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Typically, this is the first level that players will play, although it is possible to start on any level. Obviously, the magnet theme is prevalent and many enemies and obstacles involve Mega Man being drawn towards something via magnetic attraction. Proto Man also makes an appearance early on in this level.

Magnet Man

Magnet Man, (C) 1999 Capcom, Inc.
  • Serial Number: DW No.18
  • Year of Creation: 2010
  • Weapon: Magnet Missile
  • Weak Against: Spark Shock
  • Strength: He has management ability.
  • Weakness: He has bad directions.
  • Likes: Massage.
  • Dislikes: Floppy Disks.

Magnet Man is a powerful robot that has magnetic powers. Even though he is a robot, he is addicted to magnetic therapy.

Magnet Man will hop around the arena like a maniac, launching missiles that seek you out, and trying to attract you in toward him to cause damage. As with most Robot Masters, keep your distance and fire away. He is immune to all attacks when using his attraction technique, so keep this in mind. The Spark Shock will overload this guy's magnetic personality, so go nuts and let the sparks fly.

Magnet Man has three actions. He can jump twice to the other side of the room (here, the slide is useful for avoiding contact), he can jump very high and fire three Magnet Missiles, which will make a single 90° turn towards Mega Man, or he can generate a magnetic field that will make him invulnerable and draw Mega Man towards him. He is weak to the Needle Cannon primarily, but also takes damage from the Spark Shock. Defeating him grants Mega Man the Magnet Missile, which is identical to the ones that Magnet Man himself fires. Also, he is weak against the attack that you receive from Sparkman, if you didn't kill this guy first.