%%%##### #%%%###%%##%%%%# #%%##%# ### #%%%# #%%%# #%%%# #%%%# #%%##%%%%# #%%%%## # #%%%# #%%%# #%%%# #%%%# ## #%%%%# #%### #%%%# #%%%# #%%%# #%%%# ## #%%%%# ## #%%%# #%%%# #%%%# #%%%# ## #%%%## #%%%# #%%%# #%%%# #%%%# # ##### #%%%# #%%%# #%%%# #%%%# ## #%%%# #%%%# #%%%# #%%%# #%%%# #%%%# #%%%# #%%%# #%%%# #%%%# #%%%# #%%%# #%%%# #%%%# #%%%# #%%## #####%%%%%###%%%%%###%%%%%##### ### #%%%%%%%%%%%%%%%%%%%%%%%%%%%%%# ### ############################### ## Thanks go out to Atom Edge for this great ASCII art. +-----------------------------------------------------+ | | |Megaman III | |For the Nintendo Gameboy | |FAQ/Walkthrough | |By Meowthnum1 (meowthnum1 [at] meowthnum1 [dot] com) | |Last Updated: 6-07-03 | |Version 4.1 | | | +-----------------------------------------------------+ Table of Contents: I. Introduction 1.01: Table of Contents 1.02: Introduction 1.03: Dedication II. Basics 2.01: Controls 2.02: Story 2.03: Boss Order III. Walkthrough 3.01: Snakeman 3.02: Geminiman 3.03: Shadowman 3.04: Sparkman 3.05: Skull Castle 3.06: Dustman 3.07: Skullman 3.08: Diveman 3.09: Drillman 3.10: Skull Castle II IV. Appendices 4.01: Bosses 4.02: Master Weapons 4.03: Passwords 4.04: Items 4.05: Ending V. Last Words 5.01: Copyright Information 5.02: Revision History 5.03: Credits 5.04: Bai-bai! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I. Introduction -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 1.01: Table of Contents | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 Press page up. ^_^. 0=~=~=~=~=~=~=~=~=~=~0 | 1.02: Introduction | 0=~=~=~=~=~=~=~=~=~=~0 I swear...I come up with a different name for section 5.05 every time! Or I try. Anyways, welcome to my Mega Man III FAQ. This tries to get you through the game, and to get everything. This game is a combination of four robots from Mega Man 3 (Snake Man, Gemini Man, Shadow Man, Spark Man) and four from Mega Man 4 (Dust Man, Skull Man, Dive Man, Drill Man). This isn't the best Gameboy Mega Man (IV was), but this is better than II ^_^. Each game has the techniques available from the game that its last four robots are from. If you need an example (which you probably do considering how complicated that was), here it is: Mega Man 4 was the very first game in which you can charge your buster. Since four robots here come from Mega Man 4, you can charge your buster in this game. Cool! Anyways, let's get down to the guide! 0=~=~=~=~=~=~=~=~=~0 | 1.03: Dedication | 0=~=~=~=~=~=~=~=~=~0 This guide is dedicated to Gobicamel. Gobi's cool, but he thinks too little of his guides. He's a great writer who has a very promising future. I've only talked to him for a short while, but from that, and from his guides, I can say that he's very cool, and as I already said, has a promising future in writing. Gobi, good luck in all of your writing. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- II. Basics -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 0=~=~=~=~=~=~=~=~0 | 2.01: Controls | 0=~=~=~=~=~=~=~=~0 -------- ------------------------ | Button | Function | | ------ | -------- | | | | | A | Jump, Drop off ladders | | B | Shoot | | Select | [Nothing] | | Start | Bring up menu | | Up | Climb ladders | | Down | Descend ladders | | Left | Move left | | Right | Move right | -------- ------------------------ Holding, "B," allows you to charge your buster. Down and, "A," will allow you to slide. 0=~=~=~=~=~=~=0 | 2.02: Story | 0=~=~=~=~=~=~=0 This is from the instruction manual of the game. 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." 0=~=~=~=~=~=~=~=~=~0 | 2.03: Boss Order | 0=~=~=~=~=~=~=~=~=~0 If you don't want to look through the walkthrough, and only use a suggested order, here you go: SNAKEMAN -> Use Mega Buster -> Go to Gemini Man GEMINIMAN -> Use Search Snakes -> Go to Shadow Man SHADOWMAN -> Use Gemini Laser -> Go to Spark Man SPARKMAN -> Use Shadow Blades -> Go to Dust Man DUSTMAN -> Use Mega Buster -> Go to Skull Man SKULLMAN -> Use Dust Crusher -> Go to Dive Man DIVEMAN -> Use Skull Barrier -> Go to Drill Man DRILLMAN -> Use Dive Missile -> Go to Skull Castle -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- III. Walkthrough -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Here we go. As a few tips: -Take your time. There's no time limit. -Charge up your buster as you go. -When I say gap, I mean this: ---- ---- ---- Where, "-," is a ledge. When I say a hole: ---- ---- PPPP PPPP PPPP Where, "-," is a ledge, and, "P," is a bottomless pit. You die if you fall down one of these. -After you receive a password, the instructions will say, "Press A Button." Well, this means to press the, "A," button, not to press a button. In other words, "B," will get you nothing. Here's the title screen: MEGA MAN III >GAME START PASS WORD Now here is the stage select screen. This screen follows the title screen, and the numbers show the order that you should take them in. 4 2 1 3 That's the order. Yeah. 0=~=~=~=~=~=~=~=~0 | 3.01: Snakeman | 0=~=~=~=~=~=~=~=~0 Snakeman's picture is in the bottom-left corner of the stage select screen. As it starts out, you are in a jungle. Start out by going right. When you can see two platforms in front of you, stop. If you look in about the middle of the screen on the far right, you can see what looks like a snake's head. Jump up, and fire at it. Continue until it is destroyed. Or, if you prefer, one charged blast at it will destroy it. Jump up on to the first platform, and then to where the snake's head used to be. Jump over the small gap, and land on the next platform. When you do this, a small, hopping enemy will come at you. One shot -- charged or not -- will kill him. These enemies only serve to annoy you. Charge your buster, and drop off of the platform. When you land, you'll see another snake head. Jump and fire your shot at it. This will kill it. Jump over the gap, on to the next platform, and up to where the snake's head once was. When you drop to the platform below it, another one of those hopping enemies will appear. Take one shot at it to destroy it. Jump over the next platform to get to a higher platform. Drop down the ledge, and destroy yet ANOTHER one of those hopping robots. Hop down the next ledge, and descend the ladder. Whatever you do, do NOT drop straight down. Here you encounter a Hammer Joe. While he's swinging his ball, go to the bottom of the ladder. While you're waiting on him to open his eye, begin to charge up your buster. When he opens his eye, fire it at him, and then drop to the ground. Repeat this until he is destroyed. Drop to the bottom, climb up the two ledges, and then drop off the ledges. Charge up your buster, and climb down. Now we take on a giant snake's head. This time, however, the ground (which seems to be his coils) is shaking. Drop down, and on the way down, blast him with your buster. Stand on the second coil from the left. Charge up your buster, and when the coil goes up, jump, and fire. Continue charging, while jumping to avoid his projectiles. Four charged shots should take him out. Leap over the gaps in the coils, on to where his head was, and onward. Before proceeding, however, charge your buster. On the next screen, jump up, and take out the snake's head in front of you. Climb the ladder, and take the energy capsule (if you need it). Instead of jumping OFF the ledge, however, climb down the ladder. Charge up your buster, jump on the first ledge, jump up, and blast the snake's head. Charge your buster again, and leap on to the ledge where that snake's head was. Jump, and blast the next one (my, but they're repetitive). Charge your buster again. Jump over the small gap, and while you're in the air, blast the next snake's head. Land where the previous snake's head that you killed was, and jump to where the one that you just killed was. Drop down the ledges until you come to a large hole. Charge your buster, jump over the gap, and while in mid-air, fire your buster to destroy the snake's head. Jump up to where he lay, and drop off the ledge. Now you are at another large hole. Before you jump over this, move to the ledge. A flying enemy who drops a capsule will start to fly toward you. One uncharged shot will destroy it. Now jump over the ledge. As soon as you land, jump up, and destroy another one of those flying enemies. Move forward, and climb down the ladder. Whatever you do, do NOT drop straight down. Here you encounter a Hammer Joe. While he's swinging his ball, go to the bottom of the ladder. While you're waiting on him to open his eye, begin to charge up your buster. When he opens his eye, fire it at him, and then drop to the ground. Repeat this until he is destroyed. Drop to the bottom, climb up the two ledges, and then drop off the ledges. Charge up your buster, and climb down. Here you encounter another giant snake's head. As usual, the ground (which seems to be his coils) is shaking. Drop down, and on the way down, blast him with your buster. Stand on the second coil from the left. Charge up your buster, and when the coil goes up, jump, and fire. Continue charging, while jumping to avoid his projectiles. Four charged shots should take him out. Leap over the gaps in the coils, on to where his head was, and onward. Befo reproceeding, however, charge your buster. Seems familiar, doesn't it? Charge up your buster, and move right. Now you see a very strange enemy. This guy will come up to you...and jump over you. So don't fire at it until it does this. You could ignore it, but wait until his pants fall. Evidently, these pants must be made of metal, because they hurt you if they hit you. Turn around and destroy it. It can go faster than you, so running really doesn't help here. Continuing on, you meet two more of these foes. Defeat them in the same way as before, and climb the ladder. Here you encounter Flip-Top. Flip-Top will approach you, and give you a random item. Jump up the ledge, and climb the ladder. This is the half-way point of the stage. Some people call it the check-point. If you die from any point on, you'll return here. Go forward, and drop off the tall (comparatively) ledge. Charge up your buster, go forward, and slide under the wall. As soon as you come up, jump, and let it loose. It'll destroy one snake's head. Now charge your buster again. Jump up, and at the height of your jump, press up to grab on to the ladder. Climb up some more, and let your shot go to destroy THIS snake's head. You jumpped up the ladder so that he would have less time to try and shoot at you. You'll learn this, but if you get shot at on the ladder, you'll fall off. At the top of the ladder, jump off to where the second snake's head was, and again over the gap. Now you see some more of those capsule enemies. Wait until the first bounces off of the wall, and goes back, and then jump off. While falling, shoot once to take out another one of the capsule enemies. When you land, jump again, and take out the first capsule enemy. Now it's about to get complicated, so charge your buster. Go forward, and take out whatever capsule enemies you can reach (there should be one). Now another one of those pole-vaulting enemies with the metal pants comes around. What you have to do is wait for him to jump over you, but SLIDE under his pants. If you did it right, you should have made it unharmed. Turn around, and unleash that charged shot on the pole-vaulting enemy. ***NOTE*** It depends on how far forward you go as to if the sliding trick will work, and how many capsule enemies there are. If there's only one, do it the same way, but realize that you have to repeat the process up here. Charge up another shot, and go forward. Now you have another pole-vaulter. Wait for him to jump over you, turn around, and shoot him. You'll have still another ahead, so repeat the procedure. At the end, climb up the ladder. Don't get off the ladder just yet! Wait for the capsule enemies to drop their cargo. They'll fall and blow up on the platform, making them harmless. Go left, climb up the ladder, and blast the two empty capsules. Jump to the lower platform to the right, and jump up on to the ladder. Climb it to the next screen. Now you have another Hammer Joe. When you first see him, count to yourself, "One-one thousand, two," jump, and fire. This should hit him when his eye is open, and let you off safe. Hit him three times. Also note that the counting should start after he resumes the original position (IE swinging his ball after he throws it). Jump to the platform he was on, and then on to the ladder. Climb. Here you've got something very interesting. When you climb, make yourself level with the capsule enemy. Start firing at it, and your shots will be blocked by a pair of claws. Still, fire at it, and when it gets close, it'll be destroyed. Now get to the top of the ladder, go to the next screen, but come right back down. Wait until the claws are at the bottom of the adjacent ladder. Hold right, and jump off the ladder. Grab on to the ladder, and climb up quickly. If you did it right, you grabbed the bottom of the ladder, where the claws should still be. If not, you fell. Try it again. Jump over to the platform with the Energy Tank, back to the claws' ladder, and back to the original ladder. Climb to the top, and to the next screen. Up here, move right until you are on ground (meaning, not the ladder). Slide twice to avoid the capsule enemies. Blast their empty shells, and go to the edge of the ledge. Jump right, over to the floating platform, and on your way, fire a shot. This will destroy the hopping enemy that is there (almost forgot about those, didn't you?). Jump right again to the next platform, and make another small hop, in order to kill off another capsule enemy. Jump off and to the right here. This platform is safe, but have your finger on the, "B," button. Jump up, to the right, and fire at the hopping enemy. Jump up again, to the right, and to the next platform. Repeat this to get on a small, square platform. Wait before you do anything. A hopping enemy will start coming to you. It'll reach your platform, but it can't jump up to your level! He'll be rubbing up against the wall for a minute (his wife would hate that. *cough*), and fall down the large hole that we call the sky. Jump down to the platform, and on your way down, shoot at the capsule enemy. It'll appear as though you're shooting at nothing, but he'll be there. Jump down to a low platform, and back up to another high one. Upon reaching the high one, you'll encounter a hopping enemy. Destroy it. Run to the right, jumping across platforms, and near the end, destroying the hopping enemy. Make a long jump across, and enter the gate. <-----------------------------------------------------------------------------> BOSS: SNAKEMAN As a general rule, you always want to charge up your buster before entering the boss room. When you enter, let the fire button go, and you'll blast him as soon as you're able to. Start charging, and he'll run toward you. Jump over his Search Snakes, and slide under him. Now jump on to the large platform in the middle. Jump over him (by jumping the way he came from before he jumps), turn around, and blast him. Quickly get back up to the platform and repeat. Do this until he is dead. <-----------------------------------------------------------------------------> You got Search Snake and Rush Coil! ------------------- Current Password: | | 0|1|2|3| | A|O|O| |O| | B| | | |O| | C| | | | | | D| | |O| | | ------------------- One down, three to go! 0=~=~=~=~=~=~=~=~=0 | 3.02: Geminiman | 0=~=~=~=~=~=~=~=~=0 Geminiman is located in the top-right hand corner of the stage select screen. So it's night-time. Start out by heading right, and jumping up the next two ledges. You'll see a dragonfly. Stand there, and he'll go behind you, and try and get on the same level as you. When he does, jump, and he'll pass right under you. Charge up your buster, and drop down the next two ledges. When you do, fire at the penguin. Quickly charge up again, and jump on the previous ledge. Do this while he's in mid-jump. He should be in the gap in front of you, as should his egg, if you did it right. Fire off your other shot, and it'll hit him in the head. Jump over to where he started. When you move near the pit, another dragonfly will come down. Dodge him in the same way as before, and jump over the hole. Upon landing on the other side, jump up on to the ledge in front of you, and dodge yet another dragonfly. Drop down to the next ledge, charge your buster, and jump over the gap to the next platform. Fire the charged shot at the penguin, charge up another shot, and fire it. This will destroy the penguin. Jump to the ledge where he was, and dodge another dragonfly. Jump over the hole, and move to the right of the platform that you're on. Dodge the dragonfly when he comes down, and move to the next platform. Dodge another dragonfly, but at the same time, charge and fire two buster shots at the oncoming penguin. If you pay attention to both, you'll not get hit. Evidently, these penguins had an affair with a stick of dynamite, so the eggs blow up. Jump over the gap, dodge another dragonfly, charge your buster, and drop down the hole. Don't do just any drop. You want to make it stylish. Jump over the hole, turn around, and fall. When you come down, if you can time it right, you can hit this Met Jackhammer. If you want to destroy it, jump, and fire at its head. When it gets close, slide under it, and repeat. This will get you a LOT of... ...nothing. Make life easier. Just slide under it, and drop down the hole. Drop down these two ledges, and slide under the wall. If you're hurtin' for life, charge first. When you slide under, turn around, and shoot at the approaching dragonfly. This will kill it, and might get you some more health. If not, just jump over it as you usually would. Jump up on this ledge, drop down, avoid the dragonfly, and jump across the spikes. As a reminder, I have come up with the simple math formula for this: XM + S = (X-1)M X = Your number of lives M = Megaman S = Spikes So basically, you die when you touch them. Here, you'll want to jump over another dragonfly, and another spike pit. Now you'll land on a very thin platform. Repeat the process. On this ledge, stand as close to the spiked edge as you can, and slide under the wall. If you're too close, you'll fall in to the spike pit. As soon as you come up, get ready to dodge another dragonfly. Charge up your buster, and jump over this spike pit. Jump up the ledges, and let loose on the penguin. After he's destroyed, charge your buster, and jump down the hole. Turn left, and let the charged blast go. It should be large enough to take out the enemy in front of you. Dodge the dragonfly, and drop down the next hole. [Half-Way Point] Charge up your buster, and fire it at those strange bubbles. Slide under the wall, jump up on the next ledge, and slide through. Now equip Rush Coil. Stand to the far left, jump up, and use Rush Coil. Jump on Rush (he's in mid- air), and get to the top. Charge up your buster, and destroy the top row of bubbles. Do the same for the bottom row. Slide under, and in the first opening, destroy the remaining bubbles on the bottom row. Slide under, grab the Energy Tank, and slide out. One back down, you want to clear out the three rows of bubbles. Walk under the wall, and repeat the process in the opening. Walk under here, and clear out the remaining bubbles. Going forward, you see a massive wall of bubbles. What you want to do here is to knock out the bottom three rows of bubbles. Remember to used a charged shot. If you don't, you'll have to destroy them one at a time, and little fish-like thingies will come out. Once you've destroyed them all, go forward. You'll come to a pit of spikes with MORE bubbles on the other side. Knock out the top two rows, and jump to the other side. Here, destroy the bubble on the bottom row, and slide under the remaining bubbles. Now for the next bubble puzzle. You'll want to knock out _ALL_ of the bubbles, save those on the top row. You can't take those out. Now you have to be really careful. Run to the very edge of the platform, and jump over the spikes. Over here, destroy the bottom bubble (the one right next to you), and slide under. And now for one final wall of bubbles. Jump on the one that is sticking out, and using a charged blast, destroy the row above the bottom (the one above the one you're standing on). Slide under, charge up your buster, and climb the ladder. Once here, jump up, and destroy the first hopping robot. Start charging, and the second one will hop to a place RIGHT NEXT TO YOU. Your charged blast will hit it, and destroy it. Jump up the ledges, and climb the ladder. Here, take out the top three rows of bubbles, and slide under the wall. Dodge the dragonfly, charge your buster, and move forward. You encounter a giant penguin. Now what you want to do here is stand back as far as you can. He'll start releasing small penguins, who will slide over toward you. Jump over these, and fire at the rotating crank on top of his head. Charge your buster, while making SMALL HOPS (so that you'll come down in time to hop over the next) over the penguins, and fire your buster. A few of these will take him out. Continue onward. Hop up the first ledge, dodge the dragonfly, and go to the top ledge. As soon as you do, slide to the right. You'll dodge the dragonfly's first sweep, but be ready to jump over him again. Now dodge TWO more dragonflies, and take out another one of those giant penguins. Move forward, leap up the ledges, dodge ANOTHER set of two dragonfiles (repetitive, aren't they?), and slide under the wall. Now you have ANOTHER two dragonfiles to deal with, and ANOTHER giant penguin. "Gemini," means, "Twin." So Mr. I'm-so-good-'cause-I-use-weird-words is taking advantage of it. Continue forward, up the ledges, dealing with another two dragonflies, and drop down the hole. If you need it, equip a Master Weapon, jump on the ledge to the right, up to the ledge on the upper-left, slide under the wall, and grab the weapon energy capsule. Drop back down, destroy the four bubbles, and slide under the wall. You'll fall down a hole. Be sure to be charging your buster. When you reach the bottom, you'll see one of the hopping enemies. When he jumps, blast him. Drop down the ledges, over the spike pit, and on to the ledge. Avoid the dragonfly, slide under the wall, and hold left when you come up. If you don't, you may fall in to the spike pit. Destroy this dragonfly, and leap across to the small platform. Destroy another dragonfly, and charge up your buster. Stand near the edge of the ledge, and look right. You'll see a small part of a hopping enemy sticking out. Blast that with your buster, and jump to the platform. Jump two platforms, destroy the dragonfly, jump to the large one, destroy ANOTHER dragonfly, and down to the ledge. Destroy the dragonfly, and go in to the gate... <-----------------------------------------------------------------------------> BOSS: GEMINIMAN Now that you have a Master Weapon you can use, if you're not at full health, go in, and try to kill him with just the buster. You'll probably die, but you want to be at full health when you use the Master Weapon. Equip the Search Snakes, and go in. Now he has two phases. When you first go in, run forward. He'll split in to two parts, and the second will jump on you if you don't move. Geminiman...er...Geminimen will jump around the room, firing at you. When you stop to fire, so will they. You want to fire three Search Snakes at either one. It doesn't matter which one you hit. You can hit one on one, and two on the other; all three on one... it doesn't matter. After you do so, the clone will disappear, going in to phase two. Now he'll walk around, doing the occasional jump, firing the Gemini Laser. The thing about the Gemini Laser is that it bounces off walls, so you want to be careful of that. About five Search Snakes will do him in for good! <-----------------------------------------------------------------------------> You got Gemini Laser! ------------------ Current Password: | | 0|1|2|3| | A| | |O| | | B| | |O| | | C| | | | | | D| |O|O|O| | ------------------ 0=~=~=~=~=~=~=~=~=0 | 3.03: Shadowman | 0=~=~=~=~=~=~=~=~=0 Oh joy. We get Shadowman, without having Topman. Now THIS will be fun...>_>. Choose the robot master in the bottom-right corner. So as you start out, you are on a platform, in a lava factory (?). Jump on either of the black platforms. When you do, you'll see that it starts to countdown from three. Get off, and make for the other bomb. Don't jump on it, but stand next to it. The first bomb will explode, and you'll be clear of the explosion. If you're caught in the blast, it WILL hurt, so be careful. Drop down the hole where the bomb was. Make sure that you go down fairly quickly. About five seconds or so after the explosion, the bomb will regenerate. Move in the direction of the hole, and drop. Also note that this music is the COOLEST IN THE SERIES. Here, you'll land on a bomb. This requires timing. Stand there until the bomb reads, "0." When you see this, immediately jump. The bomb will explode, and you *should* stay clear of the explosion. Drop down the hole to your right. Be sure that you're charging your buster. When you come down here, after you land, jump up, and fire at the hopping enemy. Jump up on to the ledge where he was. Slide under the wall, and start charging your buster. You'll see a Met Jackhammer. When it is turned around, jump up on to the ledge that it is on, and fire at its head. After this, jump back off of the ledge. Start charging again, and repeat. This will kill it. Drop off of the ledge, charge your buster, and go down the hole. Here, fire at the hopping enemy. Jump on to the ledge where he was, and fall down the hole. Slide under the wall, and jump on to the ledge. Charge your buster, drop off the ledge, and fire at the hopping enemy in mid-air. Jump up the two ledges, and the room will suddenly turn dark! Jump up, and fire a charged shot at the disco ball that suddenly entered the room. Not only will this take away the hippy-style effect, but it'll restore light. Get near to the edge of the ledge that you're on. You'll see a grenade enemy coming. When he reaches the wall, jump over him, turn around, and fire a charged shot. This will destroy him, but the explosion could hurt you, so make sure that you're far enough away. Jump up the ledges, and take out another discoball. Drop down to the first ledge. Wait for the grenade guy, let him jump to your level, but don't let him get further. Blast him. Drop down to the next ledge, and climb up the next one. Blast another grenade, and continue. When you ascend the next set of ledges, you'll find another discoball. Destroy it. Drop down to the first ledge, and destroy yet another grenade. Leap across the gap, and ascent to the next platform. Destroy the hopping enemy (he can hop straight to you), and jump to where he was. Drop once more, and go down the hole. [Half-Way Point] Here, go left, and drop down this hole. Slide under the wall, and destroy the hopping enemy. When you jump to his ledge, you'll see our old friend, the dragonfly. Dodge him as usual, destroy the next hopping enemy, and continue on. You'll find yet another dragonfly, and then a pit of lava. Jump to the first platform. You now encounter a parachuting enemy. Blast him with a charged shot before he touches you. Jump to the next platform, and destroy this parachuter. I recommend jumping to the platform, jumping back, destroying the enemy, and continuing on. Do this until you reach solid ground. Destroy the hopping enemy, jump up on to the ledge, and destroy the dragonfly. Before you descend to the next ledge, destroy the hopping enemy. Go to where he was. Destroy yet another dragonfly, as well as the following discoball. Now wait a second. When you see the grenade coming, you have two options. The first is to jump over him, turn around, and hit him while he's jumping. The second is to fire a Search Snake at him. Do either, and climb up the ledges. Walk to the end, drop down, and slide. Drop once more, and slide again. When you come up, do a small hop, and destroy the hopping enemy. Drop down the hole. Go left, and drop down this hole. Here you encounter one more Met Jackhammer. He CANNOT go to the depressed ledge where you land, so charge up there. Jump to his ledge when you can, and fire at his head. Drop back down, and repeat twice. Once you've destroyed him, enter the gate. <-----------------------------------------------------------------------------> BOSS: SHADOWMAN You DEFINETLY want full health, and full Gemini Laser. Equip Gemini Laser, and enter. Shadowman has a fairly simply pattern, but it's hard to avoid. He'll jump three times (except on the first, when he jumps two), and he'll do one of two things. He'll either slide, or he'll throw two Shadow Blades. These will come back to him. If he slides, try to jump over him. If he throws the Shadow Blades, jump. You should be able to avoid both. In the meantime, be firing Gemini Laser. Keep in mind that if you miss, they'll start bouncing off the wall, so you still have a chance of hitting him. Also, if you get in to really close quarters, slide under him. Seven Gemini Lasers will kill him. I'd also like to tell you that Shadowman is the coolest robot master EVER, and if you disagree, I'll come...uh...beat you with a dull spoon. <-----------------------------------------------------------------------------> You got Shadow Blade! ------------------ Current Password: | | 0|1|2|3| | A| |O| |O| | B| |O| |O| | C| | | | | | D| |O| | | | ------------------ 0=~=~=~=~=~=~=~=~0 | 3.04: Sparkman | 0=~=~=~=~=~=~=~=~0 The last one! Pick the Robot Master in the top-left corner. You're in a powerplant. Now, do you see that electric bar in front of you? Wait until it's coming back toward you, and the electricity is off. Jump through it, and make for the ledge. Repeat this for the next bar, and drop off of the ledge. Jump up on this ledge to find another one. Jump through it, and climb the ladder. Now you see another Met Jackhammer. Charge your buster, and wait for him to reach the ladder. When he turns around after reaching the ladder, climb up, jump, and hit him with a charged shot. Immediately start charging again. Get three shots to his head before he comes back. Climb up the ladder to your right. Here, climb the ladder to the top. When the electric bar reaches your side, and turns around, jump on to its ledge. When the electricity stops, jump through the bar. Now you come up to a silver pipe. This part is tricky. The pipe will drop a block. When you destroy the block, you must run to the edge of your platform, and jump. If you take too long, another block will come. This is hard, and may require practice. When you land on the next platform, jump up to the ledge above you. Drop down, and jump to the next platform. You will see another pipe, but this one releases spark-plug enemies. Destroy one, and leap to the next platform. On the platform across from this, you'll see another pipe. Destroy one of the spark-plug enemies before jumping. Head right, and climb up the ladder. Here you'll need to destroy a Hammer Joe. Do you remember our old trick? Stand on the lowest platform, and charge up your buster. When he starts swinging, count, "One-one thousand, two," jump, and hit him. Hit him three times to destroy him. Leap up the ledges, and climb up the ladder. [Half-Way Point] Now we find another Met Jackhammer. Charge your buster, and when the coast is clear, go out, and blast the Met. Do this three times to destroy it. Now take out Rush Coil. Use him to get to the top of the room, and grab the Energy Tank. Drop off, and go right. You'll see a room that has spikes for a ceiling, and very small platforms. These platforms will rocket you upward to the ceiling. Jump on the first one, and make a small hop to the second. Leap to the solid platform, and on to the small platform. When this starts to go up, jump to the solid platform to your right. Make sure that yours is high enough. Jump to the next platform, make a small leap to the second, let this one go up kinda high, and drop off. You *SHOULD* land on the next platform. Leap to the first platform, again to the second, and make a VERY small leap to the solid one. Drop off of that to the last platform, and again to solid ground. This next move requires timing. Wait until the electric bar is away from the edge of the next platform. Jump to it. At the last second, the electricity SHOULD be down. Jump through it, and quickly to the next platform. Head right to find a Hammer Joe. Charge up your blaster, and fire it when he opens his eye. Then, jump to avoid his ball. Three blasts will take care of him. Continue right, and down the hole. Hold left to avoid the spikes. On the next screen, you'll land on three bombs. This will be the case for the next four screens. For the first three, just go between the bombs. On the fourth, jump before the middle one explodes, and go down its hole. You'll land safely. Drop down the hole to your left. Slide under the wall, but as soon as you come up, HOLD LEFT. Otherwise, you'll probably hit the spike. Slide under the next wall, go right, and jump on to the ledge. You'll encounter a silver pipe again (Of course, everything ELSE is silver). This time, there will be a stack of blocks. Destroy the block on top, and slide through quickly, before another block comes down. Do the same for the next one. On the third, jump up against it, while shooting at it. When it's destroyed, go quickly through. Now for another elevator platform. Make a small hop on to the platform, and a larger one to get to the ground. Again, you find another pipe. Destroy the block, run to the edge, and jump to the next platform. Like the beginning of the level, the ceiling is right above you, and could cause you to fall and die. So be careful! Slide under the wall, destroy another block from a pipe, and fall down the hole. Stand as close to the wall as you can, and charge up your buster. When the Hammer Joe in front of you opens his eyes, fire your buster at him, and jump over his ball. Repeat twice, but be careful not to get too close (or you'll jump in to spikes). Fall down the hole on the left. Here, fall right in to the small niche, and jump back up on to the ledge. Destroy the spark-plug, and drop in to the next niche. There are spikes above you, and an electric bar in front of you. Go to where the second set of spikes are: SSSSSSS SSSSS E E E E ----- M E | ----------------- S - Spikes | M - Megaman | E - Electric Bar | ----------------- Jump through the bar, and quickly on to the ledge. Jump down on to the platform, and up on to the ledge. The pipe doesn't produce anything, so don't worry. Jump over to the next ledge, and take care of the Hammer Joe as usual. Enter the gate. <-----------------------------------------------------------------------------> BOSS: SPARKMAN Equip your Shadow Blades. You find yourself in a room very much like Snakeman's room. He'll hop around, and get on to the top platform. Get on to the platform below it, and fire the Shadow Blade at him (it's a multi-direction weapon). Shoot him once, and back off. Make for the other side of the room while he's jumping. He has two attacks. He'll stand still and fire a Spark Shot at you. When he is charging up, he can't be hurt. Jump over it when it comes near you. His other attack is to send small sparks in all directions. Look for a gap in them, and run through. Seven Shadow Blades will kill him. <-----------------------------------------------------------------------------> You got Spark Shot! ------------------ Current Password: | | 0|1|2|3| | A| |O| | | | B|O|O| | | | C| |O| | | | D| |O| | | | ------------------ 0=~=~=~=~=~=~=~=~=~=~0 | 3.05: Skull Castle | 0=~=~=~=~=~=~=~=~=~=~0 Already? Choose the Dr. Wily insignia in the middle of the Stage Select screen to go to Skull Castle. Head right to find the traditional disappearing platforms. They appear two at a time in the following order in the following configuration: 3 2 1 --- The, "---," is the platform you have to jump to from the third platform. Now you see another one. Jump on this, and then to the next platform. Quickly jump from this one, or it will collapse. Jump to the next ledge. From here, you have another collapsing platform, and a disappearing one. Let the disappearing one go away, and come back. Now, quickly, cross both of them. Already, you have found the boss gate! Enter. <-----------------------------------------------------------------------------> BOSS: GIANT SUZY Equip your Spark Shock, and head in. This time, however, there's no reason to not have full life, so don't worry about that. The Suzy will go around the room. Always be on the opposite side. If it comes down, and starts moving toward you, hit it a few times, and jump over it. If it starts to hop, slide under it. That is literally all it does. Also, don't think you're safe if it is on the ceiling. It'll still hop. Also, when it hits the sides (while moving sideways), or the ground (when hopping), you'll lose balance, so be careful! As it takes more damage, it'll go faster, and bounce harder. <-----------------------------------------------------------------------------> Go through the gate now. You see a transporter, so jump in. Where does it take you? To the magical land of stage select! ------------------ Current Password: | | 0|1|2|3| | A| | |O| | | B| |O|O| | | C|O| | | | | D| |O| | | | ------------------ Here we have four more robot masters. The order for them is as follows: 3 2 4 1 So let's get started! 0=~=~=~=~=~=~=~=0 | 3.06: Dustman | 0=~=~=~=~=~=~=~=0 Of all the FEARSOME Robot Masters in Wily's army, we face...the vacuum. Choose the picture in the bottom-right corner. Jump up on to the ledge, and charge your blaster. Slide under the wall to meet a Metool that jumps. When it jumps and fires at you, release your charged blast. As soon as you do this (maybe sooner), another Metool jumps down. Kill it while it's falling (one hit will do it). Jump up the two ledges in front of you, and drop down to find one of the largest evils in the game...actually, it is small, but its evil rating is LARGE, but...you know what I mean. These things will jump out of the pits (hereafter referred to as HOPPING EVIL), collide with you, and cause MEGAMAN TO FALL DOWN THE HOOOOOOOOOLE. In order to pass these Hopping Evils, you must destroy one on its way up, and jump over the hole. On the other side, jump over the thing that resembles a tin can. Now you face a large moving shield. It's weak point is its back. When it comes to you and turns around, start shooting at it, and chasing it. Destroy it, using charged shots if necesary. If it comes back around, jump over it. Stand on the slightly raised platform (not the gap) nearest to the small hole in the barrier blocking your way to the ladder on the right, and slide. You'll slide right over the gap, and to the ladder. Climb down it. Now you face another hopping Metool. Wait on the ladder until it hops off its platform, and is directly below you. Charge a shot if you want, hop down, and hold left. When you land, turn around, and fire at him. Once he's destroyed, descend the ladder on the left. Once here, drop off the ladder, and slide under the wall. Hop and destroy the nearby Metool. Jump up on to the ledge, and go near the hole. Kill the Hopping Evils, and leap over to the next platform. Climb up the ladder, go right, and drop down to the small platform. Wait until the first Hopping Death jumps up, and jump under him, to the next platform. Slide under the wall. As soon as you emerge, get to the wall on the left (the one you just slid under). Charge up your buster, and when the shield enemy comes to you, and turns around, release the charged shot. Fire a few more times, and kill him. If he turns around, simply slide under him, and fire. Jump down the pit. In this room, you've just got a hopping Metool. Jump on to the nearby platform, and fire at the Metool when he's in range. Or you can just let him fall down the hole. Your choice. Strangely, when YOU go down there, he's not around! Poor Metool...;_;. Anyway, "run" to the far left of the platform, and jump off. If you don't hit the barrier above you, you'll land on the far platform. Grab the energy capsule, and drop down the hole to your right. In here, just ignore the Metools, and drop down the hole. On this screen, get under the ladder to the right, and let loose on the large, hopping enemy to your left. Kill him, grab the energy capsule, and drop down the hole to the left. Hop up on the ledge to your right. Deal with the Hopping Evil, and jump over to the platform. As soon as you get here, destroy the large hopping enemy. Slide under him if he makes a high jump. As soon as you deal with him, jump to the ladder, and climb up. Charge your buster, and jump on the platform to the left. Jump out over the spikes, but come back. This should awaken the Metool. He'll stand up (as much as one can), and start spinning around, firing. Shoot a charged shot at him, jump over the spikes, and climb up the ladder. The same goes for this room. As soon as he awakens, drop back to the ladder. Fire at the Metool while he's in the air. Chances are, he'll die over the spikes, and drop a 1-up. Charge your buster, and jump to the platform. As soon as you land, jump up, and fire at the Spinning Met. Jump to where he was, and climb up the ladder. DO NOT CLIMB UP THE LADDER COMPLETELY. NO! Wait for the shield enemy to pass, climb up, and fire a charged shot at its back. Go down the ladder, but not to the previous screen. Wait until he passes again, and repeat. This will kill him. Jump on to the platform on the left, drop to the miniature platfom below it, and jump to the ladder. Climb up. [Halfway Point] Now it's different. Stand on the far left, charge up your buster, and fire at the top row of blocks under the piston at the far right. Do the same for the other two rows on the top. Now jump over the ladder, run under the first piston, and to the piston that had the blocks. Go right, destroy the blocks in your way, and kill the Spinning Met. At the next set of blocks, destroy them all. Now when you can, slide under the pistons, and charge your buster. Fire it at one row, and then run like heck back to the left. Slide if you need to. Now repeat until the bottom three rows are clear. Destroy the next set of blocks, and continue. Using your charged buster, clear away THE NEXT set of blocks. Come back out if it gets too low. Destroy the Spinning Met, and DESCEND THE LADDER. Don't get caught under the piston trying to go to the next screen to the right. Once down here, jump on the platform to the left. When the shield enemy comes close, jump over him, and drop down the hole. HOLD RIGHT. If you held right, you'll avoid the spikes. Kill the Hopping Evil, and jump to the next platform. Jump up and destroy the Leaping Met, and jump over to the platform. Using the Shadow Blades' diagonal shot, destroy the enemy that I affectionatly call Popcorn. Don't ask. Just know that that is what he'll be called. Jump to the platform, destroy the Hopping Evils, and jump to the next platform. Make sure that you get to the EDGE OF THE PLATFORM, and jump to the next. Repeat, and climb up the ladder. With your currently items, you cannot get the 1-up, so don't bother. Charge your blaster, climb the ladder, and fire at the shield enemy when he's turned around. Climb back down a little, charge, and fire again. Gets old, doesn't it? Jump to the platform, and from there to the next platform. Climb the ladder here. Now for Popcorn. Jump over his shots (for the arced ones, when they get close, jump over them), and be firing. When he's dead, head to the right of the room, and climb the ladder. Charge your blaster, climb the ladder, and fire at the shield enemy when he's turned around. Climb back down a little, charge, and fire again. But now we have a problem! There's no way to get across! Rush to the rescue! Equip Rush Coil, and jump out over the spikes. Call him down, and pull back. Jump out to him, and he'll spring you up. Hold right, and you'll land on the platform. Climb up the ladder. But wait! The ladder isn't within reach! Use Rush Coil again. Look right, and summon him. Jump on him, and hold left to be thrown up on to the ladder. Climb it. Charge up your buster as you're climbing. At the top, go to the edge of the platform to wake up the Metool. Use your charged blast to destroy him. Now drop down. Slide under the wall to grab an energy capsule, but as soon as you grab it, turn left to avoid getting hit by the spike! Use Rush Coil to get on the platform on the right. Jump over the gaps, and kill the large hopping enemy. Drop down on the right, and from there descend the ladder. Now you've got two paths that you can travel. I recommend the one on the left. Also, by paths, I mean holes to fall down. So drop down this hole. Kill the Metool, and continue down. At the bottom of the shaft, descend the ladder.
Jump over the gap, but be charging your buster. Jump over the spikes, and as
soon as you land, release the charged shot. It will hit the newly-awakened
Spinning Met. Slide halfway under the wall, and then come back. Wait for the
shield enemy to turn around, and go all the way under the wall. Jump over him,
and enter the boss gate.
<----------------------------------------------------------------------------->
BOSS: DUSTMAN
Time to take out the trash! Or...the trash guy, something I've been wanting to
do for quite some time. Little...but I digress. As a general rule, he'll do
this. He'll start off by trying to suck you in. Just run/slide away from him,
as you cannot hurt him during this phase. Now he'll jump around. I recommend
blasting him with a charged shot at this point. When he lands, he'll repeat
it. From here, it gets different. Now he can suck you in, jump around, or
toss junk at you. Through his head. When he does this, get at the far side,
and jump over it. Blast him when you can, save when he's sucking you in. Then
again, only blasting him when he's not sucking is pointless, because he's
always sucking. *cue drum-thingy indicating a bad joke*. Anyway, this piece
of junk will go down soon.
Also, that thing at the beginning is just what happened to me the three times
that I faced him. It may be different sometimes.
<----------------------------------------------------------------------------->
You got Dust Crusher (oh boy!) and Rush Jet!
------------------
Current Password: |
|
0|1|2|3| |
A| | |O|O| |
B| | | |O| |
C|O| | |O| |
D| | | | | |
------------------
0=~=~=~=~=~=~=~=~0
| 3.07: Skullman |
0=~=~=~=~=~=~=~=~0
He's on the top-right.
As you beam down in to the level, charge your buster. When it's charged, jump
up on to the ledge on the right. Fire your charged shot at the cannon. Be
sure to destroy the cannonball too, before it hits you. Continuing right, you
come across a spinning enemy with spikes on his head. One non-charged shot to
his middle will do him in. Drop off the ledge, and deal with the two cannons
to your right. Some perimeter defense system. Destroy the cannon on the
ledge, and jump up on to the ledge. Eliminate the spiked enemy to the right,
and drop off the first ledge. Charge your buster, and get to the right of the
ledge. You've got a Bubble Bat from Woodman's stage in Megaman 2. Remember
him? When he comes out of the ball state, and flies toward you, blast him.
After he dies, drop off the right ledge, and climb up the ladder.
Charge up your buster as you're climbing the ladder. At the very top, fire at
the Bone Joe. No, that's probably not his official name, but dang it, that's
what I'm calling him. Hop up on to his ledge, and climb up the ladder.
Up here, you've got two Bubble Bats. Charge up your buster, and wait for them
BOTH to "wake up," and be lined up. Fire the charged shot. It will go right
through them, killing them both. Continuing right, you have a spiked pit that
looks like a bunch of fangs sticking out. So they look boney. Jump over them,
and on to the platform. Charge your buster, and jump up to awaken the Bubble
Bat. Jump up again, and kill him. Jump to the next platform, and repeat the
process. Jump to the next platform, and from there to the next platform. Go
forward a bit, and a worm will drop on you. Kill it, quickly go right, and
jump on to the platform. As soon as you land, charge your blaster. Jump up,
awaken the Bubble Bat, and kill him. Jump to the right, and hug the wall to
land safely on the platform below. Charge your buster, and go near to the
Bubble Bat. When he wakes up, back up, until he is in range. Fire at him, and
go right. In the upwards indent from the wall, a worm will fall. Kill it, and
begin to charge the buster. Destroy the Bubble Bat, and carry on. Now you are
faced with a shield enemy. At this point, we're going to use the strategy that
I call, "LET'S MAD DASH!" Slide under the shield, and run past the Bubble
Bats. At the wall, climb up the ladder.
Flip-Top! Get his item, jump up on to the ledge, and climb up the ladder.
When you jump up on to the ledge, you're greeted by a worm. Kill it, and
continue right. Before you jump off the ledge, kill the two spiked enemies.
Now jump off on to the platform. Kill another spikey enemy, and jump to the
next platform. Kill yet ANOTHER spiked foe, and jump to the next ledge. It's
at the bottom, so be sure to be precise. Jump to the next platform, and kill
off the worm. Lure the first Bubble Bat on the other platform toward you, kill
it, and jump over to the next platform. Kill the next Bubble Bat, and equip
Rush Coil. I've drawn a diagram to help you here...
-------------------------------------------------------------------------------
| E
-------
R M
======= <>()()()
---------------------------
M - Where you should stand |
R - Where Rush should land |
<,>,(,),=,- - Floor |
| - Wall |
E - Energy Tank |
-------------------------------------------------------------------------------
Megaman should kind of be between the first two "decorations" on the floor.
Between the square, and the (-) thing. Rush should land on the very edge. Try
to jump on his "neck," and you should be thrown up to the Energy Tank. After
you get it, drop back down on the right. Chances are, one of the Bubble Bats
will have regenerated, so kill it. Going right, jump up on to the ledge, and
kill the worm that drops down. Drop off, and climb up the ladder on the right.
[Halfway Point]
Empty room that resembles the room where you saw Flip-Top. Jump up on the
ledge, and climb the ladder.
Head right, and destroy the spike enemy. Destroy the worm that appears from
out of nowhere (evidently, the ceiling is full of holes. I stick with the
whole theory that Drillman and Skullman had an arguement, but enough people
disagree...), and jump on his ledge. Charge up your buster, and kill the
shell-like enemy, and hop up on to his ledge. Hop down in to the small gap,
and fire at the worm that drops on the next platform. When he's dead, jump up
on to that platform. Charge your buster, and eliminate the shell enemy on the
next ledge. Jump up there, over the gap, and on to the platform. Charge your
buster, and drop. Wait for the shield enemy to pass over you, and turn around.
When he does this, jump up, and destroy him. Continue platform jumping until
you reach the last one. Charge your buster, and drop down. A worm will drop
down from the ceiling. Kill it, and climb up the ladder on your right.
As you climb up the ladder, charge your buster. At the top, fire it at the
Bone Joe. Hop up on to his ledge, and climb the ladder.
At the top of the ladder, slide under the wall on the right. You cannot get
the weapon energy capsule that you can see, so don't worry. Hop up on this
platform, and from there to the one on the left. Charge your buster, and kill
the worm. Destroy a spiked enemy, and equip Rush Jet. Use it to get all the
way across, keeping in mind that you can use your [uncharged] buster, and can
jump, in order to destroy/evade the enemies. At the far end, drop.
You cannot get the energy capsule, so keep dropping. As you're falling, charge
your buster.
At the bottom, run right, and let your buster loose at the Bone Joe on your
RIGHT. Ignore the one on the left. When he's dead, charge your buster, and
fire at the Bone Joe on the platform to the right. Jump over to his platform,
and kill the spikey enemy. Drop off, and head right. Destroy yet another
spikey enemy, charge your buster, and jump on to the ledge on the right,
ignoring the Bone Joe above. Kill the one in front of you, and jump on the
platform above you. Jump across to the next platform, and kill the spike
enemy. Now you're going to do something unorthodox. Equip the Search Snakes.
Fire one, and it will slither down to the Bone Joe, eliminating him for a few
seconds. Quickly equip your buster, and jump to the next platform. You have
to be as close to the edge as possible when you jump, though. Jump to the far
platform, and fire at the spike enemy as you fall. When you land, fire a
regular shot at the Bone Joe. While he's down, charge up your buster. When he
comes back up, shoot it at him to destroy him, and enter the gate.
<----------------------------------------------------------------------------->
BOSS: SKULLMAN
Equip Dust Crusher. Compared to some of the other shielded bosses, this is
easy. Now there is no way to get through the Skull Barrier. However, he
doesn't throw it at you or anything. If Skull Barrier is up, he just stands
there. If it's down, he'll either shoot at you (in which case, jump, or slide
if need be, as he angles it some), or jump at you. Whenever Skull Barrier is
down is when you should attack. Remember that if you press the fire button
while Dust Crusher is in the air, it will split in to four pieces, so you don't
have to jump to hit him with it if he'd jumping. I recommend sliding under him
when he gets too close (as far as jumping goes). He'll go down shortly.
Shortly being about seven Dust Crushers.
NOTE: I just figured out that that is not why Dust Crusher splits. As such,
you WILL have to jump to hit him if he's in midair.
<----------------------------------------------------------------------------->
You got Skull Barrier!
------------------
Current Password: |
|
0|1|2|3| |
A| |O| | | |
B| | | |O| |
C| | |O|O| |
D| | | |O| |
------------------
0=~=~=~=~=~=~=~=0
| 3.08: Diveman |
0=~=~=~=~=~=~=~=0
Choose the robot master in the top-left corner.
As the level starts, you'll probably notice some water. This is attributed to
having a water boss, and really, you should have a water stage. As you start,
drop in to the water, and fire a few shots to the right on your way down.
Hopefully, one of these shots will catch and destroy the fish. Remember that
your jump goes much higher here. Jump on to the ledge on the right, and from
there to the ledge above. Wait until the fish below is off-screen, and then
jump off, back in to the water. Destroy the fish, and go right. Jump on to
the ledge, and shoot at the oncoming fish. Continue right. Jump up on the
platform, and then drop in to the hole.
Now you've got a Scuba Met. When you drop down, he will come up, and start
swimming. Jump up, and try to hit him in the face. He'll probabl get caught
on one of the spikes, and that makes it easier. When he is dead, get on to the
platform on the left. Make sure not to jump too high, or you'll get caught on
the spikes. Get on the far left, and hold left as you FALL OFF. DO NOT JUMP.
You will hit the spikes if you do.
More fun ahoy! Now we have a Torpedo Whale. He'll fire one or two torpedoes
at you. Slide under them (or jump, but it will probably angle up and hit you).
Next he'll fire some mines, and suck you in. The mines always fall the same
way, so just try to stand in between them. However, he's sucking you in, so
you need to be running in that direction. As soon as the mines have passed,
jump up, and hit him with all you've got. He'll repeat all of this until he is
destroyed. Now jump over the spike pit to the right, and hug the right "wall."
Jump on to the platform on the right. Stand on the far left, and slide to the
right. You'll slide over the gap, and land safely on the other side. Get
ready to destroy another Scuba Met that floats up. Fall off the platform
(holding right), and continue. Jump up on the platform, and be shooting so
that you kill the Scuba Met. Now you come up on some things that, since
Megaman 4, I have NEVER figured out what they are. We are going to call
them...uh...Torpedo arial propelled shells, or TACS. Don't ask. Anyway, jump
over the first TACS, and slide under the second. With any luck, this slide
will also carry you under the wall. Hug the platform on your right, and
constantly fire, to try and wake the Scuba Met up. Once he's dead, hop on to
the platform. Fall down in to the gap, and jump back up to the platform on the
right. You could just jump straight from the first platform to the next, but
that is more dangerous. Fall off to the right, and hold right to avoid the
spikes. Make a hop up to the next platform. I recommend starting with a small
hop, and gradually hopping higher, until you reach the platform. Fall off, and
as you fall, fire to try and hit the Scuba Met. If you destroy him, great. If
you don't, jump up again, and fire. Now, get to the edge of the platform.
Jump over the TACS, and hug the wall, but as soon as you pass it, stop holding
right. Hopefully you missed the spikes. Now climb this ladder.
Yeah. So go left, and drop off the ledge. Jump over the spike, and on to the
ladder. Climb.
At the top of this ladder, you are confronted with a choice. You could
continue climbing, or you could go right, and get the energy capsule. It looks
easy, but let me assure you that you cannot reach it within one jump, and you
will fall to the moving razor thingy. But remember! We have Rush Jet! Use
him, and fly to the far right. He'll drop you off (literally), and you'll land
right on the energy capsule. Slightly jump again, and call Rush Jet. He'll
take you back, but you are going to have to jump to get back on to the
platform. Now climb up the ladder.
Head right, and you'll be confronted by one of those hopping, spike-bottomed
enemies. Stand a little ways back, and it will jump fairly high. At this
point, slide under him. Run to the far right, and drop in to the hole.
[Halfway point]
Nothing really significant about this, other than the fact that we're going
back in to water. Drop in the hole on the left.
Here you've got another Torpedo Whale. Kill it, and jump over the spikes, to
the right.
Go right, and hug the platform. Wait until the Scuba Met jumps, and comes back
down, and then jump on to the platform. Fire at the Scuba Met until it wakes
up, and is destroyed. Go to the right of the platform, and you're confronted
by a stingray. Two uncharged shots will kill it. Now you have to do this next
part with precision. You have to jump over these spikes, high enough so that
you clear them, but low enough that you don't hit the spikes on the ceiling. I
recommend practicing a few times on the side before you actually attempt it.
Once you land, you'll have to destroy another stingray. Destroy it, and jump
over the next set of spikes. Now jump to the ladder, and do what you do to
most ladders.
Flip-Top! He'll give you something. Now make your way left, and jump on to
the ladder. Climb 'er.
Oh great. Now you've got the classic tide area. Make your way right, wait
until high tide, and make a small hop on to the platform. Deal with the sting-
ray if he becomes a problem. Charge your buster, and wait until high tide.
When it is high tide, jump over the spikes, and destroy the stingray in mid-
air. Again, wait until it is high tide, and make sure that the TACS is low.
Jump over him, and land on the next platform. This time, wait until the tide
is waxing, and is halfway up. Jump over the TACS, and make a dash for the far
spike. Stand in between it and the row of spikes coming down on you. At high
tide, jump over them. Wait for high tide yet again, and jump over this spike
pit. Charge your buster, and eliminate the stingray that is coming. Now you
have to wait for the mine to explode. Stand on the edge of the spike pit to
avoid being caught in the blast. At high tide, jump over the set of spikes in
front of you. Stand so that you are almost touching the spikes to avoid this
mine, and destroy the stingray. Jump over the next set of spikes, and do the
same thing. Now jump on the platform, and -- heh, get this -- wait for LOW
tide! When it's low tide, jump on the platform. Go to the right, wait for
low tide, and jump off on to the platform below. I speak from experience when
I tell you to remember that there is a spike on the other side of the platform
above water. Don't walk on it. At high tide (this is on the underwater
platform, in case the above comment got you lost), go down to the next
platform, and let the mine detect you. When it starts flashing, go back up to
the previous platform. When it explodes (and it's high tide), continue on. I
recommend sliding under the next mine, and destroying the stingray. At high
tide, jump over the TACS, and slide under the next one. Drop down the hole in
front of you.
Jump over to the platform on the left. Make a high jump, and wait until you
fall some. Go to the left, and fall down the hole.
Approach the first mine, make it flash, and then go back to the wall. After it
explodes, approach the second mine, make it flash, go back to the wall, and it
will explode. Now enter the previously very well-guarded boss gate...
<----------------------------------------------------------------------------->
BOSS: DIVEMAN
For those who remember the hopped-up-on-crack guy that was Megaman 4's Diveman,
this guy is nothing like him. Speed-wise. You'll want Skull Barrier. Umm...
so the object here is to run in to him with Skull Barrier up. When he charges
at you, jump, and hope the shield hits him. If he starts shooting Dive
Missiles, try to get to him, but make sure Skull Barrier stays up. Chances
are, it will go down from a Dive Missile. Oh well. Better it than you, eh?
And...that's about it. Just kamikaze, and you'll do just fine. Seven crashes
should kill him.
<----------------------------------------------------------------------------->
------------------
Current Password: |
|
0|1|2|3| |
A| |O|O| | |
B| | | |O| |
C| | |O| | |
D| | | |O| |
------------------
0=~=~=~=~=~=~=~=~0
| 3.09: Drillman |
0=~=~=~=~=~=~=~=~0
This is it! If it's not obvious enough, choose the robot master in the bottom-
left corner of the screen.
So as the level first starts, go right, and hop on the ledge. Stand at about
the halfway point on it, and charge your buster. When the shield enemy comes
and turns around, fire away! Repeat, and he should die. Now jump off to the
left, and land on the rock. Go right, and start shooting at the Hopping Met.
As you approach, he'll awaken, and one of those shots will kill him. Hop on to
that ledge, and fire. With any luck, you'll hit the flying suction cup, and it
will kill him. If not, wait for him to come to a lower altitude, and fire at
him again. Jump over the hole, and jump again to get on the block at the top.
As you are jumping, fire at the Metool, who should wake up. If not, hop off
the ledge toward him, and constantly fire. The sap should never have gotten
out of bed this morning. Regardless, hop off the block, and go right. Wait
for the Hopping Met to come up from under his helmet, and then kill him. Jump
up on to his ledge, and climb the ladder.
Climb up the ladder quickly, jump, and fire to the left at the flying suction
cups. With any luck, you'll kill one. As for the other, just wait until it
is low to the ground, and then kill it. Hop on the ledge to the left. Climb
up the ladder.
Go right until you're on the second rock formation (right before the metallic
part in the floor). Stand on the far right of said formation, look left, and
use Rush Coil. He'll boost you up to get a 1-up! Drop back off the ledge, and
go right. There is a Hammer Joe on top of the block set. If you really don't
feel like dealing with him, you can slide under him. If you do want to fight,
and don't remember how to do it, here's how. When he first begins to swing his
hammer, charge your buster. Count to yourself, "One-one thousand, two-one
thousand," jump, and fire. A total of three of these will kill him.
Regardless of which way you choose, continue until you reach a pit. Notice the
spiked block that it has over it. Allow me to show you two diagrams:
^^ --
| | - V <| |> - <
VV --
The two things at the end of the dash represent which arrow on the block is lit
up, and the rest shows which spikes are out. So you want to jump on this
platform when the left arrow is lit up, so that the top and bottom are clear of
spikes. So jump on the platform. Wait until the next platform does the same,
and jump to it. From there, jump back to solid ground. Go right to encounter
another Hammer Joe. Use the same strategy as before, but continue to three-one
thousand. When you hit that, jump to avoid his hammer. Drop off the ledge, go
right, and jump on to the next ledge. Walk forward, and then come back when
you see the shield. Chase it while firing. Jump over the hole, and deal with
yet another shield enemy. I recommend sliding under him if he gets too close.
After he's dead, run toward the edge, and RIGHT AT THE EDGE, jump to the next
platform. Here, wait for the Bubble Bat to awaken. When he does, shoot at
him. Kill him, drop off the first ledge, and drop down the hole.
Drop off the ledge, and head left. When you reach the gap, slide over it, and
grab the energy capsule. Drop down the gap, but make sure you get hit by one
of the Bubble Bats on the way down. Yes, you read that right. Get hit by one.
The only advantage to the DEADLY TOUCH OF VILLAINS is that you have the
temporary invincibility.
If you're still invincible when you reach the bottom, walk over the spikes, and
drop down the hole. Otherwise, jump to the left platform, and call Rush Jet.
Use him to get across to the hole to fall through. With Rush Jet, you have to
walk across the platforms when you come to them.
Just fall.
Flip-Top! Get his item, and fall through the gap to your right.
When you land on the block, go left to the collapsing platform. When it lets
you down, you'll fall on two E-Tanks. As soon as you get them, press jump
again to get back up to the first platform. Go left, and fall off.
Keep falling.
Kill the two Hopping Mets when the jump up, but be sure to dodge the flying
suction cup. When it lands, kill it. Jump up on to the ledge, and fall off
the gap on the right. Just that easy.
This part is tricky. From where you land, kill the Hopping Met. Jump up on to
the first platform, but be shooting while you do it. You'll destroy the rock
that falls. If it lands, it splits in to pieces, and they hurt you. Edge
toward the edge of the platform, and destroy the next rock that falls. As soon
as you do this, drop off the platform, and slide under the ledge. Fall.
[Halfway Point]
Slide under the block. Go right until you reach the second thing that might
launch a rock. Fire at the rock that comes down from it. Now jump on the next
set of blocks. As you edge forward, start firing. You'll hit another rock
that comes down. Now drop off the blocks, and head right. Jump on to the
first bomb, and from there to the second. When you see, "0," appear on it,
jump, and hold right. You'll land on the third bomb. Jump from there to solid
ground. Jump on to the, "X," block, and slide under the wall. You'll go over
the gaps, and land safely on the other side. Jump on to the ledge, and as soon
as the Hammer Joe tosses a hammer, use Rush Coil, and jump up on to the ledge
where the Hammer Joe is. Use the usual strategy, and kill the Hammer Joe.
Drop off the ledge to the right, and continue on. When you reach another rock-
launcher-type-thing, fire continuously to destroy the rock that will fall.
Continue firing as you jump over the gap, and drop through the hole on the
right.
Now you have another spike block, and a Hammer Joe. Wait until the spikes are
in vertical formation, and then slide under the wall. You'll fall through the
hole. As you fall, hold right.
Constantly jump and constantly fire at the Hopping Mets. Go right, hold right,
and drop off the ledge. Make sure you land on the small block. Hop over the
gap while firing. When you land, run through the rock generator (hopefully
the rock that fell was destroyed by your shot), and continue. As you run,
fire, and you'll destroy the next rock that comes down from the next generator.
Slide under the wall, and start firing at the large, hopping, spike-bottomed
robot. When he is destroyed, enter the boss gate.
<----------------------------------------------------------------------------->
BOSS: DRILLMAN
Use your Dive Missiles for this, the final robot master battle. He does not do
too much. His first attack is running around, and firing Drill Bombs at you.
Jump over these, as well as jumping over him if he gets too close. He can also
jump really high and really far. Slide under him if he does this. Also, he
can dive underground, and come back up. If he does this, just run around while
he is underground. All this time, fire Dive Missiles in his general direction.
They're homing missiles, so they're pretty much guaranteed to hit [unless you
fire in the COMPLETE opposite direction (in which case, stop reading this
guide, and seek medical help), or he's underground]. He's not invincible at
any point during the battle, so even when he's in the process of going
underground, you should still fire at him. Seven Dive Missiles will bring him
down.
<----------------------------------------------------------------------------->
You got Drill Bomb!
------------------
Current Password: |
|
0|1|2|3| |
A|O| | | | |
B|O| |O| | |
C| |O|O| | |
D| | | | | |
------------------
-----
Congratulations! You've beaten all of the robot masters! Next you face Dr.
Wily, so it'd be wise to fill up on energy tanks. Go through Drillman's level
and get the two energy tanks. When you're ready, choose the Dr.Wily insignia
in the middle...
0=~=~=~=~=~=~=~=~=~=~=~=0
| 3.10: Skull Castle II |
0=~=~=~=~=~=~=~=~=~=~=~=0
Now we're back at Skull Castle. Hop off the teleporter, and go through the
boss gate.
No Giant Suzy this time, so just go out the other end.
It's Dr.Wily! He turns around and walks away, so it's time to chase him. As
you start, the ground shakes. The floor on the far left breaks, and a large
spinning wheel comes up. It comes out in to another form that looks like an
armored Toadman. He'll look at you, and then go back down. So you, being the
extremely smart person you are, chase this guy instead of Dr.Wily. Sheesh.
You fall down a long way, but then you fight.
<----------------------------------------------------------------------------->
BOSS: PUNK
Here we go! This guy cannot be damaged by any weapon other than the Mega
Buster, so don't try. By all rights, he should be easier than he is. He has
two attacks. The first is to jump around, chucking Screw Crushers. These are
random, so use your best judgement. Just keep in mind that you can jump or
slide. His second attack is to roll up in to a wheel, and launch himself at
you. He has two different elevations to do this in. I recommend standing at
the wall, so you'll know which he does. Sometimes he'll go low, in which case,
you jump over him. The second is high, and you slide under these. Constantly
fire at him. When he's in the wheel formation, be charging your buster. He's
harder than you'd think.
<----------------------------------------------------------------------------->
You got Screw Crusher!
Now for the actual castle. Or oilrig.
As you start, jump up on to the ledge, and fire at the Bone Joe. While he's
down, charge your buster, and when he comes up, destroy him with the fully
armed and operational buster. Jump up on to the ledge where he was. Hug the
wall, but don't slide under it yet. Instead, fire at the shell enemy on the
platform beyond the wall. After it's dead, slide under the wall. Jump on the
ledge where the shell was, and then fall off to the right. Charge up your
buster while running toward the Bone Joe. When it's fully charged, jump up,
and destroy the Bone Joe. Jump up on to his ledge, and fall right back off to
the right. Descend the ladder.
Charge your buster. When the top turret fires, count to five, and descend to
the very bottom of the ladder. Fire at the turret, and it will be destroyed,
as it should open up as you fire. Drop off the ladder, count to five, and
destroy the bottom turret. Climb the ledges, and descend the ladder.
Get your Dive Missiles ready. On the ladder, wait for the two shields to turn
around, and fire a Dive Missile at them. Repeat this until both are destroyed.
Drop off the ladder, and then drop down the hole on the right.
Just go down the ledges, and drop through the hole. There's no need for the
weapon energy capsule.
At the bottom, jump and fire at the cannon a few times. Remember to destroy
any cannonballs that come your way. Jump on the collapsing platform, and from
there to the pillar. Jump off the pillar, on to the collapsing platform, and
back to solid ground. Destroy the spark plug enemy that comes down (from
Sparkman's stage), and con- A wall of spikes and nowhere to go! Again, it's
Rush to the rescue! Call down Rush Jet in mid-air. You have to make a small
hop first. That way you don't hit the spikes. On your way, fire at the
parachuting enemies from Shadowman's stage. There are three. On the third,
however, when it gets low, you have to jump over it. Otherwise, Rush will
crash in to the wall, and send you to a spikey death. Continue right (DON'T
JUMP!), and drop off the ledge. Now get to a point right behind the point
where the ceiling drops down. Slide under the spikes, and the lights go out.
When you stand up, equip the Shadow Blades, and fire upward to destroy the
disco machine. Now slide under the next set of spikes. If it looks like you
are going too far, slide back to make sure your head doesn't become a holy
head. Slide one more time. It will become dark again. Go right until you
can't go right anymore. Make a small hop to hop up the ledge. Now go all the
way right until you can't go any further. Jump up, and press up to climb the
ladder. Make sure your Shadow Blades remain equipped.
As you're climbing, angle a shot up and to the left. This should destroy one
of the grenades. When you near the top, do it again. Now that both are taken
care of, go right, jump on the ledge, and climb the ladder.
This is tricky. Climb the ladder until you can shoot at the Hammer Joe's feet.
Constantly fire at him, so that when his eye opens, you'll hurt him. A second
round of fire will destroy him. Now follow the claws until they close. When
they do, continue upward, through them.
During this screen, charge your buster. You have two sets of claws. As soon
as you enter the screen, go up. With any luck, you'll end up between the first
set of claws and the second. Now just keep going up, ignoring the second set
of claws.
Climb up a little, and fire a charged blast at the Bone Joe. That's why I had
you charge your buster before :). Now keep climbing.
Two shield enemies here. Equip the Dive Missiles, and fire at them one at a
time from the bottom of the ladder. Once they're eliminated, keep going up.
[Halfway Point]
At the top, destroy the spark plug enemy that you see. Go right, and you're
faced with our old friend, the Hopping Evil. Destroy one as it is coming up,
and jump over the gap. As soon as you land, jump up, and you have some blocks
from Sparkman's stage. Continuing right, you've got another Hopping Evil pit.
Deal with them as usual, and jump over to the next platform. Here you have yet
another Hopping Evil pit. Be sure to knock out the one already out as well as
the one coming up. Leap to the next platform. Now for something completely
different...another Hopping Evil pit! Take care of them, and jump to the next
platform. This one is elevated. Now you have an interesting predicament.
There is a Hammer Joe on the far platform. Take care of him as usual (be sure
to JUMP over his hammers, as there's no room to slide), and jump to his
platform. Now for one final Hopping Evil pit, but this one is slightly
different. Their jump extends up to the top of the ladder. What you want to
do is kill one, jump up as high as you can on the ladder, and climb.
Climb to the top of the ladder. Constantly fire at the Popcorn (THE RETURN!).
Jump over his shots when they get close, but keep firing while jumping. Now
jump on to the large X-Block. I could make a really bad joke here, but I
figure that I've made enough in this guide as it is. Go left, and jump on to
the ladder. Do what you do to ladders.
Remember Dustman's level? With the rising and falling ceiling? Well, this is
similar, except it's spikes. Charge your buster, and wait for the ceiling to
fall. When it does, go as far right as you can, and hug the pipe. During this
time, the Spinning Met should have awakened. Kill it with your charged buster.
Continue holding right as the ceiling is raised. You're safe when you're under
the long pipe. Go right until you are under the first two short, thin pipes on
the ceiling. Charge your buster, and wait for the ceiling to fall. When it
does, go to where the Spinning Met is, and take care of it. Charge your
buster, and do not stop until you are under the next short, thick pipe. Kill
the Spinning Met, BUT DO NOT MOVE. Spikes come up from where he is when the
ceiling rises. When the ceiling falls, run right, and hug the pipe. Continue
holding right as the ceiling rises, and kill the Spinning Met. Don't stop
until you are under the spikes. Wait for the ceiling to rise, and walk under
the spikes. This part is easy. But this part isn't. As the ceiling rises,
stand under the thin, medium-length pipe. When the ceiling starts to fall,
wait until the spikes have submerged, and slide under the long, thick pipe.
You'll fall down the far-right hole.
Down here, wait until the hopping enemies hop in to the air, and then fire at
them. If your buster isn't charged, you'll have to wait until the second
hopping enemy jumps to kill it. Regardless, descend the ledges, and drop down
the hole on the left.
Here you have a collapsing platform over spikes. Jump on the collapsing
platform, and jump again (as soon as you land). From there, jump to the safe
ledge on the right. Drop off to the right.
Now you have some of those freaky hopping enemies. Constantly fire, and the
mor- the robots will jump in to the fire. Descend the ledges, and drop down
the hole.
Jump from the ledge to the bomb, walk all the way across the bomb, and jump to
the ledge on the far right. Drop off the ledge. On the right. If you jump
off to the left, you are a dolt. In case the rest of this game hasn't beaten
it in to you, the spikes are evil. Touching them is bad. But I digress.
When you land, turn left, and take out the grenade as he jumps up. Now there's
an energy tank, protected by one of those barriers found in other levels.
Remember how we couldn't break through them? Well now you can! Equip Drill
Bomb, jump, and fire. Drop off the ledge to the left, and equip Rush Coil.
Use it to get up to the ledge with the energy tank. Grab it, drop back off the
ledge, and drop down the hole to the left.
One last visit by Flip-Top! Jump over to where he is, so that the item doesn't
fall in to the hole. After you get it, drop in to the hole.
[Yet another halfway point]
Go to the far right of the platform you land on, and fire at the Metool when it
wakes up. Jump up on to the ledge where he was, charge your buster, and
approach the Spinning Met. Fire the charged buster at him when you can, and
jump on to that ledge. Charge your buster, go right, and slide under the wall.
Jump up, and fire at the Spinning Met. Leap up on to his ledge, and drop down.
Go right, and charge your buster. Jump on to the ledge on the right, drop, and
fire at the Spinning Met when he comes up. Now go down the ladder, and be
charging your buster as you descend.
Yes, it's one last Popcorn. Hit him with the charged blast, and then just
start attacking it normally from there. Once it is destroyed, charge your
buster, and jump up on to the first ledge. Quickly jump again, and fire. You
will hit the now-awakened Met before it hits you. Jump up on to the next
ledge, and descend this ladder.
From the bottom of the ladder, attack the top of the Met Jackhammer until it is
destroyed. Drop off the ladder, and down the hole on the right.
Look left at you land, and start firing. Yet another one of these idiotic
jumping robots will go right in to your line of fire. Equip Rush Jet, and use
him to go across and get the energy capsule from the ledge. Now drop down the
hole directly below the edge.
Constantly fire at the Hammer Joe, but be sure to jump over its hammers. You
can only see his head. After he is destroyed, enter the final boss gate...?
Familiar scene time!
<----------------------------------------------------------------------------->
BOSS: GIANT SUZY
Equip your Spark Shock, and head in. This time, however, there's no reason to
not have full life, so don't worry about that. The Suzy will go around the
room. Always be on the opposite side. If it comes down, and starts moving
toward you, hit it a few times, and jump over it. If it starts to hop, slide
under it. That is literally all it does. Also, don't think you're safe if it
is on the ceiling. It'll still hop. Also, when it hits the sides (while
moving sideways), or the ground (when hopping), you'll lose balance, so be
careful! As it takes more damage, it'll go faster, and bounce harder.
<----------------------------------------------------------------------------->
Collect the item it drops, and head out the right boss gate.
You have a turret and a shell enemy. Count to five, jump, and fire at the
turret. When he's destroyed, hop on to the first ledge, and charge your
buster. When it's charged, jump up, and fire at the shell enemy. When he's
taken care of, drop down the hole.
Charge up your buster, and let the Hopping Met jump at you. Smack him in
midair, and descend the ledges. Ignore the Metool at the top. Drop down the
hole.
Destroy the spark plug enemy, and hop off the ledge. From there, jump back on
to the next ledge, and from there to the next. Go right, and you'll be faced
with a Hammer Joe. Eliminate him as you usually would (however, be careful
with sliding. You don't want to accidentally slide under the wall), and slide
under the wall. Jump on to the ledge on the right, and drop off. Go right,
and face the Popcorn. Deal with him as you normally would (jump up and fire;
jump to dodge his shots), and then jump up to the ledge where he was. Drop
off to the right, and descend the ladder.
Charge your buster, drop, and annihilate the Spinning Metool. Jump up to the
next ledge, and fire at the Metool. When he awakens, he'll be obliterated.
Jump to the top ledge, and fire a shot at the Hopping Met. He'll be...uh...
blown up. Now descend the ladder.
Now I was recently told of a way to eliminate these blades. From the ladder,
drop three Search Snakes or launch three Dive Missiles. Now that it's
destroyed, drop off the ladder, and drop off the hole to the right.
Fire a few shots at the top of the Met Jackhammer. He can jump twice before he
can damage you, so take him out quickly. Use Rush Jet to get to the ledge
across from you, and grab the two energy pellets. Walk off the right side of
the ledge, and drop down the hole.
[Halfway point]
When you land, eliminate the blade in the way you just did. I suggest using
the opposite of what you used two screens ago. Just for diversity. For
example, if you used Dive Missiles, use Search Snakes. If you used Search
Snakes, use Dive Missiles. After it is eliminated, drop off the ledge to the
right, and jump up on the ledge further on to the right. Equip the Dive
Missiles. Run and jump from this platform (make sure to jump at the very end)
to the next platform. When you land, pump the hopping, spike-bottomed enemy
full of Dive Missiles. Drop off the ledge, and off the next one. Hop up on
the right ledge, and continue right. When you get near the long, white pipe,
start shooting. You'll destroy the rock before it hits the ground. Carry on.
The final enemy is a Hammer Joe in a place where you cannot jump. Attack him,
and when he throws his hammer, slide under it. When he's destroyed, enter the
final boss gate...
<----------------------------------------------------------------------------->
BOSS: DR.WILY FORM ONE
THIS THING IS FREAKIN' HUGE. Despite what it looks like, this is an easy
fight. The only thing that will damage him is a charged Mega Buster shot to
his pupils. As the battle starts out, he'll leap up in to the air, and come
down on your side, after a delay. You want to run so you'll be under him
before he jumps. Example...
-------------------------------------------------------------------------------
1|
-
M W
------------
M - Megaman |
W - Wily |
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2|
-
W
M
------------
M - Megaman |
W - Wily |
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
3|
-
W M
------------
M - Megaman |
W - Wily |
-------------------------------------------------------------------------------
And that's pretty much it. When he lands, you want to hit him with the buster.
Oh, and there's something else. When he lands, he'll launch two missiles.
Said missiles will zig-zag around, and then join together. Three movements
total. Just make sure you acknowledge them, or else they'll hit you. Seven
charged Mega Buster hits will bring this guy down.
<----------------------------------------------------------------------------->
Oh, but it's Dr.Wily! You know he's got another form up his sleeves.
<----------------------------------------------------------------------------->
FINAL BOSS: DR.WILY FORM TWO
Now you have a use for Screw Crusher! Also, don't be afraid to use any
energy tanks in this battle. You won't need them afterward.
So he stands there. The machine will toss out two balls. The shooter closest
to you fires the relatively close to the machine, while the far one fires them
nearer to the edge of the screen. You always want to stay fairly close to the
machine. Dodge the first ball, wait for the second to come across you, and
then jump up, and launch a Screw Crusher. This is harder than it sounds. If
it hits a ball, it will be deflected. You have plenty of ammo for this. It
takes 19 freakin' hits to do this guy in.
<----------------------------------------------------------------------------->
Now he's destroyed! You beat Megaman III! Now watch the ending!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IV. Appendices
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
0=~=~=~=~=~=~=~0
| 4.01: Bosses |
0=~=~=~=~=~=~=~0
<----------------------------------------------------------------------------->
Snakeman
Weakness: Spark Shock
Master Weapon: Search Snakes
As a general rule, you always want to charge up your buster before entering the
boss room. When you enter, let the fire button go, and you'll blast him as
soon as you're able to. Start charging, and he'll run toward you. Jump over
his Search Snakes, and slide under him. Now jump on to the large platform in
the middle. Jump over him (by jumping the way he came from before he jumps),
turn around, and blast him. Quickly get back up to the platform and repeat.
Do this until he is dead.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Geminiman
Weakness: Search Snakes
Master Weapon: Gemini Laser
Now that you have a Master Weapon you can use, if you're not at full health, go
in, and try to kill him with just the buster. You'll probably die, but you
want to be at full health when you use the Master Weapon. Equip the Search
Snakes, and go in. Now he has two phases.
When you first go in, run forward. He'll split in to two parts, and the second
will jump on you if you don't move. Geminiman...er...Geminimen will jump
around the room, firing at you. When you stop to fire, so will they. You want
to fire three Search Snakes at either one. It doesn't matter which one you
hit. You can hit one on one, and two on the other; all three on one... it
doesn't matter. After you do so, the clone will disappear, going in to phase
two.
Now he'll walk around, doing the occasional jump, firing the Gemini Laser. The
thing about the Gemini Laser is that it bounces off walls, so you want to be
careful of that. About five Search Snakes will do him in for good!
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Shadowman
Weakness: Gemini Laser
Master Weapon: Shadow Blades
You DEFINETLY want full health, and full Gemini Laser. Equip Gemini Laser, and
enter. Shadowman has a fairly simply pattern, but it's hard to avoid. He'll
jump three times (except on the first, when he jumps two), and he'll do one of
two things. He'll either slide, or he'll throw two Shadow Blades. These will
come back to him. If he slides, try to jump over him. If he throws the
Shadow Blades, jump. You should be able to avoid both. In the meantime, be
firing Gemini Laser. Keep in mind that if you miss, they'll start bouncing off
the wall, so you still have a chance of hitting him. Also, if you get in to
really close quarters, slide under him. Seven Gemini Lasers will kill him.
I'd also like to tell you that Shadowman is the coolest robot master EVER, and
if you disagree, I'll come...uh...beat you with a dull spoon.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Sparkman
Weakness: Shadow Blade
Master Weapon: Spark Shock
Equip your Shadow Blades. You find yourself in a room very much like
Snakeman's room. He'll hop around, and get on to the top platform. Get on to
the platform below it, and fire the Shadow Blade at him (it's a multi-direction
weapon). Shoot him once, and back off. Make for the other side of the room
while he's jumping. He has two attacks. He'll stand still and fire a Spark
Shot at you. When he is charging up, he can't be hurt. Jump over it when it
comes near you. His other attack is to send small sparks in all directions.
Look for a gap in them, and run through. Seven Shadow Blades will kill him.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Giant Suzy
Weakness: Spark Shock
Master Weapon: None
Equip your Spark Shock, and head in. This time, however, there's no reason to
not have full life, so don't worry about that. The Suzy will go around the
room. Always be on the opposite side. If it comes down, and starts moving
toward you, hit it a few times, and jump over it. If it starts to hop, slide
under it. That is literally all it does. Also, don't think you're safe if it
is on the ceiling. It'll still hop. Also, when it hits the sides (while
moving sideways), or the ground (when hopping), you'll lose balance, so be
careful! As it takes more damage, it'll go faster, and bounce harder.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Dustman
Weakness: Spark Shock
Master Weapon: Dust Crusher
Time to take out the trash! Or...the trash guy, something I've been wanting to
do for quite some time. Little...but I digress. As a general rule, he'll do
this. He'll start off by trying to suck you in. Just run/slide away from him,
as you cannot hurt him during this phase. Now he'll jump around. I recommend
blasting him with a charged shot at this point. When he lands, he'll repeat
it. From here, it gets different. Now he can suck you in, jump around, or
toss junk at you. Through his head. When he does this, get at the far side,
and jump over it. Blast him when you can, save when he's sucking you in. Then
again, only blasting him when he's not sucking is pointless, because he's
always sucking. *cue drum-thingy indicating a bad joke*. Anyway, this piece
of junk will go down soon.
Also, that thing at the beginning is just what happened to me the three times
that I faced him. It may be different sometimes.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Skullman
Weakness: Dust Crusher
Master Weapon: Skull Barrier
Equip Dust Crusher. Compared to some of the other shielded bosses, this is
easy. Now there is no way to get through the Skull Barrier. However, he
doesn't throw it at you or anything. If Skull Barrier is up, he just stands
there. If it's down, he'll either shoot at you (in which case, jump, or slide
if need be, as he angles it some), or jump at you. Whenever Skull Barrier is
down is when you should attack. Remember that if you press the fire button
while Dust Crusher is in the air, it will split in to four pieces, so you don't
have to jump to hit him with it if he'd jumping. I recommend sliding under him
when he gets too close (as far as jumping goes). He'll go down shortly.
Shortly being about seven Dust Crushers.
NOTE: I just figured out that that is not why Dust Crusher splits. As such,
you WILL have to jump to hit him if he's in midair.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Diveman
Weakness: Skull Barrier
Master Weapon: Dive Missiles
For those who remember the hopped-up-on-crack guy that was Megaman 4's Diveman,
this guy is nothing like him. Speed-wise. You'll want Skull Barrier. Umm...
so the object here is to run in to him with Skull Barrier up. When he charges
at you, jump, and hope the shield hits him. If he starts shooting Dive
Missiles, try to get to him, but make sure Skull Barrier stays up. Chances
are, it will go down from a Dive Missile. Oh well. Better it than you, eh?
And...that's about it. Just kamikaze, and you'll do just fine. Seven crashes
should kill him.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Drillman
Weakness: Dive Missiles
Master Weapon: Drill Bomb
Use your Dive Missiles for this, the final robot master battle. He does not do
too much. His first attack is running around, and firing Drill Bombs at you.
Jump over these, as well as jumping over him if he gets too close. He can also
jump really high and really far. Slide under him if he does this. Also, he
can dive underground, and come back up. If he does this, just run around while
he is underground. All this time, fire Dive Missiles in his general direction.
They're homing missiles, so they're pretty much guaranteed to hit [unless you
fire in the COMPLETE opposite direction (in which case, stop reading this
guide, and seek medical help), or he's underground]. He's not invincible at
any point during the battle, so even when he's in the process of going
underground, you should still fire at him. Seven Dive Missiles will bring him
down.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Giant Suzy
Weakness: Spark Shock
Master Weapon: None
Equip your Spark Shock, and head in. This time, however, there's no reason to
not have full life, so don't worry about that. The Suzy will go around the
room. Always be on the opposite side. If it comes down, and starts moving
toward you, hit it a few times, and jump over it. If it starts to hop, slide
under it. That is literally all it does. Also, don't think you're safe if it
is on the ceiling. It'll still hop. Also, when it hits the sides (while
moving sideways), or the ground (when hopping), you'll lose balance, so be
careful! As it takes more damage, it'll go faster, and bounce harder.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Dr.Wily Form One
Weakness: Mega Buster
Master Weapon: None
THIS THING IS FREAKIN' HUGE. Despite what it looks like, this is an easy
fight. The only thing that will damage him is a charged Mega Buster shot to
his pupils. As the battle starts out, he'll leap up in to the air, and come
down on your side, after a delay. You want to run so you'll be under him
before he jumps. Example...
-------------------------------------------------------------------------------
1|
-
M W
------------
M - Megaman |
W - Wily |
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2|
-
W
M
------------
M - Megaman |
W - Wily |
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
3|
-
W M
------------
M - Megaman |
W - Wily |
-------------------------------------------------------------------------------
And that's pretty much it. When he lands, you want to hit him with the buster.
Oh, and there's something else. When he lands, he'll launch two missiles.
Said missiles will zig-zag around, and then join together. Three movements
total. Just make sure you acknowledge them, or else they'll hit you. Seven
charged Mega Buster hits will bring this guy down.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Dr.Wily Form Two
Weakness: Screw Crusher
Master Weapon: None
Now you have a use for Screw Crusher! Also, don't be afraid to use any
energy tanks in this battle. You won't need them afterward.
So he stands there. The machine will toss out two balls. The shooter closest
to you fires the relatively close to the machine, while the far one fires them
nearer to the edge of the screen. You always want to stay fairly close to the
machine. Dodge the first ball, wait for the second to come across you, and
then jump up, and launch a Screw Crusher. This is harder than it sounds. If
it hits a ball, it will be deflected. You have plenty of ammo for this. It
takes 19 freakin' hits to do this guy in.
<----------------------------------------------------------------------------->
0=~=~=~=~=~=~=~=~=~=~=~0
| 4.02: Master Weapons |
0=~=~=~=~=~=~=~=~=~=~=~0
Mega Buster (P) - Infinite Uses - It is very weak, although its power increases
significantly when it is charged. It is the
only weapon that can be charged. You start
with this.
Rush Coil (RC) - 10 Uses - This summons Megaman's buddy, Rush, to come down,
and provide a spring to help you reach normally
inaccessable places! Snakeman has this.
Spark Shock (SP) - 19 Uses - It fires a spark in a single direction. This is
usually a weak weapon, but some bosses have been
known to fear it. This is taken from Sparkman.
Gemini Laser (GE) - 10 Uses - Megaman will fire a laser forward. If this laser
misses its target, but bounces off of a wall, it
can bounce off walls up to three times! This is
won from Geminiman.
Search Snakes (SN) - 38 Uses - Megaman will send out a snake (two of these
can be out at a time), and they'll crawl up
walls. They're pretty weak. You win this from
Snakeman.
Shadow Blades (SH) - 38 Uses - Megaman will throw out a blade. This blade will
come back to you if it doesn't hit anything. It
can be aimed in multiple directions. Shadowman
"donates" this.
Rush Jet (RJ) - 19 seconds - Megaman summons Rush, and he'll fly you across any
gap. It only lasts for 38 seconds, so be careful!
You get this from Dustman.
Dive Missiles (DI) - 19 uses - Megaman fires a homing missile. As long as
you fire it in the general direction of the
enemy, it will hit them. It's a pretty weak
weapon, but using multiple missiles will kill
your target. These are from Diveman.
Skull Barrier (SK) - 10 uses - A barrier is launched around Megaman. Unless
something touches it, it will not disappear. It
will protect you from any projectile (but
disappears), and will damage any enemy who rams
in to it. It's weak as a weapon, as that is not
what it's made for. Except for on Diveman. You
get this from Skullman.
Drill Bomb (DR) - 19 uses - Megaman launches a bomb that looks like a drill.
It blows junk up. Certain kinds of barriers can be
broken with these. If you press the fire button
while it's in mid-air, it will blow up. It is
strong, and is received from killing Drillman.
Dust Crusher (DU) - 19 uses - You shoot a pile of junk. This junk spilts in to
four pieces when it collides with something. It
is medium-powered. You get this from Dustman.
Screw Crusher (PU) - 152 Uses - Megaman tosses a spinning wheel in an upward
arc. It's weak, but the sheer number of them
that you have make it worthwhile. You get this
from Punk.
0=~=~=~=~=~=~=~=~=0
| 4.03: Passwords |
0=~=~=~=~=~=~=~=~=0
------------------
Snakeman Defeated |
|
0|1|2|3| |
A|O|O| |O| |
B| | | |O| |
C| | | | | |
D| | |O| | |
------------------
-------------------
Geminiman Defeated |
|
0|1|2|3| |
A| |O| |O| |
B| | | |O| |
C|O| | | | |
D| |O| | | |
-------------------
-------------------
Shadowman Defeated |
|
0|1|2|3| |
A|O| | | | |
B| | | | | |
C|O|O| |O| |
D| | | |O| |
-------------------
------------------
Sparkman Defeated |
|
0|1|2|3| |
A| | |O| | |
B| | | |O| |
C|O| | |O| |
D| | |O| | |
------------------
------------------------------
Snakeman & Geminiman Defeated |
|
0|1|2|3| |
A| | |O| | |
B| | |O| | |
C| | | | | |
D| |O|O|O| |
------------------------------
------------------------------
Snakeman & Shadowman Defeated |
|
0|1|2|3| |
A| | | | | |
B| | | |O| |
C| |O| |O| |
D| |O|O| | |
------------------------------
-----------------------------
Snakeman & Sparkman Defeated |
|
0|1|2|3| |
A|O| | | | |
B|O| | |O| |
C| | | | | |
D|O|O| | | |
-----------------------------
-------------------------------
Geminiman & Shadowman Defeated |
|
0|1|2|3| |
A| | | | | |
B|O|O| | | |
C|O| | |O| |
D| | |O| | |
-------------------------------
------------------------------
Geminiman & Sparkman Defeated |
|
0|1|2|3| |
A| | | | | |
B| |O| | | |
C|O| |O|O| |
D| |O| | | |
------------------------------
------------------------------
Shadowman & Sparkman Defeated |
|
0|1|2|3| |
A| | | | | |
B| |O| | | |
C|O| | |O| |
D| | |O|O| |
------------------------------
--------------------------------------------
Snakeman, Geminiman, and Shadowman Defeated |
|
0|1|2|3| |
A| |O| |O| |
B| |O| |O| |
C| | | | | |
D| |O| | | |
--------------------------------------------
-------------------------------------------
Snakeman, Shadowman, and Sparkman Defeated |
|
0|1|2|3| |
A| | | |O| |
B| | | |O| |
C| | |O|O| |
D| | |O| | |
-------------------------------------------
-------------------------------------------
Snakeman, Geminiman, and Sparkman Defeated |
|
0|1|2|3| |
A| | |O| | |
B| |O| | | |
C| | | |O| |
D| | |O|O| |
-------------------------------------------
--------------------------------------------
Geminiman, Shadowman, and Sparkman Defeated |
|
0|1|2|3| |
A|O|O| |O| |
B|O| | | | |
C|O| | | | |
D| | | | | |
--------------------------------------------
----------------------------------
First Four Robot Masters Defeated |
|
0|1|2|3| |
A| | |O| | |
B| |O|O| | |
C|O| | | | |
D| |O| | | |
----------------------------------
-----------------
Dustman Defeated |
|
0|1|2|3| |
A| | |O|O| |
B| | | |O| |
C|O| | |O| |
D| | | | | |
-----------------
------------------
Skullman Defeated |
|
0|1|2|3| |
A| | | | | |
B|O|O| | | |
C| | |O| | |
D|O| | |O| |
------------------
------------------
Diveman Defeaated |
|
0|1|2|3| |
A| | | | | |
B|O| | |O| |
C|O|O| | | |
D| | |O| | |
------------------
------------------
Drillman Defeated |
|
0|1|2|3| |
A| |O| | | |
B|O| | | | |
C|O|O| | | |
D| | | |O| |
------------------
----------------------------
Dustman & Skullman Defeated |
|
0|1|2|3| |
A| |O| | | |
B| | | |O| |
C| | |O|O| |
D| | | |O| |
----------------------------
---------------------------
Dustman & Diveman Defeated |
|
0|1|2|3| |
A| | |O| | |
B| | | |O| |
C|O| | | | |
D|O| | |O| |
---------------------------
----------------------------
Dustman & Drillman Defeated |
|
0|1|2|3| |
A|O| | | | |
B| |O| | | |
C|O|O| | | |
D| | |O| | |
----------------------------
----------------------------
Skullman & Diveman Defeated |
|
0|1|2|3| |
A|O| | |O| |
B| | | | | |
C| |O|O| | |
D| |O| | | |
----------------------------
-----------------------------
Skullman & Drillman Defeated |
|
0|1|2|3| |
A| |O| | | |
B| | |O| | |
C| | |O| | |
D|O| | |O| |
-----------------------------
----------------------------
Diveman & Drillman Defeated |
|
0|1|2|3| |
A| | | | | |
B|O| | | | |
C|O|O| |O| |
D|O| | | | |
----------------------------
----------------------------------------
Dustman, Skullman, and Diveman Defeated |
|
0|1|2|3| |
A| |O|O| | |
B| | | |O| |
C| | |O| | |
D| | | |O| |
----------------------------------------
-----------------------------------------
Dustman, Skullman, and Drillman Defeated |
|
0|1|2|3| |
A|O| | |O| |
B|O| | |O| |
C| | | | | |
D| | |O| | |
-----------------------------------------
----------------------------------------
Dustman, Diveman, and Drillman Defeated |
|
0|1|2|3| |
A| | | | | |
B|O|O| |O| |
C| |O| | | |
D|O| | | | |
----------------------------------------
-----------------------------------------
Skullman, Diveman, and Drillman Defeated |
|
0|1|2|3| |
A| |O| | | |
B|O| | |O| |
C| |O| | | |
D|O| | | | |
-----------------------------------------
---------------------------------
Last Four Robot Masters Defeated |
|
0|1|2|3| |
A|O| | | | |
B|O| |O| | |
C| |O|O| | |
D| | | | | |
---------------------------------
0=~=~=~=~=~=~=0
| 4.04: Items |
0=~=~=~=~=~=~=0
----------------------- ---------------------------------------------
| | |
| Item | Description |
| ---- | ----------- |
| | |
| Energy Pellet | Refils your life bar by 4 |
| Energy Capsule | Refils your life bar by 8 |
| Weapon Energy Pellet | Refils your selected weapon by 4* |
| Weapon Energy Capsule | Refils your selected weapon by 8* |
| Energy Tank/E-Tank | Restores all of your life whenever you want |
| 1-Up | Gives you an extra life |
----------------------- ---------------------------------------------
*Only the weapon that you have out. If you don't have a weapon out, then it
is wasted.
0=~=~=~=~=~=~=~0
| 4.05: Ending |
0=~=~=~=~=~=~=~0
Dr.Wily jumps out of the machine, and begs for forgiveness. Would he do
anything else? He puts his face up, and does the trademark eyebrow wiggle.
Suddenly, he is encased in a dome. The dome sinks under the floor, making him
disappear. Megaman teleports out.
Skull Oilrig blows up. And it sinks. An apparently broken saucer limps out of
it. However, it falls in to the ocean, leaving nothing but a skull cloud in
its place. A crying skull cloud.
Now Megaman walks away as...a bestiary is shown!? ****.
Afterward, Megaman looks out at the city. Yes, you get the traditional, "Thank
you for playing! Presented by Capcom!" speech.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
V. Last Words
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=0
| 5.01: Copyright Information |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=0
Megaman, and all characters, stages, items, and other related things are
copyright Capcom 1985-1992. This guide/FAQ/walkthrough is copyrighted (c)
2001-2004 to Trace Jackson, and is the intellectual property of Trace Jackson.
This guide/FAQ/walkthrough is protected under International Copyright Laws, and
it is prohibited to take any piece of this document and reproduce it in anyway
without the written consent of the author. Any website or other medium found to
have this document without permission will be dealt with to the fullest extent
of the law. Feel free to print it, or any part of it FOR PERSONAL USE ONLY.
Please contact the author (meowthnum1 [at] meowthnum1 [dot] com) if you find
this on ANY SITE but GameFAQs http://www.gamefaqs.com, Meowthnum1.com
(http://www.meowthnum1.com), or IGN FAQs (http://faqs.ign.com), contact the
author ASAP. Exceptions can and will be made for exceptional sites. If you
would like to host it, please email me. Sites allowed to host it will be
listed here.
0=~=~=~=~=~=~=~=~=~=~=~=~0
| 5.02: Revision History |
0=~=~=~=~=~=~=~=~=~=~=~=~0
Version 1.0: the initial release of this guide. Started this. The
walkthrough is done up to the end of Sparkman, and the appendices
are started.
Version 2.0: The walkthrough is complete, as are the appendices. Everything
is completely complete.
Version 3.0: Took out my email address and added the Ezboard.
Version 3.5: I'm rewriting and reformatting this whole thing. The walkthrough
rewrite is complete up to the second set of Robot Masters.
Version 4.0: It's done!
Version 4.1: Added some passwords that I forgot.
0=~=~=~=~=~=~=~=0
| 5.03: Credits |
0=~=~=~=~=~=~=~=0
I have to credit the following people for just being themselves. Despite
certain arguements we've had in the past with some of them.
-Devin Morgan
-Brian Sulpher
-Colin Moriarty
-Matt Hulbert
-Ronan Murphy
-AstroBlue
-Grand Lethal
-Eric/Vegita
-Gobicamel
-Seth Doko
-Hal DeCoursey
-Tom Hayes
-Rich Arnett
-Martin/WTP
-David/ZoopSoul
-Ryan Harrison
-DethMinionSLN
-King Kool
-Jeff Chan
-CVXFREAK
-Alex/Pop
-Admiral
-Dallas Scott
-Dingo Jellybean
And my offline, CLOSE amigos:
-Aaron Hubbard
-Kelsee Wenzel...Wensel...whatever.
-Christine Kuntz
-Rachel Wallace
-Holden Link
-Meg Delaney
-LizAnn Nealing
-Beth McGovern
Right.
0=~=~=~=~=~=~=~=~0
| 5.04: Bai-Bai! |
0=~=~=~=~=~=~=~=~0
Well, I certainly hoped that this guide helped you get through Megaman III. If
you saw my other version, I _KNOW_ that this helped you more, because that
other one was terrible. Oh well. Have a nice day.
--Trace Jackson