Megaman Zero Weapon & Elemental Chips Guide

by Zidanet_129

Megaman Zero and all related contents and images are originally copyrighted
to Capcom.

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Table of Contents

1. Prologue
2. Boss List
3. Z-Buster
4. Z-Saber
5. Triple Rod
6. Shield Boomerang
7. Elemental Chips
8. Version Update
9. Legal Stuff & Credits

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1. Prologue (^1)

So, here's my second FAQ ever!
Well, I dunno what people usually put here, so I'll leave it as it is. Just
give me any suggestions at [email protected]!
To find the part you need help with, hit Ctrl + F to open the "Find..."
Window, and type in "^x" and replace the "x" with the desired number of
topic that you need help with. For example, to find info about the
Z-Buster, you can type in "^3" and then look for the information there.
Also, there are several minor parts in this FAQ that are marked with a
question mark. They are still unconfirmed, but most of this FAQ is pretty
accurate, at least I believe. :P
Now, enjoy.

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2. Weapon & Elemental Chips List (^2)

The following is a complete list of the Weapons and their highest levels,
and Elemental Chips.

Weapons:
Z-Buster: ****
Z-Saber: *******
Triple Rod: *****
Shield Boomerang: ***

Elemental Chips:
Thunder Chip
Fire Chip
Ice Chip


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The Weapons
-----------

Well, no action games can go without Weapons. There are a total of 4
Weapons in this game, and all of them have different attributes. Use them
well to get you through the whole game!

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3. Z-Buster (^3)

Short Description:
Z-Buster is the only Weapon Zero had when Ciel used Passy to resurrect him.
This Weapon has the advantage of long-distance attacks, but its weak
Attack Power averaged its advantage down. This weapon can shoot 3 Energy
Pellets in a row, but when Levelled up it could shoot more. No matter how
you like it, before you acquire your second Weapon, the Z-Buster is your
only choice in the selection of Weapons.

Time of Acquiring: Beginning of Intro Stage, initially Equipped

Basic Damages:

Normal Shot: 1
Normal Shot while Dashing: 1.5
First Level Charged Shot: 3
Second Level Charged Shot: 6

Levels:

Level 1: Basic Attack: Can shoot 3 Energy Pellets in a row. After the Golem
Battle, Zero will be able to Charge the Z-Buster up to Lv.1 Charged Shot.

Level 2: Speed Shot Enhancement: This Enhancement enables the Z-Buster to
shoot 4 Energy Pellets in a row, instead of 3. This Enhancement is easier
to acquire if you use Quick Shots a lot.

Level 3: Charge Shot Enhancement: This Enhancement enables Zero to Charge
up the Z-Buster to do a Lv.2 Charged Shot, which is about 4 times as
strong as the Normal Energy Pellets. This Enhancement is easier to acquire
by using lots of Charged Shots.

Level MAX: Charge Shot Enhancement: This Enhancement doesn't increase the
Level of the Charged Shots, but it increases the speed of the Z-Buster
being charged up. This is the Final Level of the Z-Buster.

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4. Z-Saber (^4)

Short Description: The traditional Weapon for Zero since Megaman X2. In
this game, Zero can finally do slashes while Walking or Dashing! Also,
since this Weapon had followed Zero for 6 games before this one, it seems
like Capcom finally agreed to give it the Ability of being Charged!

Time of Acquiring: During the Battle against Golem

Basic Damages:
Normal Slash: 4
Dash Slash: 5
Fully Charged Slash: 8
Normal Air-Slash: 4
Enhanced Air-Slash/Rolling Slash: 2 per hit

Levels:

Level 1: Basic Attack: Pretty useful already. Zero can swing the Z-Saber
while standing, walking, jumping, dashing, on ladders...... You can say
that it's useable in almost any situation!

Level 2: Quick Slash Enhancement: With this Enhancement, Zero can perform
a 2-Hit Combo with the Z-Saber. This Second Slash is in fact the slash that
can reach the farthest below Zero.

Level 3: Quick Slash Enhancement: Another Quick Slash Enhancement. Now Zero
can finally perform his traditional Triple-Slash Combo! This Third Slash's
range is farther than the previous two, so it can hit the enemies farther
in front of Zero. Also, before Zero slashes this Third Slash, he raises
his Z-Saber over his head, so when the Slash is performed, even the enemies
BEHIND Zero gets hit too!

Level 4: Charge Enhancement: Finally, the Z-Saber is Chargable! With the
Z-Saber charged up, Zero can perform the Charged Saber attack that hurts
about twice as much as normal Saber Slashes! This attack will also create
a Shockwave that blasts up from the Saber's tip. Any enemy got hit by the
ShockWave takes as much damage as the ones hit directly with the Saber
itself!

Level 5: Charge Enhancement: Again, a Charge Enhancement that makes the
time it takes to Charge up the Weapon shorter than before.

Level 6: Jump-Slash Enhancement: And you think the Fifth Level is the Max
Level eh? This Enhancement will allow Zero to use the Jump-Slash so-called
Kuuenzan, which makes Zero being able to perform Spinning Slashes while
he's still in air! This Attack can be executes as long as Zero is in the
air, and more hits cause more damage! Also, in case if you find this Attack
more useless than the Normal Jump-Slashes, you can still execute the Normal
Jump-Slashes by holding Down on the D-Pad while Slashing in the Air.

Level MAX: Dash-Slash Enhancement: Whew, finally the last Level. This
Enhancement allows Zero to perform the Rolling Slashes while dashing. To do
so, simply hold Down on the D-Pad before launching the Dash-Slash. If Down
on D-Pad is not held when executing the Dash-Slash, the Normal Dash-Slash
will be executes, instead of the Rolling Slash.

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5. Triple Rod (^5)

Short Description: One of the Secondary Weapons that was originally stored
in Zero's Memory. It can attack all 8 directions, and when properly
Levelled up it can deal a massive amount of damage within one hit! Master
this Weapon to your advantage!

Time of Acquiring: After the destruction of Maha Ganesheriff in "Retrieve
Data" Mission, talk to Servo/Cerveau (I need the correct spelling here) in
the small building in the lowest level of the Resistance Base to get it.


Basic Damages:

First Stab: 4
Second Stab: 3
Third Stab: 2
Downward Thrust while Airborne: 3
Charged Attack: 2 per hit

Levels:

Level 1: Basic Attack: Zero can stab any one of the 8 directions (straight
downwards can only work when Zero is in the air) once.

Level 2: Distance Enhancement: With this Enhancement, Zero, while standing
on the ground, can now stab twice at any direction. Mash the B button for
this Enhancement to take effect and make Zero's Triple Rod "grow" to hit
enemies farther away. Note that the Downward Stab CAN'T extend.

Level 3: Distance Enhancement: With this Enhancement, Zero, while standing
on the ground, can now stab thrice at any direction. Mash the B button for
this Enhancement to take effect and make Zero's Triple Rod "grow" twice to
hit enemies farther away.

Level 4: Charge Enhancement: Zero can now charge up the Triple Rod for a
powerful, multi-hit Spinning slash. This attack, when executed on the
ground, will actually make Zero stand in a place, but if you jump and use
this attack, Zero can still move around when he's still in the air.

Level 5: Charge Enhancement: Another Charge Enhancement that shortens the
Charge Time.

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6. Shield Boomerang (^6)

Short Description: Boomerang Shileld is another Weapon originally stored in
Zero's Memory when he was resurrected by Ciel. This Weapon can be held up
to block those little yellow flying Bullets shot by enemies and also can be
thrown out as a boomerang when fully Charged up!

Time of Acquiring: After beating a Mission after acquiring the Triple Rod.
Talk to Servo/Cerveau to get it.

Basic Damages:

Reflected Shots: 0.5
Thrown: 8

Level 1: Basic Attack: As noted in the Introduction of this section, the
Boomarang Shield can be Charged up while held up to block enemy fires.
When fully charged up, Zero can throw the Shield for a distance of 1/2
screen far and it'll return from the top (when thrown when Zero's on the
ground) or from the bottom (when thrown when Zero's in the air).

Level 2: Distance Enhancement: Increases the distance of the throw to about
5/8 of the whole screen.

Level 3: Distance Enhancement: Increases the distance of the throw to about
3/4 of the whole screen.

(Quick way to level up: Go to the Reploid Disposal Center, find a Purple,
regenerating tower. Charge up this weapon and wait for it to get to the
highest point. Now stand about 1 to 2 cm away from the tower, jump and let
go of your Shield Boomerang. If done right, the Shield Boomerang should
revolve around Zero and destroy the Regenerating Tower over and over again.
Now put your GBA down and go do whatever. Come back after a while and you
should have a Lv.MAX Shield Boomerang.)

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7. Elemental Chips (^7)

The Elemental Chips add Elemental Damages to the Charged Weapons. The
Weapons will NOT be affected (or have Elements) by Elemental Chips unless
they're Charged up. There are 3 Elemental Chips in this game.

Thudner Chip
Acquire: This Chip is acquired by defeating Aztec Falcon in the Repoloid
        Disposal Center in the first Mission.
Effect: Adds Thunder Element to the Chraged Weapons. When enemies got hit
       by this Element, they gets paralyzed for a while but cannot be
       damaged while paralyzed.

Fire Chip
Acquire: This Chip is acquired by defeating the Octadragon Eye (See my Boss
        FAQ for the Boss Names) in the "Occupy Factory" Mission.
Effect: Adds Fire Element to the Charged Weapons. When enemies got hit by
       this Element, they will get burnt by the fire for a while. They
       slowly lose HP while being burnt, but they don't get paralyzed.

Ice Chip
Acquire: This Chip is acquired by defeating Blizzack Staggeroff in the
        "Find Secret Base" Mission.
Effect: Adds Ice Element to the Charged Weapons. When enemies for hit by
       this Element, they got frozen and is still vulnerable to Zero's
       attacks while frozen.

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8. Version Updates (^8)

V 1.5 (November 3, 2003): Added quick way of levelling up Shield Boomerang.
                         Enjoy!

V 1.4 (January 12, 2003): Added damages for each Weapon. (Thanks to Neo
                         Enigma for this information!)

V 1.2 (January 6, 2003): Fixed some problems. Added Time of Acquiring for
                        Shield Boomerang (Thanks to billy blanks for
                        pointing this problem out!).

V 1.0 (January 1, 2003): Completed the Guide. The problems in this guide
                        will be fixed later.

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9. Legal Stuff & Credits (^9)

This FAQ is Copyright Zidanet_129.
If you want to use this FAQ, please use the whole thing instead of breaking
it up. Contact me at [email protected] and get my authorization
before you use it.

Special Thanks to:

billy blanks ([email protected]) for pointing out what I've missed in
the Shield Boomerang section!
Neo Enigma on GFAQs MMZero Message Board for supporting the Damages dealt
by each Weapon!