Robocop 3 Walkthrought
The RoboCop 3 NES walkthrough isn’t a dry flowchart—it’s a guided run through Detroit where every turn counts. Stay composed: our cybercop doesn’t rush; he methodically sweeps block by block. Below is the nitty-gritty on rooms, enemies, and bosses. Move like an OCP merc could pop out from behind any crate.
Streets and entryways: the opening assaults
The opener greets you with shopfronts and doors that keep spitting out goons. In RoboCop 3, don’t barrel ahead: step—crouch—send a test shot to the screen edge—then move. Don’t spray doorways at random: hostages sometimes appear first, especially in tight lobbies. As you approach a door, fire a touch below waist height to catch the runner on the pop-out. Facade turrets are safer to delete from a low crouch: they fire in bursts and love clipping jump arcs.
Back alleys often have tall crates—use them as cover before long sightlines. From there, pick balcony snipers with quick peeks: two or three rounds, then duck back. Don’t forget enemies on fire escapes: they hide behind the steps—bait with a short step forward and meet them with a shot. When you spot lampposts and a long empty sidewalk, that’s the tell for a “pocket” before a mini-wave: take a low stance and meet three in sequence; the middle one usually wears armor—keep focus on him till he drops.
Warehouses and docks: tight corridors, steam, and presses
Next, RoboCop moves into the shop floors. Biggest hazards are overhead rigs and steam vents: they won’t one-shot you, but they chew a visible chunk of health. Timing’s simple—steam fires in even pulses; count to three after it fades, then cross. Over the conveyor lines hang hooks: you can pass beneath while crouched, but don’t stand at the belt edge or it’ll slide you into a crusher. On platforms with stamp presses, read the shadow: when it starts stretching, the press is about to slam—wait on the boundary, let it drop, then step once or twice and go.
In storage rooms, look for metal shelving with diagonal bracing—two enemies love to camp there: the first shoots on sight, the second steps out before opening up. Drop the first while standing, the second from a crouch. Knock out cameras on the columns early: leave them up and reinforcements spill from a far door a few seconds later. At the pier, avoid the dark water sections—there are dumped batteries below; the current zaps you, telegraphed by jittering pixels on the surface.
Rooftops and construction sites: steady hands, shaky footing
The roof section is all ledge hops and welcoming parties of OCP “acrobats.” Ninjas come in packs: the first checks your range with a short dash, the second jumps with a spin. Don’t hose the mask—they block—punish the gap between attack and retreat. A reliable rhythm is “half-step back—two to the torso—crouch.” If you spot a crane with a suspended platform, use it as temporary shuriken cover: stand so the hook masks the top third of your sprite and their throws clang into metal.
Open elevator shafts are deceptive: looks clear, but a patrol bot loops below. Tag it when it’s half on screen—you’ll land hits without eating return fire. On long girders, don’t leap with a full run—momentum skids you off; use short hops and feather mid-air control. Vent fans will loft you—let go at the peak or you’ll drift into the spotlight tower with a turret. That turret is easy to bait: nudge a hair past its activation line, then step back—it dumps a burst into nowhere, giving you a three-shot window.
Underground tunnels: low ceilings, close quarters
The tunnels are tight, packed with pipes and rare pockets. Only shoot from a crouch or you’ll kiss the ceiling and eat return fire. Floor arcs cycle “short—long”: tank the short tick, then step the long one using dry islands. Many mercs carry shotguns and love to bully you—don’t get pinned; always leave half a body length behind you for a bailout. At forks, read the OCP stencils: a white arrow points to the objective hall; yellow leads to a room with a medkit and ammo. Tracked mini-drones show up here too—don’t ignore them; their pops stack damage, one per section, so delete them the moment you hear the telltale chirp.
Toward the end, your first real duel arrives—a fast ninja with a double jump. The trick is spacing: mid-range forces an extra tumble, and that’s your burst window. Don’t try to tag him at the apex; the vulnerable frame is too brief. Learn the rhythm: “two steps—shot—half-step—shot.”
ED-209: big hulk, small openings
The series staple greets you in an open hangar. ED-209 swaps between a machine-gun sweep and rocket volleys. Hold a low diagonal—bullets whistle over a crouch, and rockets can be shot down when the warhead flickers. Aim for the legs; damage registers consistently there, while center mass often soaks into armor. When it steps up and lifts the barrels, you’ve got exactly two beats to dump a string. Use crates so the cover edge lines up with its knee—tracers will chew the scenery instead of you. Don’t back yourself into the far wall: with less than half a screen, the rocket spread blankets you. Low on health? Duck into the left hangar pocket—there’s often a medkit; grab it between patterns or you’ll eat a burst in the back.
OCP offices: glass, lasers, and looping corridors
The final floors mix glass partitions with long corridors and laser curtains. Lasers run on timers, but there are switches—small panels by the doors. Flip the near one and a far door opens, so pre-clear the room across the glass, firing through the transparent segments. Enter rooms with narrow desks on an angle: straight entries often have an armored guard; an angled path throws off his aim. In the reception with the corporate emblem, sentry bots key off sustained fire—feather the trigger to avoid triggering their dash mode. Don’t smash elevator terminals blind: clear the side offices first or a strike team will pinch you at the doorway.
Before the last hall, you’ll hit a corridor with twin turrets. The “stair-step” push works: short burst to the first column, three shots into the left mount, step back, reset, repeat on the right. If ninjas spawn, don’t dither—clip them with a hand grenade, but throw diagonally so you don’t shatter the glass partition with a medkit—the pickup can despawn if the screen shudders from a nearby blast.
Final duel: keep the tempo and the geometry
The last showdown in RoboCop 3 is all about tight timing. The arena floor is split by light tracks—they’re not just for show; use them to count your steps between waves. Keep the target just right of center so you’ve got room to kite and correct your aim. The weak point opens after a string—don’t waste ammo when you see dull armor flashes. Wait for the pause, thread in short bursts, don’t get greedy. If you have to swap sides, do it only after his long lunge or you’ll eat a turnaround punish. Medkits in the finale usually sit in the corners just beyond the line of light columns—don’t grab both at once; bank one for a drawn-out duel.
Step by step, RoboCop 3 folds into a sequence of clean rooms, shaved corners, and boss windows taken on cue. This route is for players who like their cybercop pushing forward with calm confidence—no panic, just Detroit-grade justice.