R-Type III: The Third Lightning FAQ Version 1.2 Compiled by: Jacob Poon Contact author ============== Send comments about the game to: firstname.lastname@example.org Availability ============ Goldart's Home Page: http://www.geocities.com/Tokyo/Dojo/1997/ GameFAQs (aka Video Games FAQ Archive): http://www.gamefaqs.com/ Introduction ============ The Bydo empire strikes again in this R-Type sequel. It's now up to you to fight it again. As the name implies, this is _the_ sequel to the R-Type II, not R-Type Leo or Super R-Type as some believe. This game is somewhat improved over Irem's Super R-Type. Not only there are no more slowdowns, there are some new weapons for R-Type veterans to master. Even though it has one fewer stage (7 instead of 6), the frustration factors will keep any careless players from finishing this game soon. ^_^; Tech specs ---------- Year: 1994 Platform: SNES Size: 16Mbit ROM + 0kbit SRAM Special chips: none Developer: Irem Corporation Publisher: Irem Corporation/Jaleco (US) Glossary ======== FD: Force device Explanations of game elements ============================= Revival/continue ---------------- Unlike the nightmare you get in Super R-Type, when you get killed don't have to restart all the way from the beginning of a stage, even when continuing. In R-Type III, each stage is divided into several areas, which will be discussed in the walkthrough. As a result, the frustration level is greatly reduced. However, you still lose all equipment upon revival, unlike in Super R-Type, which equipment is keeped in novice/kids level. Extra lives ----------- You can get an extra life at 20000, 70000, 140000 points, and every 70000 points afterwards. So does it worth the risk for collecting points? It will depend on how well you can control your ship. But since this game can continue indefinitely from the area your last ship died instead of the stage, and the game doesn't keep high scores, this serves a little pratical purposes. Force Devices ------------- The spherical object that has been in all R-Type games is still here. In R-Type III, there are 3 different FDs, each comes with different abilities. As in all R-Type games, you can use laser only when you already have a FD attached to you, and get a powerup afterwards. The laser you use depends on the colour of powerup you get. Every time you grab a powerup your FD is upgraded, regardless of the previous one you get. All FDs can only block the same kinds of enemies, and they are not destroyed even when they are crushed by walls. Round force The same FD found in every R-Type incarnations, including Super R-Type and R-Type Delta. However you only get 3 different laser styles instead of 5 in Super R-Type. Red: Air to air laser Blue: Reflective laser Yellow: Air to ground laser Shadow force A new FD in R-Type III. It can be retrieved much faster than the Round FD. If you get it to level 2, you will get an all range shadow blaster (2 shadow blaster for level 3). The turrets shoot at the angle relative to your ship's position. If you detaches the FD, the turrets will attach to it as well. Red: Reverse laser Blue: All range laser Yellow: Guide laser Cyclone force Another new FD in R-Type III. Unlike previous FDs, it does not shoot when it is detached, but the FD itself delivers more damage by sheer impact than the other two. In level 2 and 3, it enlarges when detached, and it makes an excellent blocker. Red: Through laser Blue: Splash laser Yellow: Capsule laser 'Options' --------- As in previous R-Type games, you can carry maximum 2 of them, with one directly above and one directly below you. Not only it protects you from further damages, it can also fire with appropriate combination of FD and laser. Round FD and air to air laser: Shoots lesser powerful version of level 2 air to air laser. Cyclone FD and capsule laser: Shoots homing laser beam, but each beam only changes direction once at 90 degrees. Beam ---- As in Super R-Type, a beam can go to 200%. However, it is different in several ways. First off, instead of shooting a group of small projectiles, it shoots a giant projectile with travels quickly across the screen, which attacks anything at the ship's front, side, and even back at very close distance. This projectile now travels through everything from solid walls to bosses, and even enemy's attacks. It destroys all hostile targets which can be immediately blocked by FD, including bullets. Best of all, the meter no longer revert back to 100% if staying within 200% in prolong period. In addition, there is a second beam mode named 'Hyper', which takes same amount of time to reach 200%, and behaves almost the same, except when firing at 200%, it first shoot out a short wave of beams (which can injure enemies), then it can release indefinite amount of projectiles by pressing shot and/or auto shot buttons. One can fire up to 3 such on-screen projectiles at one time. Not only each projectile provide superior firepower, when each of them collides into a object and isn't immediately destroyed, the projectile explodes and splash waves to inflict further damage to the target any anything close to the wave. After a fixed amount of time, the ship will overheat and unable to use charged beams, until the heat gauge completely dropped. When Hyper is activated, laser cannot be used, and the little 'options' rotates around the player's ship afterwards to protect it from enemies' attacks until overheating occurs. Advanced mission ---------------- When you finish the final stage for the first time, you will start advanced mission, which played all stages all over again, with higher difficulties. Higher difficulties including: enemies take more shots to kill, enemies travel faster, enemies shoot more frequently, ememy's bullets travel faster, certain colours changed. However, not all of them applies to all enemies. To get to true ending, you will need to beat the game in advanced mode. Walkthrough =========== Note: The texts enclosed by the 'area' correspond to the place your fighter is revived after it is destroyed. Stage 1 Space Garbage Dump -------------------------- General notes Debris occur more frequently in advanced mission. Area 1 Put the FD at front ASAP. After the debris disappeared, destroy first 2 giant robots with a 200% beam each. If you don't destroy a robot in time it will run away after the next one arrives. The red robot is indestructable so just dodge its shots and wait until it hits the wall. Area 2 As soon as you reach the wall, grab blue powerups and destroy the turrets at the bottom wall, and don't stay too close to the engines. As soon as you see the bottom wall stops rotating, stay away from the upper right screen area until the top wall stops moving. Charge up your beam to 200% and fire from the left edge of the screen as soon as you see two turrets behind the top wall. Before the engine at top wall fires, get pass the engine and start charging up. Destroy first and second rows of robots with 200% beam each. (At advanced mission, the beam from the engine is much longer and fires more frequently.) After the wall stops rotating, blow up the engine with Hyper. Area 3 Enter between the walls, destroy turrets, grab power up if not using cyclone FD, then move into the centre of the screen so that your fighter doesn't have to move when the wall is rotating. As soon as you leave the walls, you will see robots coming behind a pillar. If you use cyclone FD, release it to your back and ignore the robots from behind. If you don't, you can either use Hyper and put FD to back; or put FD to front, move to the left edge of the screen and release 200% beam just before the robots at back touch you. Area 4 After that, put the FD to front before a wave of fighters appeared. Get yellow powerup if you are using anything but the cyclone FD. When another group of robots appear, wait until they grouped together and destroy them of with a 200% beam. Before the background wall is destroyed, don't stay on the upper left corner. Boss Patterns: After the background wall is destroyed: 1. Fires bullets from background for a long moment. 2. Move towards foregrounds and 'out of screen'. 3. Reappears at background and fires again for a short moment. 4. Move to same plane as your fighter. 5. After it stops rotating, it fires 6 homing missiles which can be destroyed by player's attacks, for several times. 6. Move to background. Go to pattern 1. Strategy: Obviously, the best time to deliver damage is to wait the boss at pattern 5, so have your beam set to Hyper early and discharge at the end of pattern 4. The quick blasts of Hyper can easily kill the boss within one cycle, even before it can fire homing missiles for second time. It is possible to attack the boss at the middle of pattern 2, but only a damage can be done. In advanced mode, the boss fires more frequently. Stage 2 Bio-organic Lair ------------------------ General notes In general, avoid the liquid drops from the ceiling. However, if you have trouble on passing through the tight environment, you may have to let the drops to eat away some walls first. In advanced mission, there are tougher, purple celluar creatures in addition to red ones, which needs a equivalent of 50% beam to destroy. Also, the small yellow creatures turns red, and the liquid drops turns from yellow to red. There are more sources of liquid drops in advanced mission. Area 1 The red powerup is rather useless regardless of FD, so avoid it unless you don't have any FD. After you reach the opening at the bottom, relocate the FD to your back to shoot down enemies from behind. After that a wave of enemies will surround you. Use Hyper to get out of this ring. Soon you will meet some solid walls. Let the liquid to eat away the bottom walls and carefully pass through the region. There is a missile powerup between the blue walls. Use 100-200% beam to destroy the wall with an eye. Area 2 As you reach towards another blue wall from right, there are two powerups come from the top opening, grab them where appropriate. (Note: In advanced mission, there is also a powerup come from the left of screen.) Before the screen travels down, put FD to your back. Do not travel up into the shaft. As you reach to the large creature, destroy the three little creatures first with Hyper or 200% beam, and carefully move upwards. Then destroy another wall will an eye with Hyper or 200% beam. Area 3 Soon you will see a small opening at the middle, with a thin rock stand between. Travel through the hole from below of the thin rock, not above. Before reaching the boss, there is one blue powerup and one speedup. Boss Patterns: Not many patterns except randomly release sperms from the hole and shooting yellow rocks from its eyes, which are indestructable. The sperms travel faster in advanced mission. Strategy: The only way to kill the boss is to shoot the eye when it is opened. To do it you can use 200% beam, Hyper, or Cyclone FD with blue powerup. Concentrate on dodging the sperms instead of firing. A slow-motion controller helps a great deal on manouvring, even if somewhat slow. Also, keep yourself close to the hole so you can see which one will shoot sperm. Stage 3 Crab Factory -------------------- General notes The 3-way turrets are rather difficult to hit since they are around the corners. In most cases you will need a 200% beam or FD to destroy them. In advanced mission, they fires three times in a row instead of one, and the bullets travel faster. When you are travelling vertically, sometimes an enemy appears out of nowhere and build obstacles diagonally. These obstacles allow the robots above to walk on them, as well as blocking enemy projectiles. They can be destroyed by player's attacks. Area 1 When you are travelling down, put the FD to the back. Grab the missile. Just before reaching bottom there is a turret that points right. Area 2 When you reach the bottom, put FD to your back again to kill two lines of enemimes. There will be a speedup afterwards. Then charge up beam again until 200% to get the powerup at the very right side of the screen. After that, move close to the top opening to knock out a wave of enemies. Before second wave arrives, put the FD to back and move through the path at the bottom before the enemies in front appears. After that, charge up beam or Hyper. When you see a circular pattern appers at background, move into the centre and discharge when enemies appears. That way, if you didn't survive the attack, at least you could skip to the next area. Area 3 As soon as you get two little 'options', go to upper left corner and destroy the lower turret with 200% beam, and the one above it with another 200% beam by stay close to the edge of the corner as possible. Quickly go through the gap at the right and move to the left edge to destroy the turret above you. At this time you should have FD on your back. Before reaching the left opening you should have Hyper ready, and retrieve a blue powerup by crashing your FD to the enemies. Since you already have two little 'options' by now, they will shield you from the bullets from the turrets above. After going through another tight passage, you will meet the boss. Boss Patterns: Not much, except keep on releasing orange and blue objects, and it occasionally jump towards the right edge. It may run quickly if it is trailing behind you. The orange objects can turn into a fighter which builds obstacles diagonally. Blue objects will reflect at the edges. Both of them can be blocked by FD. In advanced mission, the boss also shoot a short beam which goes through FD and it is unstoppable. The fighter builds obstacles much quicker. Strategy: Keep yourself to the right edge of the screen (in particular, upper-right corner) most of the time, unless some blocks are directly above you. Destroy the mouth on top by attaching the FD to your back with blue powerup (all FDs). After that, destroy the mouth on bottom by detaching the FD betweeen its legs. After that, re-attach the FD to your back and keep firing on the shell until the boss is destroyed. If you use Cyclone FD, it can be attached to your back at all times if you use blue powerup. Stage 4 The Foundry ------------------- General notes As soon as you see the green circle, go into the green circle before the ceilings starts crushing. However, if you don't have enough firepower, you may have to lure the enemies to shoot other places before moving into the circle. Area 1 After passing through 2 crushing ceilings and two rows of enemies, have your 200% beam or through laser ready to destroy the turrets behind the walls. Before you reach the grey solid walls, charge up your Hyper and put FD on back. When second wall start closing, release Hyper in the middle of the wall when turrets start to appear. Then go right and moving in anticlockwise direction, then clockwise direction. After the turrets are destroyed, move FD to front and charge up 200% beam to destroy the yellow wall. If you are killed at this point, you may be revived to next area if the yellow walls next to the wheel had appeared. Area 2 If you are revived at this point, the wheel disappears. In this case, destroy the yellow wall with 200% beam. Next you will enter a maze with lava flowing. Before you reach second outlet, go to bottom row, then top. Then travel down to middle row, go right and pass 2nd and 3rd outlet, then go down, right, up to middle row. When reaching 5th outlet, go to upper row and to right corner of screen. Before reaching 6th outlet, go to middle row again. When 7th outlet appear, move directly under the outlet and go down to bottom row, and move to lower right corner. Watch out for the 8th outlet, which appears when fighting the boss. Boss 1 Patterns: At the beginning of each phase, it releases two turrets, one on top wall and one on bottom row. The turrets travel horizontally, and they shoot without prior targeting. When the turrets were destroyed, they were not replaced until the next phase begins. If the boss is destroyed first, the corresponding turrets are destroyed as well. Strategy: In each phase, there are 3 blocks to cover the gem behind it. One must destroy the blue, then green, then red blocks before attacking the gem. Even though the turrets aren't replaced when destroyed, it usually doesn't worth the effort to destroy turrets first except getting more points since they take longer time to kill. Phase 1 Patterns: The turrets shoot bullets that travel vertically (lower one shoots up, upper one shoots down). In advanced mission they shoot more frequently. Strategy: If you want to destroy turrets first, this is the perfect time to do it. Also, save the Hyper for the next phase. Phase 2 Patterns: The turrets shoot bullet which travel towards you. They shoot much more frequently in advanced mission. Strategy: Concentrate firepower on the gem instead of turrets, especially in advanced mission. Use Hyper as soon as you can attack the gem. Stick the FD to the gem helps you to indicate when to start attacking. Phase 3 Patterns: The turrets shoot bullet which travel vertically and diagonally in 45 degree. The bullets cannot be stopped by FD, but a rotating 'option' can. Bullets travel faster in advanced mission. Strategy: When moving between phase 2 and 3, keep yourself as close to the gem as possible to deliver maximum damage. When you are recovering from using Hyper, you will need to dodge the bullets until you can use Hyper again. Don't spend time to destroy turrets. Area 3 If you have your FD, stick it to your back. Have your Hyper ready, and release it as soon as you get to 6th outlet and entered the middle row. If you don't have a FD, you will need to stay on top of the row, and use Hyper to destroy the Pow Armour at the back, then get powerup at bottom row after the lava from 6th outlet is firstly completely drained and go to top row before it is drained for second time. After you reach the top row, get powerup if possible, and quickly get to the upper left corner of the screen and stay there until you are direcly below 3rd outlet. Once you are direcly below 3rd outlet, move to middle row and stay here until reaching 2nd outlet. After you are directly below 2nd outlet, go to top row to destroy the Pow Armour at back then immediately stay on the upper left corner of the screen. After the lava from 2nd row is completely drained, there are 2 choices: 1. Stay on the corner. 2. Quickly move to bottom row via the gap directly below 2nd outlet, then move lower left corner to collect speedup, then move up to middle row before the lava reaches bottom row. This is a rather risky move, so use it sparingly. After getting out of the maze, you will see the 1st outlet and yellow walls which will come down. Stay between the outlet and the holes until the walls are destroyed, which isn't easy. After the wall is destroyed, move left and wait until the screen scroll up. Then move towards the opening below. Area 4 You will encounter crushing walls for two more times. If you are revived at this point, make sure you get the FD and the speedup. When you see flashing balls, avoid them. Boss 2 Patterns: Throughout all phases, flashing balls travel along the tracks at the background. When you are horizontally or vertically align with the boss, the boss fires an indestructable beam for most of the time. In advanced mission, the boss is green instead of blue, and it is harder to kill. Strategy: Avoid contact with the balls. The flashing balls can block out all but 200% beam, which may or may not be useful. Also, don't be too greedy on attacking the boss. Above all, don't stay on the same place. Phase 1 Patterns: The boss slowly travels across the bottom of the screen horizontally, begins with going left. In advanced mission, the background starts rotating in anticlockwise direction. Strategy: First use 200% beam, then use auto shot and FD to take care of the rest. Phase 2 Patterns: The boss's turret rotates clockwise, then the boss moves straight up, and slowly travels across the bottom of the screen horizontally, begins with going left. The background tilted a little in anticlockwise direction when you fight the boss for the first time. In advanced mission, the background rotates at the same angular velocity. Strategy: Use Hyper to quickly blast the boss. Phase 3 Patterns: The boss's turret rotates clockwise, then travels around the edges of the screen in clockwise direction. If it is hit for a number of times, it travels faster until it is destroyed. When you fight the boss for the first time, the background begins to rotate in anticlockwise direction, at the same speed as in phase 1 of advanced mission. In advanced mission, the background rotates faster. Strategy: The Hyper in phase 2 can still deliver some damage to the boss, but be very careful for the balls. Stage 5 Resurrection -------------------- General notes In advanced mission, the green creatures travel faster, turrets and moving blocks take longer time to kill. Area 1 Make sure you are vertically in the middle of 6 blocks in front of you, and stay on the left edge of the screen. When enemies appears, use one shot of 200% beam to destroy all 6 enemies. When two blocks morphed into enemies, lure them into grouping by move to front, then pull back and kill them with a 100% beam. Same for another pair of enemies. After that have your Hyper ready, and turn on slow-mo if possible. When 4 enemies appeared from behind, lure them to top or bottom, then move to the other side and release Hyper to destroy them and the turret in front of you. Put FD to back and move beyond the wall after 2 blocks morphed into enemies, and watch out for moving block. Then move to front and destroy the enemies from back. When you see the blocks at the top and bottom of the screen morphing into turrets, have Hyper ready again and release it ASAP. Grab the missile if you don't already have it. Then destroy the turrets in front, especially the lower ones. After that destroy another two green enemies. Then enter the place surround by blocks and charge up Hyper again. Next you will see 3 pairs of opposite large blocks surrounded by small blocks. Each pair morphs into 2 green enemies, which can be destroyed by the laser, if you put the FD to front first. Area 2 You will encounter 2 lumps of small block, with each lump morph into a tentacle. Go to the right edge of the screen immediately, put FD to back, and attack with laser if available. If they aren't destroyed by your attack, they will be destroyed anyway. Then charge up Hyper and ready to attack another tentacle when you see a lump in the middle morph into a tentacle. After that, 2 more lumps will appear and morph into tentacles. Again, go to the right edge of the screen immediately, put FD to back, and attack with laser if available. Area 3 After that you can get a speedup, a yellow powerup, and missile. Then you will meet the boss. Boss When it morphs from one phase to another, it turns white, and it delivers no damages to player, and player cannot deliver damage to it. Phase 1 Patterns: 1. You will see a cellular boss appear from the right edge of the screen. It does not attack, but it move towards you. 2. After a fixed amount of time, it morphs into next phase, regardless of damage. In advanced mode, it is gray instead of purple, it travels faster, and it takes longer time to change phase. Strategy: Just keep on firing with Hyper to collect points. If you are cornered, leave and use your FD to attack. Phase 2 Patterns: Remember the original R-Type? This stage 1 boss is back in R-Type III with a vengence. Krill now has fewer tentacles than its R-Type incarnation. Krill's tail continue to wave in front of itself to block any weak projectiles. On the other hand, a green creature appears periodically and shoot out indestructable projectiles, which move slightly toward player. In advanced mission, Krill is black instead of orange, it is tougher, and the green creature shoots two rows of projectiles at one time instead of one. Also, the Krill's tail shoots bullets periodically. Above all, it takes much longer time to kill in advanced mode. Strategy: The only weak spot is the little head in the middle so attack when it appears. To finish off the boss quickly, you better charge up the Hyper to fight the boss. Hyper allows you to safely attack the spot even when the boss blocks it with its tail. You can also send the FD to the Krill's stomach when it is still white. This automatically attacks Krill every time it opens up the spot, but risky if you are in advanced mission. Nonetheless, this approach works best with Cyclone FD. Phase 3 Patterns: This boss comes from R-Type II Stage 4. When it opens the weak spot at the centre, it fires 5-way indestructable bullets for one and two time. Also, turrets moves vertically and shoot out missiles frequently. The ones have same colour as the ship can be blocked by FD, but the green ones cannot. It moves horizontally, but never beyond right half of the screen. In advanced mission, it is tougher to kill, and it is purple instead of grey. Strategy: Put FD in front, and use Hyper again. Also, stay on the vertical middle of the screen unless you need to dodge enemy's attacks. Block out as many homing missies with FD as possible. Phase 4 Patterns: Another R-type I boss strikes again. This one come from Stage 2. A long snake randomly travels from one of the 4 holes to another. When the snake is moving, it shoots 8-way projectiles from the turrets on its body. The turrets and projectiles can be destroyed, but the snake cannot, unless the heart is destroyed. When the snakes reenters the heart, it exits with turrets regenerated. In addition, a gem periodically exposed at the top of the heart. In advanced mission, the gem is blue instead of purple, but doesn't take slightly longer time to kill. Strategy: Use 200% beam to attack the gem. Stick FD to your front, and stay on the lower left corner of the screen. Since you have much better weapons than in original R-Type (even if you use Round FD), this should be very easy even if you don't have laser. Phase 5 Patterns: This isn't a R-Type I boss, but it appeared in the middle of stage 1 of R-Type. After it appears, the turrets begin to rotate in anticlockwise direction, and the entire structure moves horizontally, starting from right. The turrets' rotation speed increase, and begin to fire bullets two turrets at a time. In advanced mission, it takes longer time to kill, and turrets reaches maximum rotation speed sooner. Strategy: You must enter the surrounding of turrets otherwise you don't survive. Even though this boss is not the nightmare experience you get from its R-Type I equivalent, the turrets are no longer destructable until you destory the weak spot. Have you Hyper ready. Phase 6 Patterns: The boss reverts to its first form, and hurling indestructable objects in 8 directions, in clockwise precedence. The hurling speed increases as time passes. The boss still move towards you. In advanced mission, it takes much longer time to kill, it travels faster, and it reaches its maximum hurling speed much sooner. Strategy: Lure it to the right edge of the screen, then move left and blast away with Hyper. Since FD can't block anything, detach it ASAP. In advanced mission, don't stay on the edges too long. Stage 6 Dual Space ------------------ General notes In first two areas, you will meet a portal that unleashes various enemies. The crawlers will try to approach you directly, and they may crash into walls and dies or move out of screen. Use them as your advantages. The animated backgrounds can be a hinderance to your mission as they can affect your movement. The blue background cause you to move faster, and ones the moving lights moves you based on the movement of the lights. The one with tree roots doesn't seem to do anything. If you kill a worm before it completely leaves the portal, you will get no points. However, if you kill it after it completely leaves the portal, it will unleash 4-way projectiles at the other end. In advanced mission, the crawlers are green instead of dark blue, and they move a lot faster. The walls turn yellow instead of pink. Area 1 The first two Pow Armour from the portals contain a red powerup and a speedup. Put FD to front. After that, blast the rotating objects with 200% beam, then a blue powerup should appear from behind you. Then use another 200% beam on the same objects you hit on, and try to destroy them with the FD if possible. The two worms appears afterwards can be killed with a 200% beam each. When the walls disappear, move to the right edge of the screen, then move up a little, then move down, then move left before the walls completely reappear. This will kill 4 crawlers who try to approach you. Have your 200% ready, and move to upper left of the portal, and release the beam when the crawler below you rotates upwards. Then have 200% beam ready again to face another wave of enemies. Then use 200% beams ready for 2-3 more times. After you pass through two rotating enemies, you should have Hyper ready and release it when you are in the narrowed passage. In the narrowed passage, you can be dragged to the edge if you don't stay in vertical middle. However, after you discharge Hyper, you will need to stay close to the bottom until all crawlers are destroyed. After that, move into the portal so you can get past the wall ahead. When the portal is in the middle of the wall, move right before another wave of crawlers appear from the portal. Have your 200% beam ready and put FD to back. When you see another wall ahead, put FD to front. When the walls disappear, you will need to charge up Hyper. Before walls turn solid, go to left edge of the screen. This should destroy many enemies in front of you, including the worm. The vertical wall will fade just before it touches you, which won't kill you if you stay close to the left edge of the screen. Release Hyper and kill off the rest, then move towards right edge of the screen until walls reappear. Area 2 When walls disappear, move to the right edge of the screen and have 200% beam ready. When crawlers begin to appear, discharge it and then use Hyper when it is ready. You will soon see cells surrounded by tight walls, with a blue Pow Armour in one of the cells. Grab powerup when walls disappear, and before walls reappear, move into the portal. The walls should disappear 2 more times before crawlers appear. Have your Hyper ready, and use it when a wave of crawlers appear. There should be two waves of crawlers come from the portal, and the Hyper has just enough charges to kill both. Then you will see the walls disappear and reappear 2 more times, and then you will get a little 'option' before you meet the boss at the end. Boss 1 Patterns: The boss is none other than the portal itself. However, you can only destroy the 4 orbs that surrounds the portal. Before that the portal continuously unleashes worms and crawlers, with a worm come first. In advanced mission, the orbs take longer time to destroy. Strategy: You should have Hyper ready, and put FD to front before reaching the boss. Unleash Hyper as soon as the FD can hit the boss. This allows you to kill the boss within one charge of Hyper. After you destroys the orbs, the portal enlarges, and you will be suck into it. That's where the final challenge begins... Area 3 You will see several fighters appear from right edge of the screen, along with a speedup, a red powerup, then a blue powerup. Unless you are using round FD, get blue powerup last. Put FD to front. After a short journey, you will meet the boss. Boss 2 Phase 1 Patterns: 1. Release indestructable homing energy balls and/or indestructable beams from each hand, one hand at a time. 2. After sufficient damage to the head, it stops releasing anything from hands. 3. The boss opens its mouth, and release 11 crawlers, which chases you. 4. When all crawlers disappears, go to pattern 1 for 1 time. 5. Do pattern 1. 6. When the head is destroyed, the body can be damaged by the player. 7. It keeeps on doing pattern 1 more frequently, until its head reappeared. 8. Go to pattern 1. The homing energy balls travels a rather slow, and with accelarate slowly towards player. It disappear when it is completely out of screen. In advanced mode, the energy balls and crawlers move faster, and the boss's body takes longer time to destroy. Strategy: When the boss is attacked, it is more likely to use beams instead of homing energy balls, so when its mouth is not open, stay on the vertical middle most of the time. When you are attacking, stay close to the boss as possible until you cannot damage it any further, as indicated by the absence of flashes. When the head first appear, have a 200% beam ready and stay as close to the head as possible. FD should be at your front in all times. Homing energy balls aren't really nasty when they are alone, but when you are chased by several of them, and the boss opens its mouth, it means big trouble. One way to get rid of them is to stay close to the edges of the screen, so they are less likely to chase you over and over. Also get rid of them periodically. Before the crawlers come from the boss's mouth, hide behind boss's arms by moving to the lower right corner of the screen, especially when you don't have enough firepower. Make sure you are horizontally blocked by the arm or it doesn't quite work. In some occasions, you are still in front of the boss when its mouth is opened. In this case, move up to lure some crawlers to go up first before you hide behind its arms. After the boss opens it mouth from the same head for 2 times, charge up Hyper and unleash it after the FD touches the head. Keep on firing and stay even closer to its body, until your attacks can no longer injure its body. You will only need to do this one time when you first fight the boss, and 2-3 times in advanced mission. When you are staying close to the boss when it loses its head, don't get trapped by the energy balls from behind. Phase 2 Patterns: After the boss's body is destroyed, you will have to deal with its arms. All 4 arms move randomly in linear direction. When they stopped, they rotates until they move linearly again. They will keep on moving until the portal shrinks. It is possible to attack them, but only when the moves linearly. There seem to be no way to destroy any one arm. In advanced mission, this phase take much longer to end. Strategy: Forget about attacking them, just concentrate on dodging them. It is still safe to collect points with auto shots, however. Phase 3 Patterns: As the portal continues to shrink, the boss will try to escape from the tiny portal. Shortly after boss's head reappear, it begins to spit homing energy balls. This time however, they are much smaller, travel much faster, and accelerate quicker than in phase 1. Strategy: There is only one way, and one quick and safe way for this: When the portal begins to shrink, have your Hyper ready, put FD to front, and move to the left edge of the screen. Stay close behind the portal, and discharge when the head appears and FD touches it. Hold on to your auto shot and keep firing. Phase 4 Patterns: The portal remains the same, and the boss's attack pattern is the same, except it takes much shorter time to kill, and its face becomes flat. Strategy: Just stay on your position and keep firing the Hyper until its head changes again. Phase 5 Patterns: The boss no longer fires anything. And its face becomes round again. It is invulnerable at this point. After its face becomes round again, it moves towards the left edge of the screen and disappears. Strategy: Just move away from the boss. You can get killed if you touches the boss at this point. Also you can cease fire now as the game approaches to the end. Ending ====== After the final boss is destroyed, a different music will be played, and your ship will travel to the centre of the screen, without the FD. When the ship is warping, it zooms in, then zooms out and finally zooms in again. As the ship finishes warping, it slowly reaches a blue planet (earth), then fly away. The ending diverges depending on the how many times you defeat the boss: If you do it for the first time, music stops in the middle, and you get following texts: +----------------------+ |ADVANCED MISSION START| +----------------------+ Then you will be in the first stage of advanced mission. If you do it for the first time, music will continue to play until the end, and you get the following texts: R - T Y P E III --------------- THE THIRD LIGHTNING T H E E N D THANK YOU FOR PLAYING. YOU ARE A SUPER PLAYER! PRESENTED BY 1994 IREM CORP. Then the background fades. Press Start button at this point brings you to the title screen. After words =========== After I had known Irem released a R-Type collection title known as 'R-Types' on Playstation, I was excited for a while. But I was soon disappointed after I had also known R-Types only has R-Type I and II, no R-Type Leo, no Super R-Type, and definitely no R-Type III. :( Even though both R-Type games are arcade perfect translations (even with bonus FMV intro), and it has a sneak preview of the upcoming R-Type Delta, IMO this R-Types is quite a rip-off release as a collection title for R-Type fans. In other words, if you R-Type fans have Playstation and have any R-Type games besides R-Type I and R-Type II, don't give up the other games anytime soon just for R-Types. If you really want to play R-Type on Playstation, wait for R-Type Delta instead, or wait until Irem release a more complete R-Type compendium title. Wait, if the latter ever happens, it may only be available on Sega Saturn, which means R-Type Delta become the only sensible choice for Playstation gamers. ;P Version history =============== 1.0 - 1998 Feb 19 - Initial public release. 1.1 - 1998 Feb 28 - Minor changes, mostly just clear up some terms. 1.2 - 1998 Sep 09 - New homepage for this FAQ. Legal elements ============== This FAQ is copyrighted by Jacob Poon. All rights reserved. R-Type III: The Third Lightning (c) 1994 Irem Corporation.