A month after the whole Gospel incident finds Lan and MegaMan doing the usual—going to school and having fun NetBattling. The idea of winning the N1 Grand Prix tournament has them so excited they don’t realize at first that an old foe has returned...

Battle Network 3 is very similar to the first two games. In fact, about the biggest differences between it and the second title are the addition of the NaviCust feature, and the ability to counter enemies to win BugFrags. I find this game to be lacking in effort in some places (there is no longer a jack-in transmission animation, and even the title screen doesn’t animate), but lots of polish in others (the main menu and the key items menu are pretty cool, if but a little monochrome).

Note: This game came out in White, Blue, and Black versions. I’m told that the English Blue is actually the Japanese Black, but as of yet I have no proof of this. This page currently covers mostly the English Blue version.


Countering earns you BugFrags in this game. Most counters result in you gaining 1 BugFrag regardless of the type of enemy. However countering a boss will net you 10 BugFrags, and you get exponentially more BugFrags by countering more than one enemy in a single battle (two enemies gives you 3, three enemies gives you 8, and so forth).

The timing can be finicky on some enemies. However, since the power of the enemy doesn’t influence how many BugFrags you get, there’s no harm in fighting weak enemies for BugFrag gathering purposes. Probably the easiest enemy to counter is the lowly Mettaur. Simply hit it with a Cannon or something as it is cocking its pickaxe back, and you’ll get the counter.

Navi Customizer

You no longer get PowerUp items; instead you raise your stats using the NaviCust feature. You pick up pieces to add to the customizer from Mystery Data and other places. See more details on this on the Strategies page.

Style Changes

As with the previous game, you can get style changes here. You can only have one style change at a time (plus your normal style, which you can switch to at any time). When you get a new style, you’re asked if you want to level it up. If you choose “find another,” you will be a candidate for earning a new style change after enough battles. Otherwise, you level up the style you are currently using. If you like a style, always choose to work with it, and it will gain in power. However, if you choose “find another” you can fight with your current style change while looking for another one (you don’t have to be using the “Normal” style).

You gain NaviCust programs by leveling up styles, so you may wish to level up once or twice before switching styles (every time you level up, you are asked again if you wish to level up more, or find a new style), because you get to keep the program even after you switch styles.

Play Control: 3
Identical to the previous game’s.
Graphics: 4
The graphics are more or less the same as the previous game’s.
Animation: 4
The sprites are more or less the same as the previous game’s.
Music: 4
About the same as always, although I think I found the previous games to have more catchy music. However, the songs make lots of use of stereo which is nice.
Sound Effects: 3
The same as the previous game.
Plot: 3
The plot has a bit of a slow start, but it improves and at least Wily is in it. (I’m probably one of the only two people in the world who is happy by that, but hey, it’s just not the same without Wily.) What’s curious is while the plot does make references to events from the first game, it seems to pretend as though the second game never happened (except for a curious development near the end of the game...).
Difficulty: 4 (normal to hard)
About the same as the previous two titles. In particular, the final boss is just as aggravating as the one in Battle Network 2.
Replay Value: 3
One thing this game has going for it is the fact that the plot is so long that you’ll forget what happened in the beginning by the time you get to the end. So starting over may well feel like playing a new game for a while.
Polish: 3
As mentioned elsewhere, this seems to come and go. But there are some clever features, such as when MegaMan loses contact with Lan and is forced to escape the Net without using any Battle Chips or otherwise getting in touch with Lan. They even remembered to alter the dialogue that appears when you try to run from battle (yes, I check these things).
Overall: 85%
It’s really hard to say. The third installment doesn’t stand out as being either significantly better or significantly worse than the previous two games, but its user interface is steadily improving and the Style Changes and Navi Customizer are fun new features.

+ Plus:
The chip-ordering system from Higsby’s shop is a great feature. Couple this with the fact that you can merge libraries from your friends, and you can easily get chips that would otherwise be out of your reach.
- Minus:
Some of the Net Squares are a pain to walk to, and even the shortcuts rarely help since they can often take just as much time to reach (Tamako’s jumps to mind). It would have been nice if there were some warp points between Squares like the previous game. And I won’t even mention how slow MegaMan walks when he’s tiny via the PresData...
The plot in Battle Network 3 is surprisingly long. This walkthrough will not cover every single step through the game or tell you what items you find where. However I cover the basics of what to look out for. Note that although I don’t go into details about the plot, reading through this will still involve spoilers, so skip it if you’re worried about things like that.

This walkthrough covers the Blue version of the game. I will eventually play through the White, but it may be a while. If you’re playing White, some of the details given below may differ, but I figure the plot sequence will remain the same.

Before you start, be aware that later in the game you will be required to consume a number of Fire- and Aqua-based chips. (Doesn’t matter which ones, as long as they have the right Element.) I would recommend that you do not gamble such chips away or otherwise get rid of them until after you pass the event where they are needed. It’s true that you can’t get totally stuck, for if you run out of chips you can fight enemies for more, but having enough before you start will save you a lot of time.

Note: This covers only the initial play through the game. The hidden areas and “Title Menu Star” aspects are not covered.

Most of the bosses in the game are Net Navis or normal virus enemies (sometimes super-powered but still with the same basic battle patterns) which are detailed in the Data Base. This section only contains details which differ from the Data Base. Note: Hidden bosses are not yet listed here. I will get to them later.
As far as I know, the only way to battle ProtoMan in this game is to find Chaud on Hades Island (where the quarter-finals took place) after you’ve beaten the game at least once (Title Menu Star). This makes no sense in terms of the plot, because why would Chaud and Lan leave in the middle of a catastrophe and go to Hades Isle just to Net Battle? But it is an interesting way of hiding it.

See ProtoMan’s Data Base entry for his fighting pattern. Beat Chaud to get a coveted ProtoMan chip.

The auras are from the first game, but are not explained in this one. If you haven’t played the first game, know that when you see an aura (a second HP value displayed in larger numbers), you must hit the aura with an attack that does at least the stated value (100 in Bass’s case) to break through the aura before you can damage the real target (Bass). Any attack on the aura which does less than 100 damage will not have any effect whatsoever. Also note that chips which do accumulative damage (such as Roll, who does three separate hits) will not break the aura even if the total would be over 100, unless each individual hit does at least 100 damage. (For example, an AntiDmg will work, because it does three hits of 100 damage each. So the first hit will break the aura, and the other two will damage Bass, for a total of 200 damage to Bass.)

Note that Bass restores his aura only after he performs one of his two “super” attacks (those being the field-filling energy spheres, and the fist slam). If you can knock him out of this attack with a powerful enough blow (you have to make him reel; simply hitting him won’t do), you can prevent his aura from reappearing that round. Rinse, repeat.

Alpha has what is essentially an aura, but its value is not shown. Hit the red gem in Alpha’s chest with a strong enough blow (the damage required is not very much at the beginning, but seems to increase as Alpha becomes lower in health) to turn the gem blue. Hit the blue gem to damage Alpha. Knocking off all of Alpha’s 2000 HP in this way can get tiring. Come with lots of good chips, and don’t bother with any chips which cannot hit the center square on Alpha’s side, because you cannot use Area Steals and only the center tile will result in damage to Alpha. (If you want to use chips like Trumpy, place the object on the lower-left tile on Alpha’s side, and it will not be harmed by Alpha. As a bonus it will also block Alpha’s horizontal arm if you are standing on the bottom row.)

Alpha’s primary attack involves him sending his two metal arms toward you—the first arm always comes down the column on which you stand, and the second flies forward along your row. So to dodge, move sideways for the first fist, then up or down for the second. Alpha also has a machine gun that hits the tiles under your feet—this effect is very fast so you have to move around quickly to avoid it. Not to mention the very unfair burst of electricity attack that alternates between hitting the middle row and the top and bottom two rows... Good luck dodging that. And a missile or...something that flies across a row and then blows up when it hits the left side of the screen, damaging the left two columns of your space. Finally, there is a pink beam which cracks panels and also travels to the left, off the screen. This is probably the most avoidable of Alpha’s attacks, so don’t let it hit you.

Much in the vein of the X series, Lan and MegaMan meet with Lan’s grandfather—who has died but exists as computer data—inside Alpha before they are forced to leave him and escape. Well, Lan escapes with MegaMan’s help, and MegaMan is thought to be dead. But Lan’s father restores him at the end of the ending, after the credits. Although we don’t get to see much of the reunion between Lan and MegaMan, we can probably imagine how it went.

It is interesting to note that since MegaMan survived, it is completely possible that Bass did also...

As with the previous titles, during the credits we get to watch various cut scenes, some of which are drop-dead hilarious. Of course, to understand the jokes requires having played through the game, so if you show the ending to your friends or family, they won’t get what is so funny...

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Last update: May 16, 2005