========================================
=========Mega Man Zero 2 Guide==========
========================================
by Reeve, Slash, and Tim
:
http://megaman.retrofaction.com/
:
[email protected]
:
[email protected]
======
Index:
======
1. Introduction
2. Missions / Recommended Order
3. Weapons & Elements
4. Cyber Elves
5. Ranking
6. Zero's Forms
7. EX Skills
8. Sand Wilderness stage (Opening)
9. Forest of Dysis (Hyleg Ourobockle)
10. Computer Zone (Poler Kamrous)
11. Neo Arcadia Train (Panter Flauclaws)
12. Power Room (Phoenix Magnion)
13. Assault on Neo Arcadia
14. Aerial Assault (Kuwagust Anchus)
15. Forest of Notus (Burble Hekelot)
16. Computer Zone 2 (Leviathian)
17. Crystal Cave (Harpuia)
18. Shuttle Factory (Fefnir)
19. Neo Arcadia Entrance
20. Temple of Flame
21. Temple of Ice
22. Temple of Wind
23. Final Stage
24. Secrets and Tips
25. Legal
================
1. Introduction:
================
Welcome to the official Mega Man Network guide for Mega Man Zero 2, the second installment
in the Mega Man Zero series. Refer to the index above for an easy reference guide, and
go to
http://megaman.retrofaction.com/mmz/guides/ to find guides for all of the other
games in the Mega Man Zero series. Happy gaming.
================================
2. Missions / Recommended Order:
================================
While in Mega Man Zero 2, the stage select does not operate in the same fashion as those
of the Classic and X Series games, they do allow you to choose, for the most part, what
order you take on the missions. They also do not proceed in any set "loop pattern", so
it's a bit tough to gauge what you should do. Here's a quick recommended order to tackle
them in, though. Note that the only times you can "choose" are during the two segments
notated as "Stage Select".
Area Name Part of Game Boss Name Weak To
========= ============ ========= =======
01. Sand Wilderness ------------- Intro Stage --------- Mecha Scorpia -------- Neutral
02. Forest of Dysis ------------- Stage Select 1 ------ Hyleg Ourobockle ----- Neutral
03. Entrance of C.F. ------------ Stage Select 1 ------ Poler Kamrous -------- Fire
04. Train ----------------------- Stage Select 1 ------ Panter Flauclaws ----- Ice
05. Power Room ------------------ Stage Select 1 ------ Phoenix Magnion ------ Thunder
06. Residential Area ------------ Neo Arcadia Strike -- Golem Trio ----------- 3x Element
07. Stop the Bomb --------------- Neo Arcadia Strike -- Kuwagust Anchus ------ Ice
08. Forest of Notus ------------- Stage Select 2 ------ Burble Hekelot ------- Neutral
09. Computer Zone 2 ------------- Stage Select 2 ------ Leviathian ----------- Fire
10. Crystal Cave ---------------- Stage Select 2 ------ Harpuia -------------- Ice
11. Shuttle Factory ------------- Stage Select 2 ------ Fefnir --------------- Thunder
12. Neo Arcadia Entrance -------- Final Assault ------- Rainbow Devil Mk.II -- Neutral
13. Temple of Flame ------------- Final Assault ------- Fefnir SP ------------ Thunder
14. Temple of Ice --------------- Final Assault ------- Leviathian SP -------- Fire
15. Temple of Wind -------------- Final Assault ------- Harpuia SP ----------- Ice
16. Neo Arcadia Core ------------ Final Assault ------- Elpizo --------------- Neutral
======================
3. Weapons & Elements:
======================
You have four basic weapons to use in Zero 2; the Buster, the Z-Saber, and the Shield
Boomerang all operate the same as they did in Zero 1. Replacing the Triple Rod is the
Chain Rod, a weapon that Zero can throw out like a whip, grapple with, and even haul
large objects. The Buster and Saber are available at the start; once you wake up at
Resistance Base, you can visit Cerveau in his lab, and you'll receive the latter two
weapons.
Your weapons start off fairly weak, but as in the previous title, you can level them up
by using them more often. There is a system of stars just like the first game by which
you increase your power or learn a new skill whenever you gain a new level (see the
Secrets and Tips section for an easy method to level up). Below is a detailed description
of the star system for Zero 2:
Buster Shot (used for long-range attacks)
-----------------------------------------
* Basic attack
** Charge shot, level 2 (defeat 200 enemies to earn)
*** Improved charge speed (defeat 300 more enemies to earn)
Z-Saber (used for close-range attacks)
--------------------------------------
* Basic attack
** Double slash (defeat 30 enemies to earn)
*** Triple slash (defeat 60 more enemies to earn)
**** Charge slash (defeat 200 more enemies to earn)
***** Improved charge speed (defeat 560 more enemies to earn)
Chain Rod (used for medium-range attacks)
----------------------------------------
* Basic attack
** Charge shot (defeat 50 enemies to earn)
*** Improved charge speed (defeat 160 more enemies to earn)
Shield Boomerang (used for guarding / attacking)
------------------------------------------------
* Basic attack
** Improved range (defeat 30 enemies with charged attack to earn)
*** Greatly improved range (defeat 50 more enemies with charged attack to earn)
Similar to the style of Mega Man Battle Network, your four primary weapons are accentuated
by the use of elemental chips. Most bosses usually have a weakness to certain elements,
and the battle is thus made far easier if you exploit it.
Chip: Effect: Earned From:
===== ======= ============
Fire Chip ----- Burns enemies; defeats Ice -------- Phoenix Magnion
Ice Chip ------ Freezes enemies; defeats Thunder -- Poler Kamrous
Thunder Chip -- Stuns enemies; defeats Fire ------- Panter Flauclaws
To use these elemental weapons, go to your subscreen, where you can switch your primary
and secondary weapons, and choose the specific property you want. The elements are
activated automatically once you are able to charge up to a certain level (when Zero glows
orange), so you must first utilize your weapons in order to level them up. It's best to
level all of your weapons up, since you may be called upon to use combination techniques
in some boss fights. Each weapon has a different charged attack, and the element chips
add an elemental power to it, such as the power to set thing on fire, temporarily stun
them, or freeze them (making for an easier target).
===============
4. Cyber Elves:
===============
The Cyber-Elf powerup system returns in this game and is, for the most part, unchanged.
There are three types of Cyber-Elves that can be found scattered around levels, or earned
by defeating mini-bosses or certain quantities of normal enemies. The types of elves are
Red (Nurse), which affect Zero's life gauge; Green (Animal), which affect Zero's offensive
or defensive power; and Blue (Hacker), which affect the stage itself.
Cyber-Elves can only be used once, and you can equip three at once for use in a stage.
There are also three sizes of elves in each of those three categories: small, medium, and
large. Small elves have a one-time use. For example, a small green elf might cast a
barrier around you for the duration of a stage. Medium elves can be upgraded once, and
after they have been upgraded have permanent effects after use. For example, a medium red
elf might give you a Sub-Tank that you can fill and reuse from that point forward.
Finally, large elves can be upgraded twice, also have a permanent use, and the effects are
greater. Elves are upgraded by gaining Energen Crystals (the small green circles encased
in blue squares that are dropped by enemies or found lying around( see the Secrets and
Tips section for an easy way to gain Energen Crystals). Below is a full listing of the
Cyber-Elves, their uses according to subdivided category, how many Energen Crystals to
evolve each Elf to their next level, as well as their locations in the game.
===Nurse Elves: Heal Zero and affect his Life Bar===
[Large Nurse Elf - Adds double layer to lifebar; permanent effect]
[Evolutions: 300 EC / 700 EC]
- Grandie: Phoenix Magnion's stage; in box on first route heading upwards.
[Medium Nurse Elf Lvl 1 - Adds 4 units to lifebar; permanent effect]
[Evolution: 250 EC]
- Euppie: Fefnir's stage; in box under ladder beneath big green cannon Pantheon.
- Fuppie: Poler Kamrous' stage; in the box in upper-right corner of Golem room.
- Mappie: Burble Hekelot's stage; in the box through hidden passage below ruins entrance.
- Yeppie: Hyleg Ourobockle's stage; hidden in the tree foliage near the start.
[Medium Nurse Elf Lvl 2 - Adds 2 extra lives to starting count; permanent effect]
[Evolution: 300 EC]
- Arnue: Desert intro stage; in capsule blocked by collapsing pillars.
- Charnue: Harpuia's stage; in the box behind hidden cavern along right side of spike pit.
[Medium Nurse Elf Lvl 3 - Gives you a Sub-Tank; permanent effect]
[Evolution: 400 EC]
- Estan: Neo Arcadia Mid-Stage; in the box in right corner behind pullable block.
- Peatan: Kuwagust Anchus's stage; take path above the electric field box.
[Small Nurse Elf: Green Type - Refills your lifebar completely; one-time use]
- Emick: Panter Flauclaws' stage; in the box to the left of starting point.
- Mitick: Burble Hekelot's stage; in the box below spike trap passage.
- Parick: Rainbow Devil Mk-II's stage; in a box on another ledge.
- Satick: Fefnir SP's stage; in box on ledge before magma bridge.
[Small Nurse Elf: Blue Type - Turns enemy shots into health; one-time use]
- Ishilar: Poler Kamrous' stage; in box on third ice floe near beginning.
- Mikilar: Resistance Base; talk to Reploid in left lookout tower (5th floor).
- Remilar: Leviathian's stage; in the box above slopes lined with spikes.
- Tomilar: Burble Hekelot's stage; in the box after walk-through wall.
[Small Nurse Elf: Orange Type - Elves fly by and drop energy refills; one-time use]
- Culoppe: Phoenix Magnion's stage; box in maze of pink pipes.
- Meloppe: Leviathan SP's stage; in a box on the middle ledge in dog-ridden area.
- Miloppe: Harpuia's stage; in the box on top of tall cliff.
- Reloppe: Kuwagust Anchus's stage; box in upper-right corner in large room of elec traps.
[Small Nurse Elf: Red Type - Refills 8 units of lifebar; one-time use]
- Kereff: Hyleg Ourobockle's stage; just inside the base section on a far ledge.
- Mureff: Leviathian's stage; in the box left of beginning.
- Nureff: Rainbow Devil Mk.II's stage; in a box on a visible ledge.
- Oreff: Leviathan SP's stage; in the box on pillar top in middle of first room.
- Pireff: Resistance Base; box on the roof behind the left lookout tower.
- Rireff: Neo Arcadia Mid-Stage; in the box in left corner behind pullable block.
===Animal Elves: Change Zero's abilities and provide backup===
[Large Animal Elf - Adds protection from spikes and lava; permanent effect]
[Evolutions: 200 EC / 500 EC]
- Putick: Hyleg Ourobockle's stage; defeat Pinofeil.
[Medium Animal Elf: Monkey Type - Increases climbing speed; permanent effect]
[Evolution: 70 EC]
- Atti: Poler Kamrous' stage; defeat 4x Rollin-22s.
[Medium Animal Elf: Frog Type - Increases jumping height; permanent effect]
[Evolution: 150 EC]
- Kelon: Burble Hekelot's stage; defeat 5x Catapulls.
[Medium Animal Elf: Cow Type - Eliminates backlash recoil; permanent effect]
[Evolution: 250 EC]
- Fubuffa: Poler Kamrous' stage; defeat 4x Ice Lifters.
[Medium Animal Elf: Cheetah Type - Increases running speed; permanent effect]
[Evolution: 300 EC]
- Jettah: Fefnir's stage; defeat 3x Hammer Pantheons.
[Small Animal Elf: Bird Type; Rescues from pitfalls; one-time use]
- Bircarry: Neo Arcadia Mid-Stage; defeat 5x Gli-Eyes.
- Biraero: Panter Flauclaws' stage; defeat 10x Carryarms.
- Birflow: Harpuia's stage; destroy 10x Hotlucks.
- Birhang: Burble Hekelot's stage; defeat 6x Shulbon.
- Birhelp: Harpuia SP's stage; defeat 5x Barrier Counters.
- Birwin: Desert intro stage; defeat 5x Condoroids.
[Small Animal Elf: Bee Type - Bees fire at enemies; one-time use]
- Beebite: Neo Arcadia Mid-Stage; defeat 8 Pantheons.
- Beefire: Phoenix Magnion's stage; destroy the first generator.
- Beehitt: Harpuia's stage; defeat 3x Hopper Pantheons.
- Beelanch: Leviathian's stage; defeat 5x Yuki-Da enemies.
- Beelet: Rainbow Devil mk.II's stage; defeat 3x Launcher Pantheons.
- Beeshot: Hyleg Ourobockle's stage; defeat 10x Saranets.
- Beestin: Phoenix Magnion's stage; defeat 7x Panel Cannons.
- Beesult: Harpuia SP's stage; defeat 8x Pantheons.
[Small Animal Elf: Fish Type - Elves absorb hits and then explode; one-time use]
- Bomblow: Leviathian's stage; defeat 3x Floppers.
- Bomgro: Leviathian's stage; destroy 20x Mini-mines.
- Bomphew: Phoenix Magnion's stage; defeat 4x Tellybombs.
- Bomserow: Hyleg Ourobockle's stage; defeat 3x Bombnets.
[Small Animal Elf: Otter Type - Freezes enemies; one-time use]
- Stickah: Hyleg Ourobockle's stage; defeat 4x Securispiders.
- Stickie: Poler Kamrous' stage; defeat 5x Giangors.
- Stickoh: Fefnir SP's stage; defeat 5x Ceilcannons.
- Stickoo: Leviathian's stage; defeat 4x Snow Garms.
===Hacker Elves: Change the stage conditions===
[Large Hacker Elf - Doubles value of life/energy items; permanent effect]
[Evolutions: 200 EC / 500 EC]
- Dable: Phoenix Magnion's stage; defeat the U4 mini-boss.
[Medium Hacker Elf: Knight Type - Destroys all minor enemies in a stage; effect]
[Evolution: 300 EC]
- Lanite: Phoenix Magnion's stage; defeat Golem Type-F.
- Menite: Hyleg Ourobockle's stage; defeat 4x Molegules.
[Medium Hacker Elf: Hammer Type - Halves Boss' life energy; -- effect]
[Evolution: 300 EC]
- Hafmardo: Poler Kamrous' stage; defeat Golem Type-I.
- Hafmarmn: Burble Hekelot's stage; in the box above blue Chain Rod ledges.
[Small Hacker Elf: Clock Type - Slows down Mission Timer; one-time use]
- Clockle: Panter Flauclaws' stage; in box between cars after supplies platform.
- Clocpull: Leviathan SP's stage; in box on left ledge during floating ice ledge section.
- Clocsule: Harpuia's stage; in the box over spiky ledge on left.
- Cloctell: Burble Hekelot's stage; in box behind breakable blocks and spike trap.
[Small Hacker Elf: Stopwatch Type - Temporarily stuns enemies; one-time use]
- Stoccum: Desert intro stage; defeat Golem Type-E.
- Stockel: Kuwagust Anchus's stage; in box below the above Golem's room.
- Stocpell: Harpuia SP's stage; in a box on the second ledge down on right cliff wall.
- Stocpuss: Fefnir SP's stage; in box on ledge with Hammer Pantheons.
- Stoctem: Fefnir's stage; in the box hidden behind purple pipes.
- Stocttus: Phoenix Magnion's stage; in the box behind the blow-up wall.
[Small Hacker Elf: Treasure Type - Makes minor enemies drop items; one-time use]
- Itemass: Harpuia's stage; in the box after Golem Type-E fight.
- Itemeter: Desert intro stage; defeat 4x Shaballs.
- Iterex: Burble Hekelot's stage; in box hidden in foliage above starting point.
- Iteroth: Resistance Base; in the box on the bottom level, Room 1F-B.
[Small Hacker Elf: Metool Type - Turns enemies into Metools; one-time use]
- M-orapp: Panter Flauclaws' stage; defeat 4x Yakodroids.
- M-oreno: Harpuia SP's stage; in the box on ledge in electric field area.
- M-orina: Desert intro stage; destroy 3x Shabo Rollers.
- M-orossa: Fefnir's stage; defeat 3x Shagunaroids.
[Small Hacker Elf: Bank Type - Gives temporary A Ranking; one-time use]
- Acool: Poler Kamrous' stage; in the box above slopes lined with spikes.
- Anurray: Resistance Base; pass Andrew's quiz during second group of boss stages.
- Ashiro: Hyleg Ourobockle's stage; in box hidden in foliage near second tree stump.
- Aterner: Kuwagust Anchus's stage; in the box in top left corner during evacuation.
===========
5. Ranking:
===========
You are scored on your performance in each mission, according to a specific set of
grading criteria. Your subsequent rank is then determined from the various points that
you earn throughout the course of the stage you were just in. Here's a quick breakdown
of the grading categories:
Mission (20 points) - This category is concerned with whether or not you completed all
the mission objectives. Sometimes there is more to do than simply
defeat the boss. For example, if you're on a rescue mission, you'll
actually need to rescue your comrades to get the points.
Clear Time (20 points) - Are you speedy or are you a slowpoke? This category deals with
how long it took you to clear the level. All levels have a time
limit if you're trying to maintain an S-Rank. For details on
this, see Secrets and Tips.
Enemy (15 points) - This one deals with how many enemies you killed. Generally, the more
you kill, the higher your score. Just like the time category, you
have a minimum number of kills to achieve if going for S-Rank.
Damage (15 points) - How much damage you took is a big factor here. If you got Zero
beaten up a lot, you'll lose heavy here. Try not to get hit as much
as possible.
Retry (15 points) - Like Damage, you lose big if you die during a mission. You earn the
whole 15 points when you make it through a mission without losing a
life.
Elf (15 points) - It's sort of ironic that the game penalizes you for using your "upgrade"
items, isn't it? Oh well, no one said Mega Man Zero was an easy series.
Be very careful if you use an Elf that has permanent effects; your grade
in this category will continue to stay low if you do so. Not using any
Elves nets you the full 15 points.
These categories are nice and all, but what exactly determines your rank? Adding up all
your points, of course. Here's the grading scale breakdown.
Rank Point Score
==== ===========
S 96-100 points
A 86-95 points
B 76-85 points
C 66-75 points
D 56-65 points
E 46-55 points
F 0-45 points
And that about determines the ranking system for Zero 2. Now on with the rest of the
feature descriptions.
================
6. Zero's Forms:
================
Forms are special bonuses that you earn after completing a mission for playing with a
certain style. For example, if you fight with your Buster a lot, you'll earn the X Form,
a "style change" of sorts that enhances your Buster Shot's powers. You can earn one Form
per completed level.
The method by which most Forms are gained is purely mathematical. There are seven
categories the game tracks in every mission that pertains to Forms. If you get the
correct amount or higher in one of these categories that you haven't already gotten a
Form change for, you will recieve a new one. You can also receive only one Form per
completed mission. The hierarchy of Zero Forms dictates that in the event of a tie (if
you meet requirements for more than one Form Change), you'll earn whichever is highest
on the list. The hierarchy of Forms goes in this order:
[Energy | X | Defense | Erase | Active | Power | Rise]
The following is a list of the Forms, their abilities, and the criteria for getting them:
==Energy Form== (Yellow)
Ability: Energy and Energen Crystals are gained more often from defeated enemies.
Criteria: Number of life capsules picked up (1 point for each capsule; 25 points required
to earn form).
Attributes: Power: *** | Defense: ** | Speed: *
==X Form== (Dark Blue)
Ability: Your Buster becomes more powerful when charged, and you can fire more rapidly.
Criteria: Number of enemies killed (simple hits do not count) with the Buster (1 point
for each kill; 50 points required to earn form).
Attributes: Power: *** | Defense: ** | Speed: ***
==Defense Form== (Light Green)
Ability: Reduces damage taken from enemies by 50 percent.
Criteria: Number of enemies killed (simple hits as well as repelled shots do not count)
with the charged Shield Boomerang (1 point for each kill; 20 points required
to earn form).
Attributes: Power: * | Defense: **** | Speed: **
==Erase Form== (Magenta)
Ability: Both the Z-Saber and Shield Boomerang can destroy enemy shots.
Criteria: Number of enemy bullets reflected by Shield Boomerang (1 point for each
richochet; 30 points required to earn form).
Attributes: Power: ** | Defense: *** | Speed: **
==Active Form== (Orange)
Ability: Your Z-Saber is enhanced when you use it during a jump.
Criteria: Number of enemies killed (simple hits do not count) with a dashing slash (1
point for each kill; 20 points required to earn form).
Attributes: Power: ** | Defense: ** | Speed: ****
==Power Form== (Purple)
Ability: You always slash with the largest Saber slash.
Criteria: Number of pulls with the Chain Rod. What is pulled does not matter, so long as
you physically grab the object and move it a short distance (1 point for each
successful pull; 30 points required to earn form).
Attributes: Power: **** | Defense: ** | Speed: *
==Rise Form== (Light Blue)
Ability: Zero can thrice execute an upwards Saber strike.
Criteria: Number of enemies killed (simple hits do not count) with the jump slash (1 point
for each kill; 20 points required to earn form).
Attributes: Power: ** | Defense: ** | Speed: ***
==Proto Form== (Dark Green)
Ability: Enhances attack power, but puts all weapons at 1 Star.
Criteria: You earn this by completing the game.
Attributes: Power: **** | Defense: * | Speed: **
==Ultimate Form== (Bright Red)
Ability: Allows special key commands for charged attacks.
Buster Lvl 1: Down, Diag-Down-Fwd, Forward
Buster Lvl 2: Down, Diag-Down-Fwd, Forward, Down, Diag-Down-Fwd, Forward
Z-Saber: Forward, Diag-Down-Fwd, Down
Chain Rod: Forward, Down, Diag-Down-Fwd
Shield Boomerang: Down, Diag-Down-Back, Back
Criteria: You earn this by finding, evolving, and using every single Cyber Elf.
Attributes: Power: *** | Defense: *** | Speed: ***
=============
7. EX Skills:
=============
EX Skills are special abilities earned when you defeat a boss while you are ranked either
S or A (see above for ranking criterion). Like the Forms, you can only earn one per stage,
so if you lose your S or A rank, you very likely lose the chance to earn an EX Skill in
the next mission. To activate an earned EX Skill, you must equip it in the subscreen
before you can actually use it. Below is a listing of what EX Skills are earned from what
bosses, as well as their capabilities.
Skill: Laser Shot
Defeat: Hyleg Ouroubockle
Function: Turns your normal charged Buster shots (non-elemental) into a piercing laser
(similar to Mega Man 8's weapon by the same name).
Skill: Triple Shot
Defeat: Poler Kamrous
Function: A charged Ice Buster shot is turned into an arrow that splits into three upon
contact with an enemy (similar to Mega Man 8's Arrow Shot upgrade).
Skill: Spark Shot
Defeat: Panter Flauclaws
Function: A charged Thunder Buster shot is turned into an attack that divides into two
shots (one going up and the other going down) upon contact with an enemy
(similar to Mega Man X1's Electric Spark).
Skill: Tenshouzan
Defeat: Phoenix Magnion
Function: With your Fire Saber equipped, press Up + Attack to execute a uppercut-like
flaming Saber strike (similar to Mega Man X4's Ryuenjin).
Skill: Sengatotsu
Defeat: Kuwagust Anchus
Function: With the Elec Saber, execute a dashing slash to enable a powerful forward-moving
blitzing attack (somewhat similar to Mega Man X4's Raijingeki).
Skill: Energy Chain
Defeat: Burble Hekelot
Function: With the Chain Rod equipped, you can attack to an enemy and drain their energy,
refilling your own by pressing and holding the Attack button.
Skill: Sharp Edge
Defeat: Leviathian
Function: With the Ice Saber, jump and press Down + Attack to perform a downward diving
Ice Saber strike (similar to Mega Man X4's Hyouretsuzan).
Skill: Blast Shot
Defeat: Fefnir
Function: With the Fire Buster, your charged shot cause an extra explosion upon contact
with an enemy, allowing for more damage (similar to Mega Man X4-X6's Plasma
Shot Buster upgrade).
Skill: Kougenjin
Defeat: Harpuia
Function: Press Down + Attack while standing to create a wave slash similar to Harpuia's
own crescent waves.
Skill: Filter Shield
Defeat: Rainbow Devil mk-II
Function: At close range, use the Shield Boomerang just before an enemy shot connects to
transform the enemy shots into Energen Crystals.
=========================
8. Sand Wilderness stage:
=========================
The game begins as Zero is wandering his way through the desert, weary, damaged, and
trying to locate the Resistance Base. Suddenly, a massive group of Pantheons arrive to
attack our beleagured hero. As you start off in the mission, chop up a couple of them
if you want, but there'll be a steady flood from the left, so start moving to the right.
For this section, the Z-Saber is recommended. Head to the right, being careful of where
you jump so you avoid the Shaballs (defeat 5 of these to earn yourself the Cyber Elf
[Itemeter], and earn [M-orina] by destroying 5 of the Shabo-Roller enemies). Before long,
you'll find yourself at the first mini-boss, a Golem Type-E.
Golem Type-E strategy
=====================
You've faced Golems before, but not elemental ones. This one is, obviously an elec-element
one. Watch his pattern of movement to learn how to beat him. When his hands that are closest
to the left side of the screen glow, get as far away as you can, and when his hands closer
to the right light up, move in close to the Golem. Any time you get in close, jump and
slash at the head to bring it down quickly.
Just past the Golem, there are two conveniently-placed Pantheons. Respawn them to refill
your life meter if needed, then move on. Just ahead, you'll run into another Golem Type-E,
this time you'll have to adjust your attack since there are pits in the battlefield.
Defeat it and you'll earn the Cyber Elf [Stoccam]. Continue moving onward, defeating the
flying Conoroids in the sky. They tend to dive in on your location, so use jumping slashes
to take them out (destroying 5 of them nets you the Cyber Elf [Birwin] as a reward).
Continue to the right; you'll soon run into sections of collapsing floors. Use your wall
jump to quickly scale the walls. There's a short pit ahead that contains a 1-Up if you
want to try for that as well, then continue on along the main path. Just before this
section ends, you can score another Cyber Elf [Arnue] by sliding down one of the platforms
to expose the alcove. Just make sure you dash jump out and hook back to the right to make
it out safely. At the end of this area, you'll hit a straightaway; just continue running
until you meet the stage boss.
Mecha Scorpia strategy
======================
Mecha Scorpia is fairly simple - stay to the far right side of the screen and run away.
When he fires his blade at you (you can tell he's preparing because it will turn red),
jump over it and slash his face with your Saber. He'll sometimes make holes in the floor
with his tail before firing the blade, and this creates the minor challenge of making sure
you don't fall in the hole as you attack. Just jump over it if it's nearby. Most of the
time he'll roll over it himself before you get there, removing it as a threat. Keep
attacking at the right opportunity and this simple boss will be destroyed.
Shortly after defeating the Scorpion, Zero will collapse, presumably from exhaustion since
he's spent the last year wandering on his own and constantly fighting the remnants of
Neo Arcadia. Your good friend Harpuia stops by, and after a more-than-vague quote, seem-
ingly drops you off by the Resistance Base, where Ciel will nurse you back to health.
A lot of other stuff will happen, including the introduction of Elpizo, the new passive-
agressive leader of the Resistance, and other stuff. Run to Cerveau's lab and pick up the
Chain Rod and Shield Boomerang, then return to the hall, where you'll locate the long-
overdue Stage Select. Before taking on any missions, choose to speak to the Operator, and
head back to the Sand Wilderness. Spend some time here leveling up your weapons and
collecting Cyber Elves you missed the first time (in fact, this is a good habit to get
into if trying to keep a high rank, since returning to any completed stage doesn't affect
your rank at all). Once your Saber's at least leveled up to being able to charge, exit
and take on Hyleg Ourobockle's stage.
===================
9. Forest of Dysis:
===================
This level basically introduces you to the uses of the Chain Rod, so it's a good idea to
get proficient with it now. For the first part, equip the Buster so you're able to better
deal with the Saranet enemies that hover in the air (you'll get the Cyber Elf [Beeshot]
by destroying 10 of these). Leap over the Poplans that poke out of the ground, for you
can't destroy them just yet. Continue heading through until you reach some trees. You
can use a ledge in the second tree to the left and nab the Cyber Elf [Ashiro]. Once you
have the Fire Chip with you, you can return to this approximate area and burn away the
foliage, revealing a path to the other Cyber Elf here, [Yeppie]. Continue on to the right;
you'll eventually reach a section that you can't cross on your own. Use the Chain Rod
like a Grappling Beam, and swing off one of the stationary enemies to reach the other
side safely. As you make your way up the cliff face, you'll deal with Hammer Pantheons;
these are somewhat reminiscent of those old X Series enemies that hurled their mace
chains at you. Jump to avoid the chains, and try to take them out with the Z-Saber. Once
up top, you'll head into the actual jungle base area. Just inside, dash jump off the edge
and execute a mid-air Chain Rod maneuver to grapple across the ceiling to find the Cyber
Elf [Kereff] hidden from view on a far ledge. Drop down and continue through until you
reach a gate.
Pinofeil strategy
=================
This mini-boss is far less threatening than it appears at first. Your target is the
eye, so use your Buster and fire shots off at it. Occasionally, Pinofeil will create
explosive energy balls; destroy these with the Buster as well. An alternate method to
attacking this mini-boss is to use the Chain Rod and latch onto the small section below
the eye - doing so will extend a plank of sorts. Leap onto it and slash away, only being
mindful that the plank is retracting. When the room floods, the energy balls will change
their angle, but it also becomes a bit easier to dodge. Simply continue attacking in this
manner until Pinofeil falls, thus earning yourself the Cyber Elf [Putick].
If you want lots of Energen Crystals, slide down the left side of the now-empty chamber
to find a veritable cache of goodies. When you're done, continue on through the stage.
You'll start finding blocks you can pull with the Chain Rod; doing so can open up some
new passages (for kicks, try pulling some of the Pantheons into the spike pits). This
area is also where your lost comrades are. The first one is after your first set of
spike pits, the second is on the other side of the ledge from the first. The third one
is cunningly hidden behind a Chain Rod block. Tug it out of place, and talk to him to
send him home.
Sub-Tank
========
Down a little ways from here is another Chain Rod block. Pull it out and onto the spikes
to give yourself standing room, then grapple off the ceiling and to the left to locate
the Sub-Tank. Kind of nice not having to use one of the blasted Elves for this, eh?
As you move on through the level, you'll run into a section where the ceiling is crashing
down. Not good. Once more, use the Chain Rod to tug a block into position to use as a
handy stepping stone. From here, make the jump to the other side, and you'll soon run
into the fourth lost soldier. Talk to him, then continue on your way. When you climb up
and reach the boss gate, don't go in; instead, leap to the other side of the ledge and
use the Chain Rod once more to pull the block nearby down the next pit. Drop down onto
your new foothold and talk to the last soldier, thus ensuring a complete mission score.
Nice, isn't it? Now head back to the boss gate.
Hyleg Ourobockle strategy
=========================
This boss is fairly easy, and should probably be the first one you take on. Try to have
your Z-Saber at Level 3 or higher, and hack away at him with charged slashes. Dash-jump
to avoid his mini-snakes, and destroy the "slinkies" that he sends down the ramp he
sometimes creates. If you slash at him with a Level 3 strike, he may not even get a
chance to use some of those attacks. Note that Hyleg has the ability to rearrange the
blocks you are standing on. Following the "slinky" attack, he may reconfigure them into a
cage pattern and try to shoot a laser in between them. Quickly ascend to his level and
strike him several times. Always be mindful on how the blocks move when he shifts them -
otherwise you may find yourself with no solid ground.
After defeating the boss, X appears to you in his Cyber-Elf form to give you information
regarding the baby elf that the Resistance soldier made off with prior to your battle. He
tells you about the Dark Elf, and Ciel's computer back at the base can provide you with
more historical info. Return to the base, check it out, then do a little exploring since
you can visit the other floors now. Head to the fifth floor once you do, and take the
ladder going to top of the right-hand watchtower. Talk to the guard there to gain the
Cyber Elf [Mikilar], then back out on the roof, go to the lefthand watchtower. Stand on
the gun turret there, and press Down + Jump to drop into a passage where the Elf [Pireff]
awaits. Now return to the third floor and talk to Andrew. Make sure you pay attention;
you'll be quizzed later on these events. Finally, go to the first floor and head into the
supply room on the right. Just inside is another Cyber Elf, [Iteroth]. Now you can go
back to the Control Room, where you should head to Kamrous' stage next (the polar bear).
==================
10. Computer Zone:
==================
The beginning of this stage is done over precarious ice ledges. Dash jump from ledge to
ledge to safely make it across, picking up the Cyber-Elf [Ishilar] along the way. At the
end, take out the Shield Boomerang and use it to deflect the shots from the Panel Cannons;
this is the easiest method of eliminating these enemies. Drop into the second pool of
water and cross along the bottom, watching out for the various enemies as well as the
spikes. Take out five of the Giangor to pick up the Cyber-Elf [Stickie], then continue
to head inside the base area.
Here, there's a semi-threat in the form of the ice jets - if you get hit by their release,
you'll get frozen solid. Hit buttons to break free, and continue on your way if you do
get frozen up. The pipes and other surfaces here are slippery, and you can't cling to
them, so be careful as you make your way through. Eventually, you'll reach a cooling unit.
Destroy the black box and proceed. The second unit is in the next pit, to the right. Head
back on the main path now, and you'll soon run into the stage mini-boss.
Golem Type-I strategy
=====================
This is another elemental variant of the Golem, this one obviously an ice element. You
don't have the Fire chip yet, so charged slashes will have to suffice for now. Just like
the other Golem, you can predict its attacks by watching its movements. If it swings its
arms in a wave pattern, it'll fire off a wave of ice spikes, but your Z-Saber is more than
enough to eliminate these from hitting you. Its other attack is a giant snowball that
rolls towards you. Just use the curvature of the room to get enough height to dash jump
over it. Lastly, the Golem will attempt to corner you; dash under it while constantly
raining down Z-Saber goodness upon it to bring it down. Upon its defeat, you'll gain the
Cyber-Elf [Hafmardo].
As you exit the Golem chamber, head up the ramp, then dash jump off the stairway, using
the Chain Rod diagonally to hit the little capsule up on that ledge above you. Hit it,
then wander around the area for a while until the Cyber-Elf [Fuppie] floats down to you.
The next part of the stage consists of ladder climbing, and lots of Pantheon encounters.
Head up the ladders while fending off the twisted clones of X, take out the nearby Panel
Cannon with your S. Boomerang, then use the Chain Rod to reach the platform above you,
where the third cooling unit sits waiting to be destroyed. After clearing the ramp area
of the enemies, get a running start and use the Chain Rod to grapple into the ceiling.
Swing back and forth until you get the distance you need to make a dashing jump to the
ledge where the Cyber-Elf [Acool] is hidden. Now keep heading up and left, using the
Chain Rod once more to grapple to a ledge above you. Take this ledge to the final cooling
unit and destroy it, netting you the Cyber-Elf [Fubuffa] for destroying all four units.
When you reach a rather large spike pit, use the Chain Rod to grapple across; you don't
have any traction on the ice, and thus a dash jump will land you squarely in the spikes.
The final stretch here is just a bout of enemy-destroying; keep heading right and you'll
eventually hit the boss gate.
Poler Kamrous strategy
======================
This boss requires nothing more than a Buster and some patience. It helps if your Buster
is powered up to the level that it can charge, too. Stay high on the wall waiting for
Kamrous to make a pillar of ice. Either destroy the spikes on the top, wait for him to
destroy the spikes on the top (which he sometimes does with a snowball), or just wait
for him to approach. If the ice on the pillar is destroyed, you can stand on it and be in
perfect position to hit him with 2 to 3 charged shots before you jump back on the wall and
dash-jump over him. Then go to the other wall and repeat the process. You gain the Ice
Chip for defeating this boss.
Return to the base, save, then take on the next mission with Panter Flauclaws.
======================
11. Neo Arcadia Train:
======================
Now this is a familiar stage... It starts off similar to the Train level from the first
game, only this one isn't timed (thankfully). From the start, drop off to the left and
slash away at the capsule holding the Cyber-Elf [Emick]. Now head back up top, and start
making your way across the tops of the rail cars. Be wary when you see the lightbars fly
by; whenever you pass three of them, you'll have to leap over the large power box that
follows, or else you'll get smacked and take hard damage. Once you're finished here, you
will move inside for a bit. Be careful as you drop down between the cars - if you miss the
small platforms, it's your life lost on the rail tracks below. Head inside and deal with
the multitudes of Pantheons and Spiking mechaniloids - defeat 10 of the Spikings to
receive [Biraero] from them, then continue along your way to the second rail car. Inside
here, you'll face some Yakodroids. These annoying robots will try to run away when you
attack, but if you destroy four of them, you'll earn Cyber-Elf [M-orapp] as a reward.
Continue heading along defeating the enemies in your path until you reach your next
objective.
Here, you must protect the cargo crates from the Carryarm mechaniloids. There are 10
crates, and you lose points for each one they successfully steal. To make your job easier,
climb to the top two and stay there. From here, you have an excellent vantage point to
execute jumping slash attacks. 32 Carryarms later... you'll be able to head to the third
rail car. Before going inside, grab the Cyber-Elf [Clockle] from the small ledge on the
left. This final train segment leads directly to the boss gate - simply clear the enemies
in your path to reach it.
Panter Flauclaws strategy
=========================
Despite his intense speed, with the right timing (and helpful use of the Ice Chip), Panter
Flauclaws can go down rather easily. In fact, the only attack you need worry about is
his EX attack, where he crouches and sends volts of electricity coursing all over one of
the train cars. However, if you're not ranked A or S, you'll never see this, so...
Panter spends most of his time leaping around between the two cars, occasionally launching
attacks at you. Some of his more prevalent ones are his plasma shot - he fires two balls
of plasma at you; his crescent shot - he launches a couple green balls that spread out
in a crescent pattern; and his spinning claw - this mostly serves as something to keep
you away. Wait until you have clear opportunities to strike, then lash out with a
charged Ice Saber to inflict heavy damage. The crucial thing in this battle is to ensure
that you don't deliver the final hit while in the air between the two cars; if you do,
Zero will immediately go static and drop into the pit, and the win is null and void.
Defeat Flauclaws to earn the Thunder Chip.
With nothing to do at the Resistance Base right now, head back there, save if you want,
maybe use some Energen Crystals to feed some Elves, then head back to the Control Room
to take on the final mission of the first four, Phoenix Magnion.
===============
12. Power Room:
===============
This stage is extremely long, fairly tough, and just seems like everything is being
thrown at you all at once. The power plant itself is a gigantic twisting complex, so try
not to get lost. From the start, you face off against some Tellybombs that emerge from
the back wall (yeah, they had to make it to another series, didn't they?), only this time,
when you hit them, they go flying in the direction you hit them in. Destroying four of
these enemies nets you the Cyber-Elf [Bomphew] as well. From close to your starting point,
lure one to the wall where the Cyber-Elf is, then slash at the mechaniloid so that it
hits the wall and blows it up, giving you clear access to reach [Stoctus]. Get used to
this now, there are a lot of areas where you need to knock these enemies around in order
to progress. Continue heading through the area on the main path, then stop when you reach
the pink platform. Wait for a Tellybomb to float close to you, maneuver it so it's right
near the pink ledge, then use the Chain Rod to hit it from below, sending it spiraling
towards the ceiling. And guess what? Doing so blows a hole in the ceiling, through which
you can dash jump into and claim the hidden Cyber-Elf [Grandie]. From here, going up the
ladder leads to a mini-boss named Gazameil. If you want to fight it, go ahead, but you
can actually skip it. A strategy will be provided here anyway, though.
Gazameil strategy
=================
This gigantic crab mechaniloid is a real pain. Stay level with its head, and fire off
charged Buster or Chain Rod shots to deal damage as well as destroy any bubbles it shoots
at you. The best times to hit it are when it tries to close in on you; just repeatedly
hit with the Chain Rod to cause damage. If it flies up to the top, drop off the ladder
and get to the bottom as quick as possible; otherwise the oncoming attack is impossible
to dodge. Keep attacking it and eventually it'll go down.
From where you were, head along the pink ledge and continue heading right to reach a
door leading to a power generator. Its defenses are fairly simple, and you can actually
get into a safe spot near the center to avoid its shots. From here, simply fire the Chain
Rod upwards repeatedly until it's destroyed. You also get the Cyber-Elf [Beelanch] upon
destroying this one. As you continue making your way through the stage, you'll start
running into lava pits, spiked walls, all sorts of fun stuff. You can actually destroy
the spikes by swatting some Tellybombs, which is actually the only way of crossing some
of them. Continue heading to the right until you reach the door leading to the second
power generator. Defeat this one the same as before, then head right and climb the
ladder. There's a sealed off area that you need to destroy with a Tellybomb explosion,
so send one flying towards the blue wall, then dash jump into the new opening. Take out
the Pantheons you run into, and swat the Tellybombs around to clear paths for yourself.
The last lava pit holds a hidden Cyber Elf; to reach this very tricky one, slide down
very far into the pit but still above the lava, and try to swat the TellyBomb from above;
hopefully it'll blow up both the wall and fracture the capsule, at which point you can
simply wait for [Culoppe] to float to you. Otherwise you'll have to knock another Telly-
bomb into the wall to clear more out for you to fit through. Climb back up, lure another
of the mechaniloids over from the left, dash under it, then hit it so it flies to the
right and destroys the piping covering the floor. Drop down and you'll run into the
last type of Golem, a Type-F.
Golem Type-F strategy
=====================
You'd think to use Ice on this, right? Not so. Charge up your Thunder Saber and prepare
to jump its first attack, the ring of fire. Use a short hop to clear your way through the
"eye" of the ring, then run up and slice the Golem with your charged Saber. Retreat and
cling to the wall to avoid the wave of fire that comes next, then leap down and attack it
again. The Golem will then create another fire ring; dodge it again and attack once more.
From here until it dies, it'll just fire off fireball attacks. With Thunder though, it
should go down pretty easily.
Exit the door and get back out of the pit, then continue using Tellybombs to clear paths
for you. At the end, climb the ladder and use the Chain Rod to snag the energy pickup if
you need it. At the top, head right to find a Panel Cannon. Destroy it, then backtrack,
then come back and destroy it again. Do this a total of 7 times to earn the Cyber-Elf
[Beestin]. The next section is tough. Cross the magma pit as best you can, while still
avoiding the Panel Cannons and trying not to get dropped into the burning lava below.
At the end, climb the ladders and you'll run directly into the area where Gazameil awaits
you. Refer to the strategy above for hints on beating it, then climb the ladder the rest
of the way to reach a walkway that leads to an area above the next generator. Climb all
the way up the ladder, then back down and prepare for a rapid-firing assault session.
Toitank & U4 strategy
=====================
Once you're back in the room, you'll start facing off against some Toitank enemies. Use
your Buster to destroy them while avoiding both their shots and the molten steel that
can block or hinder your objective. Do so before they are able to retreat into the
ceiling until the group is destroyed. A second group will appear, moving faster than
before. Destroy this to trigger a third one. After the third is destroyed, you'll have
to take careful aim at the U4 that follows. It actually helps more to use the Spark Shot
if you beat Flauclaws with a high rank. If you successfully blow up the U4, the Cyber-Elf
[Dable] is yours for the taking. Otherwise climb back up, go back down and repeat.
After the Toitanks are taken care of, continue heading up the ladder, then go right to
reach the third generator. Destroy it as you did the previous two, then head to the right
once it's gone and you'll hit a warp that takes you to the fourth and final generator.
This one is different, though. The shots this generator fires can split when they hit
the floor, so jump when you see them hit, and hit the generator itself with charged
Z-Saber slashes when you jump. Take it out, and Phoenix Magnion descends to deal with
you in person.
Phoenix Magnion Strategy
========================
This fight is the toughest of the initial four, but with the right amount of timing as
well as proper skill, you can take Magnion down with a minimal amount of actual effort.
The trick in this battle lies in Magnion having the ability to dodge or counter every
attack you throw at him. This should clue you in that he can only be hit when he himself
is launching an attack. The major attacks you'll need to be aware of include a massive
burst of fire coming from the floor (the screen rumbles to let you know it's coming; hide
in the small alcoves in the doorways to dodge), Magnion's burning dash attack (you can
dash jump over it if quick enough), and his phantom wave attack - he split into four
different silouhettes and you have to figure out which one is the real Magnion. Carry
your charged Thunder Saber to bring the pain, and wait him out, more or less. What you
want to do is constantly approach him - it puts you in the line of fire, but Magnion
normally will teleport if you so much as come near him - so you have more chances to
nail him as he's trying to attack. Wait for him to disappear; if he reappears somewhere
above or to the sides, leap at him and slash away, then get ready to dodge whatever attack
he was busy creating. It's a fairly simple process, but can go either way due to how
unpredictable he can be. His final attack occurs if you stand around and let him grab
you. Phoenix takes hold, carries you to the center, then generates a crushing move in
which enemies you wronged during the X series come back for a bit of sweet revenge. A
bit. Vile, Colonel, Bit, and Sigma (his X1 form), all dash at you from four angles and
slash/attack you. It hurts quite a bit, and hopefully he won't use it. If you have an A
or S rank, Magnion can envelop himself in flames and hurl you towards the ceiling. This
hurts even more than the previous attack, but fortunately, Magnion brings this out
rarely anyway. Keep it up with your Thunder Saber, he'll eventually go down for the
count, and you'll earn the Fire Chip as a reward.
</pre><pre id="faqspan-2">
If you haven't gotten every upgrade you need by now, go back to the Resistance Base and
check out the previous stages to do so. Do not leave the Command Center under any
circumstances or else you will be forced into the next mission when you return. Once
you're done upgrading, go save at Ciel's lab, then head back to the Command Center, where
Elpizo is gearing up for "Operation Righteous Strike". Oh, goody.
===========================
13. Assault on Neo Arcadia:
===========================
As you reenter the Command Center, Elpizo is standing there preparing to give the orders
to commence the assault. Ciel questions him, as does Cerveau, and Elpizo responds with
some line about casualties being a necessary part of war. After Elpizo leaves to take
command of the troops, your friends ask you to tail him. Try saying "No", it gets rather
funny after a while. Or just say "Yes" and start the mission.
As the mission starts, you'll be heading through a Neo Arcadian base, most of which is
in a state of total ruin. Along the way you'll run into lots of dead Resistance soldiers.
How nice. As you move on, destroy the Gli-Eyes (destroy five of these to get the Cyber-
Elf [Bircarry]) before they can interfere with your jumping. As you move on, you'll find
a block that can be pulled with the Chain Rod. Don't pull this one, instead, jump on top
and fire your Chain Rod diagonally up and to the right to snag another block. Once it's
down, dash jump to the ledge to claim the Cyber-Elf [Estan]. Continue moving on, bypassing
the Yakodroid enemies, and continue heading through the areas along the set path. If you
need to, destroy the upcoming Yakodroids to make safe passage for yourself. Above and to
the right are some Pantheons. Destroy and respawn these 8 times to get the Cyber-Elf
[Beebite] before moving on. You'll soon reach another Chain Rod block above you to the
left. Pull this one out from its perch, then dash jump to this ledge to locate the next
hidden Cyber-Elf, [Rireff]. The next threat is a long spike pit. Use the Chain Rod to
grapple across, and you'll run into the boss gate, where you'll face a veritable Golem
battle royale.
Golem Type-E strategy
=====================
This is the same Golem you fought back in the intro stage. Once again, it uses the same
attacks it did before, only your Ice Chip makes things far easier. Use a few charged
slashes to take it down.
Golem Type-F strategy
=====================
Same as the fight in Magnion's stage; use the Thunder Saber to take it down while dodging
its fire ring and fire wave attacks.
Golem Type-I strategy
=====================
Use the same strategy as before of dodging the ice spikes and snowballs, but let this
Golem feel the burn with your newly-earned Fire Saber.
With the three Golems downed, you can move on. In the next room, you'll run into the
three remaining Guardians from your last adventure, and it appears they've been having
fun beating on Elpizo a bit. They've also set a bomb to blow up the Resistance Base,
and your friends manage to bring you back, just in time to assist Ciel in defusing it.
Time is of the essence in the next mission (well...not really, since you're not timed,
but...)
===================
14. Aerial Assault:
===================
Immediately following the marathon of Golem attacks, it's up to Zero to stop a bomb
intended for the Resistance Base. Note that you *cannot* return to this area once you've
completed it, so you had better grab the Cyber-Elves in this level the first time through.
As you start the level off, you'll be leaping from Tentolauncher to Tentolauncher trying
to reach the Resistance plane. Dash jump only when you know you can make the jump with
success while avoiding the shots from both the flying machines as well as the Pantheons
that occupy a couple of them. Eventually you'll reach solid ground, and you'll want to
take the top level (the lower path contains an energy refill, but seriously, it's too
hard to get back up). You'll almost immediately hit a mini-boss fight.
Tentolauncher Red strategy
==========================
Ice will be your friend in this fight. The Tentolauncher starts off firing three Missiles
at you; dodge them by jumping over them, then move in close and hack away. Don't try to
destroy the missiles, as they blow up and can catch you in their blast radius. The only
other attack this mini-boss uses is a firebomb attack. When it flies off one side of the
screen, follow suit and hang out as far to the edge as you can to avoid the majority, if
not all, of the firebombs. When the Tentolauncher settles back into its Missile routine,
go back to hacking with the charged Ice Saber. Three slashes should be enough to bring it
down.
The top of the plane area is chock-full of Pantheons. Dash around while slashing them
to get them out of the way, then climb down the ladder at the end of this section. As
you make your way through the next section, you'll run across a mini-generator that
supplies power to force energy beams that block off a number of items. It's best to use
the Ice Saber to freeze the generators (thus freezing the energy beams), then dash like
there's no tomorrow to clear the area before the machine thaws and reactivates the beams.
Do the same for the second generator you run into, and dash some more to clear this
second section. As you move on, there's a high ledge you'll just barely be able to reach;
get on it and climb the ladder to reach the boss gate, but make sure to grab the nearby
1-Up on that short outcropping. Head inside for a familiar mini-boss.
Golem Type-E strategy
=====================
Same as the last time; charged Ice Saber attacks put this one away very quickly.
Immediately following the mini-boss, you can snag the Cyber-Elf [Peatan] before heading
down the ladder. Drop down this chamber, hugging the right hand wall to avoid the Tento-
launcher enemies. Take the door at the bottom, and dash jump above the door and navigate
through the energy beams to reach a new room with another Cyber-Elf, [Stockel] inside.
Now climb up the ladder to your left and take out the mini-generator with a charged Buster
shot. Drop off the ladder to clear the beams safely, then head to the right. Destroy
the Hammer Pantheon. There's another generator to the right and below you - slip past the
energy beams to destroy it. From here, it's a simple trek past a few more electric beams
and Shigunaroids, as well as a smattering of Hammer Pantheons before you reach another
generator. Destroy it, then you'll reach a large electric beam. Get above it and climb
the wall. The Cyber-Elf [Reloppe] awaits you up here, as does another generator. Hang on
the wall and swipe away with your Ice Saber to destroy the generator, clearing your
path leading down. Head to the right to reach the room containing the computer for the
bomb. Have your Shield Boomerang and Saber ready to take on the hordes of enemies that
will flood the area. Ciel will warp in, and she requires 90 seconds to deactivate the
bomb. If you have it (and I hope you do), equip the Energy Form, and hold the Hopper
Pantheons and Pluggers at bay with leaping slash attacks (and picking up the energy
they will leave behind) for the 90 second timer to expire, and Ciel will defuse the bomb.
Hooray! When she warps out, you hit turbulence (figures), and can't use the Trans Server,
so you have to find another way out. Race to the left and keep going that way until you
reach the cargo bay. When you get to the cargo bay, you can pick up oodles of items from
storage crates. Be wary of the Hammer Pantheons that occupy this area, and on the upper
level, the last Cyber-Elf here, [Aterner], is in a capsule at the far left end of the
storage area. Now head back to the lower level, and drop through the hole in the floor
(at Ciel's insistence, of course). Too bad you're being tailed, eh?
Kuwagust Anchus strategy
========================
This boss can be rather difficult if treated improperly. First off, he likes to dash
towards you. If you don't dash-jump over him, he'll take you in his pincers and hurt you
quite a bit. Second, he uses a tornado to suck you in. A combination of dashing and
jumping in the opposite direction helps avoid this attack. He also uses his a purple
laser attack that must simply be dodged by dashing. Overall, simply avoid these
attacks as best you can while striking at him with your charged Ice Saber when the
opportunity presents itself. A bit easy, but he can also be tough if you're not careful.
With the bomb threat stopped, it's time to head back to the Resistance Base. But what's
this? Elpizo's missing? And...he's swearing to kill all the humans? Something happened to
make Elpizo fly off the handle; maybe he didn't get hugged enough as a young Reploid.
Who knows? All you know is that you have to stop him. From now on, you'll start new
missions in the second stage select by talking to Ciel. Start off choosing the only one
that's not a Guardian, Burble Hekelot.
====================
15. Forest of Notus:
====================
Your first stop in your hunt for Elpizo is the Notus Forest. And whoops, lookie there.
Elpizo's in plain view. He babbles about the Dark Elf, and stuff, then takes off. Chase
him, but use the ledges above you to reach some trees, then burn them away with the Fire
Chip and you'll be able to claim the Cyber-Elf [Iterax] above the starting point. The
enemies in this stage also give up some Cyber-Elves; destroying 6 of the Shulbons gives
you [Birhang], and destroying 5 Catapull enemies rewards you with [Kelon]. As you cross
the pits in this stage, robots come spiraling out of them. Time your jumps so you don't
get knocked into pits, eventually you'll reach a giant chasm. Time your leap so you
successfully grapple across with the Chain Rod, then climb up the wall, and make a mighty
dash jump off to the left to catch a hovering platform. From here, dash jump from each
platform to the next, stopping at the fourth one. This next move takes some precision
timing; dash jump and midway through, extend your Chain Rod at a diagonal angle. If you
do it right, you'll be able to hit the capsule instead of the ledge, and you'll land on
a tree below. Simply wait for the Cyber-Elf [Hafmarmn] that was just freed to float on
down to you. Now return to the right, and head along the normal path. When you reach the
entrance of the ruins, head through the secret passage in the wall to locate the Cyber-
Elf [Mappie]. Head out and on through the main path, taking the upper route when you find
the split. Along the way you run into lots of breakable blocks, one of which holds a
Cyber-Elf behind it. To reach it, use the Chain Rod to pull a block over a bit, then use
the block as a stepping stone to grapple to a breakable block above you. Hang so you're
able to grab onto the right-edge of the wall, and charge a Z-Saber slash to crack the
block. From here, simply head up to free [Mitick] from the capsule. As you continue on
your way, you'll be able to find another hidden passage to the left; take this one to
reach the Cyber-Elf [Tomilar]. Head back on out and through the gate to challenge a
familiar mini-boss.
Pinofeil Mk.II strategy
=======================
Hey, it's back! And not...much harder than the first time around, either. You fight it
from the opposite side this time, but all prior tricks remain the same. Simply stay on
your side and fire charged shots at the eye to destroy it effortlessly.
Exit out and head on your way. Stop when you reach a breakable block that protects two
large Energen Crystals.
Sub-Tank
========
Without destroying the block, hop on top and jump over the spikes. Continue on to where
the two other ones are along with a pullable one. Destroy the left-most one and use the
Chain Rod diagonally to pull the block out, opening the tricky passage to this handy
life-restoring item.
Your second Sub-Tank in stock, continue heading through the rest of the level. Keep
breaking the blocks if you want the Energen Crystals, otherwise keep going until you
reach a section where you can destroy a couple blocks and pull a block out of a wedged
spot so that it falls down a pit next to some spikes. Drop down the pit and dash jump
to the right to claim the Cyber-Elf [Cloctell], then go back up and to the right through
the enemy-infested hallway to eventually reach Elpizo again. He chatters some more, then
takes off. Follow suit, but this time, a Neo Arcadian stops you.
Burble Hekelot strategy
=======================
For a frog, you'd think he had a weakness to Thunder, but that's not the case. In any
event, Hekelot, despite his seemingly not-so-bright personality, can be quite nasty.
Use your charged Saber (neutral, of course, since he'll take half damage from other
elements), and watch out for both his tongue (only if you're at S or A rank; he uses
this to drain your energy and restore his) and mini caterpillars. It is in your best
interest to keep him from eating these at all costs, too. If he eats a small green one,
he doubles in size and can fire missile attacks. If he eats two green ones or a gold
one, he triples in size, and moves far faster. At his expanded sizes, he turns into a
ball of sorts and rolls around the perimeter of the room. Watch for him and dash jump
off the walls accordingly. You can only damage him when he's in his normal form, so if
he does get some of these big attacks off, wait him out and be careful that he's not
going to smack you with something when you move in for the attack (or, if it makes you
feel safer, shoot from afar with charged Buster attacks). The last attack that's a real
nuisance is when he springs to the center and shoots his arms out in diagonal angles -
this is pretty tough to dodge, but leaves him open to attack, so don't waste the chance.
Seriously consider bringing both of your Sub-Tanks full to this fight just in case.
Hekelot defeated, Zero rushes after Elpizo, and finds the two Baby Elves assaulting X!
Elpizo cackles about finding "the key", and he warps off. X apologizes for not being
able to help more, and stresses the importance of defeating Elpizo now. While it's still
cryptic, you'll learn the whole story soon. For now, return to the Base and save with
Ciel, then run down to her lab and check out her computer for new data entries on "X" and
the "Four Guardians". Before heading back out, you can go down one floor and chat with
Andrew again and he'll quiz you on his story he told earlier. Answer correctly, and you
get the Cyber-Elf [Annuray] as a reward!
Question 1: Bread Factory
Question 2: Near a creek
Question 3: Buns with cream
Question 4: People smiling
With another Cyber-Elf in your collection, return to the Command Room and take on the
new area of the Computer Base where you'll challenge Leviathian.
====================
16. Computer Zone 2:
====================
Elpizo's off scouring the old Computer Base, but you have to take a different route
through this time. From your starting position, head left and carefully drop off the
edge to reach the Cyber-Elf [Mureff], then get back up and head on your way. Scores of
Carryarms patrol the ice slopes, so use leaping attacks to eliminate them (the Active
Form is rather useful here). The little mines on the ground can be deceiving at first
because they're so small. Jump over them if you like, but destroy 20 of them first to
pick up the Cyber-Elf [Bomgro]. Further along you'll run into Snow Garms, those annoying
dogs that latch onto you and don't let go. Take out four of these annoyances for another
Cyber-Elf, [Stickoo]. You'll also run into clusters of other enemies; take them out as
you see fit. When you run into the Yuki-Da machines (the little roller things), leap over
their snowballs and hit them to get rid of them. Putting away five nets you the Cyber-Elf
[Beefire], and destroying three of the Floppers (moving balls) nets you [Bomblo]. Use
the Chain Rod to take out the Floppers that are moving above you as you climb the wall,
then continue on down the next sets of ledges, destroying the Yuki-Das and Mini-Mines
in your path. At the end of this first section, climb the wall and dash jump to the small
ledge containing the Cyber-Elf [Remilar], then continue down the mine-laced slopes. At
the bottom, simply clear out the remaining Floppers and make your way to the boss gate.
Leviathian strategy
===================
As always, Leviathian would rather play with you than do her other duties. Equip your
Fire Saber and get ready to go. Leviathian hasn't changed much from the last game; she
still swims around rapidly and launches the familiar Marine Snowflake move. Amidst all
her attacks, hitting her is the only thing remotely difficult. Keep an eye on her and
lash out with charged Fire Saber swipes whenever you get the chance, avoiding her other
close-range attacks when possible. If fighting her at a high level, her Tornado Spear
is a deadly whirlpool that sucks you in, followed up by a lightning fast stabbing spear
attack. Just run around as much as you can, using your increased buoyancy to assist in
reaching Leviathian, and she'll go down fairly quickly.
Too bad Elpizo got away with the secret code for accessing Neo Arcadia's innermost
vault, the very vault where the Dark Elf is kept. Two words: Uh. Oh.
=================
17. Crystal Cave:
=================
This stage is very, very irritating, and most of it comes in having to carefully pick
your way through the expansive spike pits, and having only four minutes in which to
achieve an S-Rank time rating makes this a bit tough. If going for a high rank, don't
bother getting Cyber-Elves or any other powerups on the first run; just concentrate
on rushing through while also meeting your enemy count, then come back. The first part
of this stage takes place outside. Run along the slopes, defeating the Carryarms and
Spikings, and stop when you reach the first pit. Slide down a ways to grab the large
Energen Crystal pack, then dash jump to the right and through the invisible wall. In
this new passage, pick up the 1-Up as well as the Cyber-Elf [Charnue]. Exit back out and
continue along your way. When you reach the pit, dash jump over it, and begin to ascend
the wall on the right. Eventually you'll see a Cyber-Elf up there. Cling to the ledge
as high as you can go, and either use your Saber to try and break it, or if you can,
use the Chain Rod to try and stab it. Either way, break the capsule and let [Miloppe]
to float down to you. Now return to that pit and slide down the left wall first, then drop
and slide down the right, alternating until you reach the bottom. Along the way, you'll
see another Elf capsule. To get this one, slide down until you're about to drop off, then
dash jump to the left; you should just catch the edge of the small rock outcropping.
Grab it and climb up to the ledge, fracturing the capsule to claim [Clocsule] for your-
self. Now dash jump back out and drop to the bottom. Switch to your Buster for the next
section; this is where the stage gets supremely annoying. You'll come to a massive spike
pit that seems inpassable; in reality, there are hundreds of invisible crystal platforms
that can only be revealed by striking the crystal panel floating in the air with the
element counter to its color (red - Ice; blue - Fire), and by destroying the Hotlucks it
releases. The first pit is relatively easy compared to the second. In this one, just
make your way across carefully, making sure to take out enough Hotlucks (10x) to claim
the Cyber-Elf [Birflow], then cross back to solid ground. Slide down the right cliff face
so you drop down to the right. You'll land in front of the door, and head into face
another Golem Type-E. I don't even think this warrants a boss strategy section anymore,
so simply eliminate it with two Ice Saber slashes. The door beyond leads to tons of
Energen Crystals as well as the Cyber-Elf Itemass. Now head back through the doors and
leap to the bottom. Continue to the right, taking out the Hopper Pantheons along the way
to get the Cyber-Elf [Beehit]; destroying three is your target number. At the next
crystal segment, do the same as before, but be warned - there are far larger gaps here
to be crossed. Dash jumping is going to be a must when traversing this part of it. As
before, trigger the red and blue crystals to make your way across, and watch out for
a small overhang right before the end. If you hit it and don't cling to it, you will
bounce off and hit the spikes below. Once you get back to solid ground, head right and
you'll locate the search party - and they've all been brainwashed! For the first group,
simply climb up the ledges and avoid them. For the ones on top, fire a single Buster shot
to stun them, then dash jump over them. Eventually you'll head down a ramp and run into
Elpizo again. He found something, but warps off. Harpuia then shows up to ponder this
turn of events.
Harpuia strategy
=================
Like Leviathian, Harpuia hasn't changed much either. The only major addition to his
attack strategy is his tendency to dash at you after you've hit him with your attack.
Like before, Ice is the weapon to use, so use charged Ice Saber slashes for the majority
of your attacking. When Harpuia pauses, slash quickly so he can't launch any small homing
missiles, and be wary of the oncoming dodge attack. The old three-slash and wave attack
is back, as is the diagonal wave that follows, so you shouldn't have trouble dodging
this. If he catches you with his dash, the following Rising blade move can deal some
hefty damage, though. Be prepared to dash jump as soon as Harpuia recovers from being
hit by you to be safe. If you're S or A-ranked, Harpuia has one final attack left - his
Super Sonic Boom. With this attack, Harpuia races across the top of the screen, firing
down massive sonic boom waves. Dodge them quickly since there's little safe spots in
there for you to use, and keep a charged Ice Saber attack ready to knock him out of it
when he stops firing the booms. Eventually, Harpuia will fall.
And... wow. Harpuia's a bit of a masochist, we learn. Anyway, Zero returns to the base,
and take on the next one if you're so inclined. However, if you're not as powered up as
you want, take time before heading to fight Fefnir. Once you defeat him, you're auto-
matically forced to Neo Arcadia, so take this time now and pick up any Cyber-Elves you
may have missed, and any other stuff you may need to do. Once you're done, tackle the
abandoned shuttle factory.
====================
18. Shuttle Factory:
====================
Okay, this level is HARD. Fortunately, your Ice Chip makes things slightly, slightly
easier to deal with. Start off dropping into the hole Phoenix Magnion's explosion pre-
sumably caused, and fall down the shaft, taking out the Panel Cannons and avoiding the
spikes. When you reach the bottom, you'll come across tons of those hot molten pieces of
steel rising and falling from the ceiling. Dash jump between the first few; and keep in
mind that you can briefly freeze them with your Ice attacks (Buster works best). The
grouped ones are a bit tougher, but with precision timing you can dash through them
without getting hurt. Once you run into the Hammer Pantheons on the ladder going down,
you can access a hidden passage amongst the thick piping. Run inside and slash away to
find the hidden Cyber-Elf [Stoctem], then drop down to avoid the Hammer attacks (or
destroy the three grouped here to get the Cyber Elf [Jettah]). Drop down one more level
to reach the toughest part of this area. More molten steel awaits you, this time over
lava pits, so there's no dashing under them. Instead, time your dash jumps so that you
clear them as the upper one rises into the ceiling. When you reach the ones moving down,
use a charged Ice Buster shot to freeze them as they come out, then use them as a handy
stepping block to cross the pits. You soon reach a pit that seems easy to cross with a
dash jump, but you must actually slide down the wall and dash jump from there; trying to
do it anywhere else makes Zero hit the ceiling and fall into the lava below. When you
start running into Gabyoalls that patrol the ceilings of the platforms, you can use the
Ice Buster to freeze them temporarily. Ready your Chain Rod once you reach the red
section of the path; the walkway here collapses under your feet, and there are oh-so-
wonderful molten steel pieces along the way. When you reach the low overhang part, time
it so you ride the red platform down to where it almost hits the lava, then dash jump to
the next part; otherwise you won't clear it and you'll die. When you start reaching the
chunks of molten metal, try to dash jump in between them, and always be ready to shoot
the Chain Rod into the ceiling to grapple across if need be. Once you reach the end, you
can breathe, since it's more or less an easy walk from here. Climb the ladder and you'll
run into some Shigunaroids; destroy three of them to claim the Cyber-Elf [M-orossa],
then focus your energy on climbing the tower segments. Dash jump in between the ever-
annoying Gabyoalls. You can pick up the Cyber-Elf [Euppie] halfway up; to get it, wait for
the Gabyoall to move all the way down, then dash jump and wait out the above Launcher
Pantheon's attack. Destroy the Launcher and climb down the ladder to claim your prize,
then continue moving upwards. You'll run into more Gabyoalls, Shigunaroids, and a few
more Hammer Pantheons on your way up, so be very careful of where and when you leap. Take
out the Hammer at the very top, then move right to claim the full-life capsule right
before the boss. Charge up your Thunder Saber and get ready.
Fefnir strategy
===============
As usual, Fefnir finds it more intriguing to face off with you rather than accomplish his
mission at hand. Fefnir tends to fire one of two shots: either one large one or three
small ones. Either shot can be easily evaded with a dash jump, but be sure you don't
dash jump into Fefnir should he attempt a leaping counterattack. Any time you get close,
lash out with your Thunder Saber, and attack from afar with charged Thunder Buster fire
as a supplemental. Other attacks are his ball of fire that explodes into smaller balls
of flame as well as his familiar Ground Break move that sends a shockwave along the
ground. He has another variation when he glows, but this is easy enough to avoid. If
you've got an A or S Rank, his terror of an EX move, the Hellfire, sends massive shocks
of fire racing across the screen for several seconds. This attack is extremely difficult
to defend against, but dodge the best you can. Overall, Fefnir is a step up from his
last incarnation, and as such should be dealt with in a quick and efficient manner.
Seems all of the Guardians see these fights as workouts of sorts... After Fefnir leaves,
return to the base, where you'll get even worse news about Elpizo.
=========================
19. Neo Arcadia Entrance:
=========================
Oh, boy. Elpizo's taken a swan dive off the deep end here, ranting about his "Ultimate
Power!" (seen any ninjas lately?). Elpizo taunts you that you could never stop him, and
X appears to give you more information. Seems he's been running a bit of interference
for you, but all good things must come to an end, don't they? It's now your turn to head
in and put a stop to Elpizo's mad dash. Save your game before heading off as well. Once
inside Neo Arcadia, equip the Active Form if you have it (if not, why don't you?) to
easily mow down the Pantheons in your path. You'll run into more Gli-Eyes here, but this
time they home in on you, but they can still be taken out easily. Keep heading past the
scores of enemies until you reach the first pit. Dash jump to the other side and climb
up to score the Cyber-Elf [Nureff], then drop down into the pit while watching out for
deadly spikes. Take out the enemies to collect energy if needed, then when you have a
clear shot, go back up and take out the Launcher Pantheon from behind (take out two more
after this to receive the Cyber-Elf [Beelet]). At the path split, take the upper path for
more Launcher Pantheons to faciliate your getting the Cyber-Elf. Further along the main
path, you can pick up the Cyber-Elf [Parick] on a ledge to the upper left by dash jumping.
Be sure to grab it. Heading on down, you'll run into a series of tricky spike pits.
Don't dash jump through here; instead use normal, timed jumps to clear each pit, but be
sure that you don't jump so high that you crash into the spiked ceiling. More Shigunaroids
and Pantheons await farther ahead as you clear one final spike pit and start making an
ascent to the boss gate. Slash away with the Saber and you'll reach the top unscathed.
Rainbow Devil Mk.II strategy
============================
The strategy here is basically the same as it was in the first title. Again, it has no
elemental weakness, and you should still use normal charged attacks. When it morphs into
the giant head, hang out in the top corners. As it ricochets, it'll split into four more
pieces that carom off the walls. When they fall to the floor and regroup, drop down and
nail the core with your charged Saber attacks. Stay on the walls here; any length of
time on the ground will open you up to his punching attacks (man, that's a huge fist) and
his energy drain can... well, drain your energy. Sticking to the upper walls and only
coming down to engage the beast when it's vulnerable is your single-best bet here.
With the entrance to Neo Arcadia unlocked, you can return to the Resistance Base via the
Trans Server coordinates. Take time to rest, stock up on items you may have missed, feed
your Cyber Elves if you're using them, and save your game. When you're ready, go back and
talk to Ciel again to head to the Temple of Flame, a new area of Neo Arcadia.
===================
20. Temple of Fire:
===================
Rest easy, for this level is not nearly as hard as the Shuttle Factory. It's much shorter
but still very easy to die here, so still watch your back. At the entrance, eliminate
the Pantheons you run across, and continue into the main area where you see a return
of the Tellybombs. And yes, you have to send them into more breakable walls. One section
lies above a lava pit; your safest choice is to knock a Tellybomb diagonally into the
pipe so that you leave a stepping stone for yourself. The next room is a bit tougher
in that you have to do all your Tellybomb whacking while clinging to the pipes themselves.
Joy. The first two are relatively easy, but the third is tough. Slide down to where you
are almost touching the lava, and try to hit a Tellybomb so it goes diagonally up to the
right to crack the wall and give you safe passage. There's a 1-Up along the path you may
want to collect as well - it can be gotten quite easily by luring a Tellybomb underneath
the breakable section, then send it skyward by hitting it from below with the Chain Rod.
The resulting explosion drops the 1-Up to your location. As you reach the pit and drop
down, you'll run into some Ceilcannons along the wall; eliminate five of these to pick
up the Cyber-Elf [Stickoh]. Continue along your way; when you reach the edge, take a
quick leap out, then turn back and land on the ledge. Get the Gli-Eye to follow you, then
destroy it, clearing you the way to dash jump to where the Cyber-Elf [Satick] is hidden
away. Drop down some more to reach more collapsing platforms over the lava. While you
may be tempted to dash jump, doing so can often result in a collision with a Gli-Eye,
and you'll be killed by the lava. Instead, try to maintain a normal running pace so you
can clear each of the ledges normally. At the end, take out another Ceilcannon, then climb
up and eliminate the Hammer Pantheon (pull its shield away with the Chain Rod) to pick
up the Cyber-Elf [Stocpuss]. Head through the gate, and move quickly to avoid the rising
lava. Don't dash jump through here due to the Gli-Eyes, but time your jumps so you land
safely. Plus, there's a Ceilcannon at the top that can ruin your day if you wind up
dash jumping into its line of fire. Destroy it, then dash jump over the Hammer Pantheon
and attack it from behind, then you can head to the right to reach the boss gae.
Fefnir SP strategy
==================
Oooh, Fefnir in a monster truck. The screen scrolls to the left here, and it's a good
thing, too. Staying to the absolute far left enables you to avoid his Vital Burner
attack, and it gives you plenty of room to dodge his other attacks as well. The Vital
Burner is a standard flamethrower of varying length, and his other attacks consist of
firing fireballs at you, or launching bombs. His tank has four cannons on it, but don't
be fooled - these can't be harmed. The idea here is to wait until Fefnir's done with an
attack, then move in close and slash away with a charged Thunder Saber (or shoot from
afar with the Buster, but the Saber does more damage). Try jumping slashes so Fefnir
doesn't steamroll you in the middle of an attack - getting trounced by his massive tank
isn't something you want to happen. Of the three upgraded Guardians, Fefnir SP is the
easiest to deal with.
When he's defeated, take the Trans Server to the next Neo Arcadian area, the Temple of
Ice. Guess who?
==================
21. Temple of Ice:
==================
This level is fairly simple. Head to the right to reach the first watery area. Drop down
and avoid the Yakodroid and swimming Giangor, then make your way up and above the water.
Acquiring the Cyber-Elf nearby can be somewhat tricky. Past the ice floes, climb the
right-hand wall and leap out, using the Chain Rod to grapple onto the side of the spiked
overhang, then swing out as far as you can, swinging so you grapple again to the next
platform holding the Elf. Pull yourself up so you can cling to the wall, then slash the
capsule to pick up [Oreff] safely. In the next room, you run into lots of ice and spikes.
Taking the low road may be easier, but you miss out on some powerups. Take the high road
and destroy the Snow Garms from a distance when possible. Along the top right area you
can pick up the Cyber-Elf [Meloppe], as well as some energy and a 1-Up. The next area
is vertical, and you must ride a large ice floe up the chamber. Staying in the center
keeps the Giangor away, but not the Yakodroids. Slash them to get them to jump off your
ice block. Near the top, dash jump to the left to grab the Cyber-Elf [Clocpull] from its
capsule. At the top, dash jump to the next ice floe and continue to take out the offending
Yakodroids. Once back in the water, you'll have to cross a large spike pit. Either use
the Chain Rod or a well-placed dash jump off the very edge of the ice to clear the
pit. Next, time a couple of carefull-placed dash jumps to make it up a vertically spiked
section. First dash out to the right, then bounce off the wall and head right to clear
the first few spike traps. Repeat for getting up, then take out the remaining enemies in
the stage to reach the boss gate.
Leviathian SP strategy
======================
It's a bird...it's a stingray...it's...Leviathian, in a super battlesuit. Yay. This form
will put the hurt on if you're not careful, so be ready with Fire. The Vortex Dash she
uses most often is preceded by a distinct "ha-ha" sound, so be warned if you hear this,
jump up and out of the way. The Ice Laser is three-fold: the laser attack, the second
follow-up snowflake spread, and the ice tusks that materialize on the floor. Try to
use your Fire Saber to disrupt this attack. The only other ones you need to watch out
for are the Ice Arrow; she sends a spread of arrow projectiles, and her sea serpent
attack; two ice serpents come roaring at you - you can use the Fire Saber to quickly
eliminate this threat. While Leviathian may really hurt with some attacks, the good thing
is a lot of them can be avoided. Continue to hack away at her battle body with your Fire
Saber when she's in range, and just consistently watch out for her Vortex Dash, and you
should get out of this fight ok.
Your next stop is the Temple of Wind. I don't think it's tough to guess who you're going
to fight next.
===================
22. Temple of Wind:
===================
The last level before the final level isn't terribly tough. Start off by taking out the
nearby Pantheons; respawn them here a total of eight times to pick up the Cyber-Elf
[Beesult], then continue on your way to run into swarms of Saranets. Pick them off with
the Buster or with leaping Saber slashes, and keep moving. The 1-Up nearby is quite
tricky to reach, so consider bypassing it. You run into more generators and electric
fields in this area, so ready your Ice Buster to freeze the generators and give you safe
clearance to run through. When you reach the long electric beam, grapple across the top
of the ceiling with the Chain Rod to reach another generator and hit this one with the
Chain Rod, then break like mad and dash into the pit below you to get back outside. At
the edge of the platform, you can slide down the right-hand side for some Energen Crystals
as well as find the Cyber-Elf [Stocpell]. Climb back up, this time using the hovering
platforms to reach the next area. This room has far more electric beams to deal with,
making it that much harder on you. Slash or shoot the first generator you run into, then
dash to the left, dropping down as far as you can go. There's another generator to the
right; hit it and move on up past the barriers to reach the capsule containing the Cyber-
Elf [M-oreno], then shoot the generator again when the beams come back on. This time,
head straight up, beetling up as fast as you can and stop at the top of the pillar. Take
out yet another generator, then dash jump to the platform below and take out the few
Pantheons hanging out. There's also an easy 1-Up nearby here too; simply dash jump up
to reach it. Continue along your way, using the Ice Saber on the next generator. Quickly
move up and take out the Pantheon at the top for another 1-Up, then move on through the
gate nearby. Back outside, head along the narrow walkways going up until you reach some
flying Barrier Counters. Destroy them from behind, and take out five of them to earn
yourself the Cyber-Elf [Birhelp]. With this last acquisition, you should have every Cyber-
Elf in the library, so you're free to try for the Ultimate Form now if you wish to go and
level all of them up and use them. Or not, it's your choice. Either way, continue heading
through the rest of the stage. Take out the Poplans along the way with fire-based attacks,
and dodge the final grouping of Gabyoalls and Panel Cannons to finally reach the top
where the boss gate is.
Harpuia SP strategy
====================
This is somewhat depressing knowing that Harpuia doesn't really want to fight you, but
the influence of the Baby Elves is taking over his will (hmmm... sounds familiar...).
Harpuia even begs you to kill him, but too late. Harpuia's infection transforms him into
a massive jet machine, and it's up to you to bring it down. The missile attacks he uses
can be destroyed, but they take a couple hits and can damage you with shrapnel. You're
better off trying to dodge. The Tornado Capture will mess around with you a bit, so
dash in the other direction. The Air Assault is a body-slam that goes close to the
ground. Dash to avoid it, but be careful for the follow-up, where Harpuia comes in
and tries to sideswipe you. The Thunder Wiper is the last move, and it's just about
impossible to avoid. It requires that you be extremely quick to dash behind him before
he gets the attack off, so watch for his claws to crackle with energy. At A or S-rank,
his Magnet Typhoon pulls debris from off the screen and hurls it at Zero. Even with your
charged Ice weapons, Harpuia won't go down easily, nor will your attacks stop his attacks.
I'd recommend having 2 full Sub-Tanks (or four, if you used the two Elves) here just in
case.
Beaten down for the moment and freed from the Baby Elves, Harpuia begs you to protect
Master X by destroying Elpizo... that's some interesting material for an analysis,
methinks. Anyway, take the Trans Server to warp to the Neo Arcadia Core, where your old
friend Elpizo awaits, with lots of toys for you to play with first.
================
23. Final Stage:
================
Here it is: the final level. It's a good idea to have all of the Form Changes evolved
as well as your EX Skills all in place, along with your two Sub-Tanks full. Start off
heading to the right, slashing and shooting your way through the onslaught of Gli-Eyes
and Pantheon Hopper enemies. Eventually, you'll reach a ladder that you should be quite
cautious when climbing due to the Gli-Eyes above you. Farther along, another ladder
leads to a dead end - sort of. Climb the leftmost one to the top, then hold Right as
you fall off to grab the second ladder. Take this one up to reach a boss gate.
Teleport Room 1 Layout
======================
<Ourobockle>
-----
<Kamrous> <Magnion>
----- -----
Win these three rematches and a door in the ceiling opens up. Head on up, go right,
climb the ladder and you'll run into some more Pantheons. These should be fairly easy
to deal with by now, so take them out, and use the Chain Rod to grapple across the spike
pit shortly after. Another one following the last spike pit is a bit more dangerous -
for this one, take out the Pantheon first, then grapple across, making sure to leap just
as you swing to your farthest lefthand apex to ensure you don't crash into the spikes.
Head on forward, dash jumping to the ladder. Stay here and eliminate the Panel Cannon
before climbing up. For this next one, climb to the top, then fall and hold left to reach
the next ladder. Climb up to reach the next boss gate.
Teleport Room 2 Layout
======================
<Flauclaws>
-----
<Anchus Twins> <Hekelot>
----- -----
Deal with the first two (Panter Flauclaws and Burble Hekelot) as before, then gear up
for a two-on-one doozy of a fight.
Herculious & Kuwagust Anchus strategy
=====================================
Ooh, yay! Now the Anchus twins are both here to torment you. Fortunately, old Herculious
is still weak against ice, and the two share a life meter, so as long as you're hacking
away at one of them, you should be fine. The two attack in a set pattern, so watch
closely and counterattack when you can. Herculious will start with his All Launch move
where he spreads out and fires shots off. Kuwagust takes his turn next using his cyclone
move (and it's far tougher to dodge this time). After this, the two of them double-team
you with the Double Dash move - avoid it by dashing under the lower of the two brothers
to reset their pattern. Continue slashing away with your charged Ice Saber to inflict
damage, all the while running and dashing to avoid attacks. When their life is depleted,
they'll pull a Phantom on you and try one more attack - a Double Dash. Dash Jump out of
the way to avoid the move and claim victory.
With the boss rematches out of the way, exit out and continue along your way. This final
stretch is chock full of dangerous pitfalls and tricky ledges. Use the Chain Rod if
it makes getting through easier. There is a 1-Up at the far right during the very tricky
section, but it's tough to get to. If you wish to risk it, it involves some fancy grapp-
ling. Once you're through this section, you have another bout with leaping from ladder
to ladder, climbing up the last one. Dash jump across the spikes, take out the various
Pantheons in the area, then climb down the ladder at the end. Drop off carefully so you
don't hit either the spikes on the wall or the ones on the floor, then head along through
the remainder of the level, taking out the Securispiders in your path. Eventually you'll
reach the boss gate.
Once inside, you'll come face to face with a startling sight. ...Is that X? Lifeless? It
sure seems to be. And, uh oh. Elpizo's there waiting for you. If you've paid attention
to the story thus far, you'll learn that the original X had to use his physical body as
a seal to hold the Dark Elf, which is contained within that giant obelisk in the
background. In a stunning display, Elpizo freezes you in place, then proceeds to blast
apart X's body, thus freeing the Dark Elf. Now you're pissed, and you're not gonna take
it anymore...are you?
Elpizo strategy
===============
Elpizo isn't quite as difficult as you might expect. While certainly tougher than Copy
X was back in Zero 1, he's still not the terror that some fights have been in the game.
The main problem with Elpizo is his ability to deflect most attacks using his Saber (now
why can't Zero do that?). Elpizo has a handful of moves, including his saber dash which
you can easily dash jump away from. The Splash Razor creates air bursts that become
shockwaves if they hit the ground, Dark Drain acts like the Energy Tongue from Hekelot,
and his Distortion Aura calls reinforcements (Yeesh, at least Copy X was man enough to
fight you Reploid to Reploid). He creates either a Pantheon or Spiking, so it's not
terribly difficult to deal with. The best method to use here is simply whacking away with
charged Saber attacks whenever you have the chance to do so. He has no elemental weakness,
so it doesn't really matter what you use, so long as you beat him.
Uh oh. With Elpizo's normal body downed, he calls upon the power of the Dark Elf, and actually
fuses with it, creating a horrific new body. Lucky for you Elpizo isn't too skilled at
maneuvering yet.
Dark Elpizo strategy
====================
The most important thing to do here is to keep your head level and watch for the openings
in Elpizo's attack patterns. Attack-wise, he has a couple nasty ones. The Pulse Seeker he
uses sends an array of green orbs your way. Destroy them with the Z-Saber. The serpents
he uses are also easy to dodge, provided you have enough room to get around them. The
Life Pulse, though, is hard to avoid. He charges his wings with energy, then fires another
spark pulse at Zero. Stay away from him when he's using this attack. The final two attacks
utilize platforms of sorts - the Golden Blade creates one that moves in close and spins
around his body, acting as a shield. If you feel gutsy, try riding it up and slashing away
at Elpizo. Lastly, the Golden Crusher is a spike wall that goes sliding across the floor.
Simply jump over this. Picking your shots wisely is key in this battle. I recommend stay-
ing a fair distance from him as he moves around, and only approaching to attack with
your charged Saber when he's finishing using an attack. Elpizo is most vulnerable during
the points where he's recharging for a new attack, so run in there and exploit his
downtime. With his eventual defeat, you beat the game, and earn the Proto Form.
..And unlock New Game Plus and Hard Mode, but those are discussed under Secrets and Tips.
Congratulations. You beat Elpizo, but the Dark Elf still escaped. Well, at least she
turned good for a brief moment, long enough to turn Elpizo into a Cyber-Elf. Too bad X's
body still got blown up in the process, though. Stick around after the credits for an
interesting scene...
=====================
24. Secrets and Tips:
=====================
1. Easy Levels, Sub-Tank Fill, Energen Crystals - In Hyleg's forest, equip the Fire
elemental and burn down the leaves of trees to get energy and energen quickly. To gain
your weapon max easily, go to the Phoenix Magnion's stage and stand still as you hit
the buckets of fire that go by.
2. New Game Plus - Similar to games such as Chrono Trigger, after beating the game a new
one can be started with your upgrades intact. Simply wait for the credits to end and
save your game when you have the option, and then select that game in the continue
screen of the main menu. You'll start a new game with any effects from the Cyber-Elves
still in use. Your weapons, however, will not be in their upgraded form.
3. Hard Mode - To play in Hard Mode, hold L while starting a new game after having beaten
the game. You won't be able to charge any weapon but the Shield Boomerang in this mode,
so elementals are quite impaired and your weapons stay at their basic model.
4. Unlike the first title, you have six save files this time around, making it more
accessible to experiment with time, rank, and such.
5. S-Rank Time and Enemy Minimums: As mentioned earlier, in order to achieve a rank of
S in any mission, you must (a) complete all objectives within the required time limit,
and (b) complete the minimum number of kills. Here's the tabulation for each mission:
- Desert Ambush: Time (2 min, 30 sec) | Kills: 40
- Jungle Rescue: Time (4 min, 0 sec) | Kills: 40
- Frozen Base: Time (4 min, 30 sec) | Kills: 40
- Train: Time (2 min, 50 sec) | Kills: 70
- Powerplant: Time (6 min, 40 sec) | Kills: 55
- Operaton Righteous Strike: Time (2 min, 20 sec) | Kills: 30
- Stop the Bomb: Time (6 min, 40 sec) | Kills: 120
- Search the Forest: Time (4 min, 10 sec) | Kills: 45
- Search the Arctic Base: Time (3 min, 0 sec) | Kills: 45
- Search the Crystal Caves: Time (4 min, 0 sec) | Kills: 40
- Search the Shuttle Factory: Time (3 min, 20 sec) | Kills: 25
- Neo-Arcadia Entrance: Time (2 min, 10 sec) | Kills: 30
- The Temple of Flame: Time (2 min, 40 sec) | Kills: 40
- The Temple of Ice: Time (3 min, 0 sec) | Kills: 30
- The Temple of Wind: Time (3 min, 50 sec) | Kills: 40
- Neo Arcadia Core: Time (8 min, 40 sec) | Kills: 25
6. A and S Rank Boss Attacks: In each battle, if Zero possesses an A or S Rank, the boss
will gain a new attack that is usually very, very tough to dodge. This attack is known</pre><pre id="faqspan-3">
as their EX Attack (and it's the basis by which Zero learns his EX Skills). Here's a
short catalogue of each boss' special EX Attacks.
a. Hyleg Ourobockle (Joint Laser)
This attack fires lasers from the sides of the broken up snake. Watch for the flash-
ing sections and leap up to dodge the move.
b. Poler Kamrous (Wall Crasher)
Kamrous creates a massive ice formation that blocks your attacks first. Then he
takes a giant swipe and shatters the top half, which rains ice shards down around
the room. The second part of this attack is where he shatters the lower half. Each
part has its safe spots to dodge, though.
c. Panter Flauclaws (Tail Spark)
This attack is rather inventive. Panter crouches low to the ground and turns a
bright orange color, and causes electricity to surge throughout the entire train
car. Leap to the other train car to avoid the attack.
d. Phoenix Magnion (Rising Flame)
Woah. This one is nasty. Magnion flares yellow, then teleports in an attempt to
grab hold of you. If successful, Magnion then turns into a massive fireball and
hurls your towards the ceiling, causing massive, massive damage (with no Elves to
enhance your life, it's almost an instant-kill move). Dash, dash, and dash some more
to decrease your chances of being captured.
e. Kuwagust Anchus (Spinning Blade)
Anchus creates a cyclone attack that pushes Zero away from him, rather than sucking
him in. As Zero is being pushed backwards, Anchus leaps into the air, and does a
screaming sonic dive towards Zero. It takes extremely quick timing to dodge.
f. Burble Hekelot (Energy Tongue)
A simple Energy Drain technique. Herkelot will extend his tongue practically the
length of the screen, and if you get snared, he'll drain your energy and refill his
bar. Oddly enough, he can also increase in size by doing this.
g. Leviathian (Tornado Spear)
She creates a huge whirlwind that draws you in towards her. Keep dashing away to
avoid the pull as well as the projectiles that rain down from above. If you stay
far enough away, you'll also avoid the follow-up spear attack she uses to stab
downwards.
h. Harpuia (Super Sonic Boom)
Now this one is cool. First, you need to know his Mirage Dash attack - he uses this
during this move. Harpuia executes this screen-wide dashing attack while raining
down massive sonic boom waves upon you. Dash in the direction he last flew to dodge
the waves in their patterns.
i. Fefnir (Hellfire)
Did you see Magnion's EX Attack? Did you think it was spectacularly devastating?
Heh heh heh. Fefnir's aptly-named Hellfire sends huge waves of fire rocketing up
from the floor for a few seconds, almost engulfing the entire area. There are very
few "safe" spots, and even those don't stay there for long (the move creates a
wave effect).
j. Rainbow Devil Mk.II (Body Hardening)
Odd, but interesting. The Devil turns a deep blue and slowly lumbers towards you.
If you're hanging out on the walls, drop down, because chunks of debris fall from
the ceiling as it trudges across. Dodge the large ones, and ignore the small ones
until the attack wears off.
k. Fefnir SP (Fire Wave)
A slight variation on his Fire Shot technique, Fefnir SP hurls three shots at once
from the lower cannons. A quick reverse dash jump is about the only way to dodge;
just make sure you don't collide with Fefnir's tank as you're dodging.
l. Leviathian SP (Kureijir Dance)
This attack follows her high speed dash across the screen. After her Vortex Dash
is finished, a set of spearheads will zig zag towards you. Use your Z-Saber to
eliminate them.
m. Harpuia SP (Magnet Typhoon)
This honestly reminds me of that scene in "The Empire Strikes Back" where Vader
stands there, using the Force to hurl debris at Luke, because that's almost exactly
what Harpuia does, except he does it while spinning in a massive typhoon wave. The
debris hurts, a lot, and there's no guaranteed way to dodge the flying rubble.
n. Herculious & Kuwagust Anchus (Double Cyclone)
This move is coupled with the Double Dash. Chaining themselves together, the beetle
bros. swing in a clockwise circle around the room, and they're both invincible
while executing this. To dodge, you must attack the line that connects them, then
leap through the line while it's opened a brief safe spot.
o. Elpizo (Ground Burst)
For the next to final boss, Elpizo's EX Attack is...well, hardly vicious. He simply
hurls his Saber into the air, which then crashes down and creates an energy column
spread that hurls debris into the air. Try hanging out behind him to dodge.
(Spiral Orb)
The EX attack for his winged form is deadly indeed. The green spiral orb circles
Elpizo's body, making it impossible to even approach him. Just run away and wait
this attack out.
==========
25. Legal:
==========
This guide must always be shown in full form with credit given to the author, and a link
and credit must be given to Mega Man Network (
http://megaman.retrofaction.com/). All
associated characters and games are copyright to Capcom.