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FAQ by JPoon

Version: 1.2 | Updated: 03/10/02

R-Type III: The Third Lightning FAQ

Version 1.2

Compiled by: Jacob Poon

Contact author
==============

Send comments about the game to:
jacob.poon@utronto.ca

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.

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