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//version 2.0// //updated 01-14/2013//
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======= MEGA MAN X: COMMAND MISSION ======
====== (ROCKMAN X: COMMAND MISSION) ======
============ STRATEGY GUIDE ==============
========== written by NeoChozo ===========
========= www.themmnetwork.com/ ==========
==========================================
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Welcome to the Mega Man Network walkthrough and strategy guide for MEGA
MAN X: COMMAND MISSION, a RPG-style adventure set in CAPCOM's MEGA MAN
X series. This text document covers all of the stage guides and other
pertinent information for completing this title. Version 2.0 completes
the guide from its originally unfinished (and rather scatterbrained)
format. Use the index below as a reference guide, and visit Mega Man
Network's MEGA MAN X games section for more information on this game as
well as information and walkthroughs for the other games in the series.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
== CONTENTS ==
==============
1. Setup and Controls
2. About This Game
3. The Story So Far
4. Version Differences
5. Game Flow
6. Weapons and Items
7. Walkthrough
A. Hunter Base & New Hope
B. CH 1 - Infiltrate Giga City!
C. CH 2 - Recapture Central Tower!
D. CH 3 - The Paper Hero
E. CH 4 - Gaudile Laboratory
F. CH 5 - Maverick Hunters Join Forces
G. CH 6 - The Meaning Of Friendship
H. CH 7 - Block Transmissions!
I. CH 8 - The Ultimate Weapon
J. CH 9 - When Giants Duel
K. CH 10 - In The Name Of JUSTICE
L. Secret Areas
M. The Eternal Forest
N. Special Sealed Area
8. Item Merchants
9. The Sky Room
10. Deployment System
11. Force Metal & FM Generator
12. Secrets and Tips
13. Legal
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=========================
== 1. SETUP AND CONTROLS:
=========================
MEGA MAN X: COMMMAND MISSION was released for the Sony PlayStation 2 (PS2) and
the Nintendo GameCube (GCN) platforms. Refer to the setup manual for more de-
tailed information on your individual platform. This is an expansive game that
covers much more ground than any previous MEGA MAN X installment. Below is a
list of the default controls for both versions of the game.
PLAYSTATION CONTROLS
--------------------
[L] ANALOG STICK: Move character or cursor
[R] ANALOG STICK: Move camera (Field), Cinnamon's Action Trigger (Battle)
CONTROL PAD: Cycle through menus
START: Pause (Field & Battle)
SELECT: Open Block Map (Field)
L1 BUTTON: Zoom Mini-Map In or Out (Field), Defend (Battle)
R1 BUTTON: Zoom Mini-Map In or Out (Field)
L2 BUTTON: Rotate Party Members (Battle)
R2 BUTTON: Reorient Camera (Field), Action Trigger (Battle)
TRIANGLE BUTTON: Dash (Field), Cancel, Open Cross Menu
SQUARE BUTTON: Sub-Weapon 1 Attack (Battle)
CROSS BUTTON: Talk (Field), Confirm, Main Weapon Attack (Battle)
CIRCLE BUTTON: Open/Close Sub Screen (Field), Sub-Weapon 2 Attack (Battle)
NOTE: You can Soft Reset the game by pressing and holding L1, R1, L2, R2,
START, and SELECT simultaneously. You can also reassign L1 to other functions
via the Options Menu.
GAMECUBE CONTROLS
-----------------
CONTROL STICK: Move character or cursor
CONTROL PAD: Cycle through menus
C STICK: Move camera (Field), Cinnamon's Action Trigger (Battle)
START/PAUSE: Pause (Field & Battle)
L BUTTON: Reorient Camera (Field), Rotate Party Members (Battle)
R BUTTON: Reorient Camera (Field), Action Trigger (Battle)
Z BUTTON: Zoom Mini-Map In or Out, Open Cross Menu (Field)
Y BUTTON: Open/Close Sub Screen (Field), Sub-Weapon 1 Attack (Battle)
X BUTTON: Open BLock Menu (Field), Sub-Weapon 2 Attack (Battle)
A BUTTON: Talk (Field), Confirm, Open Cross Menu (Battle)
B BUTTON: Dash (Field), Cancel, Open Cross Menu (Battle)
NOTE: You can Soft Reset the game by pressing and holding START/PAUSE, X, and
B simultaneously. You can also reassign Z to other functions via the Options
Menu.
IN-GAME ABBREVIATIONS
---------------------
Some people may not be familiar with the prolific use of acronyms common to
RPGs such as this. Here is a quick guide to what everything means, so that
you don't get lost.
LE: Life Energy. LE keeps your character alive. If it drops to zero, you
either die or become unable to move until revived by a Sub Tank.
WE: Weapon Energy. WE determines your attack power. WE is regenerated on
each turn, and becomes more useful the higher you go.
EXP: Experience Points. These are gained from defeating enemies and help you
to "level up" and gain more abilities.
AT: Action Trigger. This is your character's powered-up attack.
DEF: Defense. This determines your resistance to attacks.
PWR: Power. This determines the damage you inflict with your attacks.
ARM: Armor. This determines the damage you sustain from melee attacks.
SHL: Shield. This determines the damage you sustain from projectile attacks.
SPD: Speed. This determines how fast your turns come back around.
DOA: Dead On Arrival (an attack that deals an instant kill)
FS: Final Strike. A Final Strike is triggered when you reduce an enemy's LE
by 75% or more on a single turn. All your party members can combine
their power for a single killing blow.
AP: Ability Points. These determine what equipment you can use.
======================
== 2. ABOUT THIS GAME:
======================
MEGA MAN X: COMMAND MISSION is the first Mega Man game that can actually claim
to be a "true" role-playing game. Sure, there are the MEGA MAN LEGENDS and the
BATTLE NETWORK series, but this is the first time a Mega Man game has subscrib-
ed to the classic style of an RPG. Developed by the same team behind BREATH OF
FIRE: DRAGON QUARTER, this game features an intuitive Cross Order battle syst-
em that dynamically changes based on opening battle conditions and various in-
battle statistical information. X, Zero, and Axl return from MEGA MAN X7 and
MEGA MAN X8, but there are also many new characters you'll encounter during the
trip through Giga City to take down the Rebellion Army. Combine this with the
level of customization and interaction you can do, plus the multitude of after-
game sidequests makes this a game of much larger scope than your typical MEGA
MAN shooter (though it's nothing paired against, say, FINAL FANTASY X or even
XENOSAGA). All characters have many weapons to utilize, plus special powered-up
attacks known as Action Triggers or Hyper Modes, but this is all dependent on
how much WE (weapon energy) your characters have. This forces a good deal of
strategy in how you approach battles.
Overall, MEGA MAN X: COMMAND MISSION is a thoroughly enjoyable departure from
the classic Mega Man sidescrolling style, and one that potentially could have
benefited from a sequel.
=======================
== 3. THE STORY SO FAR:
=======================
It is the year 22XX. Sigma has been eliminated and the threat from both the
Sigma Virus and the hard-coded Sigma data in the New-Generation Reploids is no
longer a threat. Even still, Maverick outbreaks still occur, and the Maverick
Hunters still rise to combat the threat...
Years ago, a meteorite crashed into the Pacific Ocean. This meteorite gave off
extremely strange energy readings, and further investigation revealed that this
meteorite contained a form of energy-producing ore not found on Earth itself.
The metal was dubbed "Force Metal", and it was found that when refined and in-
stalled within Reploids' DNA, it could cause massive ability changes. In order
to fully research, mine, and process the Force Metal, the island of Giga City
was established over the crash site.
In time, however, the situation at Giga City destabilized. One of the members
of the Force Metal experiments in the Lagrano Laboratory, Epsilon, siezed cont-
rol of the facility. He recruited numerous high-powered Reploids, including
Giga City's chief of security, to his cause and quickly established a base of
control over the island. Epsilon and his "Rebellion Army" banished all humans
from the island, and demanded that Giga City be recognized as an independent
Reploid state. For this, of course, the Rebellion Army is branded as a group of
Mavericks. The Rebellion Army quickly takes control of all key facilities, and
though the regional governor, Chief R, tries to mount a resistance, he is hope-
lessly outmatched.
Signas, commander of the Maverick Hunters, issues a directive to X and Zero at
the behest of the commander of the Hunters' Far East Division: Accompany Shadow
(an S-Class Hunter who had previously been assigned to Giga City) and infilt-
rate the island under cover of darkness. They set off to the island to invest-
igate the latest Maverick uprising, restore order, and eliminate the leaders of
the Rebellion Army.
==========================
== 4. VERSION DIFFERENCES:
==========================
MEGA MAN X: COMMAND MISSION was fortunate (or unfortunate, depending on how you
look at it) enough to be released during the second major heyday of MEGA MAN,
when sequels were prolific and multi-platforming the titles was a big thing.
With that said, there are distinct differences between the PS2 and GCN versions
of the game that, while they don't dramatically vary the gameplay, are still
enough to warrant descriptions.
PLAYSTATION 2 VERSION
---------------------
The PS2 version, aside from slightly fuzzier graphics and surprisingly slow-
er load times, seemingly has a decreased random enemy encounter rate, and is
overall a bit easier than its GameCube counterpart. The PlayStation 2 version
also has an unlockable demo of MEGA MAN X8 that allows you to play through
an abbreviated version of Noah's Park (the intro level). To get it, you have
to find it during your trip through Central Tower (although if you can't find
it, maybe you should get glasses? It's in plain sight). Once you've picked up
the Mystery Data containing the demo, you'll be able to access it from the
game's Title Screen. In the demo, you control X, Axl, and Zero to see how the
controls are, and you fight the Crabboss-Y at the end. The latter third of
the level is omitted in this demo.
GAMECUBE VERSION
----------------
The GCN version, apart from the lack of the MEGA MAN X8 demo, is surprisingly
the stronger version. The graphics are much brighter and crisper and the load
times are much faster than its PS2 counterpart. Additionally, the fact that
the GCN version utilizes Dolby Pro Logic II for its sound, the background
music and voices are much better. But two of the GameCube's main differences
come in the form of the overall harder difficulty of the game (this is due
to the increased frequency of random enemy encounters and the fact that the
game penalizes you quicker for taking too long to beat enemies) and the GCN-
to-GBA connectivity. By activating this feature, you enable the "Treasure
Radar", which you can use this to hunt out special Treasure Tokens that can
be used at a special vending machine to purchase six additional Figure Sets
for the Sky Room collection.
This guide is more or less written for both versions of the game. The only item
really omitted is the location of the Treasure Tokens themselves. I don't have
the GCN version and all information specifically relating to that title has
been provided by other Mega Man Network staff members. Plus it's best to leave
at least one element of exploration for the player - once you enable the Radar
feature by connecting your Game Boy Advance to the GameCube, the Tokens are
ridiculously easy to find anyway.
====================
== 5. THE GAME FLOW:
====================
As you progress through this game, there is a certain order of events that you
go through in order to reach the end and attain full completion. You begin in
the Lagrano Ruins as a means to get used to how the game works, then afterwards
you gain access to the Hunter Base (or New Hope, as its called here). There are
a total of ten chapters in the game that you must complete in order to "finish"
the game, but there are also multiple secret areas and a whole host of quests
to complete after the main quest. This section will go over the characters in
the game, concepts behind Field Exploration and Battle Mode, how to gain EXP
(Experience Points) and level up your party members, as well as a brief explan-
ation of how to use Deployment.
CHARACTERS
----------
In previous MEGA MAN X games, you either controlled X, or at times, his part-
ner Zero. MEGA MAN X7 introduced the feature of a third playable character in
the form of Axl, and this game dramatically expands the roster by giving you
seven characters which you can use. There are hundreds of other NPCs (Non-
Player Characters) that you will run into and interact with during the course
of the game, but for the sake of abbreviation, this section will only go over
the main characters and the relevant sub-characters.
PLAYABLE CHARACTERS
-------------------
The seven playable characters are gained throughout the course of the game.
At the beginning, you only control X and Zero, and as you complete chapters
of the game, you encounter and befriend more characters that will then join
your party. At times you will lose certain characters (like how Zero will
disappear multiple times and you lose Spider after Chapter 6). Every party
member has an initial roster of equipment that is listed below; as you go
through the game and earn/purchase more items, you can customize them in
the Sub Screen. Each party member also has a preset number of Hyper Mode
turns - you can increase these for in-battle use by equipping Gain Hypers,
or permanently by using Build Hypers. Be careful, though, you have a finite
number of Build Hypers in the game, so don't waste them on characters you
won't use often. I recommend X and Axl since they are used a lot towards
the end of the game. Below is a comprehensive list of each party member,
their primary and secondary weapons, initial statistics, and explanations
of their Hyper Modes and Action Triggers.
01. X (available in Chapters 1-10)
INT. EQUIPMENT: X-Buster, Micro Missile (x2)
INT. HYPER MODE TURNS: 6
INT. WE: 15
HYPER MODES: X Fire, Ultimate Armor
ACTION TRIGGERS: Charge Shot, Charge Collider, Nova Strike
----------------------------------------------------------
X is the leader of the Maverick Hunters' 17th Unit and possesses the
rank of S-Class Hunter. He doesn't like to fight, but understands that
it is sometimes necessary in order to preserve the peace he craves. X
primarily uses his X-BUSTER to attack, but can change it out during the
course of the game for other Main Weapons. Like the other characters,
he can also use a large variety of Sub-Weapons.
HYPER MODES:
X has two Hyper Modes available to him in the game.
1) X FIRE
This transforms his armor into a gold and black form, and switches
his X-Buster out for a three-pronged appendage used for melee att-
acks. His regular sub-weapons are replaced with a Power Charge and a
Shell Buster, which boost his power and inflict Fire-elemental dam-
age.
2) ULTIMATE ARMOR
This is an unlockable Hyper Mode gained by defeating Rafflesian in
the Tianna Camp. This changes X's armor into a hovering artillery
tank capable of inflicting massive damage. His Sub-Weapons are re-
placed with the Strike Bullet and the Impact Cannon, which can deal
multiple hits and ignore enemies' Shield stats.
ACTION TRIGGERS:
X has three Action Triggers available to him in the game.
1) CHARGE SHOT
This is X's basic power attack, and is more or less the charged X-
Buster, although this has a shotgun-like spread effect. Increasing
your WE will increase the power of the attack up to 130% Power. At
100% WE, you will inflict a Critical Hit.
2) CHARGE COLLIDER
This is the Action Trigger for the X Fire Hyper Mode. Oddly, though
the X Fire itself is Fire-elemental, this is a Neutral-element power
dash that inflicts up to 12 hits on a single enemy.
3) NOVA STRIKE
This is a special Action Trigger that is gained when X acquires the
Ultimate Armor. This allows you to fire all of your weapons at the
same time to inflict massive damage (kind of like a Final Strike).
You can fire at a single enemy, or press Left or Right to target
additional enemies.
02. ZERO (available in Chapter 1, Chapter 5, Chapter 6, Chapters 7-10)
INT. EQUIPMENT (CH 1): Z-Saber, Micro Missile, Heat Haze
INT. EQUIPMENT (CH 6): Z-Saber+, Heat Haze (x2)
INT. HYPER MODE TURNS: 3
INT. WE: 15
HYPER MODES: Black Zero, Absolute Zero
ACTION TRIGGERS: Command Arts, Calamitous Arts
------------------------------------------------------------------
Zero is the commander of Maverick Hunter Special Unit 0 and also holds
a rank of S-Class Hunter. He is a bit of an enigma - a reserved Hunter
who approaches most situations with a calm front, but he is also has a
cold exterior as a result of the battles and sacrifices he's made in
the fight for peace. Zero primarily uses his Z-SABER to attack, but
can switch it out for more powerful saber-based weapons. Like the other
characters, he can also wield a variety of Sub-Weapons.
HYPER MODES:
Zero has two Hyper Modes available in the game.
1) BLACK ZERO
This changes Zero's armor to a black and gray version that is pretty
familiar to most MEGA MAN X players. In this mode, Zero's statistics
are boosted slightly. His power is raised to 100%, his Speed goes up
to 50%, while his WE Gain increases to 25%. His Fire Resistance is
also slightly increased. His equipped Main and Sub-Weapons remain
the same.
2) ABSOLUTE ZERO
This is an unlockable Hyper Mode gained by defeating Duckbill Mole
in the Melda Ore Plant. When equipped, this changes Zero's armor in-
to a black winged demon-like form with claws for up close melee
strikes. His Sub-Weapons are replaced with the Killer Left and the
Brutal Right, which are powerful kicking and punching attacks that
inflict 100% Water-elemental damage.
ACTION TRIGGERS:
Zero has two Action Triggers available in the game.
1) COMMAND ARTS
This lets Zero execute close-range saber combo attacks by inputting
certain button combinations, and can be used either as regular Zero
or Black Zero. At the start, you only have the first three attacks
available - repeated use of this Action Trigger unlocks the final
two commands. Curiously, with this Action Trigger, although you will
cause overall more damage for more commands, your power decreases
with each additional command, i.e. your first one starts at 100%,
but your second hits at 90%, third at 80%, and so on. Once you hit
30%, though, the attack levels off and you keep inflicting hits at
this damage percentage. I guess Zero gets tired? Below are the comm-
ands with their button combinations.
• ZERO SLASH: 1-hit slashing attack.
PS2: Down, Right, X
GCN: Down, Right, A
• ZERO BREAKTHROUGH: 1 hit forward-thrust attack.
PS2: Down, Down/Left, Left, X
GCN: Down, Down/Left, Left, A
• ZERO DRAGON SLASH: 1-hit rising slash.
PS2: Right, Down, Down/Right, X
GCN: Right, Down, Down/Right, A
• ZERO WAVE SLASH: 1-hit dive attack with a randomized Power boost.
PS2: Right, Down/Right, Down/Left, Right, X
GCN: Right, Down/Right, Down/Left, Right, A
• ZERO SKULL CRUSH: Guaranteed Critical Strike.
PS2: Right, Down/Right, Down, Down/Left, Left, Up/Left, Up, X
GCN: Right, Down/Right, Down, Down/Left, Left, Up/Left, Up, A
2) CALAMITOUS ARTS
This is a special Action Trigger that is gained when Zero acquires
the Absolute Zero Hyper Mode. This inflicts Water-elemental damage
with all of its attacks. Like Command Arts, you must press buttons
for specific attacks, although here you press them as they appear on
the screen instead of pre-selecting a sequence.
• LEFT/RIGHT KICK: Zero kicks left and right; can inflict Freeze.
PS2: X
GCN: A
• LEFT STRIKE: Zero punches with his left arm; 125% Power boost.
PS2: Left + Square
GCN: Left + Y
• RIGHT STRIKE: Zero punches with his right arm; 150% Power boost.
PS2: Right + Circle
GCN: Right + X
• RISING KICK: Zero performs an uppercut; ignores Armor statistic.
PS2: Up + Circle
GCN: Up + X
• HAMMER PUNCH: Zero hammer-attacks downward; random Power boost.
PS2: Down + Square
GCN: Down + Y
• SOMERSAULT STRIKE: Zero flips and inflicts a Critical Strike.
PS2: Square + Circle
GCN: X + Y
03. AXL (available in Chapters 5-10)
INT. EQUIPMENT: Axl Bullets, Hunter Missile, Cracker
INT. HYPER MODE TURNS: 2
INT. WE: 25
HYPER MODE: Stealth Mode
ACTION TRIGGER: DNA Change
----------------------------------------------------
Axl was once a member of the mysterious Red Alert Syndicate, but left
after he disagreed with their brutal methods. He then joined the Maver-
ick Hunters and has over time risen to the rank of S-Class Hunter. His
youthful optimism is carefully balanced with controlled aggression.
Though X and Zero were sent to Giga City to investigate the uprising,
Axl has journeyed to the island on his own, hoping to discover more
clues about his creation. Axl primarily uses his AXL BULLETS to attack,
but can change them out for other pistol-based weapons during the game.
Like the other characters, he can also use a variety of Sub-Weapons.
HYPER MODE:
Axl's only Hyper Mode in the game is his STEALTH FORM. This allows him
to turn himself invisible and render himself invulnerable to enemy att-
acks. Equipping him with a Bait Sub-Weapons while you use this Hyper
Mode allows the invincible Axl to draw enemy attacks so that the other
characters don't take damage.
ACTION TRIGGER:
Axl's lone Action Trigger is the DNA CHANGE. This allows him to assume
the forms of defeated bosses and use slightly weaker versions of their
more powerful moves by inputting button combinations. Failing to com-
plete a combination results in an attack on a single enemy at a slight-
ly boosted power ratio.
• WILD JANGO: Targets one enemy with Rolling Attack at 200% Power.
PS2: X, Circle, X, X, Triangle, Triangle, X, Square, Triangle, X
GCN: A, X, A, A, B, Y, B, A
• SILVER HORN: Axl sweeps all enemies away with a Tidal Wave.
PS2: X, Square, Circle, Square, Triangle, X, Square, X
GCN: A, Y, X, Y, B, A, Y, A
• MAD NAUTILUS: Randomly inflicts Virus/Blind/Bind/Berserk status.
PS2: X, Square, Square, Circle, Circle, X, Circle, Circle
GCN: A, X, B, X, X, A, X, X
• MACH JENTRA: Targets all enemies with Flames of Gehenna.
PS2: X, Circle, Triangle, X, Square, Square, Circle, Circle
GCN: A, X, B, Y, Y, Y, X, X
• INCENTAS: Targets all enemies twice with Asura Knuckle.
PS2: X, Circle, X, X, Triangle, X, Circle, Triangle
GCN: A, X, A, A, B, A, Y, B
• DEPTH DRAGOON: Targets all enemies once with the Thunder Brigade.
PS2: X, Circle, Triangle, X, Square, X, Triangle, Triangle
GCN: A, Y, X, A, Y, A, B, B
• RAFFLESIAN: Targets all enemies ten times for 2000 LE of damage.
PS2: X, Circle, Square, Circle, Circle, X, Square, Square
GCN: A, X, A, A, C, Y, Y, Y
• NINETAILS: Targets one enemy with Nine Fragments 8991 LE of damage.
PS2: X, Circle, X, Circle, Circle, Square, X, X
GCN: A, X, B, X, B, Y, A, A
04. SPIDER (available in Chapter 2 against boss, then Chapters 3-6)
INT. EQUIPMENT: Jack Of Diamonds, Twin Missiles, Item Capture
INT. HYPER MODE TURNS: 2
INT. WE: 40
HYPER MODE: Trickstar
ACTION TRIGGER: Fortune Card
---------------------------------------------------------------
Spider is an off-putting and sometimes selfish bounty hunter, but he
is nonetheless dedicated to helping his friends in a time of crisis.
He will put aside his opportunity for personal gain as long as he knows
he is fighting for the right cause. Spider primarily uses his Deck of
Cards for attack (making him like Gambit from X-Men), but is also cap-
able of using multiple Sub-Weapons as well.
HYPER MODE:
Spider's only Hyper Mode is the TRICKSTAR, which is basically the same
thing as Axl's in that he becomes invisible and cannot be hurt except
by super-powered attacks. For the time that Spider and Axl are both
usable, I suppose you could stick both of them in the party and have
two party members be invulnerable, but otherwise it's fairly useless
once you pick up Axl.
ACTION TRIGGER:
Spider's Action Trigger is the FORTUNE CARD, which is basically a game
of 5-Card Draw (Poker). While effective if one draws a good hand, the
randomness makes it a very hit or miss attack, and therefore shouldn't
be relied on unless you are either very good at the game or just feel
like messing around. Your success with this Action Trigger relies sole-
ly on the hand you draw, although if your WE level is higher, then you
have a better chance of drawing good cards. In order to understand how
this Action Trigger actually works, you first need an elementary under-
standing of how the game works, so here goes. There are 52 cards in a
standard deck - 54 if you count the Jokers. Within that lineup are 13
"ranks" of 4 "suits". A Rank is a collection of same-faced cards, i.e.
all Jacks. A Suit is a collection of cards of the same symbol, i.e. all
Spades. Number Cards are 2-10 and Face Cards are Jacks, Queens, Kings,
and Aces. An Ace can double as the highest card or the lowest card de-
pending on user preference. To play, activate this Action Trigger and
you'll draw 5 cards. You can then pick cards you don't like and switch
them once for a set of new cards, which will make up your final hand.
Spider can draw a Joker, which will randomize the final attack regard-
less of what else you draw (a good thing or a bad thing). Now that the
basic explanation is out of the way, below is a list of the hands that
Spider can draw that will trigger attacks and what cards are needed for
each one.
• FUMBLE: Random assortment of cards that has no other value
Weak attack with 80% chance of a Miss/20% chance of Critical Strike.
• PAIR: Any two cards of the same rank, i.e. 2 Kings
Basic 2 hit attack on targeted enemy for 50% damage.
• TWO PAIR: Any four cards of two ranks, i.e. 2 Kings and 2 Jacks
Basic 2 hit attack on targeted enemy; 50% chance of Critical Strike.
• TRI CARD: Any three cards of the same rank, i.e. 3 Kings
Medium 3 hit attack on targeted enemy with Elemental Cards.
• FOUR PENALTY: 4 cards of the same suit, i.e. J/7/4/6 of Spades
Powerful 1 hit attack on all enemies; reduces all stats by 25%.
• STRAIGHT: 5 cards in numerical order, i.e. 2/3/4/5/6 of any suit
Powerful 5 hit attack on targeted enemy; guaranteed Critical Strike.
• FLUSH: 5 cards of the same suit, i.e. 2/J/7/Q/4 of Diamonds
Moderate 1 hit attack on all enemies; inflicts Blind status.
• DEATH HOUSE: A Pair and a Tri Card together, i.e. J/J/K/K/K
Powerful 1 hit attack on all enemies; high chance of DOA.
• STRAIGHT FLUSH: 5 ordered cards, same suit; i.e. 7/8/9/10/J of Clubs
Powerful 3 hit attack on all enemies; guaranteed Critical Strike.
• ROYAL STRAIGHT FLUSH: 10/Jack/Queen/King/Ace of Spades
High-powered attack at 300% strength; high chance of DOA.
05. MASSIMO (available in Chapters 3-10)
INT. EQUIPMENT: Massive Lance, Power Charge
INT. HYPER MODE TURNS: 3
INT. WE: 20
HYPER MODE: Glint Armor
ACTION TRIGGER: Berserk Charge
--------------------------------------------
This Massimo isn't the original, but that doesn't stop him from fight-
ing for what he believes to be right. Though he is somewhat cowardly
underneath his massive armor, his resolve for justice rivals that of
even X and Zero. Massimo primarily uses his Massive Lance, but he can
gain multiple other Main Weapons and use multiple Sub-Weapons like the
other party members.
HYPER MODE:
Massimo's Hyper Mode, the GLINT ARMOR, drastically boosts his overall
statistics. His Resistance to all elemental attacks increases by 1 and
his LE increases by 50%. His Power raises 50%, Armor and Shield go up
by 25%, and his WE Gain increases to 50%. This mode increases his
chances of hitting airborne enemies, and he also is more prone to being
able to execute successful counterattacks if one of the other party
members is KO'd.
ACTION TRIGGER:
Massimo's Action Trigger is the BERSERK CHARGE. Initially this powerful
attack starts off a bit weak, but by using it more and inflicting a lot
of damage on enemies, you can level it up for an ultra-powerful four
level attack. Once activated, you mash buttons trying to fill up power
meters. The first one is a power charge and the second one can inflict
random status ailments. The third meter is unlocked by inflicting at
least 3000 LE of damage in a single attack, and adds multiple extra
hits to the overall attack. The fourth meter is unlocked by inflicting
at least 10000 LE of damage in a single attack (see Section 12: Secrets
and Tips for a pretty reliable method) and increases your chances of
inflicting a Critical Strike.
06. MARINO (available in Chapter 4 against boss, then Chapters 5-10)
INT. EQUIPMENT: Beam Knife, Hawkeye, Get Zenny+
INT. HYPER MODE TURNS: 5
INT. WE: 32
HYPER MODE: Quicksilver
ACTION TRIGGER: Emotional Reel
----------------------------------------------------------------
Marino is a thief by trade, but at least she's a thief with morals,
kind of like Robin Hood... if Robin Hood kept what he stole, anyway.
Despite her inherent crooked nature, she is upbeat and will usually
choose to help a friend if there's at least something in it for her.
Marino primarily uses her Beam Knives, but can gain multiple upgrades
to them along with other Sub-Weapons during the game.
HYPER MODE:
Marino's Hyper Mode is the QUICKSILVER, a very useful move that boosts
her statistics. Her LE, Power, and WE Gain are all boosted 50%, and
her Armor and Shield are boosted 25%, but the biggest treat is that her
Speed is boosted a whopping 200%. This usually rearranges the X Orders
so that she gets multiple turns in a row. Used in conjunction with
Gain or Build Hypers and she can really put some hurt on enemies if
you're trying to steal items (which she's very good at).
ACTION TRIGGER:
Marino's Action Trigger is the EMOTIONAL REEL. Whereas Spider's Action
Trigger is a game of Poker, Marino's is like a game of Slots (which
really means Capcom is encouraging kids to gamble!). The higher your WE
when you start, the slower the reel will go. Obviously, your objective
is to match up three icons in order to perform various attacks. If you
fail to line up three, Marino simply does a move called the "Marino
Stamp" which inflicts minor damage on only one enemy. Um, yay. Below
are the reel combinations with their corresponding attacks.
• HYPER DIVE: Line up three Boot icons
Marino attacks one enemy with a 200% power boosted dive.
• I'LL TAKE THAT!: Line up three Treasure Chest icons
Marino attacks one enemy for a guaranteed Item Steal.
• YOUR LIFE, PLEASE!: Line up three Heart icons
Marino attacks one enemy and steals LE equivalent to damage done.
• SCATTERED FLOWER: Line up three Reaper icons
Marino attacks one enemy three times with a dive. High chance of DOA.
• MIRAGE DIVE: Liine up three Marino icons)
Marino attacks all enemies with a 250% power boosted dive.
07. CINNAMON (available in Chapters 5-10)
INT. EQUIPMENT: Angel's Hand, Energy Field
INT. HYPER MODE TURNS: 4
INT. WE: 10
HYPER MODE: Iron Maiden
ACTION TRIGGER: Angelic Aide
------------------------------------------
Cinnamon is a warm-hearted but childlike nurse Reploid who regards Pro-
fessor Gaudile as her "father". She's been cared for her entire life in
the lab, which makes her somewhat aloof, but she's determined and very
independent as well. Cinnamon primarily uses her Angel's Hand, but she
can gain multiple other Main Weapons along with the Sub-Weapons that
are used by other party members.
HYPER MODE:
Cinnamon's Hyper Mode is the IRON MAIDEN, which changes her armor from
a nurse into a ... someone on this game's design team has some weird
fetishes, because this ... and Ferham... yeah. Anyway, aside from her
new attire, Cinnamon gains dramatic stat increases. Her LE and Power
are boosted by 50% while WE Gain is boosted 25% for her and all active
party members. Combine this with the Kitty Gloves and Cinnamon will be
capable of dishing out some major pain.
ACTION TRIGGER:
Cinnamon's Action Trigger is the ANGELIC AIDE, which can be exploited
to be like a permanent Sub Tank. This levels up as Cinnamon's EXP level
increases, so if you want to use its full potential, take Cinnamon back
to some earlier levels and let her pound away on some of the weaker
foes. When activated, rotate the Right Right Analog Stick (PS2) or the
C-Stick (GCN) to create hearts on the screen. Each complete heart will
refill 10% of the party's LE (so if you manage to create all ten, then
you're rewarded with a 100% refill).
NON-PLAYABLE CHARACTERS
-----------------------
As specified above, there are hundreds of NPCs that you will run into dur-
ing the course of the game, many of which are completely irrelevant to the
overall plot (although some of them do have rather interesting names, such
as "Girl Who Dreams Of Zero" or "Boy Who Wants To Be A Maverick Hunter".
This section will go over the small handful of characters that you will be
interacting with more than others.
01. COLONEL REDIPS
Seen in: Chapter 1, Chapter 5 Interlude, Chapter 10
Colonel Redips is the commander of the Far East Division of the Maver-
ick Hunters. He requested X and Zero's presence at Giga City, and has
remained in contact with the Hunters after Shadow betrays them. Later
in the game, you'll find out how friendly Colonel Redips actually is.
02. SHADOW
Seen in: Chapter 1, Chapter 6
Shadow is a Maverick Hunter who turns X and Zero over to the Rebellion
Army early in Chapter 1. Later on, he reappears in Chapter 6 after he
uses specialized Force Metal to power himself up.
03. AILE
Seen in: Chapter 2
Aile is a commander in the Resistance Army who has been trapped in the
Central Tower. He sacrifices himself to save X so that X can reach the
top of the tower and free it from Rebellion Army control.
04. CHIEF R
Seen in: Chapters 2-9, Chapter 10 Interlude
Chief R is the leader of the Resistance Army. After X rescues him in
Chapter 2, he serves in an advisory capacity for X, Zero, and the rest
of the party.
04. NANA
Seen in: Chapters 3-10
Nana is an operator who was captured by the Rebellion Army and is being
held in the Tianna Camp forced to do Silver Horn's bidding. After X
rescues her, she returns to the Hunter Base to assist the party during
their missions. She also coordinates the Deployment System.
05. PROFESSOR GAUDILE
Seen in: Chapters 5-10
Professor Gaudile is the "father" of Cinnamon, and despises both the
Rebellion Army and the Resistance and initially refuses to get involved
with either side. After Cinnamon volunteers to assist the party, he
grudgingly decides to use his inventions and intelligence to assist the
party.
FIELD EXPLORATION
-----------------
Field Exploration is the majority of the game. This is what you do when you
aren't engaged in a battle, whether it be against a minor enemy or a stage
boss. During Field Exploration, you can investigate an area, talk to people,
or just run around trying to reach the next goal. While in Field Mode, you
have access to a mini-map that displays your location in the stage as well
as items that you need to find. These appear as small blue dots. You can also
access your Block Map and your Sub Screen in this mode. Access the Block Map
with Select (PS2) or X (GCN), and access your Sub Screen with Circle (PS2) or
Y (GCN).
BLOCK MAP SCREEN
----------------
The Block Map displays an area you are currently in divided by rooms, or
"blocks". You can scroll throughout the layout of the entire stage to see
the basic path you have to take. Items that you need to find will appear as
blue dots on the map.
SUB SCREEN
----------
The Sub Screen is where you can view character status, equip weapons, look
at acquired items, and so forth. The Sub Screen is divided into multiple
different options that you can select to view character information, weap-
ons, character status, or change game options.
01. SUB TANK
These are portable energy reserves that you can use to refill 100% of
the party's total LE. The more energy that is in the Sub Tank when it is
used, the more LE you will regenerate. You can carry up to ten Sub Tanks
total, but most must be built by finding Sub Tank parts in the levels.
Four Sub Tank parts will make a complete Sub Tank, at which point you
can fill it and have it on hand for use.
02. ITEMS
This allows you to use the items you have collected from stages or from
using Deployment.
03. EQUIP WEAPON
This menu allows you to set your Main Weapon and Sub Weapon for combat.
Scroll through the menu to select what you want to use, but be sure to
balance your choices against your AP (Ability Points). If you try to use
a weapon that you haven't earned enough AP for, you won't be able to
equip it.
04. FORCE METAL
This menu lets you amplify your abilities with Force Metal. Be careful
when using these - every character has a specific FM Erosion limit; if
you exceed this limit, you will induce a random number of effects on
that character, ranging from simple status ailments to HP draining eff-
ects.
05. FMG
Once you add Cinnamon to your party, you will gain this option. The
Force Metal Generator allows you to refine new Force Metals if you have
acquired the recipe for it. This is the only way to complete your FM
collection in the game.
06. STATUS
This allows you to check your current characters' status, level, abil-
ities, equipment, and attributes. Abilities are directly linked to your
level, which increases as you gain EXP. You will also be able to see
each character's current LE and WE levels, see the Power, Armor, Shield,
or Speed attributes of weapons and items, and see what their elemental
resistance levels are. This screen also shows how much EXP is needed to
reach the next level.
07. FORMATION
This allows you to change your current party lineup. Although you can
only control three characters at a time, you can always swap characters
in and out. You can't use this menu during battle, but you can still
switch characters.
08. OPTIONS
This allows you to change gameplay options.
09. HELP
This activates a hint system if you're stuck and don't know what to do.
10. FIGURES
Here you can see the various Action Figures you've purchased throughout
the game.
11. TREASURE RADAR
This feature, only in the GameCube version, becomes available after you
complete Chapter 3. In order to use it, you must have a Game Boy Advan-
ce and a Link Cable. After plugging it in, the option becomes available
and your Radar will start showing the locations of the Treasure Tokens
hidden in the levels.
In the Sub Screen, you will also see information that tells you how full
your Sub Tanks are, your current Zenny allowance, and the Force Metal Energy
that is used to refine newer metals using the Generator.
BATTLE MODE
-----------
Battle Mode is the part of the game where you trigger random enemy encounters
or fight stage bosses. This is the combat side of the house, and requires you
to use your Main and Sub Weapons, Hyper Modes, and Action Triggers to defeat
enemies. Combat is turn-based, meaning you get a turn depending on your curr-
ent attributes (higher SPD attributes will give you turns faster), then the
enemy gets a turn. Increase your levels so that its not just trading hits back
and forth. Within the Battle Mode, you will see the following items.
01. TARGET CURSOR
Your targer cursor lies on whichever enemy you are currently targeting.
02. FINAL STRIKE METER
This appears only when you have earned a Final Strike, and shows the dam-
age you need to inflict in order to activate it. A Final Strike is a super
attack gained once you (a) have three members in your party and (b) cause
enough damage that you drain an enemy's LE by 75% or more in a single
attack. When you activate this, the words "Final Strike!" will appear on
the screen, and you have three seconds to accept the bonus turn. Now all
three characters can rapidly use their Main and Sub Weapons for a contin-
uous, but timed attack to defeat an enemy. If the word "BREAKDOWN" shows
up during a Final Strike, move onto another enemy, as the one targeted
has been defeated. If one of your party members is afflicted by any kind
of Status Ailment, though, you will not be able to trigger this attack. A
Final Strike can only be used once per battle.
03. DATA COCKPIT
Each party member's LE and WE is displayed within the Data Cockpit. This
is also where you will see any status effects that are currently in play.
WE refills each turn by a percentage up to 100%, Status Ailments can be
cured by using items, and LE can either regenerate or be refilled with
Sub Tanks.
04. COMMAND NAVI
This function shows the in-battle button controls for your Main Weapons,
your Sub-Weapons. It also controls the X Menu for using your Hyper Modes
and Action Triggers, lets you use in-battle items, and also allows you to
flee using the "Run!" command.
05. X ORDERS
These determine the real-time progression of battle turns depending on
each party member's or enemy's current attributes. Remember that you get
turns faster if your Speed rating is higher. You will be able to see what
will occur in the battle over the course of the next eight turns, and you
can also see current LE and WE levels for both party members and enemies.
After defeating an enemy, you will move to the Spoils of Battle screen, where
you see what items (if any) or Zenny you earned from the fight. You can steal
some valuable items, or sometimes they may just drop them during the battle.
Even if you escape, if you defeated at least one enemy, you will still receive
some kind of reward (although it will only be 25% of what you would have earn-
ed had you completed the battle). During battle, you can also rotate out your
party members. Press the rotate button at the beginning of a turn to change
that party member out for a new one. Finally, as this is a MEGA MAN X game
and not your "typical" RPG (for instance, BREATH OR FIRE or FINAL FANTASY),
you will not be relying on magic spells as a secondary form of attack. Rather,
this game uses Ability Deterrents, or Status Ailments. These are briefly des-
cribed above, but these are basically conditions that adversely affect either
one of your party members or an enemy during the fight. You will see things
like Virus effects, Blind effects, and many others. Also keep in mind that
most enemies have elemental attributes that you can use against them (like in
the MEGA MAN ZERO or MEGA MAN BATTLE NETWORK games). Thunder-based attacks
will inflict double damage to Water-based enemies, Water-based attacks will
cause double damage to Fire-based enemies, and Fire-based attacks cause double
damage to Thunder-based enemies. Using elemental attributes effectively during
battle will greatly help you win more difficult fights.
EXPERIENCE AND LEVELING UP
--------------------------
Every RPG usually has some system of leveling up your characters (often done
by fighting enemies to gain EXP, or Experience Points). Increasing EXP in turn
allows more abilities to be used, more powerful weapons, and most importantly,
more LE (Life Energy). At first, characters level up quite easily, but they
get increasingly tougher to do so as the game progresses. A tip for gaining
easy EXP is to either spend inordinate amounts of time in a particular level
you haven't completed (you will always get the highest amounts in the last
level you were in or the mission you're currently on), or visit the Shopping
Arcade to travel to the area you completed last. Additionally, by the time
you're a decent way into the game, you'll be distributing gained EXP amongst
six to seven characters. So you can gain 1900 EXP in a fight and each charact-
er will only get about 300 (give or take...) Once you are able to purchase the
Monopoly sub-weapons, though, you can equip it to a particular character that
you want to level up and all gained Experience will go that character after a
battle. Defeating enemies, though, gives you more than just experience points.
You will also earn Zenny, which is the game's currency. Like in the MEGA MAN
LEGENDS and the MEGA MAN BATTLE NETWORK games, this currency can be redeemed
at the various item shops for weapons, sub-weapons, or other items. As you
progress through the game, however, keep in mind that the items start increas-
ing in price, so you're going to be farming a lot for Zenny in order to get
everything (although using Marino's Zenny+ and finding Gold Mettaurs in the
Gimialla Mine can net obscene amounts of cash per encounter).
STATUS AILMENTS
---------------
These are attacks that limit your characters' abilities in-battle. Any enemy
can use them, although if you are Defending, they usually won't hit you. You
can also equip certain Force Metals that will reduce or cancel the effects of
negative Status Ailments. Additionally, a Cure All will heal an entire party
if multiple characters are affected. Below is a list of the Status Ailments
and what they do.
01. BIND: This causes a character's speed to be reduced.
02. BLIND: This causes a character's Accuracy to be reduced.
03. VIRUS: This causes a character to lose 5% LE on every turn.
04. BERSERK: This causes a character to lose control; character will randomly
attack a party member.
05. FREEZE: This causes a character to be frozen. It can be cancelled by
attacking the character.
06. DOA: This is the result of an attack that takes all of a character's LE
in a single hit.
DEPLOYMENT SYSTEM
-----------------
The Deployment System is given to you after completing Chapter 3. Talk to
Nana to get a tutorial, then go and find mechaniloids in the first nine stages
and send them on item-gathering quests while you complete other missions.
This section has a lot that merits further explanation and is thus given its
own chapter in the walkthrough. See Section 10: Deployment System for a full
breakdown of how to use this System efficiently.
========================
== 6. WEAPONS AND ITEMS:
========================
Each of your party members has an assortment of weapons and items that can be
used during the course of the game. Some are earned by defeating bosses, others
are found either in random enemy encounters or on Deployment Missions, while
even more can be purchased from street vendors. Main Weapons are unique to one
particular party member, while Sub-Weapons can often be used by multiple party
members (although there are some that are specific to one particular character.
Below you'll find a detailed breakdown of the Main Weapons, Sub-Weapons, and
various Items that you'll find during the game.
MAIN WEAPONS
------------
These are equipped under each party member's "Main Weapon" slot via the "Equip
Weapon" option on the Sub Screen. Remember that certain characters are not
usable at certain times, particularly in the case of Spider, who is unusable
after Chapter 6 - therefore don't waste Zenny on characters you won't always
have. One final note is that some weapons are "one-chance" items, meaning if
you have to steal it from a boss and don't get it, your chance is lost unless
it's a boss you re-fight in Chapter 10.
------------------------------------------------------------
| WEAPON STATISTICS: |
| ------------------ |
| POWER: how much damage you can inflict |
| ARMOR: how much it can boost your combat protection |
| SHIELD: how much it can boost your shot protection |
| WEIGHT: how much it decreases your speed stat |
| |
------------------------------------------------------------
X'S WEAPONS
-----------
• X-BUSTER (default weapon)
Single Attack, Shot-Type Weapon.
POWER: 10 | ARMOR: 5 | SHIELD: 5 | WEIGHT: 8
• X-BUSTER MKII (available at Weapon Shop in Chapter 4)
Single Attack, Shot-Type Weapon.
POWER: 30 | ARMOR: 12 | SHIELD: 12 | WEIGHT: 12
• X-BUSTER MKIII (dropped by Cannon Driver; 1% drop rate)
Single Attack, Shot-Type Weapon.
POWER: 110 | ARMOR: 30 | SHIELD: 30 | WEIGHT: 20
• GUARD BUSTER (Dropped by Hippopressor)
Single Attack, Shot-Type Weapon.
POWER: 12 | ARMOR: 10 | SHIELD: 10 | WEIGHT: 16
• GUARD BUSTER MKII (available at Weapon Shop in Chapter 5)
Single Attack, Shot-Type Weapon.
POWER: 20 | ARMOR: 18 | SHIELD: 18 | WEIGHT: 20
• GUARD BUSTER MKIII (available at Weapon Shop in Chapter 9)
Single Attack, Shot-Type Weapon.
POWER: 60 | ARMOR: 30 | SHIELD: 30 | WEIGHT: 26
• SCOPE BUSTER (available at Weapon Shop in Chapter 3)
Single Attack, Shot-Type Weapon. High rate of fire; Critical Strike +4%
POWER: 20 | ARMOR: 9 | SHIELD: 9 | WEIGHT: 9
• SCOPE BUSTER MKII (available at Weapon Shop in Chapter 7)
Single Attack, Shot-Type Weapon. High rate of fire; Critical Strike +4%
POWER: 43 | ARMOR: 17 | SHIELD: 17 | WEIGHT: 13
• LIMIT BUSTER (available at Weapon Shop in Chapter 8)
Single Attack, Shot-Type Weapon. Rarely inflicts a finishing blow.
POWER: 53 | ARMOR: 16 | SHIELD: 16 | WEIGHT: 16
• LIMIT BUSTER MKII (dropped by Red Hubcap)
Single Attack, Shot-Type Weapon. Rarely inflicts a finishing blow.
POWER: XX | ARMOR: XX | SHIELD: XX | WEIGHT: XX
• FIRE BUSTER (available at Cumin's Weapon Shop in Chapter 2)
Single Attack, Shot-Type, Fire Element Weapon.
POWER: 15 | ARMOR: 7 | SHIELD: 7 | WEIGHT: 9
• FIRE BUSTER MKII (dropped by Mach Jentra)
Single Attack, Shot-Type, Fire Element Weapon.
POWER: 37 | ARMOR: 14 | SHIELD: 14 | WEIGHT: 10
• FIRE BUSTER MKIII (available at Weapon Shop in Chapter 10)
Single Attack, Shot-Type, Fire Element Weapon.
POWER: 80 | ARMOR: 23 | SHIELD: 23 | WEIGHT: 13
• ICE BUSTER (dropped by Silver Horn)
Single Attack, Shot-Type, Water Element Weapon.
POWER: 22 | ARMOR: 10 | SHIELD: 10 | WEIGHT: 11
• ICE BUSTER MKII (available at Weapon Shop in Chapter 6)
Single Attack, Shot-Type, Water Element Weapon.
POWER: 39 | ARMOR: 14 | SHIELD: 14 | WEIGHT: 12
• ICE BUSTER MKIII (available at Weapon Shop in Chapter 10)
Single Attack, Shot-Type, Water Element Weapon.
POWER: 83 | ARMOR: 23 | SHIELD: 23 | WEIGHT: 16
• THUNDER BUSTER (dropped by Wild Jango)
Single Attack, Shot-Type, Thunder Element Weapon.
P : 18 | ARMOR: 9 | SHIELD: 9 | WEIGHT: 10
• THUNDER BUSTER MKII (available at Weapon Shop in Chapter 6)
Single Attack, Shot-Type, Thunder Element Weapon.
POWER: 38 | ARMOR: 15 | SHIELD: 15 | WEIGHT: 12
• THUNDER BUSTER MKIII (available at Weapon Shop in Chapter 10)
Single Attack, Shot-Type, Thunder Element Weapon.
POWER: 81 | ARMOR: 25 | SHIELD: 25 | WEIGHT: 16
• GATLING BUSTER (steal from Killer Mantis)
Single Attack, Shot-Type Weapon. Hits 8x, but hit ratio decreases 30%
POWER: 15 | ARMOR: 5 | SHIELD: 5 | WEIGHT: 22
• GATLING BUSTER MKII (acquired from Melda Ore Plant Deployment)
Single Attack, Shot-Type Weapon. Hits 8x, but hit ratio decreases 30%
POWER: 20 | ARMOR: 8 | SHIELD: 8 | WEIGHT: 23
• AERO BUSTER (found in Ulfat Factory)
Single Attack, Shot-Type Weapon. Contact/Shield Evasion +5%
POWER: 34 | ARMOR: 1 | SHIELD: 1 | WEIGHT: 2
• AERO BUSTER MKII (available at Weapon Shop after Chapter 8)
Single Attack, Shot-Type Weapon. Contact/Shield Evasion +5%
POWER: 72 | ARMOR: 3 | SHIELD: 3 | WEIGHT: 5
• BRAVE BUSTER (steal from Metaroid)
Single Attack, Shot-Type Weapon. Higher damage taken = higher damage dealt
POWER: 80 | ARMOR: 20 | SHIELD: 20 | WEIGHT: 24
• TURBO BUSTER (available at Cumin's Secret Weapon Shop)
Single Attack, Shot-Type Weapon. Higher WE inflicts more damage
POWER: 90 | ARMOR: 10 | SHIELD: 10 | WEIGHT: 0
ZERO'S WEAPONS
--------------
• Z-SABER (default weapon in Chapter 1)
Single Attack, Contact-Type Weapon. Hits 2x.
POWER: 2 | ARMOR: 5 | SHIELD: 4 | WEIGHT: 8
• Z-SABER+ (default weapon in Chapter 5)
Single Attack, Contact-Type Weapon. Hits 2x.
POWER: 10 | ARMOR: 12 | SHIELD: 10 | WEIGHT: 11
• Z-SABER++ (available at Weapon Shop in Chapter 8)
Single Attack, Contact-Type Weapon. Hits 2x.
POWER: 24 | ARMOR: 17 | SHIELD: 15 | WEIGHT: 13
• Z-SABER+++ (found in Grave Ruins Base)
Single Attack, Contact-Type Weapon. Hits 2x.
POWER: 50 | ARMOR: 30 | SHIELD: 25 | WEIGHT: 25
• Z-ICHIMONJI (dropped by Shadow)
Single Attack, Contact-Type Weapon. Hits 2x w/ Armor Break. Power +40%
POWER: 60 | ARMOR: 20 | SHIELD: 25 | WEIGHT: 9
• REI ICHIMONJI (steal from Colonel Redips)
Single Attack, Contact-Type Weapon. Hits 2x w/ Armor Break. Power +40%
POWER: 90 | ARMOR: 40 | SHIELD: 50 | WEIGHT: 12
• FLAME SABER (available at Weapon Shop in Chapter 6)
Single Attack, Contact-Type, Fire Element Weapon.
POWER: 34 | ARMOR: 18 | SHIELD: 16 | WEIGHT: 10
• FLAME SABER+ (available at Weapon Shop in Chapter 10)
Single Attack, Contact-Type, Fire Element Weapon.
POWER: 82 | ARMOR: 22 | SHIELD: 20 | WEIGHT: 18
• ICE SABER (available at Weapon Shop in Chapter 6)
Single Attack, Contact-Type, Water Element Weapon.
POWER: 36 | ARMOR: 18 | SHIELD: 16 | WEIGHT: 12
• ICE SABER+ (available at Weapon Shop in Chapter 10)
Single Attack, Contact-Type, Water Element Weapon.
POWER: 85 | ARMOR: 22 | SHIELD: 20 | WEIGHT: 18
• THUNDER SABER (available at Weapon Shop in Chapter 6)
Single Attack, Contact-Type, Thunder Element Weapon.
POWER: 35 | ARMOR: 20 | SHIELD: 18 | WEIGHT: 12
• THUNDER SABER+ (available at Weapon Shop in Chapter 10)
Single Attack, Contact-Type, Thunder Element Weapon.
POWER: 83 | ARMOR: 23 | SHIELD: 21 | WEIGHT: 20
• Z-RAPIER (available at Weapon Shop in Chapter 8)
Single Attack, Contact-Type Weapon. Hits 3x. Contact/Shield Evasion +5%
POWER: 12 | ARMOR: 3 | SHIELD: 1 | WEIGHT: 3
• Z-RAPIER+ (steal from Red Stinger)
Single Attack, Contact-Type Weapon. Hits 3x. Contact/Shield Evasion +5%
POWER: 40 | ARMOR: 8 | SHIELD: 4 | WEIGHT: 5
• DOUBLETOOTH (available at Weapon Shop in Chapter 9)
Single Attack, Contact-Type Weapon. Chance of Critical Strike +3%
POWER: 40 | ARMOR: 20 | SHIELD: 24 | WEIGHT: 16
• DOUBLETOOTH+ (available at Weapon Shop in Chapter 10)
Single Attack, Contact-Type Weapon. Chance of Critical Strike +3%
POWER: 63 | ARMOR: 20 | SHIELD: 18 | WEIGHT: 20
• SOUL SABER (available at Cumin's Secret Weapon Shop)
Single Attack, Contact-Type Weapon. Chance of Critical Strike +5%
POWER: 50 | ARMOR: 26 | SHIELD: 30 | WEIGHT: 15
• RED LOTUS SABER (dropped by FourTails)
Single Attack, Contact-Type Weapon. Hits 3x; A/S/W stats convert to P.
POWER: 80 | ARMOR: 0 | SHIELD: 0 | WEIGHT: 0
AXL'S WEAPONS
-------------
• AXL BULLETS (default weapon)
Single Attack, Shot-Type Weapon. Hits twice.
POWER: 20 | ARMOR: 10 | SHIELD: 10 | WEIGHT: 18
• AXL BULLETS 2 (available at Weapon Shop in Chapter 8)
Single Attack, Shot-Type Weapon. Hits twice.
POWER: 36 | ARMOR: 16 | SHIELD: 16 | WEIGHT: 22
• AXL BULLETS 3 (available at Weapon Shop in Chapter 10)
Single Attack, Shot-Type Weapon. Hits twice.
POWER: 60 | ARMOR: 18 | SHIELD: 18 | WEIGHT: 26
• MACHINE BULLETS (available at Weapon Shop in Chapter 7)
Single Attack, Shot-Type Weapon. Hits twice, Evasion increases 8%.
POWER: 28 | ARMOR: 5 | SHIELD: 5 | WEIGHT: 20
• MACHINE BULLETS 2 (available at Weapon Shop in Chapter 9)
Single Attack, Shot-Type Weapon. Hits twice, Evasion increases 8%.
POWER: 48 | ARMOR: 10 | SHIELD: 10 | WEIGHT: 16
• AUTO BULLETS (available at Cumin's Secret Weapon Shop)
Single Attack, Shot-Type Weapon. Hits 8x; accuracy drops 30%.
POWER: 30 | ARMOR: 10 | SHIELD: 10 | WEIGHT: 24
• METTAUR CRASH (available at Weapon Shop in Chapter 6)
Single Attack, Shot-Type Weapon. Critical Strike against Mettaur-Types.
POWER: 40 | ARMOR: 12 | SHIELD: 12 | WEIGHT: 4
• NOISE CANCELLOR (available at Weapon Shop in Chapter 7)
Single Attack, Shot-Type Weapon. Critical Strike against Mech-Types.
POWER: 45 | ARMOR: 13 | SHIELD: 13 | WEIGHT: 4
• BEAST KILLER (available at Weapon Shop in Chapter 8)
Single Attack, Shot-Type Weapon. Critical Strike against Beast-Types.
POWER: 58 | ARMOR: 16 | SHIELD: 16 | WEIGHT: 4
• PREON KILLER (available at Weapon Shop in Chapter 9)
Single Attack, Shot-Type Weapon. Critical Strike against Preon-Types.
POWER: 68 | ARMOR: 19 | SHIELD: 19 | WEIGHT: 4
• INSECT KILLER (dropped by Redips Guard)
Single Attack, Shot-Type Weapon. Critical Strike against Insect-Types.
POWER: 85 | ARMOR: 18 | SHIELD: 18 | WEIGHT: 4
• MANHUNTER (available at Weapon Shop in Chapter 10)
Single Attack, Shot-Type Weapon. Critical Strike against Human-Types.
POWER: 90 | ARMOR: 20 | SHIELD: 20 | WEIGHT: 4
• REVOLVER BARREL (available at Weapon Shop in Chapter 6)
[Attributes needed]
POWER: 16 | ARMOR: 7 | SHIELD: 7 | WEIGHT: 6
• ANCIENT GUN (dropped by Ninetails)
Single Attack, Shot Type Weapon. Critical Strike against Boss-Types.
POWER: 100 | ARMOR: 20 | SHIELD: 20 | WEIGHT: 12
MASSIMO'S WEAPONS
-----------------
• MASSIVE LANCE (default weapon)
Single Attack, Contact-Type Weapon.
POWER: 18 | ARMOR: 7 | SHIELD: 6 | WEIGHT: 8
• MASSIVE LANCE BETA (available at Weapon Shop in Chapter 6)
Single Attack, Contact-Type Weapon.
POWER: 34 | ARMOR: 15 | SHIELD: 14 | WEIGHT: 12
• MASSIVE LANCE GAMMA (available at Weapon Shop in Chapter 9)
Single Attack, Contact-Type Weapon.
POWER: 62 | ARMOR: 20 | SHIELD: 19 | WEIGHT: 12
• SHOCK LANCE (dropped by Radar Killer)
Single Attack, Contact-Type, Thunder-Element Weapon. Inflicts Bind.
POWER: 20 | ARMOR: 5 | SHIELD: 4 | WEIGHT: 9
• SHOCK LANCE BETA (steal from Scarface)
Single Attack, Contact-Type, Thunder-Element Weapon. Inflicts Bind.
POWER: 72 | ARMOR: 9 | SHIELD: 8 | WEIGHT: 13
• CRASH LANCE (available at Weapon Shop in Chapter 5)
Single Attack, Contact-Type Weapon. Critical Strike +20%; Accuracy -3%.
POWER: 30 | ARMOR: 12 | SHIELD: 11 | WEIGHT: 28
• CRASH LANCE BETA (available at Weapon Shop in Chapter 8)
Single Attack, Contact-Type Weapon. Critical Strike +20%; Accuracy -3%.
POWER: 48 | ARMOR: 17 | SHIELD: 16 | WEIGHT: 29
• PROTECT LANCE (available at Weapon Shop in Chapter 4)
Single Attack, Contact-Type Weapon. Resistance to Status Ailment +2%.
POWER: 19 | ARMOR: 20 | SHIELD: 18 | WEIGHT: 26
• PROTECT LANCE BETA (available at Weapon Shop in Chapter 7)
Single Attack, Contact-Type Weapon. Resistance to Status Ailment +2%.
POWER: 38 | ARMOR: 25 | SHIELD: 23 | WEIGHT: 30
• PROTECT LANCE GAMMA (available at Weapon Shop in Chapter 10)
Single Attack, Contact-Type Weapon. Resistance to Status Ailment +2%.
POWER: 72 | ARMOR: 9 | SHIELD: 8 | WEIGHT: 13
• JET GUILLOTINE (dropped by Mettaur Gigant)
All Attack, Contact-Type Weapon.
POWER: 56 | ARMOR: 10 | SHIELD: 10 | WEIGHT: 10
• INTERCEPTOR (available at Cumin's Secret Weapon Shop)
Single Attack, Contact-Type Weapon. Delays enemy's next turn.
POWER: 93 | ARMOR: 16 | SHIELD: 14 | WEIGHT: 16
• BEAST LANCER (steal from Depth Dragoon)
Single Attack, Contact-Type, Fire-Element Weapon. Inflicts recoil damage.
POWER: 120 | ARMOR: 30 | SHIELD: 30 | WEIGHT: 20
MARINO'S WEAPONS
----------------
• BEAM KNIFE (default weapon)
Single Attack, Contact-Type Weapon. Hits twice.
POWER: 10 | ARMOR: 9 | SHIELD: 10 | WEIGHT: 6
• BEAM DAGGER (available at Weapon Shop in Chapter 7)
Single Attack, Contact-Type Weapon. Inflicts Blind status.
POWER: 42 | ARMOR: 17 | SHIELD: 18 | WEIGHT: 7
• BEAM SWORD (dropped by Colonel Redips)
Single Attack, Contact-Type Weapon. Hits twice.
POWER: 62 | ARMOR: 23 | SHIELD: 25 | WEIGHT: 18
• VENGEFUL NEEDLES (available at Cumin's Secret Weapon Shop)
Single Attack, Contact-Type Weapon. Damage = MAX LE minus Current LE.
POWER: 0 | ARMOR: 30 | SHIELD: 30 | WEIGHT: 30
• BEAM CHAKRAM (available at Weapon Shop in Chapter 5)
Single Attack, Contact-Type Weapon. Hits three times.
POWER: 11 | ARMOR: 2 | SHIELD: 3 | WEIGHT: 4
• BEAM CHAKRAM S (available at Weapon Shop in Chapter 8)
Single Attack, Contact-Type Weapon. Hits three times.
POWER: 22 | ARMOR: 4 | SHIELD: 6 | WEIGHT: 4
• BEAM BLADE (available at Weapon Shop in Chapter 6)
Single Attack, Contact-Type Weapon. Hits twice.
POWER: 24 | ARMOR: 13 | SHIELD: 14 | WEIGHT: 8
• BEAM BLADE S (available at Weapon Shop in Chapter 9.)
Single Attack, Contact-Type Weapon. Hits twice.
POWER: 46 | ARMOR: 18 | SHIELD: 19 | WEIGHT: 14
• BEAM MIRACLE (dropped by Silver Mettaur)
Single Attack, Contact-Type Weapon. Final blow doubles Zenny.
POWER: 35 | ARMOR: 15 | SHIELD: 16 | WEIGHT: 13
• BEAM MIRACLE S (available at Weapon Shop in Chapter 10)
Single Attack, Contact-Type Weapon. Final blow doubles Zenny.
POWER: 72 | ARMOR: 20 | SHIELD: 21 | WEIGHT: 15
• BEAM WONDER (steal from Rush Loader)
Single Attack, Contact-Type Weapon. Final blow doubles EXP.
POWER: 26 | ARMOR: 13 | SHIELD: 13 | WEIGHT: 11
• BEAM WONDER S (dropped by Degraver)
Single Attack, Contact-Type Weapon. Final blow doubles EXP.
POWER: 50 | ARMOR: 16 | SHIELD: 17 | WEIGHT: 13
• FIRE STAR (dropped by Fire Glob)
Single Attack, Contact-Type, Fire-Element Weapon. Hits three times.
POWER: 30 | ARMOR: 10 | SHIELD: 12 | WEIGHT: 12
• FIRE STELLA (available at Weapon Shop in Chapter 9)
All Attack, Contact-Type, Fire-Element Weapon.
POWER: 60 | ARMOR: 12 | SHIELD: 14 | WEIGHT: 14
• FIRE COMET (available at Weapon Shop in Chapter 10)
Single Attack, Contact-Type, Fire-Element Weapon. Hits five times.
POWER: 78 | ARMOR: 14 | SHIELD: 16 | WEIGHT: 16
• ICE STAR (dropped by Liquid Glob)
Single Attack, Contact-Type, Water-Element Weapon. Hits three times.
POWER: 30 | ARMOR: 10 | SHIELD: 12 | WEIGHT: 12
• ICE STELLA (available at Weapon Shop in Chapter 9)
All Attack, Contact-Type, Water-Element Weapon.
POWER: 60 | ARMOR: 12 | SHIELD: 14 | WEIGHT: 14
• ICE COMET (available at Weapon Shop in Chapter 10)
Single Attack, Contact-Type, Water-Element Weapon. Hits five times.
POWER: 78 | ARMOR: 14 | SHIELD: 16 | WEIGHT: 16
• THUNDER STAR (dropped by Thunder Glob)
Single Attack, Contact-Type, Thunder-Element Weapon. Hits three times.
POWER: 30 | ARMOR: 10 | SHIELD: 12 | WEIGHT: 12
• THUNDER STELLA (available at Weapon Shop in Chapter 9)
All Attack, Contact-Type, Thunder-Element Weapon.
POWER: 60 | ARMOR: 12 | SHIELD: 14 | WEIGHT: 14
• THUNDER COMET (available at Weapon Shop in Chapter 10)
Single Attack, Contact-Type, Thunder-Element Weapon. Hits five times.
POWER: 78 | ARMOR: 14 | SHIELD: 16 | WEIGHT: 16
CINNAMON'S WEAPONS
------------------
• ANGEL HAND (default weapon)
Single Attack, Contact-Type Weapon. Hits twice.
POWER: 14 | ARMOR: 14 | SHIELD: 18 | WEIGHT: 16
• ARCHANGEL (available at Weapon Shop in Chapter 8)
Single Attack, Contact-Type Weapon. Hits twice.
POWER: 34 | ARMOR: 24 | SHIELD: 24 | WEIGHT: 20
• DIVINE HAND (available at Weapon Shop in Chapter 10)
Single Attack, Contact-Type Weapon. Hits twice.
POWER: 58 | ARMOR: 32 | SHIELD: 32 | WEIGHT: 24
• DRILL ARM (available at Weapon Shop in Chapter 6)
Single Attack, Contact-Type Weapon. Reduces enemy Armor stat by 50%.
POWER: 28 | ARMOR: 14 | SHIELD: 14 | WEIGHT: 2
• MELTING ARM (available at Weapon Shop in Chapter 7)
Single Attack, Contact-Type Weapon. Reduces enemy Shield stat by 50%.
POWER: 33 | ARMOR: 16 | SHIELD: 16 | WEIGHT: 2
• METAL BOXER (available at Weapon Shop in Chapter 5)
Single Attack, Contact Type Weapon. Evasion +15%, Critical Strike +25%.
POWER: 20 | ARMOR: 3 | SHIELD: 3 | WEIGHT: 16
• FULL METAL BOXER (dropped by Zwei Hammer)
Single Attack, Contact Type Weapon. Evasion +15%, Critical Strike +50%.
POWER: 56 | ARMOR: 5 | SHIELD: 5 | WEIGHT: 24
• KITTY GLOVES (dropped by Gift Box / bought at Cumin's Secret Weapon Shop)
Single Attack, Contact-Type Weapon. Hits 5x; reduces all stats by 5%.
POWER: 16 | ARMOR: 8 | SHIELD: 8 | WEIGHT: 0
• INJECTOR (dropped by Preon Nurse)
Single Attack, Contact-Type Weapon. Inflicts Virus status.
POWER: 24 | ARMOR: 12 | SHIELD: 12 | WEIGHT: 8
• 0 EFFECTOR (dropped by Preon Doc)
Single Attack, Contact-Type Weapon. Nullifies enemy stat increases.
POWER: 52 | ARMOR: 20 | SHIELD: 20 | WEIGHT: 4
• HEAD HAMMER (available at Weapon Shop in Chapter 9)
[Attributes needed]
POWER: 59 | ARMOR: 18 | SHIELD: 18 | WEIGHT: 4
SPIDER'S WEAPONS
----------------
• JACK OF DIAMONDS (default weapon)
Single Attack, Shot Type Weapon. If WE is >75%, final blow doubles Zenny.
POWER: 12 | ARMOR: 4 | SHIELD: 5 | WEIGHT: -10 (transferred to Speed)
• JACK OF SPADES (available at Weapon Shop in Chapter 3)
Single Attack, Shot-Type Weapon. Targets all enemies if WE is >75%.
POWER: 15 | ARMOR: 5 | SHIELD: 6 | WEIGHT: 0
• JACK OF HEARTS (found in Tianna Camp)
Single Attack, Shot-Type Weapon. If WE is >75%, final blow doubles EXP.
POWER: 17 | ARMOR: 8 | SHIELD: 9 | WEIGHT: 10
• JACK OF CLUBS (available at Weapon Shop in Chapter 3)
Single Attack, Shot-Type Weapon. Critical Strike +3% if WE is >75%.
POWER: 18 | ARMOR: 1 | SHIELD: 2 | WEIGHT: 0
• QUEEN OF DIAMONDS (found in Tianna Camp)
Single Attack, Shot Type Weapon. If WE is >75%, final blow doubles Zenny.
POWER: 17 | ARMOR: 8 | SHIELD: 9 | WEIGHT: -10 (transferred to Speed)
• QUEEN OF SPADES (available at Weapon Shop in Chapter 4)
Single Attack, Shot-Type Weapon. Targets all enemies if WE is >75%.
POWER: 15 | ARMOR: 5 | SHIELD: 6 | WEIGHT: 0
• QUEEN OF HEARTS (found in Gaudile Laboratory)
Single Attack, Shot-Type Weapon. If WE is >75%, final blow doubles EXP.
POWER: 19 | ARMOR: 15 | SHIELD: 16 | WEIGHT: 0
• QUEEN OF CLUBS (available at Weapon Shop in Chapter 4)
Single Attack, Shot-Type Weapon. Critical Strike +3% if WE is >75%.
POWER: 24 | ARMOR: 3 | SHIELD: 4 | WEIGHT: 0
• KING OF DIAMONDS (steal from Gulpfast)
Single Attack, Shot Type Weapon. If WE is >75%, final blow doubles Zenny.
POWER: 20 | ARMOR: 11 | SHIELD: 12 | WEIGHT: -10 (transferred to Speed)
• KING OF SPADES (available at Weapon Shop in Chapter 5)
Single Attack, Shot-Type Weapon. Targets all enemies if WE is >75%.
POWER: 24 | ARMOR: 12 | SHIELD: 13 | WEIGHT: 0
• KING OF HEARTS (found in Ulfat Factory)
Single Attack, Shot-Type Weapon. If WE is >75%, final blow doubles EXP.
POWER: 22 | ARMOR: 20 | SHIELD: 21 | WEIGHT: 0
• KING OF CLUBS (available at Weapon Shop in Chapter 5)
Single Attack, Shot-Type Weapon. Critical Strike +3% if WE is >75%.
POWER: 28 | ARMOR: 5 | SHIELD: 6 | WEIGHT: 0
• ACE OF DIAMONDS (steal from Silver Mettaur)
Single Attack, Shot Type Weapon. If WE is >75%, final blow doubles Zenny.
POWER: 21 | ARMOR: 12 | SHIELD: 13 | WEIGHT: -25 (transferred to Speed)
• ACE OF SPADES (found in Gimialla Mine)
Single Attack, Shot-Type Weapon. Targets all enemies if WE is >75%.
POWER: 25 | ARMOR: 13 | SHIELD: 14 | WEIGHT: 0
• ACE OF HEARTS (found in Gimialla Mine)
Single Attack, Shot-Type Weapon. If WE is >75%, final blow doubles EXP.
POWER: 23 | ARMOR: 21 | SHIELD: 22 | WEIGHT: 0
• ACE OF CLUBS (dropped by Mega Mantor)
Single Attack, Shot-Type Weapon. Critical Strike +3% if WE is >75%.
POWER: 29 | ARMOR: 6 | SHIELD: 7 | WEIGHT: 0
• JOKER (found in the Eternal Forest - Path #1 Item Room)
Single Attack, Shot-Type Weapon. Picks random effect of another Suit.
POWER: 21 | ARMOR: 21 | SHIELD: 21 | WEIGHT: -21 (transferred to Speed)
SUB- WEAPONS
------------
The Sub-Weapons are secondary armaments that can usually be equipped by any
party member, although there are certain ones like Heat Haze that can only be
equipped by a single member (in this case, Zero). Sub-Weapons are a bit more
prolific because unlike Main Weapons, you can have more than one copy of a
particular weapon. The Sub-Weapons are listed below, in alphabetical order,
along with attribute information and how to obtain it. WE Cost is how much WE
the Sub-Weapon consumes and Power is how much damage it will inflict.
• BAIT (dropped by Wolfloid)
[WE Cost: 5 | Power: N/A]
Draws enemy attacks for one round. Ineffective if attack targets more than
one party member.
• COMBAT ABSORBER (steal from Silver Horn/dropped by Preon S Botos/purchase)
[WE Cost: 15 | Power: N/A]
This reduces Contact-type attack damage by 25% for one turn.
• CRACKER (dropped by Preon Gunner MKII/Wild Dog)
[WE Cost: 15 | Power: 30]
This fires a single Missile that inflicts Berserk status.
• CRYOGENIC (dropped by Gun Bit)
[WE Cost: 30 | Power: 30]
This fires a Water-elemental Missile that inflicts Freeze status.
• DRILL MISSILE (purchased from any Weapon Shop)
[WE Cost: 15 | Power: 30]
This fires a Missile that reduces an enemy's Armor stat by 10%.
• ENERGY CAPTURE (dropped by Batfighter)
[WE Cost: 30 | Power: 50]
This fires a Missile that steals a small amount of LE from an enemy.
• ENERGY FIELD (purchased from any Weapon Shop; only Cinnamon can use this)
[WE Cost: 30 | Power: N/A]
Cinnamon gives everyone in the party a 10% WE Gain for one turn.
• FIRE MISSILE (dropped by Hippopressor/Fire Glob)
[WE Cost: 15 | Power: 80]
This fires a Fire-elemental Missile.
• FORCE TOMAHAWK (dropped by Eject Epsilon/Depth Dragoon/FiveTails)
[WE Cost: 25 | Power: 60 ]
This fires 4 Tomahawk Missiles at a target, but accuracy drops -25%.
• GENERATOR (dropped by Mettaur Cure)
[WE Cost: N/A | Power: N/A)
This boosts a character's WE +20.
• GET EXP+ (dropped by Meltdown/purchased from Item Shops)
[WE Cost: 7 | Power: N/A]
This boosts the EXP gained from an enemy by 10% for one turn.
• GET FME+ (dropped by Silver Mettaur)
[WE Cost: 7 | Power: N/A]
This boosts the FME gained from an enemy by 10% for one turn.
• GET ZENNY+ (dropped by Gold Mettaur/Zennydropper)
[WE Cost: 7 | Power: N/A]
This boosts the Zenny gained from an enemy by 10% for one turn.
• HAWKEYE (dropped by Triclaw Killer)
[WE Cost: 5 | Power: N/A]
This ensures all attacks will hit their targets.
• HEAT HAZE (dropped by Ferham; only Zero can use this)
[WE Cost: 25 | Power: N/A]
This creates a shadow that attacks targets with you. Think Soul Body.
• HUNTER MISSILE (steal from Triclaw Killer/purchase from Weapon Shops)
[WE Cost: 15 | Power: 80]
This fires a Missile at a target; accuracy is boosted 50%.
• ICE MISSILE (dropped by Preon Pod/Liquid Glob]
[WE Cost: 15 | Power: 80]
This fires a Water-elemental Missile.
• ITEM CAPTURE (dropped by Gold Blader)
[WE Cost: 7 | Power: N/A]
This lets you try to steal an item from an enemy for a 1% success rate.
• JUSTICE MISSILE (purchase from Weapon Shops)
[WE Cost: 15 | Power: 100]
This fires a Missile that has a chance of dealing a Finishing Blow.
• MELT MISSILE (dropped by Gold Mettaur/Super Tripuffer)
[WE Cost: 10 | Power: 40]
This fires a Missile that reduces an enemy's Shield stat by 10%.
• MICRO MISSILE (purchase from Weapon Shops)
[WE Cost: 10 | Power: 40]
This fires a Missile at one enemy target.
• OIL CAN (dropped by Preon Tank)
[WE Cost: 50 | Power: N/A]
This reduces an enemy's Fire Resistance.
• PHOTON MISSILE (dropped by Red Stinger)
[WE Cost: 15 | Power: 120]
This fires a powerful Missile that rarely misses.
• POWER CHARGE (dropped by Rush Loader/Zwei Hammer/Duckbill Mole)
[WE Cost: 30 | Power: N/A]
This increases Power stat by 50% for next attack. Double up for 100% Power.
• RUST MISSILE (purchase from Weapon Shops)
[WE Cost: 15 | Power: 30]
This fires a Missile that reduces an enemy's Power stat by 10%.
• SHOT ABSORBER (steal from Silver Horn/dropped by Preon S Botos/purchase)
[WE Cost: 15 | Power: N/A]
This reduces Shot-type damage by 25% for one turn.
• SLIME MISSILE (purchase from Weapon Shops)
[WE Cost: 15 | Power: 30]
This fires a Missile that reduces an enemy's Speed stat by 10%.
• SMOKE MISSILE (steal from Mega Tortoise/Dr. Psyche)
[WE Cost: 15 | Power: 30]
This fires a single Missile that inflicts Blind status.
• STAMINA MISSILE (dropped by TwoTails/purchase from Weapon Shops)
[WE Cost: 17 | Power: N/A]
This fires a Missile that inflicts damage equal to 10% of user's LE.
• SUPER ABSORBER (steal from Botos/purchase from Weapon Shops)
[WE Cost: 25 | Power: N/A]
This reduces Shot and Contact-type damage by 25% for one turn.
• THUNDER MISSILE (dropped by Plasma Glob/purchase from Weapon Shops)
[WE Cost: 15 | Power: 80]
This fires a Thunder-elemental Missile.
• TOMAHAWK (dropped by Mettaur)
[WE Cost: 10 | Power: 60]
This fires a Tomahawk Missile at a target, but accuracy drops -25%.
• TRACTOR NET (steal from Mad Nautilus/dropped by Preon S Face)
[WE Cost: 15 | Power: 30]
This fires a single Thunder-elemental Missile that inflicts Bind status.
• TURBO CLOCK (dropped by Belladonna/Mettaur Counter)
[WE Cost: 20 | Power: N/A]
This increases your Speed stat so your next turn comes faster.
• TWIN FIRE (steal from Mach Jentra/dropped by Botos/purchase from Shops)
[WE Cost: 20 | Power: 80]
This fires two Fire-elemental Missiles.
• TWIN ICE (dropped by Incentas/purchase from Weapon Shops)
[WE Cost: 20 | Power: 80]
This fires two Water-elemental Missiles.
• TWIN MISSILE (dropped by D-Shark/steal from Preon Gunner/purchase)
[WE Cost: 15 | Power: 40]
This fires two Micro Missiles at a single target.
• TWIN THUNDER (dropped by Incentas/purchase from Weapon Shops)
[WE Cost: 15 | Power: 80]
This fires two Thunder-elemental Missiles.
• TWIN TOMAHAWK (dropped by Preon Pressure/purchase from Weapon Shops)
[WE Cost: 15 | Power: 60]
This fires 2 Tomahawk Missiles at a target, but accuracy drops -25%.
• VIRUS MISSILE (steal from D-Rex & Dr. Psyche/dropped by Mad Nautilus)
[WE Cost: 15 | Power: 30]
This fires a single Missile that inflicts Virus status.
• VITALITY MISSILE (dropped by Metaroid/SevenTails)
[WE Cost: 30 | Power: N/A]
This fires 2 Missiles that inflicts damage equal to 10% of user's LE.
• VENGEFUL COUNTER (steal from Degraver)
[WE Cost: 25 | Power: N/A]
This increases your chance of getting a Counterattack.
ITEMS
-----
There are certain items in the game that you can purchase or find that will
either help remove Status Ailment effects or otherwise increase the abilities
of your party members. Take special note of the Build Hypers - there are only
twelve in the entire game, so you need to be careful with who you give them
to (in other words, don't give ANY to Spider).
• VACCINE PROGRAM: Removes Virus effect from one character.
Purchase From: Item Shops, General Store
• ANTI-LOCK: Removes Bind effect from one character.
Purchase From: Item Shops, General Store
• WARM-UP: Removes Freeze effect from one character.
Purchase From: Item Shops, General Store
• COOLER: Removes Berserk effect from one character.
Purchase From: Item Shops, General Store
• CLEAR VISION: Removes Blind effect from one character.
Purchase From: Item Shops, General Store
• CURE ONE: Removes all Status Ailments except a KO/DOA from one character.
Purchase From: Item Shops, General Store
• CURE ALL: Removes all Status Ailments except a KO/DOA from all characters.
Purchase From: Item Shops, General Store
• GAIN HYPER: Restores one character's Hyper Mode turns back to MAX.
Found In: Various Stages
Dropped By: Bat Bone/Big Monkey/Mettaur Counter/Meltdown
• BACKUP: Revives one character from KO or DOA with 100% LE.
Purchase From: Item Shops, General Store
• REBOOT: Revives one character from KO or DOA with 25% LE.
Purchase From: Item Shops, General Store
• BOOST POWER: Adds 25% to Power stats for one battle; can double stack.
Purchase From: Item Shops, General Store
• BOOST ARMOR: Adds 25% to Armor stats for one battle; can double stack.
Purchase From: Item Shops, General Store
• BOOST SHIELD: Adds 25% to Shield stats for one battle; can double stack.
Purchase From: Item Shops, General Store
• BOOST SPEED: Adds 25% to Speed stats for one battle; can double stack.
Purchase From: Item Shops, General Store
• UNLOCK LIMITER: Boosts Power/Armor/Shield/Speed stats 50% for three turns.
Dropped By: Rush Loader
• MEGA FIRE: Inflicts 500 LE of Fire-elemental damage to one enemy.
Purchase From: Item Shops, General Store
• MEGA BLIZZARD: Inflicts 500 LE of Water-elemental damage to one enemy.
Purchase From: Item Shops, General Store
• MEGA THUNDER: Inflicts 500 LE of Thunder-elemental damage to one enemy.
Purchase From: Item Shops, General Store
• ULTRA FIRE: Inflicts 1000 LE of Fire-elemental damage to one enemy.
Purchase From: Item Shops, General Store
• ULTRA BLIZZARD: Inflicts 1000 LE of Water-elemental damage to one enemy.
Purchase From: Item Shops, General Store
• ULTRA THUNDER: Inflicts 1000 LE of Thunder-elemental damage to one enemy.
Purchase From: Item Shops, General Store
• LIQUID SUFFOCATION: Inflicts Freeze status on one enemy.
Steal From: Preon Pressure
Dropped By: Preon Pod
• CHAFF: Inflicts Blind status on all enemies.
Steal From: D-Rex/Cannon Driver
• HACKING: Inflicts Berserk status on one enemy.
Purchase From: Item Shops, General Store
• BUILD LE: Permanently adds 10 units of LE to one character's max LE.
Steal From: Incentas/OneTail/SixTails
Dropped By: B Blader/Mettaur Cure/Preon Nurse/Depth Dragoon
• BUILD WE: Permanently adds 1 unit of WE to one character's max WE.
Steal From: Incentas/OneTail/SixTails/NineTails
Dropped By: B Blader/Preon S Epsilon/Incentas II
• BUILD POWER: Permanently adds 1 unit to one character's Power stats.
Steal From: TwoTails/SevenTails
Dropped By: Preon Gunner/Preon Soldier/Wild Jango II
• BUILD ARMOR: Permanently adds 1 unit to one character's Armor stats.
Steal From: Shadow II/ThreeTails
Dropped By: Gulpfast/Mega Mantor/Silver Horn II
• BUILD SHIELD: Permanently adds 1 unit to one character's Shield stats.
Steal From: Shadow II/ThreeTails
Dropped By: Einhammer/Mettaur Gigant/Preon Shielder/Mad Nautilus II
• BUILD SPEED: Permanently adds 1 unit to one character's Speed stats.
Steal From: Belladonna/TwoTails/SevenTails
Dropped By: Bladey/Mach Jentra II
• BUILD HYPER: Permanently adds 1 Hyper Mode turn to one character.
Found In: Vanallia Desert/Grave Ruins Base/Eternal Forest/Far East HQ
Steal From: Ferham/Eject Epsilon/FourTails/NineTails)
Dropped By: Silver Horn/all three ThreeTails)
==================
== 7. WALKTHROUGH:
==================
MEGA MAN X: COMMAND MISSION breaks the traditional MEGA MAN formula of having
you choose what order you want to tackle stages in, but then again, considering
the format of the game, having that ability wouldn't work well. The gameplay is
divided into Chapter segments which comprise the "stages" of the game. The
walkthrough will go over each chapter, describe how to defeat the boss, and
then cover any information for backtracking that will be beneficial to complet-
ing the game. Once you complete Chapter 2, you'll speak to Chief R for Chapter
3, and then speak to Nana for all subsequent Chapters except 10. This guide
will first cover the New Hope area and then go through each of the 10 Chapters.
7A. HUNTER BASE/NEW HOPE
------------------------
The Hunter Base (or New Hope, as its called) is not available to you until
you have completed Chapter 2 and defeated Wild Jango. After this point, it
becomes your central base of operations and is one of the few areas you can
freely explore without the threat of random enemy encounters. Initially you
will be restricted as far as what you can explore, but as you make progress
through the game, more of this area will open up to you. This area has many
Street Vendors, a place you can use to teleport to previous areas, and Vend-
ing Machines that you can purchase figures from for your Sky Room Collection.
While here, you can speak to Nana for Missions or to use the Deployment Sys-
tem (after Chapter 3), visit Professor Gaudile (after Chapter 4), visit the
Sky Room to see your bonus collection (after Chapter 3), or just plain wander
around. There is one area, however, that is locked until after you complete
the game, and for good reason. The vicious Tails Clan is locked in the cells
below, and they tend to wreak havoc with any player foolish enough to go
tango without the proper equipment.
There are three Figure Token Machines that you can purchase Figures from for
your bonus collection. Early in the game, you will easily find the machine
that contains figures for Sets 1-4. After Chapter 5, the machine gets reloc-
ated and now holds Sets 5-8. The final machine that holds Sets 9-10 is hidden
deep inside the Special Sealed Area, so you won't be able to get it for quite
a while. Additionally, there are two special Password Sets that can only be
acquired by inputting passwords that you ordinarily get during the course of
the game. The passwords for the bonus figures are listed below:
PASSWORD 1 "PREMIUM" COLLECTION PASSWORD 2 "SECRET" COLLECTION
=============================== ==============================
- X Fire: 19690831 - Massimo: 47722361
- Marino: 02098772 - Axl, Action Trigger: 91327856
- X: 73001472 - X, Victory: 44162918
- Zero: 29290141 - Marino: 87352041
- Axl: 38184155 - Black Zero: 72443102
- Cinnamon: 92106548 - Cinnamon: 19837556
FIGURE TOKEN MACHINE LOCATIONS
Machine #1: East Square, in the main hallway after the AirBus Departure Gate.
Machine #2: South Square; second hallway past the entrance to Central Tower.
Machine #3: Special Sealed Area; left-hand path after you defeat EightTails.
If you have the GameCube version, there will be extra Figures that you can
purchase from the Machines on 3rd Street near North Square. These special
machines require items called "Treasure Tokens" that are only revealed if you
have a Game Boy Advance and a Link Cable. Connect your GBA to the GameCube
via the cable and you will activate a special "Treasure Radar" that you can
use to locate a total of 72 Treasure Tokens in the first eight stages. You
can then use these Tokens at the Machines to purchase an additional six Fig-
ure Sets (these are detailed in Section 9: The Sky Room).
Once you complete Chapter 2 and return control of Central Tower to the Resis-
tance Army, you will open up the Shopping Arcade. This area contains kiosks
where you can purchase Force Metals, Items, and Weapons (check back often as
their inventory changes from chapter to chapter) as well as a Teleport Unit
that you can use to return to previously-completed areas. The Item Merchants
are covered in more detail in Section 8: Item Merchants.
Remember, New Hope is basically your in-between stage rest area, so make wise
use of the things available to you as you get further into the game. From
here, the walkthrough will begin at Chapter 1.
7B. CH 1 - INFILTRATE GIGA CITY!
--------------------------------
This is the first mission of the game. You are introduced to Colonel Redips
and Shadow, two new characters to the game. Colonel Redips gives a voiceover
describing your mission as X, Zero, and Shadow work to infiltrate the island.
Shortly after you get there, however, an accident separates X from Zero and
Shadow. From here, you'll primarily control X until you get to a point where
you have multiple party members, at which point you'll control all of them.
From your starting position, head to the door in front of you, and hang a
right at the intersection. In the first door to the right is a Save Station,
and inside the next is the console you need to activate in order to turn off
the security in Area 1F-West. After doing so, you'll be contacted by Zero and
learn you need to disable more of these security outposts. Back out in the
hallway, you'll find two blue "mystery data crystals". These contain items,
and you pick them up by Dashing into them. Blue Mystery Data contains items,
Force Metals, or Figure Tokens. Yellow Mystery Data contains LE refills. The
Green Mystery Data contains Weapons (Main or Sub-variety) and Special Items,
and the final variety, Purple Mystery Data, contains Key Items or Sub Tank
Parts. The first two Mystery Data Crystals give you [50Z] and a [BUILD LE].
Grab them and head left through the newly-unlocked door and head up the next
staircase. The next area has a small intersection where you'll find your
first Yellow Mystery Data. Remember that these only work if you actually have
LE to refill or a Sub Tank that needs to be filled. To get this crystal,
enter a random battle and get hit. After winning, refill your LE using your
Sub Tank, and you can pick up the Mystery Data for the [TANK ENERGY 25] so
it counts as being picked up. Grab it and head into the next room to reach
a group of capsules that once held the members of the Rebellion Army. Inspect
each of them to trigger another conversation with Zero. He'll unlock Area 2F-
West for you, but before heading there, stop first and check out the two
rooms outside the Reploid storage area to pick up an [ANTI-LOCK] and [30Z]
and [70Z]. Now head into the next stairwell to find another [TANK ENERGY 25]
and the second Reploid storage area. Examine the capsules here to trigger
another conversation, then exit and check out the two rooms to the right to
find A [MELT MISSILE] and another security panel. For this one, you'll have
to work cooperatively with Zero to disable Area 3F-West's security. Before
you hear the third chime, hit your action button to trigger the activation,
and the synchronization should be complete. After Zero and you chat again,
try to leave, and you'll encounter your first event battle of the game.
>> EVENT BATTLE: Preon Chaser (x1)
Defeat this easy enemy and you'll gain a mysterious new item called FORCE
METAL. These can be equipped to your character's FM slots to boost certain
stats or abilities, but can also be harmful if equipped in the wrong combin-
ations (think MEGA MAN BATTLE NETWORK's Navi Customizer). From this fight,
you will gain [X-HEART] and [LE+100], so equip them and move through the now-
unlocked door into the next stairwell, where you can grab a [TANK ENERGY 50]
near the door. Head up the stairs and enter the next room. Before heading
into the central door, run down to the far end to pick up a [BUILD SHIELD],
[BACKUP], and [TANK ENERGY ALL]. You can also save here if you need to. Take
note of the locked door here as you can come back here later once you find
the [LAGRANO KEY] to unlock a hidden area. Go back and take the door down the
hallway you bypassed to meet up with Zero again, and the two of you will
square off against the boss.
BOSS BATTLE: HIPPOPRESSOR
=========================
LE: 5000
ELEMENT: Neutral
ITEM DROP: Guard Buster, Fire Missile
ITEM STEAL: None
REWARDS: 250Z, 200 EXP, 0 FME
-------------------------------------
STRATEGY
As far as introductory bosses go, Hippopressor is pretty easy. Watch out
for its attacks and either know how or when to defend against them, or at
the very least what this boss is going to do.
1. SHARK MISSILE CHARGE: The boss readies its Shark Missile.
2. SHARK MISSILE: It launches a giant missile that inflicts 500 dmg.
3. S-COUNTER: The head shields itself against Shot-Type Attacks.
4. HIPPOPPO VULCAN: One character is targeted and hit 8 times for 270 dmg.
5. HEAVY FLIER: The boss jumps and tries to land on you.
6. HIPPO PARTICLE CANNON: This is a powerful Thunder-element blast.
Get into the pattern of defending until you reach 100% WE for your charact-
ers - you do the most damage when fully powered up. When both of them have
reached full power, transform into their respective Hyper Modes (X Fire and
Black Zero) and pound away. Try to input as many commands as you can into
Zero's Command Arts for more damage; X's attack will destroy Hippopressor's
head (while this takes away its S-Counter and Hippoppo Vulcan attacks, it
in turn enables its Hippo Particle Cannon attack). If Hippopressor starts
to use the Shark Missile, you can attack the missile directly (it has 500
LE), but you're better off keeping your attacks focused on the Hippopressor
itself. With X-Heart equipped, you don't really need to worry about losing,
as X will auto-revive at least once, but keep in mind that Sub Tanks are
here to help you and they regenerate between Chapters. Just keep hammering
away, defending when appropriate to build WE, and you should be able to
take this boss down with ease.
Defeating the Hippopressor rewards you with the Spoils listed above as well
as the [GUARD BUSTER] and the [FIRE MISSILE]. After you have collected the
Zenny and EXP, dash forward to grab the [POWER+1] and [SPEED+1], then acti-
vate your new equipment and exit the room. In here is your first Purple Myst-
ery Data - dash into it for the [TANK PARTS]. Now continue on and grab the
[80Z] from another Mystery Data, then take the next door and head up to the
next level. Grab the [VACCINE PROGRAM] and [REBOOT] from the right-hand corn-
er, then head through the door in the center to reach the final area of the
Lagrano Ruins, where you'll meet up with Shadow again. But this time, Shadow
has brought someone with him.... out from the shadows steps Epsilon, the
leader of the Rebellion Army, and he tries to convert you to his cause. Seems
Shadow has betrayed you for the promise of advanced Force Metal. What a jerk.
Zero fights Shadow and (who didn't see this coming?) gets beaten while you're
left to handle the rest of the Rebellion Army Cadre: Ferham, Botos, and Scar-
face. X creates a diversion to escape, which ends the chapter. Afterwards,
you are given the option to save.
7C. CH 2 - RECAPTURE CENTRAL TOWER!
-----------------------------------
After the cutscene, X will wake up inside a medical bay. The Reploid attend-
ing to you will explain where you are, as well as the situation with the
Resistance members and the Rebellion Army. Once you regain control, go to the
merchant in this room and buy a few things, then exit out into the main area,
Shaft 999F. The path to the right is blocked off by a Degraver at the moment,
and it'll only become available to you once you've cleared the game, so for
now, head to the left. Keep heading up the spiraling ramps through the mult-
iple doors to grab items along the way, including a [CLEAR VISION], [VACCINE
PROGRAM], and a [BUILD POWER]. Be sure to chat with everyone that you see as
well; talking to the citizens 100 times is one of the in-game challenges.
Eventually you will reach the Air City Gate and a construction worker guard-
ing a blocked passage. Talk to him, then take the path leading off behind and
to your right to reach Access Tunnel E1. Run through here and pick up the
[GAIN HYPER] and a [TANK ENERGY 100], then grab the Purple Mystery Data in
the alcove to your left for the [X8 TRIAL KEY] (PS2 version only). Now head
through the next door into Air City East Square to trigger a cutscene where X
tries to establish contact with Colonel Redips. He fails, and he listens to
the security briefing alerting the Giga City denizens to your illegal entry.
Fortunately for you, they either didn't pay much attention or don't care.
Talk to everyone and you'll find that the right-hand path (leading to the
Shopping Arcade) is locked for now, so take the left-hand path to find a Save
Station. Continue up past 3rd Street and through the small maintenance bay to
reach the North Square. Here, a cutscene will take place where a really goofy
looking Reploid tries to threaten X, it seems. He soon gets wasted by a new
Reploid named Spider. Spider is a bounty hunter looking to collect the price
on your head, so get ready for a brief fight.
MINI-BOSS BATTLE: SPIDER
========================
LE: 1800
ELEMENT: Neutral
ITEM DROP: None
ITEM STEAL: None
REWARDS: None
------------------------
STRATEGY
Fighting Spider is pretty simple. He only has a few moves, and what he does
use preps you for knowing his attacks when he joins your party later on.
1. FORTUNE CARD: 1-hit attack.
2. RUSH: 2-hit attack.
3. TRI CARD: three-card random elemental (Fire/Thunder/Water) attack.
4. FOUR PENALTY: decreases all your stats by 25%
5. STRAIGHT FLUSH: 3-hit attack.
6. COUNTER CARD: Creates a card shield that is fired off at you on the next
round if it isn't destroyed.
Spider is quite simple. If you lose this fight, you might want to seriously
consider not playing much further past this point. Simply Defend until you
reach 100% WE, then change into X Fire and unleash your Charge Collider on
him. One turn of this plus maybe a few more potshot attacks on your end
will end the fight easily.
Spider remarks that he wanted to finish you off, but he can't at the moment,
due to the blaring alarms and such. Take the adjacent door to reach another
access tunnel (and take note of the Password Machine here - this is where you
can use those Passwords to acquire the two special Password Figure Sets. Also
pick up the [POWER CHARGE], [TANK ENERGY 50], and [100Z] before heading into
the next room. The path to your left is blocked, so go up to the right to
reach the upper area of Central Tower's spiraling cooridors. Head through the
darkened area at the top and wind your way around until you trigger the cut-
scene where you meet a Reploid named Aile. He was Chief R's assistant until
R was captured, and now serves as the de facto leader of the Resistance Army.
After a brief conversation, he'll take his ID card and give it to you [AILE'S
ID] as a way to access the Governor's Precinct. Before you can leave, though,
a group of Preon Chasers arrive. Aile shoves you through a door and self-
destructs, giving you the chance to continue onward.
Once you're back in control, head through the winding Tower Base Access Tun-
nels. Grab the [GAIN HYPER] and [MEGA FIRE] from the first tunnel, and the
[100Z] and [TANK ENERGY ALL] from the second one. Keep on going through the
tunnel to reach Equipment Maintenance B on the other side of Central Tower.
There are two items behind the storage lockers here; a [BUILD ARMOR] and a
[BUILD SPEED]. Grab them and take the door to reach another spiraling tower
area. Work your way up the shafts to Equipment Maintenance A, where you can
save and pick up the [100Z] from the left-hand room. Continue to the right
and head up the tunnel until you reach a Resistance soldier. Talk to him and
he'll ask you to save his friends. Go inside to the Base Security Station and
take down the two Preon Chasers guarding them.
After defeating them, you'll trigger a cutscene where Wild Jango sneers about
your formidable abilities as a Maverick Hunter (how has anyone NOT heard
about X in the 23rd century?). Spider also appears here, and offers to put X
on ice in return for a blank check from the Rebellion. Wild Jango promises
him whatever he wants if he does so. After the scene is over, you will regain
control. After you save the Resistance soldiers, one of them will give you a
[SECURITY CARD], which will allow you to access the inner sanctum of the
Central Tower. You'll also be able to purchase some items from Jasmine, Saff-
ron, and Cumin, three female shopkeeper Reploids who appear multiple times in
the game. Another Reploid in here will also recharge your LE, Sub Tanks, and
refresh your Hyper Modes. Collect the [ULTRA FIRE] and [200Z] from the side
rooms, then head up the next spiraling tunnel to reach Data Backup Room, Hall
A. This room has a two-way split to the left and right. Grab the [TANK ENERGY
25] from the middle of the room, then head left (the right-hand path leads to
a locked door that you can't access yet). In this new tunnel is another two-
way path. Go left to pick up the [EAGLE EYE], then backtrack and take the
right-hand path to reach Data Backup Room, Hall B. Go forward a bit more and
Spider will return to block your path. A brief cutscene occurs where Spider
knocks X out and comments about his lack of speed. But Spider sees Aile's ID
that X dropped, and asks where he got this. Angered, X demands that he give
it back, telling the tale of how Aile sacrificed himself. Spider, noticeably
perturbed, looks into a security camera and says he didn't sign up for this
and basically tells Jango to go screw himself. Angered, Wild Jango sends some
Preons after you, and Spider remarks that he "won't defile a friend's soul".
He says he'll handle the situation while you go rescue Chief R. Head through
the next door to find him held captive by a few Preons.
>> EVENT BATTLE: Preon Spark (x2)
Finish off the Preons and you'll be able to rescue Chief R. X introduces him-
self and explains about Aile, Jango will set the self-destruct sequence and
taunt you by laying waste to Spider. With only a scant amount of time, follow
R's instructions and race back the opposite way, taking the right-hand path
was locked before. Along the way you'll fight three battles. They're spread
apart, but you won't have to worry about any random encounters in between.
>> EVENT BATTLE 1: Preon Bitmaster (x2)
>> EVENT BATTLE 2: Preon Chaser (x2)
>> EVENT BATTLE 3: Preon Chaser (x2), Preon Spark (x1)
Make it through the first two battles, then stop before the Command Room to
grab the [TANK ENERGY 25], then enter the next area for the third battle.
Once you've defeated all of the Preons, the self-destruct will shut off. Be-
fore returning to the top, stop to collect a few more items. Return to the
Command Center Staff Room for a [TANK PARTS], then grab the [100Z] from near
where you rescued Chief R. If you haven't already, I suggest going back down
to where the shopkeeper are so you can buy the Fire Buster, a Thunder Guard,
and any other items you want. Also, refresh your LE/Sub Tanks/Hypers before
returning to the Helipad. When you reach the top, grab the [BACKUP] and the
[TANK ENERGY 100] items lying outside the door, then head outside where Jango
waits. A cutscene will then take place where X once again drops the ID, but
this time, a blast from the shadows knocks Jango off his feet. Seems Spider
wasn't as dead as he left him for - he drags himself out of the doorway and
comes to X's aid. It's up to the two of you to bring Jango down.
BOSS BATTLE: WILD JANGO
=======================
LE: 9000
ELEMENT: Thunder
ITEM DROP: Sub Tank, Thunder Buster
ITEM STEAL: Thunder Guard, Protect+1
REWARDS: 500Z, 1000 EXP, 0 FME
-------------------------------------
STRATEGY
As long as you're around at least Level 5, Wild Jango will be relatively
easy. His attacks are fairly straightforward, too.
1. ULTRA THUNDER: hits all characters with Thunder-elemental attack.
2. ROLLING ASSAULT: hits 1 character with diving attack.
3. LIGHTNING ROD: hits 1 character and lowers Speed by -25%
4. SHOCK NAIL: hits 1 character and inflicts Virus status.
You should've bought the Fire Buster by now, so use X to stun him so he
doesn't do many successive attacks, and work on building up X and Spider's
WE levels. If you're crafty and good at Draw Poker, you can attempt to use
Spider's Action Trigger for some extra damage, but at this stage, you're
better off trying to wail on him with powered up attacks. When X reaches
his WE limit, transform into X Fire and let Jango have it with the Charge
Collider. Cool Down afterwards, and Defend with X so his WE refills while
you attack with Spider's Action Trigger. When X's WE is full again, unleash
the Charge Collider again. Remember that Spider's Hyper Mode will also make
him invincible, so if you use this while Defending with X, you won't take
damage. Keep repeating this pattern until you've beaten him.
After Wild Jango explodes, a cutscene will follow where Chief R thanks X and
Spider for their hard work. Spider mentions that Aile used to be his partner
back when he started bounty hunting, and that a mistake of his led to Aile's
"being wasted" (a possible reference to why Aile was in a floating wheelchair
of sorts).
After you clear Chapter 2, the rest of Central Tower will be open to you now
(except for the Secret Sealed Area, which is unlocked by clearing the game).
Before hitting Chapter 3, return via the Air Bus and head to the right. Just
past the first door will be 3x [FIGURE TOKEN] items right next to the first
Figure Token machine. Keep going along the main path of the city to reach the
Air City Shopping Arcade. There'll be an Item Shop, a Weapons Shop, an Items
Dealer (who is essentially a jack-of-all-trades merchant in that he sells
every kind of item), and a Force Metal merchant. You'll also find the Trans-
port Station where you can teleport to previously cleared areas. The rest of
what you explored, except for a few areas that were decimated by explosions
during Chapter 2, is still available, but this is all that you couldn't ex-
plore during your first run. For now, return to the Base and talk to Chief R
to start Chapter 3.
7D. CH 3 - THE PAPER HERO
-------------------------
Chief R will inform you of a POW Camp in the Tianna sector where Reploids are
being held prisoner by the Rebellion Army. Step into the transport to reach
the outer areas of the Camp, and head through the doors along the first path
until you reach a large open room. Inside, a cutscene will trigger where you
and Spider meet Massimo for the first time. After a brief conversation, he'll
join your party. Now that you have three members, you gain the ability to
perform a FINAL STRIKE if you deplete an enemy's LE by 75% or more with a
single turn. Move on through the next wallway and use the Save Station, then
take the lift down to the second floor.
Go through the next door to reach a room where security drones patrol back
and forth. To clear them, you need to stay outside their range of sight. You
can duck into the alcoves to hide when necessary, but if you get caught by
one of them, you get dumped back at the beginning of this area. So rule of
thumb: don't get caught. As you make your way down, grab the [FIGURE TOKEN]
and the [300Z] from the first two alcoves, and head into the next room. Here,
grab another [FIGURE TOKEN] and a [DECOY] from the next two, then go into the
next room. A door off to the left holds a [THUNDER MISSILE], but it's a bit
tricky to reach. If you can't get it, simply come back here after you've
cleared the stage so the drones are turned off. You will likely get snared by
the drones exiting the room, so come back to this area and dash to the door
on the far side of the room to reach the lift going down to the third floor.
Just inside is the Prisoner Admission Area. Head to the right and pick up the
[BOOST ARMOR] and [FIGURE TOKEN] before reaching the only unlocked door in
the next area. Head through and use the console to unlock the security, then
go back out and explore the rooms to find a [BUILD SPEED] and [MEGA THUNDER]
from the newly-unlocked rooms. Then go back and take the door across from the
security room to reach the elevator going down to the fourth floor.
Just inside the next doorway, you'll have to fight some guardians. Laugh for
a bit at Big Monkey's animation, then tear them apart.
>> EVENT BATTLE: Dober Man (x2), Big Monkey (x1)
Defeat them and proceed straight ahead to unlock more prison gates. Some of
them lead to enemy encounters while others lead to prisoners. As you free the
prisoners, collect the [WATER GUARD], a [REBOOT], and the [JACK OF HEARTS].
Give the new weapon to Spider, then return to the main room and go through
the unlocked door. Grab the [TANK ENERGY 100] from here, then go through the
next door to reach another event battle.
>> EVENT BATTLE: Big Monkey (x3)
Once you defeat them, you can head through and deactivate more security. One
room contains another enemy, two more rooms hold a [FIGURE TOKEN] and [400Z],
and the last room has a Reploid who gives you a [PRISON ID] which you can use
to unlock the other door from earlier. Now backtrack to the large open room
and save, or go back to Hunter Base to recharge for a bit. Whenever you come
back, go through the newly unlocked door to reach the elevator going down to
the 5th floor. Inside Maze Area 1, head right and grab the [TANK ENERGY 50],
then head through the next door to reach a cutscene where Silver Horn will
threaten the prisoner you've been sent to rescue, Nana. After the scene suff-
iciently inspires you to want to tear Silver Horn apart, head through and
grab the [200Z] at the far end, then hang a right and grab a [BUILD ARMOR]
and [BUILD SHIELD] from the next room. Go back and head through the door into
Maze Area 2 and take the path leading off to the right. Run into the room at
the end to pick up a [WARM-UP], [BOOST SHIELD], and [BOOST POWER], then back-
track to where you entered Area 2. Go forward and take the door to the left
to reach another area of the maze, then head right to reach a room holding a
[TOMAHAWK] sub-weapon. Backtrack now and grab the [TANK ENERGY 50] and run
through the next door to reach the lift going down to the sixth floor (this
prison sure has a lot of levels...).
Head through the door and the "emergency" music will cue. Run into the next
room to reach Nana. And as you've come to expect by now, you'll have to en-
gage a few mechaniloids in battle in order to free her.
>> EVENT BATTLE: Preon Spark (x2), Preon Pod (x1)
After they've been destroyed, X and Spider will free Nana from the chair that
holds her in place. Massimo inquires about whether or not he was a prisoner,
and Nana relays that according to her information, Massimo was executed. But
since Massimo is with you, her records must be in error. Afterwards, head
through the next few rooms and use the nearby Save Station. If you need to
return to New Hope and either recharge or buy items, do so now. Once you go
into the next area, you'll have to get through a series of panel-based puzz-
les. Nana will helpfully give you the correct sequences in order to proceed,
but you can get extra items by using different combinations instead. If you
input a wrong sequence, though, you'll trigger a random enemy fight. Below is
a quick explanation of the correct sequences for exiting the rooms and for
grabbing extra items.
• PUZZLE #1
- Blue/Red: Unlocks door
• PUZZLE # 2
- Blue/Red/Yellow: Unlocks door
- Yellow/Red/Blue: [BUILD LE], [BUILD POWER]/[SHIELD]/[ARMOR]/[SPEED]
• PUZZLE # 3
- Yellow/Blue/Red: Unlocks door
- Blue/Yellow/Red: [TANK PARTS]
- Red/Yellow/Blue: [FIGURE TOKEN] (x4), [100Z]/[200Z]/[300Z]/[400Z]
• PUZZLE # 4
- Yellow/Red/Green/Blue: Unlocks door
- Green/Blue/Red/Yellow: [QUEEN OF DIAMONDS]
In the final area, you'll find another Save Station. Head towards the door at
the end to get another small cutscene where Nana will contact you and deliver
some more detailed information on Massimo. It appears the Massimo you're with
might not be the "real" one... and it just so happens that the one that's
been hanging around with you has somehow disapeared. Nana mentions that a
secret door leads to the lowest depths of the prison, and Spider recalls that
he saw this door earlier. After this, a cutscene occurs where your Massimo
has located this door, and he goes inside to find what's left of the real,
original Massimo. Silver Horn captured him, tortured him nearly to death, and
left him to die chained to a ceiling while the water shorts out his electric-
al systems. Before dying, the real Massimo tells your Massimo that the name
isn't what makes him strong, its his character. He, too, can be as powerful
as the original. Control then returns to you, so backtrack to the door Spider
mentioned, and you'll find two guards moaning about having been savagely
beaten by "that green-armored Reploid". Take the lift down and you'll find
your Massimo. Talk to him and he'll rejoin your party. As you head back up
the lift, you'll hear Nana scream, so book it off to the left through another
unlocked door, grab the [TANK ENERGY 100] and [GAIN HYPER], then equip your
characters with Resist Water Force Metals and Thunder-based weapons before
heading in to face Silver Horn.
BOSS BATTLE: SILVER HORN
========================
LE: 17000
ELEMENT: Water
ITEM DROP: Ice Buster, Build Hyper
ITEM STEAL: Combat Absorber, Shot Absorber
REWARDS: 1000Z, 4000 EXP, 0 FME
------------------------------------------
STRATEGY
It's best if your characters are all above level 10 at this point. For X
and Spider, this shouldn't be a problem, but make sure you fight a lot of
enemies to boost Massimo's levels. Silver Horn uses some powerful attacks,
so know how to defend against them.
1. CRYOGENIC: This attack hits one character and will potentially inflict
Freeze status.
2. TIDAL WAVE: This attack hits all characters and reduces all LE by 50%.
3. ULTRA BLIZZARD: This hits all characters with a powerful Water-element
attack.
4. LIQUID COAT: This doesn't attack your characters, but Silver Horn will
create a barrier that has a 50% chance of blocking your attacks.
5. PRESSURE ABYSS: This guarantees a Critical Strike on one character.
If you have them, be sure to equip your characters with some water damage-
reducing Force Metal, and equip X with the Thunder Buster you got from Wild
Jango. Spider can use the Thunder Missile if you have it, as well. The best
strategy involves using your characters' main attacks or defending until
you have reached 100% WE. If you're feeling lucky, you can use Spider's
Action Trigger, but you're better off using his Hyper Mode so he doesn't
take damage. Massimo's Hyper Mode is good for quick and easy damage, but
don't worry about wasting his WE yet for Action Triggers since its fairly
weak at this point. X, on the other hand, should build up WE, Defend, and
unleash Charge Colliders when he can. The rest of the time, keep pounding
him with Thunder-based attacks. Towards the end, use X's Action Triggers
and you should be able to get enough damage in one turn so you can execute
a Final Strike to finish him off.
Another cutscene will ensue as Massimo explains to X and Spider that he's not
the real Massimo, but the two of them put his doubts to rest by proceeding to
call him "Massimo". He regains his confidence and thus ends the chapter. Save
when you're given the option, then return to Hunter Base. Talking to Nana
after this point will reveal to you that the Deployment Center has been re-
activated, so you can hunt out damaged Mechaniloids and use them to find some
hidden items in the areas you've visited. The Sky Room is also available to
visit for you to check up on items you've found. See Section 8: The Sky Room,
and Section 9: Deployment System for more information.
7E. CH 4 - GAUDILE LABORATORY
-----------------------------
Back at New Hope, Nana and Chief R will brief your party on a person of great
interest named "Professor Gaudile". Both sides have tried to persuade him to
assist them, but he has withdrawn to his arboreal laboratory and refused to
take sides. Your mission is to go to his laboratory and try once more to per-
suade him to give you his powerful invention, the Force Metal Generator, be-
fore the Rebellion Army invades and steals it. Use the transport to reach the
laboratory, and you'll almost immediately be confronted by Rebellion troops.
>> EVENT BATTLE: Preon Gunner (x2), Preon Elite (x1)
Defeat them and you'll be able to enter, where a cutscene will take over that
shows you entering the lab, along with a mysterious pink Reploid. She darts
off in a different direction than you, although X seems to sense that some-
thing's not right. When you regain control of X, continue down the main path
and take the first door to the elevator. Go up to the next floor and grab the
[PREON MECHANILOID] to your right before heading to the next door, behind the
elevator shaft. Run into the next hallway and take the short passage off to
the left to grab 2x [FIGURE TOKENS], then continue on into the door at the
far end of the hallway. Grab the [COOLER], [CURE ONE], and [VACCINE PROGRAM],
then head into the next door to reach the East Deck Main Route. This area is
covered with security sensors on the floors; time X's dashing to run across
them (unless you want to rack up EXP/Zenny by fighting). At the top waits a
Save Station and a [TANK ENERGY 25], as well as a two-way split. Take the
right hand path into East Residential District, and explore the two avenues
for some items. The right-hand path holds a [TANK ENERGY 50], [PROTECT +1],
[TANK PARTS], [600Z], and the [BIG MONKEY MECHANILOID]. The left-hand path
holds 5x [FIGURE TOKENS]. Grab all of the items, then go back to the split
and head left to continue through the level.
Avoid the now-moving security alarms (or fight the enemies) and you'll trigg-
er a cutscene where X and the party confronts Dr. Psyche for the first time.
He flees, leaving you to fight his guardians.
>> EVENT BATTLE: Preon Elite (x2)
After defeating them, a cutscene will occur where Marino, the pink Reploid
from before, meets a nurse Reploid named Cinnamon. Marino mentions the Force
Metal Generator, which Cinnamon seems to be knowledgeable about. The scene
will then switch to Psyche confronting Professor Gaudile. After these scenes
are over, you'll assume control of X again and move on. Grab the [BUILD WE],
[BUILD LE], and [LE +100] items before moving on, and dodge more of the mov-
ing security sensors in the next hallway. The door beyond leads into the Ob-
servation Deck area - just inside, go right and grab the [QUEEN OF HEARTS]
weapon and 2x [FIGURE TOKENS] before proceeding on down the hallway. Head up
the ramp, grab the [TANK ENERGY 50] from the next room, and head down the
left-hand path. Follow it around the bend and take the elevator up to the
next floor, then circle around and take the next door. Head up and around the
next bend and head in the next door to grab the 2x [500Z] and the [CURE ALL],
then run through the next left to reach the Laboratory Approach. Run up this
last slope to reach a Save Station and the distraught Dr. Gaudile. A cutscene
will take place where Gaudile explains the situation (and still refuses to
help out). Ignore him for now and run into the next hallway to grab the
[BUILD ARMOR], [BUILD SPEED], and [GAIN WE+5] items, and head through the
next doorway. As you progress, a cutscene will take place where Dr. Psyche
catches up to Cinnamon and Marino. Psyche's Preons brutally assault Marino
and she falls to the ground. Cinnamon reacts and uses her powers to revive
Marino, much to Psyche's delight. The cutscene ends, and you'll regain cont-
rol of X.
Run forward a bit more to grab 2x [FIGURE TOKEN] items, then head through the
next door to reach an area Gaudile calls the "Eternal Forest"*. The paths
split left and right, and, when used in the right combinations, will lead to
some very valuable items. Each path, either Strong or Weak, leads to an en-
counter with a set group of enemies. At this point, you can only take one
path, so I suggest the easiest of the bunch. Take the Right path, then take
three Left paths, and you'll go up against the following enemies:
>> EVENT BATTLE 1: Bat Bone (x4)
>> EVENT BATTLE 2: Preon Chaser (x2)
>> EVENT BATTLE 3: Preon Chaser (x2), Preon Spark (x1)
>> EVENT BATTLE 4: Preon Spark (x3)
At the end of this sequence, you'll wind up in an area called the Rare Item
Storage Room. The occupant will hand over two random items, and you can grab
the [JOKER] weapon for Spider. Immediately equip it, and run straight ahead
to reach the rest of the Laboratory. From here, it's a straight shot down to
the room where Psyche left Marino. A short cutscene will ensue where Marino
joins the party, which means you now have the Party Line ability. Now you can
rotate members in and out mid-battle in the event that one character is tak-
ing too much damage. Start by changing your lineup now, and swap Massimo for
Marino so you can start leveling her up - she'll be pretty valuable in the
next boss fight since she can steal items from enemies, so you want her to at
least have a fighting chance. When you run into a Killer Mantis, Defend until
Marino reaches 100% WE, then use her Action Trigger to steal the [GATLING
BUSTER] from the Mantis. Equip it on X and move on. In the next room, you'll
find a [REBOOT], [CURE ONE], [TANK ENERGY 50], and the [METTAUR MECHANILOID].
Grab the items and send the mechaniloid back to the base and continue on un-
til you reach a Save Station. At this point, you can return to New Hope if
you need to recharge - doing so and revisiting older levels so Marino can
keep leveling up isn't a bad idea. Otherwise, continue on forward and you'll
catch up to Dr. Psyche. In the next room, grab the [TANK ENERGY 100] and the
[GAIN HYPER], then head on past the Stump Approach to reach the boss.
BOSS BATTLE: DR. PSYCHE
=======================
LE: 12000
ELEMENT: Neutral
ITEM DROP: None
ITEM STEAL: Smoke Missile, Virus Missile
REWARDS: 0Z, 0 EXP, 0 FME
----------------------------------------
STRATEGY
Dr. Psyche is a bit of a difficult boss unless you continually defend and
only unleash 100% WE attacks. He mostly surrounds himself with Needles,
which determines his pattern for the entire battle. He has numerous other
attacks, too, that you need to watch for.
1. NEEDLE SUMMON: This is where Dr. Psyche surrounds himself with Needles.
2. NEEDLE SHOWER: Dr. Psyche rains Needles on the party. Getting hit will
raise or lower your stats by 10%.
3. DOOM BLASTER: Dr. Psyche fires a double laser at one character.
4. SMOKEOUT: Dr. Psyche's Needles inflict Blind and Virus on one character.
5. 4TH DIMENSION SLOW: This throws random items that induce random status
effects.
Destroying the Needles is your best option, or you can ignore them. Since
they can potentially increase or lower your stats, you do run a bit of a
gamble by ignoring them. Have X use the Gatling Buster with normal attacks
until you reach 100% WE, Defend with Spider, and have Marino either Defend
or use small striking or stealing attacks. Once at 100%, have X unleash his
Hyper Mode and use the Charge Collider, have Spider attack with the Poker
and transform Marino into her Quicksilver Hyper and either continue with
repeated normal attacks, or try her Emotional Reel out for a chance at
heavy damage. Either way, Dr. Psyche doesn't take too long to defeat.
But the battle's not over. Though his body is destroyed, Psyche's head re-
mains and takes control over a gigantic mechaniloid (seems somewhat familiar,
for some reason... huh), which moves you to another boss fight. This one, if
you know what to do, can be surprisingly easy to defeat.
BOSS BATTLE: MAD NAUTILUS
=========================
LE: 10000
ELEMENT: Neutral
ITEM DROP: Sub Tank, Virus Missile
ITEM STEAL: Tractor Net, Cure All
REWARDS: 10000Z, 8000 EXP, 600 FME
----------------------------------
STRATEGY
The key to defeating the Mad Nautilus is to Defend with your characters
since all of its attacks are the status-ailment variety. Defending also
works best because not only does it build your WE, but you have to wait for
the Mad Nautilus to reveal its weak point anyway. Read below for a brief
list of the attacks this form uses.
1. INFUSION CORE: Mad Nautilus fires a three-way laser at all characters.
2. MAD COCKTAIL: This hits one character and induces random status ailment
effects.
3. MAD ECSTASY: This randomly targets your characters and hits six times.
4. PENETRATION: This hits one character and ignores your Shield stats.
5. DEATH GRAVITY: This reduces one target's LE by 25%.
For the most part, the Mad Nautilus will repeatedly hit your party members
with energy blasts from its core. If it uses any of the other attacks, then
one of your characters will be damaged with random status aliments, such as
Blind, Virus, Freeze, etc. Start off switching Spider out for Massimo, as
Spider is just about worthless here even with the Poker. Defend to avoid
his various attacks as much as possible - especially towards the end, since
you can't trigger a Final Strike if one of your characters is afflicted
with an adverse status. Your goal is very simple: wait out the Mad Nautilus
until it opens its Infusion Core, and then hammer away with everything you
have. Use X and Marino's Hyper Modes so X can use the Charge Collider and
so Marino can get multiple turns, and have her steal a [TRACTOR NET] from
Mad Nautilus (do this now; acquiring this item later is pretty hard).
When it's Massimo's turn, Defend until you have 100% WE, then use the Glint
Armor and Berserk Charge to pound away. Once your Hyper Modes are expended,
retreat, Cool Down, and Defend until you return to 100% WE. Continue using
Marino to steal if you haven't gotten the Tractor Net as well. With the
right amount of sustained firepower, you'll be able to defeat Mad Nautilus
before long.
Dr. Psyche's final defeat rewards you with a [SUB TANK] and a [VIRUS MISSILE]
Sub-Weapon, and a cutscene occurs where Cinnamon goes against her father's
wishes and decides to join your party! This now gives you access to her Force
Metal Generator powers, and as as a bonus, Professor Gaudile finally agrees
to tag along back to New Hope to help the Resistance. With your mission com-
plete, the chapter ends. Save your game and return to New Hope.
7F. CH 5 - MAVERICK HUNTERS JOIN FORCES
---------------------------------------
Professor Gaudile is able to repair the communications array and boosts the
power enough for X to make contact with Colonel Redips, who informs X that
Zero's signal was last picked up at Point A6. Unfortunately, the transmission
breaks up before he can get any more information. Nana briefs X on what Point
A6 is and then Spider pops up out of nowhere. With your party fully intact,
step into the transport to go to the Ulfat Factory.
At the start, switch out Massimo and Spider for Marino and Cinnamon so you
can continue to increase their levels and experience. Run forward a bit more
until you hear the alarms - Zero's making his presence fairly well-known -
and advance until you see floating sentry drones. If one of these catches
you, you'll be stuck in a battle, so unless you just want Zenny and items,
work instead on getting past them. There are many of these in the rooms ahead
and they get fairly complicated in their layouts. As you advance, make sure
you're looking at your Radar so you can spot the approximate locations of
any items. From your current position, grab the [FIRE GUARD] and [FIGURE TOK-
EN] from the corners of the room, then head through the door. Head through
the north door, going down the tunnel to reach the first foundry area. Run
around this area to the other side to grab the [300FME] and [1000Z], as well
as the [RUSH LOADER MECHANILOID]. Now head back to the door you came in at,
and take the other path to reach another room. Grab the [BUILD LE], [FIGURE
TOKEN], and [ULTRA BLIZZARD] from this room, and proceed into the door on the
right to reach the pathway to Smelting Furnace 2.
Head into this security room and grab the [TANK PARTS] and [FIGURE TOKEN]
from the corners while evading the droids, then head through the other door
(the only one not blocked off) and grab the [FIGURE TOKEN], [TANK ENERGY 50],
and the [BUILD WE] from this room before taking the passage off to the left
of the entryway. Circle around the second foundry area and head down the next
hallway. You'll find the [EINHORN MECHANILOID] here, but you can't pick it up
yet since you need a "Ball and Chain Hammer" (which you'll find in Vanallia
during Chapter 6). Ignore it for now and grab the [KING OF HEARTS] weapon and
give it to Spider, then backtrack your way to the security room you came
from. Head to the door on the left now and grab the [800Z] before reaching
the hallway leading to Smelting Furnace 3.
There aren't any security drones in this room, but make sure you circle
around to the back to grab the [BUILD SPEED] from the back corner. Head on
through the next room and immediately head left. Pick up the [BOOST SPEED]
and go through the next door. Run into the next foundry area and snag the
[AERO BUSTER] and a [MINI BATTERY] from this room. Return and go around the
bend in the previous room, and a cutscene will take over where a security
Reploid confronts X. But there are no worries, the security Reploid turns out
to be Axl masquerading so he doesn't get caught. Yes, I know you were secret-
ly hoping he wasn't going to be in the game, but he is. Anyway, Axl's been
investigating the island on his own trying to find clues to his existence, or
something. After he manages to make a brilliantly stupid statement in regards
to Zero, he'll join your party, so you should swap Cinnamon out for him so
he can start leveling up (you'll want to use Axl during the boss fight, so
this is pretty important). Run around the other set of stacked crates to find
a [TANK ENERGY 50], then head through the next door to find a Save Station.
The next door leads into the large Freight area. Head down the inactive con-
veyor belt and hang a left to reach the Parts Intake line. This next part
involves a winding maze of directions, switching consoles, fighting enemies,
and grabbing items, so try to follow these steps.
From the start, run straight ahead and you'll find Mystery Data with [1000Z]
in it. Keep going forward and you'll run into an event battle.
>> EVENT BATTLE: Preon Gunner (x1), Preon Soldier (x2)
After defeating them, grab the nearby [TANK ENERGY 25], then head down the
right-hand path and grab the [GAIN HYPER]. Activate the nearby console to
change the path of the conveyor belt and head along the new path to reach
another event battle.
>> EVENT BATTLE: Preon Soldier (x3)
Once you defeat them, grab the [WE+5] they were guarding, and continue taking
the conveyor belt to reach the Parts Delivery Line. This area is much, much
larger than the Parts Intake area. Again, follow the directions to reach the
end. Go straight ahead for a [FIGURE TOKEN], then take the right-hand path
for a second [FIGURE TOKEN]. Go straight ahead now for another event battle.
>> EVENT BATTLE: Preon Soldier (x3)
Defeat them and pick up a third [FIGURE TOKEN], then activate the nearby
console to change the conveyor belt direction. Just ahead of you is another
[FIGURE TOKEN], along with another event battle.
>> EVENT BATTLE: Preon Nurse (x1), Preon Shielder (x2)
Once they've been defeated, grab another [FIGURE TOKEN] and you'll run into
another event battle down the left-hand path.
>> EVENT BATTLE: Preon Shielder (x2), Preon Soldier (x1)
Defeat them and activate another console to switch the belt directions. Now
take the following path on the belts: Left/Right/Left/Left and you'll reach
another [FIGURE TOKEN] and another console. Activate this one, then head to
the right for another event battle.
>> EVENT BATTLE: Preon Soldier (x2), Preon Nurse (x1)
During this Event Battle, you'll want to destroy ONLY the Preon Soldiers. If
you leave the Preon Nurse alone, it will probably heal or give stat upgrades
to the other Preons, but this is fine. Leaving it for last causes it to give
your party a LIFE GAIN 25. Letting it run away after this point increases the
drop rate for Cinnamon's Injector weapon from 1% to 25%! The next time you
encounter these, consider using Item Captures and you'll easily acquire this
new Main Weapon for Cinnamon. After getting out of this battle, grab the last
[FIGURE TOKEN] from this area, and head to the left to reach the exit leading
to the Freight Lift Area.
Once you reach here, a cutscene takes place where Cinnamon uses her nursing
abilities and astute powers of observation to determine that the enemies here
died from Saber-inflicted wounds. Afterwards the scene cuts to Zero marching
determinedly down a long hallway towards the central control area. He breaks
in as Mach Jentra receives information regarding the intruder, and the two
prepare for battle. After this, you'll regain control of the party, so head
up the first Freight Elevator. At the top, you'll find the [KILLER MANTIS
MECHANILOID], so send it back to Nana for repairs. You'll also find four dead
security Reploids in here. Pick up the [FIRE GUARD] from the one on the right
and an [ICE MISSILE] from the second one on the left. Continue on into the
Computer Room and grab all of the Mystery Data for a [BUILD SHIELD], [BUILD
ARMOR], and a [HUNTER MISSILE]. The path to the boss is open to you now, so
if you need to return to New Hope for a refresh, you should do so now. When
you're ready to face the boss, take the left-hand door out of the Computer
Room and head up the second Freight Elevator and go into the next area. Keep
going down the long hallway until the cutscene takes over. Mach Jentra has
almost beaten Zero, but X and Axl arrive just in time and Mach Jentra flees
the area. After a (pretty emotional) reunion (where I was pretty sure Zero
was going to kiss X), Zero joins the party. Turn around and grab the nearby
[BACKUP] and [BUILD POWER], then return to the Computer Room. There's another
path available to you now, so head into this final corridor and grab the
2 [TANK ENERGY 100]s and the [GAIN HYPER], then enter the door to reach the
boss.
BOSS BATTLE: MACH JENTRA
========================
LE: 28000
ELEMENT: Fire
ITEM DROP: Sub Tank, Fire Buster MKII
ITEM STEAL: Tank Energy 100, Twin Fire
REWARDS: 12000Z, 10000 EXP, 800 FME
--------------------------------------
STRATEGY
By far the biggest annoyance in this fight isn't so much that Jentra hovers
just out of range of most of your attacks, but the fact that he summons
Preon Nurses quite often to heal his LE. Watch out for his Fire-based att-
acks and make sure you pack X, Zero, and Axl with any Water-element weapons
that you have available. Below is a brief list of his attacks.
1. SMASH!: Simple diving attack hits one character.
2. FLAMES OF GEHENNA: Attacks all characters w/ flame burst.
3. GENTLE CALL: Summons two types of Preon as attack aides.
4. SUPER HOLD GUM: Hits all characters and drains 25% Speed.
5. LEAK WE: Attacks all characters and drains 25% WE
6. GIGA FIRE: Hits one character with Mega or Giga Fire attack.
The best way to deal with Jentra is to employ basically the same strategy
you used against Mad Nautilus. Have X, Zero, and Axl in the party and simp-
ly defend until you reach 100% WE with all of them. IF, however, he uses
Gentle Call and summons any Preon Nurses, forget Defending and attack them
constantly. These are the Preons who will heal him given the opportunity
(and when I said before to try to get the Interceptor for Cinnamon the next
time you encountered Preon Nurses, during a boss fight is not what I meant,
just in case you were wondering). When Jentra is struck by a powerful att-
ack, he'll be grounded. This of course does you no good if you ground him
and his turn is next in the X Order since he'll just recover anyway. Do
this when your party has a good number of turns coming up so that you can
deal some hefty damage. Ideally, you'll want to have Axl attack first by
using his DNA Change power to attack as Silver Horn. This Water-element
attack will surely ground him, and if X or Zero is next, have both of them
attack in their Hyper Modes. Try to nail as many Command Arts combos and
lay into him with the Charge Collider. Cool Down, Defend, and repeat until
he's beaten, and don't forget to use a Sub Tank if necessary.
Like with Dr. Psyche, Mach Jentra has more in store for you. Jentra laughs
because even though he's beaten, his destruction will trigger the computer
named Duboar to spawn hundreds of frenzied Preon mechaniloids. Your LE will
be refreshed (thankfully), but get ready for a number of rapid battles where
you have to defeat 16 individual Preons (4 rounds with 4 Preons apiece).
>> EVENT BATTLE 1: Preon Chaser (x2), Preon Spark (x2)
>> EVENT BATTLE 2: Preon Spark (x2), Preon Shielder (x2)
>> EVENT BATTLE 3: Preon Hybrid (x1), Preon Shield (x1), Preon Chaser (x1),
Preon Spark [Berserk] (x1)
>> EVENT BATTLE 4: Preon Hybrid [Berserk] (x4)
[Berserk] means that the Preons are afflicted with Berserk status, so their
attacks will be faster and more powerful, but the best thing is that they are
unpredictable. Most of the time they won't even attack you and they'll just
hammer away at each other, which only benefits you. Make it through all four
rounds and a cutscene will take over where even MORE show up. Axl remarks
that this isn't getting any better, and takes matters into his own hands. He
uses his DNA Change ability to transform into Mach Jentra, and convinces the
computer to halt the attack. The computer obeys, and X and Zero destroy the
machine, freeing you to return to New Hope.
After you do, though, Zero confronts X over his choice in new friends, in
particular the bounty hunter, Spider. X protests that these "people" helped
him locate Zero, but Zero will have none of it. He stalks off to work on his
own (how's that for thankfulness?), and Nana will receive a transmission from
Colonel Redips. He informs you of a hidden Rebellion Army lab, and Nana works
on pinpointing the location. For now, leave the Command Room to trigger a
cutscene where X sees a bright glow from just out of his view. Spider magic-
ally reappears, and X (being the aloof person he sometimes is) doesn't think
anything of it *sigh*.
At this point, you can return to Tianna Camp and grab the [BLOWFISH MECHAN-
ILOID] and if you have the Tianna Key, take on the secret bosses if you think
you can beat them. Spend some time here at New Hope and go to the Shopping
Arcade and visit any other shops to stock up on supplies. Also try to use the
Force Metal Generator to try and start forging some of the advanced Force
Metals. Once you're finished, you can talk to Nana to open up the path to
the next Chapter.
7G. CH 6 - THE MEANING OF FRIENDSHIP
------------------------------------
Once Nana pinpoints the coordinates for the Gimialla Mine, you'll be able to
transport to the area. Spider and X will converse about the location of the
hidden Rebellion Army lab, and you'll see your nemesis, Shadow, peeking out
from a grate. From the start, head through the first few doors until you
reach the wide-open area. Grab the [ULTRA FIRE], [ULTRA THUNDER], and [ULTRA
BLIZZARD], and save if you wish. Head into the next room to reach the elevat-
or shaft, and take it down to the Level 2 Main Tunnel.
The next room holds three more items; an [ANTI-LOCK], [1200Z], and a [DOA
PROTECTION] Force Metal. Head left and grab the 2x [FIGURE TOKEN] crystals,
then explore the mining shafts on the left and right sides of this room. The
one on the right contains some boulders, so head through the path you can
access into another shaft. Enter the room on the right to engage in a short
battle.
>> EVENT BATTLE: Rush Loader (x3)
By defeating them, you'll gain the [BOOSTER PARTS] for X, which allow you to
destroy the boulders mentioned previously. A rather humorous cutscene will
then occur with Axl and X starting to argue over who gets to use the upgrade
(but Professor Gaudile breaks in and puts an end to it, stating that only X
can use them). Once the parts are equipped, use it to break the boulders in
the area (one in the tunnel you're in guards a handy [MINI MOTOR]. Return to
the tunnel and explore the other mineshaft now. Grab the [ACE OF SPADES]
weapon from the first door, then use the Booster Parts to blast through some
boulders blocking access to a [FIGURE TOKEN]. Now return to the main hallway
and head into the other side. Hit the first mineshaft on the right and ex-
plore the area to reach a room containing [800FME], and more boulders. Break
through them and, if you didn't use the Mini Motor to get the Blowfish Mech-
aniloid already from an earlier chapter, use it now to grab the [MEGA MANTOR
MECHANILOID] in the next room. Also grab the [TANK PARTS] and [BUILD LE] from
the side rooms, then return to the side room and explore the other mineshaft
on the left. Inside, explore the right fork to pick up a [FIGURE TOKEN], then
exit out to explore the other two rooms. Grab the [FIGURE TOKEN] and the [BAT
BONE MECHANILOID] from the center fork, and another [FIGURE TOKEN] from the
left fork. Exit back out and break through the boulders guarding the final
door in the main passageway, and activate the console to add Basement 3 to
the elevator. Take the lift down, grab the [TANK ENERGY 100], and prep your
party for the first battle against your old friend, Shadow.
MINI-BOSS BATTLE: SHADOW I
==========================
LE: 18000
ELEMENT: Neutral
ITEM DROP: None
ITEM STEAL: Gain Hyper, Unlock Limiter
REWARDS: 0Z, 0 EXP, 0 FME
--------------------------------------
STRATEGY
This battle takes place in two phases. During the first one, your goal is
merely to outlast him and lasts approximately 30 turns. During this time,
get used to his attack pattern, since during the second round, he'll power
up a bit more.
1. ENERGY CHARGE: This doesn't do anything to you; he simply starts to
charge up his next attack.
2. PULVERIZER CANNON: This one HURTS; it reduces all characters LE by 50%.
3. FATAL ATTACK: This attack hits one character and is a guaranteed Crit-
ical Strike.
4. FRAGMENTING CANNON: Like the Pulverizer Cannon, but it only targets one
character.
5. ULTRA BLIZZARD: This is a moderate Water-elemental attack against one
character.
6. CODEBREAKER: This random attack has a small chance of causing a DOA.
The goal here is to just outlast Shadow, so don't waste any of your Hyper
Modes. Just Defend until your characters are at 100% so you can lay into
him with Action Triggers. Swap Marino in at some point to try and steal his
items, but otherwise just play it cool until the cutscene takes over.
Shadow cackles about his newfound power, and actually manages to almost cut
X into little pieces, but he's suddenly knocked backwards by a powerful ener-
gy surge. Zero returns at this point, and he'll automatically rejoin the
party for part two of the fight.
MINI-BOSS BATTLE: SHADOW II
===========================
LE: 28000
ELEMENT: Neutral
ITEM DROP: Z-Ichimonji, Figure Token
ITEM STEAL: Build Armor, Build Shield
REWARDS: 8000Z, 9000 EXP, 600 FME
-------------------------------------
STRATEGY
Shadow uses the same attacks as in the first round, but they're a bit more
powerful this time.
1. ENERGY CHARGE: This doesn't do anything to you; he simply starts to
charge up his next attack.
2. PULVERIZER CANNON: This one HURTS; it reduces all characters LE by 50%.
3. FATAL ATTACK: This attack hits one character and is a guaranteed Crit-
ical Strike.
4. FRAGMENTING CANNON: Like the Pulverizer Cannon, but it only targets one
character.
5. ULTRA BLIZZARD: This is a moderate Water-elemental attack against one
character.
6. CODEBREAKER: This random attack has a small chance of causing a DOA.
This isn't too hard. He only gains 10000 more LE, so he isn't too difficult
to handle. This time, Defend until you reach 100%, and have X transform in-
to X Fire and unleash some pain upon Shadow. When Marino's turn comes up,
engage Quicksilver so you have multiple turns to hammer away and steal his
items, and then have Zero pound away with his Black Zero form and the Comm-
and Arts. Once your assault is done, Cool Down or Defend until you reach
full WE again, and repeat the same pattern until you defeat him.
Defeating Shadow triggers a cutscene where Zero once again lectures X on his
too-trusting nature. As Zero turns his back, Shadow tries to fire one last
blast right at Zero's head, but Spider intervenes and absorbs the blast, and
fires it right back at Shadow. The final blow proves too much and Shadow is
destroyed. Predictably, instead of thanking Spider, Zero engages in a heated
argument about how he can defend himself. *sigh* Anyway, at least Zero stays
with the party this time. Once this is finished, explore the two avenues to
find a mining Reploid in a console room at the far end and talk to him. He'll
tell you about his missing [ELECTRIC PARTS] and give you a [RED PICKAXE].
Your job is to find the Red Degraver and give him the pickaxe, take his item,
and give it to the corresponding Degraver until you finish rearranging all of
them. The order you need to go in is explained below.
REPLOID GIVE RECEIVE
------- ---- -------
Red Degraver Red Pickaxe Yellow Pickaxe, Electric Parts
Yellow Degraver Yellow Pickaxe Blue Pickaxe
Blue Degraver Blue Pickaxe Green Pickaxe
Green Degraver Green Pickaxe White Pickaxe, Trade Sheet
Check out the doors in the area, too. You can get a [FIGURE TOKEN] from near
the Red Degraver, and pick up the "Degraver Mechaniloid" as well as the [ACE
OF HEARTS] from the room nearby. The room next to the Yellow Degraver con-
tains [1300Z]. On the other end of the hall, there are 2x [FIGURE TOKEN] Mys-
tery Data crystals near the Blue Degraver. Lastly, the room near the Green
Degraver contains a new Sub Weapon, the [FORCE MISSILE]. Take the White Pick-
axe back to the chief Reploid when you're finished and give him the Trade
Sheet and Electric Parts. Out of thanks, he'll unlock Basement level 4 and
give you an [INFINITE RESIST] Force Metal. When you're ready, head down to
Level 4 of the Mine.
This area is an item-fest when you first arrive. Grab the [BUILD ARMOR],
[BUILD LE], [BUILD POWER], [BUILD SHIELD], and [BUILD SPEED] items, and save
if you wish, then head through the door to the left. Ahead of you is a gate
guarded by three beams. For now, grab the [GAIN HYPER] near the door, and
take the right door to reach the Durability Lab, where you can gain a [FIRE
GUARD], a [THUNDER GUARD], and a [WATER GUARD]. Exit and take the opposite
door to reach more doors. Here you have to challenge enemies to battle to
unlock each of the beams.
>> EVENT BATTLE 1: Plasma Glob (x2), Fire Glob (x1) - Unlocks Yellow Beam
>> EVENT BATTLE 2: Fire Glob (x2), Liquid Glob - Unlocks Red Beam
>> EVENT BATTLE 3: Liquid Glob (x2), Plasma Glob (x1) - Unlocks Blue Beam
Once they've all been taken down, exit back to Level 4 Main Tunnel and refill
your party's LE with a Sub Tank, then grab the [TANK ENERGY 100]. I recommend
saving outside this room before tackling Incentas in the newly-unlocked room.
BOSS BATTLE: INCENTAS
=====================
LE: 36000
ELEMENT: Variable
ITEM DROP: Twin Thunder, Twin Ice
ITEM STEAL: Build WE, Build LE
REWARDS: 15000Z, 12500 EXP, 1000 FME
------------------------------------
STRATEGY
Incentas can be tough because of his varying elemental weapons. Because of
this, you'll want to unequip your characters of any elemental-based weap-
ons because you don't want to inadvertently give him a power boost. Below
is a brief summary of the attacks Incentas uses in this fight.
1. ELEMENTAL CHANGE: Changes his elemental attribute every round in this
order: Fire->Water->Thunder->Fire.
2. ASURA KNUCKLE: Hits all characters four times.
3. GIGA ELEMENT: Hits all characters with powerful elemental shot.
4. JUDGMENT THUNDER: Hits one character with an ultra powerful Thunder-
element attack.
5. ETERNAL GLACIER: Hits one character with an ultra-powerful Water-element
attack.
6. SCORCHING BLAZE: Hits one character with an ultra powerful Fire-element
attack.
There is a ridiculously fast method to defeating Incentas. Let him have
the first turn (he'll probably get it anyway; if you do, Defend until he
gets a turn) so he changes to Water-element. Once Axl's turn comes up, have
him use his DNA Change AT and execute Wild Jango's Rolling Thunder for an
obscene amount of damage. Any other Thunder-based attacks you happen to
be carrying will only help. Defend with the rest of your characters, or
have Zero use Black Zero plus Command Arts until Incentas' next turn comes
up and he switches to Thunder-element. Once again, when Axl gets a turn,
use DNA Change again and use Mach Jentra's Flames of Gehenna for another
amusing blast of 200% damage. Have X uses his fire-based X Fire attacks for
extra hurt as well. If somehow Incentas survives this, well, just wait for
him to switch one more time to Thunder-element, and have him say hello to
Silver Horn's Tidal Wave when it's Axl's turn again. Supplement in between
Axl's turns with Zero's Command Arts and X's Charge Shot and Incentas will
go down pretty quickly. Just try to remember to bring Marino in at least
once or twice for item theft before completely wasting Incentas.
Defeating Incentas isn't the end, however. He threatens that even though he's
been defeated, you'll still be destroyed, and sets the self-destruct sequence
in the Mine. Spider takes matters into his own hands and tackles Incentas,
driving him backwards towards the protected energy gate. The energy overload
destroys Incentas, disables the self-destruct... but also kills Spider in the
process. X, Zero, and the rest of the party are able to make it to safety,
and Zero apologizes for his behavior earlier, and rededicates himself to
fighting to avenge Spider for his sacrifice.
Save when you're given the opportunity to, and you'll be able to reestablish
comms with Colonel Redips. Unfortunately, the signal soon fades and Nana
learns that their transmissions are being jammed from somewhere in the Van-
allia Desert area. Run around revisiting the Shopping Arcade or any other
Street Vendors to pick up items. In particular, pick up any ice-elemental
weapons you don't already have, and get the Soul Saber for Zero and the Kitty
Gloves for Cinnamon. If you haven't yet, try for the Ultimate Armor as it
will start really making things easy. Once you're ready, talk to Nana to get
the coordinates for the Vanallia Desert.
7H. CH 7 - BLOCK TRANSMISSIONS!
-------------------------------
The Vanallia Desert is currently in the middle of a terrible sandstorm, which
means lots of joy for you since you have to navigate through the outer area
first. When you get here, you won't be able to see very far in front of you,
and there are a number of items and tasks you need to complete out here.
The area is a bit confusing, so try to refer to the diagram below for a bit
of help. The locations are approximated, but it should give you a general
idea of where to go. The mechaniloids are labeled, and the numbers indicate
the most direct Jamming Emitters to go to.
-------------------------------------------------
| METTAUR |
| |
| 5 |
| MEGA EXIT |
|TORTOISE |
| |
| GOLD 3 |
|METTAUR 4 |
| METTAUR |
| |
| METTAUR |
| CURE |
| |
| 1 2 |
| START SILVER METTAUR |
| METTAUR CURE |
|_______________________________________________|
From the start, inspect the first Jamming Emitter you find (#1 on the map)
that is emitting a signal at 10%. Head to the right to find a Silver Mettaur
that gives you a [FIGURE TOKEN], then keep going to the right to find a sec-
ond Jamming Emitter that is emitting a signal at 15% (#2 on the map) along
with a Mettaur Cure that also holds a [FIGURE TOKEN]. Now go to the left-hand
boundary and walk forward until you find a Gold Mettaur. This one is dead,
but inspecting it gives you a [MINI-BATTERY] item. Keep walking forward and
you'll find the [MEGA TORTOISE MECHANILOID] that just so happens to need a
Mini-Battery. Give it to the mechaniloid and send it to Nana for repairs,
then inspect the area to the right of the Gold Mettaur to find another Jamm-
ing Emitter that is emitting a signal at 40% (#3 on the map). Now go to the
uppermost boundary of the map and go to the right to find a dead Mettaur that
holds Zero's [DOUBLETOOTH] weapon. From here, head southeast-ish to find
another Mettaur Cure that has a [FIGURE TOKEN], then go north to reach anoth-
er Jamming Emitter (#4 on the map). This one is emitting a jamming signal at
55% - you're getting closer to the end. Slightly to the east here is a dead
Mettaur that holds a [TANK PART]. Grab it and start heading north; there are
more Jamming Emitters to check out, but I'm pretty sure that the game only
requires you to inspect four of them. Head for the lights off in the distance
to find the exit. This area is locked, so Zero suggests that you investigate
the area around it. Inspect the area behind here to find the final Jammer
that is emitting a signal at 100% (#5 on the map), then follow the cables out
into the distance until a cutscene takes over.
Ferham shows up here, impressed that you managed to defeat the evil sand that
is brewing around the area. Of course, she shows it by knocking X and Massimo
into a conveniently-located quicksand pit. As Zero struggles to rescue them,
Ferham starts lashing him with her whip (what is it with Japanese people and
their fascination with deviant behaviors?). Eventually Zero loses and gets
dragged into the quicksand as well, but hey, it ended up leading to an under-
ground part of the base that Ferham somehow didn't know about. Save here, and
then set to exploring the area. The next few areas are somewhat similar to
the maze in Tianna Camp. Giving exact cardinal directions here is difficult
(and besides, it's better to explore on your own), but your goal here is to
explore the areas and locate the colored switches (there's one blue, two
yellow ones, and three red ones). The blue one is fairly easy as it's oppo-
site the blue door. Once you unlock it, go inside for the [BUILD POWER],
[BUILD ARMOR], [BUILD SHIELD], and [BUILD SPEED] items. The [LIQUID GLOB
MECHANILOID] is also in here, but you first need the [CYBER LIQUID] that you
can find later in this area to activate it. Locate the remaining switches
and collect the goodies from their respective doors (the yellow one holds 2x
[400FME] items, and the red one holds [3800Z] as well as the [BALL & CHAIN
HAMMER] that you can use to reactivate the broken-down Einhammer in the Ulfat
Factory), then wander around to pick up more random items until you reach a
door leading into an elevator shaft. Save again if you want, then take the
elevator up to Level 1F. Take note here - this elevator area is the ONLY
place in the entire game to find Gold Bladers, so this is where you need to
come in order to farm Item Captures and hopefully, Good Luck Force Metals for
later use. Once you exit the elevator, a cutscene will take over where Botos
chuckles about the Hunters surviving Ferham's attack, and Scarface appears to
tell him that handling you and your party is his responsibility now.
Once you hit 1F, you'll have doors leading north, south, east and west. Ex-
ploring a bit will reveal that the majority of doors are locked in this area.
What a shock. Wander around a bit until you find a room with a laser puzzle
where you have to turn mirrors to reflect lasers into a control panel in ord-
er to proceed (sort of like the same puzzle in MEGA MAN X6). Play with the
lasers some more to reflect on the various other green wall panels (some have
red borders and some have blue borders). Hitting these will release locks on
some Mystery Data on the floor above you (they contain [FIGURE TOKENS]). Once
you've succeeded, Axl will congratulate you, so head back to the elevator
room and go up to 2F.
Proceed directly ahead and turn left at the hallway. Pick up the items in
here and go through the next door. There's a power console here you can oper-
ate; play with it to unlock the doors on the level below you (yay!). Now
return to the elevator and go back down to 1F. Now you can do some hardcore
reconnaissance to find even more laser puzzles. The same principle applies in
each case - reflect the lasers so they energize the wall conduits. When
you're finished exploring and picking up the items (one of them is the [PARA-
ROID MECHANILOID] that you can activate with a [MINI-MOTOR], return to 2F.
Now you should systematically go around to the newly-unlocked doors up here,
picking up the items you find (one of them should be the [CYBER LIQUID] that
you need to reactivate the Liquid Glob mechaniloid you found earlier) while
also deactivating security in each of the areas via the power consoles. When
the last one's been deactivated, Botos will call you and issue a challenge.
Floor 3F will now be available, but I recommend running down to B1F and sav-
ing as well as preparing your party and weapons for the boss fight. When
you're ready, go up to 3F and you'll automatically challenge Botos.
BOSS BATTLE: BOTOS
==================
LE: 40000
ELEMENT: Fire
ITEM DROP: Twin Fire, Fire Stella
ITEM STEAL: Fire Resist, Super Absorber
REWARDS: 16000Z, 15000 EXP, 1500 FME
---------------------------------------
STRATEGY
Either the bosses are getting easier, or your inventory is getting strong-
er, because Botos is quite a pushover. Still, know his battery of attacks
to make it through this fight a bit easier.
1. BOTOS TRIO: This summons two Q-Bits that assist Botos in battle.
2. SHOWTIME: Botos increases his Power by 30%.
3. BATTLE RHAPSODY: Botos increases his Power by 60% and his attacks will
ignore your Shield stats.
4. BATTLE FORTE: This boosts Botos' Power (and any Q-Bits) by 25%.
5. BATTLE ALLEGRO: This boosts Botos' Speed (and any Q-Bits) by 25%.
6. BATTLE ADAMANTE: This lowers all characters' Speed by 25%.
7. CRADLE SONG: This lowers all characters' Speed and Armor by 25%.
His Q-Bits are easily destroyed with just about any attack you have, and
they only possess weak LE draining/recovery moves, so don't worry too much
about them. If you have gotten X's Ultimate Armor (and why haven't you?),
then Botos will be easily wiped out once X has gotten to 100% WE. If you
insist on doing it the hard way, though, equip all characters with Water-
elemental attacks to inflict double damage (Axl's Silver Horn DNA Change is
marvelous since it will wipe out any Q-Bits as well). Give X the Ice Buster
and Zero the Ice Saber and whip out your fully-powered Action Triggers
(do NOT use X Fire's normal attacks as you'll give Botos energy) to easily
win this fight. Too bad you don't have Absolute Zero yet... it would really
make this fight a cakewalk. As always, try to have Marino steal his items
before completely wasting him.
Botos will tumble backwards and drop the Supra-Force Metal he was taunting
you with. Since he's been stripped of his power, he flees the area. X, Zero,
and the rest of the party head back to the base so that Professor Gaudile can
analyze the strange Supra-Force Metal. After he does, Nana will discover that
more Supra Force Metal has been found at the Melda Ore Plant. Looks like you
will be heading there to investigate next.
7I. CH 8 - THE ULTIMATE WEAPON
------------------------------
Nana tracks the Rebellion Army to the Melda Ore Plant, so when you're ready
to go, take the Transport to reach this frozen area. Before heading inside,
check the external storage tanks to find a [HEAVY MOTOR] and a [TANK PARTS].
There are two Mystery Data items with [FIGURE TOKENS] by the front door, and
if you explore the snowy area to the back-right of your starting point, you
will locate the [RABBID MECHANILOID] that you can send back to Nana. Once
you've finished exploring the outside, head to the Entrance Hall and a short
cutscene will take over. After it's over, make a mental note of the locked
door in this room - after this chapter, you can deploy mechaniloids here and
once they return with the [MELDA KEY], you can go through here to find Zero's
second Hyper Mode. Before leaving, take the [ULTRA THUNDER] from the Mystery
Data in the center of the room, and head down the elevator to the next area.
This area requires you to use peepholes in the walls in order to examine
certain objects or areas. Look through the first one to examine part of what
will eventually become the Force Metal warhead, then go down the hallway into
the next room to grab a [BUILD WE]. Another peephole is in here along with a
[FIGURE TOKEN]. Look at the object again, then go to the elevator leading
down to find yet another peephole.
Exit the elevator and you'll see another peephole to the right. The next room
has another [MINI-BATTERY], and the room after that has another peephole. Go
further down to the next room to grab a [BUILD SHIELD], then you'll find yet
another elevator leading down. This one takes you to... what? more peepholes?
Of course. Use the one to your left, then go up the hall to a room with a
[TANK ENERGY 50] and another peephole. Keep going along this path and you'll
find the [WOLFLOID MECHANILOID] all by itself in another room. Send it back
to Nana, then find the last peephole. After looking through it, you'll trigg-
er another cutscene. Afterwards, you'll find a [FIGURE TOKEN] before reaching
the console that unlocks a door in this area.
Go through the locked door and use the Save Station. Keep going forward and
you'll run into Botos again! This isn't so much of a boss fight now as just
an event battle, since you'll encounter him a few times. This time, though,
he'll tell you about the Force Metal warhead and how it needs two keys and
why do villains always tell you the plot and stuff. You'll enter into a short
fight where all you need to do is hit him a few times to make him run away.
Exit the area and you'll reach the Missile Silo. There is a [GAIN HYPER], a
[FIGURE TOKEN], [1000 FME], and [3000Z] in here, so grab all of them before
continuing to chase Botos. In the next room is a [BUILD SPEED] as well. Once
you reach the next area, you'll find another Save Station and a door that
takes you to another mini-battle with Botos. This time, he summons a Q-Bit
to throw you off - the Q-Bit will go one way, and Botos wil go the other.
Botos heads through the right-hand door, so confront him and beat him up a
bit to make him flee again.
Keep exploring the area to grab a [TANK ENERGY 50] and a [BUILD POWER], then
retrace your steps through the door that the Q-Bit took to reach a [FIGURE
TOKEN]. Keep going along this path and you'll run into Botos again. He uses
two Q-Bits here. Head north to chase the real Botos, but this time you'll
have to fight his backups since he just runs away again. Take them out with
Hyper Modes or whatever you have to eliminate them quickly, then pick up the
[2000Z] and [CRYOGENIC] afterwards. There's another [BUILD ARMOR] off one of
the other paths, so explore for it before chasing Botos again. Take the ele-
vator when you reach it to get to the second floor and you'll find Botos one
more time. Two of the three doors here will lock, so head through the only
one you can, but make sure to pick up the [GAIN HYPER] and [TANK ENERGY 100]
on the ground. The next boss battle is coming up, so equip everyone with Re-
sist/Reverse Water items, Thunder-elemental weapons, and make sure all your
characters have full LE. Go through the next door and you'll finally get to
challenge Ferham.
BOSS BATTLE: FERHAM
===================
LE: 40000
ELEMENT: Water
ITEM DROP: Ice Stella, Heat Haze
ITEM STEAL: Build Hyper, Force Missile
REWARDS: 18000Z, 20000 EXP, 2000 FME
--------------------------------------
STRATEGY
Ferham is airborne most of the battle, but that doesn't mean you can't
still hit her. She's pretty easy at this point if you've been properly lev-
eling your characters, but her attacks can still be a bit nasty.
1. CRIMSON SHADE: This is like your Heat Haze; it creates a shadow double
that can add up to 2 hits to any attack she uses.
2. BLOODY SNAKE: This hits all characters once.
3. GIGA BLIZZARD: Targets one character with Water-elemental damage.
4. TERRA BLIZZARD: Targets one character with a stronger Water-elemental
attack.
5. SONIC BLIZZARD: This hits every character with an ultra-powerful Water-
elemental attack.
Overall, Ferham's attacks are pretty basic. Keep Water Guards or Resist/
Reverse Water Force Metals handy and she'll barely touch you. Have Axl use
his DNA Change with Wild Jango's attack for easy damage, but make sure that
you bring Marino in to steal her Build Hyper before causing too much dam-
age. X and Zero can switch to their Hyper Modes (Ultimate Armor if you have
it will easily end this fight), and have Zero just use a couple of Wave
Slashes or Skull Crushes. For one of the last bosses, Ferham is quite the
pushover.
Ferham dives down the remainder of the Missile Silo and takes her warhead key
with her. Grr, unfortunately you can't just jump after her, as the game would
rather have you backtrack allll the way back down. Navigate in reverse order
the way you came up to find Ferham at the bottom. She's dying, but reveals
that Botos took her key. ... *sigh* Time to go back up.
Go back up to where you fought Ferham, but just before you can access the
final elevator, a cutscene plays where Botos is about to activate the Force
Metal warhead. But suddenly, someone approaches! Botos recognizes him and
reacts in panic, but then the scene ends. Once you reach the floor where the
two doors were locked before, explore the one at the end of the hall to get
a [FIGURE TOKEN], then take the other one to reach the final elevator. Once
you get to the top, you'll find Botos, but he's been killed and the Force
Metal warhead is missing. Uh oh...
Save when you're given the option, and return to New Hope. After returning,
you'll brief Colonel Redips on the situation when suddenly, alarms start
blaring all over the complex. Seems the Rebellion Army has had enough of your
shenanigans and they're taking the fight to you!
7J. CH 9 - WHEN GIANTS DUEL
---------------------------
Ugh. This chapter has THREE boss fights in it - you'll fight Scarface twice
before finally meeting the man behind it all, Epsilon. From your base area,
book it to the Air Bus terminal and take it to the main area of the city,
where you'll run right into Scarface. Give everyone Fire-based weapons and
Thunder-resistant Force Metals beforehand to give yourself an edge.
BOSS BATTLE: SCARFACE I
=======================
LE: 37500
ELEMENT: Thunder
ITEM DROP: Tank Energy Infinity, Shock Lance Beta
ITEM STEAL: Ultra Thunder, Thunder Resist
REWARDS: 10000Z, 6000 EXP, 2400 FME
-------------------------------------------------
STRATEGY
This battle essentially shows you what to expect from the later encounter
with him. Equip your characters with Water-elemental attacks and Resist or
Reverse Thunder Force Metals to make this and the second fight easier.
1. ELECTRO BREAKER: This attack hits all characters and absorbs 20% of
their total LE.
2. PLASMA BALL: This Thunder-elemental attack targets one character and
will inflict a Critical Strike.
3. PLASMA ARRAY: This Thunder-elemental attack hits all characters and has
a chance of inflicting Bind status.
4. TERRA THUNDER: This hits one character with a powerful Thunder attack.
5. ULTRA GIGA THUNDER: This hits all characters with a very powerful Thund-
er attack.
The main thing to keep in mind during this (and the next) fight is that
Scarface has a barrier that deflects consecutive same-type attacks, meaning
if you hit him twice with a Shot-type attack, he'll block it and initiate
a powerful counterattack. Therefore, alternate between Shot and Contact-
type attacks to defeat this little gimmick. Have X use the Ice Buster while
Zero uses Absolute Zero (if Zero's turn comes right after X... adjust your
attacks accordingly based on the turn order). Keep doing this and you'll
eliminate Scarface easily. Marino should be used for item stealing, but his
items aren't really that valuable (especially since you can buy them from
just about any Item Merchant).
After defeating Scarface, he sneers at you and makes a few menacing comments.
Once he leaves, the alarms stop and the city returns to normal. If you need
to visit some shops to buy items or revisit earlier areas, do so now by going
towards the Shopping Arcade. Otherwise, take the Air Bus back to your base
area. Talk to Nana when you're ready to head to the Rebellion Army's base and
she'll teleport you to the Grave Ruins Base.
Directly in front of you is a Save Station. Save if you need to, then go on
through the door on your left (the one on the right can't be unlocked anyway,
so leave it alone). Your goal in this area is to deactivate all the red se-
curity barriers so you can enter the various doors - one of which contains a
console which will unlock another door near the beginning. The red energy
barriers regenerate after a set amount of time - the ones here will refresh
after about 20 seconds, so use your Dash as much as you can. The good news
is that there are no random enemy encounters here, so you're free to focus on
reaching the next trigger point. Work your way around in a systematic pattern
while checking for any unlocked doors to grab the items scattered in the var-
ious rooms. Eventually, you'll get to a room with a computer console. Turn it
on to eliminate the security barriers, then go back to the beginning. Save
again if you want so you don't have to repeat the deactivation sequence, then
go through the door ahead of you to reach a transport that takes you to the
next area.
Transfer into the Level B security area, and go straight ahead for another
room with security beams. These regenerate much faster; fortunately there are
only three of them. Still, you'll want to make the rounds to collect items
from the other doors. The door in the center of the back hallway will lead
you out of this area, but only once all three security beams are offline -
you will have to be quick. The door inside leads you to a semi-circular hall-
way with two more security beams. The idea is to get them both deactivated in
such a manner that you can access the door that each beam is adjacent to in
order to collect the items. It's rather simple, really. Once you've collected
the pickups from these two rooms, deactivate the beams again and head through
the door in the center of the area to reach another teleport.
Transfer into the Level A security area and save at the Save Station. Head
into the next room where there are tons of items for you to collect from the
area below you. Grab them and head up the ramp on the other side to reach the
door to the next teleport. Transfer into the next area to reach the Revolver
Shaft Area. This section is a bit tricky. First, head to the far end of the
tunnel after grabbing the [TANK ENERGY 50], where you'll find two consoles.
Here's where you'll understand why this area is named as it is - playing with
the left console rotates the room backwards three times, while playing with
the console on the right rotates the rooms forward two times. The list below
outlines what items and enemies are in each room:
• DOOR #1: Starting Room
• DOOR #2: Preon S Ferham (x2), Preon S Epsilon (x1)
• DOOR #3: Exiting Room
• DOOR #4: [Z-SABER+++]
• DOOR #5: Preon S Botos (x2), Preon S Epsilon (x1)
• DOOR #6: [VITALITY MISSILE]
• DOOR #7: [TANK PART]
• DOOR #8: Preon S Face (x2), Preon S Epsilon (x1)
Use your skills you learned in school about addition and subtraction to reach
all of the item rooms, then find the exit to make your way to another area
with a teleport.
Transfer into the Level S Top Security Zone and save at the Save Station if
you wish. Ahead of you is the final area, but it's predictably locked. Head
up the stairs on the sides and run down the hallways to reach the rooms with
the consoles to unlock parts of the main door. Pick up the items along the
way, and head through the center door once you've unlocked it to reach an-
other teleport.
Transfer into the final area, grab the items, and stop before heading through
the final door. The next battle with Scarface is ahead, so you want to equip
the same items you did for the first one, and have a lot of Backups and Re-
boots on hand. It should also go without saying that your Sub Tanks should
be filled up - the next three bosses are all right in a row, so head into the
room and you'll confront Epsilon. But first, Scarface wants a rematch.
BOSS BATTLE: SCARFACE II
========================
LE: 42500
ELEMENT: Thunder
ITEM DROP: Thunder Buster MKIII, Thunder Saber+
ITEM STEAL: Tank Energy 100
REWARDS: 10000Z, 24000 EXP, 2600 FME
-----------------------------------------------
STRATEGY
This time, Scarface is a bit more powerful than the last time you faced
off against him. His attacks are more or less the same, although he sticks
to the more powerful ones in this encounter.
1. ELECTRO BREAKER: This attack hits all characters and absorbs 20% of
their total LE.
2. PLASMA BALL: This Thunder-elemental attack targets one character and
will inflict a Critical Strike.
3. PLASMA ARRAY: This Thunder-elemental attack hits all characters and has
a chance of inflicting Bind status.
4. TERRA THUNDER: This hits one character with a powerful Thunder attack.
5. ULTRA GIGA THUNDER: This hits all characters with a very powerful Thund-
er attack.
The only real difference is the increase in his total LE and the fact that
he tends to favor his more powerful attacks. He still has his C/S attack-
type barrier in play here, so be sure to alternate between Shot and Contact
attacks to avoid being struck with his counters. The best way to go about
it is to equip everyone with either some Reverse or Resist Thunder Force
Metals to reduce damage, and attack or Drfend while building up to 100% WE.
Have Marino come into the fight, though, at some point to steal his [TANK
ENERGY 100], and pound away at Scarface using both the Ultimate Armor and
Absolute Zero. He'll go down soon enough.
Scarface dies as he proclaims glory to the Rebellion's cause. After this, a
short cutscene will take place where Epsilon swears to avenge his death. You
don't get any chances to switch out weapons, but fortunately, your LE does
get regenerated. Epsilon can be a bit tricky, so watch out.
BOSS BATTLE: EPSILON
====================
LE: 34500
ELEMENT: Neutral
ITEM DROP: None
ITEM STEAL: Protect+5, Full Specs+3
REWARDS: 0Z, 0 EXP, 0 FME
------------------------------------
STRATEGY
The fight against Epsilon occurs in two phases. During the first, he is
rather easy to attack, but you shouldn't waste your Hyper Modes or weapons
here since he powers up for the second part. Look at his attacks and know
how best to defend against them so that you have an easier time.
1. FATAL ATTACK: This targets one character and inflicts a Critical Strike.
2. METACRUSH: This targets one character and reduces their LE to 1 (!).
3. NOVA IMPACT: This hits all characters and dramatically reduces your LE.
4. POWER VIRUS: This attack targets all characters and has a chance of
inflicting Virus status.
5. ULTRA GIGA ELEMENT: This attacks all characters with an ultra-powerful
Elemental strike.
Use regular attacks and have Marino try to steal items from him during the
easy part. He opens every round with a Metacrush before resorting to his
less powerful attacks, so you'll be using Sub Tanks pretty liberally in
order to keep your characters alive. Epsilon adjusts his attacks according
to what you do - if you enter Hyper Mode, he'll start using Nova Impact and
Fatal Attack quite often (he uses Nova Impact regardless once you deplete
more than 50% of his LE, so just be ready for it). If you're going to use
Hyper Modes, make sure you do so in an organized fashion - have Axl use
Bait with his to draw some of Epsilon's fire and then unleash everything
you have with the Ultimate Armor and Absolute Zero.
Defeating Epsilon means absolutely nothing. He'll use his final attack, Omega
Force, and supercharge his Supra Force Metal which gives him an LE boost as
well as increases to his Armor, Shield, and Speed stats. There is no break
between these two fights, just a cutscene, so buckle down and get ready for
a more difficult round.
BOSS BATTLE: EJECT EPSILON
==========================
LE: 43500
ELEMENT: Neutral
ITEM DROP: Tank Part, Force Tomahawk
ITEM STEAL: Gain Hyper, Build Hyper
REWARDS: 2000Z, 30000 EXP, 5000 FME
------------------------------------
STRATEGY
This battle is a bit irritating. For one, Eject Epsilon has a barrier that
is similar to Scarface's, except this one blocks ALL attacks regardless of
their type due to his Supra Force Metal. Fortunately, his attack battery is
significantly reduced.
1. GUARD BARRIER: He engages a barrier that blocks all Contact and Shot-
type Attacks at first. Pound away at it to weaken and eventually destroy
it.
2. METACRUSH: This targets one character and reduces their LE to 1 (!).
3. NOVA IMPACT: This hits all characters and dramatically reduces your LE.
4. LE GAIN: Eject Epsilon recovers 50% of his LE on each turn. Hooray.
The major hassle here is that Eject Epsilon has a barrier that blocks all
attacks AND regains LE on each turn, which essentially means your strategy
is just haul off with your most powerful attacks. The most effective method
to do this is to have Axl equip Bait and go into Hyper Mode to draw Eject
Epsilon's Metacrush, then chip away at the barrier with the the Auto Bull-
ets, the Turbo Buster, and whatever you have for Zero. Once the barrier is
down, swap Marino in and have her use Quicksilver while you try to steal
his items, then hammer away with Absolute Zero and the Ultimate Armor to
finish Epsilon off. The only really tough part about this fight is the be-
ginning where you have to get through his defenses. After that, it's mostly
a cakewalk.
Once Epsilon has been defeated, he tries to energize for another attack, but
X blows him away once and for all. X collects the fragment of Supra Force
Metal that Epsilon used and examines it. Just then, Colonel Redips arrives
to congratulate you for completing the mission. X hands over the Supra Force
Metal to Redips for further study and explains that the Force Metal warhead
was never completed. Redips again congratulates you and tells you to head
back to New Hope, where a transport ship will arrive shortly to return you to
the Maverick Hunter Headquarters. Afterwards, save your game when given the
option.
Think it's over? Try again. There must be SOME reason that the game continues
to let you buy weapons and items, right? Right? Run around New Hope for a
little while, stock up on as much as you can, and say goodbye to the citizens
of Giga City. When you're done, or just bored, run back up to where you found
Wild Jango way back in Chapter 2. Zero will ask you if you're ready to go,
and your group will head out to the Helipad. The ship arrives, but somehow
I don't think it's the ship X and Zero had in mind. The ship deploys massive
guns and starts raining down a hail of firepower. Chief R gets completely
pwned while X and his friends find cover. They manage to escape, just in time
to hear a city-wide broadcast of Colonel Redips announcing that he discovered
you and your friends were working with the Rebellion Army, and are now to be
treated as traitors and killed on sight. From here, your party will auto-
matically escape to the Far East HQ area of Giga City where you first recei-
ved your mission briefing. It's time to go after the traitorous Redips, who
has apparently gone Maverick himself.
7K. CH 10 - IN THE NAME OF JUSTICE
----------------------------------
Now that you and your party have beat a hasty retreat, it's time to go after
the deceitful Colonel Redips. For now, you'll see a Save Station in front of
you. DO NOT use this unless you plan on making a single trip through this
chapter; saving disables you from returning to previous areas until you have
beaten the game. My first recommendation would be to return to New Hope right
away and go try for the Ultimate Armor and Absolute Zero (if you've acquired
the secret keys from Deployment Missions) as they can immensely help during
the final battle. Also, if you're heavy on Zenny, visit the Secret Shops in
the Lagrano Ruins for some very powerful weapons. For some good results,
consider having the Turbo Buster (for X), the Soul Saber or Z-Saber++ (for
Zero), the Auto Bullets (for Axl), the Interceptor (for Massimo), the Beam
Dagger (for Marino), and the Kitty Gloves (for Cinnamon). Also, this is the
area you'll see Cannon Drivers in, so you have a very small chance of scoring
the X-Buster MKIII for X (if you've been abusing Deployment and the Force
Metal Generator, you can slightly increase your chances of earning this high-
powered weapon - see Section 12: Secrets and Tips for more information). Once
you decide to continue through this level, proceed forward. Right by the Save
Station is a Street Vendor who has miscellaneous supplies you can peruse, but
Jasmine, Cumin, and Saffron are ahead and they always have a better stock
anyway. Head through the next door and head up the elevator to reach a small
room. Just ahead is a rematch with Wild Jango, so rearrange your party line-
up to include X, Zero, and Marino and equip them all with fire-based weapons.
Wild Jango has powered up since the last fight, but he still won't be very
difficult. Below is his upgraded statistical information along with what you
can steal and what he will drop.
BOSS BATTLE: WILD JANGO II
==========================
LE: 64500
ELEMENT: Thunder
ITEM DROP: Build Power
ITEM STEAL: Boost Power
REWARDS: 3000Z, 15000 EXP, 1000 FME
-----------------------------------
STRATEGY
Employ the same tactics as before, except unleash your most powerful fire-
based attacks. Unleash the Ultimate Armor and he'll go down quickly.
Once the cutscenes are over, head up to the next level into an expansive area
that has gates leading to rematches with the other bosses you've fought in
the game. Start off collecting all of the items from the dead-end hallways -
you can grab a handy [BUILD HYPER], 2x [FIGURE TOKENS], and a [TANK PART]. At
the intersection, head left to reach a door leading to a room where a nurse
Reploid will restore your LE, refill Sub Tanks, and restore Hyper Modes.
There is another Street Vendor who has some supplies as well, so stock up on
items if needed. If you head back into the main room, there is another door
that leads to a transport device if you feel the need to return to New Hope.
This area also has some Cannon Drivers and Red Stingers as random enemy en-
counters, so try to score the X-Buster MKIII here if you're going for a full
item collection (pound for pound though, you're better off with the Turbo
Buster due to the X-Buster MKIII's weight stat). Below is a diagram of the
boss rematch room from a top-down perspective. The portals are marked, the
divisions correspond to rooms, and the []s indicate the doors.
-----------------------==Exit==-------------------------
| |
| |
| ---Mach Jentra Incentas------ |
| | | | | |
| |____________[] []___________| |
| |
| ----Silver Horn Mad Nautilus-- |
| | | | | |
| |____________[] []___________| |
| |
| Recharge Room-- --Transport Room |
| |____________[] []_____________| |
| |
| |
| |
|______________________==Entry==_______________________|
Just like the second fight with Wild Jango, all of the bosses have increased
in abilities and are packing more LE, but your upgraded weapons along with
the Ultimate Armor should still be more than enough to send them packing. For
Incentas II, though, refrain from using Reverse-element Force Metals since he
will still switch elemental properties. Doing so can set you up for potential
200% damage attacks from him. Below is a brief list of the boss stats along
with item steal and drop information.
BOSS BATTLE: SILVER HORN II
===========================
LE: 73500
ELEMENT: Water
ITEM DROP: Build Armor
ITEM STEAL: Boost Armor
REWARDS: 3000Z, 15000 EXP, 1000 FME
-----------------------------------
STRATEGY
Employ the same tactics as before, but refrain from using Absolute Zero as
he will absorb all damage and power-up as a result. Focus more on Thunder-
based attacks plus the Ultimate Armor for an easy victory.
BOSS BATTLE: MAD NAUTILUS II
============================
LE: 38500
ELEMENT: Neutral
ITEM DROP: Build Shield
ITEM STEAL: Boost Shield
REWARDS: 3000Z, 15000 EXP, 1000 FME
-----------------------------------
STRATEGY
Employ the same tactics as before, and unleash the Ultimate Armor for a
pretty simple victory.
MACH JENTRA II
==============
LE: 53500
ELEMENT: Fire
ITEM DROP: Build Speed
ITEM STEAL: Boost Speed
REWARDS: 3000Z, 15000 EXP, 1000 FME
-----------------------------------
STRATEGY
Employ the same tactics as before, and especially focus on using Absolute
Zero and Axl's ability to transform into Silver Horn to easily win this
rematch.
INCENTAS II
===========
LE: 73500
ELEMENT: Variable
ITEM DROP: Build WE
ITEM STEAL: Unlock Limiter
REWARDS: 3000Z, 15000 EXP, 1000 FME
-----------------------------------
STRATEGY
Employ the same tactics as before, but refrain from using Reverse-element
Force Metals since if you get hit by a counter-element attack, you will
sustain 200% damage. Stick with the Ultimate Armor for an easy win.
After each battle, return to the Recharge Room to restore all of your LE, Sub
Tanks, and Hyper Modes before challenging the next boss. After you have taken
them out again, recharge again and head into the next room, which leads to an
elevator. Go up to the third floor, and just inside the next room, you'll
fight a new boss. Before heading in, equip all of your characters with Fire
attacks and if you have them to spare, Reverse Thunder Force Metals. Equip
Axl with Bait, and go into this fight initially with X, Zero, and Axl.
BOSS BATTLE: DEPTH DRAGOON
==========================
LE: 64500
ELEMENT: Thunder
ITEM DROP: Force Tomahawk, Build LE
ITEM STEAL: Beast Lancer
REWARDS: 10000Z, 23000 EXP, 2000 FME
------------------------------------
STRATEGY
Depth Dragoon is pretty simple, really. If you follow the above steps and
have Reverse Thunder Force Metals, you won't take damage from his thunder-
based attacks. Read below for a brief list of his attacks.
1. THUNDER CLAP: This hits one character and causes you to lose one turn.
2. HELL GRAVITY: This hits all characters and reduces LE by 50%.
3. ULTRA GIGA THUNDER: Hits all characters with Thunder attack.
4. TERRA THUNDER: Same as above, but slightly weaker.
5. ELECTROMAGNETIC FIELD: Hits all characters and inflicts Bind status.
6. DESTRUCTIVE BLOW: This strikes every character.
7. THUNDER BRIGADE: Hits all characters 3x with Thunder attack.
As you can see, Depth Dragoon has an impressive repertoire. Start off the
fight by attacking him with your basic moves until Axl's turn comes up.
Activate his Hyper Mode and use your Bait sub-weapon so that all of Depth
Dragoon's attacks center on him while Defending with X and Zero to charge
up their WE. Unleash X and Zero's Hyper Modes and Action Triggers to cause
heavy damage, and if you feel lucky, use Axl's Action Trigger to transform
into Silver Horn and hit Depth Dragoon with a Tidal Wave. After your init-
ial onslaught, Depth Dragoon should have lost a great deal of its LE. Swap
Axl out for Marino, and use her Hyper Mode so she gains multiple turns as
you try repeatedly to steal the [BEAST LANCER] from it for Massimo. Once
you have this weapon, return to your first strategy of just releasing some
unholy punishment upon this boss. At this point, it will go down pretty
easily. If you finish it off with a Final Strike, you'll gain a 100% EXP
bonus!
With Depth Dragoon eliminated, return to the boss rematch area and revisit
the Recharge area. Return to the area you fought Depth Dragoon in, and coll-
ect the items here - there are 2x [FIGURE TOKENS], a [CURE ALL], a [BACKUP],
along with [10000Z] and [5000 FME]. Right before the final door is another
[GAIN HYPER] and [TANK ENERGY 100], and use the final Save Station if you're
ready to beat the game (at this point, I don't know why you wouldn't be,
unless you're itching to return to New Hope or something). Once you're done,
head down the long hallway to reach the upper area where Colonel Redips
awaits.
BOSS BATTLE: COLONEL REDIPS
===========================
LE: 51500
ELEMENT: Neutral
ITEM DROP: Beam Sword (Redips), Limit Buster MKII (Red Hubcap)
ITEM STEAL: Rei Ichimonji (Redips)
REWARDS: 15000Z, 30000 EXP, 3000 FME
--------------------------------------------------------------
STRATEGY
Colonel Redips may not have as much LE as some previous bosses, but he has
some pretty powerful moves in his arsenal, including one that mimics your
ability to defend. Read below for a brief explanation of his attacks.
1. CODE RED: Colonel Redips summons two Red Hubcaps to assist him.
2. DEFEND: Colonel Redips uses his Red Hubcaps to create a shield which
will cut your attack power down to 25%. Attack only when this shield is
down.
2. GRAND CROSS: Colonel Redips targets all characters and hits twice with
his lance blades.
3. BALLISTIC: This powerful 2-hit attack comes with a 50% chance of DOA.
4. VIOLENCE ASSAULT: This targets all characters and hits 8 times.
Okay. There are two objectives during this fight. The first is obviously
to lay the pain on Redips as quickly as you can, but you should also make
a concerted effort to steal from him. Bring X, Marino, and Axl into this
fight initially, and when it's Marino's turn, activate Quicksilver and use
every stealing attack in her repertoire (including the Emotional Reel) to
get the [REI ICHIMONJI] from Redips. Once you successfully get this weapon,
rotate Marino out and bring Zero in. Axl should still have a Bait as his
sub-weapon, so use that along with his Hyper Mode for his invincibility
and attack draw combination while X and Zero power up their WE and unleash
the Ultimate Armor and Absolute Zero combinations. If, for some reason, you
chose not to go pick up these second Hyper Modes, you have your work cut
out for you since you have to instead rely on their normal Action Triggers.
If this is the case, swap Zero for Massimo and use Berserk Charge with the
Glint Armor instead. Triggering a Final Strike at the end gives you a 100%
EXP bonus.
Defeating Colonel Redips is just the beginning, though. Zero curses at Redips
because they lost Spider due to him, and Redips just cackles maniacally. He
reveals that he is in fact a New-Generation Reploid with shapeshifting powers
similar to Axl (but honestly, if you hadn't figured out by now that "Spider"
spelled backwards is "Redips", then you need to reconsider your powers of ob-
servation. Come on, was Spider EVER present in a single scene with Redips?
Of course not). Furthermore, he lets you know that he orchestrated the entire
situation at Giga City because he considered Epsilon a threat, and wanted you
to wipe him out. Turns out the Rebellion Army wasn't really a threat after
all - it was Colonel Redips the entire time! Redips manages to escape to the
orbital elevator Babel, so that's where you need to go to finish this.
Once you get there, it is just a gigantic ramp that leads up to the final
control chamber. On the way up, grab the [FIGURE TOKEN], then head into the
teleporter to reach the Blue Earth Tunnel, where you can grab the [TANK ENER-
GY INFINITY] and another [GAIN HYPER]. This is your final chance to swap
weapons and items or rearrange Force Metals before the final battles. If you
stole the Rei Ichimonji from Colonel Redips, give it to Zero and equip Marino
with the Beam Sword. Also try to use Status Ailment blocking items since the
final boss has a lot of Status-inflicting attacks. Once you're ready, head
into the final control chamber to find Colonel Redips hooked up to a gigantic
machine powered by the Supra-Force Metal that he took from you after Chapter
9. He declares himself ruler of the world, so you know what you have to do.
BOSS BATTLE: GREAT REDIPS I
===========================
LE: 99999
ELEMENT: Neutral
ITEM DROP: None
ITEM STEAL: SFM fragment-Alpha, Neutralizer-10, Neutralizer-20 (from SFM)
REWARDS: 0Z, 0 EXP, 0 FME
-------------------------------------------------------------------------
STRATEGY
This is nothing more than an endurance battle, similar to your first fight
with Shadow. You can damage Great Redips, of course, but there is no way
to deplete his amount of HP before the game takes over from you. Watch out
for the attacks he uses, because they can be pretty beastly.
1. ELEMENTAL BURST: His SFM fragment generates Mega Fire, Mega Thunder,
and Mega Blizzard attacks.
2. DEEP IMPACT: This powerful attack hits all characters and ignores your
Armor stats.
3. PHALANX: Heals his LE to MAX. There is nothing you can do to stop this.
4. DEUX EX MACHINA: Hits all characters 3 times with meteor attacks.
5. MEMENTO MORI: This one is a nightmare. It hits all of your characters
and inflicts every single status ailment simultaneously.
6. FORMAT: This removes all stat-boosting effects from all of your charact-
ers, but on the bright side, it also removes HIS stat-boosters too.
Switch X, Zero, and Axl out and bring in Marino, Massimo, and Cinnamon. Use
Marino's Quicksilver so she gains multiple turns, and then unleash all of
your stealing attacks so you can swipe part of the [SFM FRAGMENT-ALPHA] for
use later on. Defend the rest of the time, using only regular attacks until
the cutscene takes over.
Redips will pause to gloat about how weak you are. In this moment of distrac-
tion, Ferham swoops in and lands on his shoulder. After some effort, she
manages to dislodge the chunk of Supra Force Metal, but Redips knocks her to
the ground. Zero realizes that this has severely weakened Redips, so he calls
out to X to renew the attack. Now the *real* final battle begins.
BOSS BATTLE: GREAT REDIPS, PHASE II
===================================
LE: 72500
ELEMENT: Neutral
ITEM DROP: None
ITEM STEAL: SFM fragment-Beta, Neutralizer-10, Neutralizer-20 (from SFM)
REWARDS: 0Z, 0 EXP, 0 FME
------------------------------------------------------------------------
STRATEGY
Now it's time to switch Massimo and Cinnamon out of the party so you can
bring in X and Zero. Leave Marino in place for this fight; Axl's Hyper Mode
isn't as useful here since Great Redips' attacks tend to hit all of your
characters, and Marino is overall a better fighter anyway. Watch out for
his attacks - most of them are the same from the last encounter - but there
are some new ones as well.
1. ELEMENTAL BURST: His SFM fragment generates Mega Fire, Mega Thunder,
and Mega Blizzard attacks.
2. DEEP IMPACT: This powerful attack hits all characters and ignores your
Armor stats.
3. CODEBREAKER: This hits one character and has a chance of inflicting DOA
status.
4. CARPE DIEM: This energy attack hits one character and reduces their WE%
to 0.
5. PHALANX: While obviously not as powerful as in the first encounter, he
can still use his remaining SFM fragment to heal 25% LE.
6. FORMAT: This removes all stat-boosting effects from all of your charact-
ers, but on the bright side, it also removes HIS stat-boosters too.
7. DEUX EX MACHINA: Hits all characters 3 times with meteor attacks.
8. MEMENTO MORI: This one is a nightmare. It hits all of your characters
and inflicts every single status ailment simultaneously.
Once again, your secondary goal aside from defeating Great Redips should be
to steal part of the [SFM FRAGMENT-BETA] from him. Use the same strategy
you employed in the last fight to do so, and use this opportunity to also
hammer away with some basic attacks. Once you've stolen the fragment, use
your normal turn order and concentrate all of your attacks on the Supra
Force Metal fragment he is using. Destroying it limits his attacks mostly
to the physical variety - he won't be able to drain WE from you, but more
importantly, he won't be able to heal either. Use X's Ultimate Armor and
Zero's Absolute Zero for as much damage as you can dish out per round, and
don't be afraid to use Gain Hypers here to keep your turns going. After a
while, you can switch Marino out for Cinnamon if you use her Iron Maiden
and the Kitty Gloves, but another great method is having Axl use the DNA
Change and mimicking Rafflesian. Don't let Cinnamon get beat up too much,
as you can use her healing powers as well. Above all else, have Backups on
hand in case one of your characters gets KO'd or DOA'd, and don't be afraid
to use your Sub Tanks. Keep hammering away with your most powerful attacks,
and eventually, if you have three characters left, you should be able to
finish Great Redips off with a Final Strike.
Defeating Great Redips causes him to revert back to his normal form, although
he's taken so much damage by now that he's far too weak to put up any kind of
fight. Furious, he screams in frustration and calls X a Maverick for contin-
uing to limit the growth of the Reploids. He explodes, and X, Zero, and Axl
prepare to evacuate the burning space fortress. As they try to escape, they
run into Ferham, and she still possesses the Supra Force Metal she stole from
Redips. She vows to take it someplace where it can never be found to avoid
this happening again, and to X's shock, leaps off and floats away into space.
X tries to go after her, but Zero pulls him towards the hatch - what's left
of the fortress is quickly accelerating into Earth's atmosphere, and no one
wants to be outside when that happens. X follows Zero and Axl into the cargo
bay, and they wait for the ship to crash.
Meanwhile, Ferham floats in the blackness of space, murmuring about Epsilon
and Scarface and how she will join them in death. Then suddenly, she self-
destructs violently, taking the Supra Force Metal with her. The remains of
the space fortress crash into the Pacific Ocean, and X, Zero, and Axl emerge
to find themselves more or less stranded in the middle of nowhere. The game
ends as they prepare to return to... home, I guess, where presumably they
have some coffee waiting for them. We never get to find out. We do, however,
learn that following the incident, Epsilon's label as a Maverick was rescin-
ded.
What? You thought the game was over? No... you still have plenty left to do
in Giga City. Save your game when prompted so that you keep all the cool toys
you got during the final chapter, and when you begin again, you'll return to
New Hope.
7L. SECRET AREAS
----------------
Throughout the game, you have encountered multiple locked areas. On Deploy-
ment Missions, you can retrieve special keys to access these regions, but
what are you supposed to do in them? Some lead to hidden areas, but three in
particular lead to secret bosses (in the last case, an entire horde of secret
bosses) from which you can earn some of the most powerful items in the entire
game. The last one is an area in Gaudile's Laboratory called the Eternal For-
est. You can attempt these at any time, but the best idea is to wait until
you are at least around Level 23 to 25. You can achieve this well before the
end of the game, which is a good thing, since from Chapter 9 onwards, this
walkthrough pretty much relies on the two special Hyper Modes to assist in
finishing the game.
LAGRANO RUINS SECRET AREA
-------------------------
Once you have the Lagrano Key from Deployment, go back to where the second
Save Station is and use the key on the locked door. The [DEERBALL MECHAN-
ILOID is in this area, along with a few other valuable items. But the best
part of all is the Secret Shops run by Jasmine, Cumin, and Saffron. Here
you can find some of the most powerful regular items in the game. Their
wares are listed in Section 8: Item Merchants.
TIANNA CAMP SECRET AREA
-----------------------
Once you have the Tianna Key from Deployment, return here and head back to
the Maze areas. From the start of this area, head left and use the key to
open the locked door. In here, you can run around and grab a few hidden
items, including the [RADAR KILLER MECHANILOID]. The real prize, though,
lies in the far right-hand corner. If you already have the Absolute Zero
from the Melda Ore Plant, then the upcoming fight will be a bit easier,
but otherwise it is doable.
BOSS BATTLE: RAFFLESIAN AND BELLADONNAS (x2)
============================================
LE: (RAFFLESIAN: 72500)
(BELLADONNA: 20500)
ELEMENT: Neutral
ITEM DROP: (RAFFLESIAN: Tank Parts, Figure Token)
(BELLADONA: Resist, Turbo Clock)
ITEM STEAL (RAFFLESIAN: Build LE, Force Tomahawk)
(BELLADONNAS: Force Missile, Build Speed)
REWARDS: (RAFFLESIAN: Ultimate Armor, 10000Z, 22000 EXP, 3000 FME)
(BELLADONNAS: 2000Z, 4000 EXP, 600 FME)
------------------------------------------------------------------
STRATEGY
Rafflesian and her two Belladonnas are a bit of a difficult boss group
for one single reason: Each turn she gets, Rafflesian will use her Bella-
donnas to heal half of her remaining LE (If she has 60000 LE remaining at
the start of her turn, she will gain 30000) and increases in Power and
Speed. The Belladonnas will heal their entire LE each turn, but they will
increase in power with every attack. Watch out for her attacks as well as
the ones her Belladonnas use to gain an edge.
(RAFFLESIAN)
1. DEEP IMPACT: Hits one character with powerful strike; chance of DOA.
2. RIOT: This inflicts Berserk status on unprotected characters.
3. TERRA THUNDER: Attacks all characters with Ultra Thunder attack.
4. ULTRA GIGA BLIZZARD: Attacks all characters with powerful Blizzard.
5. SUNBURST: Hits all characters 10 times at 200 damage per hit.
(BELLADONNA)
1. FATAL ATTACK: Hits one character with a Critical Strike.
2. ELECTROMAGNETIC FIELD: Chance of inflicting Bind on all characters.
3. ULTRA GIGA BLIZZARD: Attacks all characters with powerful Blizzard.
4. ENERGY CAPTURE: This steals your LE and transfers it to them.
5. BOLD BEAM: Hits one character with powerful laser beam.
Now, there is a very simple way to go about defeating this trio of power-
ful bosses. First, deploy to Vanallia until you have acquired a Bait sub-
weapon, then equip it on Axl. Equip X and Zero with Build Speeds so that
you gain turns for them faster, then enter the battle. Activate Ax's Hyp-
er Mode and use the Bait so that all of their attacks are used on Axl,
while Defending with X and Zero to build up their WE levels. Once both of
them have reached 100%, transform into Hyper Mode and unleash the Charge
Collider with X and the Command Arts with Zero on Rafflesian ONLY. You
should be able to inflict enough damage before Rafflesian gets a turn
that she won't be able to regenerate her max LE. Once you've destroyed
Rafflesian you'll only have the Belladonnas left, and they will be a lot
easier since their regenerative power source is gone. Now focus every
single attack you have on the Belladonnas - have X target one while Zero
focuses on the other (your third character can alternate between one or
the other; the goal is to damage them equally) and you should be able to
easily bring them down. Once you do, you will claim the [ULTIMATE ARMOR]
Hyper Mode for X!
The Ultimate Armor, put succinctly, is a hovering armored tank. It equips
X with overly powered offense, but that's not the half of it. X gains a
set of multiple guns per arm that, when used, is easily capable of obliter-
ating almost anything on the screen. When used during the boss rematches
and during the final battles, almost nothing regenerative a boss has can
compensate for the damage this Action Trigger will dish out.
MELDA ORE PLANT SECRET AREA
---------------------------
Once you have the Melda Key from Deployment, return to the area and you'll
see a locked door near the beginning of the area. Use the key here and you
will find an elevator. Take it up to the next level, where you'll find
another secret boss. It is recommended that you come here first before you
try for the Ultimate Armor, as Rafflesian and her Belladonnas are much eas-
ier if you already have Absolute Zero from here.
BOSS BATTLE: DUCKBILL MOLE (x2) AND K-BALL
==========================================
LE: 58000 (each)
ELEMENT: Fire
ITEM DROP: Power Charge, Figure Token
ITEM STEAL: Ultra Fire, Fire Resist
REWARDS: Absolute Zero, 4000Z, 15000 EXP, 1800 FME
--------------------------------------------------
STRATEGY
The two Duckbill Moles are a bit of an odd sort, but don't let their
goofy appearance fool you, as they can be a bit difficult at first. Read
the list below so you know what to expect from them in this fight.
1. MEGA FIRE: This attack hits all characters with a Mega Fire
2. ULTRA GIGA FIRE: This attacks one characters with powerful Fire.
3. BREAK SHIELD: If you are Defending or otherwise have high Shield stat-
istics, they will do you no good since this attack will break it.
4. KAMIKAZE DRILL: This launches forward and attacks one character.
5. QUAKE HAMMER: This attack targets one character and smashes them with
a powerful hammer attack.
6. MANTLE ASSAULT: This attacks all characters twice with a powerful Fire
assault.
Like Rafflesian and the Belladonnas, this battle consists of multiple
targets. Unlike that fight, however, none of them can recharge their LE
between turns, and the K-Ball doesn't so much fight you directly, but it
will power up the two Duckbill Moles in between rounds. You can't fight
the K-Ball as it has no LE, but if you're hammering the Moles during your
turns, then you don't need to really worry about the more powerful moves.
Pack your item slots full of Mega and Ultra Blizzards for attack as well
as some Fire Resist or Fire Guard Force Metals to protect you. Equip X
with the most powerful Ice Buster you can buy, give Zero the most power-
ful Ice Saber, and give Marino an Ice Stella, then Defend or use regular
attacks until you have built up to 100% WE. At that point, unleash the X-
Fire, Command Arts, and the Quicksilver Hyper Modes and wail upon one of
the Moles at a time. If you have Gain Hypers, then this will only in-
crease the damage you can do per rotation. Once you destroy one of the
Duckbill Moles, the other will boost its stats by 25%, but this shouldn't
be an issue. Cool Down, Defend, or do what you must to rebuild to 100% WE
and unleash another assault. Once both of the Duckbill Moles have been
destroyed, you will claim the [ABSOLUTE ZERO] Hyper Mode for Zero!
The Absolute Zero is an incredibly powerful alternate Hyper Mode that will
transform Zero's entire appearance into a winged form capable of dishing
out ruthless martial arts moves. Using this Action Trigger on Rafflesian
or her Belladonnas makes that fight so much easier, and can sometimes even
defeat one of the three in a single use (depending, of course, on how much
damage has already been done and whether or not they've gotten the chance
to heal and/or power up.
GAUDILE LABORATORY SECRET AREA
------------------------------
This area doesn't require a key as its available in your path as you go
through the level. However, it is best to wait and attempt this after you
have the second Hyper Modes listed above. This section is very expansive
(not to mention excessivel repetetive), so it is given its own subsection
within this portion. See Section 7M: The Eternal Forest for a much more de-
tailed explanation.
CENTRAL TOWER SECRET AREA
-------------------------
Once you have beaten the game once and saved your clear data, the locked
door near the bottom of the Tower will finally be unlocked. It's the one
that was guarded by a Degraver when you first went through. Completing the
game gives you the [CENTRAL KEY], which you will use to open this door. The
path here leads to many rare items, but in order to get them, you have to
first battle the nine members of the Tails Clan, and they can get pretty
ruthless. Like the Eternal Forest, this section is very expansive, and is
thus given its own subsection. See Section 7N: Special Sealed Area for a
more detailed explanation.
7M. THE ETERNAL FOREST
----------------------
The Eternal Forest is the... well, the almost eternal area that is sandwiched
about 3/4 of the way through Gaudile's Laboratory. The paths split left and
right, and, when used in the right combinations, will lead to some very val-
uable items. Each path, either Strong or Weak, leads to an encounter with a
set group of enemies. Taking the Strong paths usually leads to the Item Rooms
where you can pick up the rarities contained within. Once you reach the area,
the background music will change to a more upbeat tempo. You can open your
Block Map to see the approximatey paths, but remember that here, everything
is reversed. Therefore, if the Map says something is off to the left, then in
reality it is off to the right. For the sake of clarity, the directions pro-
vided below tell you what turns to make from your perspective. Although there
are 21 Item Rooms, only 16 actually contain things that will count towards
your 100% for this area - the other five contain Sub Tank or LE refills, so
they aren't included in this walkthrough.
PATH #1
=======
ROUTE: Right/Left/Left/Left
BATTLES: 1. Bat Bone (x4)
2. Preon Chaser (x2)
3. Preon Chaser (x3), Preon Spark (x1)
4. Preon Spark (x3)
REWARDS: [JOKER], [TANK ENERGY 25], [CURE ONE]
PATH #2
=======
ROUTE: Left/Right/Left/Left
BATTLES: 1. Preon Bitmaster (x1)
2. D-Shark (x1)
3. Preon Pod (x4)
4. Preon Gunner (x2), Preon Elite (x1)
REWARDS: [FIGURE TOKEN], [TANK ENERGY 50], [CURE ALL]
PATH #3
=======
ROUTE: Left/Left/Right/Right
BATTLES: 1. Preon Bitmaster (x1)
2. Preon Pod (x2), Preon Spark (x1)
3. Killer Mantis (x2), Pararoid (x1)
4. Super Tripuffer (x2), Gulpfast (x1)
REWARDS: [FIGURE TOKEN], [TANK ENERGY 50], [CURE ALL]
PATH #4
=======
ROUTE: Left/Left/Right/Left/Right
BATTLES: 1. Preon Bitmaster (x1)
2. Preon Pod (x2), Preon Spark (x1)
3. Killer Mantis (x2), Pararoid (x1)
4. Preon Hybrid (x1), Preon Soldier (x1), Preon Nurse (x1)
5. Preon Tank (x2), Mega Mantor (x1)
REWARDS: [FIGURE TOKEN], [TANK ENERGY 50], [BACKUP]
PATH #5
=======
ROUTE: Left/Left/Right/Left/Left
BATTLES: 1. Preon Bitmaster (x1)
2. Preon Pod (x2), Preon Spark (x1)
3. Killer Mantis (x2), Pararoid (x1)
4. Preon Hybrid (x1), Preon Soldier (x1), Preon Nurse (x1)
5. Preon Shielder (x1)
REWARDS: [BUILD ARMOR], [TANK ENERGY 50], [1000Z]
PATH #6
=======
ROUTE: Left/Left/Left/Right/Right
BATTLES: 1. Preon Bitmaster (x1)
2. Preon Pod (x2), Preon Spark (x1)
3. Pararoid (x2), Preon Gunner (x2)
4. Rush Loader (x3)
5. Mettaur Counter (x2)
REWARDS: [BUILD SHIELD], [TANK ENERGY 50], [1000Z]
PATH #7
=======
ROUTE: Left/Left/Left/Right/Left/Right
BATTLES: 1. Preon Bitmaster (x1)
2. Preon Pod (x2), Preon Spark (x1)
3. Pararoid (x2), Preon Gunner (x2)
4. Rush Loader (x3)
5. Plasma Glob (x1), Liquid Glob (x1), Fire Glob (x1)
6. Mega Tortoise (x1)
REWARDS: [BUILD POWER], [TANK ENERGY 100], [1000Z]
PATH #8
=======
ROUTE: Left/Left/Left/Right/Left/Left
BATTLES: 1. Preon Bitmaster (x1)
2. Preon Pod (x2), Preon Spark (x1)
3. Pararoid (x2), Preon Gunner (x2)
4. Rush Loader (x3)
5. Plasma Glob (x1), Liquid Glob (x1), Fire Glob (x1)
6. Preon S Botos (x2)
REWARDS: [BUILD SPEED], [FIGURE TOKEN], [TANK ENERGY 100], [1000Z]
PATH #9
=======
ROUTE: Left/Left/Left/Left/Right/Right
BATTLES: 1. Preon Bitmaster (x1)
2. Preon Pod (x2), Preon Spark (x1)
3. Pararoid (x2), Preon Gunner (x2)
4. Mettaur Cure (x1), Mettaur Counter (x1), Silver Mettaur (x1),
Gold Mettaur (x1)
5. Wild Dog (x4)
6. D-Rex (x2)
REWARDS: [BUILD LE], [FIGURE TOKEN], [TANK ENERGY 100], [1000Z]
PATH #10
========
ROUTE: Left/Left/Left/Left/Right/Left/Right
BATTLES: 1. Preon Bitmaster (x1)
2. Preon Pod (x2), Preon Spark (x1)
3. Pararoid (x2), Preon Gunner (x2)
4. Mettaur Cure (x1), Mettaur Counter (x1), Silver Mettaur (x1),
Gold Mettaur (x1)
5. Wild Dog (x4)
6. Preon Gunner (x2), Preon Doc (x1)
7. Wolfloid (x4)
REWARDS: [BUILD ARMOR], [FIGURE TOKEN], [ITEM CAPTURE], [TANK ENERGY 100],
[1500Z]
PATH #11
========
ROUTE: Left/Left/Left/Left/Right/Left/Left
BATTLES: 1. Preon Bitmaster (x1)
2. Preon Pod (x2), Preon Spark (x1)
3. Pararoid (x2), Preon Gunner (x2)
4. Mettaur Cure (x1), Mettaur Counter (x1), Silver Mettaur (x1),
Gold Mettaur (x1)
5. Wild Dog (x4)
6. Preon Gunner (x2), Preon Doc (x1)
7. Preon Pressure (x3)
REWARDS: [BUILD SHIELD], [FIGURE TOKEN], [GET ZENNY+], [TANK ENERGY 100],
[1500Z]
PATH #12
========
ROUTE: Left/Left/Left/Left/Left/Right/Right
BATTLES: 1. Preon Bitmaster (x1)
2. Preon Pod (x2), Preon Spark (x1)
3. Pararoid (x2), Preon Gunner (x2)
4. Mettaur Cure (x1), Mettaur Counter (x1), Silver Mettaur (x1),
Gold Mettaur (x1)
5. Preon S Botos (x1), Preon S Ferham (x2)
6. Meltdown (x1)
7. B Blader (x1), [POSSIBLE: Deerball (x2)]
REWARDS: [BUILD WE], [FIGURE TOKEN], [GET EXP+], [TANK ENERGY 100],
[1500Z]
PATH #13
========
ROUTE: Left/Left/Left/Left/Left/Right/Left
BATTLES: 1. Preon Bitmaster (x1)
2. Preon Pod (x2), Preon Spark (x1)
3. Pararoid (x2), Preon Gunner (x2)
4. Mettaur Cure (x1), Mettaur Counter (x1), Silver Mettaur (x1),
Gold Mettaur (x1)
5. Preon S Botos (x1), Preon S Ferham (x2)
6. Meltdown (x1)
7. Preon S Epsilon (x3)
REWARDS: [BUILD SHIELD], [BUILD ARMOR], [POWER CHARGE], [TANK ENERGY
100], [1500Z]
PATH #14
========
ROUTE: Left/Left/Left/Left/Left/Left/Right
BATTLES: 1. Preon Bitmaster (x1)
2. Preon Pod (x2), Preon Spark (x1)
3. Pararoid (x2), Preon Gunner (x2)
4. Mettaur Cure (x1), Mettaur Counter (x1), Silver Mettaur (x1),
Gold Mettaur (x1)
5. Preon S Botos (x1), Preon S Ferham (x2)
6. Preon S Epsilon (x1), Preon S Face (x1), Preon S Botos (x1),
Preon S Ferham (x1)
7. Red Hubcap (x3)
REWARDS: [BUILD SPEED], [BUILD POWER], [TURBO CLOCK], [TANK ENERGY 100],
[1500Z]
PATH #15
========
ROUTE: Left/Left/Left/Left/Left/Left/Left/Right
BATTLES: 1. Preon Bitmaster (x1)
2. Preon Pod (x2), Preon Spark (x1)
3. Pararoid (x2), Preon Gunner (x2)
4. Mettaur Cure (x1), Mettaur Counter (x1), Silver Mettaur (x1),
Gold Mettaur (x1)
5. Preon S Botos (x1), Preon S Ferham (x2)
6. Preon S Epsilon (x1), Preon S Face (x1), Preon S Botos (x1),
Preon S Ferham (x1)
7. Redips Guard (x3)
8. Red Stinger (x3)
REWARDS: [BUILD WE], [CRYOGENIC], [BONE KEY]*
* Bone Key activates the Dober Man Mechaniloid.
PATH #16
========
ROUTE: Left/Left/Left/Left/Left/Left/Left/Left
BATTLES: 1. Preon Bitmaster (x1)
2. Preon Pod (x2), Preon Spark (x1)
3. Pararoid (x2), Preon Gunner (x2)
4. Mettaur Cure (x1), Mettaur Counter (x1), Silver Mettaur (x1),
Gold Mettaur (x1)
5. Preon S Botos (x1), Preon S Ferham (x2)
6. Preon S Epsilon (x1), Preon S Face (x1), Preon S Botos (x1),
Preon S Ferham (x1)
7. Redips Guard (x3)
8. Belladonna (x3)
REWARDS: [STAMINA MISSILE], [BUILD HYPER], [TANK PARTS]
Complete all of these sixteen paths (good luck towards the end, as you will
likely need all Gain Hypers and be spamming the Ultimate Armor), you will
finally have 100% of the items from the Gaudile Laboratory. You should also
have a metric ton of Zenny, so use it on items you for some reason don't have
already. At this point, the only quests left are finishing off the Tails Clan
(described in the next section), finishing your Force Metal collection, and
completing the Sky Room Collection.
7N. SPECIAL SEALED AREA
-----------------------
After you defeat Great Redips' final form and watch through the ending cred-
its, you will be given the option to save. Do so and you will be rewarded
with the [CENTRAL KEY]. The next time you start this save file, you will re-
turn to New Hope and have the opportunity to explore the rest of this area.
Go back towards the bottom to the door that used to be guarded by a Degraver,
and you'll be able to use your new key to access the Special Sealed Area.
This in turn leads to the final items of the game, but in order to get them,
you'll have to challenge and defeat the nine members of the Tails Clan that
are kept prisoner in these lower reaches. Some of these fights are against
multiple enemies, i.e. you'll face 2 or 3 copies of a given Tails enemy. In
these fights, it's important to remember that the item drop rates are not
only doubled or tripled, but whatever the normal drop is, you'll get multiple
copies. If you defeat TwoTails, for instance, you'll get two Stamina Missiles
and two Figure Tokens. Also, careful weapon and item rearrangement is a key
here. Unless you've fought Great Redips multiple times and gotten multiple
SFM fragments, a good idea is to keep the Alpha fragment on X and the Beta
fragment on Axl. On the other hand, giving Axl Power + and a Cutting Edge
does let him go first in each fight, so you have an edge since he can immed-
iately activate his Hyper Mode + Bait (which will be a key component of most
of these fights). Once you're ready to begin, head down the first ramp and
you'll reach the door that leads to OneTail.
BOSS BATTLE: ONETAIL (x1)
=========================
LE: 72500
ELEMENT: Neutral
ITEM DROP: Tank Parts, Figure Token
ITEM STEAL: Build LE, Build WE
REWARDS: 20000Z, 40000 EXP, 6000 FME
------------------------------------
STRATEGY
Compared to what is yet to come, OneTail lets you off very easy. He only
regenerates 50% of his LE on each turn (so like Rafflesian, if he has 60000
LE left when its his turn, he gains 30000 back, taking him to MAX again).
Watch out for his powerful attacks and try your best to avoid being hit too
much.
1. ANNIHILATOR HADOKEN: This fireball hits all characters and has a very
high chance of inflicting at least one DOA. The higher your LE, the more
damage this one will do.
2. PUNCTURE ARROWS: This targets one character and drains ALL WE.
3. REGENERATION: This is an odd one, and is in the game presumably because
OneTail isn't content with just beating you once. He will revive your
characters with 25% LE if they are KO'd, but only once.
4. TERRA FIRE: This unleashes a powerful Fire-elemental attack on a single
character.
5. TERRA THUNDER: This unleashes a powerful Thunder-elemental attack on a
single character.
6. TERRA BLIZZARD: This unleashes a powerful Water-elemental attack on a
single character.
You would think that you should just start off hammering away with the Ult-
imate Armor and Absolute Zero, but a better idea is to bring Marino and
Cinnamon into the fight first. Have Marino use Quicksilver and some kind of
powerful weapon while you try to steal OneTail's items and use Cinnamon's
Iron Maiden with the Kitty Gloves to soften OneTail up a bit. Once that's
done, then bring X and Zero in and build their WE so they can unleash their
powerful second Hyper Modes and Action Triggers. This set pattern should
reduce his LE enough so that you can finish him off with a Final Strike on
your next set of turns. If not, just keep beating on him to eventually win.
That wasn't so hard, was it? Well, it was only the first fight. Exit the door
and grab the Mystery Data for the [CAPITAL] and [THE THRONE] items. These
give you Sky Room Items, specifically "Music File #09 - Ancient Capital" and
"Movie File #49 - The Throne". From here, get into the practice of returning
to New Hope and your base after every battle to save and recover lost Sub
Tank energy. Once you're finished, return here and go down the next ramp to
face TwoTails.
BOSS BATTLE: TWOTAILS (x2)
==========================
LE: 72500
ELEMENT: Variable
ITEM DROP: Stamina Missile (x2), Figure Token (x2)
ITEM STEAL: Build Power, Build Speed
REWARDS: 15000Z, 25000 EXP, 4000 FME
--------------------------------------------------
STRATEGY
The battle against TwoTails is pretty much a double dose of the first batt-
le with OneTail except for one notable difference - while TwoTails won't
heal that often, they can switch elemental attributes every turn, which
makes this battle sort of like a super-powered Incentas. Study his attacks
so you have a better chance of survival.
1. ANNIHILATOR HADOKEN: This fireball hits all characters and has a very
high chance of inflicting at least one DOA. The higher your LE, the more
damage this one will do.
2. RAPID PUNCH: This attack hits one character 4-5 times with rapid punch
attacks.
3. PUNCTURE ARROWS: This targets one character and drains ALL WE.
4. ALL ELEMENTAL: This summons any Ultra-Element attack and hits all of
your characters.
5. ELEMENTAL CHANGE: Elemental attribute will switch when it is his turn.
He always goes in this order: Thunder->Fire->Water->Thunder.
The key to beating the two TwoTails is to attack each one separately. The
best way to accomplish this is to wait for two things to happen: (a) Wait
until your characters have three turns in a row (Defend while doing this so
that you're not being pummeled to death, and (b) wait for TwoTails to use
his Elemental Change so that he's Fire-element. Have Zero unleash his Cal-
amitous Arts and Axl use Silver Horn's attack for guaranteed double damage
that should nearly wipe out one of them. Use X's Ultimate Armor to finish
TwoTails off if one of them remains, and concentrate the remainder of your
attacks on the other one, then repeat the strategy of Defending until you
have turns lined up. You don't want to attack both directly because one of
them will heal the other, and so forth. Attack each one separately so you
ensure a quick death. Defeat both of them and this fight will be over.
Leave the room that the TwoTails were in and grab the Mystery Data for the
[BATTLE EPSILON], [EPSILON 1], and [RUINS PASSAGEWAY] items. These give you
Sky Room Items, specifically "Movie File #50 - Battle With Epsilon", "Music
File #18 - Epsilon, First Movement", and "Sketch #085 - Ruins Passageway".
Now the fights against the Tails can start getting very difficult, as most
of them have some kind of cheap gimmick that can quickly kill you. If you
haven't equipped X with SFM-alpha yet or Axl with SFM-beta, do so now. For
the next fight, rotate Axl out and replace him with Cinnamon, and keep Marino
on standby for stealing. Give Axl, if you haven't already, the Manhunter and
a Bait sub-weapon. Lastly, if you have spare Build Hypers (i.e. more than 6,
use them on your characters - the next fight potentially drops up to three of
them, and if you have between 7 and 9, you'll waste one of the drops. When
you're ready, head down the next ramp to face the trio of terror that is
ThreeTails.
BOSS BATTLE: THREETAILS (x3)
============================
LE: 59500
ELEMENT: Neutral
ITEM DROP: Build Hyper (x3), Figure Token (x3)
ITEM STEAL: Build Armor, Build Shield
REWARDS: 18000Z, 20000 EXP, 3000 FME
----------------------------------------------
STRATEGY
ThreeTails is an absolute terror. For starters, there are THREE of them,
and each one packs an Armor+100 Force Metal. Secondly, they each also have
the ability to heal one of the others, so this fight is going to be a bit
brutal. Study the attacks list below, and try not to attempt this until
your characters are at least at Level 40.
1. ANNIHILATOR HADOKEN: This fireball hits all characters and has a very
high chance of inflicting at least one DOA. The higher your LE, the more
damage this one will do.
2. RAPID PUNCH: This attack hits one character 4-5 times with rapid punch
attacks.
3. PUNCTURE ARROWS: This targets one character and drains ALL WE.
4. DEEP IMPACT: This attack hits one character and ignores all Armor att-
ributes.
5. HELL GRAVITY: This targets one enemy and drains 50% of their LE.
6. STATUS ATTACK: This is a combination of smaller attacks. His Stungun
will have a chance of inflicting Bind, his Cryogenic will have a chance
of inflicting Freeze, Smokeout has a chance of inflicting Blind, Crack-
ing will inflict Berserk, and his Virus Attack will inflict Virus.
7. ALL ELEMENTAL: This summons any Ultra-Element attack and hits all of
your characters.
Attacking all three of the ThreeTails' even with maxed Hyper Modes won't
even be enough to completely destroy one unless you've passed Level 40 or
so. The best strategy is simply to focus on two of them using the Ultimate
Armor for one (or both), Absolute Zero on another, and Iron Maiden on the
one that has the most LE left after your assault with X and Zero. Only one
of them can be healed on a given turn, so you at least will have one of the
ThreeTails' that is still hurting a bit. Keep using Gain Hypers to keep the
battle on your side for as long as possible, then when it switches over to
ThreeTails' turn, just hope you don't get beaten into the ground. Defend
as much as possible during your recovery phase. Once you've successfully
defeated two of them, use a Sub Tank or two and Defend while recovering WE
before unleashing a combined assault on the final ThreeTails. Consider giv-
ing Zero the Z-Rapier+, the Rei Ichimonji, or the Soul Saber along with
some Heat Haze sub-weapons for extra damage, and just unleash the destruct-
ion of the Ultimate Armor. The goal here is to just lay waste to the Three-
Tails' instead of focusing on a more strategic approach.
After defeating ThreeTails, exit his room and go down the ramp to collect
the Mystery Data for the [EPSILON 2], [THE END], [GRAVE RUINS], and [DISPLAY
DEVICE] items. These give you Sky Room items, specifically "Music File #19 -
Epsilon, Second Movement", "Movie File #51 - The End Of Epsilon", "Data File
#17 - Grave Ruins Base", and "Sketch #086 - Display Device". The next door
leads to the fight with FourTails, but you're likely to get annihilated if
you don't properly equip yourself. Stock yourself with Reboots and Backups,
and keep the SFM-alpha fragment for X and the SFM-beta fragment for Axl. Keep
his sub-weapon as a Bait, and if you can afford it, give him Cutting Edge so
that his turn comes first in the next fight. For Zero, make sure has the Soul
Saber, two Generators, a Reboot, and give him as many Power+ XX Force Metals
as his Resistance levels will allow. If you have the room, give X the X-Heart
as well along with as many Gain Hypers as possible. All of this should allow
you to at least withstand FourTails' opening attack, which in of itself gives
you the chance to beat him. When you're ready, head through the door to take
on FourTails.
BOSS BATTLE: FOURTAILS (x1)
===========================
LE: 121500
ELEMENT: Neutral
ITEM DROP: Red Lotus Saber, Figure Token
ITEM STEAL: Unlock Limiter, Build Hyper
REWARDS: 40000Z, 80000 EXP, 8000 FME
----------------------------------------
STRATEGY
This is thankfully a single-enemy encounter, but don't be fooled into
thinking that FourTails is easier. This battle will force you to rely on
pure brute strength rather than exploiting any kind of gimmick. FourTails
possesses an Armor+200 and a Power+200 Force Metal combination, which means
he will hurt you... a lot. Below are his attacks.
1. ANNIHILATOR HADOKEN: This fireball hits all characters and has a very
high chance of inflicting at least one DOA. The higher your LE, the more
damage this one will do.
2. RAPID PUNCH: This attack hits one character 4-5 times with rapid punch
attacks.
3. PUNCTURE ARROWS: This targets one character and drains ALL WE.
4. DEEP IMPACT: This attack hits one character and ignores all Armor att-
ributes.
5. CODEBREAKER: This targets all characters, but has a chance of inflicting
DOA on only one.
6. ALL ELEMENTAL: This summons any Ultra-Element attack and hits all of
your characters.
Because of his Power+200, his opening Annihilator Hadoken has a very good
chance of decimating your party unless everyone is over Level 36. Hopefully
you have enough to leave at least one character alive, and then you should
rapidly use Backups or Reboots plus Sub Tanks to immediately bring your
group back to fighting strength. As soon as the turn reaches Axl, have him
activate Hyper Mode and use his Bait sub-weapon so that all of FourTails'
attacks will be directed at him, while you use X and Zero to deal the brunt
of your counterattack. Axl, with the SFM-beta fragment, can inflict great
damage using the Manhunter; X and Zero should rely on their Hyper Modes.
Since X has the SFM-alpha fragment, he should have no issue whatsoever with
inflicting fully charged Nova Strikes every turn. The trick here is that
FourTails has a barrier attack similar to Scarface's, in that he will guard
against consecutive hit-type attacks. You must alternate your Shot and your
Contact attacks so that he doesn't absorb one and reflect it back at you.
With X and Zero on board, this won't be a problem, but just remember what
your last move was. If it was a Shot-type, then you must use a Contact-type
in order to keep inflicting damage. While waiting for Zero to recover WE
to 100%, Defend with him and continue unleashing the Calamitous Arts. If
you follow this pattern, you should have no problem taking FourTails down
within 20 turns.
Leave FourTails' area and head into the next hallway to collect the lone Mys-
tery Data (what? only one item after that fight?) for the [FLYING MECHS] item
that gives you "Sketch #049 - Flying Mechs". Since FourTails was considerate
and left you the [RED LOTUS SABER], equip it on Zero and cancel any plans you
might have had for using any other Saber weapon. This weapon converts all of
your Armor, Shield, and Weight stats into raw Attack power and strikes three
times, which roughly works out to about 3000 LE of damage per hit. If you're
going to use it, either rearrange Zero's Force Metal layout with stat balanc-
ing ones so that you're not carrying all this Attack power with zero Defense,
or just consistently go into Black Zero Hyper Mode since it will cancel out
the Armor/Shield to Zero part of the Red Lotus Saber's attributes. Return to
New Hope, recharge and save your game, then return to this area and challenge
FiveTails when you're ready.
BOSS BATTLE: FIVETAILS (x3)
===========================
LE: 26500
ELEMENT: Neutral
ITEM DROP: Energy Field (x3), Force Tomahawk (x3)*
ITEM STEAL: Boost Armor, Boost Shield
REWARDS: 4000Z, 10000 EXP, 1000 FME
-------------------------------------------------
STRATEGY
FiveTails is evil. Not only do you face three of them, but they have a very
irritating habit of self-destructing for damage to your party and then res-
urrecting themselves. Naturally this means there must be a trick to the
fight. Read below for a brief explanation of all of their attacks.
1. ANNIHILATOR HADOKEN: This fireball hits all characters and has a very
high chance of inflicting at least one DOA. The higher your LE, the more
damage this one will do.
2. RAPID PUNCH: This attack hits one character 4-5 times with rapid punch
attacks.
3. PUNCTURE ARROWS: This targets one character and drains ALL WE.
4. SELF-DESTRUCT: This curious move occurs when one of the FiveTails just
blows himself up. This will target one character and deal LE-equivalent
damage - if X has 2000 LE and gets hit, then this attack deals 2000 LE
of damage - essentially a DOA.
5. SOS: This is the irritating follow-up to the Self Destruct. On the next
turn, the destroyed FiveTails will be resurrected.
First of all, you might notice that each FiveTails is significantly weaker
than anything you've faced yet (including OneTail), so there must be some
kind of reason. The reason is simple: these guys have the ability to blow
themselves up and you with them, so they're naturally a bit easier to de-
feat. But hold on - defeating one does nothing for you since one of them
will use SOS on the next turn and revive the blown-up FiveTails. In order
to get past this, know that Self Destruct is only triggered when one of the
FiveTails is down to about 25% LE, and SOS is only used if you blow one of
them up. Therefore, simply pound away with normal attacks or normal Action
Triggers until each one's LE is in the orange. If you get the option to
trigger a Final Strike, deny it and focus attacks on one of the other Five-
Tails. When all three are in the proper range, unleash one more regular
attack to trigger a Final Strike and wipe all three of them out. If you
can't get the Final Strike to trigger, have X defeat one, Zero take out
another, and Axl can finish off the third.
* If any FiveTails used Self Destruct, you won't get the Item Drop for that
particular one. So the Item Drops in this fight are variable depending on
your performance. Fortunately, no one uses stupid Force Tomahawks anyway.
FiveTails' defeat leads to more and more of the same. Run into the next area
and grab the Mystery Data for the [AERIAL ASSAULT] and [REDIPS SOLDIER] it-
ems. These give you the Sky Room items "Movie File #52 - Air Strike" and
"Sketch #043 - Redips Soldier". Return to New Hope, recharge, and save, then
come back here to challenge SixTails. This next fight will go very quickly,
primarily because you have a turn limit.
BOSS BATTLE: SIXTAILS (x1)
==========================
LE: 206500
ELEMENT: Neutral
ITEM DROP: Tank Part, Figure Token
ITEM STEAL: Build LE, Build WE
REWARDS: 50000Z, 100000 EXP, 10000 FME
--------------------------------------
STRATEGY
You might think you're getting a respite here since there is only one Six-
Tails. But you would be wrong, because SixTails' primary attack isn't the
same as the others. Take over ten turns to beat him and he uses LifeGain
MAX which restores his entire LE meter (and you'll notice he has the most
of ANY boss so far). Take another ten turns and he uses Self Destruct,
which this time annihilates the entire party.
1. ANNIHILATOR HADOKEN: This fireball hits all characters and has a very
high chance of inflicting at least one DOA. The higher your LE, the more
damage this one will do.
2. RAPID PUNCH: This attack hits one character 4-5 times with rapid punch
attacks.
3. PUNCTURE ARROWS: This targets one character and drains ALL WE.
4. LIFE GAIN MAX: This sadly restores SixTails' entire LE meter, but is
only used if you take over ten turns to defeat him. It's not like you
can use this as a restart to the fight, as all of his stats increase by
300% as well.
5. SELF DESTRUCT: If you take over 20 turns to defeat SixTails, then this
attack is unavoidable. SixTails goes nuclear and takes your entire party
with him.
6. ULTRA GIGA FIRE: This summons the most powerful Fire-elemental attack
and hits all characters.
This may take a bit of practice, so hopefully you saved after FiveTails.
First off, it is imperative that X have the SFM-alpha fragment here, as you
NEED to pull off 100% Nova Strikes. Have Zero and Axl's Speed attributes
as maxed out as possible so that you get multiple turns in a row, and have
Zero use two Generators as sub-weapons to boost his WE high so he can also
use Calamitous Arts. As usual, have Axl activate Bait + his Hyper Mode and
use his Manhunter, although if you feel like using some of his powerful DNA
Changes, that can't hurt. Your primary focus, though, should be eating away
at SixTails' LE with the Ultimate Armor. If your levels are high enough,
you can probably finish this in four to five turns.
You know the drill by now. Exit the area, collect the items - here you'll
find [DRAGOON], [TRANSFORM ABILITY], and [THE CHAIR], which gives you the Sky
Room items "Sketch #057 - Depth Dragoon", "Movie File #53 - Transforming Red-
ips", and "Sketch #094 - Prisoner Chair". Return to New Hope, recharge and
save, then come back here to get scuffed up by SevenTails when you're ready.
BOSS BATTLE: SEVENTAILS (x2)
============================
LE: 61500
ELEMENT: Neutral
ITEM DROP: Vitality Missile (x2), Figure Token (x2)
ITEM STEAL: Build Power, Build Speed
REWARDS: 30000Z, 60000 EXP, 3000 FME
---------------------------------------------------
STRATEGY
The fight against SevenTails is only against two of them, but there is a
nasty gimmick here like the others. Remember the fight against Rafflesian
and her Belladonnas? Like them, the two SevenTails will increase in power
and other stats as the battle is prolonged, so you want to finish this as
quickly as you can. Read below for SevenTails' basic attacks.
1. ANNIHILATOR HADOKEN: This fireball hits all characters and has a very
high chance of inflicting at least one DOA. The higher your LE, the more
damage this one will do.
2. RAPID PUNCH: This attack hits one character 4-5 times with rapid punch
attacks.
3. PUNCTURE ARROWS: This targets one character and drains ALL WE.
4. STUNGUN: This status attack targets one character and has a chance of
inflicting Bind.
5. ALL ELEMENTAL: This summons any Ultra-Element attack and hits all of
your characters.
6. ULTRA GIGA THUNDER: This summons the most powerful Thunder-elemental
attack and hits all characters.
At this point, these fights should start to become rote memorization. This
involves the same setup as the last few fights - X gets SFM-alpha, Zero has
the Red Lotus Saber + his Calamitous Arts, and Axl gets SFM-beta plus the
Manhunter, and uses his Hyper Mode + Bait to draw the SevenTails' attacks.
Hammer away as much as you can with X and Zero, then switch Zero out for
Marino so she can activate Hyper Mode and get multiple turns. As an alter-
native if you're just looking to change things up, bring in Cinnamon and
let her go nuts with the Kitty Gloves and the Iron Maiden. X can more than
compensate for the others with his Ultimate Armor, so go nuts.
SevenTails is down, but there's two left. Exit the room and grab the Mystery
Data for the [TRANSFORMING MECH], [BATTLE REDIPS], [COLISEUM], and [JUDGMENT]
items. These give you the following Sky Room content: "Sketch #095 - Trans-
forming Mech", "Movie File #54 - Battle With Redips", "Sketch #087 - Coli-
seum", and "Music File #10 - Final Judgment". Return to New Hope, recharge,
save, and come back when you're ready to hit up EightTails.
BOSS BATTLE: EIGHTTAILS (x2)
============================
LE: 58500
ELEMENT: Neutral
ITEM DROP: LE+1000*, Full Specs+10*
ITEM STEAL: Boost Power, Boost Speed
REWARDS: 30000Z, 60000 EXP, 3000 FME
------------------------------------
EightTails is the last of the fights where you'll fight multiple enemies,
thankfully enough. And here you actually do get a slight respite since this
is more or less a simplified version of the FiveTails fight. Read below for
the basic attacks (that you should be very used to by now).
1. ANNIHILATOR HADOKEN: This fireball hits all characters and has a very
high chance of inflicting at least one DOA. The higher your LE, the more
damage this one will do.
2. RAPID PUNCH: This attack hits one character 4-5 times with rapid punch
attacks.
3. PUNCTURE ARROWS: This targets one character and drains ALL WE.
4. COERCION: This targets one character and has a chance of taking away the
next battle turn.
5. SOS: This is the irritating follow-up to the Self Destruct. On the next
turn, the destroyed EightTails will be resurrected.
6. ALL ELEMENTAL: This summons any Ultra-Element attack and hits all of
your characters.
7. ULTRA GIGA FIRE: This summons the most powerful Fire-elemental attack
and hits all characters.
8. ULTRA GIGA THUNDER: This summons the most powerful Thunder-elemental
attack and hits all characters.
9. ULTRA GIGA BLIZZARD: This summons the most powerful Water-elemental att-
ack and hits all characters.
First thing you'll notice is that EightTails possesses an SOS move, but no
Self Destruct. This means the only thing you really need to worry about is
one of them being revived instead of going nuclear on you. For this fight,
employ the same strategy you used on FiveTails, except have X attack one
and Zero attack the other. Have Axl draw their fire while X and Zero hammer
away with their Hyper Modes. Since they have no healing abilities, you just
have to get to the point where you can destroy them together. Knock both of
them into critical LE range and try to take them both out simultaneously
with a Final Strike.
* The item drops for EightTails aren't guaranteed like previous enemies,
probably due to their rarity - the drop rate is something like 3% here.
If you forgo the SFM fragments for this fight and try to use Good Lucks
instead, you can increase your chances of getting these awesome Force
Metals.
Defeating EightTails brings you to the final pathway, which is much more re-
warding than previous hallways. First, you'll find [REDIPS 1], [REDIPS 2],
[REDIPS 3], [EPSILON], [SPACE], [TAILS], [PARTS], [GREAT REDIPS], and [SCORES
SETTLED]. All of this gives you the following Sky Room content: "Music File
#20 - Redips, First Movement", "Music File #21 - Redips, Second Movement",
"Music File #22 - Redips, Third Movement", "Sketch #053 - Epsilon", "Movie
File #55 - Space", "Music File #23 - Meet NineTails!", "Music File #51 -
PARTS", "Sketch #054 - Great Redips", and "Movie File #57 - Scores Settled".
*Phew*, that's a lot. But that's not all. Further down the path, the road
splits into two. On the right is NineTails, but on the left are the last
Vending Machines of the game where you can purchase Figure Sets 9 and 10.
Once you collect all of the swag from down here, then equip basically the
same item layout you did prior to FourTails. Head down the path to challenge
the master himself, NineTails, and also prepare to pretty much be mangled
right off the bat.
BOSS BATTLE: NINETAILS (x1)
===========================
LE: 92500
ELEMENT: Neutral
ITEM DROP: Ancient Gun, Figure Token
ITEM STEAL: Build WE, Build Hyper
REWARDS: 65000Z, 130000 EXP, 130000 FME
---------------------------------------
NineTails is, of course, the most powerful of the entire group, and has a
wide array of attacks. There is no memorization of how to defend in this
fight, it's just you versus him in an attempt to survive. Below is a list
of what he'll use during this fight.
1. ANNIHILATOR HADOKEN: This fireball hits all characters and has a very
high chance of inflicting at least one DOA. The higher your LE, the more
damage this one will do.
2. RAPID PUNCH: This attack hits one character 4-5 times with rapid punch
attacks.
3. PUNCTURE ARROWS: This targets one character and drains ALL WE.
4. REGENERATION: Like OneTail, he isn't content with just beating you down
once. He'll revive a fallen party member with 25% LE, but he'll usually
do this only if he has a second turn right after, at which point he'll
annihilate that character again.
5. LE GAIN: He'll recover 25% of his LE on each of his turns.
6. NINE FRAGMENTS: This extremely painful attack hits one character nine
times for 999 LE of damage apiece. Even though it only does less than
9000 LE total, it still inflicts a KO or a DOA.
7. ULTRA GIGA FIRE: This summons the most powerful Fire-elemental attack
and hits all characters.
8. ULTRA GIGA THUNDER: This summons the most powerful Thunder-elemental
attack and hits all characters.
9. ULTRA GIGA BLIZZARD: This summons the most powerful Water-elemental att-
ack and hits all characters.
Bring your three most powerful characters here, but temporarily leave Axl
out of the fight. X, Zero, and Massimo should do well enough, especially
since Massimo is rather expendable here. If by some random chance NineTails
actually doesn't manage to completely destroy your party with his opening
attack, then you will have a chance at beating him. Hopefully he'll target
one character with Nine Fragments instead. Either way, what you're trying
for is at least one character surviving his opening salvo. When this happ-
ens, use a Backup on Zero and switch Massimo out for Axl. Have Axl turn
into his Hyper Mode and equip a Bait sub-weapon to draw all of NineTails'
attacks, then proceed to build WE for powered Action Triggers. Axl should
have the SFM-beta fragment since he's simply using regular attacks. Zero
should have the Red Lotus Saber for any regular attacks and use Absolute
Zero when he can, and keep X equipped with the SFM-alpha fragment so he can
pull off fully powered Nova Strikes on each turn. When it's Axl's turn,
have him use the Manhunter for some extra damage. If Axl starts to reach
the point where he has to Cool Down, use Gain Hypers on him to keep his
Hyper Mode active. With this strategy, it is possible to take NineTails
down in just over 10 turns.
After NineTails' defeat, you gain access to another treasure room filled with
Mystery Data. Collect all of it for the [MASSIMO WEAPONS], [ZERO WEAPONS],
[TAILS FRONT], [TAILS BACK], [X WEAPONS], and [CINNAMON WEAPONS]. In the Sky
Room, you will now have "Sketch #010 - Massimo's Weapons", "Sketch #008 -
Zero's Weapons", "Sketch #058 - Tails Front", Sketch #059 - Tails Back",
"Sketch #007 - X's Weapons", and "Sketch #009 - Cinnamon's Weapons". You also
get the final Figure Token, so go back to the Vending Machine and spend all
of what you've acquired from these fights to fill out your Figure collection.
You also get the [ANCIENT GUN], which is Axl's ultimate weapon that deals
good damage to bosses... except that you just defeated the last boss, which
makes it rather useless.
Getting 100% of the items and defeating all bosses clears another two of the
Sky Room Challenges, too. If you haven't done the Eternal Forest yet, I'm not
exactly sure what is holding you back - at this point, there is not a single
enemy that will come even close to hurting you. The only things left in the
game should be completing the Figure Sets, finishing the FMG database, and
maybe finishing the Deployment Missions. After all this is done, you have
officially completed MEGA MAN X: COMMAND MISSION.
=====================
== 8. ITEM MERCHANTS:
=====================
Item Merchants and Street Vendors are your primary means of stocking up on
supplies during the game. There are various kinds of Merchants - some sell
Items, some sell Weapons, and others sell Force Metals. Additionally, most of
these vendors will change their inventories as the game progresses, so to make
sure you get everything, get in the habit of checking the Shopping Arcade after
each Chapter you complete (although there will always be at least one "General
Store" that sells everything the other merchants have stopped stocking". Below
is a list of the inventories of the Shopping Arcade merchants as they change
during the game as well as the Secret Shops run by Jasmine, Cumin, and Saffron.
SHOPS AVAILABLE DURING CHAPTER 1
================================
The only Shops available in Chapter 1 are Jasmine, Cumin, and Saffron's Sec-
ret Shops, which you cannot access until you have the [LAGRANO KEY]. The
stocks for these shops are listed at the bottom of this section.
SHOPS AVAILABLE DURING CHAPTER 2
================================
Chapter 2 has two sets of shops. The first, in Shaft 999-F is available at
the beginning and serves to get you used to the concept of buying items. The
remaining three are later in the stage and take the form of how shops will
operate for the rest of the game.
[SHAFT 999-F ITEMS]
-----------------------
Vaccine Program 80Z
Anti-Lock 80Z
Cure One 240Z
Reboot 500Z
Mega Fire 160Z
-----------------------
[FORCE METALS] [WEAPONS] [ITEMS]
----------------------- ------------------------- ---------------------
Thunder Guard 500Z Fire Buster 500Z Vaccine Program 80Z
Power+1 120Z Guard Buster 500Z Anti-Lock 80Z
Armor+1 80Z Fire Missile 1500Z Cure One 240Z
Shield+1 80Z Micro Missile 300Z Reboot 500Z
Speed+1 120Z Tomahawk 400Z Mega Fire 160Z
Virus Protection 80Z ------------------------- ---------------------
Bind Protection 60Z
Decoy 1000Z
Analyzer 1000Z
-----------------------
SHOPS AVAILABLE DURING CHAPTER 3
================================
Chapter 3 introduces a new concept in the form of the General Store. As you
progress through the game, most item merchants and even the Shopping Arcade
will update their inventory and stop selling certain items. To avoid missing
out on items, either check these shops religiously or visit the General Store
since he will carry the items other merchants have stopped offering. The main
shops are listed first, and the General Store is listed second.
(REGULAR MERCHANTS)
[FORCE METALS] [WEAPONS] [ITEMS]
----------------------- ------------------------- ---------------------
Water Guard 500Z Scope Buster 900Z Vaccine Program 80Z
LE+100 300Z Jack of Spades 700Z Anti-Lock 80Z
WE+5 40Z Jack of Clubs 700Z Warm-Up 80Z
Power+1 120Z Thunder Buster 800Z Clear Vision 80Z
Armor+1 80Z Thunder Missile 1500Z Cure One 240Z
Shield+1 80Z Tomahawk 400Z Reboot 500Z
Speed+1 120Z Rust Missile 2500Z Mega Thunder 160Z
Protect+1 160Z Slime Missile 2500Z ---------------------
Decoy 1000Z -------------------------
Analyzer 1000Z
-----------------------
(GENERAL STORE)
[FORCE METALS] [WEAPONS] [ITEMS]
----------------------- ------------------------- ---------------------
Power+1 120Z Guard Buster 500Z Vaccine Program 80Z
Armor+1 80Z Fire Buster 500Z Anti-Lock 80Z
Shield+1 80Z Micro Missile 300Z Cure One 80Z
Speed+1 120Z Tomahawk 400Z Reboot 500Z
Thunder Guard 500Z Fire Missile 1500Z Mega Fire 160Z
Virus Protection 80Z ------------------------- ---------------------
Bind Protection 60Z
Decoy 1000Z
Analyzer 1000Z
-----------------------
SHOPS AVAILABLE DURING CHAPTER 4
================================
Chapter 4 has just three regular merchants selling items. Remember, you can
visit the Shopping Arcade or the General Store to get items that these ones
aren't selling anymore.
[FORCE METALS] [WEAPONS] [ITEMS]
----------------------- ------------------------- ---------------------
LE+100 300Z Guard Buster MKII 1800Z Vaccine Program 80Z
Gain WE+5 600Z Queen of Spades 1500Z Anti-Lock 80Z
Power+3 600Z Queen of Clubs 1500Z Warm-Up 80Z
Armor+3 400Z Queen of Diamonds 1500Z Cooler 80Z
Shield+3 400Z Protect Lance 2000Z Clear Vision 80Z
Speed+3 600Z Ice Buster 1300Z Cure One 240Z
Protect+1 160Z Jack of Hearts 700Z Reboot 500Z
Virus Protection 80Z Tomahawk 400Z ---------------------
Bind Protection 60Z Twin Missile 1200Z
Berserk Protection 60Z Drill Missile 2500Z
Blind Protection 80Z Melt Missile 2500Z
----------------------- -------------------------
SHOPS AVAILABLE DURING CHAPTER 5
================================
Chapter 5 has just three regular merchants selling items. Remember, you can
visit the Shopping Arcade or the General Store to get items that these ones
aren't selling anymore.
[FORCE METALS] [WEAPONS] [ITEMS]
----------------------- ------------------------- ---------------------
Fire Guard 500Z X-Buster MKII 3000Z Vaccine Program 80Z
LE+300 1500Z King of Spades 2800Z Anti-Lock 80Z
Gain WE+5 600Z King of Clubs 2800Z Warm-Up 80Z
Power+3 600Z Crash Hammer 3500Z Cooler 80Z
Armor+3 400Z Beam Chakram 3300Z Clear Vision 80Z
Shield+3 400Z Metal Boxer 3100Z Cure One 240Z
Speed+3 600Z Queen of Hearts 1500Z Cure All 500Z
Protect+3 800Z Ice Missile 1500Z Reboot 500Z
Full Specs+1 200Z Twin Missile 1200Z Backup 5000Z
----------------------- Rust Missile 2500Z ---------------------
Drill Missile 2500Z
Melt Missile 2500Z
Slime Missile 2500Z
-------------------------
SHOPS AVAILABLE DURING CHAPTER 6
================================
Chapter 6 has just three regular merchants selling items. Remember, you can
visit the Shopping Arcade or the General Store to get items that these ones
aren't selling anymore.
[FORCE METALS] [WEAPONS] [ITEMS]
----------------------- ------------------------- ---------------------
LE+300 1500Z Fire Buster MKII 4300Z Vaccine Program 80Z
WE+10 400Z Ice Buster MKII 4300Z Anti-Lock 80Z
Power+3 600Z Thunder Buster MKII 4300Z Warm-Up 80Z
Armor+3 400Z Fire Saber 4600Z Cooler 80Z
Shield+3 400Z Ice Saber 4600Z Clear Vision 80Z
Speed+3 600Z Thunder Saber 4600Z Cure One 240Z
Protect+3 800Z King of Spades 2800Z Cure All 500Z
Full Specs+1 200Z King of Clubs 2800Z Reboot 500Z
Fire Guard 500Z King of Hearts 2800Z Backup 5000Z
Water Guard 500Z Massive Lance B 4000Z Mega Fire 160Z
Thunder Guard 500Z Beam Blade 4900Z Mega Blizzard 160Z
----------------------- Drill Arm 4800Z Mega Thunder 160Z
Revolver Barrel 4800Z ---------------------
Mettaur Crash 4300Z
Twin Tomahawk 1500Z
Fire Missile 1500Z
Ice Missile 1500Z
Thunder Missile 1500Z
Photon Missile 2000Z
-------------------------
SHOPS AVAILABLE DURING CHAPTER 7
================================
Chapter 7 has just three regular merchants selling items. Remember, you can
visit the Shopping Arcade or the General Store to get items that these ones
aren't selling anymore.
[FORCE METALS] [WEAPONS] [ITEMS]
----------------------- ------------------------- ---------------------
LE+300 1500Z Scope Buster MKII 5600Z Vaccine Program 80Z
WE+10 400Z Z-Rapier 5800Z Anti-Lock 80Z
Power+3 600Z Protect Lance B 5900Z Warm-Up 80Z
Armor+3 400Z Beam Dagger 6000Z Cooler 80Z
Shield+3 400Z Melting Arm 6200Z Clear Vision 80Z
Speed+3 600Z Machine Bullets 5500Z Cure One 240Z
Protect+3 800Z Noise Cancellor 5200Z Cure All 500Z
Full Specs+1 200Z Z-Ichimonji 5000Z Reboot 500Z
Resist 600Z Twin Tomahawk 1500Z Backup 5000Z
Minus Metal-10 400Z Combat Absorber 2500Z Mega Fire 160Z
Fire Resist 2000Z Shot Absorber 2500Z Mega Blizzard 160Z
----------------------- Justice Missile 2000Z Mega Thunder 160Z
------------------------- ---------------------
SHOPS AVAILABLE DURING CHAPTER 8
================================
Chapter 8 has just three regular merchants selling items. Remember, you can
visit the Shopping Arcade or the General Store to get items that these ones
aren't selling anymore.
[FORCE METALS] [WEAPONS] [ITEMS]
----------------------- ------------------------- ---------------------
LE+500 4500Z Limit Buster 7500Z Vaccine Program 80Z
WE+10 400Z Z-Saber++ 8200Z Anti-Lock 80Z
Power+3 600Z Crash Hammer B 7200Z Warm-Up 80Z
Armor+3 400Z Beam Chakram S 8400Z Cooler 80Z
Shield+5 1200Z Archangel 7600Z Clear Vision 80Z
Speed+5 1200Z Axl Bullets 2 7600Z Cure One 240Z
Protect+3 800Z Beast Killer 7600Z Cure All 500Z
Full Specs+1 200Z Doubletooth 6300Z Reboot 500Z
Water Resist 2000Z Twin Tomahawk 1500Z Backup 5000Z
----------------------- Hunter Missile 1600Z Mega Fire 160Z
Twin Thunder 4000Z Mega Blizzard 160Z
------------------------- Mega Thunder 160Z
---------------------
SHOPS AVAILABLE DURING CHAPTER 9
================================
Chapter 9 has just three regular merchants selling items. Remember, you can
visit the Shopping Arcade or the General Store to get items that these ones
aren't selling anymore.
[FORCE METALS] [WEAPONS] [ITEMS]
----------------------- ------------------------- ---------------------
LE+500 4500Z Guard Buster MKIII 8800Z Vaccine Program 80Z
Gain WE+10 3000Z Aero Buster MKII 8800Z Anti-Lock 80Z
Power+5 1800Z Doubletooth+ 9000Z Warm-Up 80Z
Armor+5 1200Z Massive Lance G 8500Z Cooler 80Z
Shield+5 1200Z Beam Blade S 9000Z Clear Vision 80Z
Speed+5 1800Z Head Hammer 8200Z Cure One 240Z
Protect+5 2400Z Machine Bullets 2 8800Z Cure All 500Z
Full Specs+3 1000Z Preon Killer 8300Z Reboot 500Z
Thunder Resist 2000Z Fire Stella 8000Z Backup 5000Z
Minus Metal-20 2000Z Ice Stella 8000Z Mega Fire 160Z
----------------------- Thunder Stella 8000Z Mega Blizzard 160Z
Force Missile 8000Z Mega Thunder 160Z
Stamina Missile 5000Z ---------------------
-------------------------
SHOPS AVAILABLE DURING CHAPTER 10
=================================
Chapter 10 has a General Store right at the front, but he has such an expan-
sive inventory that it would take up a ton of space to list it here. Just
know if you don't have it already for some reason, he will sell it here. Just
inside the Central Aerial Entrance are Jasmine, Cumin, and Saffron with the
regular shops.
[FORCE METALS] [WEAPONS] [ITEMS]
----------------------- ------------------------- ---------------------
LE+500 4500Z Fire Buster MKIII 11000Z Vaccine Program 80Z
Gain WE+10 3000Z Ice Buster MKIII 11000Z Anti-Lock 80Z
Power+5 1800Z Thdr. Buster MKIII 11000Z Warm-Up 80Z
Armor+5 1200Z Flame Saber+ 12000Z Cooler 80Z
Shield+5 1200Z Ice Saber+ 12000Z Clear Vision 80Z
Speed+5 1800Z Thunder Saber+ 12000Z Cure One 240Z
Protect+5 2400Z Protect Lance G 9800Z Cure All 500Z
Full Specs+3 1000Z Fire Comet 10000Z Reboot 500Z
Fire Resist 2000Z Ice Comet 10000Z Backup 5000Z
Water Resist 2000Z Thunder Comet 10000Z Mega Fire 160Z
Thunder Resist 2000Z Divine Hand 11000Z Mega Blizzard 160Z
----------------------- Axl Bullets 3 11500Z Mega Thunder 160Z
Manhunter 10500Z ---------------------
Shock Lance B 9200Z
Beam Miracle S 9300Z
Force Missile 8000Z
Twin Fire 4000Z
Twin Ice 4000Z
Twin Thunder 4000Z
-------------------------
JASMINE, CUMIN, & SAFFRONS' SECRET SHOPS
========================================
These three girls' secret shops hold the most powerful items in the entire
game. Once you acquire the [LAGRANO KEY] from Deployment, go back to Lagrano
Ruins and unlock the door. But be warned, you had better be packing some
serious funds, cause these girls don't come cheap.
[FORCE METALS] [WEAPONS] [ITEMS]
----------------------- ------------------------- ---------------------
Assassin Mind 700Z Turbo Buster 100000Z Ultra Fire 600Z
Eagle Eye 280Z Soul Saber 10000Z Ultra Blizzard 600Z
Light as a Feather 800Z Interceptor 32000Z Ultra Thunder 600Z
Neutralizer-10 900Z Vengeful Needles 70000Z Boost Power 200Z
Neutralizer-20 2700Z Kitty Gloves 50000Z Boost Armor 200Z
Neutralizer-30 8100Z Auto Bullets 75000Z Boost Shield 200Z
----------------------- Get Zenny+ 7000Z Boost Speed 200Z
Get EXP+ 7000Z Hacking 100Z
Get FME+ 7000Z Backup 5000Z
Energy Field 4000Z ---------------------
Super Absorber 6000Z
Vitality Missile 10000Z
-------------------------
Remember that if you miss out on a particular item that isn't dropped or can't
be stolen from an enemy, you can always either find a General Store Merchant
that will sell it, or wait for things to reset when you re-clear the game. Just
keep in mind that bosses don't respawn, so if you're trying to steal an item
from one of them, check the above lists to see if it can be purchased from one
of the Vendors.
===================
== 9. THE SKY ROOM:
===================
This game has a great deal of collectibles that you can find during the game.
Once you complete Chapter 3, Nana will open the Sky Room for you, which is a
place you can go during the game to inspect all of the toys you're finding.
Within the Sky Room are your Figure Sets that you buy from Vending Machines,
a collection of cutscene Video Files, a Jukebox so you can rock out to MEGA MAN
X: COMMAND MISSION tunes, and a Customization Console where you can adjust the
color of X's scarf, among other things. Below is a rundown on what is available
in the Sky Room, provided you've filled it up.
FIGURE SETS
-----------
Figure Sets are little action figures you can look at which represent the
various characters in the game. There are 25 in all, but six of them are only
accessible in the GameCube version of the game. They are all listed below,
but first, here is the breakdown of the sets.
NORMAL SETS (#1-10)
===================
These are the Normal Figures that you buy from the Vending Machines found
in the game.
SET #1: SHADOW'S BETRAYAL (East Square Vending Machine)
-------------------------------------------------------
• Bat Bone
• Shadow
• X
• Epsilon, Cape
• Hippopressor
• Patrol Dog
SET #2: THE BOUNTY HUNTERS (East Square Vending Machine)
--------------------------------------------------------
• Rowdy Reploid
• Aile
• Spider
• Wild Jango
• R
• Citizen Reploid
SET #3: MASSIMO'S VOW (East Square Vending Machine)
---------------------------------------------------
• Super TriPuffer
• D-Shark
• Massimo
• Nana
• Silver Horn
• Dober Man
SET #4: GENERATOR REVEALED (East Square Vending Machine)
--------------------------------------------------------
• Mad Nautilus
• Dr. Psyche
• Marino
• Cinnamon
• Gaudile
• Killer Mantis
SET #5: TRANSFORM! GO AXL (South Square Vending Machine)
--------------------------------------------------------
• Mega Mantor
• Security Reploid
• Axl
• Mach Jentra
• Fire Glob
• Tripuffer
SET #6: SPIDER'S END (South Square Vending Machine)
---------------------------------------------------
• Liquid Glob
• Pararoid
• Zero
• Incentas
• Degraver
• Rush Loader
SET #7: TAKE THE SUPRA-FM! (South Square Vending Machine)
---------------------------------------------------------
• Mega Tortoise
• Triclaw Killer
• Botos
• D-Rex
• Gold Blader
• Meltdown
SET #8: MYSTERIOUS FORMS (South Square Vending Machine)
-------------------------------------------------------
• Gift Box
• Zwei Hammer
• Ferham
• Wolfloid
• Gun Bit
• Bladey
SET #9: EPSILON'S AMBITION (Special Sealed Area Vending Machine)
----------------------------------------------------------------
• Plasma Glob
• Einhammer
• Epsilon
• Scarface
• Radar Killer
• Zennydropper
SET #10: SHOWDOWN WITH REDIPS (Special Sealed Area Vending Machine)
-------------------------------------------------------------------
• Red Stinger
• Red Hubcap
• Great Redips
• Redips
• Aircraft Carrier
• Redips Guard
ISLAND SET (#11)
================
These Figures are part of a set that is only gained via Deployment.
SET #11: DELUXE GIGA CITY ISLANDS
---------------------------------
• Ulfat Factory
• Lagrano Ruins
• Central Tower
• Tianna Undersea Camp
• Vanallia Desert
• Melda Ore Plant
MECHANILOID SETS (#12-17)
=========================
These Figures are ones that are gained as complete sets by completing some
of the in-game Challenges.
SET #12: METTAUR SPECIAL SET (Defeat 100 Mettaur-type enemies)
--------------------------------------------------------------
• Silver Mettaur
• Mettaur
• Mettaur Commander
• Mettaur Cure
• Mettaur Counter
• Gold Mettaur
SET #13: PREON SPECIAL SET (Defeat over 100 enemies)
----------------------------------------------------
• Preon Pod
• Preon Chaser
• Preon Spark
• Preon Gunner
• Preon Nurse
• Preon Shielder
SET #14: PREON SPECIAL SET II (Defeat over 500 enemies)
-------------------------------------------------------
• Preon Gunner
• Preon Doc
• Preon Soldier
• Preon Tank
• Preon Elite
• Preon Pressure
SET #15: PREON SPECIAL SET III (Defeat over 1000 enemies)
---------------------------------------------------------
• Preon Hybrid
• Preon S Botos
• Preon S Epsilon
• Preon S Ferham
• Preon S Face
• Preon Bitmaster
SET #16: MINI-MECH SET (Gain over 100000 EXP - party total)
-----------------------------------------------------------
• Sinedropper
• Batfighter
• Rabbid
• Wild Rescue Dog
• Gulpfast
• Metaroid
SET #17: RETRO MECH SET (Activate over 100 Final Strikes)
---------------------------------------------------------
• B Blader
• Big Monkey
• Deerball
• Blowfish
• Cannon Driver
• Wild Dog
PASSWORD SETS (#18-19)
======================
These Figures are ones that are gained by inputting Passwords into the
special Machines in Access Tunnel E-1 of New Hope. See Section 7A: New Hope
for the Passwords.
SET #18: PREMIUM COLLECTION
---------------------------
• X Fire
• Marino
• X
• Zero
• Axl
• Cinnamon
SET #19: SECRET COLLECTION
--------------------------
• Massimo
• Axl, Action Trigger
• X, Victory
• Marino
• Zero
• Cinnamon
TREASURE TOKEN SETS (#20-25)
============================
These Figures are part of GameCube-exclusive sets that can only be purchas-
ed from Treasure Token Machines, located on 3rd Street. Use your GBA to
enable Treasure Radar to find the Tokens, then purchase the Figures from
the Machines.
SET #20: CENTRAL TOWER
----------------------
• Force Metal Clerk
• Teleport Center Staff
• Item Store Clerk
• Juvenile Reploid
• Weapons Store Clerk
• Intelligence Reploid
SET #21: HUNTER'S HIDEOUT
-------------------------
• Nana, Operator
• Talkative Gaudile
• Resistance Male
• Guard Reploid
• Resistance Female
• Mission Reploid
SET #22: MEET THE GIRLS
-----------------------
• Cumin
• Jasmine
• Saffron
• Nurse Reploid
• Engineer Reploid
• Mechanic Reploid
SET #23: IT'S A GUY THING
-------------------------
• Rider Reploid
• Staff Reploid
• Public Reploid
• Maintenance Reploid
• Factory Reploid
• Business Reploid
SET #24: BOSS SERIES
--------------------
• Eject Epsilon
• Rafflesian
• Duckbill Mole
• Ninetails
• Depth Dragoon
• Incentas Thunder
SET #25: ULTRA RARE SET
-----------------------
• Ultimate Armor
• Absolute Zero
• Incentas Water
• Good Shadow
• Prisoner Nana
• Belladonna
SKETCHES
--------
There are 100 Sketches in the game that are obtained via Deployment Missions.
These showcase official or concept artwork used in the creation of the game.
Each Sketch is listed along with how to obtain it during the game.
001. Transport Device You have this sketch at the start of the game.
002. X's Scarf [CRITERIA UNKNOWN]
003. X Ninja Version Achieve over 100 Critical Strikes.
004. X Flying Armor Use Action Trigger over 100 times.
005. X's Armor Achieve over 150 hits in a single attack.
006. X's Guns Inflict more than 9999 LE of damage.
007. X's Weapons Found in Special Sealed Area after NineTails.
008. Zero's Weapons Found in Special Sealed Area after NineTails.
009. Cinnamon's Weapons Found in Special Sealed Area after NineTails.
010. Massimo's Weapons Found in Special Sealed Area after NineTails.
011. Shadow Found from Gimialla Mines Deployment.
012. Silver Horn Found from Tianna Camp Deployment.
013. Psych Mech Found from Gaudile Laboratory Deployment.
014. Residents Found from Central Tower Deployment.
015. Rafflesian Collect all Video Files.
016. Crow Boss Found from Ulfat Factory Deployment.
017. Nana Found from Tianna Camp Deployment.
018. Nana Sketch Purchase over 40 Main Weapons.
019. Prisoner Nana Found from Tianna Camp Deployment.
020. Chief R (Rough) Found from Central Tower Deployment.
021. Psyche Sketch Collect all Data Disk Files.
022. Mouse Mech Fight over 100 battles.
023. Support Mech Increase X's experience over Level 30.
024. Proto Crab Mech Collect all Posters.
025. Gaudile Found from Gaudile Laboratory Deployment.
026. Cinnamon Found from Gaudile Laboratory Deployment.
027. Aile Found from Central Tower Deployment.
028. Marino Found from Gaudile Laboratory Deployment.
029. D-Rex Found from Tianna Camp Deployment.
030. Gulpfast Found from Tianna Camp Deployment.
031. Dober Man Found from Tianna Camp Deployment.
032. Rabbid Found from Gaudile Laboratory Deployment.
033. Killer Mantis Found from Gaudile Laboratory Deployment.
034. Hippopressor Found from Lagrano Ruins Deployment.
035. Pararoid Found from Gaudile Laboratory Deployment.
036. Patrol Dog Found from Lagrano Ruins Deployment.
037. Degraver Found from Melda Ore Plant Deployment.
038. Einhammer Found from Central Tower Deployment.
039. Preon Army Defeat over 100 Preon-type enemies.
040. Mad Nautilus Found from Gaudile Laboratory Deployment.
041. Dr. Psyche Found from Gaudile Laboratory Deployment.
042. Axl Expressions Found from Ulfat Factory Deployment.
043. Redips Soldier Found in Special Sealed Area after FiveTails.
044. Botos Found from Vanallia Desert Deployment.
045. Ferham Expressions Found from Melda Ore Plant Deployment.
046. Scarface Found from Melda Ore Plant Deployment.
037. Redips Found from Melda Ore Plant Deployment.
048. Evil Shadow Found from Gimialla Mines Deployment.
049. Giant Airship Found in Special Sealed Area after SixTails.
050. True Massimo Found from Tianna Camp Deployment.
051. Marino Sketch 1 Found from Gimialla Mines Deployment.
052. Marino Sketch 2 Found from Gimialla Mines Deployment.
053. Epsilon Found in Special Sealed Area after EightTails.
054. Great Redips Found in Special Sealed Area after EightTails.
055. Mega Man? Collect all Field Items.
056. Duckbill Mole Collect all Music Files.
057. Depth Dragoon Found in Special Sealed Area after SixTails.
058. Ninetails (front) Found in Special Sealed Area after NineTails.
059. Ninetails (back) Found in Special Sealed Area after NineTails.
060. Headquarters Found from Central Tower Deployment.
061. Seabed Tunnel Found from Tianna Camp Deployment.
062. Submarine Paths Found from Tianna Camp Deployment.
063. Water Curtain Obtain over 10000 EXP.
064. POW Camp Corridors Found from Tianna Camp Deployment.
065. Prison Guards' Office Found from Tianna Camp Deployment.
066. Prison Guards' Room Found from Tianna Camp Deployment.
067. Undersea Cell Found from Tianna Camp Deployment.
068. Tree Trunk Room Purchase over 100 Items.
069. Glass Passageway Collect all Figure Tokens.
070. Lab Elevator Found from Gaudile Laboratory Deployment.
071. Lab Exterior Found from Gaudile Laboratory Deployment.
072. Lab Corridors Found from Gaudile Laboratory Deployment.
073. Tunnels Found from Gaudile Laboratory Deployment.
074. Laboratory Found from Gaudile Laboratory Deployment.
075. Lab (Rough) Found from Gaudile Laboratory Deployment.
076. Controller Device Found from Ulfat Factory Deployment.
077. Factory Control Room Found from Ulfat Factory Deployment.
078. Smelting Furnace Found from Ulfat Factory Deployment.
079. Mine Corridor Found from Gimialla Mines Deployment.
080. Desert Entrance Found from Vanallia Desert Deployment.
081. Plant Corridors Found from Melda Ore Plant Deployment.
082. Plant Room Found from Melda Ore Plant Deployment.
083. Missile Found from Melda Ore Plant Deployment.
084. Missile Silo Found from Melda Ore Plant Deployment.
085. Ruins Passageway Found in Special Sealed Area after TwoTails.
086. Display Device Found in Special Sealed Area after ThreeTails.
087. Coliseum Found in Special Sealed Area after SevenTails.
088. Ruins Found from Lagrano Ruins Deployment.
089. Giga City Collect all Deployment Mechaniloids.
090. Container Ship Found from Central Tower Deployment.
091. Save Process Save your game over 50 times.
092. Force Metals Log 25 hours of gameplay.
093. Monitor Room Found from Ulfat Factory Deployment.
094. Prisoner Chair Found in Special Sealed Area after SixTails.
095. Transforming Mech Found in Special Sealed Area after SevenTails.
096. Force Metal Ore Unlock over 50 Force Metal Recipes.
097. Headquarters Plan Found from Central Tower Deployment.
098. Base Plan Found from Central Tower Deployment.
099. Teleport Device Spend over 100000 Zenny.
100. Market Found from Central Tower Deployment.
DATA DISK FILES
---------------
Also to be collected via Deployment are disk files that contain data about
the areas of the game and aspects of the Giga City uprising. The Chapter
synopses are also updated as you clear parts of the chapters.
01. Origin of Force Metal You have this file at the start of the game.
02. Building Giga City Found from Central Tower Deployment.
03. Turning Maverick Found from Tianna Camp Deployment.
04. Birth of Epsilon Found from Gaudile Laboratory Deployment.
05. Epsilon's Uprising Found from Ulfat Factory Deployment.
06. The Task Force Found from Gimialla Mines Deployment.
07. Searching Giga City Found from Vanallia Desert Deployment.
08. About Giga City Found from Lagrano Ruins Deployment.
09. Lagrano Ruins Found from Lagrano Ruins Deployment.
10. Central Tower Found from Central Tower Deployment.
11. Tianna Camp Found from Tianna Camp Deployment.
12. Gaudile Laboratory Found from Gaudile Laboratory Deployment.
13. Ulfat Factory Found from Ulfat Factory Deployment.
14. Gimialla Mine Found from Gimialla Mine Deployment.
15. Vanallia Desert Found from Vanallia Desert Deployment.
16. Melda Ore Mine Found from Melda Ore Plant Deployment.
17. Grave Ruins Base Found in Special Sealed Area after ThreeTails.
POSTERS
-------
There are various posters of artwork you can hang in the Sky Room that are
gained by deployment or completing various challenges in the game.
01. Giga Citizens You have this poster at the start of the game.
02. Fearsome Foe Found from Vanallia Desert Deployment.
03. Secret Assembly Found from Melda Ore Plant Deployment.
04. The Deadly Trio Purchase Figure Sets 1-10
05. Swarming Armada Talk with Giga City citizens over 100 times.
06. Viva la Resistance! Log 10 hours of gameplay.
07. Preon Invasion Found from Gimialla Mines Deployment.
08. Meet Marino! Found from Gaudile Laboratory Deployment.
09. Cinnamon's Secret Use at least 100000 FME in the FM Generator.
10. Hunter Base Complete all Deployment Missions.
MUSIC FILES
-----------
The MEGA MAN X: COMMAND MISSION Soundtrack has 51 files that can be found by
either completing Deployment Missions or finding them during the fights with
the Tails Clan.
01. Place of Oblivion You have this music at the start of the game.
02. Steal Hope Back Found from Central Tower Deployment.
03. Subterrania Found from Tianna Camp Deployment.
04. Forest Treasure Found from Gaudile Laboratory Deployment.
05. Unknown Energy Found from Ulfat Factory Deployment.
06. A Friend in Danger Found from Gimialla Mines Deployment.
07. Desert Maze Found from Vanallia Desert Deployment.
08. Glacial Activity Found from Melda Ore Plant Deployment.
09. Ancient Capital Found in Special Sealed Area after OneTail.
10. Final Judgment Found in Special Sealed Area after
11. Hunter Base Found from Tianna Camp Deployment.
12. Central Tower Found from Central Tower Deployment.
13. Maverick Hunter 1 Found from Lagrano Ruins Deployment.
14. Maverick Hunter 2 Found from Vanallia Desert Deployment.
15. Final Battle Found from Tianna Camp Deployment.
16. Boss Battle Found in Special Sealed Area after SixTails.
17. Event Battle Found from Central Tower Deployment.
18. Epsilon, 1st Movement Found in Special Sealed Area after TwoTails.
19. Epsilon, 2nd Movement Found in Special Sealed Area after ThreeTails.
20. Redips, 1st Movement Found in Special Sealed Area after EightTails.
21. Redips, 2nd Movement Found in Special Sealed Area after EightTails.
22. Redips, 3rd Movement Found in Special Sealed Area after EightTails.
23. Meet Ninetails! Found in Special Sealed Area after EightTails.
24. Fight, X! Found from Lagrano Ruins Deployment.
25. Standby, Zero Found from Gimialla Mines Deployment.
26. Enter Axl Found from Ulfat Factory Deployment.
27. Steel Massimo Found from Tianna Camp Deployment.
28. Massimo the Thief Found from Gaudile Laboratory Deployment.
29. Help Me! Cinnamon Found from Gaudile Laboratory Deployment.
30. Spider Magic Found from Central Tower Deployment.
31. Darkness and Despair Found from Lagrano Ruins Deployment.
32. Brush with Danger Found from Central Tower Deployment.
33. Peace and Tranquility Found from Gaudile Laboratory Deployment.
34. Sympathy and Sorrow 1 Found from Central Tower Deployment.
35. Sympathy and Sorrow 2 Found from Gimialla Mines Deployment.
36. Resolution Found from Tianna Camp Deployment.
37. Beaming with Joy Found from Ulfat Factory Deployment.
38. Strength and Valor Found from Melda Ore Plant Deployment.
39. Rebellion Ambitions Found from Melda Ore Plant Deployment.
40. Mysterious Ways Found from Vanallia Desert Deployment.
41. They Call Me Botos! Found from Vanallia Desert Deployment.
42. Talking Found from Gaudile Laboratory Deployment.
43. Resistance Lines Found from Ulfat Factory Deployment.
44. Mission to Rebel Found from Vanallia Desert Deployment.
45. A Rebel's Fate Found from Melda Ore Plant Deployment.
46. Mystery Metal Found from Melda Ore Plant Deployment.
47. Do You Copy? Found from Vanallia Desert Deployment.
48. Giga City Memories Found from Lagrano Ruins Deployment.
49. Trajectory of Battle 1 Found from Lagrano Ruins Deployment.
50. Trajectory of Battle 2 Deploy Mechaniloids over 50 times.
51. PARTS Found in Special Sealed Area after EightTails.
MOVIE FILES
-----------
The movie files are the in-game cutscenes, and are found only from Deployment
Missions or as rewards for defeating members of the Tails Clan.
01. Infiltration You have this movie at the start of the game.
02. Analysis Found from Lagrano Ruins Deployment.
03. Hippopressor Found from Lagrano Ruins Deployment.
04. Epsilon Found from Lagrano Ruins Deployment.
05. The Cadre Found from Lagrano Ruins Deployment.
06. Secret Resistance Base Found from Central Tower Deployment.
07. X: Wanted Dead or Alive Found from Central Tower Deployment.
08. The Bounty Hunter Found from Central Tower Deployment.
09. Enter Aile Found from Central Tower Deployment.
10. Vow to Aile Found from Central Tower Deployment.
11. The Bargain with Jango Found from Central Tower Deployment.
12. Spider Returns Found from Central Tower Deployment.
13. Wrath of Jango Found from Central Tower Deployment.
14. Spider Reformed Found from Central Tower Deployment.
15. Spider Joins the Fight Found from Central Tower Deployment.
16. Enter Massimo Found from Tianna Camp Deployment.
17. Nana and Silver Horn Found from Tianna Camp Deployment.
18. Entrusted with a Legacy Found from Tianna Camp Deployment.
19. Battle with Silver Horn Found from Tianna Camp Deployment.
20. Enter Marino Found from Gaudile Laboratory Deployment.
21. Dr. Psyche Found from Gaudile Laboratory Deployment.
22. Cinnamon and Marino Found from Gaudile Laboratory Deployment.
23. Enter Gaudile Found from Gaudile Laboratory Deployment.
24. Cinnamon's Secret Found from Gaudile Laboratory Deployment.
25. Marino in a Tight Spot Found from Gaudile Laboratory Deployment.
26. Battle with Psyche Found from Gaudile Laboratory Deployment.
27. Enter Axl Found from Ulfat Factory Deployment.
28. Jentra Found from Ulfat Factory Deployment.
29. X and Zero Meet Again Found from Ulfat Factory Deployment.
30. Battle with Jentra Found from Ulfat Factory Deployment.
31. Duboar Berserk Found from Ulfat Factory Deployment.
32. Axl Transforms Found from Ulfat Factory Deployment.
33. Zero Goes It Alone Found from Gimialla Mines Deployment.
34. A Strange Light Found from Gimialla Mines Deployment.
35. Shadow Arrives Found from Gimialla Mines Deployment.
36. Zero and Shadow Found from Gimialla Mines Deployment.
37. Sneak Attack Found from Gimialla Mines Deployment.
38. Battle with Incentas Found from Gimialla Mines Deployment.
39. The End of Spider Found from Gimialla Mines Deployment.
40. Ferham Found from Vanallia Desert Deployment.
41. Enter Botos Found from Vanallia Desert Deployment.
42. Botos Escapes Found from Vanallia Desert Deployment.
43. Battle with Botos Found from Melda Ore Plant Deployment.
44. Battle with Ferham Found from Melda Ore Plant Deployment.
45. Ferham Falls Found from Melda Ore Plant Deployment.
46. Fated for Betrayal Found from Melda Ore Plant Deployment.
47. Stolen Supra-Force Metal Found from Melda Ore Plant Deployment.
48. Battle with Scarface Found in Special Sealed Area after ????
49. The Throne Found in Special Sealed Area after OneTail.
50. Battle with Epsilon Found in Special Sealed Area after TwoTails.
51. The End of Epsilon Found in Special Sealed Area after ThreeTails.
52. Air Strike Found in Special Sealed Area after FiveTails.
53. Transforming Redips Found in Special Sealed Area after SixTails.
54. Battle with Redips Found in Special Sealed Area after SevenTails.
55. Space Found in Special Sealed Area after EightTails.
56. Final Confrontation Complete the game at least once.
57. Scores Settled Found in Special Sealed Area after EightTails.
CUSTOMIZATION/DATA CONSOLE
--------------------------
There is one final console in the Sky Room that will let you customize X or
view various bits of game data. Customizing X really just changes the color
of his "scarf" (the energy trails that come out of his back when he dashes).
To the best of my knowledge, there is no boost in abilities between the var-
ious scarves - they seem to just be something to look at. The "View Data"
option, though, lets you check on a number of different things that the game
tracks as you play, including completion of the in-game challenges. These
are all detailed in the subsections below.
CUSTOMIZE
---------
Change the color of X's Scarf here as you earn new Scarves.
01. Red Scarf You have this Scarf at the start of the game.
02. Blue Scarf Complete Chapter 3.
03. Green Scarf Found from Central Tower Deployment.
04. Yellow Scarf Fight over 500 battles.
05. Purple Scarf Collect all Sketches.
VIEW DATA
---------
This option tracks various bits of game data along with the list of the
in-game challenges. You can check the following:
- Battles won by each character
- How many Final Strikes you have activated
- How many Critical Strikes you have activated
- Item Acquisition rates for all areas
- How much Zenny you've earned from areas
- How many weapons you've purchased
- How much Force Metal you've purchased
And of course, there is the Challenge List. By completing certain criteria
in the game, you'll earn Sketches, Music Files, Figure Sets, Posters, and
other special items. In the Sky Room lists above, the criteria are listed
already, but they will be provided again below next to each challenge.
01. CHALLENGE: "Achieved over 100 Critical Strikes!"
REWARD: "X Ninja Version" (Sketch #003)
02. CHALLENGE: "Used Action Trigger over 100 times!"
REWARD: "X Flying Version" (Sketch #004)
03. CHALLENGE: "Achieved over 150 consecutive hits!"*
REWARD: "X's Armor" (Sketch #005)
04. CHALLENGE: "Achieved MAX Attack over 9,999"
REWARD: "X's Guns" (Sketch #006)
05. CHALLENGE: "Collected all Video files!"
REWARD: "Rafflesian" (Sketch #015)
06. CHALLENGE: "Purchased over 40 Main Weapons!"
REWARD: "Nana Sketch" (Sketch #018)
06. CHALLENGE: "Collected all Disk files"
REWARD: "Psyche Sketch" (Sketch #021)
07. CHALLENGE: "Achieved over 100 Critical Strikes!"
REWARD: "X Ninja Version" (Sketch #003)
08. CHALLENGE: "Party fought over 100 battles!"
REWARD: "Mouse Mech" (Sketch #022)
09. CHALLENGE: "X's level over 30!"
REWARD: "Support Mech" (Sketch #023)
10. CHALLENGE: "Collected all posters!"
REWARD: "Proto Crab Mech" (Sketch #024)
11. CHALLENGE: "Defeated over 100 Preon enemies!"
REWARD: "Preon Army" (Sketch #039)
12. CHALLENGE: "Collected all Field Items!"
REWARD: "Mega Man?" (Sketch #055)
13. CHALLENGE: "Collected all Music files!"
REWARD: "Duckbill Mole" (Sketch #056)
14. CHALLENGE: "Obtained over 10,000 EXP points!"
REWARD: "Water Curtain " (Sketch #063)
15. CHALLENGE: "Purchased over 100 Items!"
REWARD: "Tree Trunk Room" (Sketch #068)
16. CHALLENGE: "Collected all Figure Tokens!"
REWARD: "Glass Passageway" (Sketch #069)
17. CHALLENGE: "Collected all deployment members!"
REWARD: "Giga City" (Sketch #089)
18. CHALLENGE: "Completed 50 saves!"
REWARD: "Save Process" (Sketch #091)
19. CHALLENGE: "Completed 25 play hours!"
REWARD: "Force Metals" (Sketch #092)
20. CHALLENGE: "Got 50 Force Metal recipes!"
REWARD: "Force Metal Ore" (Sketch #096)
21. CHALLENGE: "Used over 100,000 Zenny!"
REWARD: "Teleport Device" (Sketch #099)
22. CHALLENGE: "Defeated over 100 enemies!"
REWARD: "Preon Special" (Figure Set #13)
23. CHALLENGE: "Defeated over 500 enemies!"
REWARD: "Preon Special II" (Figure Set #14)
24. CHALLENGE: "Defeated over 1,000 enemies!"
REWARD: "Preon Special III" (Figure Set #15)
25. CHALLENGE: "Defeated over 100 Mettaurs!"
REWARD: "Mettaur Set" (Figure Set #16)
26. CHALLENGE: "Obtained over 100,000 EXP points!"
REWARD: "Mini Mech Set" (Figure Set #17)
27. CHALLENGE: "Activated over 100 Final Strikes!"
REWARD: "Retro Mech Set" (Figure Set #18)
28. CHALLENGE: "Completed all Normal Figures"
REWARD: "Trio" (Poster #04)
29. CHALLENGE: "Talked to citizes over 100 times!"
REWARD: "Armada" (Poster #05)
30. CHALLENGE: "Completed 10 play hours!"
REWARD: "Justice" (Poster #06)**
31. CHALLENGE: "Used more than 100,000 FME!"
REWARD: "Cinnamon" (Poster #09)
32. CHALLENGE: "Completed all deployments!"
REWARD: "Hunter Base" (Poster #10)
33. CHALLENGE: "Party fought over 500 battles!"
REWARD: "Yellow Scarf" (Scarf #04)
34. CHALLENGE: "Collected all Sketches!"
REWARD: "Purple Scarf" (Scarf #05)
35. CHALLENGE: "Deployed over 50 times!"
REWARD: "Trajectory 2" (Music File #50)
36. CHALLENGE: "Cleared the game!"
REWARD: "Final Showdown" (Movie File #56)
* It should be obvious, but this Challenge is only obtainable during exe-
cution of a Final Strike.
** This poster is named incorrectly. It is actually "Viva La Resistance!"
And that's just about it as far as the Sky Room Collection goes. If you manage
to fill it up, congratulations, but don't expect any kind of super awesome bon-
us reward for doing so. Read more in the next section to learn about how the
Deployment System works, since this is the chief method for filling up the Sky
Room database.
=========================
== 10. DEPLOYMENT SYSTEM:
=========================
In order to truly complete the game, you must master the Deployment System that
becomes available to you after completing Chapter 3. Nana controls the system,
so naturally you have to rescue her first. Deployment is much more than just
sending out mechaniloids on fetch quests, though. Below is a detailed explan-
ation of how this mode works.
RULES OF DEPLOYMENT
-------------------
Deployment basically consists of you sending out mechaniloids to the stages
you have completed to find items for you that you either can't get on your
own or just haven't found. These mechaniloids are scattered about the first
nine stages, and of course, you have to find them first. Once you bring them
back, Nana will repair and reprogram them into obedient puppy dogs, just
waiting for you to show them love and attention. When you are setting up a
Deployment Mission, there are a few factors you need to consider. Compatibil-
ity is a big one - you may have a high chance of getting items if you send
out a team with high Intelligence, but if you don't also send some with good
Attack abilities out, your team may just get massacred by other enemies. Your
ultimate goal is to send a team out, have them recover items (be it Zenny,
hidden items, or Sky Room collectibles) and have them return safely to base.
If your team does get beat up a little bit, it's okay - Nana will have them
repaired for you, but it may be a while before they're ready to go out again;
however, if all of your mechaniloids are beaten, you won't recover anything
from that mission. Consider each mechaniloid's attributes before assigning it
to a team for better chances of success.
The first mechaniloid you select will be designated as the Team Leader for
that mission, and who you choose can affect the outcome of the mission. If
you, for instance, select a Mega Tortoise as the Team Leader, then you can
expect less-than-stellar performance from the other members. For your early
Deployments, consider sending out one mechaniloid of each type - Search, Com-
bat, and Intel for good results. As your mechaniloids get more field time,
they will also level up, which means they can get more abilities, at which
point you can experiment with grouping them a bit more. Once a mechaniloid
reaches Level 10, it will be inducted into the Hall of Fame as a reward for
its high level of performance. You can still use them, but you are better off
trying to equally level up all your mechaniloids first.
MECHANILOID ATTRIBUTES
----------------------
Each mechaniloid has five attributes that dictate how well they can perform
in an environment. Consider first the area you are sending them to, then look
at each attribute. All of these factor into the overall success of the miss-
ion. For instance, send three mechaniloids that have lower Attack or Search
attributes to the Vanallia Desert and you're likely to get nothing in return.
Below is a list of the attributes and what they determine.
01. VIT
This is the amount of LE they have.
02. ATK
This determines their attack power and well they can defend themselves.
03. SEARCH
This determines their ability to "sniff out" things like Zenny.
04. INT
This is their "intelligence" level and determines how smart they will be
at hunting out items.
05. MOVE
This determines how fast they move, and therefore how long the mission
will last.
MECHANILOID TYPES
-----------------
There are three classifications of mechaniloids that each will fall into.
There are 24 total mechaniloids; eight in each category. Consider these cat-
egories and their attributes before selecting one for Deployment. Certain
mechaniloids are best suited to certain tasks. The category they fall into
determines their chief ability. Combat Types are better for attack or enemy-
infested areas, Search Types are better for areas where items are well hidd-
en, and Intel Types are better for just finding hidden items wherever. Below
is a list of the mechaniloids, broken down by type with attributes listed.
COMBAT TYPE
-----------
01. D-SHARK (acquired after completing Chapter 3)
VIT: 36 | ATK: 3 | SEARCH: 1 | INT: 1 | MOVE: 1
NOTES: None
02. BIG MONKEY (Gaudile Laboratory; East Deck Residential Division 102)
VIT: 36 | ATK: 4 | SEARCH: 2 | INT: 1 | MOVE: 2
NOTES: None
03. EINHAMMER (Ulfat Factory; Smelting Furnace 2)
VIT: 46 | ATK: 4 | SEARCH: 2 | INT: 2 | MOVE: 1
NOTES: Must have the Ball and Chain Hammer.
04. KILLER MANTIS (Ulfat Factory; Freight Lift 1)
VIT: 50 | ATK: 5 | SEARCH: 2 | INT: 1 | MOVE: 3
NOTES: None
05. RADAR KILLER (Tianna Camp; Maze Area 1)
VIT: 40 | ATK: 5 | SEARCH: 2 | INT: 2 | MOVE: 4
NOTES: Must first have the Tianna Key
06. MEGA MANTOR (Gimialla Mine - L2 Northeast Division)
VIT: 52 | ATK: 6 | SEARCH: 2 | INT: 3 | MOVE: 1
NOTES: Must have a Mini-Battery.
07. LIQUID GLOB (Vanallia Desert; Quicksand South Side)
VIT: 56 | ATK: 6 | SEARCH: 3 | INT: 3 | MOVE: 2
NOTES: Must have Cyber Liquid.
08. MELTDOWN (Melda Ore Plant; Missile Maintenance Room)
VIT: 60 | ATK: 7 | SEARCH: 2 | INT: 3 | MOVE: 1
NOTES: None
SEARCH TYPE
-----------
09. PATROL DOG (acquired after completing Chapter 3)
VIT: 28 | ATK: 1 | SEARCH: 3 | INT: 2 | MOVE: 3
NOTES: None
10. PREON (Gaudile Laboratory; East Deck High-Speed Lift Area)
VIT: 32 | ATK: 1 | SEARCH: 3 | INT: 1 | MOVE: 2
NOTES: None
11. DOBER MAN (Gaudile Laboratory; Great Stump Hall)
VIT: 34 | ATK: 2 | SEARCH: 4 | INT: 2 | MOVE: 3
NOTES: Must have Bone Key
12. RUSH LOADER (Ulfat Factory; Smelting Furnace 1)
VIT: 40 | ATK: 3 | SEARCH: 4 | INT: 1 | MOVE: 5
NOTES: None
13. DEGRAVER (Gimialla MIne; L3 Northwest Division)
VIT: 44 | ATK: 1 | SEARCH: 5 | INT: 1 | MOVE: 2
NOTES: None
14. MEGA TORTOISE (Vanallia Desert; Desert Quicksand)
VIT: 48 | ATK: 2 | SEARCH: 4 | INT: 1 | MOVE: 1
NOTES: Must have a Mini-Battery.
15. DEERBALL (Lagrano Ruins - East Block Stairs 4F-5F)
VIT: 40 | ATK: 2 | SEARCH: 8 | INT: 5 | MOVE: 2
NOTES: Must first have the Lagrano Key
16. WOLFLOID (Melda Ore Plant; Area B-304)
VIT: 44 | ATK: 3 | SEARCH: 6 | INT: 1 | MOVE: 6
NOTES: None
INTEL TYPE
----------
17. SINEDROPPER (acquired after completing Chapter 3)
VIT: 20 | ATK: 1 | SEARCH: 2 | INT: 3 | MOVE: 5
NOTES: None
18. BAT BONE (Gimialla Mine; L2 Northwest Division)
VIT: 22 | ATK: 1 | SEARCH: 2 | INT: 3 | MOVE: 5
NOTES: None
19. BLOWFISH (Tianna Camp; Coliseum)
VIT: 24 | ATK: 2 | SEARCH: 2 | INT: 4 | MOVE: 6
NOTES: Must have a Mini-Battery.
20. METTAUR (Gaudile Laboratory; West Deck Main Route)
VIT: 26 | ATK: 1 | SEARCH: 3 | INT: 4 | MOVE: 3
NOTES: None
21. PARAROID (Vanallia Desert; Jammer Energy Control Room)
VIT: 20 | ATK: 1 | SEARCH: 2 | INT: 4 | MOVE: 4
NOTES: Must have a Mini Motor.
22. RABBID (Melda Ore Plant; External Tank)
VIT: 56 | ATK: 1 | SEARCH: 3 | INT: 4 | MOVE: 3
NOTES: None
23. GOLD BLADER (Gimialla Mine; L3 SW Division)
VIT: 48 | ATK: 2 | SEARCH: 5 | INT: 6 | MOVE: 5
NOTES: Must first have the Gimialla Key and a Heavy Motor
24. BLADEY (Grave Ruins Base; Level-D Security Zone)
VIT: 44 | ATK: 5 | SEARCH: 4 | INT: 7 | MOVE: 7
NOTES: None
SPOILS OF WAR
-------------
This term refers to the items that can be brought back from Deployment Miss-
ions. Each area has a specific number of items that can be found in total,
and it's up to you to send out as many mechaniloids as you need to in order
to recover every item. The Figure Tokens are used to buy Figures at the ven-
ding machines, Video, Music, and Sketches are stored in the Sky Room, and
other items are for your personal use or Force Metal collection. When you
recover items from Deployment, you are sometimes just told the item number,
or in some cases, an entirely different name. To avoid confusion, I have
labeled each entry below as it appears in the Sky Room database itself along
with its corresponding numerical entry.
01. LAGRANO RUINS (3000Z)
=====================
The Lagrano Ruins has 21 items to be found from Deployment. Remember
that it will take multiple trips to collect all items.
ITEMS
-----
• Tank Parts (x1)
• Lagrano Key
• Good Luck
• Figure Token (x2)
• Lagrano Ruins Figure
SKETCHES
--------
• X's Scarf (#002)
• Hippopressor (#034)
• Patrol Dog (#036)
• Ruins (#088)
MOVIES
------
• Analysis (#02)
• Hippopressor (#03)
• Epsilon (#04)
• The Cadre (#06)
MUSIC
-----
• Maverick Hunter 1 (#13)
• Fight, X! (#24)
• Darkness And Despair (#31)
• Giga City Memories (#48)
• Trajectory Of Battle 1 (#49)
DATA
----
• About Giga City (#08)
• Lagrano Ruins (#09)
02. CENTRAL TOWER (3000Z)
=====================
The Central Tower has 33 items to be found from Deployment. Remember
that it will take multiple trips to collect all items.
ITEMS
-----
• Infinite Resist
• Figure Token (x3)
• Green Scarf
• Central Tower Figure
SKETCHES
--------
• Residents (#014)
• Chief R-Rough (#020)
• Aile (#027)
• Einhammer (#038)
• Headquarters (#060)
• Container Ship (#090)
• Headquarters Plan (#097)
• Base Plan (#098)
• Market (#100)
MOVIES
------
• Secret Resistance Base (#06)
• X: Wanted Dead Or Alive (#07)
• The Bounty Hunter (#08)
• Enter Aile (#09)
• Vow To Aile (#10)
• The Bargain With Jango (#11)
• Spider Returns (#12)
• Wrath Of Jango (#13)
• Spider Reformed (#14)
• Spider Joins The Fight (#15)
MUSIC
-----
• Steal Hope Back (#02)
• Central Tower (#12)
• Event Battle (#17)
• Spider Magic (#30)
• Brush With Danger (#32)
• Sympathy And Sorrow 2 (#34)
DATA
----
• Building Giga City (#02)
• Central Tower (#10)
03. TIANNA CAMP (4000Z)
===================
The Tianna Camp has 27 items to be found from Deployment. Remember that
it will take multiple trips to collect all items.
ITEMS
-----
• Block All
• Tianna Key
• Tianna Camp Figure
SKETCHES
--------
• Silver Horn (#012)
• Nana (#017)
• Prisoner Nana (#019)
• D-Rex (#029)
• Gulpfast (#030)
• Dober Man (#031)
• True Massimo (#050)
• Seabed Tunnel (#061)
• Submarine Paths (#062)
• POW Camp Corridors (#064)
• Prison Guards' Office (#065)
• Prison Guards' Room (#066)
• Undersea Cell (#067)
MOVIES
------
• Enter Massimo (#16)
• Nana And Silver Horn (#17)
• Entrusted With A Legacy (#18)
• Battle With Silver Horn (#19)
MUSIC
-----
• Subterrania (#03)
• Hunter Base (#11)
• Final Battle (#15)
• Steel Massimo (#27)
• Resolution (#36)
DATA
----
• Turning Maverick (#03)
• Tianna Camp (#11)
04. GAUDILE LABORATORY (4000Z)
==========================
Gaudile Laboratory has 31 items to be found from Deployment. Remember
that it will take multiple trips to collect all items.
ITEMS
-----
• Generator
• Meet Marino! (Poster #07)
SKETCHES
--------
• Psyche Mech (#013)
• Gaudile (#025)
• Cinnamon (#026)
• Marino (#028)
• Rabbid (#032)
• Killer Mantis (#033)
• Pararoid (#035)
• Mad Nautilus (#040)
• Dr. Psyche (#041)
• Lab Elevator (#070)
• Lab Exterior (#071)
• Lab Corridors (#072)
• Tunnels (#073)
• Laboratory (#074)
• Lab-Rough (#075)
MOVIES
------
• Enter Marino (#20)
• Dr. Psyche (#21)
• Cinnamon And Marino (#22)
• Enter Gaudile (#23)
• Cinnamon's Secret (#24)
• Marino In A Tight Spot (#25)
• Battle with Psyche (#26)
MUSIC
-----
• Forest Treasure (#41)
• Marino the Thief (#28)
• Help Me! Cinnamon (#29)
• Peace and Tranquility (#33)
• Talking (#42)
DATA
----
• Birth of Epsilon (#04)
• Gaudile Laboratory (#12)
05. ULFAT FACTORY (5000Z)
=====================
The Ulfat Factory has 23 items to be found from Deployment. Remember
that it will take multiple trips to collect all items.
ITEMS
-----
• Stamina Missile
• Reverse Fire
• Figure Token (x2)
• Ulfat Factory Figure
SKETCHES
--------
• Crow Boss (#016)
• Axl Expressions (#042)
• Controller Device (#76)
• Factory Control Room (#077)
• Smelting Furnace (#078)
• Monitor Room (#093)
MOVIES
------
• Enter Axl (#27)
• Jentra (#28)
• X and Zero Meet Again (#29)
• Battle with Jentra (#30)
• Duboar Berserk (#31)
• Axl Transforms (#32)
MUSIC
-----
• Unknown Energy (#05)
• Enter Axl (#26)
• Beaming with Joy (#37)
• Resistance Lines (#43)
DATA
----
• Epsilon's Uprising (#05)
• Ulfat Factory (#13)
06. GIMIALLA MINE (4000Z)
=====================
The Gimialla Mine has 21 items to be found from Deployment. Remember
that it will take multiple trips to collect all items.
ITEMS
-----
• Reverse Thunder
• Gimialla Key
• Figure Token (x1)
• Preon Invasion (Poster #04)
SKETCHES
--------
• Shadow (#011)
• Evil Shadow (#048)
• Marino 1 (#051)
• Marino 2 (#052)
• Mine Corridor (#079)
MOVIES
------
• Zero Goes It Alone (#33)
• A Strange Light (#34)
• Shadow Arrives (#35)
• Zero and Shadow (#36)
• Sneak Attack (#37)
• Battle with Incentas (#38)
• The End of Spider (#39)
MUSIC
-----
• A Friend in Danger (#06)
• Standby Zero (#25)
• Sympathy and Sorrow 2 (#35)
DATA
----
• The Task Force (#06)
• Gimialla Mine (#14)
07. VANALLIA DESERT (6000Z)
=======================
The Vanallia Desert has 23 items to be found from Deployment. Remember
that it will take multiple trips to collect all items.
ITEMS
-----
• Block All
• Super Absorber
• Bait
• Tank Parts (x1)
• Fearsome Foe (Poster #02)
• Figure Token (x3)
• Vanallia Desert Figure
SKETCHES
--------
• Botos (#044)
• Desert Entrance (#080)
MOVIES
------
• Ferham (#40)
• Enter Botos (#41)
• Botos Escapes (#42)
MUSIC
-----
• Desert Maze (#07)
• Maverick Hunter 2 (#14)
• Boss Battle (#16)
• Mysterious Ways (#40)
• They Call Me Botos! (#41)
• Mission to Rebel (#44)
• Do You Copy? (#47)
DATA
----
• Searching Giga City (#07)
• Vanallia Desert (#15)
08. MELDA ORE PLANT (8000Z)
=======================
The Melda Ore Plant has 24 items to be found from Deployment. Remember
that it will take multiple trips to collect all items.
ITEMS
-----
• Reverse Water
• Melda Key
• Secret Assembly (Poster # 03)
• Figure Token (x1)
• Melda Ore Plant Figure
SKETCHES
--------
• Degraver (#037)
• Ferham Expressions (#045)
• Scarface (#046)
• Redips (#047)
• Plant Corridors (#081)
• Plant Room (#082)
• Missile (#083)
• Missile Silo (#084)
MOVIES
------
• Battle With Botos (#43)
• Battle With Ferham (#44)
• Ferham Falls (#45)
• Fated For Betrayal (#46)
• Stolen Supra-Force Metal (#47)
MUSIC
-----
• Glacial Activity (#08)
• Strength And Valor (#38)
• Rebellious Ambitions (#39)
• A Rebel's Fate (#45)
• Mystery Metal (#46)
DATA
----
• Melda Ore Plant (#16)
Deployment isn't a tough system to master, but it is a very time-consuming one
if you intend on finding every item in the game. In fact, you'll probably beat
the game long before you finish deploying your mechaniloids to all areas and
they recover all of the items, so keep using your Game Clear data to keep send-
ing them out. Eventually, you'll complete all of your Deployments (and thus
complete another challenge).
==================================
== 11. FORCE METAL & FM GENERATOR:
==================================
At this point in the walkthrough, Force Metals have been described in enough
detail that there is no benefit to going back over them here. They basically
act as stat boosters so you can equip more items or have more powers than your
basic standalone sets. The caveat with Force Metal, though, is the amount of
Erosion each one carries. Your FM Resistance increases as you level up, but you
can't equip more Force Metal than your FM Resistance will allow without exper-
iencing some nasty side effects like LE Drain or Status Ailments. This works
for most of the game, but you can negate the limits of FM Resistance later in
the game once you start forging or acquiring Force Metals like Minus Metal or
Neutralizer. You only have the ability to equip Force Metals until you complete
Chapter 4 - once Cinnamon joins your party, though, you gain access to the
powerful Force Metal Generator, which allows you to create newer, more powerful
Force Metals by collecting Recipes, Ingredients, and using Forging. Below is
a brief explanation of how the FMG works.
FMG OPERATION
-------------
After activating the Generator, you will start to earn something new from
each boss fight called FME. This "Force Metal Energy" varies depending on
the enemy, but is a set limit for boss fights. It is the key component of
operating the Generator, although you also need Recipes and Ingredients.
Recipes can be either found or unlocked through completing certain require-
ments, and Ingredients consist of other Force Metals found during the game
(some of which are incredibly difficult to acquire, like Good Luck). When you
look at the layout of the FMG Screen, you'll notice a number of different
objects and colors.
• WHITE TEXT: This Force Metal Recipe has been acquired and can be forged.
• GRAY TEXT: This Force Metal Recipe has been acquired, but you do not yet
have the necessary ingredients.
• RED TEXT: This Force Metal Recipe has been acquired and is ready to be
forged.
• BLUE ???: This Force Metal Recipe has been acquired, but you have not yet
met the requirements to forge it.
• GRAY ???: This Force Metal Recipe has not yet been acquired.
Keep in mind also that as you go through the game, you can purchase some of
the Force Metal from various Street Vendors or Shops, which eliminates the
necessity for you to actually complete a given Recipe (outright purchasing
the Metal automatically completes the Recipe in the FMG database). Others,
as previously mentioned, have some pretty hefty requirements, like inputting
16 consecutive commands into Zero's Command Arts Action Trigger or forging
30 different Force Metal Recipes.
FORCE METAL RECIPE LIST
-----------------------
Below is a complete list of every Force Metal found in the game, categorized
by how they appear in the FMG list. The accompanying information details
what level you must be at in order to unlock the Recipe, how much FME is re-
quired, any necessary Ingredients, and statistical information about the
Force Metal itself, including Erosion levels, descriptions of its effects,
and any special conditions required to collect or use it.
----------------------------------------------------------------------
|01. NAME: LE+100 |
| LEVEL: 5 |
| FME: 100 |
| INGREDIENTS: Reboot (x1) |
| WE+5 (x1) |
| EROSION: 3 |
| DESCRIPTION: Adds 100 LE to your MAX. |
| CONDITIONS: Defeat 1x Preon Chaser. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|02. NAME: LE+300 |
| LEVEL: 10 |
| FME: 500 |
| INGREDIENTS: Reboot (x1) |
| WE+5 (x1) |
| EROSION: 3 |
| DESCRIPTION: Adds 300 LE to your MAX. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|03. NAME: LE+500 |
| LEVEL: 15 |
| FME: 3,000 |
| INGREDIENTS: Backup (x1) |
| WE+10 (x2) |
| EROSION: 12 |
| DESCRIPTION: Adds 300 LE to your MAX. |
| CONDITIONS: Fight and win 250 battles. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|04. NAME: LE+1000 |
| LEVEL: 30 |
| FME: 30000 |
| INGREDIENTS: Backup (x1) |
| Build LE (x1) |
| Gain WE+10 (x1) |
| EROSION: 20 |
| DESCRIPTION: Adds 1000 LE to your MAX. |
| CONDITIONS: Fight and win 500 battles. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|05. NAME: WE+5 |
| LEVEL: 5 |
| FME: 50 |
| INGREDIENTS: Reboot (x1) |
| LE+100 (x1) |
| EROSION: 2 |
| DESCRIPTION: Adds +5 WE to your starting amount. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|06. NAME: WE+10 |
| LEVEL: 10 |
| FME: 150 |
| INGREDIENTS: Reboot (x1) |
| LE+300 (x1) |
| EROSION: 3 |
| DESCRIPTION: Adds +10 WE to your starting amount. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|07. NAME: Gain WE+5 |
| LEVEL: 20 |
| FME: 1000 |
| INGREDIENTS: Backup (x1) |
| LE+100 (x1) |
| WE+5 (x1) |
| EROSION: 10 |
| DESCRIPTION: Increases amount of WE gained per turn by +5. |
| CONDITIONS: Play for at least 10 hours. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|08. NAME: Gain WE+10 |
| LEVEL: 30 |
| FME: 5000 |
| INGREDIENTS: Backup (x1) |
| LE+300 (x1) |
| WE+5 (x1) |
| EROSION: 18 |
| DESCRIPTION: Increases amount of WE gained per turn by +10. |
| CONDITIONS: Play for at least 15 hours. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|09. NAME: Gain WE+25 |
| LEVEL: 40 |
| FME: 50000 |
| INGREDIENTS: Backup (x1) |
| Build WE (x1) |
| Gain WE+10 (x1) |
| LE+1000 (x1) |
| EROSION: 40 |
| DESCRIPTION: Increases amount of WE gained per turn by +25. |
| CONDITIONS: Play for at least 20 hours. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|10. NAME: Power+1 |
| LEVEL: 1 |
| FME: 100 |
| INGREDIENTS: Boost Power (x1) |
| Speed+1 (x1) |
| EROSION: 3 |
| DESCRIPTION: Increases Power stat by +1. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|11. NAME: Power+3 |
| LEVEL: 10 |
| FME: 500 |
| INGREDIENTS: Boost Power (x1) |
| Speed+3 (x1) |
| EROSION: 8 |
| DESCRIPTION: Increases Power stat by +3. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|12. NAME: Power+5 |
| LEVEL: 20 |
| FME: 3000 |
| INGREDIENTS: Boost Power (x1) |
| Speed+5 (x1) |
| EROSION: 12 |
| DESCRIPTION: Increases Power stat by +5. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|13. NAME: Power+10 |
| LEVEL: 30 |
| FME: 30000 |
| INGREDIENTS: Boost Power (x1) |
| Build Speed (x1) |
| Speed+5 (x1) |
| EROSION: 20 |
| DESCRIPTION: Increases Power stat by +10. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|14. NAME: Armor+1 |
| LEVEL: 1 |
| FME: 60 |
| INGREDIENTS: Boost Armor (x1) |
| Shield+1 (x1) |
| EROSION: 2 |
| DESCRIPTION: Increases Armor stat by +1. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|15. NAME: Armor+3 |
| LEVEL: 8 |
| FME: 300 |
| INGREDIENTS: Boost Armor (x1) |
| Shield+3 (x1) |
| EROSION: 5 |
| DESCRIPTION: Increases Armor stat by +3. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|16. NAME: Armor+5 |
| LEVEL: 16 |
| FME: 1800 |
| INGREDIENTS: Boost Armor (x1) |
| Shield+5 (x1) |
| EROSION: 8 |
| DESCRIPTION: Increases Armor stat by +5. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|17. NAME: Armor+10 |
| LEVEL: 24 |
| FME: 18000 |
| INGREDIENTS: Boost Armor (x1) |
| Build Shield (X1) |
| Shield+5 (x1) |
| EROSION: 15 |
| DESCRIPTION: Increases Armor stat by +10. |
| CONDITIONS: Defeat over 600 enemies. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|18. NAME: Shield+1 |
| LEVEL: 1 |
| FME: 60 |
| INGREDIENTS: Boost Shield (x1) |
| Armor+5 (x1) |
| EROSION: 2 |
| DESCRIPTION: Increases Shield stat by +1. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|19. NAME: Shield+3 |
| LEVEL: 8 |
| FME: 300 |
| INGREDIENTS: Boost Shield (x1) |
| Armor+1 (x1) |
| EROSION: 5 |
| DESCRIPTION: Increases Shield stat by +3. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|20. NAME: Shield+5 |
| LEVEL: 16 |
| FME: 1800 |
| INGREDIENTS: Boost Shield (x1) |
| Armor+5 (x1) |
| EROSION: 8 |
| DESCRIPTION: Increases Shield stat by +5. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|21. NAME: Shield+10 |
| LEVEL: 24 |
| FME: 18000 |
| INGREDIENTS: Boost Shield (x1) |
| Build Armor (x1) |
| Armor+5 (x1) |
| EROSION: 15 |
| DESCRIPTION: Increases Shield stat by +10. |
| CONDITIONS: Defeat 50 types of enemies (non boss-types). |
----------------------------------------------------------------------
----------------------------------------------------------------------
|22. NAME: Speed+1 |
| LEVEL: 1 |
| FME: 100 |
| INGREDIENTS: Boost Speed (x1) |
| Power+1 (x1) |
| EROSION: 3 |
| DESCRIPTION: Increases Speed stat by +1. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|23. NAME: Speed+3 |
| LEVEL: 10 |
| FME: 500 |
| INGREDIENTS: Boost Speed (x1) |
| Power+3 (x1) |
| EROSION: 8 |
| DESCRIPTION: Increases Speed stat by +3. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|24. NAME: Speed+5 |
| LEVEL: 20 |
| FME: 3000 |
| INGREDIENTS: Boost Speed (x1) |
| Power+5 (x1) |
| EROSION: 12 |
| DESCRIPTION: Increases Speed stat by +5. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|25. NAME: Speed+10 |
| LEVEL: 30 |
| FME: 30000 |
| INGREDIENTS: Boost Speed (x1) |
| Build Power (x1) |
| Power+1 (x1) |
| EROSION: 20 |
| DESCRIPTION: Increases Speed stat by +10. |
| CONDITIONS: Obtain over 70 Main Weapons. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|26. NAME: Protect+1 |
| LEVEL: 10 |
| FME: 80 |
| INGREDIENTS: Boost Armor (x1) |
| Boost Shield (x1) |
| Armor+1 (x1) |
| Shield+1 (x1) |
| EROSION: 4 |
| DESCRIPTION: Increases Armor and Shield stats by +1. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|27. NAME: Protect+3 |
| LEVEL: 15 |
| FME: 400 |
| INGREDIENTS: Boost Armor (x1) |
| Boost Shield (x1) |
| Armor+3 (x1) |
| Shield+3 (x1) |
| EROSION: 10 |
| DESCRIPTION: Increases Armor and Shield stats by +3. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|28. NAME: Protect+5 |
| LEVEL: 20 |
| FME: 2400 |
| INGREDIENTS: Boost Armor (x1) |
| Boost Shield (x1) |
| Armor+5 (x1) |
| Shield+5 (x1) |
| EROSION: 16 |
| DESCRIPTION: Increases Armor stat by +5; Shield stat by +3. |
| CONDITIONS: Inflict at least 100 hits in a Final Strike. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|29. NAME: Protect+10 |
| LEVEL: 30 |
| FME: 24000 |
| INGREDIENTS: Boost Armor (x1) |
| Boost Shield (x1) |
| Armor+10 (x1) |
| Shield+10 (x1) |
| EROSION: 30 |
| DESCRIPTION: Increases Armor stat by +10; Shield stat by +3. |
| CONDITIONS: Inflict at least 180 hits in a Final Strike. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|30. NAME: Full Specs+1 |
| LEVEL: 15 |
| FME: 300 |
| INGREDIENTS: Reboot (x1) |
| Power+1 (x1) |
| Speed+1 (x1) |
| Protect+1 (x1) |
| EROSION: 6 |
| DESCRIPTION: Increases Power, Armor, Shield, and Speed by +1. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|31. NAME: Full Specs+3 |
| LEVEL: 20 |
| FME: 1500 |
| INGREDIENTS: Reboot (x1) |
| Power+3 (x1) |
| Speed+3 (x1) |
| Protect+3 (x1) |
| EROSION: 15 |
| DESCRIPTION: Increases Power, Armor, Shield, and Speed by +3. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|32. NAME: Full Specs+5 |
| LEVEL: 30 |
| FME: 9000 |
| INGREDIENTS: Backup (x1) |
| Power+5 (x1) |
| Speed+5 (x1) |
| Protect+5 (x1) |
| EROSION: 24 |
| DESCRIPTION: Increases Power, Armor, Shield, and Speed by +5. |
| CONDITIONS: Inflict 100000 LE of damage in a Final Strike. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|33. NAME: Full Specs+10 |
| LEVEL: 40 |
| FME: 90000 |
| INGREDIENTS: Backup (x1) |
| Power+10 (x1) |
| Speed+10 (x1) |
| Protect+10 (x1) |
| EROSION: 40 |
| DESCRIPTION: Increases Power, Armor, Shield, and Speed by +10.|
| CONDITIONS: Inflict 200000 LE of damage in a Final Strike. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|34. NAME: Massimo Plus (only Massimo can equip this) |
| LEVEL: N/A |
| FME: N/A |
| INGREDIENTS: N/A (Unrefinable Force Metal) |
| EROSION: 10 |
| DESCRIPTION: Increases all stats by +1; counterattacks +25%. |
| CONDITIONS: Acquired when Massimo joins your party. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|35. NAME: Assassin Mind |
| LEVEL: 13 |
| FME: 1000 |
| INGREDIENTS: Boost Power (x3) |
| Eagle Eye (x1) |
| EROSION: 10 |
| DESCRIPTION: Increases chance of Critical Strike by 10%. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|36. NAME: Eagle Eye |
| LEVEL: 10 |
| FME: 1000 |
| INGREDIENTS: Boost Speed (x3) |
| Assassin Mind (x1) |
| EROSION: 3 |
| DESCRIPTION: Increases Hit Ratio by +10. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|37. NAME: Fat Slicer (only Marino can equip this) |
| LEVEL: N/A |
| FME: N/A |
| INGREDIENTS: N/A (Unrefinable Force Metal) |
| EROSION: 3 |
| DESCRIPTION: Increases Hit Ratio by +10. |
| CONDITIONS: Acquired when Marino joins your party. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|38. NAME: Light As A Feather |
| LEVEL: 15 |
| FME: 3500 |
| INGREDIENTS: Boost Speed (x1) |
| Build Speed (x1) |
| Speed+1 (x1) |
| EROSION: 6 |
| DESCRIPTION: Shot/Contact-type Attack Dodge percent +5 |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|39. NAME: SFM fragment alpha |
| LEVEL: N/A |
| FME: N/A |
| INGREDIENTS: N/A (Unrefinable Force Metal) |
| EROSION: 99 |
| DESCRIPTION: Gain WE+75% and LE Gain+25% on each turn. |
| CONDITIONS: Steal from Great Redips (1st form). |
----------------------------------------------------------------------
----------------------------------------------------------------------
|40. NAME: SFM fragment beta |
| LEVEL: N/A |
| FME: N/A |
| INGREDIENTS: N/A (Unrefinable Force Metal) |
| EROSION: 99 |
| DESCRIPTION: Power/Armor/Shield+100; Speed+20 on each turn. |
| CONDITIONS: Steal from Great Redips (2nd form). |
----------------------------------------------------------------------
----------------------------------------------------------------------
|41. NAME: Fire Guard |
| LEVEL: 5 |
| FME: 300 |
| INGREDIENTS: Mega Fire (x3) |
| Protect+1 (x1) |
| EROSION: 3 |
| DESCRIPTION: Increases resistance to Fire attacks by +1. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|42. NAME: Fire Resist |
| LEVEL: 15 |
| FME: 3000 |
| INGREDIENTS: Ultra Fire (x3) |
| Protect+3 (x1) |
| EROSION: 8 |
| DESCRIPTION: Increases resistance to Fire attacks by +2. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|43. NAME: Reverse Fire |
| LEVEL: N/A |
| FME: N/A |
| INGREDIENTS: N/A (Unrefinable Force Metal) |
| EROSION: 16 |
| DESCRIPTION: Absorbs damage from Fire attacks; turns to LE. |
| CONDITIONS: Acquired if Cinnamon suffers a Fire attack. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|44. NAME: Water Guard |
| LEVEL: 5 |
| FME: 300 |
| INGREDIENTS: Mega Blizzard (x3) |
| Protect+1 (x1) |
| EROSION: 3 |
| DESCRIPTION: Increases resistance to Water attacks by +1. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|45. NAME: Water Resist |
| LEVEL: 15 |
| FME: 3000 |
| INGREDIENTS: Ultra Blizzard (x3) |
| Protect+3 (x1) |
| EROSION: 8 |
| DESCRIPTION: Increases resistance to Water attacks by +2. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|46. NAME: Reverse Water |
| LEVEL: N/A |
| FME: N/A |
| INGREDIENTS: N/A (Unrefinable Force Metal) |
| EROSION: 16 |
| DESCRIPTION: Absorbs damage from Water attacks; turns to LE. |
| CONDITIONS: Acquired if Cinnamon suffers a Water attack. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|47. NAME: Thunder Guard |
| LEVEL: 5 |
| FME: 300 |
| INGREDIENTS: Mega Thunder (x3) |
| Protect+1 (x1) |
| EROSION: 3 |
| DESCRIPTION: Increases resistance to Thunder attacks by +1. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|48. NAME: Thunder Resist |
| LEVEL: 15 |
| FME: 3000 |
| INGREDIENTS: Ultra Thunder (x3) |
| Protect+3 (x1) |
| EROSION: 8 |
| DESCRIPTION: Increases resistance to Thunder attacks by +2. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|49. NAME: Reverse Thunder |
| LEVEL: N/A |
| FME: N/A |
| INGREDIENTS: N/A (Unrefinable Force Metal) |
| EROSION: 16 |
| DESCRIPTION: Absorbs damage from Thunder attacks; turns to LE.|
| CONDITIONS: Acquired if Cinnamon suffers a Thunder attack. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|50. NAME: Virus Protection |
| LEVEL: 3 |
| FME: 80 |
| INGREDIENTS: Vaccine Program (x3) |
| LE+100 (x1) |
| EROSION: 2 |
| DESCRIPTION: Increases chance of defending against Virus. |
| CONDITIONS: Acquired if one character is hit by Virus. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|51. NAME: Virus Block |
| LEVEL: 12 |
| FME: 150 |
| INGREDIENTS: Vaccine Missile (x1) |
| LE+300 (x1) |
| EROSION: 5 |
| DESCRIPTION: Guaranteed defense against Virus. |
| CONDITIONS: Acquired if one character is affected by Virus. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|52. NAME: Bind Protection |
| LEVEL: 3 |
| FME: 80 |
| INGREDIENTS: Anti-Lock (x3) |
| LE+100 (x1) |
| EROSION: 1 |
| DESCRIPTION: Increases chance of defending against Bind. |
| CONDITIONS: Acquired if one character is hit by Bind. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|53. NAME: Bind Block |
| LEVEL: 12 |
| FME: 400 |
| INGREDIENTS: Tractor Net (x1) |
| LE+300 (x1) |
| EROSION: 3 |
| DESCRIPTION: Guaranteed defense against Bind. |
| CONDITIONS: Acquired if one character is affected by Bind. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|54. NAME: Freeze Protection |
| LEVEL: 3 |
| FME: 80 |
| INGREDIENTS: Warm-Up (x3) |
| LE+100 (x1) |
| EROSION: 1 |
| DESCRIPTION: Increases chance of defending against Freeze. |
| CONDITIONS: Acquired if one character is hit by Freeze. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|55. NAME: Freeze Block |
| LEVEL: 12 |
| FME: 400 |
| INGREDIENTS: Cryogenic (x1) |
| LE+300 (x1) |
| EROSION: 3 |
| DESCRIPTION: Guaranteed defense against Freeze. |
| CONDITIONS: Acquired if one character is affected by Freeze. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|56. NAME: Berserk Protection |
| LEVEL: 3 |
| FME: 80 |
| INGREDIENTS: Cooler (x3) |
| LE+100 (x1) |
| EROSION: 1 |
| DESCRIPTION: Increases chance of defending against Berserk. |
| CONDITIONS: Acquired if one character is hit by Berserk. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|57. NAME: Berserk Block |
| LEVEL: 12 |
| FME: 400 |
| INGREDIENTS: Cracker (x1) |
| LE+300 (x1) |
| EROSION: 3 |
| DESCRIPTION: Guaranteed defense against Berserk. |
| CONDITIONS: Acquired if one character is affected by Berserk.|
----------------------------------------------------------------------
----------------------------------------------------------------------
|58. NAME: Blind Protection |
| LEVEL: 3 |
| FME: 80 |
| INGREDIENTS: Clear Vision (x3) |
| LE+100 (x1) |
| EROSION: 2 |
| DESCRIPTION: Increases chance of defending against Blind. |
| CONDITIONS: Acquired if one character is hit by Blind. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|59. NAME: Berserk Block |
| LEVEL: 12 |
| FME: 400 |
| INGREDIENTS: Smoke Missile (x1) |
| LE+300 (x1) |
| EROSION: 5 |
| DESCRIPTION: Guaranteed defense against Blind. |
| CONDITIONS: Acquired if one character is affected by Blind. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|60. NAME: DOA Protection |
| LEVEL: 5 |
| FME: 100 |
| INGREDIENTS: Justice Missile (x1) |
| LE+100 (x1) |
| EROSION: 2 |
| DESCRIPTION: Increases chance of defending against DOA. |
| CONDITIONS: Acquired if one character is hit by DOA. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|61. NAME: DOA Block |
| LEVEL: 15 |
| FME: 500 |
| INGREDIENTS: DOA Protection (x3) |
| LE+300 (x1) |
| EROSION: 5 |
| DESCRIPTION: Guaranteed defense against DOA. |
| CONDITIONS: Acquired if one character is affected by DOA. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|62. NAME: Firewall |
| LEVEL: 20 |
| FME: 3000 |
| INGREDIENTS: Liquid Suffocation (x3) |
| Chaff (x1) |
| Hacking (x1) |
| EROSION: 15 |
| DESCRIPTION: Increases chance of retaining normal Status. |
| CONDITIONS: Obtain all 6 recipes in Status Effect series. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|63. NAME: Block All |
| LEVEL: N/A |
| FME: N/A |
| INGREDIENTS: N/A (Unrefinable Force Metal) |
| EROSION: 25 |
| DESCRIPTION: Guaranteed resistance to Status effects. |
| CONDITIONS: Acquired only from Force Metal vendors. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|64. NAME: Resist |
| LEVEL: 10 |
| FME: 1000 |
| INGREDIENTS: Rust Missile (x1) |
| Drill Missile (x1) |
| Melt Missile (x1) |
| Slime Missile (x1) |
| EROSION: 3 |
| DESCRIPTION: Increases defense against ability-reducing moves.|
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|65. NAME: Super Resist |
| LEVEL: 20 |
| FME: 3000 |
| INGREDIENTS: Resist (x2) |
| Protect+3 (x1) |
| EROSION: 15 |
| DESCRIPTION: Increases defense against ability-reducing moves.|
| CONDITIONS: Be hit by ability-reducing attacks 30 times. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|66. NAME: Infinite Resist |
| LEVEL: N/A |
| FME: N/A |
| INGREDIENTS: N/A (Unrefinable Force Metal) |
| EROSION: 25 |
| DESCRIPTION: Guaranteed defense against ability loss attacks. |
| CONDITIONS: Acquired from Mining Reploid in Chapter 6. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|67. NAME: Minus Metal-10 |
| LEVEL: 20 |
| FME: 1000 |
| INGREDIENTS: Self-Repair (x1) |
| Unlock Limiter (x1) |
| EROSION: 0 |
| DESCRIPTION: Uses one slot and reduces FM Erosion by -10. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|68. NAME: Minus Metal-20 |
| LEVEL: 30 |
| FME: 3000 |
| INGREDIENTS: Self-Repair (x2) |
| Unlock Limiter (x1) |
| EROSION: 0 |
| DESCRIPTION: Uses one slot and reduces FM Erosion by -20. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|69. NAME: Auto Sub Tank |
| LEVEL: 20 |
| FME: 1500 |
| INGREDIENTS: Build LE (x1) |
| LE+300 (x1) |
| Vengeful Counter (x1) |
| EROSION: 0 |
| DESCRIPTION: Recover 25% LE if LE falls below 1/4 of MAX. |
| CONDITIONS: Complete and fill 6 Sub Tanks (600%). |
----------------------------------------------------------------------
----------------------------------------------------------------------
|70. NAME: Auto Recover |
| LEVEL: 10 |
| FME: 500 |
| INGREDIENTS: Reboot (x1) |
| Bait (x1) |
| EROSION: 0 |
| DESCRIPTION: KO'd character is revived with 25% - end of turn.|
| CONDITIONS: Complete and fill 8 Sub Tanks (800%). |
----------------------------------------------------------------------
----------------------------------------------------------------------
|71. NAME: Auto Barrier |
| LEVEL: 20 |
| FME: 300 |
| INGREDIENTS: Build Armor (x1) |
| Build Shield (x1) |
| Protect+3 (x1) |
| EROSION: 10 |
| DESCRIPTION: Gain 10% chance to activate a barrier. |
| CONDITIONS: Defeat 3 enemies with a Counterattack. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|72. NAME: Bluff (only Spider can equip this) |
| LEVEL: N/A |
| FME: N/A |
| INGREDIENTS: N/A (Unrefinable Force Metal) |
| EROSION: 0 |
| DESCRIPTION: Avoid one enemy attack during battle. |
| CONDITIONS: Acquired when Spider joins your party. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|73. NAME: Zero Shift (only Zero can equip this) |
| LEVEL: 28 |
| FME: 7000 |
| INGREDIENTS: Liquid Suffocation (x1) |
| Auto Barrier (x1) |
| Protect+3 (x1) |
| EROSION: 13 |
| DESCRIPTION: Damage less than (Level x 5) is reduced to 0. |
| CONDITIONS: Input 16 commands into Zero's Command Arts. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|74. NAME: X Heart (only X can equip this) |
| LEVEL: N/A |
| FME: N/A |
| INGREDIENTS: N/A (Unrefinable Force Metal) |
| EROSION: 0 |
| DESCRIPTION: Revive once from KO with 10% LE. |
| CONDITIONS: Defeat Preon Chaser (x1). |
----------------------------------------------------------------------
----------------------------------------------------------------------
|75. NAME: Decoy |
| LEVEL: 2 |
| FME: 500 |
| INGREDIENTS: Reboot (x1) |
| Backup (x1) |
| EROSION: 0 |
| DESCRIPTION: Revive once from KO with 25% LE; uses up FM |
| CONDITIONS: Purchase at least 30 Figures. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|76. NAME: Parry Impact |
| LEVEL: 17 |
| FME: 4000 |
| INGREDIENTS: Build WE (x1) |
| WE+5 (x1) |
| Item Capture (x1) |
| EROSION: 4 |
| DESCRIPTION: Each hit from enemy restores 1 unit of WE. |
| CONDITIONS: Successfully steal from enemies 50 times. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|77. NAME: End to All |
| LEVEL: 19 |
| FME: 10000 |
| INGREDIENTS: FS Canceller (x1) |
| Justice Missile (x1) |
| Hawkeye (x1) |
| EROSION: 0 |
| DESCRIPTION: Guarantees Final Strike. |
| CONDITIONS: Activate 100 Final Strikes. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|78. NAME: FS Canceller |
| LEVEL: 7 |
| FME: 300 |
| INGREDIENTS: Justice Missile (x1) |
| Eagle Eye (x1) |
| EROSION: 0 |
| DESCRIPTION: Automatically cancels Final Strike. |
| CONDITIONS: Activate 50 Final Strikes. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|79. NAME: Analyzer |
| LEVEL: N/A |
| FME: N/A |
| INGREDIENTS: N/A (Unrefinable Force Metal) |
| EROSION: 0 |
| DESCRIPTION: Allows you to read enemy data, including LE. |
| CONDITIONS: Acquired from Chapter 2 Force Metal Vendor. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|80. NAME: Learning Aid |
| LEVEL: 16 |
| FME: 5000 |
| INGREDIENTS: Get EXP+ (x1) |
| Item Capture (x1) |
| EROSION: 10 |
| DESCRIPTION: 5% EXP bonus for each EXP point earned in battle.|
| CONDITIONS: Obtain over 70000 EXP (party total). |
----------------------------------------------------------------------
----------------------------------------------------------------------
|81. NAME: Caution |
| LEVEL: 30 |
| FME: 2000 |
| INGREDIENTS: Neutralizer-10 (x1) |
| Attractor (x1) |
| EROSION: 0 |
| DESCRIPTION: Reduces chance of random enemy encounters. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|82. NAME: Attractor |
| LEVEL: 4 |
| FME: 100 |
| INGREDIENTS: Exodus (x2) |
| EROSION: 0 |
| DESCRIPTION: Increases chance of random enemy encounters. |
| CONDITIONS: [UNKNOWN |
----------------------------------------------------------------------
----------------------------------------------------------------------
|83. NAME: Initiative |
| LEVEL: 21 |
| FME: 500 |
| INGREDIENTS: Caution (x1) |
| Cutting Edge (x1) |
| EROSION: 0 |
| DESCRIPTION: Doubles chance of party attacking first. |
| CONDITIONS: Get hit by at least 30 enemy blitzkriegs. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|84. NAME: Neutralizer-10 |
| LEVEL: N/A |
| FME: N/A |
| INGREDIENTS: N/A (Unrefinable Force Metal) |
| EROSION: 0 |
| DESCRIPTION: Uses one slot and reduces FM Erosion by 10%. |
| CONDITIONS: Can only be purchased from Secret FM Vendor. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|85. NAME: Neutralizer-20 |
| LEVEL: N/A |
| FME: N/A |
| INGREDIENTS: N/A (Unrefinable Force Metal) |
| EROSION: 0 |
| DESCRIPTION: Uses one slot and reduces FM Erosion by 20%. |
| CONDITIONS: Can only be purchased from Secret FM Vendor. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|86. NAME: Neutralizer-30 |
| LEVEL: N/A |
| FME: N/A |
| INGREDIENTS: N/A (Unrefinable Force Metal) |
| EROSION: 0 |
| DESCRIPTION: Uses one slot and reduces FM Erosion by 30%. |
| CONDITIONS: Can only be purchased from Secret FM Vendor. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|87. NAME: Self Repair |
| LEVEL: 15 |
| FME: 8000 |
| INGREDIENTS: Build LE (x1) |
| LE+300 (x1) |
| Power Charge (x1) |
| EROSION: 5 |
| DESCRIPTION: Restores 1% LE each turn for rear character. |
| CONDITIONS: Defeat 15 unique Preon-type enemies. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|88. NAME: Exodus |
| LEVEL: 2 |
| FME: 100 |
| INGREDIENTS: Boost Speed (x9) |
| EROSION: 0 |
| DESCRIPTION: Guarantees ability to flee from a battle. |
| CONDITIONS: [UNKNOWN] |
----------------------------------------------------------------------
----------------------------------------------------------------------
|89. NAME: Cutting Edge |
| LEVEL: 20 |
| FME: 3000 |
| INGREDIENTS: Caution (x1) |
| Good Luck (x1) |
| EROSION: 5 |
| DESCRIPTION: Lets you have first turn in battle. |
| CONDITIONS: Defeat a Mettaur Gigant. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|90. NAME: Lucky Girl (only Cinnamon can equip this) |
| LEVEL: 35 |
| FME: 10000 |
| INGREDIENTS: Good Luck (x1) |
| Get FME+ (x1) |
| EROSION: 5 |
| DESCRIPTION: Increases Zenny acquisition from battle by 10%. |
| CONDITIONS: Refine at least 30 unique types of Force Metal. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|91. NAME: Good Luck |
| LEVEL: 10 |
| FME: 700 |
| INGREDIENTS: Gain Hyper (x1) |
| Item Capture (x1) |
| EROSION: 7 |
| DESCRIPTION: Chance of acquiring enemy item drops by 3%. |
| CONDITIONS: [UNKNOWN]. |
----------------------------------------------------------------------
----------------------------------------------------------------------
|92. NAME: Monopoly |
| LEVEL: 35 |
| FME: 99999 |
| INGREDIENTS: Learning Aid (x1) |
| Cutting Edge (x1) |
| Get EXP+ (x1) |
| EROSION: 7 |
| DESCRIPTION: All EXP gained from battle goes to one character.|
| CONDITIONS: Obtain over 250000 EXP (party total). |
----------------------------------------------------------------------
That completes the section on Force Metals and how to use the Force Metal Gen-
erator. The only really tricky part of this is actually completing all 92 of
the recipes (although this is ONLY if you're *that* interested in full game
completion - there is NO reward for collecting all of the recipes).
========================
== 12. SECRETS AND TIPS:
========================
MEGA MAN X: COMMAND MISSION is a pretty lengthy game as far as MEGA MAN games
are concerned, and aside from all of the sidequests, there is plenty else to do
that can make the game a little bit more manageable.
1. EASY ZENNY
Go to Gimialla Mine and go down to Basement 3. Wander around in the mining
shafts until you fight Mettaurs. Down here, you'll usually encounter a few
of the Gold Mettaurs every now and then. Equipping Zenny+ Force Metals and
defeating these quickly can net you tons of Zenny (two quick battles can
earn you 10,000 or more!).
2. EASY LEVELING UP
Leveling up your characters is a rather painstaking process, especially
once you have a full party and you are distributing EXP gained across all
of your characters. These two ways to drastically increase gained EXP can
help you bypass this so you can start buying or acquiring the heavy-handed
weaponry. The first is to wait until you can synthesize the Force Metal
called Monopoly and then equip it on the character that you want to level
up. Now go and fight anywhere and all EXP will go just to that character.
This works best if you've already completed the game since you can go back
through Chapter 10 and gain 15,000 EXP per fight.
The second method is a bit riskier, but the rewards are huge if you can
pull it off. You'll be fighting Fire or Plasma Globs for these battles,
and using Fire or Thunder attacks to actually power them up instead of
just damaging them. Fire Globs will give you boosted EXP and Plasma Globs
will give you boosted FME. Now, in ROCKMAN X: COMMAND MISSION, there is
no limit to doing this trick, but for some reason in the localized one,
the EXP and FME gains per fight seem to have been capped at 131070. For
these fights, its important to understand the following: (a) 16 hits to
any Glob will make it reach its EXP/FME cap, but they run away after being
hit by seven different attacks. So you need to try and hit them with five
attacks or so and then unleash a Final Strike to try and maximize your
battle gains. For Fire Globs, give Zero the Red Lotus Saber and have your
other characters equip their most powerful Fire-based weapons. For Plasma
Globs, do the same except use your most powerful Thunder-based weapons.
For Fire Globs, the best place to find them is the Ulfat Factory; for the
Plasma Globs, head to the third floor of the Gimialla Mines. Once you run
into one, have each character use basic Fire or Thunder attacks to boost
the Globs' power (be warned that their Power, Armor, Shield, and Speed
stats will also increase, which is where the risk comes in - you can do
this and easily be killed by a powerful attack), hitting them once per
turn. After about five or six turns, try to activate a Final Strike (if
one of your characters has End to All equipped, you'll get it regardless).
The key is to save your powered-up attacks for the end once you've boosted
the Glob to a high level and then try to wipe it out in a single group of
turns. Doing this right will give you the max amount of EXP or FME, making
it ridiculously easy to reach Level 99 with all of your characters.
3. THWARTING 1% DROP RATES
There are a few items in this game that are downright nasty to try for,
as some of the enemies have 1% drop rates (The X-Buster MKIII is a perfect
example). However, there is a way, albeit very convoluted and somewhat
frustrating, to raise your chances at getting them. First off, you need a
total of 11 Good Luck Force Metals. "Good luck" getting them, too, because
you can't find them at any Item Shops - the only places to get them are in
the Lagrano Ruins (from Deployment), the Force Metal Generator, and by
fighting the rare Gold Bladers in the elevator room of Floor B-1F in Van-
allia Desert. Keep in mind here that the Bladers have 10% drop rates for
the Item Capture Force Metal (a key ingredient for refining a Good Luck
with the FMG) and 2% drop rates for Good Lucks themselves. So... as you
proceed to lose your mind and soul trying to get all of these, fight and
fight and then fight some more until you have acquired either a handful of
Good Lucks or at least enough materials to make them with the FMG. If you
manage to complete this, you can equip up to 11 Good Luck Force Metals to
your three in-use characters and go after those pesky enemies with 1% drop
rates - only now, their drop rate has increased to.... 34%! Ha hah ha...
oh well, it's better than 1%.
4. LEVELLING UP ACTION TRIGGERS
Some of the characters have to level up their Action Triggers before you
can unleash their full potential: Zero, Marino, Cinnamon, and Massimo
specifically. Here's how:
• ZERO: Keep using Command Arts repeatedly. Inputting 300 commands will
unlock the Zero Wave Slash, and inputting 999 commands will give you the
Zero Skull Crush.
• MARINO: Simply use her Emotional Reel as much as you can. Using it 100
times unlocks the Scattered Flower, and using it 200 times will give you
her Mirage Dive.
• CINNAMON: This is the easiest one. Increase Cinnamon's EXP level and she
will be able to generate more Hearts per use, and therefore refill more
of the party's LE.
• MASSIMO: Initially, the Berserk Charge is only given two levels. You can
gain a third level by inflicting 3000 LE of damage in a single attack.
Late in the game, this is pretty easy, but its getting the fourth level
that can prove a bit difficult since you have to inflict 10000 LE of
damage in a single turn while using his Hyper Mode. The easiest way to
do this is to equip Massimo with 2 Power+10 Force Metals, a Power Charge
sub-weapon, and either the Interceptor or the Beast Lancer (the latter
does more damage, but it also means you have to wait until after you've
completed the game to get the fourth level). Now go someplace like the
Lagrano Ruins where there are plenty of weak enemies. Find something
like a Preon Gunner and Defend until you get to 100% WE. Activate the
Glint Armor, use your Power Charge, and then activate your Action Trigg-
er, mashing buttons like mad to get as much power into it as possible.
For some reason, using this on weaker enemies seems to reliably cause
over 10000 LE of damage, even though they technically only have in the
hundreds. For obvious reasons, you cannot use a Final Strike to get this
fourth level (as it uses all three characters).
=============
== 13. LEGAL:
=============
This walkthrough must always be shown in full form, unaltered, with credit giv-
en to the author, and a link to Mega Man Network (
http://www.themmnetwork.com/)
must be provided. You are free to use this for personal use, but if you wish
to host it on another website, you must e-mail me first with a request for per-
mission. Copyright (C) 2012 Timothy Jones (NeoChozo). Some rights reserved.
All rights, including the copyrights of game, scenario, music and program are
Copyright (C) Capcom Co., Ltd.
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