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    Password FAQ by Strider VM

    Version: 0.9 | Updated: 12/06/99 | Printable Version | Search This Guide

    Megaman/Rockman 3 Password FAQ by Strider VM (vm@msc.net.ph)
    Version 0.9
    
    Another FAQ for Megaman/Rockman 3, this one explains the password system
    in this game.
    
    In all of the Megaman games, this is the only one that has a logic in
    it's password system, with proper knowledge, you can guess the passwords
    that will give you the results you wanted, so let's get started, shall
    we......
    
    And. oh yeah, I'm really bad at explaining things, so if you can't
    understand the procedures, contact me. :)
    
    Besides, the system is better understood if taught by a friend (Plus a
    computer) than reading any procedures.
    
    Password Understanding 101 :
    
    On the password screen, you will see numbers 1 to 6 on the upper part and
    letters A to F on the left part of the screen, to know where to put
    the red or blue "balls" , put the balls by matching the numbers,
    letter and color.
    
    Example : C5r
    
    In this example, "C" is the letter, "5" is the number, and "r" is the color.
    so the vertical location is 5, and horizontal location is C and
    the color of the "ball" to put is red.
    
    Extra note : If the code doesn't have any "color" , it means
                 any color can be used.
    
    So, suppose you want the code that makes Hard Man, Top Man and Snake Man
    defeated and having 8 Energy Reserve Tanks :
    
    F2 A3b C4
                          
    F2 makes Megaman have 8 Energy Reserves.
    A3b makes Topman and Snakeman Defeated.
    and C4 makes Hardman defeated.
    
    ---------------------------------------------------------------------------
    I. Energy Reserves
    
    C5 = Start with 0 Energy Reserves
    E6 = Start with 1 Energy Reserves
    E4 = Start with 2 Energy Reserves
    B4 = Start with 3 Energy Reserves
    A5 = Start with 4 Energy Reserves
    C1 = Start with 5 Energy Reserves
    D2 = Start with 6 Energy Reserves
    C3 = Start with 7 Energy Reserves
    F2 = Start with 8 Energy Reserves
    A6 = Start with 9 Energy Reserves
    ---------------------------------------------------------------------------
    II. Robot Masters
    
    Single Bosses codes
    
    A3r = Topman defeated
    B5r = Geminiman defeated
    D3r = Needleman defeated
    F4r = Sparkman defeated
    
    D6  = Shadowman defeated
    F6  = Snakeman defeated
    C4  = Hardman defeated
    F5  = Magnetman defeated
    
    Note  : Before you e-mail me asking why certain combination of
            codes does not work, look first in the double bosses
            codes.
    
    Double Bosses codes
    
    A3b = Topman/Snakeman defeated
    B5b = Hardman/Geminiman defeated
    D3b = Magnetman/Needleman defeated
    F4b = Sparkman/Shadowman defeated
    
    Note :
    
    Another Note : There is a limit of 1 single bosses code if there are any
                   double bosses code, so to have 5 bosses defeated, use
                   two double bosses codes and one single boss code.
    
    ---------------------------------------------------------------------------
    III. Returning Robot Masters to Dr. Wily's Lab :
    
    Use this code then add the ones below then add
    one Energy Reserve code to get the whole password : A3b B5b D3b F4b
    (The code above is actually the combination of all four double
     bosses defeat codes found above.)
    
    B6  =  Gemini Man's stage beaten (Flashman / Bubbleman)
    A1r =  Spark Man's stage beaten (Metalman / Quickman)
    A4  =  Shadow Man's stage beaten (Woodman / Heatman)
    B2r =  Needle Man's stage beaten (Airman / Clashman)
    
    B2b = Needleman / Geminiman's stages beaten 
    A1b = Sparkman / Shadowman's stages beaten
    
    A1b + B2b        = Battle with Break Man
    A1b + B2b + E1b  = Dr. Wilys Base