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