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(added All Game Nav, and Spark Man info, slight edit to Hard Man info)
(Capitalized the 'M' in Marine and fixed a spelling error in the 'Also consider this' section.)
 
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{{All Game Nav|game=Mega Man 3|custom=[[Mega Man 3/Extras|Extras]]|num=1}}
{{Header Nav|game=Mega Man 3}}
=== Magnet Man stage ===


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.
{|
|[[File:Megaman3WW_selectionscreen1.png|thumb|256px|left]] || ''Mega Man 3'' is divided in three parts. First, as in every ''Mega Man'' game for the NES, there is a selection screen with eight '''Robot Masters''' to defeat. Whenever Mega Man defeats a Robot Master, he gains a special weapon, that is very effective against another specific Robot Master.
|-
|[[File:Megaman3WW_selectionscreen2.png|thumb|256px|left]] || After the eight Robot Master have been defeated, the mysterious '''Doc Men''' appear. <br/><br/> ''Mega Man 3'' is the first game in the series where there are some stages between the initial Robot Masters and the Skull Fortress. In later NES titles, there will be another fortress before the Skull Fortess.
|-
|[[File:Megaman3WW_selectionscreen3.png|thumb|256px|left]] || This third "selection" screen prompts to the final stages, but before Mega Man reaches the Skull Fortress there is one short stage against the mysterious '''Break Man'''.
|-
|[[File:Megaman3WW_skullfortress.png|thumb|256px|left]] || The '''Skull Fortress''' is made of six stages, as it was in ''[[Mega Man 2]]''. These are the longest Skull Fortresses in the series: later games feature four stages only (even less in the Game Boy titles). Actually, ''Mega Man 3'' is the [[:Category:Mega_Man#Classic_series|longest game]] in the classic Mega Man series.  
|}
== Suggested order ==
Unlike most Mega Man video games, in ''Mega Man 3'' there are two separate chains of weaknesses:
# Chain A:
## Top Man is weak against '''Hard Man's''' weapon;
## Shadow Man is weak against Top Man's weapon;
## Spark Man is weak against Shadow Man's weapon;
## Magnet Man is weak against Spark Man's weapon;
## '''Hard Man''' is weak against Magnet Man's weapon;
# Chain B:
## Snake Man is weak against '''Needle Man's''' weapon;
## Gemini Man is weak against Snake Man's weapon;
## '''Needle Man''' is weak against Gemini Man's weapon.


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 Missles, 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 Missle, which is identical to the ones that Magnet Man himself fires.
Also consider this:
* Top Man and Magnet Man suffer 2 HP Damage from Mega Man's arm cannon, while doing 1 HP Damage to the others. These are often chosen for starting points, though Top Man is easier platform-wise.
* Beating Shadow Man gives you Rush Marine, which is useful for Gemini Man's underwater areas.
* Beating Needle Man awards Rush Jet, which is very useful for areas that have pits like Spark Man and Magnet Man.


=== Hard Man stage ===
Therefore, a possible suggested order is as follows:
{|{{prettytable|notwide=1|sortable=1}}
! Robot Master !! Boss fight & weapon !! Items & stage
|-
| ''' Top Man    '''|| Mega Buster for 2 HP Damage.<br/> Obtain '''Top Spin '''||
|-
| ''' Shadow Man '''|| '''Top Spin''' for 7 HP Damage<br/> Obtain '''Shadow Blade      '''|| Obtain Rush Marine
|-
| ''' Needle Man '''|| '''Shadow Blade''' for 2 HP Damage<br/> Obtain '''Needle Cannon '''|| Obtain Rush Jet
|-
| ''' Snake Man  '''|| '''Needle Cannon''' for 4 HP Damage<br/> Obtain '''Search Snake '''|| {{n/a|-}}
|-
| ''' Gemini Man '''|| '''Search Snake''' for 5 HP Damage<br/> Obtain '''Gemini Laser  '''|| Use Rush Marine
|-
| ''' Spark Man  '''|| '''Shadow Blade''' for 4 HP Damage<br/> Obtain '''Spark Shock  '''|| {{n/a|-}}
|-
| ''' Magnet Man '''|| '''Spark Shock''' or '''Shadow Blade''' for 7 HP Damage<br/> Obtain '''Magnet Missile '''|| {{n/a|-}}
|-
| ''' Hard Man   '''|| '''Magnet Missile''' for 4 HP Damage<br/> Obtain '''Hard Knuckle '''|| {{n/a|-}}
|-
|}


Hard Man's stage is quite similar to Guts Man's stage. Mega Man will travel through excavated tunnels, dealing with construction robots as well as giant bees that drop a cluster of smaller bees to attack. Proto Man also makes an appearance in this level, and is a bit harder to deal with due to the layout of the room.
The Doc Robots can be done in any order as there are no significant changes upon level completion other than an E-Tank in Needle Man's Stage.


Hard Man is much simpler than Magnet Man. He will fire two fists that will go towards Mega Man for a distance, then return back to Hard Man. He will then jump into the air above Mega Man and land head first into the ground, causing a shaking that freezes Mega Man. However, he will not attack while Mega Man is frozen as he is stuck in the ground, so this is more of a superficial effect. Since his body is made of many layers of hard metal, the Magnet Missle can be devastating. Defeating him will give Mega Man the Hard Knuckle, similar to the ones Hard Man used. A large knuckle appears in front of Mega Man and fires straight ahead, moving slowly at first, then accelerating.  It can be controlled slightly by holding up or down on the directional pad.
{{Footer Nav|game=Mega Man 3|prevpage=Controls|nextpage=Snake Man}}
 
=== Top Man stage ===
 
This stage earns points for uniqueness. The level is very grassy and features a few top-themed obstacles, notably at the end where Mega Man must jump between spinning tops that are traveling vertically over a pit.
 
Top Man is quite straightforward. He begins by throwing three tops into the air that suspend for a moment, then converge on Mega Man's position. He then starts spinning quickly which makes him invulnerable, then dashes across the room to the other side. He repeats this strategy over and over again. The Hard Knuckle makes short work of Top Man, apparently by throwing off his momentum. Defeating him earns Mega Man the Top Spin. This weapon is unique in that Mega Man does not fire anything. However, by pressing B while Mega Man is in the air, he will spin for a moment, damaging enemies who come in contact with him.
 
=== Shadow Man stage ===
 
Set in what appears to be some sort of smelting facility (because of the "lava"), Shadow Man's stage has many pits into what appears to be lava. There are also special light bulbs on the ceiling that turn the entire room dark when they appear on screen. Proto Man appears in this level in a situation almost identical to his appearance in Magnet Man's stage.
 
Shadow Man is very agile. He slides and jumps around the room throwing shuriken. This makes him quite dangerous, as he will attempt to damage you as much as possible in a little amount of time. However, by using Top Man's Top Spin attack, Shadow Man is quick to defeat, though Mega Man will probably take quite a bit of damage himself. Defeating him equips Mega Man with the Shadow Blade, which is identical to Shadow Man's shuriken attack. A large shuriken can be fired in three directions (forward, up, and diagonal) and it will return to Mega Man if it does not make contact with an enemy.
 
=== Spark Man stage ===
 
Spark Man dwells in an industrial-themed stage, which contains flashing lights and a background of numerous cogs which are reminiscent of Metal Man's stage from [[Mega Man 2]].  Rocket-powered platforms attempting to smash Mega Man into spikes on the ceiling and blocks of compacted metal which form barriers to block the way are some of the obstacles faced in this stage.
 
Spark Man himself is a simple foe if Mega Man is equipped with the Shadow Blade.  The room in which the battle takes place has an irregularly shaped floor, so the slide technique is almost useless.  Spark Man attacks by shooting sparks from his head in eight directions, followed by a large spark shock directed at Mega Man.  Upon his defeat, the Spark Shock is awarded, which stuns some enemies (even if they are in midair) and damages others.
 
=== Snake Man stage ===
 
{{sect-stub}}
 
=== Gemini Man stage ===
 
{{sect-stub}}
 
=== Needle Man stage ===
 
{{sect-stub}}
 
=== Doc Robot (Mega Man 2 revisited) ===
 
{{sect-stub}}
 
=== Dr. Wily's Skull Fortress ===
 
{{sect-stub}}

Latest revision as of 11:59, 5 April 2024

Megaman3WW selectionscreen1.png
Mega Man 3 is divided in three parts. First, as in every Mega Man game for the NES, there is a selection screen with eight Robot Masters to defeat. Whenever Mega Man defeats a Robot Master, he gains a special weapon, that is very effective against another specific Robot Master.
Megaman3WW selectionscreen2.png
After the eight Robot Master have been defeated, the mysterious Doc Men appear.

Mega Man 3 is the first game in the series where there are some stages between the initial Robot Masters and the Skull Fortress. In later NES titles, there will be another fortress before the Skull Fortess.
Megaman3WW selectionscreen3.png
This third "selection" screen prompts to the final stages, but before Mega Man reaches the Skull Fortress there is one short stage against the mysterious Break Man.
Megaman3WW skullfortress.png
The Skull Fortress is made of six stages, as it was in Mega Man 2. These are the longest Skull Fortresses in the series: later games feature four stages only (even less in the Game Boy titles). Actually, Mega Man 3 is the longest game in the classic Mega Man series.

Suggested order[edit]

Unlike most Mega Man video games, in Mega Man 3 there are two separate chains of weaknesses:

  1. Chain A:
    1. Top Man is weak against Hard Man's weapon;
    2. Shadow Man is weak against Top Man's weapon;
    3. Spark Man is weak against Shadow Man's weapon;
    4. Magnet Man is weak against Spark Man's weapon;
    5. Hard Man is weak against Magnet Man's weapon;
  2. Chain B:
    1. Snake Man is weak against Needle Man's weapon;
    2. Gemini Man is weak against Snake Man's weapon;
    3. Needle Man is weak against Gemini Man's weapon.

Also consider this:

  • Top Man and Magnet Man suffer 2 HP Damage from Mega Man's arm cannon, while doing 1 HP Damage to the others. These are often chosen for starting points, though Top Man is easier platform-wise.
  • Beating Shadow Man gives you Rush Marine, which is useful for Gemini Man's underwater areas.
  • Beating Needle Man awards Rush Jet, which is very useful for areas that have pits like Spark Man and Magnet Man.

Therefore, a possible suggested order is as follows:

Robot Master Boss fight & weapon Items & stage
Top Man Mega Buster for 2 HP Damage.
Obtain Top Spin
Shadow Man Top Spin for 7 HP Damage
Obtain Shadow Blade
Obtain Rush Marine
Needle Man Shadow Blade for 2 HP Damage
Obtain Needle Cannon
Obtain Rush Jet
Snake Man Needle Cannon for 4 HP Damage
Obtain Search Snake
-
Gemini Man Search Snake for 5 HP Damage
Obtain Gemini Laser
Use Rush Marine
Spark Man Shadow Blade for 4 HP Damage
Obtain Spark Shock
-
Magnet Man Spark Shock or Shadow Blade for 7 HP Damage
Obtain Magnet Missile
-
Hard Man Magnet Missile for 4 HP Damage
Obtain Hard Knuckle
-

The Doc Robots can be done in any order as there are no significant changes upon level completion other than an E-Tank in Needle Man's Stage.