Let's Play Mega Man 7 - Part 13: Paths Not Forbidden
Time for Wily Stage 3, which, thankfully, is less annoying than the last two stages. It can still mess you up plenty if you're not careful, but it's pretty manageable with the Super Adapter. It has plenty of ladders and projectile-throwing enemies, there is one area with timed platforms over spikes, and there is a branching path halfway through. The upper path leads to a room full of disappearing blocks and one of each tank, while the lower path leads to an underwater section with even more spikes, a rematch with the crab miniboss from Burst Man's stage, a 1-Up, and an E-Tank. I personally prefer the upper path, because it's easier and more fun and gives you better rewards, but if you die on it, you're forced to take the lower one. The boss is right after that, a monstrous floating head that shoots missiles, lasers, and bombs at you. It is technically weak to the Slash Claw, but the Noise Crush is easier to hit with. One level left...!
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