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    FAQ/Walkthrough by TBaker

    Version: 1.3 | Updated: 06/19/00 | Printable Version | Search Guide | Bookmark Guide

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